Motsognir the Subgenius

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Image:Motsognirtoken.png

Level 4 Dwarf Warlord (Multiclass Wizard) (4972 XP)

Contents

Background

Society - Noble

Motsognir is the eighteenth cousin of the fourth-in-line to the throne of a small series of caves near the coast. He used to get invited to a lot of parties, you know.

Dwarf - Outcast

Motsognir's quest for social advancement ended at a now somewhat infamous party celebrating the 47th birthday of the King's nephew, Goldquat. In front of all of high society, Motsognir tripped over his own decorative boots, pushing the yong Goldquat into the royal axe rack. They would have killed him had Motsognir not saved himself by accidentally tumbling into a well. He escaped through a small tunnel leading to the coastline.

Occupation - Mariner

Motsognir became ol' Soggy after his escape. Arriving at the ocean, he came upon the ship of the dreaded ghost-pirate Reverend Stang. The dwarf's bloated, pale complexion and the smell he acquired from standing in a well for three days convinced the ghost-pirates he was one of their own, and by the time he had dried out, they were too fond of his charming incompetence to throw him overboard. He stayed on the ship for fifteen years before it finally sailed off while he was passed out in a whorehouse.

+2 to Acrobatics


Abilities & Defenses

    STR 14 (+2)  |    Armor Class 19  (10 + 1/2 level + Chainmail of Exploits)
CON 13 (+1) | Fortitude 15 (10 + 1/2 level + STR bonus + Class bonus)
DEX 10 (+0) | Reflex 16 (10 + 1/2 level + INT bonus)
INT 18 (+4) | Will 15 (10 + 1/2 level + WIS bonus + Class bonus)(16 vs Charm)
WIS 15 (+2) | Speed 05 (Racial base speed [Encumbered Speed] )
CHA 11 (+0) | Initiative 02 (1/2 level + DEX bonus)
    Passive Insight:    14 (10 + skill bonus)
Passive Perception: 14 (10 + skill bonus)
Saving Throw: 10 (5 vs poison)
Maximum Normal Load: 130 lb
Maximum Heavy Load: 260 lb
Maximum Drag Load: 650 lb

Languages: Common, Dwarven

Racial Traits

    Size: Medium
+2 Constitution, +2 Wisdom
Skill Bonuses: +2 Dungeoneering, +2 Endurance
Cast-Iron Stomach: +5 racial bonus to saving throws against poison.
Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.
Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you 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 you to move unless you want to. In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.

Class Traits

    +1 Fortitude, +1 Will
Combat Leader You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
Tactical Presence When an ally you can see spends an action point to make an extra attack, the ally gains a bonus to the attack roll equal to one-half your Intelligence modifier.
Inspiring Word Using the inspiring word power, warlords can grant their comrades additional resilience with nothing more than a shout of encouragement.


Health

    Maximum HP:  40
Current HP: 40
Bloodied: 20
Surges/Day: 8
Surge Value: 11
Status Conditions:
Disease Tracker:
Death Saving Throws Failed:

Skills

    Acrobatics:        8 = 1/2 level + DEX bonus + Training - Armor Check
    Arcana:           11 = 1/2 level + INT bonus + Training
    Athletics:         3 = 1/2 level + STR bonus - Armor Check
    Bluff:             2 = 1/2 level + CHA bonus
    Diplomacy:         7 = 1/2 level + CHA bonus + Training
    Dungeoneering:     6 = 1/2 level + WIS bonus + Racial bonus
    Endurance:         9 = 1/2 level + CON bonus + Racial bonus + Training - Armor Check
    Heal:              9 = 1/2 level + WIS bonus + Training
    History:          11 = 1/2 level + INT bonus + Training
    Insight:           4 = 1/2 level + WIS bonus 
    Intimidate:        2 = 1/2 level + CHA bonus
    Nature             4 = 1/2 level + WIS bonus
    Perception         4 = 1/2 level + WIS bonus
    Religion           6 = 1/2 level + INT bonus
    Stealth            1 = 1/2 level + DEX bonus - Armor Check
    Streetwise         2 = 1/2 level + CHA bonus
    Thievery           1 = 1/2 level + DEX bonus - Armor Check

Feats

image:skilltraining.png (ACROBATICS)

image:tacticalassault.png

image:arcaneinitiate.png

Inventory

    Chainmail of Exploits     | AC +7, Speed -1                  40 lb      136 GP
    Staggering Greataxe       | +1 to hit, +1 damage             12 lb      104 GP
    Belt of Vigor                                                 3 lb      104 GP
    Helm of The Stubborn Mind                                     2 lb      168 GP
    Iron Armbands Of Power                                        5 lb      360 GP
    Potion of Healing (10)                                       10 lb      100 GP
    Chalice of Maguffin (w/ 20 carrot-flavored candies)           5 lb
    Grappling Hook                                                4 lb
    Climber's Kit                                                11 lb
    Thieves' Tools                                                1 lb        4 GP
    Standard Adventurer's Kit                                    49 lb 
     Backpack                                                    
     Bedroll                                                     
     Flint & Steel                                               
     Belt Pouch                                                  
     Trail Rations (42)     
     Sunrods (2)                                      
     Hempen Rope (200 ft)                                         
     Waterskin (2)                                            
                                                                            156 GP Cash
                                                                 ------     ------
                                                                 182 lb    1132 GP

Basic Attacks

    Battle-Axe                    +4 to hit vs AC    (1/2 level + STR bonus + proficiency)           
                                  1d10 +1 damage     (STR bonus)
Staggering Greataxe +7 to hit vs AC (1/2 level + STR bonus + proficiency + enhancement) 1d12 +3 damage (STR bonus + enhancement) On Critical: +1d6 damage, and the target is knocked prone

At-Will Powers

image:commandersstrike.png As ally's attack to hit, as ally's damage +4

Image:vipersstrike.png +7 to hit, 1d12+5 damage

Encounter Powers

image:bloodyending.png +7 to hit, 2d12+9 damage

image:inspiringword.png

image:scorchingburst.png +6 to hit, 1d6+4 damage

image:warlordsfavor.png +7 to hit, 2d12+5 damage

Daily Powers

image:bastionofdefense.png +7 to hit, 3d12+5 damage

Utility Powers

image:shakeitoff.png


Magic Equipment

image:armorofexploits.png (CHAINMAIL)

image:beltofvigor.png

image:helmofthestubbornmind.png

image:ironarmbandsofpower.png

image:staggeringweapon.png (GREATAXE)

Consumables

image:potionofhealing.png x10

Tallies

Healing Surges

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

Second Wind

Image:surgebox.png

Action Points

Image:surgebox2.png

Warlord's Favor

Image:surgebox.png

Bloody Ending

Image:surgebox.png

Shake It Off

Image:surgebox.png

Inspiring Word

Image:surgebox.pngImage:surgebox.png

Bastion of Defense

Image:surgebox.png

Scorching Burst

Image:surgebox.png

Magic Item Daily Power (Staggering Greataxe, Chainmail of Exploits [Bloody Ending])

Image:surgebox.png

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