Warrel

Description:
Level 1 Human Slayer/Bard Multiclass
Warrel
+3
16
Strength
+0
11
Constitution
+1
12
Dexterity
+0
10
Intelligence
+0
10
Wisdom
+3
16
Charisma
HIT POINTS
Total
26
Bloodied
13
Surges
9
Value
6
SAVE MODIFIERS
Description.
+1
Initiative
6
Speed
SKILLS
+1
Acrobatics
+0
Arcana
+8*
Athletics
+3
Bluff
+3
Diplomacy
+0
Dungeoneering
+0
Endurance
+5*
Heal
+0
History
+0
Insight
+8*
Intimidate
+0
Nature
+0
Perception
+5
Religion
+1
Stealth
+8*
Streetwise
+1
Thievery
17
Armor Class
10+7(Scale Armor)
16
Fortitude
10+3(STR)+1(Racial)+2(Class)
13
Reflex
10+1(DEX)+1(Racial)
14
Will
10+3(CHA)+1(Racial)
RACE FEATURES
Bonus Feat
You gain a bonus feat at 1st level. You must meet the feat's prerequisites.
Bonus Skill
You gain training in one additional skill from your class skills list.
Human Defense Bonus
You gain a +1 racial bonus to Fortitude, Reflex, and Will.
Heroic Effort
You have the heroic effort power.
CLASS FEATURES
Heroic Slayer
Gain a bonus to damage rolls equal to DEX.
Weapon Talent
+1 to attack rolls of weapon attacks.
Fighter Stances
Gain two at-will stances.
Power Strike
Gain the Power Strike power.
Majestic Word
Gain the Majestic Word power (1/encounter).
FEATS
Bardic Dilettante (Bard Multiclass)
Gain training in one skill from the bard's class skills list. Gain the ability to use Majestic Word once per encounter. gain the ability to use bardic implements.
Defensive Mobility
+2 to defense against opportunity attacks.
AT-WILL POWERS
Berserker's Charge
Assume the Berserker's Charge stance. Until the stance ends, gain a +2 power bonus to speed when charging and a +2 power bonus to attack rolls of charge attacks.
Unfettered Fury
Assume the Unfettered Fury stance. Until the stance ends, take a -2 penalty to attack rolls with weapon powers and gain a +4 bonus to damage rolls of basic attacks with weapons.
ATTACKS
1d10+4
+7 vs AC
Melee Basic
1d4+2
+4 vs AC
Ranged Basic
EQUIPMENT
Greatsword, sling, 20 sling bullets, hide armor, drum, backpack, bedroll, flint and steel, belt pouch, 10 days worth of trail rations, 50 ft. hempen rope, 2 sunrods, waterskin
MONEY
Platinum
0
Gold
5
Silver
0
Copper
0
Power Strike
Fighter Attack
By pushing yourself beyond your normal limits, you unleash your full wrath against a foe.
EncounterMartial, Weapon
Free ActionPersonal
Trigger: You hit an enemy with a melee basic attack using a weapon.
Target: The enemy you hit
Effect: The target takes 1[W] extra damage from the triggering attack.
Level 17: 2[w] extra damage.
Level 27: 3[W] extra damage.

Majestic Word
Bard Feature
You utter words laiden with preternatural inspiration, restoring your allies stamina and making wounds seem insignificant.
EncounterArcane, Healing
Minor ActionClose Burst 5
Target: You or one all in burst
Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1 square.
Level 6: 1d6 + Charisma modifier additional hit points.
Level 11: 2d6 + Charisma modifier additional hit points.
Level 16: 3d6 + Charisma modifier additional hit points.
Level 21: 4d6 + Charisma modifier additional hit points.
Level 26: 5d6 + Charisma modifier additional hit points
Special: You may use this power once per encounter (bard multiclass).

Bio:

It takes a special type of person to be able to charge pell-mell across the plain and run a claymore through two grown men while screaming the beautiful and terrible verses of war he composed before joining battle. It takes the sort of person who not only lives on the edge of brilliance and madness; it takes someone who has pitched their tent squarely astride that no-mans-land. Warrel is such a person.

Warrel was born on the second floor of The Brass Barrel to the wife of the inn’s owner. He grew up in and around this rough neighborhood, and was put to work carrying overpriced flagons of cut ale to belligerent, washed up men and wretched ladies of the night plying their age-old trade. Between the shouting, brawling, thieving, stabbing, lying, cheating, and occasional murderings, Warrel came to have an appreciation for those who were able to defend themselves. He lost his share of fights as a youth, but eventually became somewhat more than adequate with a broadsword. He also grew up to become, if not the tallest of men, certainly one of the stoutest.

Yet for all of that, what is most often remembered of Warrel is a great, barrel-chested man singing of heroes, demons, wildebeests and destruction. He lived for the nights when a traveling skald would lighten up the mood by recounting the preposterous deeds of old. The histories and legends were all well and good, though he chafed at any songs of romance (except the lustiest of them). Where he truly felt at home, however, was hearing stories of Kord and Bane, twin gods of war. Songs of Grummush were alright, but that the gods themselves fought with powers that mere mortals could never hope to possess got the blood pumping through his veins like untamed rivers of chaos. In time, he began to perform his own music for the disinterested patrons of The Brass Barrel.

He left town in his late teens to look for adventures worth putting to song. Long years have passed since then, and though Warrel has had some excitement, nothing has been truly worthy of glorification through verse. Escorting caravans and fighting off the occasional kobolds has been the order of the day for some time.

Warrel

Hall of Heroes electricviking78