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19 STR
Strength
4 5 18 FORT 11 4 2 1 13 Passive Insight 10 + 3
14 CON
Constitution
2 3
CONDITIONAL BONUSES
18 Passive Perception 10 + 8
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
10 DEX 0 1 13
Dexterity REF 11 1 1 ATTACK WORKSPACE
8 INT
Intelligence
-1 0 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Execution axe
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +
14 WIS 2 3
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 8 1 4 2 1
Wisdom 14 WILL 11 2 1 ABILITY:
Melee Basic Attack - Unarmed
10 CHA
Charisma
0 1 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 5 1 4
HIT POINTS ACTION POINTS
MAX HP HEALING SURGES MILESTONES
0
ACTION POINTS
1 DAMAGE WORKSPACE
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2 ABILITY:
41 2 3 Melee Basic Attack - Execution axe
20 10 10 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES
1d12+5 4 1
RACE FEATURES ABILITY:
Melee Basic Attack - Unarmed
Bonus Feat - Choose an extra feat at 1st level. DAMAGE ABIL FEAT ENH MISC MISC
SECOND WIND 1/ENCOUNTER USED Bonus Skill - Trained in one additional class skill. 1d4+4 4
TEMPORARY HIT POINTS
Bonus At-Will Power - Know one extra 1st-level attack
power from your class.
BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
SAVING THROW MODS Human Defense Bonuses - +1 to Fortitude, Reflex, and 8 vs AC Execution axe 1d12+5
Will.
RESISTANCES 5 vs AC Unarmed (Melee) 1d4+4
vs
0 0 0 n/a 0 Feral Might - Choose a Feral Might option. with the Execution axe.
Arcana INT
–1 2 Rageblood Vigor - Swift charge power; temporary hp Weapon Expertise (Axe) - Gain bonus to attack rolls with
11 Athletics STR 5 5
equal to Con mod (+5 at 11th, +10 at 21st) when you drop axes.
1 Bluff CHA 1 0 n/a 0
enemy to 0 hp Weapon Focus (Axe) - Gain +1 damage per tier with
1 Diplomacy CHA 1 0 n/a 0
Rage Strike - Gain the rage strike power at 5th level Axes.
3 Dungeoneering WIS 3 0 n/a 0
Rampage - Critical hit grants free melee basic attack; once
7 Endurance CON 3 5 –1 0
per round, barbarian attack power only
3 Heal WIS 3 0 n/a 0
0 Thievery DEX 1 0 –1 0
ARMOR
ARMS
FEET
ENCOUNTER POWERS
HANDS
Second Wind
HEAD
Swift Charge
NECK
Avalanche Strike
RING
Blade Sweep
RING
DAILY POWERS
Bloodhunt Rage
UTILITY POWERS
Feral Rejuvenation
Effect: You spend a healing surge and regain 10 ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
hit points. You gain a +2 bonus to all defenses Requirement: You must be wielding a melee weapon Requirement: You must be wielding a melee weapon
until the start of your next turn. in two hands. in two hands.
Attack: Strength vs. AC Attack: Strength vs. AC
Hit: 1[W] + Strength modifier (+4) damage, and you Hit: 1[W] + 1d6 + Strength modifier (+4) damage.
gain temporary hit points equal to your Constitution Level 11: 1[W] + 2d6 + Strength modifier (+4) damage.
modifier (+2). If you are raging, the number of Level 21: 2[W] + 3d6 + Strength modifier (+4) damage.
temporary hit points you gain equals 5 + your Special: When charging, you can use this power in
Constitution modifier (+2). place of a melee basic attack. If you are raging, you can
Level 11: 1[W] + 1d6 + Strength modifier (+4) damage. move 2 extra squares as part of the charge.
Level 21: 2[W] + 2d6 + Strength modifier (+4) damage.
Execution axe: +8 attack, 1d12+1d6+5 damage
Execution axe: +8 attack, 1d12+5 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
Execution axe: +8 attack, 2d12+5 damage Execution axe: +8 attack, 3d12+5 damage
1d12 2 Axe 3 -1 - 1 1
DAMAGE PROFICIENT GROUP RANGE AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY
PROPERTIES PROPERTIES PROPERTIES
High Crit (A high crit weapon deals more damage when you score This kit includes: a backpack, a bedroll, flint and
a critical hit with it. A critical hit deals maximum weapon damage
and an extra 1[W] at 1st–10th levels, an extra 2[W] at 11th–20th
steel, a belt pouch, two sunrods, ten days' worth
levels, and an extra 3[W] at 21st–30th levels. This extra damage of trail rations, 50 feet of hempen rope, and a
is in addition to any critical damage the weapon supplies if it is a waterskin.
magic weapon.).
Brutal 2 (A brutal weapon's minimum damage is higher than that
of a normal weapon. When rolling the weapon's damage, reroll
any die that displays a value equal to or lower than the brutal
value given for the weapon. Reroll the die until the value shown
exceeds the weapon's brutal value, and then use the new value.).
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Two-Hands 14 30 AV Body 25 30 PH 33 15 PH
WEAPON ITEM ITEM