Tuesday, June 17, 2008


Warforged Warlord - Level 6

Init +4 = +1[Dex] +3[Level Adjustment]

STR 17 +3
CON 14 +2
DEX 12 +1
INT 17 +3
WIS 10
CHA 12 +1

Hipoints = 51
Bloodied = 25
Healing Surge = 12
Surges/Day = 9

AC = 20 = 10 +3[Hide] +1[Shield] +3[INT] +3[Level Adjustment]
Fort = 17 = 10 +3[STR] +1[Class] +2[Level Adjustment]
Ref = 17 = 10 +3[INT] +1[Shield] +2[Level Adjustment]
Will = 16 = 10 +1[CHA] +1[Class] +1[Racial] +2[Level Adjustment]

Arcana +6, Athletics +10, Bluff +4, Diplomacy +4, Endurance +11, History +11, Intimidate +11, Religion +6, Streetwise +4

Race Features:
  • +2 STR, +2 CON
  • +2 Endurance, +2 Intimidate
  • +2 Saving throws against effects that cause ongoing damage
  • Warforged Mind: +1 Will defence
  • Warforged Resolve: Encounter - Healing - Minor Action - Personal: Gain 10 temporary hitpoints; Make immediate save against one effect that causes ongoing damage; If bloodied regain 5 hitpoints

Class Features:

  • Combat Leader: You and each ally who can see and hear you within 10 squares gets +2 initiative
  • Tactical Presence: Allies you can see get +1 to attack when using an action point to make an attack
  • Inspiring Word: 2x/Encounter - Martial,Healing - Minor Action - Close Burst 5: You or one ally in burst can spend a healing surge and regain additional +2d6 hitpoints


  • Improved Warforged Resolve [Warforged]: Gain additional 5 temporary hitpoints when you use Warforged Resolve
  • Immutability [Warforged]: When you use Warforged Resolve, you make a free saving throw against one condition or ongoing damage effect affecting you.
  • Tactical Assualt [Warlord]: When an ally who can see you spends an action point to make an attack, the attack's damage roll gains a +3 bonus.

At-Will Powers

  • Commander's Strike
  • Opening Shove

Encounter Powers

  • Warlord's Favor
  • Steel Monsoon
  • Knight's Move
  • Rousing Words

Daily Powers

  • Lead the Attack
  • Stand the Fallen

Attack: +1 Flaming Longsword +10, d8+4 (Normal or Fire Damage), +1d6 fire damage on critical, Daily Power: +1d6 fire damage on hit plus ongoing 5 fire damage, Versatile

Attack: Hand Crossbow +6, d6+1, Load Free


Curtis said...

Stirling has Mithril plated armour that has the same mechanics as that of Hide.

Here is his level progression.

2. 31 HP, Gain Knight's Move (Utility 2), Gain Immutability(Feat)
3. 36 HP, Gain Steel Monsoon (Attack 3)
4. 41 HP, STR=17 INT=17, Gain Tactical Assault (Feat)
5. 46 HP, Gain Stand the Fallen (Attack 5)
6. 51 HP, Gain Guide the Charge (Utility 6), Gain Warforged Tactics (Feat)
7. 56 HP, Gain Surprise Attack (Attack 7)
8. 61 HP, STR=18 INT=18, Gain Powerful Charge (Feat)
9. 66 HP, Gain Iron Dragon Charge (Attack 9)
10. 71 HP, Gain Tactical Shift (Utility 10), Gain Weapon Focus Heavy Blade (Feat)
11. 77 HP, STR=19 CON=15 DEX=13 INT=19 WIS=11 CHA=12, Paragon Path: Warforged Juggernaut, Gain Charging Action (Paragon Path Feature), Gain Charging Strike (Paragon Path Feature), Gain Ruinous Onslaught (Juggernaut Attack 11), Gain Combat Commander (Feat)
12. 82 HP, Gain Inexorable Momentum (Juggernaut Utility 12), Gain Armour Specialization Hide (Feat)
13. 87 HP, Lose Warlord's Favor, Gain Beat Them into the Ground (Attack 13)
14. 92 HP, STR=20 INT=20, Gain Shield Specialization (Feat)
15. 97 HP, Lose Stand the Fallen, Gain Renew the Troops (Attack 15)
16. 102 HP, Gain Living Construct Perfection (Paragon Path Feature), Gain Improved Immutability, Do Not Gain (Utility 16)
17. 107 HP, Lose Steel Monsoon, Gain Hail of Steel (Attack 17)
18. 112 HP, STR=21 INT=21, Gain Heavy Blade Opportunist (Feat)
19. 117 HP, Lose Lead the Attack, Gain Victory Surge (Attack 19)
20. 122 HP, Gain Crag of Steel (Juggernaut Attack 20), Gain Danger Sense (Feat)

Neil said...

Looks very cool. Don't forget that shields add to your reflex defense.

Curtis said...

Good Point. Adjusted.

Jay Vandendool said...

Looks good.

What are you guys making your characters on so that they are formatted so nicely on the blog?

Curtis said...

Old School


Curtis said...

Equipment List

Mithril Armour (Hide) - 30gp
Light Sheild - 5gp
Longsword - 15gp
Hand Crossbow - 25gp
Crossbow Bolts (40) - 2gp
Standard adventurer's kit (w/o rations) - 10gp

Leaves about 13gp.

Sterling has made an investment (10gp) in a small toolbox in which he carries weapon oil, a variety of brushes, a variety of sharpening stones, clean rags etc. He uses this to maintain his equipment and the equipment of others (if they let him). Sterling believes that attention to the maintenance of equipment is extremely important and he spends a great deal of "downtime" sharpening blades, maintaining armour and equipment, and unpacking and repacking his stores.

Sterling has 3gp at the beginning of the campaign.