Summary Edit

ZissouDaegaul Useurhy
XP 3750Male Half-Elf Adventurer Battlemind 4
Medium natural humanoid
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
Speed 5
Vicious Triple-Headed Flail +2 (Standard; at-will)
+7 vs AC; 1d10+2

Visions of Terror (Standard; at-will)
+12 vs AC; 1d10+7 - Augment 0 1[W] + 5(Con) damage. Push the target 2 squares.

Throw and Stab (Standard; You must be wielding both a thrown weapon and a melee weapon.; at-will) ✦ Martial, Weapon
+8 vs AC, 1d6+2 damage, and Baern charges an enemy.

/Twin Strike (Standard; You must be wielding two melee weapons; at-will) ✦ Martial, Weapon
+9 vs AC, 1d12+3 damage, two attacks; Ranged 5/10, +4 vs AC, 1d6+2 damage, 2 attacks.

Off-Hand Strike (Minor; You must be wielding two melee weapons; encounter) ✦ Martial, Weapon
+9 vs AC, 1d12+7 damage.

/Disruptive Strike (Immediate Interrupt; encounter) ✦ Martial Weapon
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

Jaws of the Wolf (Standard; You must be wielding two melee weapons; daily) ✦ Martial, Weapon
+9 vs AC, 2d12+7, two attacks; Miss: Half damage per attack.
Unbalancing Parry (Immediate Reaction; encounter) ✦ Martial, Weapon
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.
Second Wind (Minor; encounter)
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.
Defensive Waraxe +1
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.

Opportunistic Waraxe +1
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

Chainmail of Dwarven Vigor +2
Power (Daily * Healing): Free action on his turn. Baern uses his second wind and regains an additional 2d6 hit points.

Amulet of Protection +1
+1 Fortitude, Reflex, and Will.
Hunter's Quarry
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.
Stand Your Ground
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 slides

a 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.
Battle Awareness
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.
Running Attack
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.
Two-Blade Fighting Style
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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