Joseph the Tactician

A long forgotten hero far from home. Tiring of his self exile he seeks to regain his honor and the fate of his fallen comrades.

Description:

Male Human Warlord
Level 3
Unaligned
Representing John

Strength 16 (3)
Constitution 12 (
1)
Dexterity 12 (1)
Intelligence 20 (
5)
Wisdom 10 (0)
Charisma 14 (
2)

Height: 5’ 11"
Weight: 210 lb
Skin: Tan
Eyes: Green
Hair: Dark Brown Straight; Light Beard
Maximum Hit Points: 34

Bloodied: 17
Surge Value: 8
Surges / Day: 8 [includes constitution modifier]

Size: Medium
Speed: 5 squares [includes armor penalty]
Vision: Normal

Initiative: 1d20 +10 = 1 [half level] + 1 [dexterity] + 4 [improved initiative] + 2 [battle hardened] + 2 [combat leader]
Base Strength Attack: 1d20 +4 = + 1 [half level] + 3 [strength]
Base Dexterity Attack: 1d20 +2 = + 1 [half level] + 1 [dexterity]
Base Constitution Attack: 1d20 +2 = + 1 [half level] + 1 [constitution]
Base Intelligence Attack: 1d20 +6 = + 1 [half level] + 5 [intelligence]
Base Wisdom Attack: 1d20 +1 = + 1 [half level] + 0 [wisdom]
Base Charisma Attack: 1d20 +3 = + 1 [half level] + 2 [charisma]

Armor Class: 18 = 10 + 1 [half level] + 6 [Chainmail] + 1 [if carrying light shield]
Fortitude Defense: 16 = 10 + 1 [half level] + 1 [Human] + 1 [warlord] + 3 [strength]
Reflex Defense: 18 = 10 + 1 [half level] + 1 [Human] + 5 [intelligence] + 1 [if carrying light shield]
Will Defense: 15 = 10 + 1 [half level] + 1 [Human] + 1 [warlord] + 2 [charisma]

Armor: Chainmail (40 lb)
Shield: Small (6 lb)

Attacks:
Unarmed Melee: 4 [base strength attack] vs AC; damage 1[W]=1d43 [strength bonus]
Longswordv: 7 vs AC [4 strength attack] 3 proficiency]; damage 1[W]=1d83 [strength bonus] 4 lb (Heavy blade) versatile
Short sword: 7 vs AC [4 strength attack] 3 proficiency]; damage 1[W]=1d63 [strength bonus] 2 lb (Light blade) Usable Off-hand
Commander’s Strike (ally adds your intelligence bonus to damage)
Viper’s Strike +4w [base strength attack] vs AC
Wolfpack Tactics +4w [base strength attack] vs AC
Warlord’s Favor +4w [base strength attack] vs AC
Lead the Attack +4w [base strength attack] vs AC
Steel Monsoon +4w [base strength attack] vs AC

Languages:Common; Goblin;

Skills:
Acrobatics: +1 = 1 [dexterity] + 1 [half level]-1 [armor]
Arcana: +6 = 5 [intelligence] + 1 [half level]
Athletics: +3 = 3 [strength] + 1 [half level]-1 [armor]
Bluff: +3 = 2 [charisma] + 1 [half level]
Diplomacy: +8 = 2 [charisma] + 1 [half level] +5 [class training]
Dungeoneering: +1 = 0 [wisdom] + 1 [half level]
Endurance: +6 = 1 [constitution] + 1 [half level] +5 [class training]-1 [armor]
Heal: +6 = 0 [wisdom] + 1 [half level] +5 [class training]
History: +11 = 5 [intelligence] + 1 [half level] +5 [class training]
Insight: +1 = 0 [wisdom] + 1 [half level]
Intimidate: +8 = 2 [charisma] + 1 [half level] +5 [class training]
Nature: +1 = 0 [wisdom] + 1 [half level]
Perception: +1 = 0 [wisdom] + 1 [half level]
Religion: +6 = 5 [intelligence] + 1 [half level]
Stealth: +1 = 1 [dexterity] + 1 [half level]-1 [armor]
Streetwise: +3 = 2 [charisma] + 1 [half level]
Thievery: +1 = 1 [dexterity] + 1 [half level]-1 [armor]

Feats:
Improved Initiative
Battle Hardened [PH3]
Tactical Assault

At-Will:
Melee Basic Attack: By weapon, damage 1[W]3 [strength bonus] [standard action]
Ranged Basic Attack: By weapon, damage 1[W]
1 [dexterity bonus] [standard action]
Bull Rush: +4 [base strength attack] vs fortitude [standard action]
Grab: +4 [base strength attack] vs reflex [standard action]
Move grabbed target: +4 [base strength attack] vs fortitude [standard action]
Escape: +1 [acrobatics] vs reflex / +3 [athletics] vs fortitude [move action]
Commander’s Strike [Level 1]
Viper’s Strike [Level 1]
Wolf Pack Tactics [Level 1]

Encounter Powers:
Second Wind
Spend an Action Point [free action, not in surprise round]
Inspiring Word [minor action][2x/encounter]
Warlord’s Favor [Level 1]
Knight’s Move [Level 2 Utility][move action]
Steel Monsoon [Level 3] [see online revision] [allies shift now requires free action]

Daily Powers:
Lead the Attack [Level 1]
Human

One bonus feat at 1st level (already included)
One bonus skill from the skill class list (already included)
1 to fortitude, reflex, and will defenses
This human chose an extra first-level at-will attack power instead of Heroic Effort.
Warlord
Combat Leader (
2 initiative for self and all allies within ten squares who see & hear you)
This warlord chose the tactical presence. Any ally in sight who spends an action point to attack gets a bonus on attack roll equal to half your intelligence modifier. Can receive benefit from only one warlord at a time.
Inspiring Word (target spends healing surge and gains an additional1d6 at level 3)

Joseph the Tactician’s Equipment:
233 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Blanket, winter x1
Bottle
Bucket
Candle
Chain (10 feet) x2
Chalk
Chest
Crowbar
Everburning torch
Firewood (1 day) x2
Fishhook
Fishing net
Flasks x3
Flint and steel
Grappling hook
Hammer
Ink vial
Ink pen
Journeybread x20
Lamp (common)
Locks x3
Paper sheets x2
Parchment sheets x2
Pouch (belt) x1
Ram
Rations (1 day) x10
Rope (50’, hempen) x1
Sunrods x2
Tent
Torches x5
Waterskins x1
Pet raven

Bio:

Joseph was an ex imperial battle commander known to be the reason for many of the imperial victory’s over the dark elves of the south. With his great use of tactics he became a legend in his lands given the title – Joseph the Tactician. 5 years after the great civil war Joseph was sent on a skirmish to create maps to help the imperial army move around the empire without leaving the border, however on this skirmish a great plague filled the lands and dark magic filled the air. Joseph and his personal guard during creating the map stumbled across a cave, the entrance filled with bones of what looked like humans long dead. Joseph did not like the idea of a unmarked cave on his route so he decided to seal it off, but as he did sharp twisted words bounced from the cave walls and all sources of light ceased. Screams from the guard startled Joseph. Run! Run! Ru… Silence again. Joseph managed to escape whatever was inside that dark twisted cave but as he left a raven landed on his shoulder. Till this day it remains there, a cruel reminder of Josephs blunder, however the bird gives Joseph a birds eye perspective of the battlefield thanks to an imperial druid spell the two can communicate and avoid anymore mistakes. Tired of the war Joseph decided to take on adventuring, this is where his story begins.

Joseph the Tactician

The rum and mead association Mattbot