Played by Casey Scruggs
9 Games Played
Created 12/09/2010
DAGNOR
The Liberati
Phoenix Gaming Club
Male Dray Good Medium Level 3
Class Warlord Paragon Path None Epic Destiny None
Theme Templar Background Tyr (Noble of Conscience)  
Ability Score Mod +1/2 Lvl
STR 20 18 base +2 race +0 level +5 +6
DEX 8 8 base +0 race +0 level -1 +0
CON 15 15 base +0 race +0 level +2 +3
INT 17 17 base +0 race +0 level +3 +4
WIS 7 7 base +0 race +0 level -2 -1
CHA 16 14 base +2 race +0 level +3 +4
Hit Points Healing Surges
Max HP Bloodied Surge Value Surges/Day
3715 Con score plus 22 warlord class levels 18 119 one-quarter hit points +2 Con modifier from Draconic Heritage □□□□□|□□□□
Current HP
+1 racial atk when bloodied
Second Wind 1/encounter Used
standard action ♦ +2 all Defenses til start turn ♦ spend healing surge
Death Saving Throw Failures
Saving Throw Mods
Defenses
AC 17 11 10 + 1/2 level +3 Dex or Int +3 armor +0 shield +0 class +0 feat +0 enhancement
Conditions
FORT 16 11 10 + 1/2 level +5 Str or Con +1 class +0 feat +0 enhancement
Conditions
REF 14 11 10 + 1/2 level +3 Dex or Int +0 shield +0 class +0 feat +0 enhancement
Conditions
WILL 14 11 10 + 1/2 level +3 Wis or Cha +1 class +0 feat +0 enhancement
Conditions
Attack   Damage
Total 1/2 Lvl Abil Class Prof Feat Enh Misc Total W Abil Feat Enh Misc Misc
lightning halberd +1 ♦ reach ♦ STR vs. AC +1d6 lightning on critical
+9 +1 +5 +0 +2 +0 +1 +0 1d10+7 1d10 +5 +1 +1 +0 +0
carrikal ♦ brutal 2 ♦ STR vs. AC +1d6 on critical
+9 +1 +5 +0 +2 +0 +1 +0 1d8+7 1d8 +5 +1 +1 +0 +0
obsidian dagger ♦ off-hand ♦ STR vs. AC +1d6 on critical
+10 +1 +5 +0 +3 +0 +1 +0 1d4+6 1d4 +5 +0 +1 +0 +0
thrown obsidian dagger ♦ off-hand ♦ DEX vs. AC range 5/10; +1d6 on critical
+4 +1 -1 +0 +3 +0 +1 +0 1d4 1d4 -1 +0 +1 +0 +0
wrist razors ♦ off-hand ♦ STR vs. AC +1d6 on critical
+10 +1 +5 +0 +3 +0 +1 +0 1d4+6 1d4 +5 +0 +1 +0 +0
unarmed strike ♦ STR vs. AC +1d6 on critical
+7 +1 +5 +0 +0 +0 +1 +0 1d4+6 1d4 +5 +0 +1 +0 +0
Workarea Workarea
                             
Senses
  Vision normal
  passive Insight 910 base -1 Insight score
  passive Perception 910 base -1 Perception score


Power Points
 Max PP 0 | Current PP
Action Points
Actions Points
Additional Action Point Effects
 
Initiative +2-1 Dex +1 half-level +2 Combat Leader
Speed 66 race -0 armor
Experience Points 3,225 of 3,750
Workspace
Conditions

Ongoing Effects


Resistances
None
 Armor Check Penalty -1-1 armor -0 shield
 Skills Acrobatics -1 (-1 Dex, +1 half-lvl, -1 armor), Arcana +4 (+3 Int, +1 half-lvl), Athletics +10 (+5 Str, +1 half-lvl, +5 trained, -1 armor), Bluff +4 (+3 Cha, +1 half-lvl), Diplomacy +9 (+3 Cha, +1 half-lvl, +5 trained), Dungeoneering -1 (-2 Wis, +1 half-lvl), Endurance +7 (+2 Con, +1 half-lvl, +5 trained, -1 armor), Heal -1 (-2 Wis, +1 half-lvl), History +6 (+3 Int, +1 half-lvl, +2 racial), Insight -1 (-2 Wis, +1 half-lvl), Intimidate +11 (+3 Cha, +1 half-lvl, +5 trained, +2 racial), Nature -1 (-2 Wis, +1 half-lvl), Perception -1 (-2 Wis, +1 half-lvl), Religion +4 (+3 Int, +1 half-lvl), Stealth -1 (-1 Dex, +1 half-lvl, -1 armor), Streetwise +4 (+3 Cha, +1 half-lvl), Thievery -1 (-1 Dex, +1 half-lvl, -1 armor)
 Feats Armor Proficiency (cloth, leather, hide, chainmail; light shield), Tactical Assault, Weapon Focus (+1+1 at 1st level, +2 at 11th level, +3 at 21st level damage with axes), Weapon Proficiency (military melee, simple melee, simple ranged)
Combat Features
  • Combat Leader – You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative. *Already included in your Initiative.
  • Fixed Enhancement 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.
  • 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 your Intelligence modifier. Enhanced by Tactical Assault feat.


At-Will Powers
  • Commander's Strike – Martial, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack An ally of your choice makes a melee basic attack against the target. ♦ Hit Ally's basic attack damage + your Intelligence modifier.Reference Player's Handbook, pg. 145.
  • Psionic Spark – Psionic ♦ Minor ActionRanged 5 ♦ Target one flammable object that isn't carried by another creature ♦ Effect You cause the target to catch fire.Reference Dark Sun Campaign Setting, pg. 81.
  • Wolf Pack Tactics – Martial, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Special Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action. ♦ Attack Strength vs. AC ♦ Hit 1[W] + Strength modifier damage.Advances level 21 ♦ Reference Player's Handbook, pg. 145.
Encounter Powers
  • Dragon Breath – Lightning ♦ Minor ActionClose blast 3 ♦ Targets all creatures in area ♦ Attack Strength +2 vs. Reflex ♦ Hit 1d6 + Constitution modifier damage. Advances levels 11 and 21 ♦ Reference Player's Handbook, pg. 34.
  • Hammer and Anvil – Martial, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack Strength vs. Reflex ♦ Hit 1[W] + Strength modifier damage. One ally adjacent to the target makes a melee basic attack against it as a free action. The ally adds your Charisma modifier to the damage.Reference Player's Handbook, pg. 145.
  • Inspiring Word – Martial, Healing ♦ Minor ActionClose burst 5 ♦ Target you and one ally in burst ♦ Effect The target can spend a healing surge and regain an additional 1d6 hit points. ♦ Special You can use this power twice per encounter, but only once per round.Advances levels 6, 11, 16, and 21 ♦ Reference Player's Handbook, pg. 145.
  • Shake It Off – Martial ♦ Minor ActionRanged 10 ♦ Target your or one ally ♦ Effect The target makes a saving throw with a power bonus equal to your Charisma modifier.Reference Player's Handbook, pg. 146.
  • Steel Monsoon – Martial, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack Strength vs. AC ♦ Hit 2[W] + Strength modifier damage, and one ally within 5 squares of you can shift 1 square. ♦ Tactical Presence The number of allies who can shift equals your Intelligence modifier.Reference Player's Handbook, pg. 147.
  • Templar's Fist – Arcane, Implement, Psychic ♦ StdClose burst 5 ♦ Target one creature in burst ♦ Attack Primary Ability vs. Will ♦ Hit 1d10 + ability modifier psychic damage, and the target is slowed until the end of your next turn. ♦ Effect The next ally who hits and damages the target before the end of your next turn gains a +3 power bonus to attack rolls until the end of his next turn. Advances levels 11 and 21 ♦ Reference Dark Sun Campaign Setting, pg. 62.
Daily Powers
  • Lead the Attack – Martial, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack Strength vs. AC ♦ Hit 3[W] + Strength modifier damage. Until the end of the encounter, you and each ally within 5 squares of you gain a power bonus to attack rolls against the target equal to 1 + your Intelligence modifier. ♦ Miss Until the end of the encounter, you and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target.Reference Player's Handbook, pg. 146.
Special Features
  • None
Miscellaneous Information
 History Dagnor Dagnor was surrounded by those who took unfair advantage of the poor and weak. He's had his share of questionable motivations, but he has his own moral compass and wanted to change the system from within. With Kalak dead, he figures those that will rise in his place will have their own corruptions, and it will be better for him to get out of Dodge. He now wanders the Tyr Region, bringing justice to the unjust.
Why did you become an adventurer? My king is dead.
Where did you learn your class skills? Family tradition.
How did you acquire your equipment, and does any of it have special meaning? Gained during my time as a templar.
What's the worst event in your life? The death of Kalak.
What's the best event in your life? The same... hopefully.
Do you have survivng family? Mother? Father? Siblings? Spouse? Do you stay in touch? Both parents are alive. Haven't seen them in years. We write every few months.
What is your biggest fear? Being defeated by a lesser foe.
What makes you laugh out loud? The slave fights at the arena.
What makes you angry? Corrupt templars.
What talent would you most like to have? Stealth
What is your opinion of the Sorcerer Kings? I miss mine. To hell with the others.
What would be your theme music? "Cities on Flame with Rock and Roll" by Blue Oyster Cult

 Languages Common, Draconic, Elven
 Home Region Tyr
 Height 6 ft. 5 in. | Weight 280 lb. | Age 25 | Skin Bronze | Hair Bronze | Eyes Red

 Personality Traits Social—Charming, Enthusiastic, Suspicious | Decision Points—Commanding, Dutiful, Oblivious | Dire Straits—Fierce, Bold, Impulsive.
 Mannerisms Before a great battle, he beats his chest.
 Appearance Dagnor wears whatever blood may splash on him as a vestige of defeated enemies.
 Tattoos, Scars, or Piercings None.

 Last Played March 8, 2011

Defeated Enemy Record
  Dwarf Battlemind, Dwarf Conscript, Elf Dune Strider, Elf Sniper (2), Hejkin Sparker, Hive Ant Soldier, Human Gladiator Novice, Human Slave, Human Wasteland Raider, Mul Legbreaker, Ochre Jelly, Silt Runner Slasher, Ssurran Poisonscale Magus, Tarek Raid Master, Tarek Raider
Equipment & Possessions
  Daily Item Powers Per Day

 Magic Items Equipped WEAPON—lightning halberd +1 (lvl 5; +2 proficiency; 1d10 damage; 12 lb. weight; axe, polearm; reach; +1 enhancement attack and damage; +1d6 lightning damage on critical) (Power: At-Will, Lightning - Free Action - All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal.) (Power: Daily, Lightning - Free Actions - Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage.) (1,000 gp), 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), carrikal (+2 proficiency; 1d8 damage; axe; brutal 2; 6 lb.) (15 gp), dowsing rod (+2 bonus to Nature checks to forage) (20 gp), filter mask (1 gp), fire kit (1 gp), hempen rope (50 ft.) (1 gp), hide armor (+3 armor; -1 check; 25 lb.; armor slot) (30 gp), obsidian dagger (+3 proficiency; 1d4 damage; 5/10 range; light blade; off-hand, light thrown; 1 lb.) (1 gp), surival day (5 gp), torches (bright light 5 squares; 1 hour duration; 1 lb.) (1 sp), wrist razors (+3 proficiency; 1d4 damage; light blade; off-hand; 1 lb.) (1 gp)

 pp 0, gp 718, sp 225, cp 0
 Other Wealth None
 Debt None

Dungeons & Dragons 4th Edition Dark Sun Logo Phoenix Gaming Club
Bowling Green, KY