Finn Sky-Breaker

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Finn Sky-Breaker
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Finn Sky-Breaker (Dark Sun)
Vital Statistics
Str 18 (+4)   AC 20 Half-giant.jpg
Con 15 (+2) Fort 19
Dex 16 (+3) Ref 17
Int 8 (-1) Wil 16
Wis 14 (+2) HP 54/
Cha 10 (+0) Surges 10/
 
Triggered Actions
 
Minor Actions
 
Move Actions
 
Standard Actions


Fionn Spéir-Brifadair (Finn Sky-Breaker) of the Star clan of half giants.

An ambitious young warrior in training for priesthood and was about to be initiated when his entire tribe was destroyed while he was dozing off some booze. To insulate himself from the enormity of what had happen he concocted a story of bandit slavers who have stolen his entire clan and he adventures to get them back. He also spends a lot of time drunk and talks about a past that never happened. In particular he quests for the Drakespine Fullblade of the clan chief who he says is his father.

[edit] Mechanical Notes

As of level 5 this PC has access to both Razorwind Rage (or whatever) which will allow for mini-PBAOEs of STR damage to all adjacent enemies, which means I can double up on STR mod against 1 target.

The second and probably better rage is the first level Thunderhooves Rage, which allows me to move through an enemy's square to be able to inflict extra damage vs that enemy. Which means with this thing activated I can keep up a 2D12+1D6+7 attack line all encounter so long as I can keep on moving.

Third, when charging this character does 1D12+1D8+1D6+7 damage.

At 7th level, I will be getting an encounter immediate interrupt 3W attack. With Thunderhoof rage up and crossing through a baddie on my way elsewhere, provoking an AOO means I can retaliate with a +11(?) 4D12+7 attack. I expect to be saving my Couters for this as I have had a lot of shitty rolls and the attack goes vs AC.

Theoretically there is a combo where one could do 11W+21 damage over 2 rounds. 3W +7 from Thunderhooves, trigger an attack of opportunity, 3W+7 from Curtain of Steel, then 5W+7 from Rage Strike. If any of them crit there is of course more damage.


[edit] Stats

Goliath Rageblood Barbarian

Level: 5
XP: ?

Skills:
+12 Athletics, +11 Nature, +8 Endurance, +7 Intimidate


FEATS
Goliath Greatweapon Proficiency (Gain proficiency, +2 damage with two-handed simple or martial melee weapons), Markings of the Victor (Roll twice for first attack roll each encounter), Battle Awareness (MC: Fighter, Intimidate; immediate interrupt basic attack once per encounter)


ITEMS
Hide Armor, Adventurer's Kit, Vanguard Greataxe (+1D8 damage on charge) (Name ideas: "A Modest Proposal", "A call to Reason", Avon), Wine, 2 survival days of food. Cool Silt Prawn addons to Armor, Prawn Helmet. Couters of Second chance (daily, reroll on miss)


[edit] Powers

At Will:

Howling Strike: +9 Vs AC. Can use on charge, 1W+STR + 1D6 (1D12+1D6+7). During Rage, +2 to charge range. On charge attack does (1D12+1D8+1D6+7)
Pressing Strike: +9 Vs AC. Shift 2 before making an 1W+ STR attack. During Rage +1D6 damage.
FU Javelin: +9 Vs AC. Range 5 or 10 squares, 1D6+5 damage. As the prefix suggests.


Encounter:

Brutal Slam: +9 Vs Fort. 2W+STR damage (2D12+7), push target 2 squares and knock prone. 1 enemy adjacent to target's end position takes 1D8+STR (1D8+4) damage.
Desperate Fury: +9 Vs AC. 2W+STR+CON (2D12+9). On Miss can reroll by taking 5 points of damage. If reroll misses take 5 points of damage (10 total). Dick combo is to use Stone's endurance to soak the damage entirely or wait till Mike uses Moment of Glory and get DR 5 anyways.
Disrupting Advance: +9 Vs AC. 2W+STR damage. (2D12+7) Push target 2 squares, all enemies adjacent are slowed until next turn.
Second Wind: spend a healing surge, gain +2 to all defenses until the beginning of next turn.
Stone's Endurance (Racial): Minor action, Gain DR 5 until your next turn.


Utility:

Feral Rejuvenation: Invoke after hit. Can spend a healing surge with CHA bonus added to HP regain.


Daily: All barbarian daily powers are rage powers.
Thunderhoof Rage: 3W+STR damage, half on a miss (3D12+7). Rage: can move up to 2 squares through an enemy. If move through an enemy's square you get +1W to damage vs that target.
Razorwind Rage: PBAOE, enemies only, (1D12+7) damage, DoT 5 points, save ends. Rage: any time primal attacks go off, you inflict STR mod (4) damage to all adjacent enemies.

Rage Strike (primal, weapon). Requirement: You must be raging and have at least one unused rage power. Target: One creature Attack: Strength vs. AC (+9). To make this attack, you expend an unused barbarian rage power. Hit: You deal damage based on the level of the rage power you expend: 1st level 3[W] + Strength modifier (+7). At 5th-level, the increases to 4[W] plus Strength [+7].)


Class Abilities:
RAMPAGE!: If I crit on a Primal attack power can make an immediate melee basic attack.
Barbarian Agility: +1 AC and Reflex when not wearing heavy armor.
Rageblood Vigour: Gain (+2) temp HP every time you drop an opponent to 0HP
Swift Charge: Once an encounter, get a free charge after dropping someone to 0HP
Rage: To use a rage, a barbarian must use a daily power. Raging strike can then be used (at the cost of another daily power, but this will not end the current rage). Barbarians only get their second daily ability at 5th-level.


To Hit: +9
1W: 1D12+7 (19)
2W: 2D12+7 (31)
3W: 3D12+7 (43)
4W: 4D12+7 (55)
5W: 5D12+7 (67)



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