Shattered Lands/Kabocha

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General Info[edit]

Eyes: Grey Hair: Black Height: 7'3" Weight: 280lbs.

MAX HP 62 Bloodied 31 Surge Value 15 Surge per Day 12

Initiative 4

Speed 5 (6-1 from armor)

Miscellaneous Vision or Senses Normal Vision

Defenses[edit]

AC 22= 10+3(1/2 LvL)+7(Armor+Ability)+2 (Enhancement Bonus)

Fort 20= 13+4 (Ability)+2 (Class) + 1 (Enhancement)

Ref 15= 13+1 (Ability) + 1 (Enhancement)

Will 16= 13+1 (Ability) +1 Enhancement +1 Racial

Ability Scores[edit]

Ability Bonus(B) [B+1/2 LvL]

STR 19 (+4) [+7] INT 11 (+0) [+3]

CON 17(+3) [+6] WIS 13 (+1) [+4]

DEX 12(+1) [+4] CHA 10 (+0) [+3]

SKILLz[edit]

Trained

Athletics(STR) +13

Endurance (CON) +12

Intimidate (CHA) +8


Passive

Insight(Wis) 14

Perception (Wis) 14

Class and Racial Features[edit]

HALF GIANT

Mountain's Tenacity +1 to WILL

Powerful Athlete Roll twice and use either result when making Athletics results to jump or climb.

Stone's Endurance Have the stone's endurance power.

FIGHTER

Combat Challenge Mark Foes you attack. They get -2 to attacks not including you. Make a melee basic attack against adjacent marked foe who shifts or makes an attack not including you. Mark lasts until the end of your next turn.

Combat Superiority Add your Wis Modifier to Opportunity attacks, OA's halt the target's movement if it hits.

Battlerager Vigor Temp HP when you hit with a melee or close attack (+3 Temp). Double this (+6) if the power is an invigorating power. If you use an invigorating attack power and miss every target with it, gain +3 Temp HP.

When wearing light armor or chainmail, gain +2 to damage rolls with melee and close weapon attacks whenever you have Temp HP.

Feats[edit]

Half-Giant Weapon Prowess +2 to damage rolls with Two Handed Weapons.

Weapon Expertise (Hammers) +1 to attack with hammers.

Fast Runner Gain +2 to your speed whenever you charge or run.

Victor's confidence When you reduce an enemy to 0 HP with a melee attack, you gain a +1 bonus to saving throws until the end of the encounter.

@-WILLs[edit]

Melee Basic Attack (MAUL)
Standard, Weapon
Range: Melee
Target: One Creature
Attack: +11 vs. AC
Damage: 2d6+7 damage.

Basic Ranged Attack (JAVELINS x5)
Standard, Weapon
Range: 10/20
Target: One Creature
Damage: 1d6+5 damage.

Crushing Surge
Standard, INVIGORATING, Martial, Weapon
Range: Melee
Target: One Creature
Attack: +11 vs. AC
Hit: 2d6+7 damage. (+2 damage if you have TEMP hp when you make the attack).

Knockdown Assualt
Standard, Martial, Weapon
Range: Melee
Target: One creature.
Attack: +11 vs. Fort
Hit: 4 damage and you knock the target prone.
Special: When charging, you can use this power in place of a melee basic attack.

Encounters [edit]

Stone's Endurance
Minor Action
Effect: You gain resist 5 to all damage until the end of your next turn.

Bell Ringer
Standard Action, INVIGORATING, Martial, Weapon
Range: Melee
Target: One Creature
Attack: +11 vs. Fort
Hit: 3 damage and the target is dazed until the end of your next turn.

Blinding Smash
Standard Action, INVIGORATING, Martial, Weapon
Range: Melee
Target: One Creature
Attack: +11 vs. Fort
Hit: 3 damage and the target is blinded until the end of your next turn.

Disruptive Advance
Standard Action, Martial, Weapon
Range:Melee
Target: One Creature
Attack: +11 vs. AC
Hit: 4d6+7 damage and you push the target 2 squares. The target and each enemy adjacent to the target at the end of the push are slowed until the end of your next turn.

Amulet of Life +1
Free action
Trigger: Use this power when you spend a healing surge.
Effect: You can spend an Additional Healing surge.

EVERYBODY MOVE!
Minor Action, Fear
Range: Close Blast 3
Target: Each enemy in blast.
Effect: You push each target 1 square, but not into difficult terrain.

Daily[edit]

Note A reliable attack isn't expended if it misses.

Comback Strike
Standard action, Healing, Martial, RELIABLE
Range: Melee
Target: One Creature
Attack: +11 vs. AC
Hit: 4d6+7 damage and you spend a healing surge.

Pinning Smash
Standard Action, INVIGORATING, Martial, Weapon
Range: Melee
Target: One Creature
Attack: +11 vs. AC
Hit: 2d6+10 damage and the target is immobilized until you are not adjacent to it.
Miss:Half damage, and the target is immobilized until the end of your next turn.

Boundless Endurance
Minor Action
Effect: You gain regeneration 5 when you are bloodied.

GEAR[edit]

Adventurer's Kit

Javelins (5)

Aftershock Maul +1 +1d6 damage on critical, plus each enemey adjacent to the target of the critical hit is knocked prone.

Amulet of Life See encounter power above.

Magic Finemail +2 -1 speed, -1 to Physical skill checks



Shattered Lands