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STR CON DEX INT WIS CHA: Initiative Initiative Defenses AC Movement Speed
STR CON DEX INT WIS CHA: Initiative Initiative Defenses AC Movement Speed
22 STR
Strength
6 10 23 FORT 14 6 2 1 13 Passive Insight 10 + 3
18 CON
Constitution
4 8
CONDITIONAL BONUSES
13 Passive Perception 10 + 3
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
10 DEX 0 4 16
Dexterity REF 14 1 1
ATTACK WORKSPACE
10 INT
Intelligence
0 4 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Learning Greatsword +2
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +
8 WIS -1 3
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 16 4 6 3 1 2
Wisdom 16 WILL 14 1 1 ABILITY:
Melee Basic Attack - Dagger
11 CHA
Charisma
0 4 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 13 4 6 3
HIT POINTS ACTION POINTS
MAX HP HEALING SURGES MILESTONES
0
ACTION POINTS
1 DAMAGE WORKSPACE
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2 ABILITY:
81 40 20 12 2 3 Melee Basic Attack - Learning Greatsword +2
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES 1d10+12 6 2 2 2
RACE FEATURES ABILITY:
Melee Basic Attack - Dagger
Mountain's Tenacity - +1 racial bonus to Will DAMAGE ABIL FEAT ENH MISC MISC
SECOND WIND 1/ENCOUNTER USED Powerful Athlete - Roll twice and use either result when 1d4+8 6 2
TEMPORARY HIT POINTS
making Athletics check to jump or climb
Stone's Endurance - Have the stone's endurance power
BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
SAVING THROW MODS 16 vs AC Learning Greatsword +2 1d10+12
4 4 0 n/a 0 Feral Might - Choose a Feral Might option. Powerful Charge - +2 damage, +2 to bull rush on a
Arcana INT
3 Thievery DEX 4 0 –1 0
WEAPON
ARMOR
Bestial Hide Armor +2 (E)
ARMS
Iron Armbands of Power (heroic tier) (E)
FEET
ENCOUNTER POWERS Catstep Boots (heroic tier) (E)
HANDS
Second Wind
HEAD
Stone's Endurance Skull Mask (heroic tier) (E)
NECK
Swift Charge Badge of the Berserker +1 (E)
RING
Avalanche Strike
RING
Daring Charge
WAIST PERSONALITY TRAITS
Tide of Blood Cincture of the Dragon Spirit (heroic tier) (E)
DAILY POWERS
Swift Panther Rage
UTILITY POWERS
Tiger's Leap
Primal Charge
Adventurer's Kit
Dagger (3)
Trail Rations (10)
Giant Lizard (Riding) COMPANIONS AND ALLIES
Initiative +6 Senses Perception +2
HP 90; Bloodied 45
AC 18; Fortitude 20, Refl ex 18, Will 14
Speed 9 (swamp walk), climb 4
Bite (standard; at-will)
+9 vs. AC; 2d8 + 5 damage.
Claw (standard; at-will)
+10 vs. AC; 2d6 + 5 damage.
Effect: You spend a healing surge and regain 20 ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
hit points. You gain a +2 bonus to all defenses Requirement: You must be wielding a melee weapon Effect: Before the attack, you shift 2 squares.
until the start of your next turn. in two hands. You can move through an enemy's space during
Attack: Strength vs. AC the shift, but you can't end there.
Hit: 1[W] + 1d6 + Strength modifier (+6) damage.
Attack: Strength vs. AC
Level 11: 1[W] + 2d6 + Strength modifier (+6) damage.
Level 21: 2[W] + 3d6 + Strength modifier (+6) damage. Hit: 1[W] + Strength modifier (+6) damage, and
Special: When charging, you can use this power in you push the target 1 square. If you are raging,
place of a melee basic attack. If you are raging, you can the attack deals 1d6 extra damage.
move 2 extra squares as part of the charge. Level 21: 2[W] + Strength modifier (+6) damage.
Learning Greatsword +2: +16 attack, 1d10+1d6+12 Learning Greatsword +2: +16 attack, 1d10+12
damage
damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
+1 to damage rolls while raging - Deadly Rage. +1 to damage rolls while raging - Deadly Rage.
Effect: You gain resist 5 to all damage until the Trigger: Your attack reduces an enemy to 0 hit Attack: Strength vs. AC
end of your next turn. points Hit: 3[W] + Strength modifier (+6) damage.
Level 11: Resist 10 to all damage. Effect: You charge an enemy. Rageblood Vigor: The attack deals extra
Level 21: Resist 15 to all damage. damage equal to your Constitution modifier (+4).
Effect: Until the start of your next turn, any
attacker gains a +4 bonus to attack rolls against
you.
+1 to damage rolls while raging - Deadly Rage. +1 to damage rolls while raging - Deadly Rage.
+1 to damage rolls while raging - Deadly Rage. +1 to damage rolls while raging - Deadly Rage. +1 to damage rolls while raging - Deadly Rage.
Prerequisite: You must be trained in Athletics. Effect: Until the end of your next turn, you gain Each time you miss a target with this weapon, you gain a cumulative +1 power bonus
(up to the weapon's enhancement bonus) to your next attack roll with this weapon
Effect: You make an Athletics check to jump a +4 power bonus to speed when charging. against the same target before the end of the encounter. This bonus ends when you
attack a different target or when you hit.
with a +5 power bonus. You are considered to Each time you hit a target with this weapon, you gain a +2 power bonus to the first
damage roll on your next attack with this weapon against the same target before the
have a running start and can move as far as the end of your next turn.
check allows. Melee Basic Attack: +16 attack, 1d10+12 damage
CLASS LEVEL BOOK CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK
Barbarian 2 PH2 Barbarian 6 PP Two-Hands 8 5000 PH
3 -1 - 1 1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY
+2 AC 8 Armor +1 Fortitude, Reflex, and Will 2 Neck Slot Item 6 Waist Slot Item
ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES
When you charge, your movement made as part You can use your Strength modifier instead of
of the charge doesn't provoke opportunity your Charisma modifier when making Intimidate
attacks. checks.
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Body 25 3400 PH Neck 0 520 AV2 Waist 0 1800 AV
Iron Armbands of Power (heroic tier) Catstep Boots (heroic tier) Skull Mask (heroic tier)
1 1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY
Gain a +2 item bonus to melee damage rolls. When you fall or jump down, you take only half Enemies who can see you take a –2 penalty to
normal falling damage and always land on your saving throws against fear effects.
feet. Gain resist 5 necrotic, and a +1 item bonus to
Intimidate checks.
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Arms 0 1800 AV Feet 0 680 PH Head 0 1000 AV
MAGIC ITEM MAGIC ITEM MAGIC ITEM