ENWorld Living Eberron Wiki
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|Class=Brawler Fighter
 
|Class=Brawler Fighter
 
|Level=6
 
|Level=6
|XP= 7500
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|XP= 8952
 
|TypeKeywords=Humaniod
 
|TypeKeywords=Humaniod
 
|Initiative=5
 
|Initiative=5
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|Trained Skills=Athletics +12, Endurance +15, Heal +9
 
|Trained Skills=Athletics +12, Endurance +15, Heal +9
 
|Feats=Dwarven Weapon Training, Brawler Guard, Wrenching Grasp, Improved Grab.
 
|Feats=Dwarven Weapon Training, Brawler Guard, Wrenching Grasp, Improved Grab.
|Equipment= Chainmail, Spiked gauntlet, Broadsword, Hand Crossbow, Crossbow Bolts (60), Inescapable Waraxe +2, Dwarven Scale Armor +2, Defensive Spiked gauntlet +1, Iron Armbands of Power (heroic tier), Frostwolf Pelt +1, adventurer's kit, 5 gp}}
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|Equipment= Chainmail, Spiked gauntlet, Broadsword, Hand Crossbow, Crossbow Bolts (60), Inescapable Waraxe +2, Dwarven Scale Armor +2, Defensive Spiked gauntlet +1, Iron Armbands of Power (heroic tier), Frostwolf Pelt +1, adventurer's kit, 365 gp; Steadfast amulet +2}}
   
 
== Character Information ==
 
== Character Information ==

Revision as of 12:20, 22 June 2011

Summary

Voda VosaMuzdum Firebelly
XP 8952Male Dwarf Adventurer Brawler Fighter 6
Medium natural humanoid (Humaniod)
Initiative 5; Senses Passive Insight 14, Passive Perception 14
HP 62, Bloodied 31, Surge Value 15, Surges 12
AC 25; Fortitude 22, Reflex 17, Will 15
Saving Throws +5 racial vs Poison
Speed 5
BasicMeleeInescapable Waraxe +2 (Standard; at-will)
+12 vs AC; 1d12+10. Versatile.
BasicMeleeDefensive Spiked gauntlet +1 (Standard; at-will)
+11 vs AC; 1d6+7
BasicRangedHand Crossbow (Standard; at-will)
+8 vs. AC; 1d6+2 damage
Second Wind (Minor; Encounter) ✦ Personal
You spend a healing surge and regain 15 hit points. You gain a +2 bonus to all defenses until the start of your next turn.
MeleeCombat agility (Oportunity attack; at-will) ✦ Martial, Weapon
Trigger: An enemy adjacent to you takes an action that provokes an opportunity attack Effect: After the triggering enemy completes the action, you shift 2 squares. You must end the shift closer to the target than you were when you began the shift. Then make the following attack: +12 vs AC, (HIT) 1d12+10, and you knock the target prone.
MeleeCombat challenge (Imm. Interrupt; at-will) ✦ Martial, Weapon
Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy: +12 vs AC, (HIT) 1d12+10
MeleeSlash and Pummel (Standard; at-will) ✦ Martial, Weapon
+12 vs AC, (HIT) 1d12+6, make a secondary attack vs the target; +11 vs Ref, hit deals 7 dmg
MeleeGrappling Strike (Standard; at-will) ✦ Martial, Weapon
+12 vs AC; (HIT) 1d12+10 and you grab the target. The grab ends automatically at the end of your next turn.Special: Can use as a basic attack whem making AoO
MeleeTakedown Attack (Standard; encounter) ✦ Martial, Weapon
+12 vs Fort, (HIT) 1d12+10 and you knock the target prone. Special: When charging, this power is useable as a melle basic attack.
MeleeHarrier's Ploy (Standard; Daily) ✦ Martial, Weapon
+12 vs AC, (HIT) 3d12+10 dmg Effect: Until the end of the encounter, if the target moves, you can shift a number of squares equal to your Dexterity modifier (+2) as an immediate reaction.
Pass Forward (Move; At-will) ✦ Martial
Effect:You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.
MeleeBare-Knuckled Rebuke (Minor; Daily) ✦ Martial, Weapon, Stance
Effect:Until the stance ends, you can use the Bare-Knuckled Rebuke Attack power.
MeleeSlamming Rush (Standard; encounter) ✦ Martial, Weapon
You must have a creature grabbed. Effect:You move your speed. For each square you move, you slide the target 1 square to a square adjacent to you. The creature remains grabbed, and you do not provoke an opportunity attack from the target during this movement. Then make the following attack: +12 vs Fort, (HIT) 1d8+7 dmg, and you knock the target prone. If the target is adjacent to blocking terrain, add your Dexterity modifier (+2) to the damage.
Mighty Sprint (Move; Encounter) ✦ Personal
Effect:You move your speed + 4. During this movement, you ignore difficult terrain and gain a +5 power bonus to Athletics checks you make as part of the move.
MeleeBare-Knuckled Rebuke Attack (Imm. Reaction; at-will) ✦ Martial, Weapon
Trigger: An enemy adjacent to you misses you with a melee attack; Attack: +12 vs AC (unarmed), (HIT) 1d6+7 damage, and the target grants combat advantage to you until the end of your next turn.
Inescapable Waraxe +2
Main hand; , Property: Each time you miss a target with this weapon, you gain a cumulative +1 bonus (up to the weapon's enhancement bonus) to your next attack roll with this weapon against the same target. The bonus ends if you attack a different target or when you hit. Versatile.
Impostor's Drake Scale Armor +2
Attached component (body); , Enhancement: +2 AC. Power: Minor Action. Changes armor for a set of normally looking armor. While in cloth form, it does not give any bonus, but also no penalty.
Defensive Spiked gauntlet +1
Off Hand; , Property: When you take the total defense or second wind action, add the enhancement bonus of this weapon as an item bonus to all of your defenses until the start of your next turn.
Iron Armbands of Power
Attached component (arm); , Property: Gain a +2 item bonus to melee damage rolls.
Frostwolf Pelt +1
Attached component (neck); , Enhancement:' +1 Fortitude, Reflex and Will. Property: Gain resist 5 to cold. Power: Immediate Reaction. Trigger: An enemy adjacent to you hits you. Effect: The triggering enemy is knocked prone.
Restfull bedroll
Property:add 1d8 temporal hp after extended rest.


Alignment Good; Languages Common
Str 18 (+4)Dex 15 (+2)Wis 12 (+1)
Con 17 (+3)Int 10 (+0)Cha 08 (-1)
Skills Endurance, Athletics, Heal
Feats Dwarven Weapon Training, Brawler Guard, Wrenching Grasp, Improved Grab.
Equipment Chainmail, Spiked gauntlet, Broadsword, Hand Crossbow, Crossbow Bolts (60), Inescapable Waraxe +2, Dwarven Scale Armor +2, Defensive Spiked gauntlet +1, Iron Armbands of Power (heroic tier), Frostwolf Pelt +1, adventurer's kit, 365 gp; Steadfast amulet +2



Character Information

Background

Muzdum's clan is famous, or infamous for their drinking habits and their inclination to violence, although good natured, cheerfully and enjoyable, even in a tavern brawl. Muzdum is a wandering drunk dwarf, always searching for a good beer and a good brawl. He enjoys fighting as much as he enjoys drinking. His bluntness and force of personality have made him walk safe from the strangest of situations.

Firebelly clan had many enemies, either outsiders or other dwarven clans, Firebelly clan members were always at war with other clans, orcs, you name the creature, they surely had picked up a fight with them. It was the only thing that kept them united. But eventually, wars end, rivals are defeated, or defeat you, and so happened with Firebelly clan. Most of the remnants of this clans are lone old soldiers, that spent their days in shady taverns, or as hired swords.

One of these old soldiers is now at Shard's Tavern, battering his fist in the table, laughing at his own jokes, as he orders another tankard of ale, to toss for his fallen comrades.

Appearance

With his horned helmet sinked in his head, and his fond red beard and hair comming out of everywhere, this dwarven brick wall has a big belly, stout arms and powerful legs, that carry his massive frame. He has small red eyes behind very populated eyebrows.

Age: 68
Gender: Male
Height: 1.2 meters
Weight: 150 kilograms

Personality

Alignment: Good

Happy,cheerful. Always has a joke to say. Almost always drunk. Likes a good brawl once a day.

Hooks

  • Muzdum hopes to find some of his clan members.
    * Muzdum wont hesitate to give a good punch at those who bad intentionated, or to any one that offers a good challenge

Kicker

Muzdum wants to reunite the Firebelly and assemble the clan again.

Other Sections

Adventuring Career

Draws XP From Retired Character Hasifar.

Companions Past and Present

Equipment

Coins: 45 gps Encumbrance: 82lbs

Items

  • Restfull bedroll
  • Frostwolf Pelt +1
  • Iron Armbands of Power
  • Defensive Spiked gauntlet +1
  • Impostor's Drake Scale Armor +2
  • Inescapable Waraxe +2
  • Adventurer's Kit

Normal Load: 200lbsHeavy Load: 400lbsMaximum Drag Load: 1000lbs

Math

The math section describes the math behind your character sheet. It is here so that judges and character approvers can quickly verify your character's accuracy.

Attributes

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 13 17 0 1 18 4
Con 10 14 2 1 17 3
Dex 10 14 0 0 14 2
Int 0 10 0 0 10 0
Wis 0 10 2 0 12 1
Cha 0 8 0 0 8 -1
Totals 33   9


Attack

See the Attack template for assistance.



Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee

4

str 001free LEB expertise4Inescapable WarAxe +20312AC
Basic Ranged

4

str001LEB expertise (free)3Hand crossbow0311AC


Defenses

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class 0/0 dex/int 0 0 0 0 10 +2 Impostor's Drake Scale Armor +2 0 0 3 23
Fortitude+4/+3str/con00001+1 Frostwolf pelt003 18
Reflex0/0dex/int000 01+1 Frostwolf pelt003 14
Will+1/-1wis/cha000 01+1 Frostwolf pelt003 15


Senses and Reactions

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 0 0 0 0 0 0 0 0 3 0 3
Passive Insight 1 0 0 0 0 0 0 0 3 0 14
Passive Perception 1 0 0 0 0 0 0 0 3 0 14

Senses: Low Light Vision

Health

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherTotalBloodedSurge
Hit Points 15 17 6 0 0 0 0 0 0 62 31 15


Surges per day: 12 (9 class, +3 Con)

Speed and Movement

Speed: 5

Racial Features

Dwarf

  • +2 Wis, +2 Con
  • Languages: Common and Dwarven
  • Size: Medium
  • Visson: Low Light
  • Dwarven Weapon Proficiency - Proficient with hammers.
  • Cast-Iron Stomach - +5 bonus to saving throws against poison.
  • Encumbered Speed - Armor or heavy load doesn't reduce your speed. (Other effects still can.)
  • Dwarven Resilience - Second wind is minor action.
  • Stand Your Ground - Can move 1 less when forced to move

Class Features

Fighter (PH)

  • Combat challenge: can mark targets hit or missed with fighter attack powers.
  • Armor proficiency: Proficient with cloth, leather, hide, chain, scale, and shields (light and heavy).
  • Weapon proficiency: Proficient with simple melee, simple ranged, military melee, military ranged.

Feats

  • 1st: Dwarven Weapon Training
  • 2nd: Brawler Guard
  • 4th: Wrenching Grasp
  • 6th: Improved Grab.

Background

Skills and Languages

Languages: Common, Dwarven

See the Skills template for assistance.


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics02dex00035
Arcana 0 0 int 0 0 0 0 0 3 3
Athletics54str000312
Bluff0-1cha0000032
Diplomacy0-1cha0000032
Dungeoneering01wis0000034
Endurance53con000311
Heal51wis0000039
History00int0000033
Insight01wis0000034
Intimidate0-1cha0000032
Nature01wis0000034
Perception01wis0000034
Religion00int0000033
Stealth02dex00035
Streetwise0-1cha0000032
Thievery02dex00035


Powers

  • At-will 1: Slash and Pummel
  • At-will 1: Grappling Strike
  • Encounter 1: Takedown Attack
  • Daily 1: Harrier's Ploy
  • Utility 2: Pass Forward
  • Encounter 3: Slamming Rush
  • Daily 5: Bare-Knuckled Rebuke
  • Utility 6: Mighty Sprint
  • At-will(item): Impostor's Drake Scale Armor +2
  • Daily (item): Frostwolf pelt +1



See the Power to Hit Summary and the Power to Hit templates for assistance.

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Slash and Pummel +4 Str 1 Free expertise 4 Inescapable waraxe +2 0 0 3 12 AC
Grappling Strike +4 Str 1 Free expertise 4 Inescapable waraxe +2 0 0 3 12 AC
Takedown Attack +4 Str 1 Free expertise 4 Inescapable waraxe +2 0 0 3 12 AC
Harrier's Ploy +4 Str 1 Free expertise 4 Inescapable waraxe +2 0 0 3 12 AC
Slamming Rush +4 Str 2 Free expertise 3 Defensive spiked guantlets +2 0 0 3 12 AC


Tracking

Money

+580 gp base gold
-15 gp Adventure's Kit
-520 gp Defensive spiked guantlet
--------
45 gp

Treasure

Keep track of parcels gained. Link to the post where it was given or a reward summary post in the adventure.

Lvl; Parcel; Item level
1  ; n  ; 1
2  ; +4  ; 6
3  ; +1  ; 4
4  ; +2  ; 6
5 ; +3  ; 8

XP

Keep track of XP gained. Link to the post where it was given or a reward summary post in the adventure.

  • 7500 XP (Initial creation at level 6 to replace retired character)

Total XP: 7540

Changes

Judge Comments

Judge comments (and your rebuttal) will go here.

Level 6 (initial creation to replace Retired character)

Approval 1

Comments from TwoHeadsBarking:

  • Summary/Health: Your Con is 17 and you have 62 hp.
  • Summary/Defenses: Your AC is 25. 10 + 3 (half level) + 8 (armor) + 2 (enchantment) + 1 (brawler bonus) + 1 (Brawler Guard feat).
  • Summary: Why does your speed increase when you charge?
  • Summary: Your Brawler class feature increases the accuracy of your spiked fist, since the weapon is part of the unarmed group. Remember to update Slash and Pummel and Bare Knuckle Rebuke.
  • Summary: You may want to add the bonus from your Defensive gauntlet to your second wind description.
  • Summary: Takedown Attack targets Fort.
  • Summary/Equipment/Treasure: Dwarven armor +2 is a level 7 item, but you could only take a level 6 item with the parcel you used on it. You need to change your armor.
  • Skills: You're still missing the dwarf racial bonuses.
  • Skills: Scale armor still doesn't have an armor check penalty.

Approval 2

Status