D&D 4th Edition – Longrunner, Shifter Ranger (Hunter)

Last night I got a chance to run D&D 4th Edition for the first time in several years.  I am posting the video separately, but here is one of the PCs played in that session:

Longrunner  Level: 2

Race: Razorclaw Shifter  Class: Ranger (Hunter)  Theme: Animal Master    Background: Treerunner

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The backstory I sent the player was as follows:

The old ones in your tribe say that your ancestors were men and women inflicted with some form of moon curse that transformed them into feral beasts. Even worse, this curse could be spread to others with a bite, like some form of unholy disease.

In response, the men of civilized lands called an extermination crusade on your fore-bearers, which forced them into hiding in the deepest and wildest places in the Known World.

As the ages passed, the curse seemed to be bred out of your lineage, and the wounds made by the teeth and claws of your kind thankfully no longer pass on the moon curse. However, the curse has not left your kind untouched. Each tribe’s features are now distinctly feral and non-human, with fangs, fur, and claws being the most common signs.

While your kind (who call themselves the Moon Kin) do not carry the infectious curse that afflicted the first of your kind, the ignorance of civilized men often leads them to treat your kind no differently than they would your savage ancestors (which is to say brutally killed with silvered weapons). As such, those who would risk travelling to man’s world are more often seen as foolish than brave.

You are one such foolishly brave individual. Using your skills as a scout, tracker, and archer, you managed to find work on the fringes of the civilized world, guarding caravans against bandits and other predators.

As your tribesmen had warned, you were treated with, at best, begrudging tolerance and, at worse, outright hostility (once, not so long ago, you fled a caravan in the dead of night, for fear of being murdered by superstitious merchants). These harsh experiences may explain why, when you met a man who seemed as equally unwelcome as yourself, a child of both Man and Dwarf named Kechak, you became fast friends in your shared isolation.

In the time since you two met, you have taken on other companions (all of whom seem rejected by the civilized world to one degree or another). Now, under the leadership of a dark-skinned wizard named Zerak, you have traveled to a Keep on edge of the Chaos Scar, where you hope to find purpose, adventure, and riches.

Initiative +9 Speed 6
Strength 13 +1 AC 17
Dexterity 18 +4 Fortitude 14
Constitution 14 +2 Reflexes 16
Intelligence 8 -1 Will 14
Wisdom 16 +3 Hit Points 30
Charisma 10 +0 Heal Srgs 8
Hit Points 31 (Bloodied 15)

Surge Value: 7

Longbow Attack:

Damage:

+9 vs. AC

1d10+4

Skills: Total Bonus
Acrobatics (Dex)* +14
Short Sword Attack:

Damage:

+9 vs. AC

1d6+4

Arcana (Int) +0
Athletics (Str)* +7
Languages: Common, Elven

You have low-light vision.

Bluff (Cha) +1
Diplomacy (Cha) +1
Feats:

Bow Expertise: +1 to hit with Bows and you gain +1 to damage with Bows against a single creature not adjacent to any other creature.

Light Blade Expertise: +1 to hit with Light Blades and you deal +1 damage with Light Blades when you have Combat Advantage on the Attack.

Improved Initiative: +4 to initiative (already included)

Grounding Shot: Ignore the penalty to hit prone targets at range and do +2 damage to prone targets.

Dungeoneering (Wis) +4
Endurance (Con)* +8
Heal (Wis) +4
History (Int) +0
Insight (Wis) +4
Intimidate (Cha) +1
Nature (Wis)* +9
Perception (Wis) +4
Religion (Int) +0
Stealth (Dex)* +12
Streetwise (Cha) +1
Thievery (Dex) +5
Gear:

Short sword, Longbow, Leather Armor, Adventurer’s Kit

*Trained

Includes +2 to Acrobatics and Stealth (Razorclaw) and +2 to Acrobatics (Treerunner)

 

 

 

Special Abilities:

Pet Hawk: You have a pet hawk with 1 Hit Point, Initiative +5, AC 15, Fort 10, Ref 13, Will 11, Darkvision, Perception +6, and a Fly Speed of 7.  While it is within 10 squares of you, you gain +4 bonus to Perception checks made to spot creatures.

Aimed Shot:  Use a Standard Action to make a ranged basic attack, ignoring partial cover/concealment and reducing superior cover/total concealment to -2 for this attack.

Clever Shot: Use a Standard Action to make a ranged basic attack and, if it hits, pick one of the following effects: Slide the target 2 squares, the target falls prone, or the target is slowed (save ends)

Rapid Shot: Use a Standard Action to make a ranged basic attack against each creature in or adjacent to a square within the attack’s range.  You take a -2 penalty to the attack rolls.

Aspect of the Pouncing Lynx (Stance): Use a Minor Action to assume this stance. Until the stance ends, you gain +4 power bonus to Initiative checks, during the first round of an encounter you gain +2 to hit with attacks, and you gain a +3 to all defenses against opportunity attacks that you provoke by moving.

Aspect of the Pack Wolf (Stance): Use a Minor Action to assume this stance. Until the stance ends, you do not provoke opportunity attacks when leaving squares adjacent to your allies and when you make a basic attack against an enemy adjacent to two or more of your allies, you gain +1 to the attack roll and a bonus to damage equal to the number of allies adjacent to it.

Timely Trick: Use a Standard Action to have your pet hawk perform any standard action you wish within 10 squares of you.

Distracting Attack: Use a Minor Action to have your pet hawk fly in the face of one enemy within 5 squares and grant you Combat Advantage against that target until the end of your turn.  Once you use this ability, you must complete a short rest before using it again.

Disruptive Shot: Use a Standard Action to roll +9 vs. AC. On a hit, do 1d10+6 damage and you choose the target to be either immobilized (save ends) or dazed (save ends).  Do half damage on a miss and the target is slowed until the end of your next turn. Once you use this ability, you must complete a short rest before using it again.

Razorclaw Shifting: Use a Minor Action while you are bloodied to gain +2 to your speed and +1 to AC and Reflexes until the end of the encounter.  Once you use this ability, you must complete a short rest before using it again.

Floating Lantern: This lantern casts light in a 10 square radius and never needs refilling. When you let go of the lantern, it hangs in the air and you can use a Move Action to have the lantern move up to 10 squares.  You can also set the brightness of the lantern (bright, dim, or off) as a Minor Action.

 

 

 

 

REACTIONS AND FREE ACTIONS
       
MINOR
Aspect of the Pouncing Lynx (Stance) Personal Assume this stance. Until the stance ends, you gain +4 power bonus to Initiative checks, during the first round of an encounter you gain +2 to hit with attacks, and you gain a +3 to all defenses against opportunity attacks that you provoke by moving. Use this when you enter an encounter.
Aspect of the Pack Wolf (Stance) Personal Assume this stance. Until the stance ends, you do not provoke opportunity attacks when leaving squares adjacent to your allies and when you make a basic attack against an enemy adjacent to two or more of your allies, you gain +1 to the attack roll and a bonus to damage equal to the number of allies adjacent to it. Use this when you are targeting an enemy surrounded by your allies.
Distracting Attack 5 squares Have your pet hawk fly in the face of one enemy within 5 squares and grant you Combat Advantage against that target until the end of your turn.  Use this when you want a bonus to hit a  target 5 squares away.
Razorclaw Shifting Personal Use this when you are bloodied to gain +2 to your speed and +1 to AC and Reflexes until the end of the encounter.  Use this when you become bloodied in an encounter.
STANDARD ACTIONS
Aimed Shot Ranged Weapon Make a ranged basic attack, ignoring partial cover/concealment and reducing superior cover/total concealment to -2 for this attack. Use this to hit a target under cover or in concealment.
Clever Shot Ranged Weapon Make a ranged basic attack and, if it hits, pick one of the following effects: Slide the target 2 squares, the target falls prone, or the target is slowed (save ends) Use this when the other two shots are not best.
Rapid Shot Ranged Weapon Make a ranged basic attack against each creature in or adjacent to a square within the attack’s range.  You take a -2 penalty to the attack rolls. Use this when a bunch of enemies are clustered together.
Timely Trick 10 squares Have your pet hawk perform any standard action you wish within 10 squares of you. Use this to have your pet hawk do a little trick.
Disruptive Shot Ranged Weapon Roll +9 vs. AC. On a hit, do 1d10+6 damage and you choose the target to be either immobilized (save ends) or dazed (save ends).  Do half damage on a miss and the target is slowed until the end of your next turn. Use this every encounter to hinder a target.
MOVE ACTIONS
       
Other Abilities
   

 

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D&D 4th Edition – Longrunner, Shifter Ranger (Hunter)

D&D 4th Edition – Tyrus Khirzan, Tiefling Cleric (Warpriest)

Last night I got a chance to run D&D 4th Edition for the first time in several years.  I am posting the video separately, but here is one of the PCs played in that session:

Tyrus Khirzan  Level: 2

Race: Tiefling  Class: Cleric (Warpriest) Theme: Noble  Background: Martial Training

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The backstory I sent the player was as follows:

The members of your family are ​the proud descendants of the nobility of a lost empire called Bael Turath.

While all empires eventually fade, when civil strife and foreign aggressors began to threaten Bael Turath, your ancestors turned to the infernal forces of the Nine Hells, who offered assistance at a terrible cost.

After the pacts were sealed, the aristocracy of Bael Turath found themselves transformed into something half man and half devil, and they used their infernal strength and allies to prolong the lifespan of their dying empire.

While Bael Turath is now nothing more than a memory (a bitter and fearful one for all races other than your kind), your family maintained a position of status in the secretive Church of Asmodeus (the brutal lord of the Nine Hells who stole his divinity from a God during the Dawn War). The church values the rule by power, repaying evil with evil, exploiting kindness as a weakness, and showing no compassion for the weak.

Following your Dark Lord’s maxim of rule by strength, you have traveled far from your family, to carve a future for yourself from the savage wildness of the North. You have thrown your lot in with a misfit group of adventurers who call themselves the Seekers of the Scar. They are a capable group of mercenaries, though you recognize that it is a lust for power that drives your leader, Zarek the Shadow Mage…

Initiative +0 Speed 5
Strength 12 +1 AC 18
Dexterity 8 -1 Fortitude 15
Constitution 16 +3 Reflexes 12
Intelligence 12 +1 Will 16
Wisdom 18 +4 Hit Points 33
Charisma 14 +2 Heal Srgs 10
Hit Points 33 (Bloodied 16)

Surge Value: 8

Resist Fire 5

Fell Strike Attack:

Damage:

+8 vs. AC

2d6+4 + knock prone

Skills: Total Bonus
Acrobatics (Dex) +0
Icon of Fear Attack:

Damage:

+8 vs. AC

2d6+4 + push 2 sqrs and ally shifts 2 sqrs

Arcana (Int) +2
Athletics (Str) +2
Languages: Common, Draconic, and Infernal.

 

Bluff (Cha) +3
Diplomacy (Cha)* +8
Feats:

Bludgeon Expertise: You gain +1 to hit with weapon attack rolls with hammers and maces, and gain +1 feat bonus to the number of squares you push or slide creatures with weapon attacks you make with a hammer or mace (already included)

Proficiency: Great Hammer

Proficiency: Scale Armor

Dungeoneering (Wis) +5
Endurance (Con) +6
Heal (Wis) +5
History (Int)* +7
Insight (Wis)* +10
Intimidate (Cha)* +8
Nature (Wis) +5
Perception (Wis) +5
Religion (Int)* +7
Stealth (Dex) +0
Streetwise (Cha) +3
Thievery (Dex) +0
Gear:

Adventurer’s Kit, Scale Armor, Great Hammer (has Reach, allowing you to attack 1 square further away), Flamer Bracers.

*Trained

Includes +2 to Endurance (Martial Training)

 

 

 

Special Abilities:

Fell Strike: Use a Standard Action to roll a +8 vs. AC to hit a target with your Great Hammer, doing 2d6+4 damage on a hit and knocking the target prone.  You can use this power in place of a melee basic attack when you charge.

Icon of Fear: Use a Standard Action to roll +8 vs. AC to hit a target with your Great Hammer, doing 2d6+4 damage and you can push the target 2 squares.  Whether you hit or not, an ally adjacent to you can shift up to 2 squares as a free action and must end adjacent to the target.

Healing Word: Use a Minor Action to cause yourself or one ally within 5 squares to spend a healing surge, regain 1d6 additional hit points, and gain 5 temporary hit points.  You can use this twice and then must take a short rest before using it again.

Smite Undead (Channel Divinity): Use a Standard Action to roll +8 vs. Will to hit a target with your Great Hammer, doing 4d6+4 radiant damage and push the target 6 squares. The target is immobilized until the end of your next turn. Do half damage on a miss. You can only use one Channel Divinity Power before you need to take a short rest to regain uses of Channel Divinity.

Cruel Inspiration (Channel Divinity): Use a Minor Action to cause yourself or one ally within 3 squares to take 5 psychic damage and then make a saving throw with a +5 power bonus. You can only use one Channel Divinity Power before you need to take a short rest to regain uses of Channel Divinity.

Inspire Dread: You gain a +2 power bonus to the next Intimidate check you make before the end of your next turn. Once you use this ability, you must take a short rest before using it again.

Dread Revelation: Use a Standard Action to roll +8 vs. AC to hit a target with your Great Hammer, doing 4d6+4 damage and you can push the target 2 squares.  In addition, until the end of your next turn, the target takes 5 psychic damage the first time it willingly enters a square adjacent to you or any of your allies.  Once you use this ability, you must take a short rest before using it again.

Noble Presence: Use a Move Action to allow one or two allies within 3 squares to shift up to 2 squares as a free action, and each target gains a +2 power bonus to all defenses until the end of your next turn. Once you use this ability, you must take a short rest before using it again.

Infernal Wrath: Use a Free Action when you are hit by an enemy within 10 squares to cause the target to take 1d6+2 fire damage.  Once you use this ability, you must take a short rest before using it again.

Beacon of Hope: Use a Standard Action to roll +5 vs Will against all enemies within 3 squares of you. On a hit, the target is weakened until the end of its next turn (doing half damage).  Whether you hit or not, you and each ally within 3 squares regain 5 hit points and, until the end of the encounter, whenever you restore hit points with a healing power, the recipient regains 5 additional hit points.  Once you use this ability, you must take a long rest before using it again.

Ritual Caster: You know the following Rituals: Create Holy Water, Comrades Succor, Purify Water, Last Sight Vision (see at end of sheet). You can cast 5 of these per day without using components.

Flame Bracers: When you score a critical hit with a melee attack, deal an extra 1d6 fire damage. You may also use a Minor Action to do 1d6 extra fire damage on your next successful weapon attack before the end of your round.

 

 

 

 

 

 

REACTIONS AND FREE ACTIONS
Infernal Wrath One Enemy within 10 squares Use a Free Action when you are hit by an enemy within 10 squares to cause the target to take 1d6+2 fire damage.  Use this when you are hit by an enemy in combat who is within 10 squares. Use it every encounter. 
MINOR
Healing Word Close Burst 5 Cause yourself or one ally within 5 squares to spend a healing surge, regain 1d6 additional hit points, and gain 5 temporary hit points.  You can use this twice per encounter.  Use this to keep your injured allies upright.
Cruel Inspiration (Channel Divinity) Close Burst 3 Cause yourself or one ally within 3 squares to take 5 psychic damage and then make a saving throw with a +5 power bonus. You can only use one Channel Divinity Power before you need to take a short rest to regain uses of Channel Divinity. Use this when someone needs to make a Saving Throw against something.
Inspire Dread Personal You gain a +2 power bonus to the next Intimidate check you make before the end of your next turn. Use this when you want to terrify an opponent into surrending.
Flame Bracers Personal Do 1d6 extra fire damage on your next successful weapon attack before the end of your round. Use this when you need to buff an attack.
STANDARD ACTIONS
Fell Strike Melee Weapon Roll a +8 vs. AC to hit a target with your Great Hammer, doing 2d6+4 damage on a hit and knocking the target prone.  You can use this power in place of a melee basic attack when you charge. Use this when you charge into a battle and to give you allies a boost to attacks (they get +2 to hit prone targets)
Icon of Might Melee Weapon Roll +8 vs. AC to hit a target with your Great Hammer, doing 2d6+4 damage and you can push the target 2 squares.  Whether you hit or not, an ally adjacent to you can shift up to 2 squares as a free action and must end adjacent to the target. Use this to reposition a target and/or your allies.
Smite Undead (Channel Divinity) Melee Weapon Roll +8 vs. Will to hit a target with your Great Hammer, doing 4d6+4 radiant damage and push the target 6 squares. The target is immobilized until the end of your next turn. Do half damage on a miss. You can only use one Channel Divinity Power before you need to take a short rest to regain uses of Channel Divinity. Use this to knock the hell out of an undead target.
Dread Revelation Melee Weapon Roll +8 vs. AC to hit a target with your Great Hammer, doing 4d6+4 damage and you can push the target 2 squares.  In addition, until the end of your next turn, the target takes 5 psychic damage the first time it willingly enters a square adjacent to you or any of your allies.  Use this to keep an melee enemy at range or punish him if he tried to attack at melee.
Beacon of Hope Close Burst 3 Roll +5 vs Will against all enemies within 3 squares of you. On a hit, the target is weakened until the end of its next turn (doing half damage).  Whether you hit or not, you and each ally within 3 squares regain 5 hit points and, until the end of the encounter, whenever you restore hit points with a healing power, the recipient regains 5 additional hit points.  Use this to restore hit points to a bunch of allies near to you and to boost your subsequent healing abilities.
MOVE ACTIONS
Noble Presence Close Burst 3 Allow one or two allies within 3 squares to shift up to 2 squares as a free action, and each target gains a +2 power bonus to all defenses until the end of your next turn. If you are not going to move, use this to reposition allies so they gain Combat Advantage or get away from an enemy.
Other Abilities
   

 

 

 

Rituals

Create Holy Water: Time: 1 hour, Duration: 24 hours or until discharged, Skill: Religion

This ritual infuses astral radiance into a small quantity of ordinary water. The cost to do so depends on the level of the holy water you choose to create. You cannot create holy water of a level higher than your own. Aside from its effect on undead and demons, holy water acts as normal pure water in all ways. It can be distinguished from normal water with examination and a successful DC 15 Religion or Arcana check.

Comrades’ Succor: Time: 5 minutes, Duration: Instantaneous, Skill: Heal

While performing this ritual, you and up to 5 participants in the ritual can choose to lose any number of healing surges and select another participant to gain an equal number of healing surges.

No participant can have more healing surges than his or her daily maximum. Additionally, you or one participant must lose 1 healing surge when performing this ritual.

Last Sight Vision: Time: 10 minutes, Duration: Instantaneous, Skill: Arcana or Religion

When you perform this ritual in the presence of a corpse or a skull, you witness an auditory and visual replay of the moments before the death of that creature, as seen from creature’s perspective. You cannot perform this ritual on headless corpses. Once you have performed this ritual you must wait until you have gained a level before using it again on the same remains.

Your Arcana or Religion check determines the length of time prior to the target’s death that you experience.

Arcana/Religion Check Result Maximum Length
19 or lower 2 rounds
20–29 4 rounds
30–39 6 rounds
40 or higher 10 rounds

Purify Water: Time: 10 minutes, Duration: Instantaneous, Skill: Arcana, Nature, or Religion

You purify a volume of water. The amount of water you can purify is determined by the result of your Arcana check, Nature check, or Religion check.

Skill Check Result  Amount of Water
9 or lower  1 square
10–19  2 squares
20–34  4 squares
35 or higher  10 squares

 

 

 

 

 

 

 

 

 

D&D 4th Edition – Tyrus Khirzan, Tiefling Cleric (Warpriest)

D&D 4th Edition – Kechak Ill-Born, Half-Dwarf Fighter

Last night I got a chance to run D&D 4th Edition for the first time in several years.  I am posting the video separately, but here is one of the PCs played in that session:

Kechak Ill-Born  Level: 2

Race: Mule (Half Dwarf)       Class: Fighter (Knight)     Theme: Seer      Background: Ill-Omened Parentage

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The backstory sent to the player was as follows:

You knew neither your mother nor father, but what you have been told is that your father was a clanless dwarven mercenary and your mother was a “camp follower.”

The day you were born, a comet blazed brightly in the blue sky, which the superstitious mercenaries took as a bad omen.

That omen proved true, for by the time the sun set on the day you were born, both your mother and father would be dead (the former in childbirth and the latter on the battlefield).

Recognizing that you had nowhere else to be sent (your mother had no known kin and your father had been cast out of his clan), you were raised by your father’s mercenary company. Had the more-superstitious members of the company been the ones to say, you likely would have been left out for the wolves (a cursed child is no suitable mascot for a mercenary band). Fortunately, the captain of the company decided that the circumstances surrounding your birth spoke more of the fate of your parents, rather than your own. As such, you were raised by the mercenaries and, when you were old enough, you joined them.

Early on, you demonstrated uncanny oracular abilities (the mercenaries say that, as an infant, if you cried when a man held you, it meant he would die in the next battle) and as you grew to adulthood, you formally developed these skills, alongside your martial training (the captain hired a soothsayer to teach you how to read the runes and see the future and/or distant places).

Unfortunately, while you grew into a strong and able warrior, you realized that there would never be a place for you in the mercenary company (it rarely does men good to know when their time is most likely to come…it either makes them reckless or fatalistic, neither of which is good quality for a soldier).

And so, you left the company and struck out on your own.

While working as a caravan guard (which was good, stead work, if a bit boring), you met several other outcasts and, after many nights of talk, you decided to try to make your fortunes together, and set out for a Keep far to the north that seemed brimming with opportunities (or, at least, that is what Zerak, your company’s wizard, tells you).

Most of your father’s possessions were sold to pay the cost of your rearing (they are mercenaries, after all), but, out of sentiment, they kept your father’s flail and his battle standard, so that you would have some form of inheritance.

The rest of your gear was either purchased with your earnings as a mercenary/caravan guard, or scavenged from those who fell to your flail.

Initiative +0 Speed 5
Strength 18 +4 AC 21
Dexterity 8 -1 Fortitude 17
Constitution 16 +3 Reflexes 13
Intelligence 14 +2 Will 12
Wisdom 13 +1 Hit Points 37
Charisma 10 +0 Heal Srgs 13
Hit Points 37 (Bloodied 18)

Surge Value: 9

Flail Attack:

Damage:

+9 vs. AC

1d10+6

Skills: Total Bonus
Acrobatics (Dex) -2
Javelin Attack:

Damage:

+8 (10/20 Range)v AC

1d6+4

Arcana (Int) +5
Athletics (Str)* +7
Languages: Common, Dwarven

 

Bluff (Cha) +1
Diplomacy (Cha) +1
Feats:

Crushing Flail (+2 damage with Flails),

Flail Expertise (+1 to hit with Flails and when you hit with a flail and the target is pushed or slides, you can knock the target prone instead),

Flail Strike (when you use power strike, you do not do extra damage, but you knock the target prone and, when it tries to stand, you get an attack of opportunity on it)

Dungeoneering (Wis) +2
Endurance (Con)* +9
Heal (Wis)* +7
History (Int) +3
Insight (Wis) +2
Intimidate (Cha) +1
Nature (Wis) +2
Perception (Wis) +2
Religion (Int) +3
Stealth (Dex) -2
Streetwise (Cha) +3
Thievery (Dex) -2
Gear:

Flail, Heavy Shield, Plate Armor, 6 Javelins, Adventurer’s Kit, 6 Torches, Riding Horse, Battle Standard of Might

*Trained

Includes +2 to Arcana (Background), +2 to Endurance and Streetwise (Mule), and -2 Armor Check Penalty

 

 

 

Special Abilities:

Defending Aura (Aura): Use a Minor Action to activate an aura (1 square) that lasts until you end it as a Minor Action or until you fall unconscious.  While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active.  Marked enemies are not subject to this aura.

Battle Guardian (Opportunity): Use an Opportunity Action to make a melee basic attack against an enemy subject to your defender aura that either shifts or makes an attack that targets an ally of yours but not you.  You still do damage equal to your Strength modifier (4) to the target on a miss.

Cleaving Assault (Stance): Use a Minor Action to assume the cleaving assault stance. Until the stance ends, whenever you hit with a melee basic attack using a weapon, one enemy adjacent to you other than the target of that attack takes damage equal to your Constitution modifier (3).

Hammer Hands (Stance): Use a Minor Action to assume the hammer hands stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, you can use a free action to push that enemy 1 square and then shift the same distance to a square adjacent to the enemy.

Cast Fortune: Use a Standard Action to roll a d20 three times.  Note the numbers, in order.  These results replace, in order, the next three d20 rolls the target makes for any of the following types of rolls: attack rolls, saving throws, and skill checks. When all three results have been used or when you next take an extended rest, the effect ends. The target doesn’t know if his or her fortune is good or bad unless you tell the target. Once you use this ability, you must take a short rest before using it again and you may only use it on any given ally once per day.

 Incredible Toughness: When you start your turn you can end any ongoing damage or any dazed, slowed, stunned, or weakened condition currently affecting you.  This does not use an action. Once you use this ability, you must take a short rest before using it again.

 Power Strike: Use a Free Action when you hit an enemy with a melee basic attack using a weapon to do extra damage equal to the weapon used in the attack.  Once you use this ability, you must take a short rest before using it again.

Clairvoyance: Use a Standard Action.  You gain darkvision until the end of your next turn. Choose any spot within 20 squares of you. You need not have line of sight or line of effect to the spot you choose.  You can see from both your location and that spot until the end of your next turn. You can attempt Perception checks to notice small details, such as reading a letter lying on a desk near your point of observation.  Sight is the only sense your clairvoyance conveys – you can’t hear or smell from your point of observation.  You can use a Standard Action to sustain this power. Once you use this ability, you must take a long rest before using it again.

Oracular Insight: Once per day, you may cast the Read Omens ritual. When you use this ritual, you can ask one question regarding a particular action, framing the question so that the answer tells you whether the chosen action will benefit or harm you or an ally. This ritual can see only about half an hour into the future, and it deals only with the immediate effects of taking a specific action. The ritual cannot deduce long-term consequences or predict the outcome of long-term actions.

Once you ask the question, the DM secretly rolls an Arcana check or Religion check (whichever provides the higher modifier) for you against a moderate DC. Your allies cannot aid you in making this check. If you try again to predict the outcome of the same action, the ritual supplies the same check result.

Successful Check: The DM tells you that the intended action should bring one of these results.

·         Weal—a good result, such as when the reward outweighs the risk.

·         Woe—a bad result, such as when the risk outweighs the reward.

·         Weal and Woe—both good and bad, such as when the reward is equal to the risk.

·         Nothing—neither a good nor a bad result.

·         Failed Check: As per “nothing” above. You can’t tell if this “nothing” is due to a successful check or a failed check.

 Battle Standard of Might: Place this as a Standard Action in your space or one adjacent to you. It creates a zone in a close burst 5.  While within the zone, you and your allies gain a +1 power bonus on damage rolls.  This zone lasts until the end of the encounter or until removed from the ground as a Standard Action.

 

 

 

 

REACTIONS AND FREE ACTIONS
Incredible Toughness Personal When you start your turn you can end any ongoing damage or any dazed, slowed, stunned, or weakened condition currently affecting you.  This does not use an action. Use this every encounter, when you are subject to one of those effects.
Power Strike Free Use a Free Action when you hit an enemy with a melee basic attack using a weapon to do extra damage equal to the weapon used in the attack.  Use this every encounter to do some extra damage or use Flail Strike to knock it prone and then hit it again as it gets up.
Battle Guardian Melee Use an Opportunity Action to make a melee basic attack against an enemy subject to your defender aura that either shifts or makes an attack that targets an ally of yours but not you.  You still do damage equal to your Strength modifier (4) to the target on a miss. Use this when an enemy triggers an attack of opportunity.
MINOR
Defender Aura Minor Use a Minor Action to activate an aura (1 square) that lasts until you end it as a Minor Action or until you fall unconscious.  While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active.  Marked enemies are not subject to this aura. Use this at the start of the fight and keep it up to keep enemies on you.
Cleaving Assault Minor Use a Minor Action to assume the cleaving assault stance. Until the stance ends, whenever you hit with a melee basic attack using a weapon, one enemy adjacent to you other than the target of that attack takes damage equal to your Constitution modifier (4). Use this when you want to deal with minions or just spread some damage around.
Hammer Hands Minor Use a Minor Action to assume the hammer hands stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, you can use a free action to push that enemy 1 square and then shift the same distance to a square adjacent to the enemy. Use this when facing one opponent you need to reposition or knock down (using your Flail Expertise)
STANDARD ACTIONS
Clairvoyance Personal You gain darkvision until the end of your next turn. Choose any spot within 20 squares of you. You need not have line of sight or line of effect to the spot you choose.  You can see from both your location and that spot until the end of your next turn. You can attempt Perception checks to notice small details, such as reading a letter lying on a desk near your point of observation.  Sight is the only sense your clairvoyance conveys – you can’t hear or smell from your point of observation.  You can use a Standard Action to sustain this power. Use this to see where you cannot.
Cast Fortune 1 Target Ally Roll a d20 three times.  Note the numbers, in order.  These results replace, in order, the next three d20 rolls the target makes for any of the following types of rolls: attack rolls, saving throws, and skill checks. When all three results have been used or when you next take an extended rest, the effect ends. The target doesn’t know if his or her fortune is good or bad unless you tell the target. You may only use it on any given ally once per day. Use this to lend predictability to either your actions or those of an ally.
Battle Standard of Might Your square or an adjacent square Place this as a Standard Action in your space or one adjacent to you. It creates a zone in a close burst 5.  While within the zone, you and your allies gain a +1 power bonus on damage rolls.  This zone lasts until the end of the encounter or until removed from the ground as a Standard Action. Use this when your allies are all close and need a damage boost.  Use this once per day.
MOVE ACTIONS
       
Other Abilities
 

 

D&D 4th Edition – Kechak Ill-Born, Half-Dwarf Fighter