Wayfarer’s Rest Caravan: Janus

A mercenary and wilderness hunter, Janus had no part in the conflict for free Urik, joining the Wayfarer’s Rest Caravan only for the promise of solid pay. A massive brute of a Dragonborn, he is physically imposing and a terror on the battlefield.

Janus’s most prized possession is his enchanted Maul, “Truth,” which is of exquisite craftsmanship.

Janus
Mercenary

Level 6 Dragonborn Barbarian Gladiator

Strength 20 +5
Dexterity 10
Constitution 14 +2
Intelligence 8 -1
Wisdom 10
Charisma 17 +3

Armor Class 20
Fort Defense 21
Ref Defense 17
Will Defense 17

Total Hit Points: 59
Bloodied Value 29
Healing Surge: 16
Healing Surges/ Day 10

Initiative +3
Speed: 6

Basic Melee Attack
+13 vs AC (Maul)
2d6 + 9 damage

Basic Ranged Attack
+11 vs AC (Javelin)
1d6 + 6 damage

Skills
Athletics +14 (+13)
Endurance +10 (+9)
Nature (B) +10
Intimidate +13

Racial Abilities
Skill Bonuses: +2 History, +2 Intimidate
Dragonborn Fury: +1 racial bonus to attacks while bloodied.
Draconic Heritage: Add Con modifier to healing surge value.
Dragonbreath: Gain Dragonbreath power.

Feats
Bludgeon Expertise: +1 feat bonus to weapon attacks with hammers or maces. +1 feat bonus to distance of push or slide effects from hammer or mace attacks.
Dragonborn Frenzy: +2 to damage rolls while bloodied.
Defender of the Wild: Training in Nature, Defender of the Wild “power”
Hide Armor Expertise: Use +2 instead of Dex or Int modifier for AC while wearing Hide.

Class Abilities
Barbarian Agility: +1 bonus to AC and Reflex when not wearing heavy armor.
Feral Might: Thaneborn Triumph: Gain Roar of Triumph power. Whenever you bloody an enemy, next attack by your or an ally against that enemy gains a +3 bonus to the attack roll.
Rage Strike: You gain the Rage Strike power.
Rampage: Once per round, when you score a critical hit with a Barbarian attack power, make a melee basic attack as a free action.

Inherent Bonuses: +1 enhancement bonus to attacks, damage, defenses.

Powers

At-Will Attacks

Devastating Strike (Standard, Weapon, Melee)
+ 13 vs AC
Hit: 2d6 + 1d8 + 7 damage.
Effect: Until the start of your next turn, unless you are raging, all attackers gain a +2 bonus to attack rolls against you.

Pressing Strike (Standard, Weapon, Melee)
Effect: Before the attack, shift 2 squares. You can move through an enemy’s space, but can’t end there.
+13 vs AC
Hit: 2d6 + 7 damage, and you push the target 2 squares. If you are raging, deal 1d6 extra damage.

Encounter Attacks

Brutal Slam (Standard, Weapon, Melee)
+13 vs Fortitude
Hit: 4d6 + 7 damage and you push the target 3 squares and knock it prone. Then one enemy adjacent to the target takes 1d8 + 7 damage.

Disrupting Advance (Standard, Weapon, Melee)
+13 vs AC
Hit: 4d6 + 7 damage, and you push the target 3 squares. Target and each enemy adjacent to the target at the end of the push are slowed until the end of your next turn.

Escalating Violence (Standard, Weapon, Melee)
+13 vs AC
Hit: 4d6 + 7 damage. Until the end of your next turn, all allies within 5 squares of you gain a +3 bonus to damage rolls against the target. If you take damage before the start of your next turn, you gain a +2 bonus to attack and damage rolls for your next attack.

Dragonbreath (Minor, Acid, Close Blast 3)
Targets creatures in Blast
+8 vs Reflex
Hit: 1d6 + 3 acid damage.

Daily Attacks

Macetail’s Rage (Standard, Rage, Weapon, Close Burst 1)
Targets enemies in burst you can see.
+13 vs Reflex
Hit: 2d6 + 7 damage, and you knock the target prone.
Miss: Half damage.
Effect: You enter the rage of the Macetail Behemoth. Until the rage ends, whenever you hit with an attack, gain 5 temporary hit points.

Rage Strike (Standard, Weapon, Melee)
Special: You must be raging. Expend an unused Rage power and make this attack.
+13 vs AC
Hit: 6d6 + 7 damage (Macetail’s Rage), or 8d6 + 7 damage (Silver Phoenix Rage).
Miss: Half damage.

Silver Phoenix Rage (Standard, Rage, Healing, Weapon, Melee)
+13 vs AC
Hit: 4d6 + 7 fire damage, and ongoing 5 fire damage (save ends).
Miss: Half damage.
Effect: You enter the Rage of the Silver Phoenix. Until the rage ends, you gain Regeneration 3, and the first time you drop to 0 hp or fewer, you can spend a healing surge as an immediate interrupt.

Utility Powers

Bloodborn Menace (Encounter, Free)
Trigger: You bloody an enemy or reduce an enemy to 0 hp with a melee attack.
Effect: Each enemy within 10 that can see you grants combat advantage to you until the end of your next turn.

Defender of the Wild (Encounter, Free)
During your turn, mark each enemy adjacent to you until the end of your next turn.

Nature Sense (Daily, Free)
Trigger: You would roll initiative in a natural environment.
Effect: Roll Nature in place of your initiative check. In addition, you and your allies gain a +4 bonus to all defenses during the first round of the encounter.

Roar of Triumph (Encounter, Free, Close Burst 5)
Trigger: Your attack reduces an enemy to 0 hp.
Effect: Each enemy in burst takes a -2 penalty to all defenses until the end of your next turn.

Second Wind (Encounter, Standard)
Spend a healing surge and regain hit points. You gain a +2 bonus to all defenses until the start of your next turn.

Equipment

“Truth,” Maul +2
5x Javelins
5x Daggers

Bracers of Mighty Striking (Arms)
+2 item bonus to damage rolls of melee basic attacks.

Gauntlets of Ogre Power (Hands)
+1 to Strength and Athletics checks.
Power (Daily) Add a +5 power bonus to the damage roll of a successful melee attack.

Adventurer’s Kit
Desert Clothing
Supplies for 10 Survival Days

315 gp (mix of ceramic and metal coinage)

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