From Traditional Games Wiki
| Tarnpeak
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played by Admiral Lasers
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| Level 5 Unaligned Warforged Fighter
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XP 5839
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| STR: 19 (+6)
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DEX: 14 (+4)
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WIS: 14 (+4)
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Hit Points: 55
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| CON: 16 (+5)
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INT: 10 (+2)
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CHA: 8 (+1)
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Bloodied: 27
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| Surges: 12
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Surge Value: 13 HP
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| Initiative: +4
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Speed: 5
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Deity:
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| AC: 19
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Fort: 18
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Reflex: 15
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Will: 15
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| Fighter Class Features: Combat Challenge: Enemies marked get -2 to attacks not including you, make basic melee attack against adjacent enemy making attack that does not include you, mark lasts until end of next turn or next mark. Combat Superiority: Add Wis mod to opportunity attacks, hit ends enemy movement. Tempest Technique: When wielding two weapons, +1 attack with offhand weapons, gain Two-Weapon Defense; in light armor or chainmail, +1 damage with melee or close weapons, +2 with offhand weapons.
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| Racial Features:
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| Living Construct: No need to eat, drink, breathe, or sleep.
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| Warforged Resolve: Use warforged resolve as an encounter power.
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| Warforged Mind: +1 to Will defense.
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| Warforged Resilience: +2 racial bonus to saving throws against ongoing damage.
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| Feats:
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| Two-Weapon Defense: +1 to AC and Reflex while holding a weapon in each hand
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| Two-Weapon Fighting: +1 damage while holding a melee weapon in each hand
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| Warforged Tactics: +1 on melee attacks against foe adjacent to your ally
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| Focused Superiority: Wisdom modifier to damage with opportunity attacks
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| Weapon Expertise (Pick): You gain a +1 bonus to attack rolls with any weapon power you use with a weapon from this group.
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| Languages:
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Common
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| Skills:
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Athletics +10, Endurance +11, Nature +10, Perception +5
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| Background:
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| Equipment:
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Fur cloak, snow shoes, amethysts (x3), thief journal, thieves' tools.
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| Combat:
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| War Pick: +10 vs. AC; 1d8+6 damage.
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| Light War Pick: +11 vs. AC; 1d6+7 damage.
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Powers
At-Will
| Combat Challenge
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Fighter Feature
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| In combat, it's dangerous to ignore a fighter.
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| At-Will ✦ Martial, Weapon
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| Immediate Interrupt
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Melee
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| Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy.
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| Dual Strike
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Fighter Attack 1
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| You lash out quickly and follow up faster, delivering two small wounds.
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| At-Will ✦ Martial, Weapon
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| Standard Action
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Melee weapon
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| Requirement: You must be wielding two melee weapons.
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| Primary Target: One creature
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| Primary Attack: +8 vs. AC
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| Hit: 1d8 + 1 damage.
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| Effect: Make a secondary attack.
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| Secondary Target: One creature other than the primary target
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| Secondary Attack: +11 vs. AC (off-hand weapon)
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| Hit: 1d6 + 2 damage.
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| Crushing Surge
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Fighter Attack 1
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| The feel of your weapon crunching against the enemy puts your heart back in the fight.
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| At-Will ✦ Invigorating, Martial, Weapon
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| Standard Action
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Melee weapon
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| Target: One creature
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| Attack: +8 vs. AC (main hand), or +9 vs. AC (off hand)
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| Hit: 1d8 + 5 damage (main hand), or 1d6 + 6 damage (off hand).
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Encounter
| Warforged Resolve
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Warforged Racial Power
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| It's difficult to take you down, even when you're faltering.
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| Encounter ✦ Healing
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| Minor Action
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Personal
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| Effect: You gain 4 temporary hit points and can make a saving throw against one effect on you that deals ongoing damage. If you are bloodied, you also regain 4 hit points.
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| Distracting Spate
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Fighter Attack 1
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| Your flurry of feints and strikes leaves your foe's defenses unsteady.
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| Encounter ✦ Martial, Weapon
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| Standard Action
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Melee weapon
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| Target: One creature
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| Attack: +8 vs. AC (main hand), or +9 vs. AC (off hand)
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| Hit: 2d8 + 8 damage (main hand), or 2d6 + 9 damage (off hand). The target grants combat advantage to you until the end of your next turn.
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| Reaver's Hook
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Fighter Attack 3
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| Your mighty swing embeds your weapon in your foe.
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| Encounter ✦ Martial, Weapon
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| Standard Action
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Melee weapon
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| Target: One creature
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| Attack: +8 vs. AC (main hand), or +9 vs. AC (off hand)
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| Hit: 2d8 + 6 damage (main hand) or 2d6 + 7 vs. AC (off hand). If the target moves before the end of your next turn, it takes 3 extra damage. You can shift 1 square after the attack. You pull the target to the square you vacated.
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Daily
| Ruinous Assault
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Fighter Attack 1
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| Your weapons move with incredible speed and open deep gashes in your opponent.
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| Daily ✦ Martial, Weapon
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| Standard Action
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Melee weapon
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| Requirement: You must be wielding two melee weapons.
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| Primary Target: One creature
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| Primary Attack: +8 vs. AC
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| Hit: 1d8 + 5 damage, and ongoing 5 damage (save ends).
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| Miss: Half damage.
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| Effect: You make a secondary attack.
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| Secondary Target: One creature other than the primary target
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| Secondary Attack: +9 vs. AC (off-hand weapon)
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| Hit: 1d6 + 6 damage, and ongoing 5 damage (save ends).
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| Miss: Half damage.
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| Inspiring Fortitude
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Endurance Utility 2
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| Inspired by your resilience, your allies find the will to overcome challenges.
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| Daily
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| Standard Action
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Close burst 5
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| Target Each ally in burst
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| Requirement: Your second wind must be availble for you to use
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| Effect: You use your second wind, and each target gains 13 temporary hit points.
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| Prerequisite: You must be trained in Endurance.
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| Dervish's Challenge
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Fighter Attack 5
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| You hold your weapons close to your body, prepared to strike out when an enemy leaves you an opening.
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| Daily ✦ Martial, Stance, Weapon
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| Minor Action
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Melee weapon
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| Requirement: You must be wielding two melee weapons.
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| Target: One creature
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| Attack: +8 vs. AC
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| Hit: 3d8 + 5 damage
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| Effect: Until the stance ends, whenever you are wielding two weapons and make a melee basic attack against a creature as an immediate action or an opportunity action, you can make a melee basic attack with your off·hand weapon against that creature as a free action.
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Items
| Shoulder-to-Shoulder
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Level 3
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| In the heat of battle, you know how to make the use of a good friend by your side.
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| Battle Training
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680 gp
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| Property: You gain a +2 bonus to attack rolls while adjacent to an ally.
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| Power (Daily): Immediate Reaction. Trigger: An adjacent ally misses a melee attack against an enemy within range. Effect: Make a basic melee attack against the target.
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| Wizard's Curtain
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Level 1
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| Some activities call for privacy.
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| Ritual Scroll
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75 gp
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| Key Skill: Arcana (no check)
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| Component Cost: 30 gp
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| Ritual (Consumable): Five minutes. You draw a curtain or several curtains from nowhere to ensure your visual privacy. The curtain is nearly opaque and appears in any pattern or colors you desire. The ritual obscures all sight lines into a single room (or a burst 4 area), applying a -10 penalty to Perception checks to see anything inside the warded area.
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