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Hammond, Level 4 Gnome Soldier
HP 51, Bloodied 26
AC 20, F 16, R 17, W 16
Initiative +11, Perception +3
At will, Standard: Attack +10 vs AC. Hit 1d8+4 (crit 1d8+12)
Recharge 4,5,6 Standard: Become invisible until next turn, shift 2, make basic attack (as above)
Encounter: when Hammond takes damage - teleport 3, make ranged attack: +7 vs AC. Hit 1d8+4
Daily, Standard: Target 1 enemy who is granting combat advantage
Attack: +10 vs AC. Hit 2d8+8 (crit 2d8+8)
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Tep - Frost Goblin Hexer
(based on goblins taken from monster builder, tweaked by me for use as a character)
I did this on purpose, as I believed that doing it this way instead of through the character builder would give a different style. David gave me the idea to do it this way, and I was happy with it.
HP 55, Bloodied 27, 8 healing surges of 13HP each.
AC 20, F 17, R 17, W 18
Speed 6 (ice walk)
Saving throws +2
Resist 5 cold, poison
low light vision
acrobatics 2, arcana 1, athletics 2, bluff 1, diplomacy 9, dungeoneering 11, endurance 3, heal 2, history 1, insight 3, nature 2, perception 4, religion 2, stealth 11, streetwise 3, thievery 3.
Feats:
Slowed strike - any creature that hits Tep is slowed until the end of their next turn
Frozen fighter - all damage dealt by Tep is cold. On a crit, deal 1d10 ongoing cold (save ends)
Kobold fighter - shift as a minor action
Weight of Ice - If a target is hit by a slow effect by Tep while already slowed, they become immobilized. If slowed again, they become restrained.
At will powers:
Hammer Smash - Melee +10 vs AC. Hit: 1d10 +4 damage
Icicle Throw - Range 10, +8 vs Fort. Hit: 2d6+3, target is slowed (save ends)
Combat Manoeuvring - When missed by a melee attack, can shift 1 square.
Quick Reflex - When targeted by a ranged attack, can change the target to an adjacent creature
Encounter powers:
Frozen lake - Burst 3 within 10 becomes ice, and is considered difficult terrain for all except ice-walkers. Any enemy which starts in the zone takes 1d6 damage.
Recharge powers:
Painful movement (recharge 5,6) - Range 10, +8 vs Will. Hit: 3d6 damage if target moves during their turn.
Daily powers:
Binding ice - Target 1,2 or 3 adjacent enemies. Attack +10 vs Fort. Hit 2d10 +4 damage, restrained (save ends)
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