Thurin Level 13
str 20 [12p] +5 [+12] defences hit points feats para feats skills
con 21 [9p] +5 [+11] AC 29 [29] hp 128 Dwarf Weapons Toughness Athletics +17
dex 11 [0p] +0 [+6] fort 28[28] bloodied 64 Weapon Expertise (Hammer) Hammer Rhyhtm Endurance +18
int 9 [0p] -1 [+5] ref 22 [22] surge value 38 Deadly Rage Fighter MC Nature +13
wis 14 [1p] +2 [+8] will 21 [21] surges 15 Dwarven Durability Perception +13
cha 11 [0p] +0 [+6] init 6 speed 5 Hide Expertice Untrained:
Perception 23 Insight 18 Dungeoneering +10
Defenses
AC Base: 16 +0 feat Bonus, +3 Armor Bonus, +3 Ench, +5 Stat, +2 Class = 29
Fort Base: 16 +0 feat Bonus, +3 Ench, +5 Stat, +2 Class, +1 Item = 28
Ref Base: 16 +0 feat Bonus, +3 Ench, +0 Stat, +2 Class = 22
Will Base: 16 +0 feat Bonus, +3 Enchantment, +2 Stat = 21
Racial features
Cast-Iron Stomach +5 racial bonus to saving throws against poison.
Dwarven Resilience You can use your second wind as a minor action
Stand Your Ground When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less). In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
Feat features
Hammer Rhyhtm If you miss with a melee attack with a hammer or a mace and you wouldn’t otherwise still deal damage on the miss, you deal damage to your original target equal to your Constitution modifier. This damage receives no modifiers or other benefits you normally gain to weapon damage.
Fighter MC twohanded melee weapons. Once per encounter as a free action, you can add a +1 bonus to the next attack roll you make with a weapon of that category. Whether the attack hits or misses, you mark the target until the end of your next turn
Class features
Feral Might Thunderborn Wrath: You gain the War Cry power. In addition, once per round when your attack bloodies an enemy, each enemy adjacent to you takes thunder damage equal to your Con modifier [Total 5].
Rage Strike At 5th level, you gain the rage strike power, which lets you channel an unused rage power into a devastating attack while you’re raging.
Rampage Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you scored a critical hit against.
Paragon path features:
Dreadnought Action When you spend an action point to make an attack, you gain resist 10 to all damage until the start of your next turn
Unfailing Resources Your maximum hit point value increases by 10. As a free action, you can take 10 damage to save automatically against an effect that a save can end. You must have at least 10 hit points to use this ability, and you can’t reduce this damage by any means.
Attack
Mordenkrad +6 Level, +2 Prof, +3 Ench, + 5 Stat [STR], +1 Feat = +17
Throwing Hammer +6 Level, +2 Prof, +3 Ench, + 5 Stat [STR], +1 Feat = +17
Damage
Mordenkrad 2d6 +3 Ench, +5 Stat [STR], +2 Feats = +10 (Brutal 1) +2 Rage, 5 on miss
Throwing Hammer 1d6 +3 Ench, +5 Stat [STR], +2 Feats = +10 +2 Rage
at-will
Howling Strike +17:4d6+10 vs AC When charging, you can use this power in place of a melee basic attack. If you are raging, you can move 2 extra squares as part of the charge.
Howl of Fury +17:2d6+10 vs AC Thunder You then howl in a blast 3 including the target. Each enemy in the blast other than the target takes thunder damage equal to your Con modifier. [Total 5]. If your are raging the thunder damage is 3+ con modifier [Total 8].
Basic Attack +17:2d6+12 vs AC
Basic Throw +17:1d6+10 vs AC
encounter attacks
Shout of Terror +17:2d6+10 vs AC Fear you then howl in a blast 3 that includes the target. Each enemy in tha blast is slowed until the end of your next turn. Until the end of your next turn you gain bonus to damage rolls against slowed creatures equal to your Con modifier [Total 5].
Storm of Blades +17:2d6+10 vs AC Then repeat the attack against the target or against another creature within reach. You can make the attack a number of times equal to your Constitution modifier [Total 5].
Harbringer of doom +17:2d6+10 vs AC Fear: You then howl in a blast 3 that includes the target. Each enemy in the blast gains vulnerable 3 + Con modifier [Total 8] to all damage until the end of your next turn.
Inexorable Advance +17:2d6+15 vs AC Shift 1 before each attack, two attacks, 5 Temporary hp
utilities
War Cry Encounter Free Action Close Blast 3; when your attack reduces an enemy to 0 hit points Effect: You push each enemy 1 square.
Blood Iron Daily Immediate reaction when you are bloodied; You gain resist 5 to all damage until the end of the encounter.
Savage Growl Encounter Free Action when you hit an enemy and don't reduce it to 0 hit points. You mark the target until the end of your next turn. Until the mark ends, you and the target deal 1d8 extra damage against each other.
Snarling Defiance Daily Immediate Interrupt: You are hit and damaged by the attack. You take half damage from the attack and gain +2 power bonus to attack rolls against the attacker until the end of your next turn.
Enraged Surge Encounter Free Action when you miss with attack while raging. Effect you gain +2 power bonus to melee attack rolls and melee damage rolls until the end of your next turn.
daily attacks
Bloodhunt Rage +17:6d6+10 vs AC You enter the rage of the bloodhunt. Until the rage ends, you gain a bonus to melee damage rolls equal to your Constitution modifier [Total 5] if either you or your target is bloodied.
Rage of Crimson Huricane +17:2d6+10 vs AC Close Burts 1; Effect each target takes ongoing 5 damage (save ends). You enter the rage of the crimson hurricane. Until the rage ends when you hit any enemy with primal melee power, each enemy adjacent ot you takes damage equal to your Strength modifier [Total 5].
Oak Hammer Rage +17:6d6+10 vs AC you knock the target prone. You enter the rage of the Oak hammer. Until the rage ends, whenever you hit a target with a melee attack, you knock that target prone. If that target is already prone, the attack instead deals extra damage equal to your Constitution modifier.
Equipment Free
Terror Mordenkrad Weapon +3 level 14. Critical +3d8, Power (Daily Thunder): Power (Daily Fear): Free Action. Use this power when you hit with the weapon. The target takes a –2 penalty to all defenses (save ends).
Rageblood masterwork Hide Armor +3 Level 13; Property: When you use any barbarian rage power, you regain hit points equal to 10 + your Constitution modifier [total 15]. Power (Daily): Free Action. Trigger: You make a damage roll and dislike the result. Effect: You reroll the damage and use either result.
Cloak of resistance Neck +3 Level 12 Power (Daily): Minor Action. Resist 10 to all damage until the start of your next turn.
Equipment Other (9 000gp)
Magic Throwing Hammer Weapon +3 Level 11 (9 000) Critical +3d6
Brazers of Mighty Striking Arms Level 2 (520 gp); +2 Damage for basic Attacks.
Horned helmet Head Level 6 (1,800 gp); Property: Your charge attacks deal an extra 1d6 damage.
Gauntlets of Ogre Power Hands Level 5 (1,000 gp); Property: Gain a +1 item bonus to Athletics checks and Strength ability checks (but not Strength attacks). Power (Daily): Free Action. Use this power when you hit with a melee attack. Add a +5 power bonus to the damage roll.
Belt of Vigor Waist Level 2 (520 gp); Property: You gain a +1 item bonus to your healing surge value.
Loose Change 100 gp

Standard adventurer’s kit 15 gp 33 lb.
Backpack (empty)
Bedroll
Flint and steel
Pouch, belt (empty)
Rations, trail (10 days)
Rope, hempen (50 ft.)
Sunrods (2)
Waterskin

Climber’s kit 2 gp 11 lb.
Grappling hook
Hammer
Pitons (10)

Rope, silk (50 ft.) 10 gp 5 lb.

Extra Sunrods (10) 20gp 10 lb.

Extra Waterskins (3) 3gp 12 lb.

Holy symbol (Moradin) 10 gp 1 lb.

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