Argumentus of Hamfist

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Image:arg2.png

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

image:durable.png


image:humanperseverance.png


image:victorsconfidence.png


image:weaponfocus.png (PICKS)

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

image:cleave.png +10 to hit, 1d8+8 damage

Image:Reapingstrike.png +10 to hit, 1d8+8 damage

image:surestrike.png +12 to hit, 1d8+4 damage

Encounter Powers

image:passingattack.png +10 to hit, 1d8+8 damage

image:shieldslam.png +8 to hit, no damage

Daily Powers

image:brutestrike.png +10 to hit, 3d8+8 damage

Utility Powers

image:unstoppable.png


Magic Equipment

image:frostweapon.png (WAR PICK)

Consumables

image:blindingbomb.png

image:potionofresistance.png (ACID)

Tallies

Healing Surges

Image:surgebox.pngImage:surgebox.pngImage:surgebox.pngImage:surgebox.pngImage:surgebox.pngImage:surgebox.pngImage:surgebox.pngImage:surgebox.pngImage:surgebox.pngImage:surgebox.pngImage:surgebox.pngImage:surgebox.pngImage:surgebox.pngImage:surgebox2.pngImage:surgebox2.png

Second Wind

Image:surgebox.png

Action Points

Image:surgebox2.png

Passing Attack

Image:surgebox.png

Shield Slam

Image:surgebox.png

Brute Strike

Image:surgebox2.png

Unstoppable

Image:surgebox2.png

Magic Item Daily Power (War Pick of Frost)

Image:surgebox2.png

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