D&D 4e character sheet (Current level 30)
Sep. 6th, 2013 03:18 amAs a note! Certain information here is based on two D&D sessions combined into one, so certain changes, such as languages, outside characters, settings, and what not can be changed if DMs feel like they need to be changed. Personality, history, family relations, and the like about the character himself will still be the same!
Name: Rue Valentine
Race: Human
Age: 29
Gender: Male
Height: 6’1”
Weight: 210 lbs
Class: Warlord (Bravura)
Deity: Triana (Reydalaverse)
Alignment: Chaotic Good
Paragon Path: Knight Commander of Triana (homebrewed/tweaked Reydalaverse class)
Epic Path: Warmaster
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Nuln, Riscanan, Sylvan, Kaltian.
Current Level: 30
Money: 20GP
Human bonus: +2 to one ability score of your choice.
Stats:
18 STR - 4
13 CON - 1
10 DEX - 0
11 INT - 0
8 WIS - -1
17 (19) CHA - 4 (5)
26 STR - 8
16 CON - 3
12 DEX - 1
13 INT - 1
10 WIS - 0
26 CHA - 8
HP: 173
AC: 46
Fortitude: 44
Reflex: 34
Will: 45
Passive Insight: 31
Passive Perception: 25
Healing Surges: 10
Trained Skills: Athletics, Diplomacy, Endurance, Heal, Intimidate, History, Religion, Nature, Bluff, Streetwise, and Stealth.
Initiative: 1d20+ 1/2 level + dex + bonus feats (1d20 + 15 + 1)
Class Traits:
Role: Leader. You are an inspiring commander and a master of battle tactics.
Power Source: Martial. You have become an expert in tactics through endless hours of training and practice, personal determination, and your own sheer physical toughness.
Key Abilities: Strength, Intelligence, Charisma
Armor Proficiencies: Cloth, leather, hide, chainmail; light shield
Weapon Proficiencies: Simple melee, military melee, simple ranged
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: From the class skills list below, choose four trained skills at 1st level.
Class Skills: Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Intimidate (Cha)
Build Options: Inspiring warlord, tactical warlord, resourceful warlord, bravura warlord
Class Features: Combat Leader, Commanding Presence, inspiring word
Key skills: (Level/Mod/Trained/Racial Bonus/Item Bonus/Penalty = Results)
(STR) Athletics - 15 + 8 + 5 + 0 + 1 - 0 = 29
(CHA) Diplomacy - 15 + 8 + 5 + 0 + 4 + 0 = 32
(CON) Endurance - 15 + 3 + 5 + 0 + 0 - 0 = 21
(WIS) Heal - 15 + 0 + 5 + 0 + 0 + 0 + 0 = 20
(INT) History - 15 + 1 + 5 + 0 + 0 + 0 = 21
(CHA) Intimidate - 15 + 8 + 5 + 4 + 0 = 32
(CHA) Streetwise - 15 + 8 + 5 + 0 + 0 + 0 = 28
(CHA) Bluff - 15 + 8 + 5 + 0 + 0 + 0 = 28
(WIS) Nature - 15 + 0 + 5 + 0 + 0 + 0 = 20
(DEX) Stealth - 15 + 1 + 5 + 0 + 0 - 0 = 21
(INT) Religion - 15 + 1 + 5 + 0 + 0 + 0 = 21
-------
(DEX) Acrobatics - 15 + 1 + 0 + 0 + 0 - 0 = 16
(INT) Arcana - 15 + 1 + 0 + 0 + 0 + 0 = 16
(WIS) Dungeoneering - 15 + 0 + 0 + 0 + 0 + 0 = 15
(WIS) Insight - 15 + 0 + 0 + 0 + 6 + 0 = 21
(WIS) Perception - 15 + 0 + 0 + 0 + 0 + 0 = 15
(DEX) Thievery - 15 + 1 + 0 + 0 + 0 - 0 = 16
Equipment:
Tarrasque Spectral Plate Armor+6 (+12 Armor Bonus. +6 Enchantment Bonus. Check -1 Speed -1
Property: You ignore the speed and skill check penalties for wearing plate armor.
Power (Daily): Move Action. You move your speed. In addition, you become insubstantial and gain phasing until the end of your turn.) (PH2.199) (AV2 pg 14)
Blade of the eldritch knight Bastard Sword+6 (1d10 to damage. +6 to attack and to damage rolls. 1d6 per plus on crit.
Property: When you use a standard action to make a melee attack with this blade, your melee reach increases to 5 for that attack.)
Iron Armbands of Power (Property: Gain a +6 item bonus to melee damage roll.) (arms) ( AV1)
Gauntlets of Ogre Power (Property: Gain +1 item bonus to Athletics checks and Strength ability checks but not strength attacks.
Daily: Free action, use this power when you hit with a melee attack. Add a +5 power bonus to damage roll) (hands) (PH1 pg 247)
Medallion of the Mind+6 (Enhancement: Fort, Reflex, Will.
Property: You gain an item bonus to Insight checks equal to the medallion’s enhancement bonus.
Property: You can communicate telepathically with any creature you can see. Those willing to communicate with you can send thoughts back to you, allowing a two-way communication. This telepathic communication fulfills the requirement of a class feature or power that a target be able to hear you.
Power (Daily): Free Action. Trigger: An enemy you grant combat advantage to hits or misses you. Effect: The triggering enemy grants combat advantage to your allies until the start of your next turn.)
Ring of the Dragonborn Emperor: (+3 to damage.
Power (Daily): When bloodied, use one encounter power even if used. If encounter power was not used while using this ability, it will not count as used after.)
Ring of Aquatic Ability (Property: Gain a swim speed equal to your speed. You can breathe underwater. If you’ve reached at least one milestone today, gain a swim speed equal to twice your speed.)
Ring of Tactical Brilliance (Property: When you use a warlord power that lets an ally shift, that ally gains a +1 bonus to all defenses until the end of his or her next turn.) (AV2)
Survivor’s Boots (Property: While bloodied, you don’t provoke opportunity attacks when moving, using ranged powers, or using area powers.)
Crown of Command (Property: Gain a +4 item bonus to Diplomacy checks and Intimidate checks.
Power (Daily): Free Action. You can use this power when you or an ally within 5 squares of you rolls a poor Diplomacy or Intimidate check. You are the ally rerolls the check and uses the new result.) (head)
General’s Belt (Property: +1 item bonus to Fortitude.
Power (Daily/Healing): Free action. Trigger: You use a power that heals an ally. Effect: You spend a healing surge.) (belt) (AV2)
Everlasting Provisions (After an extended rest, you gain food and water enough to feed 5 medium creatures, 5 small creatures or one large creature for 24 hours.) (wondrous) (PH1 pg 254)
(+2 item bonus to will due to General’s Belt and Ring of Tactical Brilliance item set)
1d20 + 15 (½ level) + 8 (STR) + 3 (Proficiency) + 6 (enchantment) + 3 (Versatile Expertise ) 1d20+35
2d10 + 8 (STR) + 3 (Weapon focus) + 6 (enchantment) + 1 Versatile (2hands on 1hand weapon) + 5 (if using gauntlets) + 3 (ring) + 6 (armbands) + 4d6 (crit)
2d10 + 32 + 4d6
2d10 + 27 (normal attacks)
Racial Features:
Languages: Common, choice of one other
Bonus At-Will Power: You know one extra at-will power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.
Class Features:
Combat Leader
You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative. (2+8 = 10 power bonus from Combat Commander feat)
(Commanding Presence) Bravura Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn. (+1 to attack/+8 to damage, or +9 to move from Improved Bravura and Fate Favors the Bold feats)
Inspiring Word (Warlord Feature)
“You call out to a wounded ally and offer inspiring words of courage and determination that helps that ally heal.”
Encounter (Special) Martial, Healing
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use inspiring word three times per encounter. (Four times from Fight On feat)
Minor Action Close burst 5
(10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
The amount of additional hit points regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.
CURRENT INSPIRING WORD: 6d6+8 (Charisma mod from Improved Inspiring Word feat)
At-Wills:
Direct the Strike
“You direct an ally to attack as an enemy lowers its guard.”
Martial, Weapon
Standard Action Ranged 5
Target: One ally
Effect: The target makes a basic attack as a free action against an enemy of your choice that you can see and is within 10 squares of you.
Intuitive Strike
“Your strike puts your opponent off guard, allowing your allies to better exploit the enemy’s openings.”
Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. Will
Hit: 1[W] damage. Until the start of your next turn, any ally who attacks the target and has combat advantage against it gains a bonus to the attack roll of 1 + your Wisdom or Charisma modifier instead of the normal +2 bonus.
Level 21: 2[W] damage.
Viper’s Strike
“You trick your adversary into making a tactical error that gives your comrade a chance to strike.”
Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.
Effect: If the target shifts before the start of your next turn, it provokes an opportunity attack from an ally of your choice.
Encounter:
Hail of Steel
“You level your weapon at your enemy, then pull it back and lunge forward. As your attack strikes true, your allies rain death down upon him.”
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and every ally within 5 squares of you makes a basic attack against the target.
A Plan Comes Together
“You read your enemy's intent and spring your trap. Your allies bring the unsuspecting foe down.”
Martial
Free Action Close Burst 10
Trigger: An enemy in burst starts its turn.
Primary Target: One ally adjacent to the triggering enemy.
Secondary Target: One ally in the burst.
Effect: The primary target makes a melee basic attack as a free action against the triggering enemy. On a hit, the target is dazed. Then the secondary target makes a charge attack as a free action against the triggering enemy. On a hit, the target falls prone.
Provoke Overextension
“You goad the enemy into pressing too far, setting up your ally’s counterstrike.”
Encounter, Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target must make a basic attack against you as a free action. If the basic attack misses, an ally of yours can make a basic attack against the target as a free action.
Bravura Presence: You gain a bonus to your AC against the target’s basic attack equal to your Charisma modifier and your ally gains the same bonus to his or her basic attack’s damage roll.
Daily:
Stand Invincible
“You throw everything you have at the enemy and become a beacon of strength and perseverance for your allies.”
Martial, Weapon
Standard Action Melee weapon
Target: One creature.
Attack:Strength vs. Fortitude
Hit:7[W] + Strength modifier damage.
Effect: You and each ally within 5 squares of you gain a +4 power bonus to all defenses and resist 5 to all damage until the end of your next turn.
Sustain Minor: The effect continues.
Victory Surge
“Victory is within your grasp, so with a mighty roar, you push your allies to seize every opportunity and fight like never before.”
Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2 [W] + Strength modifier damage, Until the start of your next turn, every ally within 10 squares of you can follow up a standard action with a basic attack made as a free action.
Miss: Until the start of your next turn, one ally of your choice within 10 squares of you can follow up a standard action with a basic attack made as a free action.
Sustain Minor: Until the start of your next turn, one ally of your choice within 10 squares of you can follow up a standard action with a basic attack made as a free action.
Relentless Assault
“You point out an opportunity perfect for an ally’s attacks, renewing your own determination to end this fight.”
Daily, Martial, Martial
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage
Effect: Until the end of the encounter, when you or an ally scores a critical hit, you and each ally can make a basic attack as free action.
Utility:
Knight’s Move
“With a sharp wave of your arm, you direct one of your allies to a more tactically advantageous position.”
Encounter, Martial
Move Action Ranged 10
Target: One ally
Effect: The target takes a move action as a free action.
Forbidden Ground
“You declare the space in front of you to be forbidden, and any enemy that dares to enter it will suffer the consequences.”
Daily, Martial
Standard Action Close blast 3
Effect: The blast creates an area of forbidden ground. Until the end of the encounter, whenever an enemy enters the area, you or an ally can charge that enemy or make a basic attack against it as an immediate reaction.
Invigorating Shout
“You call to an ally with words of inspiration, pushing your comrade to fight on.”
Daily, Healing, Martial
Minor Action Ranged 5
Target: One ally
Effect: The target regains one healing surge and also regains hit points equal to his or her healing surge value.
Instant Planning
“Your instinctive reactions to the situation turns the tide in your favor.”
Daily, Martial
Minor Action Close burst 5
Targets: You and each ally in burst
Effects: Until the end of your next turn, every target gains your choice of a power bonus to attack rolls equal to your Charisma modifier, a power bonus to speed equal to your Charisma modifier, or a power bonus to all defenses equal to your Intelligence modifier.
Bloodthirsty Offensive
“You have your foes against the wall, and you focus your attention on finishing the job.”
(Daily) Martial, Stance
Minor Action Personal
Effect: Until the stance ends, you grant combat advantage to all enemies. In addition, you and each ally within 10 squares of you gain a +2 power bonus to attack rolls against bloodied enemies. Also, each time you or an ally within 10 squares of you spends an action point to take an extra action, that character can make a basic attack as a free action before taking the extra action.
Bravura Presence: You and each ally within 10 squares of you gain a bonus to damage rolls against bloodied enemies equal to your Charisma modifier.
Paragon Path Features:
Knight Commander of Triana-- (Homebrewed/tweaked from the Battlelord of Kord PP)
Channel Divinity (Triana‘s Clarion) (11th level): You gain the Channel Divinity class feature as your power was divine, which means you can use your Channel Divinity power once per encounter. In addition, you gain the Channel Divinity feat: Triana’s Clarion as your divinity feat.
Channel Divinity: Triana’s Clarion
“With a telling blow comes a divine sign of inevitable victory, stirring your allies into greater acts of heroism.”
Encounter, Divine, Radiant
Immediate Action Burst 5 within 10 squares
Target: An enemy who is struck by a critical hit, either by you or by an ally.
Attack: N/A
Effect: The enemy takes an additional 1d8 + CHA radiant modifier damage. Each ally in burst gains a +2 power bonus to attack rolls until the end of your turn.
Special: You must take the Triana’s Clarion feat to use this power.
Knight Commander’s Fortune (11th level): When you spend an action point to take an extra action, any ally who can see and hear you gains a +2 bonus to attack rolls and damage rolls until the start of your next turn.
Knight Commander’s Inspirational Gamble (11th level): When you use your inspiring word power, you can give the target of the power a +2 bonus to attack rolls and a bonus to damage rolls equal to your Charisma modifier that lasts until the end of your next turn. If the target’s first attack during that time misses, the target grants combat advantage to attackers until the end of your next turn.
Knight Commander’s Promised Victory (16th level): Any ally that can see and hear you while you flank against an enemy gains a power bonus of +2 to all defenses. In addition, whenever you are marked, you can immediately make a saving throw against the condition. If you save, the condition ends.
Paragon Path Exploits:
Tempest of Triumph
“Your finishing blow sets off a chain reaction of inspired attacks, potentially laying low all your foes.”
Encounter, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier + Charisma modifier damage. If this attack reduces the target to 0 hit points, an ally within 5 squares of you can make a basic attack against a different target as an immediate reaction, adding your Charisma modifier to the damage roll. If that ally’s attack reduces its target to 0 hit points, a different ally within 5 squares of you gains the same benefit. Repeat until an attack fails to reduce a target to 0 hit points or until you run out of allies within 5 squares.
Inspiration of Luck
“Your faith in Triana leads you to amazing exploits during the glory of battle.”
Daily, Martial
Minor Action Personal
Effect: Expend one use of inspiring word to regain the use of an encounter attack power you have used during this encounter.
Path of the Storm
“You charge through the battlefield to lead your allies to a promised victory, striking down upon your foes as Triana strikes ill luck upon them.”
Daily, Martial, Weapon
Standard Action Melee weapon
Effect: You can shift a number of squares equal to your Charisma modifier. During this movement, you can make a number of melee basic attacks equal to your Charisma modifier against any enemies within reach. You can use as many of these attacks as you wish against any of the possible targets. You cannot attack the same target multiple times.
Epic Path Features:
Warmaster-- (MP)
Warmaster Features:
Tactical Awareness (21st level): You and any ally who can see you can act during a surprise round even when surprised and do not grant combat advantage from being surprised. Also, each ally who can see you and is not surprised can take a standard action, a move action, and a minor action on his or her turn during the surprise round.
Shock and Awe (24th level): Whenever you spend an action point to take an extra action, one ally within 5 squares of you can also take an extra action on his or her turn.
Tactical Genius (30th level): During an encounter, you can spend as many of your action points as you want.
Warmaster Power:
Spring the Trap
“You lure your foes into a trap, and at your terse command, your allies spring to action.”
Daily, Martial
Standard Action Close burst 5
Targets: You and each ally in burst
Effect: In order of highest initiative to lowest, each target can take a standard action, a move action, or a minor action.
Feats:
heroic:
Improved Bravura: When allies use Warlord’s Bravura Presence, that ally gains either +1 bonus to the attack roll or a +1 bonus to speed for the move action. (Ally’s choice.) (MP)
Improved Inspiring Word: Add your Charisma modifier to the hit points restored by your inspiring word. (MP)
Versatile Expertise: Choose a weapon group and an implement type. You gain a +1 feat bonus to attack rolls both when using a weapon from the chosen group and when using an implement of the chosen type. The bonus increases to +2 at 15th level and +3 at 25th level. (PH3)
Weapon Proficiency(Bastard Sword): Gain proficiency with the weapon of your choice (PH1)
Weapon Focus (Heavy Blade): +1 damage with chosen weapon group. +2 at 11th level. +3 at 21st level (PH1)
Armor Proficiency (Scale): Training with scale armor (PH1)
Armor Proficiency (Plate): Training with plate armor (PH1)
Linguist: Learn three new languages. (Kaltian, Riscanan, Sylvan)
paragon:
Eyes In The Back Of Your Head: You don't grant combat advantage from being flanked (PH3)
Paragon Defenses: +1 bonus to Fortitude, Reflex and Will. (PH2)
Armor Specialization (Plate): +1 AC with plate armor. (PH1)
Combat Commander: Combat Leader class skill (+2) gains bonus to Cha or Int mod. (MP2)
Fight On: You can use your inspiring word one additional time per encounter. (MP2)
Impetuous Charger: When you charge an enemy, your allies gain combat advantage against that enemy until the end of your next turn. (MP)
epic:
Call to Glory: Whenever you grant an ally an attack by using a warlord power, that ally gains temporary hit points equal to one-half your level if the attack hits. (MP)
Fate Favors the Bold: Whenever an ally makes a basic attack granted by your Bravura Presence, the ally gains a bonus to the damage roll equal to your Charisma modifier. Whenever an ally takes a move action granted by your Bravura Presence, the ally gains a bonus to speed during that move equal to your Charisma modifier. (MP2)
Supreme Inspiration: Whenever you use inspiring word, you heal two targets instead of one (either two allies or one ally and yourself). (MP)
Martial Mastery: When you spend an action point to take an extra action, you also regain the use of a martial encounter power you have used during this encounter. (MP)
Timely Revival: You make death saving throws at the start of your turn rather than at the end. If you succeed on a death saving throw and have not used your second wind this encounter, you can use your second wind. You then take the rest of your turn as normal. (MP)
Name: Rue Valentine
Race: Human
Age: 29
Gender: Male
Height: 6’1”
Weight: 210 lbs
Class: Warlord (Bravura)
Deity: Triana (Reydalaverse)
Alignment: Chaotic Good
Paragon Path: Knight Commander of Triana (homebrewed/tweaked Reydalaverse class)
Epic Path: Warmaster
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Nuln, Riscanan, Sylvan, Kaltian.
Current Level: 30
Money: 20GP
Human bonus: +2 to one ability score of your choice.
Stats:
18 STR - 4
13 CON - 1
10 DEX - 0
11 INT - 0
8 WIS - -1
17 (19) CHA - 4 (5)
26 STR - 8
16 CON - 3
12 DEX - 1
13 INT - 1
10 WIS - 0
26 CHA - 8
HP: 173
AC: 46
Fortitude: 44
Reflex: 34
Will: 45
Passive Insight: 31
Passive Perception: 25
Healing Surges: 10
Trained Skills: Athletics, Diplomacy, Endurance, Heal, Intimidate, History, Religion, Nature, Bluff, Streetwise, and Stealth.
Initiative: 1d20+ 1/2 level + dex + bonus feats (1d20 + 15 + 1)
Class Traits:
Role: Leader. You are an inspiring commander and a master of battle tactics.
Power Source: Martial. You have become an expert in tactics through endless hours of training and practice, personal determination, and your own sheer physical toughness.
Key Abilities: Strength, Intelligence, Charisma
Armor Proficiencies: Cloth, leather, hide, chainmail; light shield
Weapon Proficiencies: Simple melee, military melee, simple ranged
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: From the class skills list below, choose four trained skills at 1st level.
Class Skills: Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Intimidate (Cha)
Build Options: Inspiring warlord, tactical warlord, resourceful warlord, bravura warlord
Class Features: Combat Leader, Commanding Presence, inspiring word
Key skills: (Level/Mod/Trained/Racial Bonus/Item Bonus/Penalty = Results)
(STR) Athletics - 15 + 8 + 5 + 0 + 1 - 0 = 29
(CHA) Diplomacy - 15 + 8 + 5 + 0 + 4 + 0 = 32
(CON) Endurance - 15 + 3 + 5 + 0 + 0 - 0 = 21
(WIS) Heal - 15 + 0 + 5 + 0 + 0 + 0 + 0 = 20
(INT) History - 15 + 1 + 5 + 0 + 0 + 0 = 21
(CHA) Intimidate - 15 + 8 + 5 + 4 + 0 = 32
(CHA) Streetwise - 15 + 8 + 5 + 0 + 0 + 0 = 28
(CHA) Bluff - 15 + 8 + 5 + 0 + 0 + 0 = 28
(WIS) Nature - 15 + 0 + 5 + 0 + 0 + 0 = 20
(DEX) Stealth - 15 + 1 + 5 + 0 + 0 - 0 = 21
(INT) Religion - 15 + 1 + 5 + 0 + 0 + 0 = 21
-------
(DEX) Acrobatics - 15 + 1 + 0 + 0 + 0 - 0 = 16
(INT) Arcana - 15 + 1 + 0 + 0 + 0 + 0 = 16
(WIS) Dungeoneering - 15 + 0 + 0 + 0 + 0 + 0 = 15
(WIS) Insight - 15 + 0 + 0 + 0 + 6 + 0 = 21
(WIS) Perception - 15 + 0 + 0 + 0 + 0 + 0 = 15
(DEX) Thievery - 15 + 1 + 0 + 0 + 0 - 0 = 16
Equipment:
Tarrasque Spectral Plate Armor+6 (+12 Armor Bonus. +6 Enchantment Bonus. Check -1 Speed -1
Property: You ignore the speed and skill check penalties for wearing plate armor.
Power (Daily): Move Action. You move your speed. In addition, you become insubstantial and gain phasing until the end of your turn.) (PH2.199) (AV2 pg 14)
Blade of the eldritch knight Bastard Sword+6 (1d10 to damage. +6 to attack and to damage rolls. 1d6 per plus on crit.
Property: When you use a standard action to make a melee attack with this blade, your melee reach increases to 5 for that attack.)
Iron Armbands of Power (Property: Gain a +6 item bonus to melee damage roll.) (arms) ( AV1)
Gauntlets of Ogre Power (Property: Gain +1 item bonus to Athletics checks and Strength ability checks but not strength attacks.
Daily: Free action, use this power when you hit with a melee attack. Add a +5 power bonus to damage roll) (hands) (PH1 pg 247)
Medallion of the Mind+6 (Enhancement: Fort, Reflex, Will.
Property: You gain an item bonus to Insight checks equal to the medallion’s enhancement bonus.
Property: You can communicate telepathically with any creature you can see. Those willing to communicate with you can send thoughts back to you, allowing a two-way communication. This telepathic communication fulfills the requirement of a class feature or power that a target be able to hear you.
Power (Daily): Free Action. Trigger: An enemy you grant combat advantage to hits or misses you. Effect: The triggering enemy grants combat advantage to your allies until the start of your next turn.)
Ring of the Dragonborn Emperor: (+3 to damage.
Power (Daily): When bloodied, use one encounter power even if used. If encounter power was not used while using this ability, it will not count as used after.)
Ring of Aquatic Ability (Property: Gain a swim speed equal to your speed. You can breathe underwater. If you’ve reached at least one milestone today, gain a swim speed equal to twice your speed.)
Ring of Tactical Brilliance (Property: When you use a warlord power that lets an ally shift, that ally gains a +1 bonus to all defenses until the end of his or her next turn.) (AV2)
Survivor’s Boots (Property: While bloodied, you don’t provoke opportunity attacks when moving, using ranged powers, or using area powers.)
Crown of Command (Property: Gain a +4 item bonus to Diplomacy checks and Intimidate checks.
Power (Daily): Free Action. You can use this power when you or an ally within 5 squares of you rolls a poor Diplomacy or Intimidate check. You are the ally rerolls the check and uses the new result.) (head)
General’s Belt (Property: +1 item bonus to Fortitude.
Power (Daily/Healing): Free action. Trigger: You use a power that heals an ally. Effect: You spend a healing surge.) (belt) (AV2)
Everlasting Provisions (After an extended rest, you gain food and water enough to feed 5 medium creatures, 5 small creatures or one large creature for 24 hours.) (wondrous) (PH1 pg 254)
(+2 item bonus to will due to General’s Belt and Ring of Tactical Brilliance item set)
1d20 + 15 (½ level) + 8 (STR) + 3 (Proficiency) + 6 (enchantment) + 3 (Versatile Expertise ) 1d20+35
2d10 + 8 (STR) + 3 (Weapon focus) + 6 (enchantment) + 1 Versatile (2hands on 1hand weapon) + 5 (if using gauntlets) + 3 (ring) + 6 (armbands) + 4d6 (crit)
2d10 + 32 + 4d6
2d10 + 27 (normal attacks)
Racial Features:
Languages: Common, choice of one other
Bonus At-Will Power: You know one extra at-will power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.
Class Features:
Combat Leader
You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative. (2+8 = 10 power bonus from Combat Commander feat)
(Commanding Presence) Bravura Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn. (+1 to attack/+8 to damage, or +9 to move from Improved Bravura and Fate Favors the Bold feats)
Inspiring Word (Warlord Feature)
“You call out to a wounded ally and offer inspiring words of courage and determination that helps that ally heal.”
Encounter (Special) Martial, Healing
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use inspiring word three times per encounter. (Four times from Fight On feat)
Minor Action Close burst 5
(10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
The amount of additional hit points regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.
CURRENT INSPIRING WORD: 6d6+8 (Charisma mod from Improved Inspiring Word feat)
At-Wills:
Direct the Strike
“You direct an ally to attack as an enemy lowers its guard.”
Martial, Weapon
Standard Action Ranged 5
Target: One ally
Effect: The target makes a basic attack as a free action against an enemy of your choice that you can see and is within 10 squares of you.
Intuitive Strike
“Your strike puts your opponent off guard, allowing your allies to better exploit the enemy’s openings.”
Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. Will
Hit: 1[W] damage. Until the start of your next turn, any ally who attacks the target and has combat advantage against it gains a bonus to the attack roll of 1 + your Wisdom or Charisma modifier instead of the normal +2 bonus.
Level 21: 2[W] damage.
Viper’s Strike
“You trick your adversary into making a tactical error that gives your comrade a chance to strike.”
Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.
Effect: If the target shifts before the start of your next turn, it provokes an opportunity attack from an ally of your choice.
Encounter:
Hail of Steel
“You level your weapon at your enemy, then pull it back and lunge forward. As your attack strikes true, your allies rain death down upon him.”
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and every ally within 5 squares of you makes a basic attack against the target.
A Plan Comes Together
“You read your enemy's intent and spring your trap. Your allies bring the unsuspecting foe down.”
Martial
Free Action Close Burst 10
Trigger: An enemy in burst starts its turn.
Primary Target: One ally adjacent to the triggering enemy.
Secondary Target: One ally in the burst.
Effect: The primary target makes a melee basic attack as a free action against the triggering enemy. On a hit, the target is dazed. Then the secondary target makes a charge attack as a free action against the triggering enemy. On a hit, the target falls prone.
Provoke Overextension
“You goad the enemy into pressing too far, setting up your ally’s counterstrike.”
Encounter, Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target must make a basic attack against you as a free action. If the basic attack misses, an ally of yours can make a basic attack against the target as a free action.
Bravura Presence: You gain a bonus to your AC against the target’s basic attack equal to your Charisma modifier and your ally gains the same bonus to his or her basic attack’s damage roll.
Daily:
Stand Invincible
“You throw everything you have at the enemy and become a beacon of strength and perseverance for your allies.”
Martial, Weapon
Standard Action Melee weapon
Target: One creature.
Attack:Strength vs. Fortitude
Hit:7[W] + Strength modifier damage.
Effect: You and each ally within 5 squares of you gain a +4 power bonus to all defenses and resist 5 to all damage until the end of your next turn.
Sustain Minor: The effect continues.
Victory Surge
“Victory is within your grasp, so with a mighty roar, you push your allies to seize every opportunity and fight like never before.”
Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2 [W] + Strength modifier damage, Until the start of your next turn, every ally within 10 squares of you can follow up a standard action with a basic attack made as a free action.
Miss: Until the start of your next turn, one ally of your choice within 10 squares of you can follow up a standard action with a basic attack made as a free action.
Sustain Minor: Until the start of your next turn, one ally of your choice within 10 squares of you can follow up a standard action with a basic attack made as a free action.
Relentless Assault
“You point out an opportunity perfect for an ally’s attacks, renewing your own determination to end this fight.”
Daily, Martial, Martial
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage
Effect: Until the end of the encounter, when you or an ally scores a critical hit, you and each ally can make a basic attack as free action.
Utility:
Knight’s Move
“With a sharp wave of your arm, you direct one of your allies to a more tactically advantageous position.”
Encounter, Martial
Move Action Ranged 10
Target: One ally
Effect: The target takes a move action as a free action.
Forbidden Ground
“You declare the space in front of you to be forbidden, and any enemy that dares to enter it will suffer the consequences.”
Daily, Martial
Standard Action Close blast 3
Effect: The blast creates an area of forbidden ground. Until the end of the encounter, whenever an enemy enters the area, you or an ally can charge that enemy or make a basic attack against it as an immediate reaction.
Invigorating Shout
“You call to an ally with words of inspiration, pushing your comrade to fight on.”
Daily, Healing, Martial
Minor Action Ranged 5
Target: One ally
Effect: The target regains one healing surge and also regains hit points equal to his or her healing surge value.
Instant Planning
“Your instinctive reactions to the situation turns the tide in your favor.”
Daily, Martial
Minor Action Close burst 5
Targets: You and each ally in burst
Effects: Until the end of your next turn, every target gains your choice of a power bonus to attack rolls equal to your Charisma modifier, a power bonus to speed equal to your Charisma modifier, or a power bonus to all defenses equal to your Intelligence modifier.
Bloodthirsty Offensive
“You have your foes against the wall, and you focus your attention on finishing the job.”
(Daily) Martial, Stance
Minor Action Personal
Effect: Until the stance ends, you grant combat advantage to all enemies. In addition, you and each ally within 10 squares of you gain a +2 power bonus to attack rolls against bloodied enemies. Also, each time you or an ally within 10 squares of you spends an action point to take an extra action, that character can make a basic attack as a free action before taking the extra action.
Bravura Presence: You and each ally within 10 squares of you gain a bonus to damage rolls against bloodied enemies equal to your Charisma modifier.
Paragon Path Features:
Knight Commander of Triana-- (Homebrewed/tweaked from the Battlelord of Kord PP)
Channel Divinity (Triana‘s Clarion) (11th level): You gain the Channel Divinity class feature as your power was divine, which means you can use your Channel Divinity power once per encounter. In addition, you gain the Channel Divinity feat: Triana’s Clarion as your divinity feat.
Channel Divinity: Triana’s Clarion
“With a telling blow comes a divine sign of inevitable victory, stirring your allies into greater acts of heroism.”
Encounter, Divine, Radiant
Immediate Action Burst 5 within 10 squares
Target: An enemy who is struck by a critical hit, either by you or by an ally.
Attack: N/A
Effect: The enemy takes an additional 1d8 + CHA radiant modifier damage. Each ally in burst gains a +2 power bonus to attack rolls until the end of your turn.
Special: You must take the Triana’s Clarion feat to use this power.
Knight Commander’s Fortune (11th level): When you spend an action point to take an extra action, any ally who can see and hear you gains a +2 bonus to attack rolls and damage rolls until the start of your next turn.
Knight Commander’s Inspirational Gamble (11th level): When you use your inspiring word power, you can give the target of the power a +2 bonus to attack rolls and a bonus to damage rolls equal to your Charisma modifier that lasts until the end of your next turn. If the target’s first attack during that time misses, the target grants combat advantage to attackers until the end of your next turn.
Knight Commander’s Promised Victory (16th level): Any ally that can see and hear you while you flank against an enemy gains a power bonus of +2 to all defenses. In addition, whenever you are marked, you can immediately make a saving throw against the condition. If you save, the condition ends.
Paragon Path Exploits:
Tempest of Triumph
“Your finishing blow sets off a chain reaction of inspired attacks, potentially laying low all your foes.”
Encounter, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier + Charisma modifier damage. If this attack reduces the target to 0 hit points, an ally within 5 squares of you can make a basic attack against a different target as an immediate reaction, adding your Charisma modifier to the damage roll. If that ally’s attack reduces its target to 0 hit points, a different ally within 5 squares of you gains the same benefit. Repeat until an attack fails to reduce a target to 0 hit points or until you run out of allies within 5 squares.
Inspiration of Luck
“Your faith in Triana leads you to amazing exploits during the glory of battle.”
Daily, Martial
Minor Action Personal
Effect: Expend one use of inspiring word to regain the use of an encounter attack power you have used during this encounter.
Path of the Storm
“You charge through the battlefield to lead your allies to a promised victory, striking down upon your foes as Triana strikes ill luck upon them.”
Daily, Martial, Weapon
Standard Action Melee weapon
Effect: You can shift a number of squares equal to your Charisma modifier. During this movement, you can make a number of melee basic attacks equal to your Charisma modifier against any enemies within reach. You can use as many of these attacks as you wish against any of the possible targets. You cannot attack the same target multiple times.
Epic Path Features:
Warmaster-- (MP)
Warmaster Features:
Tactical Awareness (21st level): You and any ally who can see you can act during a surprise round even when surprised and do not grant combat advantage from being surprised. Also, each ally who can see you and is not surprised can take a standard action, a move action, and a minor action on his or her turn during the surprise round.
Shock and Awe (24th level): Whenever you spend an action point to take an extra action, one ally within 5 squares of you can also take an extra action on his or her turn.
Tactical Genius (30th level): During an encounter, you can spend as many of your action points as you want.
Warmaster Power:
Spring the Trap
“You lure your foes into a trap, and at your terse command, your allies spring to action.”
Daily, Martial
Standard Action Close burst 5
Targets: You and each ally in burst
Effect: In order of highest initiative to lowest, each target can take a standard action, a move action, or a minor action.
Feats:
heroic:
Improved Bravura: When allies use Warlord’s Bravura Presence, that ally gains either +1 bonus to the attack roll or a +1 bonus to speed for the move action. (Ally’s choice.) (MP)
Improved Inspiring Word: Add your Charisma modifier to the hit points restored by your inspiring word. (MP)
Versatile Expertise: Choose a weapon group and an implement type. You gain a +1 feat bonus to attack rolls both when using a weapon from the chosen group and when using an implement of the chosen type. The bonus increases to +2 at 15th level and +3 at 25th level. (PH3)
Weapon Proficiency(Bastard Sword): Gain proficiency with the weapon of your choice (PH1)
Weapon Focus (Heavy Blade): +1 damage with chosen weapon group. +2 at 11th level. +3 at 21st level (PH1)
Armor Proficiency (Scale): Training with scale armor (PH1)
Armor Proficiency (Plate): Training with plate armor (PH1)
Linguist: Learn three new languages. (Kaltian, Riscanan, Sylvan)
paragon:
Eyes In The Back Of Your Head: You don't grant combat advantage from being flanked (PH3)
Paragon Defenses: +1 bonus to Fortitude, Reflex and Will. (PH2)
Armor Specialization (Plate): +1 AC with plate armor. (PH1)
Combat Commander: Combat Leader class skill (+2) gains bonus to Cha or Int mod. (MP2)
Fight On: You can use your inspiring word one additional time per encounter. (MP2)
Impetuous Charger: When you charge an enemy, your allies gain combat advantage against that enemy until the end of your next turn. (MP)
epic:
Call to Glory: Whenever you grant an ally an attack by using a warlord power, that ally gains temporary hit points equal to one-half your level if the attack hits. (MP)
Fate Favors the Bold: Whenever an ally makes a basic attack granted by your Bravura Presence, the ally gains a bonus to the damage roll equal to your Charisma modifier. Whenever an ally takes a move action granted by your Bravura Presence, the ally gains a bonus to speed during that move equal to your Charisma modifier. (MP2)
Supreme Inspiration: Whenever you use inspiring word, you heal two targets instead of one (either two allies or one ally and yourself). (MP)
Martial Mastery: When you spend an action point to take an extra action, you also regain the use of a martial encounter power you have used during this encounter. (MP)
Timely Revival: You make death saving throws at the start of your turn rather than at the end. If you succeed on a death saving throw and have not used your second wind this encounter, you can use your second wind. You then take the rest of your turn as normal. (MP)