Obelisk - LVL 1-10 - DarkElf Fighter (Melee)
Name: Obelisk Level: 1
Race: Dark Elf
Class: Fighter
Gender: Male Age: 21
Height: 6'5" Weight: 275lbs Build: Body Builder
Hair: Dark Grey Eyes: White
Gold: 25
One Unique Thing: Your early combat exploits have made you one of the most sought after mercenaries in the dragon kingdom. Especially from the evil icons.
Backgrounds
Red Wastes Survivalist: +4
Living Dungeon Exterminator: +4
Relationships:
The Lich King - 1 Positive
The Orc Lord - 1 Positive
The Crusader - 1 Positive
Str: 20 Mod: +5
Con: 14 Mod: +2
Dex: 16 Mod: +3
Int: 8 Mod: -1
Wis: 8 Mod: -1
Cha: 8 Mod: -1
Health: 30
Recorveries: 9
Recovery Dice: 1d10 + 2
Initiative: +4
Melee
Attack: +6
Hit: 1d8 + 7
Miss: 1
Ranged
Attack: +4
Hit: 1d8 + 4
Miss: 0
Weapons:
Serrated Dark Steel Sabre (1d8)
Direwood Longbow (1d8)
Armor Class: 19
Physical Defense: 14
Mental Defense: 10
Armor:
Midnight Platemail
Studded Teardrop Shield
Racial Power: Cruel
Once per battle, deal ongoing damage to a target you hit with a natural even attack roll as a free action. The ongoing damage equals 5 times your level. (For example, at 3rd level you would deal 15 ongoing damage against a single target.) As usual, a normal save (11+) ends the damage. A critical hit doesn’t double this ongoing damage.
Racial (Adventurer Feat): Heritage of the Sword:
If you can already use swords that deal d6 and d8 damage without attack penalties, you gain a +2 damage bonus with them. Otherwise, if your class would ordinarily have an attack penalty with such swords, you can now use them without penalties.
Class Feature: Extra Tough
You start with nine recoveries instead of the usual eight.
Class Feature: Threatening
Whenever an enemy attempts to disengage from you, it takes a penalty to its check equal to your Dexterity (+3) or Constitution (+2) modifier, whichever is higher.
The penalty doesn't apply if you are stunned, grabbed, or otherwise incapable of making an opportunity attack.
Talents:
Heavy Warrior
Once per battle while wearing heavy armor, when you are hit by an attack that targets AC, as a free action, you can take half damage from that attack instead.
Tough As Iron
Once per battle, you can rally using a quick action instead of a standard action.
Skilled Intercept
Once per round as a free action, roll a normal save (11+) to intercept an enemy who is moving to attack one of your nearby allies. You can pop free from one enemy to move and intercept the attack (if you are engaged with more than one enemy, the others can take opportunity attacks against you).
The moving enemy makes its attack with you as a target instead. If you're wearing heavy armor and the attack hits, you only take half damage.
Maneuvers:
Deadly Assault:
Flexible melee or ranged attack
Triggering Roll: Any natural even hit
Effect: Reroll any 1s from your damage roll. You're stuck with the rerolls.
Defensive Fighting:
Flexible ranged attack
Triggering Roll: Natural 16+; if you fight with a shield, also any natural even roll
Effect: Gain a +2 bonus to AC until the end of your next turn.
Carve An Opening:
Flexible melee attack
Triggering Roll: Any natural odd roll
Effect: Your crit range with melee attacks expands by a cumulative +1 this battle until you score a melee critical hit. When you score a melee critical hit, your crit range drops back to normal.
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