Argumentus of Hamfist
From GFF D&D Wiki
Level 4 Human Fighter (4772 XP)
Contents |
Abilities & Defenses
STR 19 (+4) | Armor Class 21 (10 + 1/2 level + Scale Mail + Heavy Shield)
CON 18 (+4) | Fortitude 19 (10 + 1/2 level + STR bonus + Class bonus + Race bonus)
DEX 11 (+0) | Reflex 15 (10 + 1/2 level + DEX bonus + Heavy Shield + Race bonus)
INT 8 (-1) | Will 13 (10 + 1/2 level - WIS penalty + Race bonus)
WIS 10 (+0) | Speed 05 (Racial base speed - Scale Mail)
CHA 8 (-1) | Initiative 02 (1/2 level + DEX bonus)
Passive Insight: 12 (10 + skill bonus)
Passive Perception: 12 (10 + skill bonus)
Saving Throw: 09 (Human Perseverance)
Maximum Normal Load: 190 lb
Maximum Heavy Load: 380 lb
Maximum Drag Load: 950 lb
Languages: Common, Giant
Racial Traits
Size: Medium
+2 Constitution
Bonus At-Will Power: You know one extra at-will power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.
Class Traits
+2 Fortitude
Combat Challenge In combat, it’s dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.
Combat Superiority You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.
Fighter Weapon Talent (One-Handed) Choose either one-handed or two-handed weapons. When using a weapon of your chosen style, you gain a +1 bonus to attack rolls.
Health
Maximum HP: 51
Current HP: 13
Bloodied: 25
Surges/Day: 15 (+2 from Durable)
Surge Value: 13 (+1 from Belt of Vigor)
Status Conditions:
Disease Tracker:
Death Saving Throws Failed:
Skills
Acrobatics: 0 = 1/2 level + DEX bonus - Armor Check
Arcana: 1 = 1/2 level - INT penalty
Athletics: 9 = 1/2 level + STR bonus + Training - Armor Check
Bluff: 1 = 1/2 level - CHA penalty
Diplomacy: 1 = 1/2 level - CHA penalty
Dungeoneering: 2 = 1/2 level + WIS bonus
Endurance: 9 = 1/2 level + CON bonus + Training - Armor Check
Heal: 7 = 1/2 level + WIS bonus + Training
History: 1 = 1/2 level - INT penalty
Insight: 2 = 1/2 level + WIS bonus
Intimidate: 6 = 1/2 level - CHA penalty + Training
Nature 2 = 1/2 level + WIS bonus
Perception 2 = 1/2 level + WIS bonus
Religion 1 = 1/2 level - INT penalty
Stealth 0 = 1/2 level + DEX bonus - Armor Check
Streetwise 1 = 1/2 level - CHA penalty
Thievery 0 = 1/2 level + DEX bonus - Armor Check
Feats
Inventory
Scale Mail | AC +7, Speed -1. 45 lb 9 GP
Heavy Shield | AC +2, Reflex +2 15 lb 2 GP
War Pick of Frost | +1 to hit, +1 damage 6 lb 72 GP
Sling | 0 lb
Potion of Acid Resistance | 1 lb 8 GP
Blinding Bomb | 3 lb 24 GP
Fine Clothing | 6 lb 6 GP
Fezwig's Believe It Or Don't 1 lb
Standard Adventurer's Kit 29 lb
Backpack
Bedroll
Flint & Steel
Belt Pouch
Trail Rations (4)
Sunrods (2)
Hempen Rope (50 ft)
Waterskin
0 GP Cash
------ ------
114 lb 753 GP
Basic Attacks
War Pick of Frost +10 to hit vs AC (1/2 level + STR bonus + proficiency + Fighter Weapon Talent + enhancement)
1d8 +8 damage (STR bonus + Iron Armbands of Power + Enhancement + Weapon Focus)
Critical: add +1d6 (frost weapon)& +1d8 (war pick's High Crit)
Sling +5 to hit vs AC (1/2 level + DEX bonus + proficiency)
(ranged 10/20) 1d6 damage
At-Will Powers
Encounter Powers
Daily Powers
Utility Powers















