Vic: Difference between revisions
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==== ''Encounter'' ==== | ==== ''Encounter'' ==== | ||
'''Inspiring Word''' -- Minor, Martial, Healing: You or an ally in burst 5 can spend a Healing Surge and regain an additional 1d6 + 4 HP. Can be used twice per encounter. | |||
'''Fey Step''' -- Move, Teleportation: Teleport up to 5 squares. | '''Fey Step''' -- Move, Teleportation: Teleport up to 5 squares. | ||
'''Oghma's Faithful theme power''' -- | '''Understand Language (Oghma's Faithful theme power)''' -- Minor, Divine: Choose a language you have heard or seen within the past 24 hours. Until the end of the encounter, you can read and understand that language. | ||
'''Warlord's Favor''' -- Standard, Melee: +2 vs. AC, 1d8 damage. One ally within 5 squares gains +5 to attack rolls against target until end of your next turn. | '''Warlord's Favor''' -- Standard, Melee: +2 vs. AC, 1d8 damage. One ally within 5 squares gains +5 to attack rolls against target until end of your next turn. | ||
Latest revision as of 11:26, 20 April 2026
Victorin "Vic" Dayward[edit]
L3 Eladrin Warlord Alignment: Good Theme: Oghma's Faithful
Appearance: A short, thin, male eladrin with platinum blonde shoulder length hair and smirk on his face, wearing leather armor and carrying a long spear.
Str 11 (+0) Con 13 (+1) Dex 12 (+1) Int 18 (+4) Wis 12 (+1) Cha 14 (+2)
HP 35 / Bloodied 18 ; Healing Surges 8 (8 HP)
AC 17 Fortitude 14 Reflex 16 Will 16
Passive Perception 20, Passive Insight 17
Basic attack +1 vs. AC, 1d8
Heritage/Class Features[edit]
- Speed 6
- Low-light vision
- Eladrin Will: +5 racial bonus to saving throws against charm effects
- Fey Origin: Fey for the purpose of effects
- Fey Step: Can use Fey Step as an encounter power
- Trance: Rather than sleep, meditate for 4 hours
- Languages Common, Elven
Feats[edit]
- Tactical Assault When an ally uses an Action Point to get an extra attack, that attack has bonuses of +2 to hit, +4 damage
- Tactical Inspiration + Int modifier to HP restored by Inspiring Word
Skills[edit]
- Acrobatics +2
- Arcana (trained) +12
- Athletics +1
- Bluff +3
- Diplomacy (trained) +8
- Dungeoneering +2
- Endurance +2
- Heal (trained) +7
- History (trained) +14
- Insight +2
- Intimidate (trained) +8
- Nature +2
- Perception +2
- Religion +5
- Stealth +2
- Streetwise +3
- Thievery +2
Note: +2 Arcana, +4 History
Powers[edit]
At-Will[edit]
Commander's Strike -- Standard, Melee: An ally of your choice makes a melee basic attack against the target with +4 damage bonus.
Wolf Pack Tactics -- Standard, Melee: +2 vs. AC, 1d8 damage. Special: Before attack, one ally adjacent to either you or target can shift as a free action.
Encounter[edit]
Inspiring Word -- Minor, Martial, Healing: You or an ally in burst 5 can spend a Healing Surge and regain an additional 1d6 + 4 HP. Can be used twice per encounter.
Fey Step -- Move, Teleportation: Teleport up to 5 squares.
Understand Language (Oghma's Faithful theme power) -- Minor, Divine: Choose a language you have heard or seen within the past 24 hours. Until the end of the encounter, you can read and understand that language.
Warlord's Favor -- Standard, Melee: +2 vs. AC, 1d8 damage. One ally within 5 squares gains +5 to attack rolls against target until end of your next turn.
Hold the Line -- Standard, Melee: +2 vs. AC, 1d8 damage. Effect: Until end of your next turn, allies adjacent to you gain +2 power bonus to AC and cannot be pushed, pulled or slid.
Aid The Injured -- Standard, touch. You or adjacent ally can spend a healing surge.
Daily[edit]
Bastion of Defense -- Standard, Melee: +2 vs. AC, 3d8 damage. Allies within 5 squares gain +1 power bonus to all defenses until the end of the encounter. Effect: Allies within 5 squares gain 5 + Cha modifier temporary HP.
Equipment[edit]
Equipment:
- Amulet of Health +1
- Leather armor
- Longspear
- Standard adventurer's kit
- Writing kit
- Healer's kit