Merc
0 Games Played
Created 10/28/2010
MISCHA FIREBLOOD
Mercenary
Phoenix Gaming Club
Female Human Unaligned Medium Level 3
Class Barbarian Paragon Path None Epic Destiny None
Theme Gladiator Background Ivory Triangle  
Ability Score Mod +1/2 Lvl
STR 16 16 base +0 race +0 level +3 +4
DEX 13 11 base +2 race +0 level +1 +2
CON 12 12 base +0 race +0 level +1 +2
INT 11 11 base +0 race +0 level +0 +1
WIS 10 10 base +0 race +0 level +0 +1
CHA 15 15 base +0 race +0 level +2 +3
Hit Points Healing Surges
Max HP Bloodied Surge Value Surges/Day
3912 Con score plus 27 class levels 19 99 one-quarter hit points □□□□□□□□□
Current HP
 
Second Wind 1/encounter Used
standard action ♦ +2 all Defenses til start turn ♦ spend healing surge
Death Saving Throw Failures
Saving Throw Mods +1+1 Human Perseverance feat
Defenses
AC 15 11 10 + 1/2 level +1 Dex or Int +2 armor +0 shield +0 class +0 feat +0 enhancement +1 Barbarian Agility
Conditions
FORT 17 11 10 + 1/2 level +3 Str or Con +2 Barbarian +0 feat +0 enhancement +1 Human
Conditions
REF 14 11 10 + 1/2 level +1 Dex or Int +0 shield +0 class +0 feat +0 enhancement +1 Human +1 Barbarian Agility
Conditions
WILL 14 11 10 + 1/2 level +2 Wis or Cha +0 class +0 feat +0 enhancement +1 Human
Conditions
Attack   Damage
Total 1/2 Lvl Abil Class Prof Feat Enh Misc Total W Abil Feat Enh Misc Misc
bone trikal ♦ reach ♦ STR vs. AC +1d6 on critical
+7 +1 +3 +0 +2 +0 +1 +0 1d10+4 1d10 +3 +0 +1 +0 +0
obsidian dagger ♦ off-hand ♦ STR vs. AC +1d6 on critical
+8 +1 +3 +0 +3 +0 +1 +0 1d4+4 1d4 +3 +0 +1 +0 +0
thrown obsidian dagger ♦ off-hand ♦ DEX vs. AC range 5/10; +1d6 on critical
+6 +1 +1 +0 +3 +0 +1 +0 1d4+2 1d4 +1 +0 +1 +0 +0
unarmed strike ♦ STR vs. AC +1d6 on critical
+5 +1 +3 +0 +0 +0 +1 +0 1d4+4 1d4 +3 +0 +1 +0 +0
Workarea Workarea
                             
Senses
  Vision normal
  passive Insight 1110 base +1 Insight score
  passive Perception 1610 base +6 Perception score


Power Points
 Max PP 0 | Current PP
Action Points
Actions Points
Additional Action Point Effects
 
Initiative +2+1 Dex +1 half-level
Speed 66 race -0 armor
Experience Points 2,250 of 3,750
Workspace
Conditions

Ongoing Effects


Resistances
None
 Armor Check Penalty -0-0 armor -0 shield
 Skills Acrobatics +2 (+1 Dex, +1 half-lvl, -0 armor), Arcana +1 (+0 Int, +1 half-lvl), Athletics +9 (+3 Str, +1 half-lvl, +5 trained, -0 armor), Bluff +3 (+2 Cha, +1 half-lvl), Diplomacy +3 (+2 Cha, +1 half-lvl), Dungeoneering +1 (+0 Wis, +1 half-lvl), Endurance +4 (+1 Con, +1 half-lvl, +2 background, -0 armor), Heal +1 (+0 Wis, +1 half-lvl), History +1 (+0 Int, +1 half-lvl), Insight +1 (+0 Wis, +1 half-lvl), Intimidate +8 (+2 Cha, +1 half-lvl, +5 trained), Nature +6 (+0 Wis, +1 half-lvl, +5 trained), Perception +6 (+0 Wis, +1 half-lvl, +5 trained), Religion +1 (+0 Int, +1 half-lvl), Stealth +2 (+1 Dex, +1 half-lvl, -0 armor), Streetwise +3 (+2 Cha, +1 half-lvl), Thievery +2 (+1 Dex, +1 half-lvl, -0 armor)
 Feats Armor Proficiency (cloth, leather, hide), Human Perseverance, Powerful Charge, Rising Fury, Weapon Proficiency (military melee, simple melee)
Combat Features
  • Barbarian Agility – While not wearing heavy armor, gain a +1+1 then +2 at 11th level and then +3 at 21st level bonus to AC and Reflex.
  • Fixed Ehancement Bonuses – You gain an automatic enhancement bonus of +1 to Attack and Damage rolls as well as a +0 enhancement bonus to all Defenses. On a critical hit, you deal 1d61d6 per fixed enhancement bonus to the attack roll extra damage. This does not stack with other enhancement bonuses and goes into effect even if an item does not have an enhancement bonus of its own.
  • Powerful Charge – When you charge, you gain a +2 bonus to damage and a +2 bonus to bull rush attempts.
  • Rampage – Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you scored a critical hit against.
  • Rising Fury – When you reduce an enemy to 0 hit points, you gain a +2+2 then +3 at 11th level and then +4 at 21st level feat bonus to weapon damage rolls until the end of your next turn.
  • Thaneborn Triumph – When you bloody an enemy, the next attack by you or an ally against that enemy gains a bonus to the attack roll equal to your Charisma modifier.
At-Will Powers
  • Devastating Strike – barbarian attack ♦ Primal, Weapon ♦ StdMelee weapon ♦ Requirement you must be wielding a two-handed weapon ♦ Target one creature ♦ Attack Strength vs. AC ♦ Hit 1[W] + 1d8 + Strength modifier damage ♦ Effect Until the start of your next turn, any attacker gains a +2 bonus to attack rolls against you. If you are raging, attackers do not gain this bonus.Advances levels 11 & 21 ♦ Reference Player's Handbook 2, pg. 50.
  • Howling Strike – barbarian attack ♦ Primal, Weapon ♦ StdMelee weapon ♦ Requirement you must be wielding a two-handed weapon ♦ Target one creature ♦ Attack Strength vs. AC ♦ Hit 1[W] + 1d6 + Strength modifier damage ♦ Special When charging, you can use this power in place of a melee basic attack. If raging, you can move 2 extra squares as part of the charge.Advances levels 11 & 21 ♦ Reference Player's Handbook 2, pg. 50.
  • Mental Tools – Psionic ♦ Minor ActionPersonalEffect You create a simple tool you can hold in one hand. The object appears in your hand or at your feet. You cannot use the object to attack or hinder another creature. The object lasts until the end of the encounter or until you use this power again.Reference Dark Sun Campaign Setting, pg. 81.
  • Pressing Strike – barbarian attack ♦ Primal, Weapon ♦ StdMelee weapon ♦ Effect Before the attack, you shift 2 squares. You can move through an enemy's space during the shift, but you can't end there. ♦ Target one creature ♦ Attack Strength vs. AC ♦ Hit 1[W] + Strength modifier damage, and you push the target 1 square. If you are raging, the attack deals 1d6 extra damage.Advances level 21 ♦ Reference Player's Handbook 2, pg. 51.
Encounter Powers
  • Disrupting Advance – Martial, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack Strength vs. AC ♦ Hit 2[W] + ability modifier damage, and you push the target 2 squares. The target and each enemy adjacent to the target at the end of the push are slowed until the end of your next turn.Advances levels 11 & 21 ♦ Reference Dark Sun Campaign Setting, pg. 50.
  • Go With the Flow – Martial ♦ Immediate ReactionPersonalTrigger an enemy within 5 squares of you that you can see move willingly ♦ Target the triggering enemy ♦ Effect You shift half your speed and gain combat advantage against the target until the end of your next turn.Reference Dark Sun Campaign Setting, pg. 51.
  • Roar of Triumph – Fear, Primal ♦ Free ActionClose Burst 5Trigger your attack reduces an enemy to 0 hit points ♦ Target each enemy in burst ♦ Effect each target takes a -2 penalty to all defenses until the end of your next turn. Reference Player's Handbook 2, pg. 50.
  • Shatterbone Strike – barbarian attack ♦ Primal, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack Strength vs. AC ♦ Hit 2[W] + Strength modifier damage, and the target takes a -2 penalty to AC until the end of your next turn. ♦ Thaneborn Triumph The penalty to AC equals your Charisma modifier. Reference Player's Handbook 2, pg. 53.
  • Vault the Fallen – barbarian attack ♦ Primal, Weapon ♦ StdMelee weapon ♦ Target one or two creatures ♦ Attack Strength vs. AC ♦ Hit 1[W] + 1d6 + Strength modifier damage ♦ Effect If you target two creatures, you can shift a number of squares equal to your Charisma modifier after the first attack.Reference Player's Handbook 2, pg. 50.
Daily Powers
  • Macetail's Rage – barbarian attack ♦ Primal, Rage, Weapon ♦ StdClose Burst 1Target each enemy in burst you can see ♦ Attack Strength vs. Reflex ♦ Hit 1[W] + Strength modifier damage, and you knock the target prone ♦ Miss half damage ♦ Effect You enter rage, and until rage ends, whenever you hit, you gain temporary hit points equal to your Strength modifier.Reference Player's Handbook 2, pg. 51.
Miscellaneous Information
 History Mischa Fireblood Mischa was born to and raised by a nomadic group in the Ivory Triangle. She learned to survive and to fight in some of the deadliest terrain in the world. She was captured as a teen by slavers and sold in Nibenay. Originally a part of the flesh slave trade, her violent resistance and stubborn will eventually landed her in Nibenay's gladiator arena. Mischa's beauty and skill would have made her a crowd favorite, but again her stubborness won out. She refused to play along to the crowd and instead dispatched foes as quickly and violently as possible. Although still enteraining, she never reached her full potential. Eventually, she managed to escape into the desert but is still wanted as an escaped gladiator in Nibenay.
Why did you become an adventurer? Trying to survive after escaping Nibenay.
Where did you learn your class skills? Nomadic childhood and arena combat experience.
How did you acquire your equipment, and does any of it have special meaning? None has any meaning, all picked up in the course of fleeing Nibenay.
What's the worst event in your life? Being enslaved to Nibenay.
What's the best event in your life? Killing one of the task masters on her way out of the gladiator pens.
Do you have survivng family? Mother? Father? Siblings? Spouse? Do you stay in touch? No, family was either killed or enslaved and sold all over Athas.
What is your biggest fear? Being recaptured by Nibenay.
What makes you laugh out loud? Causing trouble for Nibenay.
What makes you angry? Slavery in any form.
What talent would you most like to have? The psionic power to bring down a Sorcerer-King.
What is your opinion of the Sorcerer-Kings? Despotic tyrants who should be put to the sword.
What would be your theme music? "I Will Survive" by Gloria Gaynor

 Languages Common, Giant
 Home Region Ivory Triangle
 Height 5 ft. 8 in. | Weight 143 lb. | Age 23 | Skin Tanned | Hair Red | Eyes Green

 Personality Traits Social—Reserved, Grim, Suspicious | Decision Points—Impatient, Wild, Stern | Dire Straits—Fierce, Vengeful, Unshakable.
 Mannerisms Alert and watchful, as an escaped slave, she is constantly looking over her back.
 Appearance Muscular, hardened physique, gorgeous and voluptuous, with fiery red hair.
 Tattoos, Scars, or Piercings Purple tattoo on left arm. Numerous scars on abdomen and back from blades and whips.

 Last Played n/a

Defeated Enemy Record
  None
Equipment & Possessions
  Daily Item Powers Per Day

 Magic Items Equipped WEAPON—None, ARMOR—None, ARMS—None, FEET—None, HANDS—None, HEAD—None, NECK—None, RING (left)—None, RING (right)—None, WAIST—None

 Magic Items Carried None

 Exotic Fruits None

 Nonmagical Items backpack (2 gp), bedroll (1 sp), belt pouch (1 gp), bone trikal (+2 proficiency; 1d10 damage; axe, polearm; reach; 12 lb.) (25 gp), desert clothing (+1 item bonus on Endurance checks against environmental dangers) (10 gp), filter mask (1 gp), fire kit (1 gp), hempen rope (50 ft.) (1 gp), leather armor (+2 armor; 15 lb.; armor slot) (25 gp), obsidian dagger (+3 proficiency; 1d4 damage; 5/10 range; light blade; off-hand, light thrown; 1 lb.) (1 gp), torches (bright light 5 squares; 1 hour duration; 1 lb.) (1 sp), trail rations (5 sp), waterskin (water doses: ) (1 gp), waterskin (water doses: ) (1 gp)

 pp 0, gp 25, sp 4, cp 0
 Other Wealth None

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