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Rage Strike: (Std; Melee) +9 vs. AC; 1d12+5 and push 1. If raging, instead gain 8 Temp HP Crit: 17+1d12+1d6 Encounter Powers: Font of Life: (Free at beginning of your turn) Whenever you reduce an enemy to Swift Charge: (Free when kill an enemy) 0 hit points, you gain temporary hit points equal to your Constitution modifier. Charge an enemy.
Rage Strike: (Std; Melee) +9 vs. AC; 1d12+5 and push 1. If raging, instead gain 8 Temp HP Crit: 17+1d12+1d6 Encounter Powers: Font of Life: (Free at beginning of your turn) Whenever you reduce an enemy to Swift Charge: (Free when kill an enemy) 0 hit points, you gain temporary hit points equal to your Constitution modifier. Charge an enemy.
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Rage Strike: (Std; Melee) +9 vs. AC; 1d12+5 and push 1. If raging, instead gain 8 Temp HP Crit: 17+1d12+1d6 Encounter Powers: Font of Life: (Free at beginning of your turn) Whenever you reduce an enemy to Swift Charge: (Free when kill an enemy) 0 hit points, you gain temporary hit points equal to your Constitution modifier. Charge an enemy.
Copyright:
Attribution Non-Commercial (BY-NC)
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Scarica in formato DOCX, PDF, TXT o leggi online su Scribd
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
Anthony Kaferle, Joe Brandstetter, John Kristoff and Mike Kristoff v. Stephen Fredrick, John Kosor and C. & F. Coal Company. C. & F. Coal Company, 360 F.2d 536, 3rd Cir. (1966)