Mannerisms & Appearance
Farren has dark brown hair but a rusty auburn beard, the combination of which tend to make him easily recognizable despite otherwise average dwarven stature and features. Though like many dwarves a touch gruff, he is gentle and soft-spoken, to the point where it can be hard to believe some of the stories he matter-of-factly occasionally tells -- until he gets into battle.
Brown eyes; dwarves don't vary their skin coloration much for being indoors or out, but mildly tanned. Like most physically active male dwarves of his culture, he keeps his hair and beard trimmed to a modest six inches; longer is seen as the prerogative of great heroes and elders. As he's not from one of the few elite martial clans and is a reservist in good standing, on his shield Farren chooses to bear his unit emblem, an axe crossed by a pick.
Character Background
Farren hails from Torholt, one of the outermost settlements of the dwarven Icehorn Confederation in the Icehorn Mountains, from a small clan with no particular reputation for martial prowess. He joined the confederation army on reaching adulthood at 20 and married shortly afterward. Over many years he rose to the rank of twenty-five-leader in his company, the 1st Engineers. In the ongoing goblin wars, he garnered minor local fame (on both sides) under the epithet of "Bloodbeard" due to his recognizability and fierceness in battle. The same wars led him to fight on occasion beside the nearby allied clan of longtooth shifters, and develop a particular friendship with their chief Jarrah.
- FYI: Only strangers or enemies would be likely to call him just "Bloodbeard"; anyone dwarven who's heard it or anyone who knows him would tend to use "Farren Bloodbeard" if they ever wanted to apply the epithet. Probably.
He took up a training position after the death of his wife Mirida ~ten years ago to be able to take on the full burden of raising his two children; the son Donal, now 26, works as a (noncombat) machine engineer, while the daughter Caelan, now 20, is a promising combat acolyte in the order of Dol Arrah. Recently, though not even at middle age by his people's reckoning, he was at a crossroads now that his children were out on their own. When Rowan, Jarrah's son and a familiar face in his own right, brought the news of what had happened to his clan, Farren decided that it would be good to go out and see the world for a while, and he set off with the young man to Hallows Crest.
Fighting Style & Abilities
"Be stability; cause chaos." Farren prefers to rush in, then inexorably push on, disrupting the ability of the enemy to focus on anything but himself and making them easy targets for his allies even while he lays waste.
General Stats
- Name: Farren
- Level: 1
- Class: Fighter
- Total EXP: 0/100
- Race: Dwarf
- Size: Medium
- Age: 63
- Gender: Male
- Height: 4'7"
- Weight: 190 lb.
- Alignment: Lawful Good
- Deity: ?
- Languages: Common, Dwarven
Ability Scores
| |
Score |
Mod |
Mod +1/2 lv |
| STR |
16
|
+3
|
+3 |
| CON |
18 |
+4
|
+4 |
| DEX |
12 |
+1 |
+1 |
| INT |
10 |
0 |
0 |
| WIS |
14 |
+2 |
+2 |
| CHA |
8 |
-1 |
-1 |
Combat Parameters
Hit Points
- Max HP: 33 (Bloodied: 16)
- Surge value: 8
- Surges/day: 13
Defenses
| |
Total |
Base |
1/2 lv |
Stat |
Class |
Equipment |
| AC |
18 |
10 |
0 |
n/a |
0 |
8 |
| Fortitude |
16 |
10 |
0 |
4 CON |
2 |
0 |
| Reflex |
13 |
10 |
0 |
1 DEX |
0 |
2 |
| Will |
12 |
10 |
0 |
2 WIS |
0 |
0 |
Initiative
| |
Total |
DEX |
1/2 lv
|
Misc |
| Initiative |
1 |
1 |
0 |
0 |
Movement
| |
Total |
Base |
Armor |
Item |
Misc |
| Movement |
5 |
5 |
0 |
0 |
0 |
Basic Attacks
| |
Attack |
Defense |
Damage |
Range |
| Waraxe |
+5 |
AC |
1d12+5 |
M |
|
Waraxe
(with temporary HP)
|
+5 |
AC |
1d12+7 |
M |
| Handaxe (thrown) |
+5 |
AC |
1d6+5 |
5/10 |
Senses
| |
Total |
Base |
Skill Bonus |
| Passive Insight |
12 |
10 |
2 |
| Passive Perception |
12 |
10 |
2 |
Features
Racial (Dwarf)
- Cast-Iron Stomach: +5 to saving throws against poison
- Dwarven Resilience: Can use second wind as a minor action instead of standard action
- Weapon Proficiencies: Throwing hammer and warhammer
- Encumbered Speed: Ignore speed reductions from armor and heavy load
- Stand Your Ground: When forced to move (push, pull, slide), can reduce that movement by 1 square
- Can make a saving throw to avoid being knocked prone by an attack
Class (Fighter)
- Armor Proficiencies: Cloth, leather, hide, chain, scale, light shield, heavy shield
- Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged
- Combat Challenge: Can choose to mark any enemy you attack
- Mark lasts until end of your next turn
- Marked target takes -2 penalty to attack rolls when attack does not include you as target
- Any creature only subject to one mark at a time; new supersedes old
- If an adjacent marked target shifts or makes an attack not including you as target, can make a melee basic attack against that creature as immediate interrupt.
- Combat Superiority: Gain bonus to opportunity attack rolls equal to WIS modifier
- Opponent stops moving on hit, if moving provoked the attack; he may use another action to continue moving
- Battlerager Vigor: When hit by an enemy melee or close attack, gain temp HP equal to CON modifier
- Temp HP gained from an Invigorating attack adds to any temp HP already there
- In light armor or chain, gain +1 to damage of melee/close attack when you have temp HP; +2 instead if wielding axe, hammer, mace, pick
Skills
| |
Total |
Training |
1/2 lv
|
Ability Mod |
Check |
Other |
| Acrobatics (DEX) |
-2 |
|
0 |
1 |
-3 |
|
| Arcana (INT) |
0 |
|
0 |
0 |
|
|
| Athletics (STR) |
5 |
+5 |
0 |
3 |
-3 |
|
| Bluff (CHA) |
-1 |
|
0 |
-1 |
|
|
| Diplomacy (CHA) |
-1 |
|
0 |
-1 |
|
|
| Dungeoneering (WIS) |
4 |
|
0 |
2 |
|
2 |
| Endurance (CON) |
8 |
+5 |
0 |
4 |
-3 |
2 |
| Heal (WIS) |
2 |
|
0 |
2 |
|
|
| History (INT) |
0 |
|
0 |
0 |
|
|
| Insight (WIS) |
2 |
|
0 |
2 |
|
|
| Intimidate (CHA) |
4 |
+5 |
0 |
-1 |
|
|
| Nature (WIS) |
2 |
|
0 |
2 |
|
|
| Perception (WIS) |
2 |
|
0 |
2 |
|
|
| Religion (INT) |
0 |
|
0 |
0 |
|
|
| Stealth (DEX) |
-2
|
|
0 |
1 |
-3 |
|
| Streetwise (CHA) |
-1 |
|
0 |
-1 |
|
|
| Thievery (DEX) |
-2 |
|
0 |
1 |
-3 |
|
Feats
- Dwarven Weapon Training [Dwarf] (Level 1 Feat)
- Proficiency and +2 damage bonus with all axes and hammers
Powers
At-Will
- Brash Strike (Fighter Attack 1)
- At-Will ✦ Martial, Weapon
- Standard; Melee Weapon vs 1 creature
- Attack: Strength +2 (=+7) vs. AC
- Hit: 1[W] + STR mod (+ CON mod for axe) damage (=1d12+9) (1d12+11 with temp HP)
- Effect: You grant combat advantage to target until end of your next turn
- Crushing Surge (Fighter Attack 1)
- At-Will ✦ Invigorating, Martial, Weapon
- Standard; Melee Weapon vs 1 creature
- Attack: Strength (=+5) vs. AC
- Hit: 1[W] + STR mod damage (=1d12+5) (1d12+7 with temp HP)
Encounter
- Covering Attack (Fighter Attack 1)
- Encounter ✦ Martial, Weapon
- Standard; Melee Weapon vs 1 creature
- Attack: Strength (=+5) vs. AC
- Hit: 2[W] + STR mod damage (=2d12+5) (2d12+7 with temp HP); an ally adjacent to the target can shift 2 squares
Daily
- Villain's Menace (Fighter Attack 1)
- Daily ✦ Martial, Weapon
- Standard; Melee Weapon vs 1 creature
- Attack: Strength (=+5) vs AC
- Hit: 2[W] + STR mod damage (=2d12+5) (2d12+7 with temp HP); you get a +2 power bonus to attack rolls & +4 power bonus to damage rolls vs. this target until end of encounter.
- Miss: You get a +1 power bonus to attack rolls & +2 power bonus to damage rolls vs. this target until end of encounter.
Equipment
- Money: nada!
- Weight: 101 lb.
- Normal load 160 lb.
- Heavy load 320 lb. (both hands, but no speed penalty)
- Max drag 800 lb.
Worn Items
- Armor: Chainmail (Chainmail (heavy); +6 AC; -1 check; -1 speed (ignored); 40 lb.)
- Shield: Heavy shield (+2 AC & Reflex; -2 check; 15 lb.)
- Weapon: Waraxe (1H axe; versatile; +2 prof; 1d12 dmg; 10 lb.)
- Weapon (secondary): Handaxe (1H axe; offhand, heavy thrown; +2 prof; 1d6 dmg; 3 lb.)
Other Items
- Adventurer's kit (33 lb.)
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