Tom

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Tom (the) Baker: Level 7 Dwarven Fighter (Battlerager Vigor)

Str Con Dex Int Wis Cha
18
+4
18
+4
10
+0
8
-1
15
+2
10
+0

Note: Table below assumes wearing chain armor(-1 to * skills) and Selene is within 10 squares(+1 to ** skills) -- already factored in

Acro
DEX
Arcn
INT
Athl
STR
Blf
CHA
Dipl
CHA
Dung
WIS
Endr
CON
Heal
WIS
Hist
INT
Insgt
WIS
Intm
CHA
Nat
WIS
Perc
WIS
Rel
INT
Stl
DEX
Swise
CHA
Thvry
DEX
+2* +2 +11* +3 +4** +7 +13* +10 +2 +6** +3 +5 +5 +2 +2* +3 +2*
AC Fort Ref Will Save Init Move
22 21 15 17 +5 against poison +4** 5
HP cur Temp Max Bloodied HS Value HS left HS max Action Points
69 34 17 13
Used? Freq Act Name Rng/Req To Hit Effects/Notes
AtWill Free Bloodclaw activation Spend 1 HP before attacking on own turn or do -3 damage (flat or rolls). (Additional -2 to rolls if no temp HP.)
When hit with Melee/Close (no action) Battlerager Vigor Gain 7 temp HP (do not stack).
AtWill Std Melee Basic Melee +11/AC Hit: 2d5+16 damage and take 1 damage (see bloodclaw) (+d6 crit)
AtWill Std Ranged Basic Range 5/10 +10/AC Hit: d6+6 damage (+0 crit)
AtWill Std Charge Melee +12/AC Move 2-5 directly to closest adjacent square
+1 to hit
hit: as melee basic
AtWill Std Crushing Surge Melee +11/AC hit: 2d5+16 damage (+d6 crit) and take 1 damage, stack 5 temp HP
AtWill Std Brash Strike Melee +13/AC grant combat advantage to target until start of your next turn
hit: 2d5+20 damage (+d6 crit) and take 1 damage
When Attacking (no action) Combat Challenge Mark attacked enemy (hit or miss)
AtWill Inst Int Combat Challenge +11/AC triggers when adjacent marked enemy shifts or attacks target not including me
hit: 2d5+13 (no bloodclaw) (2d5+11 if no temp HP)
AtWill Opp Att Combat Superiority +13/AC +2 to opportunity attacks
hit: 2d5+13 (no bloodclaw) (2d5+11 if no temp HP) and target stops moving if move provoked
Enc Std Passing Attack Melee +11/AC, +13/AC hit: 2d5+16 damage, shift 1, make second attack at +2 to-hit
Enc Imm React Parry and Riposte Melee +11/AC hit: 2d5+13 damage (no bloodclaw) and it grants combat advantage to all until end of my next turn.
Enc Imm React Unbreakable Personal Trigger: when hit by an attack
Effect: Reduce damage by 9.
Enc Std Come and Get It Close Burst 3 +11/AC Pull 2 to end adjacent, then attack close burst 1.
Hit: 2d5+13 damage (no bloodclaw)
Enc Minor Second Wind Use healing surge; +2 to all defenses; Dwarves get as minor action
Enc Free Spend an Action Point take standard action
Daily Std Villain's Menace Melee +11/AC hit: 4d5+18 damage (+d6 crit) and take 1 damage, +2 to hit and +4 to damage target until end of encounter
miss: +1 to hit and +2 to damage until end of encounter
(power bonuses)
Daily Minor Rain of Steel Personal 2d5+7 damage (not attacks, so no battlerager vigor or bloodclaw allowed, no str) to enemy starting adjacent (must be capable of opp attacks). Stance.
Daily Minor Boundless Endurance Effect: Regeneration 6 when bloodied
Stance
Item Daily Free Delver's Armor +2 power bonus to save after rolling
Item Daily Minor Cloak of Resistance Resist 5 all damage until start of next turn.
Item Daily Minor Belt of Sacrifice 5 squares Lose 2 healing surges. Target ally regains 1 healing surge.

Tactics: Get an easy hit to start getting temp HP and start spending them on the bloodclaw for the extra damage. Always leave at least 1 temp HP, or you lose the +2 temp HP damage. (Note: By having temp HP to spend, you do +5 extra damage -- +2 for battlerager vigor and +3 for bloodclaw.)

Equipment

  • +1 Shared Suffering Chain [+7 AC, no dex bonus, -1 check, encounter: when take ongoing damage, give equal untyped ongoing damage]
  • +1 Cloak of Distortion (-5 to hit with ranged attacks when range >5, +1 to Ref/Fort/Will)
  • Iron Armbands of Power (+2 to melee attack damage rolls)
  • +1 Bloodclaw Mordenkrad [+2 prof, 2d5+2 damage, 2-H Hammer (superior melee), +1 enh to-hit/damage, spend 1 HP before roll and get +3 damage if hit -- even to flat damage]
  • 6 Throwing Hammers [+2 prof, 1d6 damage, 5/10 range, 2 lb each, Hammer, Off-Hand, Heavy Thrown]
  • 3 Handaxes [same stats as throwing hammers]
  • Basic equipment for enchanting purposes (nonmagical heavy shield, chain, execution axe, mordenkrad).
  • +2 Delver's Chain (Finemail)
  • Belt of Sacrifice (Heroic Tier)
  • Adventurer's kit
  • GP: 320

Contents

History

Tom is the best baker of fine dwarven warbread ever. He's hunting down Trent because "I want my 2 gold pieces."

Description

4'6", 200 lb. Tom does have a beard, but it looks a bit.. singed around the edges. He acts as if maybe he's taken one too many to the head with a rolling pin, or maybe it's the halbread he's baked.

Abilities

Armor Class Fortitude Reflex Will
22
(13 +7 armor(finemail) +2 enh)
21
(13 +4 abil +2 class +2 enh)
15
(13 +2 enh)
17
(13 +2 abil +2 enh)

Hit points: 15 class + 18 con + 6*6 level = 69 max, 69/2 = 34 bloodied, 34/2 = 17 surge, 9 + 4 con mod = 13 surges/day

Move: 5 (dwarves always move 5)

Initiative: +4 (+3 level +1 Selene)

Bonus to Saving Throws: +5 against poison (Dwarf)

Passive Insight: 16 (+2 abil +3 level/2 +1 Selene)
Passive Perception: 15 (+2 abil +3 level/2)

Attacks & Powers

Melee Basic Ranged Basic
+1 Bloodclaw Mordenkrad Throwing Hammer
+11/AC; 2d5+16 damage (2d5+11 if no temp hp) +10/AC; d6+6 damage
to hit: +4 str +2 prof +3 lvl/2 +1 enh +1 feat to hit: +4 str(heavy thrown) +2 prof +3 lvl/2 +1 feat
damage: [W]=2d5+2, +4 str +2 item (iron armbands) +1 enh +2 untyped (if temp HP, Battlerager Vigor) +3 untyped (if bloodclaw) +2 feat (dwarven weapon training) damage: [W]=d6 +4 str +2 feat (dwarven weapon training)

Crushing Surge (Level 1 At-Will)

At Will, Invigorating, Martial, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W]+Strength modifer damage.
Increase damage to 2[W]+Strength Modifier at 21st level

Brash Strike (Level 1 At-Will)

At Will, Martial, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Strength+2 vs. AC
Hit: 1[W]+Strength modifier damage.
Increase damage to 2[W]+Strength modifier at 21st level.

  • Weapon: If you're wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier.

Effect: You grant combat advantage to the target until the start of your next turn.

Passing Attack (Level 1 Encounter Attack)

Encounter, Martial, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you can shift 1 square. Make a secondary attack.

  • Secondary Target: One creature other than the primary target.
  • Secondary Attack: Strength+2 vs. AC
  • Hit: 1[W]+Strength modifier damage.

Villain's Menace (Level 1 Daily Attack)

Daily, Martial, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W]+Strength modifier damage, and you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against the target until the end of the encounter.
Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter.

Boundless Endurance (Level 2 Daily Utility)

Daily, Healing, Martial, Stance
Minor Action, Personal
Effect: You gain regeneration 2 + your Constitution modifier when you are bloodied

Parry and Riposte (Level 3 Encounter Attack)

Encounter, Martial, Weapon
Immediate Reaction, Melee weapon
Trigger: An enemy misses you or an ally with a melee attack
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target grants combat advantage to you and your allies until the end of your next turn.

Rain of Steel (Level 5 Daily Attack)

Daily, Martial, Stance, Weapon
Minor Action, Personal
Effect: Any enemy that starts its turn adjacent to you takes 1[W] damage, as long as you are able to make opportunity attacks.

Unbreakable (Level 6 Utility)

Encounter, Martial
Immediate Reaction, Personal
Trigger: You are hit by an attack
Effect: Reduce the damage from the attack by 5 + your Constitution modifier.

Come and Get It (Level 7 Encounter Attack)

Encounter, Martial, Weapon
Standard Action, Close Burst 3
Target: Each enemy in burst you can see.
Effect: You pull each target 2 squares to a space adjacent to you. You cannot pull a target that cannot end adjacent to you. You then make a close attack targeting each adjacent enemy.
Attack: Strength vs. AC
Hit: 1[W]+Strength modifier damage

Class Features: Fighter

Armor Proficiencies: cloth, leather, hide, chainmail, scale; light shield, heavy shield
Weapon Proficiencies: simple melee, military melee, simple ranged, military ranged
Bonus to Defense: +2 Fortitude
Hit Points at 1st Level: 15 + Con score]
Hit Points Per Level Gained: 6
Healing Surges Per Day: 9 + Con mod [11]
Skills: 3 from Athletics, Endurance, Heal, Intimidate, Streetwise

Combat Challenge

No Action
In combat, it's dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.

Immediate Interrupt
In addition, whenever [errata] an enemy marked by you is adjacent to you and shifts or makes an attack, [errata] you can make a melee basic attack against that enemy as an immediate interrupt. [Note that a character only gets one immediate action per round, and this does not get the opportunity attack bonus, as it is not an opportunity attack.]

Combat Superiority (Class Feature)

Opportunity Attack
You gain a bonus to opportunity attacks equal to your Wisdom modifier [+1]. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving. [Note that opportunity attacks are limited to once per opponent's turn.]

Battlerager Vigor (Class Feature)

Each time an enemy hits you with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier (after the attack is resolved).
When you gain temporary hit points by hitting with an attack that has the invigorating keyword, those temporary hit points stack with any other temporary hit points you already have.
When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks whenever you have temporary hit points. This bonus increases to +2 if you're wielding an axe, a hammer, a mace, or a pick.

Keyword: Invigorating

If you are trained in the Endurance skill, you gain temporary hit points equal to your Constitution modifier when you hit with a power that has this keyword. No invigorating power grants temporary hit points more than once per turn, even if you hit with more than once with the invigorating keyword in a round.

Keyword: Stance

A stance power lasts until the end of the encounter, for 5 minutes, or until you use another stance power.

Feats

Dwarven Weapon Training [Dwarf]

Prerequisite: Dwarf
Benefit: You gain proficiency and a +2 feat bonus to damage rolls with axes and hammers.

Dwarf Stoneblood [Dwarf]

Prerequisites: Dwarf, fighter, Battlerager Vigor class feature
Benefit: Add one-half your Constitution modifier to the temporary hit points granted by your Battlerager Vigor.

Improved Vigor

Prerequisites: Fighter, trained in Endurance
Benefit: You gain 1 additional temporary hit point each time you gain temporary hit points from a power that has the invigorating keyword.
If you have the Battlerager Vigor class feature, this benefit also applies to the temporary hit points gained from it.
At 11th level, this bonus increases to 2 additional temporary hit points. At 21st level, this bonus increases to 3 additional temporary hit points.

Weapon Expertise

Benefit: Choose a weapon group. You gain a +1 bonus to attack rolls with any weapon power you use with a weapon from that group. The bonus increases to +2 at 15th level and +3 at 25th level.
Special: You can take this feat more than once. Each time you select this feat, choose another weapon group.

Racial Traits: Dwarf

  • Average Height: 4'3"-4'9"
  • Average Weight: 160-220 lb.
  • Ability Scores: +2 Constitution, +2 Wisdom
  • Size: Medium
  • Speed: 5 squares
  • Vision: Low-light
  • Languages: Common, Dwarven
  • Skill Bonuses: +2 Dungeoneering, +2 Endurance

Cast-Iron Stomach

+5 racial bonus to saving throws against poison.

Dwarven Resiliance

You can use your second wind as a minor action instead of a temporary action.

Dwarven Weapon Proficiency

You gain proficiency with the throwing hammer and the warhammer.

Encumbered Speed

You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.

Stand Your Ground

When an effect forces you to move -- through a pull, a push, or a slide -- you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to.
In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.

Item Abilities

  • Chainmail (Heavy Armor)
    • Armor Bonus: +6 (+7 for Finemail Chain)
    • Check: -1
    • Speed: -1
    • Weight: 40 lb.
  • Mordenkrad (Superior Two-Handed Melee Weapon)
    • Prof: +2
    • Damage: 2d6
    • Weight: 12 lb
    • Hammer
    • Brutal 1
  • Handaxe/Throwing Hammer (Military One-Handed Melee Weapon)
    • Prof: +2
    • Damage: 1d6
    • Range: 5/10
    • Weight: 3 lb. / 2 lb.
    • Axe / Hammer
    • Off-hand, heavy thrown

+1 Shared Suffering Chain (Level 5)

Armor: Any
Enhancement: AC
Power(Encounter):Immediate Reaction. Use this power when an attack gives you ongoing damage. The attacker gains an equal amount of untyped ongoing damage.

+2 Delver's Finemail Chain (Level 8)

Armor: Any
Enhancement: AC
Power(Daily): Free Action. Gain a +2 power bonus to a saving throw you just rolled; use the new result.
Note: Finemail Chain has the same stats as Chain, but with +7 armor bonus rather than +6 armor bonus.

Belt of Sacrifice (Level 7)

Item Slot: Waist
Property: Each ally within 5 squares of you gains a +1 item bonus to his or her healing surge value.
Power (Daily Healing): Minor Action. Lose two healing surges. An ally within 5 squares of you regains one healing surge.

Bloodclaw Mordenkrad (Level 2)

Weapon: Any Melee Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (At-Will): Free Action. Use this power before making a melee attack on your turn. You take damage up to a maximum of the weapon's enhancement bonus (a +3 weapon deals up to 3 damage to its wielder). This damage cannot be reduced or prevented in any way. If you hit, increase the damage your target takes by double the amount of damage you took, triple if you are wielding the weapon in two hands.

Iron Armbands of Power (Level 6)

Item Slot: Arms
Property: Gain a +2 item bonus to melee damage rolls

  • Level 16: +4 item bonus
  • Level 26: +6 item bonus

Cloak of Resistance (Level 7)

Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Power(Daily):Minor Action. Gain resist 5 to all damage until the start of your next turn.

Cloak of Distortion (Level 4)

Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property: A ranged attack against you from more than 5 squares away takes a -5 penalty to the attack roll.

Skill Mods

  • Trained: +5 to Athletics, Endurance, Heal
  • Armor/Shield: -1 check when using chain to: Acrobatics, Athletics, Endurance, Stealth, Thievery
  • +1 racial bonus to Diplomacy, Initiative, and Insight when Selene is within 10 squares

Future Level Plans

At level 8, he gets 7 HP, +1 con, +1 wis and Martial Freedom feat (or Victor's Confidence if I have Boots of Free Movement), possibly Devoted Challenge/Against All Odds instead. Also, +1 to all skills, defenses, attack rolls, and initiative. +1 con adds +1 HP. +1 wis adds +1 Will and +1 to opportunity attacks, not to mention +1 to relevant skills.

Feats to Consider:

   * Devoted Challenge (MP) -- attack/dam boost to Combat Challenge = Wis
   * Martial Freedom (MP, any Martial) -- useful if no boots, but occasional
   * Victors Confidence (MP) -- potentially useful but two conditions (drop foe, need save)
   * Potent Challenge (PHB) (+4 damage for Combat Challenge)
   * Against All Odds (Dragon 364) -- rare, though may work well with Come And Get It
   * Dodge Giants (PHB) -- later
   * Powerful Charge (PHB) -- meh
   * Thunder Hammer (MP) -- would be useful if I had more attacks with saves vs. condition
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