Lance Level 14
str 21 [12p] +5 [+13] defences hit points feats para feats skills
con 22 [9p] +6 [+13] AC 31[31] hp 133 Dwarf Weapons Paragon Defences Athletics +19
dex 11 [0p] +0 [+7] fort 31[31] bloodied 66 Weapon Expertise (Hammer) Hammer Rhyhtm Endurance +20
int 9 [0p] -1 [+6] ref 24 [24] surge value 40 Deadly Rage Fighter MC Nature +14
wis 14 [1p] +2 [+9] will 23 [23] surges 16 Dwarven Durability Toughness Perception +14
cha 11 [0p] +0 [+7] init 7 speed 5 Hide Expertice Untrained:
Perception 24 Insight 19 Dungeoneering +11
Defenses
AC Base: 17 +0 feat Bonus, +3 Armor Bonus, +3 Ench, +6 Stat, +2 Class = 31
Fort Base: 17 +1 feat Bonus, +3 Ench, +6 Stat, +2 Class, +1 Item = 31
Ref Base: 17 +1 feat Bonus, +3 Ench, +0 Stat, +2 Class = 24
Will Base: 17 +1 feat Bonus, +3 Enchantment, +2 Stat = 23
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 Rageblood Vigor: You gain the swift charge power. In addition, whenever your attack reduces an enemy to 0 hit points, you gain temporary hit points equals 5 + your Constitution modifier [Total 11] at 11th level.
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 +7 Level, +2 Prof, +3 Ench, + 5 Stat [STR], +1 Feat = +18
Throwing Hammer +7 Level, +2 Prof, +3 Ench, + 5 Stat [STR], +1 Feat = +18
Damage
Mordenkrad 2d6 +3 Ench, +5 Stat [STR], +2 Feats = +10 (Brutal 1) +2 Rage, 6 on miss
Throwing Hammer 1d6 +3 Ench, +5 Stat [STR], +2 Feats = +10 +2 Rage
at-will
Howling Strike +18:4d6+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 +18:2d6+10 vs AC Close Blast 3; 6 Damage (9 while raging).
Basic Attack +18:2d6+12 vs AC
Basic Throw +18:1d6+10 vs AC
encounter attacks
Shatterbone Strike +18:4d6+10 vs AC Target takes a –2 penalty to AC until the end of your next turn.
Storm of Blades +18;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 6].
Curtain of Steel +18 :6d6+10 vs AC Immediate Reaction when An enemy adjacent to you hits or misses you.
Inexorable Advance +18:2d6+16 vs AC Shift 1 before each attack, two attacks, 5 Temporary hp
utilities
Swift Charge Encounter Free Action when Your attack reduces an enemy to 0 hit points Effect: You charge an enemy.
Blood Iron Daily Immediate reaction when you are bloodied; You gain resist 5 to all damage until the end of the encounter.
Combat Sprint Encounter Minor Action You move your speed + 4. You gain a +4 bonus to all defenses against any opportunity attack you provoke with this movement.
Combat Surge Daily Free Action: You miss an attack. You must be raging. You reroll the attack.
Wellspring of Renewal Encounter Minor Action You gain temporary hit points equal to one-half your level + your Constitution modifier [Total 13]. In addition, if you are marked, that condition ends..
daily attacks
Bloodhunt Rage +18:6d6+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 6] if either you or your target is bloodied..
Thunder Hawk Rage +18:4d6+10 vs AC the primary target is dazed (save ends). You enter the rage of the thunder hawk. Until the rage ends, you can make the following secondary attack once during each of your turns. Free Action; Secondary Target: One creature Secondary Attack: Strength vs. Fortitude Hit: You knock the secondary target prone.
Oak Hammer Rage +18:6d6+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 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 (13 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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