Showing posts with label Warriors of the Sun. Show all posts
Showing posts with label Warriors of the Sun. Show all posts

Sunday, January 17, 2010

Daniel the Damned, 13th level


(pic by sukinahito on devaintArt)

====== Created Using Wizards of the Coast D&D Character Builder ======
Daniel the Damned, level 13
Human, Paladin, Astral Weapon

FINAL ABILITY SCORES
Str 20, Con 15, Dex 11, Int 11, Wis 14, Cha 17.

STARTING ABILITY SCORES
Str 15, Con 14, Dex 10, Int 10, Wis 13, Cha 14.


AC: 29 Fort: 26 Reflex: 23 Will: 24
HP: 112 Surges: 12 Surge Value: 28

TRAINED SKILLS
Intimidate +14, Religion +11, Heal +13, Diplomacy +14, Endurance +9

UNTRAINED SKILLS
Acrobatics +2, Arcana +6, Bluff +9, Dungeoneering +8, History +6, Insight +8, Nature +8, Perception +8, Stealth +2, Streetwise +9, Thievery +2, Athletics +7

FEATS
Human: Armor of Bahamut
Level 1: Toughness
Level 2: Weapon Focus (Heavy Blade)
Level 4: Human Perseverance
Level 6: Healing Hands
Level 8: Weapon Expertise (Heavy Blade)
Level 10: Power Attack
Level 11: Armor Specialization (Plate)
Level 12: Devastating Critical

POWERS
Bonus At-Will Power: Holy Strike
Lay on Hands: Lay on Hands
Paladin at-will 1: Valiant Strike
Paladin at-will 1: Enfeebling Strike
Paladin encounter 1: Radiant Smite
Paladin daily 1: Paladin's Judgment
Paladin utility 2: Sacred Circle
Paladin encounter 3: Arcing Smite
Paladin daily 5: Martyr's Retribution
Paladin utility 6: Divine Bodyguard
Paladin encounter 7: Thunder Smite
Paladin daily 9: Crown of Glory
Paladin utility 10: Cleansing Spirit
Paladin encounter 13: Zealous Smite (replaces Radiant Smite)

ITEMS
Solar Plate Armor +2, Sunblade Longsword +2, Bloodsoaked Shield Heavy Shield (heroic tier), Magic Holy Symbol +2, Cloak of Resistance +3, Gauntlets of Brilliance (heroic tier), Dagger (2), Adventurer's Kit, Javelin (6)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Monday, November 9, 2009

Tor

====== Created Using Wizards of the Coast D&D Character Builder ======
Tor, level 11
Longtooth Shifter, Rogue, Daggermaster
Rogue Tactics: Brutal Scoundrel

FINAL ABILITY SCORES
Str 20, Con 13, Dex 20, Int 11, Wis 13, Cha 10.

STARTING ABILITY SCORES
Str 15, Con 12, Dex 17, Int 10, Wis 10, Cha 9.


AC: 25 Fort: 22 Reflex: 24 Will: 18
HP: 85 Surges: 7 Surge Value: 21

TRAINED SKILLS
Stealth +15, Thievery +15, Perception +11, Streetwise +10, Athletics +17, Intimidate +10

UNTRAINED SKILLS
Acrobatics +10, Arcana +5, Bluff +5, Diplomacy +5, Dungeoneering +6, Endurance +8, Heal +6, History +5, Insight +6, Nature +6, Religion +5

FEATS
Level 1: Backstabber
Level 2: Toughness
Level 4: Sturdy Shifter
Level 6: Surprise Knockdown
Level 8: Defensive Mobility
Level 10: Surprising Charge
Level 11: Rogue Weapon Mastery

POWERS
Rogue at-will 1: Probing Strike
Rogue at-will 1: Riposte Strike
Rogue encounter 1: Torturous Strike
Rogue daily 1: Trick Strike
Rogue utility 2: Bounding Leap
Rogue encounter 3: Low Slash
Rogue daily 5: Downward Spiral
Rogue utility 6: Guided Shot
Rogue encounter 7: Circling Predator
Rogue daily 9: Into Harm's Way
Rogue utility 10: Gap in the Armor

ITEMS
Magic Leather Armor +3, Wraithblade Dagger +2, Bracers of Infinite Blades (level 11), Periapt of Proof against Poison +2, Shuriken (10)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Character for a new player in my Warriors of the Sun game

Wednesday, October 14, 2009

Aurin, 13th level

====== Created Using Wizards of the Coast D&D Character Builder ======
Aurin Dawnbringer, level 13
Human, Invoker, Flame of Hope
Divine Covenant: Covenant of Wrath

FINAL ABILITY SCORES
Str 12, Con 14, Dex 14, Int 16, Wis 20, Cha 14.

STARTING ABILITY SCORES
Str 11, Con 13, Dex 13, Int 13, Wis 15, Cha 13.


AC: 25 Fort: 22 Reflex: 23 Will: 25
HP: 72 Surges: 8 Surge Value: 18

TRAINED SKILLS
History +14, Religion +14, Insight +16, Arcana +14, Intimidate +13, Perception +16

UNTRAINED SKILLS
Acrobatics +7, Bluff +8, Diplomacy +8, Dungeoneering +11, Endurance +7, Heal +11, Nature +11, Stealth +7, Streetwise +8, Thievery +7, Athletics +6

FEATS
Invoker: Ritual Caster
Human: Astral Fire
Level 1: Skill Training (Perception)
Level 2: Armor of Bahamut
Level 4: Solar Enemy
Level 6: Implement Expertise (staff)
Level 8: Action Surge
Level 10: Speed Loader (retrained to Combat Anticipation at Level 11)
Level 11: Devastating Critical
Level 12: Speaker of the Gods

POWERS
Bonus At-Will Power: Grasping Shards
Invoker at-will 1: Sun Strike
Invoker at-will 1: Avenging Light
Invoker encounter 1: Blades of Astral Fire
Invoker daily 1: Purging Flame
Invoker utility 2: Wall of Light
Invoker encounter 3: Sun Hammer
Invoker daily 5: Searing Orb
Invoker utility 6: Symbol of Hope
Invoker encounter 7: Invoke Obedience
Invoker daily 9: Cerulean Flames
Invoker utility 10: Covenant of Endurance
Invoker encounter 13: Pillar of Guardian Flame (replaces Sun Hammer)

ITEMS
Ritual Book, Astral Fire Chainmail +3, Magic Staff +3, Cloak of Resistance +2, Adventurer's Kit, Battlestrider Greaves (paragon tier), Dagger (2), Repeating crossbow, Crossbow Bolts (20), Magic Holy Symbol +1, Gloves of Storing (heroic tier), Alchemical Reagents (Arcana) (1200), Sanctified Incense (Religion) (1000), Residuum (Any) (2530), Magazine
RITUALS
Hand of Fate, Comprehend Language, Gentle Repose, Animal Messenger, Arcane Mark, Enchant Magic Item, Magic Circle, Disenchant Magic Item, Wizard's Sight, Passwall, Sending, Raise Dead, Consult Mystic Sages
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Thursday, July 9, 2009

Targath Quickblade



====== Created Using Wizards of the Coast D&D Character Builder ======
Targath Quickblade, level 10
Half-Orc, Fighter
Fighter Talents: Tempest Technique

FINAL ABILITY SCORES
Str 18, Con 14, Dex 18, Int 8, Wis 14, Cha 12.

STARTING ABILITY SCORES
Str 14, Con 14, Dex 14, Int 8, Wis 14, Cha 12.


AC: 25 Fort: 23 Reflex: 22 Will: 19
HP: 83 Surges: 11 Surge Value: 20

TRAINED SKILLS
Intimidate +13, Endurance +13, Athletics +13, Thievery +13

UNTRAINED SKILLS
Acrobatics +8, Arcana +4, Bluff +6, Diplomacy +6, Dungeoneering +7, Heal +7, History +4, Insight +7, Nature +7, Perception +7, Religion +4, Stealth +8, Streetwise +6

FEATS
Level 1: Two-Weapon Fighting
Level 2: Sneak of Shadows
Level 4: Two-Weapon Threat
Level 6: Weapon Expertise (Light Blade)
Level 8: Weapon Focus (Light Blade)
Level 10: Quick Draw

POWERS
Fighter at-will 1: Dual Strike
Fighter at-will 1: Footwork Lure
Fighter encounter 1: Distracting Spate
Fighter daily 1: Tempest Dance
Fighter utility 2: Pass Forward
Fighter encounter 3: Advance Lunge
Fighter daily 5: Subtle Cut
Fighter utility 6: Agile Approach
Fighter encounter 7: Twofold Torment
Fighter daily 9: Thicket of Blades
Fighter utility 10: Strength From Pain

ITEMS
Adventurer's Kit, Shared Suffering Hide Armor +2, Tyrant's Short sword +2, Magic Short sword +1, Amulet of False Life +2, Crossbow, Crossbow Bolts (20), Handaxe, Dagger (2), Thieves' Tools
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Tuesday, June 2, 2009

Level 13!

====== Created Using Wizards of the Coast D&DI Character Builder ======
Amar, level 13
Human, Cleric, Radiant Servant

FINAL ABILITY SCORES
Str 14, Con 11, Dex 10, Int 12, Wis 21, Cha 16.

STARTING ABILITY SCORES
Str 12, Con 10, Dex 9, Int 11, Wis 18, Cha 12.


AC: 25 Fort: 22 Reflex: 22 Will: 27
HP: 83 Surges: 7 Surge Value: 20

TRAINED SKILLS
History +12, Religion +12, Insight +17, Heal +17, Diplomacy +14, Perception +17, Endurance +10, Arcana +12

UNTRAINED SKILLS
Acrobatics +5, Bluff +9, Dungeoneering +12, Intimidate +9, Nature +12, Stealth +5, Streetwise +9, Thievery +5, Athletics +7

FEATS
Cleric: Ritual Caster
Human: Armor of Bahamut
Level 1: Weapon Proficiency (longsword)
Level 2: Skill Training (Perception)
Level 4: Student of Battle
Level 6: Shield Proficiency (Light)
Level 8: Skill Training (Arcana)
Level 10: Action Surge
Level 11: Avenging Spirit
Level 12: Action Recovery

POWERS
Cleric at-will 1: Lance of Faith
Cleric at-will 1: Sacred Flame
Human: Priest's Shield
Cleric encounter 1: Divine Glow
Cleric daily 1: Beacon of Hope
Cleric utility 2: Shield of Faith
Cleric encounter 3: Command
Cleric daily 5: Spiritual Weapon
Cleric utility 6: Cure Serious Wounds
Cleric encounter 7: Searing Light
Cleric daily 9: Flame Strike
Cleric utility 10: Mass Cure Light Wounds
Cleric encounter 13: Mantle of Glory (replaces Divine Glow)

ITEMS
Ritual Book, Torch (4), Exalted Chainmail +2, Flaming Longsword +2, Dragonscale of Bahamut +3, Periapt of Wisdom +3, Shield of the Guardian Light Shield (paragon tier), Handy Haversack (heroic tier), Potion of Vitality (paragon tier), Journeybread (30), Bedroll (2), Flint and Steel, Crossbow Bolts (20), Everburning Torch, Pouch, Belt (empty), Rope, Silk (50 ft.) (2), Grappling Hook, Waterskin, Golden Lion (paragon tier), Sanctified Incense (Religion) (2500), Alchemical Reagents (Arcana) (1000), Mystic Salves (Heal) (1000), Residuum (Any) (1000), Rare Herbs (Nature) (500)
RITUALS
Gentle Repose, Battlefield Elocution, Enchant Magic Item, Comprehend Language, Raise Dead, Disenchant Magic Item, Discern Lies, Cure Disease, Undead Ward, Brew Potion, Make Whole, Remove Affliction, Magic Circle, Endure Elements
====== Created Using Wizards of the Coast D&DI Character Builder ======

====== Created Using Wizards of the Coast D&DI Character Builder ======
Sumatai, level 13
Human, Ranger, Sharpshooter
Fighting Style: Archer Fighting Style

FINAL ABILITY SCORES
Str 15, Con 14, Dex 21, Int 14, Wis 15, Cha 10.

STARTING ABILITY SCORES
Str 13, Con 13, Dex 16, Int 13, Wis 13, Cha 9.


AC: 27 Fort: 22 Reflex: 25 Will: 21
HP: 96 Surges: 8 Surge Value: 24

TRAINED SKILLS
Endurance +12, Nature +13, Perception +13, Acrobatics +15, Athletics +12, Stealth +15, Diplomacy +11

UNTRAINED SKILLS
Arcana +8, Bluff +6, Dungeoneering +8, Heal +8, History +8, Insight +8, Intimidate +6, Religion +8, Streetwise +6, Thievery +10

FEATS
Human: Lethal Hunter
Level 1: Human Perseverance
Level 2: Weapon Focus (Bow)
Level 4: Toughness
Level 6: Martial Alacrity (retrained to Danger Sense at Level 11)
Level 8: Student of Battle
Level 10: Hunter's Aim (retrained to Bleeding Precision at Level 12)
Level 11: Mettle
Level 12: Evasion

POWERS
Ranger at-will 1: Careful Attack
Ranger at-will 1: Nimble Strike
Human: Twin Strike
Ranger encounter 1: Rapid Volley
Ranger daily 1: Hunt's End
Ranger utility 2: Hunter's Privilege
Ranger encounter 3: Disruptive Strike
Ranger daily 5: Splintering Shot
Ranger utility 6: Evade Ambush
Ranger encounter 7: Spikes of the Manticore
Ranger daily 9: Ranger's Recovery
Ranger utility 10: Hunting Party
Ranger encounter 13: Hammering Volley (replaces Rapid Volley)

ITEMS
Adventurer's Kit, Elven Battle Hide Armor +3, Demonslayer Longbow +2, Magic Greatsword +2, Starlight Goggles (heroic tier), Endless Quiver (heroic tier), Cloak of Resistance +2, Everburning Torch, Oil (1 pint) (5), Holy Symbol
====== Created Using Wizards of the Coast D&DI Character Builder ======

Two characters in my game made it 13th level. Here they are.

Sunday, May 17, 2009

Warriors of the Sun

====== Created Using Wizards of the Coast D&DI Character Builder ======
Daniel the Damned, level 12
Human, Paladin, Astral Weapon

FINAL ABILITY SCORES
Str 20, Con 15, Dex 11, Int 11, Wis 14, Cha 17.

STARTING ABILITY SCORES
Str 15, Con 14, Dex 10, Int 10, Wis 13, Cha 14.


AC: 29 Fort: 26 Reflex: 23 Will: 24
HP: 106 Surges: 12 Surge Value: 26

TRAINED SKILLS
Intimidate +14, Religion +11, Heal +13, Diplomacy +14, Endurance +9

UNTRAINED SKILLS
Acrobatics +2, Arcana +6, Bluff +9, Dungeoneering +8, History +6, Insight +8, Nature +8, Perception +8, Stealth +2, Streetwise +9, Thievery +2, Athletics +7

FEATS
Human: Armor of Bahamut
Level 1: Toughness
Level 2: Weapon Focus (Heavy Blade)
Level 4: Human Perseverance
Level 6: Healing Hands
Level 8: Weapon Expertise (Heavy Blade)
Level 10: Power Attack
Level 11: Armor Specialization (Plate)
Level 12: Devastating Critical

POWERS
Paladin at-will 1: Enfeebling Strike
Paladin at-will 1: Valiant Strike
Human: Holy Strike
Paladin encounter 1: Radiant Smite
Paladin daily 1: Paladin's Judgment
Paladin utility 2: Sacred Circle
Paladin encounter 3: Arcing Smite
Paladin daily 5: Martyr's Retribution
Paladin utility 6: Divine Bodyguard
Paladin encounter 7: Thunder Smite
Paladin daily 9: Crown of Glory
Paladin utility 10: Cleansing Spirit

ITEMS
Solar Plate Armor +2, Sunblade Longsword +2, Bloodsoaked Shield Heavy Shield (heroic tier), Magic Holy Symbol +2, Cloak of Resistance +3, Gauntlets of Brilliance (heroic tier), Dagger (2), Adventurer's Kit
====== Created Using Wizards of the Coast D&DI Character Builder ======

====== Created Using Wizards of the Coast D&DI Character Builder ======
Amar, level 12
Human, Cleric, Radiant Servant

FINAL ABILITY SCORES
Str 14, Con 11, Dex 10, Int 12, Wis 21, Cha 16.

STARTING ABILITY SCORES
Str 12, Con 10, Dex 9, Int 11, Wis 18, Cha 12.


AC: 25 Fort: 22 Reflex: 22 Will: 27
HP: 78 Surges: 7 Surge Value: 19

TRAINED SKILLS
History +12, Religion +12, Insight +17, Heal +17, Diplomacy +14, Perception +17, Endurance +10, Arcana +12

UNTRAINED SKILLS
Acrobatics +5, Bluff +9, Dungeoneering +12, Intimidate +9, Nature +12, Stealth +5, Streetwise +9, Thievery +5, Athletics +7

FEATS
Cleric: Ritual Caster
Human: Armor of Bahamut
Level 1: Weapon Proficiency (longsword)
Level 2: Skill Training (Perception)
Level 4: Student of Battle
Level 6: Shield Proficiency (Light)
Level 8: Skill Training (Arcana)
Level 10: Action Surge
Level 11: Avenging Spirit
Level 12: Action Recovery

POWERS
Cleric at-will 1: Lance of Faith
Cleric at-will 1: Sacred Flame
Human: Priest's Shield
Cleric encounter 1: Divine Glow
Cleric daily 1: Beacon of Hope
Cleric utility 2: Shield of Faith
Cleric encounter 3: Command
Cleric daily 5: Spiritual Weapon
Cleric utility 6: Cure Serious Wounds
Cleric encounter 7: Searing Light
Cleric daily 9: Flame Strike
Cleric utility 10: Mass Cure Light Wounds

ITEMS
Ritual Book, Torch (4), Exalted Chainmail +2, Flaming Longsword +2, Dragonscale of Bahamut +3, Periapt of Wisdom +3, Shield of the Guardian Light Shield (paragon tier), Handy Haversack (heroic tier), Potion of Vitality (paragon tier), Journeybread (30), Bedroll (2), Flint and Steel, Crossbow Bolts (20), Everburning Torch, Pouch, Belt (empty), Rope, Silk (50 ft.) (2), Grappling Hook, Waterskin, Golden Lion (paragon tier), Sanctified Incense (Religion) (2500), Alchemical Reagents (Arcana) (1000), Mystic Salves (Heal) (1000), Residuum (Any) (1000), Rare Herbs (Nature) (500)
RITUALS
Gentle Repose, Battlefield Elocution, Enchant Magic Item, Comprehend Language, Raise Dead, Disenchant Magic Item, Discern Lies, Cure Disease, Undead Ward, Brew Potion, Make Whole, Remove Affliction, Magic Circle, Endure Elements
====== Created Using Wizards of the Coast D&DI Character Builder ======

====== Created Using Wizards of the Coast D&DI Character Builder ======
Sumatai, level 12
Human, Ranger, Sharpshooter
Fighting Style: Archer Fighting Style

FINAL ABILITY SCORES
Str 15, Con 14, Dex 21, Int 14, Wis 15, Cha 10.

STARTING ABILITY SCORES
Str 13, Con 13, Dex 16, Int 13, Wis 13, Cha 9.


AC: 27 Fort: 22 Reflex: 25 Will: 21
HP: 91 Surges: 8 Surge Value: 22

TRAINED SKILLS
Endurance +12, Nature +13, Perception +13, Acrobatics +15, Athletics +12, Stealth +15, Diplomacy +11

UNTRAINED SKILLS
Arcana +8, Bluff +6, Dungeoneering +8, Heal +8, History +8, Insight +8, Intimidate +6, Religion +8, Streetwise +6, Thievery +10

FEATS
Human: Lethal Hunter
Level 1: Human Perseverance
Level 2: Weapon Focus (Bow)
Level 4: Toughness
Level 6: Martial Alacrity (retrained to Danger Sense at Level 11)
Level 8: Student of Battle
Level 10: Hunter's Aim (retrained to Bleeding Precision at Level 12)
Level 11: Mettle
Level 12: Evasion

POWERS
Ranger at-will 1: Careful Attack
Ranger at-will 1: Nimble Strike
Human: Twin Strike
Ranger encounter 1: Rapid Volley
Ranger daily 1: Hunt's End
Ranger utility 2: Hunter's Privilege
Ranger encounter 3: Disruptive Strike
Ranger daily 5: Splintering Shot
Ranger utility 6: Evade Ambush
Ranger encounter 7: Spikes of the Manticore
Ranger daily 9: Ranger's Recovery
Ranger utility 10: Hunting Party

ITEMS
Adventurer's Kit, Elven Battle Hide Armor +3, Demonslayer Longbow +2, Magic Greatsword +2, Starlight Goggles (heroic tier), Endless Quiver (heroic tier), Cloak of Resistance +2, Everburning Torch, Oil (1 pint) (5), Holy Symbol
====== Created Using Wizards of the Coast D&DI Character Builder ======


====== Created Using Wizards of the Coast D&DI Character Builder ======
Aurin Dawnbringer, level 12
Human, Invoker, Flame of Hope
Divine Covenant: Covenant of Wrath

FINAL ABILITY SCORES
Str 12, Con 14, Dex 14, Int 16, Wis 20, Cha 14.

STARTING ABILITY SCORES
Str 11, Con 13, Dex 13, Int 13, Wis 15, Cha 13.


AC: 25 Fort: 22 Reflex: 23 Will: 25
HP: 68 Surges: 8 Surge Value: 17

TRAINED SKILLS
History +14, Religion +14, Insight +16, Arcana +14, Intimidate +13, Perception +16

UNTRAINED SKILLS
Acrobatics +7, Bluff +8, Diplomacy +8, Dungeoneering +11, Endurance +7, Heal +11, Nature +11, Stealth +7, Streetwise +8, Thievery +7, Athletics +6

FEATS
Invoker: Ritual Caster
Human: Astral Fire
Level 1: Skill Training (Perception)
Level 2: Armor of Bahamut
Level 4: Skill Training (Heal) (retrained to Mettle at Level 11)
Level 6: Implement Expertise (staff)
Level 8: Action Surge
Level 10: Scouring Wrath (retrained to Speaker of the Gods at Level 12)
Level 11: Devastating Critical
Level 12: Combat Anticipation

POWERS
Invoker at-will 1: Avenging Light
Invoker at-will 1: Sun Strike
Human: Grasping Shards
Invoker encounter 1: Blades of Astral Fire
Invoker daily 1: Purging Flame
Invoker utility 2: Wall of Light
Invoker encounter 3: Sun Hammer
Invoker daily 5: Searing Orb
Invoker utility 6: Symbol of Hope
Invoker encounter 7: Invoke Obedience
Invoker daily 9: Cerulean Flames
Invoker utility 10: Covenant of Endurance

ITEMS
Ritual Book, Astral Fire Chainmail +3, Magic Staff +3, Cloak of Resistance +2, Adventurer's Kit, Battlestrider Greaves (paragon tier), Dagger (2), Repeating crossbow, Crossbow Bolts (20), Magic Holy Symbol +1, Gloves of Storing (heroic tier), Alchemical Reagents (Arcana) (1200), Sanctified Incense (Religion) (1000), Residuum (Any) (2530), Magazine
RITUALS
Hand of Fate, Comprehend Language, Gentle Repose, Animal Messenger, Arcane Mark, Enchant Magic Item, Magic Circle, Disenchant Magic Item, Wizard's Sight, Passwall, Sending, Raise Dead, Consult Mystic Sages
====== Created Using Wizards of the Coast D&DI Character Builder ======

====== Created Using Wizards of the Coast D&DI Character Builder ======
Lothar, level 10
Goliath, Barbarian
Feral Might: Thaneborn Triumph

FINAL ABILITY SCORES
Str 22, Con 16, Dex 10, Int 10, Wis 8, Cha 14.

STARTING ABILITY SCORES
Str 18, Con 13, Dex 10, Int 10, Wis 8, Cha 13.


AC: 21 Fort: 25 Reflex: 18 Will: 20
HP: 85 Surges: 11 Surge Value: 21

TRAINED SKILLS
Nature +11, Intimidate +12, Athletics +17

UNTRAINED SKILLS
Acrobatics +4, Arcana +5, Bluff +7, Diplomacy +7, Dungeoneering +4, Endurance +7, Heal +4, History +5, Insight +4, Perception +4, Religion +5, Stealth +4, Streetwise +7, Thievery +4

FEATS
Level 1: Goliath Greatweapon Prowess
Level 2: Improved Roar of Triumph
Level 4: Weapon Expertise (Axe)
Level 6: Improved Initiative
Level 8: Power Attack
Level 10: Deadly Rage

POWERS
Barbarian at-will 1: Devastating Strike
Barbarian at-will 1: Pressing Strike
Barbarian encounter 1: Avalanche Strike
Barbarian daily 1: Bloodhunt Rage
Barbarian utility 2: Primal Vitality
Barbarian encounter 3: Daring Charge
Barbarian daily 5: Frost Wolf Rage
Barbarian utility 6: Indomitable Shift
Barbarian encounter 7: Curtain of Steel
Barbarian daily 9: Black Dragon Rage
Barbarian utility 10: Deny Death

ITEMS
Adventurer's Kit, Laughing Death Hide Armor +2, Berserker Greataxe +2, Cloak of Resistance +2
====== Created Using Wizards of the Coast D&DI Character Builder ======


My players from my Warriors of the Sun campaign. Characters were recreated from 3.5.

Lothar is a new character to the group. Big changes came from Aurin changing from wizard to an invoker.