To Drive Back the Night. To Restore the Light.

Thursday, 16 February 2017

Human Slayer PC stats

Human Slayer Level 1
Languages: Common, Goblin
Initiative +6 Speed 5

AC 17   (10+7 Scale)
Fort 18  (10+1 human+2 Slayer +5 STR)
Ref 13   (10+1 human +2 DEX)
Will 11   (10+1 human)

Hit Points 26  Bloodied 13 Surge Value 6  Surges 9 recover 2-3/day

STR 20 (+5) Athletics +10
CON 11 (+0) Endurance +5
DEX 14 (+2)
INT 8 (-1)
WIS 10 (+0)
CHA 10 (+0) Intimidate +5 Streetwise +5

Human Power:
Heroic Effort (E) +4 to failed attack or save

Class Powers
Add DEX to weapon damage
+1 to weapon attacks
Stances (m)
1. Battle Wrath +2 to weapon damage
2. Poised Assault +1 to hit
Power Strike (E): Add +1 weapon die to melee damage roll

Feats
Master at Arms +1 to weapon attacks, swap weapons minor action
Improved Initiative

Equipment
Scale Armour (45gp) (+7 AC)
Greatsword (30gp) (d10)
Adventurer's Kit (12gp)
Dagger (1gp) (d4, range 5/10)

Wealth
GP: 12
SP: 0
CP: 0

Battle Wrath Greatsword Attack: +10 to hit, damage d10+9. Charge: move 5 & attack at +11
Poised Assault Greatsword Attack: +11 to hit, damage d10+7. Charge: move 5 & attack at +12
Greatsword Basic Attack: +10, d10+7

Battle Wrath Dagger Attack: +10, d4+9 range 5/10 (thrown +7, d4+6)
Poised Assault Dagger Attack: +11, d4+7 range 5/10 (+8, d4+4)
Dagger Basic Attack: +10, d4+7, range 5/10 (+7, d4+4)

Sample Actions (You get 1 Minor, Move & Standard on your turn each round)
Minor Action: Draw or Swap weapon
Minor Action: Assume Battle Wrath stance or Poised Assault stance
Move Action: Shift - move 1 square without provoking Opportunity Attacks
Move Action: Move 5 squares
Standard Action: Charge - move 5 squares & attack at +1 to hit
Standard Action: make an Attack
Standard Action: Second Wind - spend a healing surge, regain your surge value in hit points, and get +2 to all defences until your next turn, 1/encounter
Standard Action: Ready an action, which can Interrupt an opponent's action
No Action: Power Strike - add +1 weapon die to damage after hitting, 1/encounter
No Action: Heroic Effort: add +4 to failed attack or save, 1/encounter
No Action: Action Point - spend AP for an extra standard action, 1/encounter
No Action: Delay your turn

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