TrentSheet

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Trent: Level 5 Human Fighter

Str Con Dex Int Wis Cha
19
+4
14
+2
14
+2
8
-1
14
+2
10
+0

Note: Table below assumes wearing a shield(-2 to * skills) and Selene is within 10 squares(+1 to ** skills) and armor (+1 Endr) -- 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* +1 +9* +2 +3** +4 +8* +9 +1 +5** +7 +4 +4 +1 +2* +2 +2*

Tactics: Engage the lieutenants and minions, not letting them past. Smack those who try -- even those who try to shift away if they've been marked. He's got healing: Second Wind (as normal), Daily Comeback Strike (which does damage *and* lets him spend a healing surge), and Daily Boundless Endurance (regenerate HP when bloodied until end of encounter). Also, he gains 5 temporary HP every time he drops a foe to 0. Finally, he's got +1 to saves, and +3 to attacks on action surges.

Equipment

  • Scale Armor [+7 AC, no dex bonus, -1 speed]
  • Heavy Shield [+2 AC, +2 Reflex, -2 to skills (noted above)
  • Shield of Protection [as heavy shield, plus daily resist 10 for self and adjacent ally until end of next turn]
  • Longsword [+3 prof, 1d8 damage, 4 lb, Heavy Blade, Versatile]
  • +1 LifeDrinker Longsword [as Longsword plus: +1 enh attack/damage, +1d6 necrotic on crit, 5 temp HP when foe->0]
  • +1 Dwarven Scale [+1 AC, +1 endurance, Daily free action for healing surge value HP]
  • +1 Vicious Javelin [+1 hit/damage, +1d12 critical]
  • 6 Throwing Hammers [+2 prof, 1d6 damage, 5/10 range, 2 lb each, Hammer, Off-Hand, Heavy Thrown]
  • 8 javelins [+2 prof, 1d6 damage, 10/20 range, 2 lb each, Spear, Heavy Thrown]
  • Adventurer's kit
  • GP: 27

Feats/Features

  • Human Fortitude: +1 to all saving throws
  • Action Surge: +3 to attack rolls on action gained with an action point
  • Weapon Focus (Heavy Blade): +1 to damage when using heavy blades
  • Toughness: 5 extra max HP per tier
  • Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses
  • 6'2", 220 lb, Size: Medium, Vision: Normal
  • Languages: Common, Giant
  • Fighter Bonus to Defense: +2 Fortitude
  • Combat Challenge: mark attacked enemy(hit or miss). Expires at end of your next turn.
  • Combat Challenge: When adjacent enemy shifts or makes an attack not including you, immediate interrupt with melee basic attack.
  • Combat Superiority: +1 to opportunity attacks
  • Combat Superiority: If move provokes opportunity attack and attack hits, target stops moving
  • Fighter Weapon Talent (One Handed): +1 to hit when using one-handed weapon
AC Fort Ref Will Save Init Move HP cur/max Bloodied HS Value HS left/max Action Points
22 19 17 15 +1 +5 5 58/58 29 14 11/11 1
Used? Freq Act Name Rng/Req To Hit Effects/Notes
AtWill Std Melee Basic (+1 Lifedrinker Longsword) Melee +11/AC Hit: d8+6 damage (+d6 necrotic crit)
AtWill Std Ranged Basic (+1 Vicious Javelin) Range 10/20 +10/AC Hit: d6+5 damage (+d12 crit)
AtWill Std Charge Melee +12/AC Move 2-5 directly to closest adjacent square
+1 to hit
hit: d8+6 damage
AtWill Std Cleave Melee +11/AC hit: d8+6 damage, enemy adjacent to me takes 4 damage
AtWill Std Reaping Strike Melee +11/AC hit: d8+6 damage
miss: 2 damage
AtWill Std Tide of Iron Melee
Req Shield
+11/AC hit: d8+6 damage, push 1 square, can shift into that square
When Attacking part of attack action Combat Challenge Mark attacked enemy (hit or miss)
When Critical part of attack action Critical +1d6 necrotic damage on critical with longsword, +1d12 on critical with javelin
When Killing part of attack action Lifedrinker Gain 5 temp HP when drop foe to 0 with melee
AtWill Inst Int Combat Challenge +11/AC triggers when adjacent marked enemy shifts or attacks target not including me
hit: d8+6 damage
AtWill Opp Att Combat Superiority +13/AC +2 to opportunity attacks
hit: d8+6 damage and target stops moving if move provoked
Enc Std Passing Attack Melee +11/AC hit: d8+6 damage, can shift 1 square and attack different target at +2 to hit
Enc Std Sweeping Blow Close Burst 1 +13/AC hit: 1d8+6 damage
Enc Std Second Wind Use healing surge; +2 to all defenses
Enc Free Spend an Action Point take standard action; +3 to attack rolls on this action (action surge)
Daily Std Villain's Menace Melee +11/AC hit: 2d8+6 damage, +2 to hit and +4 to damage until end of encounter
miss: +1 to hit and +2 to damage until end of encounter
(power bonuses)
Daily Minor Rain of Steel Personal 1d8+2 damage to enemy starting adjacent (must be capable of opp attacks). Stance (only 1 at a time).
Daily Minor Boundless Endurance Effect: Regeneration 4 when bloodied
Stance(Lasts until end of encounter or 5 minutes)
Item Daily Std Shield of Protection Effect: You and adjacent ally gain resist 10 to all until end of next turn
Item Daily Free Dwarven Armor Effect: Regain HP equal to healing surge value
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