Motsognir the Subgenius
From GFF D&D Wiki
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
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
As ally's attack to hit, as ally's damage +4
Encounter Powers
Daily Powers
Utility Powers

















