Tharl Dragonborn Level 1 Warlord Originally, Tharl was trained as a bard so that he could recount the heroic legends of his people and inspire others with word and song. But as his parents eventually discovered, although Tharl might be able to speak with the tongues of men and archons (figuratively speaking: first-level characters aren't allowed to select "Supernal" as a language), he just didn't have a head for studying history or memorizing epic poems. (And there were no editions with both dragonborn and bards in them anyway.) During the musical part of his training, Tharl was especially apt with percussive instruments -- drums, xylophone, osteophone, etc. -- and soon realized that his true talents lay in the field of hitting things. Thus, he found his destiny on the battlefield, where he could use both his strong arm and his majestic presence to bring honor to his family. And some day, perhaps *he* might be the subject of legendary epic poems memorized by future generations of bards. (If there is ever a future edition with bards in it.) MISCELLANEOUS Gender: Male Height: 6'4" Weight: 275 lb Age: 15 years Size: Medium Languages: Common, Draconic Alignment: Good POINTS Hit points: 25/25 (12 class, +13 con) Bloodied at: 12 HP Healing surges: 8/8 (7 class, +1 con) Surges heal: 7 HP (6, +1 con) Action points: 1 XP: 0 ABILITIES Str 18 [+4] (+2 racial) Con 13 [+1] Dex 12 [+1] Int 11 [ 0] Wis 10 [ 0] Cha 16 [+3] (+2 racial) OTHER SCORES AC: 14 (+3 armor, +1 Dex) Fortitude: 15 (+4 str, +1 class) Reflex: 11 (+1 dex) Will: 14 (+3 cha, +1 class) Initiative: +3 (+1 dex, +2 power) Speed: 6 WEAPONS Greatsword Attack: +7 (+4 str, +3 proficiency) vs AC [when bloodied: +8 (+4 str, +3 proficiency, +1 racial) vs AC] Damage: 1d10+4 (+4 str) damage Throwing Hammer Attack: +6 (+4 str, +2 proficiency) vs AC [when bloodied: +7 (+4 str, +2 proficiency, +1 racial) vs AC] Damage: 1d6+4 (+4 str) damage Dragon Breath Attack: +6 (+4 str, +2) vs Reflex [when bloodied: +7 (+4 str, +2) vs Reflex] Damage: 1d6+1 (+1 con) FEATS, TRAITS AND FEATURES Dragonborn Fury (race): when bloodied, +1 racial to attack Draconic Heritage (race): healing surge equals 1/4 HP + Con modifier Dragon Breath (race): encounter power (below) Armor Proficiencies (class): cloth, leather, hide, chainmail, light shield Weapon Proficiencies (class): simple melee, military melee, simple ranged Combat Leader (class): +1 power to init for self and allies within 10 squares Inspiring Presence (class): when an ally who can see me spends an action point to take an action, they regain 3 HP (0, +3 cha) Inspiring Word (class): encounter power (below) Enlarged Dragon Breath (feat): dragon breath power can be blast 5 instead of 3 AT WILL POWERS Furious Smash - Martial, Weapon Standard Action, Melee weapon Target: one creature Attack: Str vs Fortitude Hit: 4 damage (+4 str), then choose one ally adjacent to self or target. Ally gets +3 (+3 cha) power to next attack and damage roll against target, if ally attacks target by end of ally's next turn. Wolf Pack Tactics - Martial, Weapon Standard Action, Melee weapon Target: one creature Special: Before attack, let one ally adjacent to self or target shift 1 square as free action. Attack: Str vs AC Hit: 1d10+4 damage (1d10 greatsword, +4 str) ENCOUNTER POWERS Dragon Breath - Lightning Minor Action, Close blast 3 or 5 Targets: all creatures in area Attack: Str +2 vs Reflex Hit: 1d6 + Con modifier damage Inspiring Word - Martial, Healing Minor Action, Close burst 5 Target: self or one ally in burst Special: can be used twice per encounter but only once per round Effect: target can spend healing surge and regain an extra 1d6 HP Hammer and Anvil Standard Action, Melee weapon Target: one creature Attack: Str vs Reflex Hit: 1d10+4 damage (1d10 greatsword, +4 str). One ally adjacent to target makes melee basic attack against target as free action, adding +3 (+3 cha) to damage. DAILY POWERS Bastion of Defense - Martial, Weapon Standard Action, Melee weapon Target: one creature Attack: Str vs AC Hit: 3d10+4 damage (3 * 1d10 greatsword, +4 str). Allies within 5 squares get +1 power to all defenses until end of encounter Effect: Allies within 5 squares get 8 temporary HP (5, +3 cha) SKILLS Acrobatics: +0 (+1 dex, -1 armor) Arcana: +0 (+0 int) Athletics: +8 (+4 str, +5 trained, -1 armor) Bluff: +3 (+3 cha) Diplomacy: +8 (+3 cha, +5 trained) Dungeoneering: +0 (+0 wis) Endurance: +5 (+1 con, +5 trained, -1 armor) Heal: +0 (+0 wis) History: +2 (+0 int, +2 racial) Insight: +0 (+0 wis) Intimidate: +10 (+3 cha, +5 trained, +2 racial) Nature: +0 (+0 wis) Perception: +0 (+0 wis) Religion: +0 (+0 int) Stealth: +0 (+1 dex, -1 armor) Streetwise: +3 (+3 cha) Thievery: +0 (+1 dex, -1 armor) EQUIPMENT Greatsword: 30 gp, 8 lb Throwing hammers (4): 20 gp, 8 lb Hide armor: 30 gp, 25 lb Adventurer's kit: 15 gp, 33 lb Backpack Bedrool Flint and steel Pouch, belt Rations, trail (10) Rope, hempen Sunrod (2) Waterskin Climber's kit: 2 gp, 11 lb Grappling hook Hammer Pitons (10) Cash, assorted: 3 gp, <1 lb Total: 100 gp, <86 lb Normal load: 180 lb