Stuart
Male Human Warlord
Level 1
Good
Strength 16 (+3)
Constitution 13 (+1)
Dexterity 10 (+0)
Intelligence 16 (+3)
Wisdom 11 (+0)
Charisma 12 (+1)
Maximum Hit Points: 30
Bloodied: 15
Surge Value: 7
Surges / Day: 8 [includes constitution modifier]
Size: Medium
Speed: 6 squares
Vision: Normal
Initiative: 1d20 +3 = + 1 [half level] + 0 [dexterity] + 2 [combat leader]
Base Strength Attack: 1d20 +4 = + 1 [half level] + 3 [strength]
Base Dexterity Attack: 1d20 +1 = + 1 [half level] + 0 [dexterity]
Base Constitution Attack: 1d20 +2 = + 1 [half level] + 1 [constitution]
Base Intelligence Attack: 1d20 +4 = + 1 [half level] + 3 [intelligence]
Base Wisdom Attack: 1d20 +1 = + 1 [half level] + 0 [wisdom]
Base Charisma Attack: 1d20 +2 = + 1 [half level] + 1 [charisma]
Armor Class: 17 = 10 + 1 [half level] + 3 [intelligence] + 3 [hide]
Fortitude Defense: 16 = 10 + 1 [half level] + 1 [Human] + 1 [warlord] + 3
[strength]
Reflex Defense: 15 = 10 + 1 [half level] + 1 [Human] + 3 [intelligence]
Will Defense: 14 = 10 + 1 [half level] + 1 [Human] + 1 [warlord] + 1 [charisma]
Armor: Hide (25 lb)
Shield: None
Attacks:
Unarmed Melee: +4 [base strength attack] vs AC; damage 1[W]=1d4+3 [strength bonus]
Longspear: +6 vs AC [+3 strength attack] [+2 proficiency]; damage 1[W]=1d10+3 [strength bonus] 9 lb (Polearm / spear) Reach
Commander's Strike (ally adds your intelligence bonus to damage)
Viper's Strike +4w [base strength attack] vs AC
Wolfpack Tactics +4w [base strength attack] vs AC
Warlord's Favor +4w [base strength attack] vs AC
Lead the Attack +4w [base strength attack] vs AC
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
Base Saving Throw: d20 vs 10
Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
160 lb.
320 lb.
800 lb.
Languages: Common; Dwarven;
Skills:
Acrobatics: +2 = 0 [dexterity] + 1 [half level] + 2 [jack of all trades] -1 [armor]
Arcana: +6 = 3 [intelligence] + 1 [half level] + 2 [jack of all trades]
Athletics: +8 = 3 [strength] + 1 [half level] + 5 [class training]-1 [armor]
Bluff: +4 = 1 [charisma] + 1 [half level] + 2 [jack of all trades]
Diplomacy: +7 = 1 [charisma] + 1 [half level] + 5 [class training]
Dungeoneering: +3 = 0 [wisdom] + 1 [half level] + 2 [jack of all trades]
Endurance: +3 = 1 [constitution] + 1 [half level] + 2 [jack of all trades] -1 [armor]
Heal: +6 = 0 [wisdom] + 1 [half level] + 5 [class training]
History: +9 = 3 [intelligence] + 1 [half level] + 5 [class training]
Insight: +3 = 0 [wisdom] + 1 [half level] + 2 [jack of all trades]
Intimidate: +7 = 1 [charisma] + 1 [half level] + 5 [class training]
Nature: +3 = 0 [wisdom] + 1 [half level] + 2 [jack of all trades]
Perception: +3 = 0 [wisdom] + 1 [half level] + 2 [jack of all trades]
Religion: +6 = 3 [intelligence] + 1 [half level] + 2 [jack of all trades]
Stealth: +2 = 0 [dexterity] + 1 [half level] + 2 [jack of all trades] -1 [armor]
Streetwise: +4 = 1 [charisma] + 1 [half level] + 2 [jack of all trades]
Thievery: +2 = 0 [dexterity] + 1 [half level] + 2 [jack of all trades] -1 [armor]
Feats:
Action Surge
Jack of all Trades
Tactical Assault
At-Will:
Basic Melee Attack: By weapon, damage 1[W]+3 [strength bonus] [standard action]
Basic Ranged Attack: By weapon, damage 1[W] [standard action]
Bull Rush: +4 [base strength attack] vs fortitude [standard action]
Grab: +4 [base strength attack] vs reflex [standard action]
Move grabbed target: +4 [base strength attack] vs fortitude [standard action]
Escape: +2 [acrobatics] vs reflex / +8 [athletics] vs fortitude [move action]
Commander's Strike [Level 1]
Viper's Strike [Level 1]
Wolf Pack Tactics [Level 1]
Other Standard Actions: Administer a potion; Aid another; Charge [+1 to basic melee attack
or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain
standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal --
first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15),
Intimidate, Thievery depending on circumstances);
Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include
some skills during combat (i.e., Acrobatics, Athletics)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow;
Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per
revision),Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Action: Readied action
Other Opportunity Action: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks;
Perception -- passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check
Encounter Powers:
Second Wind
Spend an Action Point [free action, not in surprise round]
Inspiring Word [minor action][2x/encounter]
Warlord's Favor [Level 1]
Knight's Move [Level 2 Utility][move action]
Daily Powers:
Lead the Attack [Level 1]
Human
One extra at-will power from your class (already included)
One bonus feat at 1st level (already included)
One bonus skill from the skill class list (already included)
+1 to fortitude, reflex, and will defenses
Warlord
Combat Leader (+2 initiative for self and all allies within ten squares)
This warlord chose the tactical presence. Any ally in sight who spends an action point to attack gets a bonus on attack roll equal to half your intelligence modifier.
Inspiring Word (target spends healing surge and gains an additional1d6 at level 1)
Stuart's Equipment:
Backpack
Bedroll
Flint and steel
Grappling hook
Hammer
Pitons x10
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1
Total 94 lb Weapons / Armor / Shield (from above)