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Gurta Languages: Common, GiantAt

Basic Melee Attack: (Std; Melee)


Will:
5th level Orc Barbarian +9 vs. AC; 1d12+5. Crit: 17+1d12+1d6

STR: 19 +4/+6 Rage Strike: (Std; Melee)


CON: 16 +3/+5 Requirement: You must already be Raging and
expend an unused Rage for the day. +9 vs. AC;
DEX: 14 +2 /+4 3d12+5 for a 1st level Rage expended or 4d12+5 for
INT: 10 +0 /+2 a 5thlevel Rage. Crit: (41 or 53) +1d12+1d6
WIS: 12 +1 /+3
CHA: 11 +0 /+2 Pressing Strike: (Std; Melee)
Effect:Shift 2 squares before or after the attack,
even through enemy squares. +9 vs. AC; 1d12+5
AC: 19 (Hide Armor) and push 1. If raging, +1d6 damage. Crit: (17 or
Fort: 19 23)+1d12+1d6
Ref: 15
Will: 14 Recuperating Strike: (Std; Melee) +9
vs. AC; 1d12+5 and gain 3 temp HP. If raging,
instead gain 8 Temp HP Crit: 17+1d12+1d6
HP: 55 Bloody: 27
Surge: 13 11/day Encounter Powers:
Font of Life: (Free at beginning of your turn)
Make a saving throw against an effect a save can
Move 6 (+2 charging) end.
Low-Light vision
Rageblood Vigor: Whenever you reduce an enemy to Swift Charge: (Free when kill an enemy)
0 hit points, you gain temporary hit points equal to your Charge an enemy.
Constitution modifier. 
Rampage: Once per round, when you score a critical hit with Earth Spikes: (Std; Melee) +9 vs. AC;
a barbarian attack power, you can immediately make a melee basic 1d12+5. Until the end of your next turn, the target's space and
attack as a free action. You do not have to attack the same target each square adjacent to it are filled with spikes. Any enemy that
that you critically hit. enters this spike-filled area or starts its turn there takes 5 damage.
Crit: 17+1d12+1d6
Feats:
1: MC Warden feat Hammer Fall: (Std; Melee) +9 vs. Fort;
2: Novice Power (Encounter Swap) 2d12+5 and Prone. Crit: 29+1d12+1d6
4: Skill Training in stuff

Skills: Daily Powers:


Nature: 5+1w +2l = 8 Bloodhunt Rage: (Std; Melee) +9 vs. AC;
Perception: 5+1w +2l =8 3d12+5. Miss:half damage. Effect: Until rage ends,
+3 damage if you or target are bloodied. Crit:
Diplomacy: 5+0c +2l = 7
41+1d12+1d6
Athletics: 5+4s +2l = 11
Endurance: 5+3c +2l = 10
Dungeons: 5+1w+2l= 8 Thunderhawk Rage: (Std; Melee) +9
vs. AC; 2d12+5 and target is dazed (save ends).
History: 5 +0i +2l = 7
Miss:half damage, no daze. Effect:Until Rage ends,
Insight: 5 +1w +2l = 8 once per turn at beginning of your turn, you can
knock an adjacent enemy prone. Crit:
29+1d12+1d6

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