Played by Casey Scruggs
9 Games Played
Created 12/09/2010
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DAGNOR
The Liberati
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Male Dray |
Good Medium |
Level 3 |
Class Warlord |
Paragon Path None |
Epic Destiny None |
Theme Templar |
Background Tyr (Noble of Conscience) |
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Attack |
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Damage |
Total |
1/2 Lvl |
Abil |
Class |
Prof |
Feat |
Enh |
Misc |
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Total |
W |
Abil |
Feat |
Enh |
Misc |
Misc |
lightning halberd +1 ♦ reach ♦ STR vs. AC |
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+1d6 lightning on critical |
+9 |
+1 |
+5 |
+0 |
+2 |
+0 |
+1 |
+0 |
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1d10+7 |
1d10 |
+5 |
+1 |
+1 |
+0 |
+0 |
carrikal ♦ brutal 2 ♦ STR vs. AC |
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+1d6 on critical |
+9 |
+1 |
+5 |
+0 |
+2 |
+0 |
+1 |
+0 |
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1d8+7 |
1d8 |
+5 |
+1 |
+1 |
+0 |
+0 |
obsidian dagger ♦ off-hand ♦ STR vs. AC |
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+1d6 on critical |
+10 |
+1 |
+5 |
+0 |
+3 |
+0 |
+1 |
+0 |
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1d4+6 |
1d4 |
+5 |
+0 |
+1 |
+0 |
+0 |
thrown obsidian dagger ♦ off-hand ♦ DEX vs. AC |
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range 5/10; +1d6 on critical |
+4 |
+1 |
-1 |
+0 |
+3 |
+0 |
+1 |
+0 |
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1d4 |
1d4 |
-1 |
+0 |
+1 |
+0 |
+0 |
wrist razors ♦ off-hand ♦ STR vs. AC |
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+1d6 on critical |
+10 |
+1 |
+5 |
+0 |
+3 |
+0 |
+1 |
+0 |
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1d4+6 |
1d4 |
+5 |
+0 |
+1 |
+0 |
+0 |
unarmed strike ♦ STR vs. AC |
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+1d6 on critical |
+7 |
+1 |
+5 |
+0 |
+0 |
+0 |
+1 |
+0 |
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1d4+6 |
1d4 |
+5 |
+0 |
+1 |
+0 |
+0 |
Workarea |
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Workarea |
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Workspace |
Conditions
Ongoing Effects
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Resistances |
None |
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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)
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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)
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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.
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At-Will Powers |
- Commander's Strike – Martial, Weapon ♦ Std ♦ Melee 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 Action ♦ Ranged 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 ♦ Std ♦ Melee 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.
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Encounter Powers |
- Dragon Breath – Lightning ♦ Minor Action ♦ Close 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 ♦ Std ♦ Melee 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 Action ♦ Close 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 Action ♦ Ranged 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 ♦ Std ♦ Melee 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 ♦ Std ♦ Close 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.
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Daily Powers |
- Lead the Attack – Martial, Weapon ♦ Std ♦ Melee 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.
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Special Features |
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Miscellaneous Information |
History
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 SocialCharming, Enthusiastic, Suspicious | Decision PointsCommanding, Dutiful, Oblivious | Dire StraitsFierce, 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
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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
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Equipment & Possessions |
□ Daily Item Powers Per Day
Magic Items Equipped
WEAPONlightning 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),
ARMORNone,
ARMSNone,
FEETNone,
HANDSNone,
HEADNone,
NECKNone,
RING (left)None,
RING (right)None,
WAISTNone
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
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Dungeons & Dragons 4th Edition
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Phoenix Gaming Club
Bowling Green, KY
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