Character: Thurinador

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Contents

General

Thurinador
Thurinador
  • Gender: male
  • Age: 25
  • Height: 5'7
  • Weight: 140 lb
  • Hair: Brown
  • Eyes: Light Blue
  • Alignment: Unaligned
  • Deity: Ioun
  • Background: Ancestral Holdings (+2 History)
  • Size: Medium
  • Experience Points: 39000 XP

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Ability Scores

Ability Score Base Racial Level Other Total Modifier Modifier + 1/2 Level
Strength 16 0 3 0 19 4 10
Constitution 12 0 1 0 13 1 7
Dexterity 12 2 1 0 15 2 8
Intelligence 16 2 3 0 21 5 11
Wisdom 8 0 1 0 9 -1 5
Charisma 10 0 1 0 11 0 6

Combat

Initiative, Movement, Senses

  • Initiative: 16 (1/2 Level: 6, Dex: 2, Items: 2, Other: 6)
  • Speed: 6 squares (Base: 6, Armor: 0, Items: 0, Other: 0)
  • Passive Insight: 17
  • Passive Perception: 17
  • Vision: Low-light

Hit Points and Healing Surges

  • Max HP: 85 (Base: 12, Con: 13, Other: 0)
  • Bloodied: 42
  • Healing Surges: 8 (Base: 7, Con: 1, Items: 0, Other: 0)
  • Healing Surge Value: 21 (Base: 18, Items: 0, Other: 0)

Defenses

In heavy armor? Yes

Defense Base 1/2 Level Ability Racial Class Enhancement Items Other Total
Armor Class 10 6 0 0 0 2 7 0 25
Fortitude 10 6 4 0 1 2 0 0 23
Reflex 10 6 5 0 0 2 0 0 23
Will 10 6 0 1 1 2 0 0 20

Resistances and Saves

  • Resistances: None
  • Save Bonuses: None

Attacks and Damage

  • Tratynir:
    • Attack: 15 (1/2 Level: 6, Strength: 4, Proficiency: 2, Enhancement: 2, Class: 0, Feat: 0 Other: 1)
    • Damage: 1d8+6 (Base: 1d8, Strength: 4, Enhancement: 2, Class: 0, Feat: 2, Other: 0)
    • Critical: Range - 20; +0 damage.


  • Greatspear:
    • Attack: 17 (1/2 Level: 6, Strength: 4, Proficiency: 3, Enhancement: 3, Class: 0, Feat: 0 Other: 1)
    • Damage: 1d10+6 (Base: 1d10, Strength: 4, Enhancement: 3, Class: 0, Feat: 2, Other: 0)
    • Critical: Range - 20; +3d6 damage.

Languages and Skills

Languages

  • Languages Known: Common, Elven
  • Scripts Known: Common, Rellanic

Skills

Skills Trained 1/2 Level Ability Racial Items Other Total
Acrobatics(Dex) 0 6 2 0 2 -1 9
Arcana(Int) 5 6 5 2 2 0 20
Athletics(Str) 5 6 4 0 2 -1 16
Bluff(Cha) 0 6 0 0 2 0 8
Diplomacy(Cha) 0 6 0 0 2 0 8
Dungeoneering(Wis) 0 6 -1 0 2 0 7
Endurance(Con) 5 6 1 0 2 -1 13
Heal(Wis) 5 6 -1 0 2 0 12
History(int) 0 6 5 2 2 2 22
Insight(Wis) 0 6 -1 0 2 0 7
Intimidate(Cha) 0 6 0 0 2 0 8
Nature(Wis) 0 6 -1 0 2 0 7
Perception(Wis) 0 6 -1 0 2 0 7
Religion(Int) 0 6 5 0 2 0 13
Stealth(Dex) 0 6 2 0 2 -1 9
Streetwise(Cha) 0 6 0 0 2 0 8
Thievery(Dex) 0 6 2 0 2 -1 9

Feats and Proficiencies

Feats

Heroic:

  • Eladrin Soldier - You gain proficiency with all spears and a +2 feat bonus to damage rolls with longswords and all spears.
  • Weapon Expertise (For Free) - +1 to hit. Increase by 1 at 15 and 25.
  • Tactical Assault - When an ally who can see you spends an action point to make an attack, the attack’s damage roll gains a bonus equal to your Intelligence modifier. (See Tactical Presence)
  • Mark of Healing - Whenever you use a healing power on an ally or use Heal to allow an ally to spend his or her second wind, that ally can also make a saving throw. (See Inspiring Word) You can master and perform rituals in the restoration category and the Remove Affliction ritual as if you had the Ritual Caster feat.
  • Tactical Inspiration - Add your Intelligence modifier to the hit points restored by your inspiring word. (See Inspiring Word)
  • Martial Ploy - When you use aid another on an ally's weapon attack roll, the ally can roll twice and use either result. This effect replaces the normal +2 bonus to the attack roll. An ally can benefit from this feat only once per attack.

Paragon:

  • Fey Tactics - When you use your fey step racial power, you can also teleport one ally within 5 squares of your starting position a distance equal to your fey step distance.
  • Combat Commander - The bonus to initiative granted by your Combat Leader class feature is now equal to your Charisma modifier or your Intelligence modifier, whichever is higher.
  • Warlord's Formation - When you use the aid another action, you can aid up to two allies. You must provide the same aid to both allies (for instance, you can’t aid one ally’s attack roll and another ally’s defenses, and you can’t aid attack rolls against different targets). (See Martial Ploy)

Epic:

  • None

Armor, Weapon and Implement Proficiencies

  • Armor: Cloth, Leather, Hide, Chainmail; Light Shield
  • Weapon: Simple melee, military melee, simple ranged, all spears
  • Implement: None

Racial Traits and Class Features

Racial Traits:

  • Trance - Mediate for 4 hours instead of sleeping. You are aware during this time.
  • Fey Weapon Proficiency - Proficiency with longsword.
  • Eladrin Will - +1 Will and +5 racial bonus on Saving Throws vs Charm effects.
  • Fey Origin - He is a Fey.
  • Eladrin Education - Bonus Skill (Arcana)
  • Fey Step - has the Fey Step Power. (Fey Tactics: When you use your fey step racial power, you can also teleport one ally within 5 squares of your starting position a distance equal to your fey step distance.)

Class Features:

  • Combat Leader - +6 to Initiative for Thurinador and all allies within 10 squares. (Combat Commander Feat applies, As does Tactican's Armor. Bonuses included)
  • Tactical Presence - If he can see you when you spend an AP yo gain +5 damage, +3 to hit (Tactican's Armor applies to the to-hit, not the damage by RAW)
  • Inspiring Word - has the Inspiring Word power.

Paragon Path Features:

  • Spiral Timing - When you and your allies roll initiative, you can allow one ally you can see to reroll with a bonus equal to your Intelligence modifier. The ally must use the new result.
  • Second Step - When you spend an action point to take an extra action, you regain the use of your fey step racial power if you have used it during this encounter.
  • Fey Tactics (16th level) - The attack bonus provided by your Tactical Presence is equal to your Intelligence modifier (instead of one-half your Intelligence modifier).

Epic Destiny Features:

  • None

Powers

Once done powers, add subst: to them and save, and then format them correctly.

At-will:

Melee Basic Attack
Basic Attack
You resort to the simple attack you learned when you first picked up a melee weapon.
At-Will ♦ Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC (+17)
Hit: 1[W] + Strength modifier damage (1d10+9)
Increase damage to 2[W] + Strength modifier at 21st level.
Special: You can use an unarmed attack as a weapon to make a melee basic attack.
Ranged Basic Attack
Basic Attack
You resort to the simple attack you learned when you first picked up a ranged weapon.
At-Will ♦ Weapon
Standard Action Ranged Weapon
Target: One creature
Attack: Dexterity vs AC (+17)
Hit: 1[W] + Dexterity modifier damage (1d10+9)
Increase damage to 2[W] + Dexterity modifier at 21st level.
Special: Weapons with the heavy thrown property (see page 216) use Strength instead of Dexterity for attack rolls and damage rolls.
Special: Warlocks can use eldritch blast as a ranged basic attack, and wizards can use magic missile as a ranged basic attack.
Commander's Strike
Warlord Attack 1
With a shout, you command an ally to attack.
At-Will ♦ Marial, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: An ally of your choice makes a melee basic attack against the target
Hit: Ally’s basic attack damage + your Intelligence modifier (+5 +1 Tacticians armor).
Paint The Bull's-Eye
Warlord Attack 1
You fire a red-fletched missile into your foe, creating a target for your allies to focus on when attacking the creature.
At-Will ♦ Martial Weapon
Standard Action Ranged Weapon
Target: One creature
Attack: Strength vs AC
Hit: 1[W] damage. Until the start of your next turn, your allies gain a power bonus to damage rolls against the target equal to your Intelligence or Wisdom modifier. (1d10; +5 +1 Tactican's Armor)
Level 21 2[W]

Encounter:

Warlord's Favor
Warlord Attack 1
With a calculated blow, you leave your adversary exposed to an imminent attack from one of your closest allies.
Encounter ♦ Martial Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC (+17)
Hit: 2[W] + Strength Modifier damage. One ally within 5 squares of you gains a 1 + your intelligence modifier bonus to attack rolls against the target until the end of your next turn. (2d10+9; 1+5+1(Tactican's)
Steel Monsoon
Warlord Attack 3
You leap into the fray with a wild, whirling attack—but your movements are carefully calculated to distract nearby enemies and give your allies a chance to move into position.
Encounter ♦ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC (+17)
Hit: 2[W] + Strength Modifier damage, and Intelligence Modifier allies within 5 squares of you may shift 1 square (2d10+9; 5 + 1 Tacticans)
Fey Step Assault
Spiral Tactican Attack 11
You step through the Feywild to deliver a significant strike from an unexpected angle.
Encounter ♦ Martial, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs Reflex (+17); If you used fey step to move adjacent to the target during this turn, you gain combat advantage for this attack and it deals 1[W] extra damage.
Hit: 2[W] + Strength Modifier damage (2d10+9)
Death From Two Sides
Warlord Attack 13
You and your ally move into a tactically sound position and attack your foe with a coordinated assault.
Encounter ♦ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Attack
Effect: You and one ally make a melee basic attack against the target. If both attacks hit, your ally's attack is a critical hit. (+17; 1d10+9)

Daily:

Lead the Attack
Warlord Attack 1
Under your direction, arrows hit their marks and blades drive home.
Daily ♦ Martial, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs AC (+17)
Hit: 3[W] + Strength modifier damage. Until the end of the encounter, you and each ally within 5 squares of you gain a power bonus to attack rolls against the target equal to 1 + your Intelligence modifier. (3d10+9; 1+5+1(Tactican's)
Miss: Until the end of the encounter, you and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target.
Pike Hedge
Warlord Attack 5
Setting yourself to foil enemy movement, you’re ready to strike anyone who comes near.
Daily ♦ Martial, Weapon
Immediate Reaction Melee Weapon
Trigger: An enemy enters a square within your reach
Requirement: You must be wielding a reach weapon.
Target: The Triggering Enemy
Attack: Strength vs AC (+17)
Hit: 1[W] + Strength Modifier Damage (1d10+9)
Effect: Whenever an enemy enters a square adjacent to you or to an ally adjacent to you, you deal damage to that enemy equal to your Strength modifier as an opportunity action. This effect lasts until the end of the encounter. (4)
Caging Glaive
Warlord Attack 9
You use the advantage of your reach to position your foe and then cage him with a myriad of minor swings.
Daily ♦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a reach weapon
Target: One creature
Effect: Before the attack, slide the target 3 squares to a square adjacent to you.
Attack: Strength vs AC
Hit: 3[W] + Strength Modifier damage, and your target is slowed and grants combat advantage to all creatures until it starts its turn in square outside your melee reach. (3d10+9)
Miss: Half damage and target is slowed and grants combat advantage to all creatures until the end of your next turn.

Utility:

Knight's Move
Warlord Utility 2
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
Reorient The Axis
Warlord Utility 6
You realize that your allies need to adjust their formation, so you order several to move to new locations.
Encounter ♦ Martial
Move Action Close burst 5
Target: Each Ally in burst
Effect: Each target can shift a number of squares equal to your intelligence modifier as a free action. (5 + 1 Tactican's)
Tactical Orders
Warlord Utility 10
You bark orders at your allies, commanding them to move into fonnation.
Encounter ♦ Martial
Minor Action Close burst 3
Target: You and one ally in burst
Effect: Each target shifts his or her speed as a free action.
Convey Ally
Spiral Tactician 12
With fey sight, you know exactly how and where to place an ally. You can move him or her there through the Feywild.
Encounter ♦ Martial, Teleportation
Move Action Ranged 20
Target: One ally
Effect: You teleport the target a number of squares equal to your fey step distance.

Other:

Inspiring Word
Warlord Class Feature
You call out to a wounded ally and offer inspiring words of courage and determination that helps that ally heal.
Encounter (Special) ♦ Healing, Martial
Minor Action Close burst 10 (15 at 21st level)
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.
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 3d6+Intelligence modifier hit points (3d6+5) and the target may make a saving throw.
The amount of additional hit points regained is 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.
Fey Step
Eladrin Racial Power
With a step, you vanish from one place and appear in another.
Encounter ♦ Teleportation
Move Action Personal
Effect: Teleport up to 5 squares, and teleport an ally within 5 squares 5 squares.

Possessions

Worn/Equipped

Item Slot Item Item Level Cost
Armor Tactician's Finemail +2 Level 10 5,000 gp
Main Hand - +3 Hungry Greatspear Level 12 13,000 gp
Off-Hand - Level - - gp
Arms Couters of Second Chances Level 5 1,000 gp
Feet - Level - - gp
Hands - Level - - gp
Head Casque of Tactics Level 14 21,000 gp
Neck Safewing Amulet +2 Level 8 3,400 gp
Ring 1 - Level - - gp
Ring 2 - Level - - gp
Waist - Level - - gp
Tattoo - Level - - gp
  • Tactican's Finemail - When a power or class feature calls on your Intelligence modifier to determine a value other than your attack bonus, add 1 to that value. This does not change your Intelligence modifier for any other purpose.
    Finemail:
    • Description: Finemail is a more common armor made according to an advanced technique perfected in the eladrin courts of the Feywild, consisting of closely linked chains that provide few openings for enemy attacks.
    • AC Bonus: +7
    • Minimum Enhancement Value:' +2
    • Check: -1
    • Speed: -1
    • Weight: 40 lb.
    • Cost: Special
    • Type: Chainmail
  • +3 Hungry Greatspear
    • Critical: +1d6 damage per plus;
    • Property: This weapon has the heavy thrown property and a range of 10/20.
    • Power (Encounter): Standard. Make a ranged basic attack with this spear. On a hit, the target is also immobilized (save ends). The spear doesn’t return to you until the immobilized effect on the target imposed by this weapon is ended.
    • Damage: 1d10
    • Proficient: +3
    • Range: 10/20
    • Weight: 8 lb.
    • Properties: Reach, Heavy Thrown
    • Groups:Polearm and Spear
    • Handiness: Two Hands
  • +2 Grasping Tratnyr (Level 6 - 1,800 gp)
    • Critical: None
    • Property: You can use this weapon to grab targets, adding the weapon’s enhancement bonus to your grab attack. You can still use this weapon to attack a target you’ve grabbed with it.
    • Power (Encounter): Free Action. Use this power when you hit with the weapon. Pull the target into an unoccupied space adjacent to you. The target is grabbed (until escape).
    • Damage: 1d8
    • Proficient: +2
    • Range: 10/20
    • Weight: 5 lb
    • Properties: Heavy Thrown, Versatile
    • Groups: Spear
    • Handiness: One-Hand
  • Couters of Second Chances
    • Power (Daily): Free Action. Use this power when you miss with a melee attack. Reroll the attack, and use the second result, even if it’s lower.
  • Casque of Tactics
    • Property: Gain +2 item bonus to initiative checks.
    • Power (Daily): Free Action. Use this power when initiative is rolled. Swap initiative check results with a willing ally who you can see.
  • Safewing Amulet
    • Property: When falling, reduce the distance by 20 feet for the purpose of calculating damage. You always land on your feet after a fall.

Other Possessions

  • Money: 100 gp
  • Adventuring Kit
  • 2x Unguent of Darkvision
    • Power (Consumable): Standard Action. Rub this unguent on your closed eyelids. You gain darkvision for 1 hour.
  • Everlasting Provisions
    • Property: After an extended rest, you open the basket, creating enough food and water to feed five Medium or Small creatures (or one Large creature) for 24 hours.
  • Ioun's Revelation (Boon; 13th)
    • Property: Gain a +2 item bonus to skill checks.
    • Power (Daily): Minor Action. Until the end of the encounter, you and your allies gain a +3 bonus to skill checks with a single skill of your choice.
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