Tu'Pak

Description:
Level 1 Warforged Barbarian
Tu'Pak
3
16
Strength
2
15
Constitution
2
14
Dexterity
1
12
Intelligence
1
12
Wisdom
1
13
Charisma
HIT POINTS
Total
35
Bloodied
17
Surges
10
Value
8
2
Initiative
6
Speed
SKILLS
1
Acrobatics
1
Arcana
7
Athletics
1
Bluff
1
Diplomacy
1
Dungeoneering
8
Endurance
1
Heal
1
History
1 (11)
Insight
8
Intimidate
1
Nature
1 (11)
Perception
1
Religion
1
Stealth
1
Streetwise
1
Thievery
16
Armor Class
15
Fortitude
13
Reflex
12
Will
RACE FEATURES
Living Construct
No need to eat, drink, breathe, or sleep
Unsleeping Watcher
4 hours of inactivity counts as an extended rest
Warforged Mind
+1 to Will defense
Warforged Resilience
+2 racial bonus to saving throws against ongoing damage
Warforged Resolve
Use warforged resolve as an encounter power
CLASS FEATURES
Barbarian Agility
Gain +1 AC and Reflex when not wearing heavy armor. (+2 at 11th level, +3 at 21st)
Feral Might
Choose a Feral Might option.
Rage Strike+
Gain the rage strike power at 5th level
Rageblood Vigor+
Swift charge power; temporary hp equal to Con mod (+5 at 11th, +10 at 21st) when you drop enemy to 0 hp
Rampage
Critical hit grants free melee basic attack; once per round, barbarian attack power only
FEATS
Toughness+
Gain 5 additional hit points, 10 at 11th, 15 at 21st
AT-WILL POWERS
Devastating Strike
Requirement: You must be wielding a melee weapon in two hands.
Strength vs. AC
Hit: 1[W] + 1d8 + 3
Recuperating Strike
Requirement: You must be wielding a melee weapon in two hands.
Strength vs. AC
Hit: 1[W] + 3, gain +2 temporary hit points. If you are raging, the number of temporary hit points you gain equals 5 + 2
ENCOUNTER POWERS
Avalanche Strike
+6 vs. AC
Hit: 3[W] + 3
Rageblood Vigor: The attack deals extra damage equal to your Con modifier (+2).

Effect: Until the start of your next turn, any attacker gains a +4 bonus to attack rolls against you.
Swift Charge
Trigger: Your attack reduces an enemy to 0 hit points
Effect: You charge an enemy.
Warforged Resolve
Minor Action
Effect: You gain a number of temporary hit points equal to 3 + one-half your level and can make a saving throw against one effect on you that deals ongoing damage. If you are bloodied, you also regain hit points equal to 3 + one-half your level.
DAILY POWERS
Life-Ending Strike
+6 vs. AC
Hit: 4[W] + 3
Miss: Half damage.
Special: When charging, you can use this power in place of a melee basic attack.
ATTACKS
1d10 + 3
+6 vs AC
Melee Basic
1d4 + 2
+2 vs AC
Ranged Basic
EQUIPMENT
Item Name
Description
MONEY
Platinum
0
Gold
100
Silver
0
Copper
0
Bio:

Tu'Pak

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