Alexander Kwynn

Description:
Human Male Fighter (Kensei), level 11, 5’ 11", 180 lbs, age 17, Align: Good

STR21mod: 5 (10)
CON13mod: 1 (6)
DEX15mod: 2 (7)
INT12mod: 1 (6)
WIS17mod: 3 (8)
CHA9mod: -1 (4)

AC25
Fort26
Ref21
Will22
Init9
Speed5

Hit Points98
Bloodied49
Surge Value24
Surges/Day10
Traits to use in session…
Quick Draw – Draw an item with the use action
Human Perseverance – +1 to all saving throws
Combat Challenge – Mark foes you attack. They get a -2 to attacks not including you. As an immediate interrupt, make a melee basic attack against an adjacent marked foe who shifts or makes an attacks not including you. Mark lasts until end of your next turn or until marked by another.
Combat Superiority – Add wisdom modifier to opportunity attacks (+3). A hit ends foe’s movement (if any) this action.
Kensei Control Action – Can spend an action point to reroll attack, damage, skill check or ability check.
Long Battle Tatoo – When you hit with a daily attack power, you gain a bonus to the damage roll equal to the number of healing surges you have spent since your last extended rest.
Skills…
Acrobatics 7, Arcana 6, Athletics 15 (trained), Bluff 4, Diplomacy 4, Dungeoneering 8, Endurance 11 (trained), Heal 13 (trained), History 6, Insight 8, Intimidate 9 (trained), Nature 8, Perception 8, Religion 6, Stealth 7, Streetwise 4, Thievery 7
Powers…
Footwork Lure(at will std) +19 vs AC – Hit for 1d12 + 11 damage, and you can shift one sqaure and slide the target into the space you left.
Reaping Strike(at will std) +19 vs AC – Hit for 1d12 + 11 damage. Miss still do 5 points damage.
Knockdown Assault(at will std) +19 vs Fort – Hit for 5 damage and target is knocked prone. Can be used in place of a melee basic attack with a charge.
Melee Basic Attack(at will std) +19 vs AC – Hit for 1d12 + 13 damage.
Ranged Basic Attack(at will std) +10 vs AC – Hit for 1d10 + 3 damage. Carrying a few whetstones +2 useable on the bow: +2 hit and damage.
Probing Attack(encounter std) +19 vs Reflex – Hit for 1d12 + 11 damage and gain +4 power bonus to attack rolls against the target until the end of your next turn. Special: Can be used in place of a melee basic attack on Opportunity Attacks.
Masterstroke (encounter std) +21 vs AC – Hit for 2d12 + 11 damage
Covering Attack (encounter std) +19 vs AC – Hit for 2d12 + 11 damage, and an ally adjacent to the target can shift 2 squares.
Come and Get It (encounter std) +19 vs Will against each enemy in burst you can see – if you hit, enemy will move up to 2 spaces to a square adjacent to you, where they get hit by your sword for 1d12 damage.
Brute Strike (daily std) +19 vs AC – Hit for 3d12 + 11 damage.
Nimble Bladestorm (daily std) +21 vs AC against all enemies in burst – Hit for 2d12 + 11 damage.
Thicket of Blades (daily std) +19 vs AC against each enemy in busrt you can see – Hit for 3d12 + 11 damage and targets are slowed (save ends).
Unbreakable (encounter imm react) You are hit by an attack – Reduce the damage from the attack by 6.
Unstoppable (daily minor) You gain 2d6+1 temporary hit points.
Mighty Surge (daily minor) You can spend a healing surge, and you also gain a +2 power bonus to all defenses and a +1 power bonus to attack rolls until the end of your next turn. Until the end of the encounter, each time yo uspend a healing surge, you gain a +2 power bonus to all defenses and a +1 power bonus to attack rolls until the end of your next turn.
Gear…
Challenge Seeking Fullblade +3: No bonus crit dice, but when damaging an undamaged target, deal an extra 2d6 damage. It’s also a high crit weapon so you do add 1[w] damage to crits (1d12).
Summoned Scale Armor +2: Summon or dismiss as a minor action.
Boots of Free Movement: Gives an item bonus of 2 for saving throws against slow, immobilized, and restrained conditions. Once per encounter as a minor action they allow you to make a save against a slow, immobile, restrained effect that a save can end.
Lucky Charm +2: Daily power, trigger: you miss with an attack or fail a skill check ability check or saving throw. Effect: roll a d6 and add the result to the roll.
Gift of the Eventide Queen: Property: When you use your second wind, you can shift 1 square as a free action. Power (daily): Immediate reaction. Trigger: An enemy bloodies you, but does not reduce you to 0 or fewer hit points. Effect: you gain temp hit points equal to your healing surge value.
Stonemeal Biscuit x9
Potion of Healing x4
Woundpatch x3
Holy Water x2
Augmenting Whetstone x3 (saving these in case I need to use my bow for some reason)
Nail of Sealing x4
Flamebane Bomb x1
Clearwater Solution x1
Bio:

Alexander Kwynn

Cauldron, The Shackled City kdtipa