Initiative +2; Senses Passive Insight 15, Passive Perception 13
HP 53, Bloodied 26, Surge Value 13, Surges 14
AC 20; Fortitude 18, Reflex 15, Will 19
+7 vs AC; 1d10+2
+12 vs AC; 1d10+7 - Augment 0 1[W] + 5(Con) damage. Push the target 2 squares.
+8 vs AC, 1d6+2 damage, and Baern charges an enemy.
+9 vs AC, 1d12+3 damage, two attacks; Ranged 5/10, +4 vs AC, 1d6+2 damage, 2 attacks.
+9 vs AC, 1d12+7 damage.
Trigger: Baern or an ally is attacked by a creature; +9 vs AC, 1d12+7 damage; The target takes a penalty of -6 to its attack roll for the triggering attack
+9 vs AC, 2d12+7, two attacks; Miss: Half damage per attack.
Trigger: An enemy misses Baern with a melee attack; Slide the enemy into a square adjacent to Baern and gain combat advantage against it until the end of Baern's next turn.
Baern spends a healing surge and regains 11 hit points. He gains a +3 bonus to all defenses until the start of his next turn.
Critical: +1d6. Properties: When Baern takes the total defense or second wind action, add +1 item bonus to all his defenses until the start of his next turn.
Critical: +1d6. / +1d12 with opportunity attacks Power (Daily): Immediate Reaction. Use this power when an enemy provokes an opportunity attack. Make an additional opportunity attack against the provoking creature
Power (Daily * Healing): Free action on his turn. Baern uses his second wind and regains an additional 2d6 hit points.
+1 Fortitude, Reflex, and Will.
Minor action. Baern can designate the nearest enemy that he can see as his quarry. Once per round, when he hits his quarry with an attack, the attack deals 1d6 extra damage. If he can make multiple attacks in a round, he decides which attack to apply the extra damage to after all the attacks are rolled. If he has dealt Hunter's Quarry damage since the start of his turn, he cannot deal it again until the start of his next turn. The hunter's quarry effect remains active until the end of the encounter, until the quarry is defeated, or until he designates a different target as his quarry.
When an effect forces Baern to move—through a pull, a push, or a slide—he can
move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slidesa target 1 square does not force him to move unless he wants to. In addition, when an attack would knock him prone, he can immediately make a saving throw to avoid falling prone.
Once per encounter, whenever an enemy that is adjacent to Baern shifts or makes an attack that does not include him as a target, he can make a melee basic attack against that enemy as an immediate interrupt.
If Baern uses a standard action that lets him move (such as a charge) and he ends his movement at least 2 squares away from where he began that move, he gains a +1 bonus to attack rolls made as part of that standard move.
Because of Baern's focus on two-weapon melee attacks, he can wield a one-handed weapon in his off hand as if it were an off-hand weapon.
Alignment Good; Languages Common
|Str 19 (+4)||Dex 10 (+0)||Wis 16 (+3)|
|Con 15 (+2)||Int 10 (+0)||Cha 8 (-1)|
Skills Athletics +10, Dungeoneering +12, Endurance +10, Nature +10, Perception +12, Stealth +6
Feats Toughness, Dwarven Weapon Training, Armor Proficiency (Chainmail), Battle Awareness
Equipment Opportunistic Waraxe +1, Defensive Waraxe +1 (off-hand); Chainmail of Dwarven Vigor +2; Amulet of Protection +1; Handaxe x5; adventurer's kit; 12gp
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