Edit 10 Jun 23 : incorporating item bonuses
L13 MILTANK - Init +6Start 5/3/0, HP 25, WP 5
Exp 4
Physique 6, Finesse 0, Influence 6
Armor Check -1
Str4: Athletics +8
Con2: Endurance +1
Dex0: Acrobatics -1, Stealth -1, Thievery -1
Int0: Occult, Research, Technology
Wis0: Heal, Insight, Perception, Survival
Cha6: Intimidate +11, Performance +11 Persuasion +11, Streetwise +11
UP Usage --> being auto level
16 : 503 -> 504 --> 606
26 : 35 HP --> 65 HP
08 : 3 Feats --> 4 Feats
04 : --> Devastator A & B
06 : SA2
18 : SM2 --> SM4
78/79 UP
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Defenses / HP (Heavy Armor)
AC 24, Fort 20, Reflex 18, Will 19
HP 90, ResVal 22, Reserves 3, WP 5
Healer Bonus: +14 (6Pri 6Dedicated 2Amulet), SM Heal +2d6
"Tank" THP : +8 THP (realistically unused)Racial TraitsInsulating Fat: You gain resist 5 cold (ie to water/ice). This improves by 5 at levels 11 and 21.
Scrappy: Your untyped attacks are considered radiant when attacking creatures that radiant would be effective against.
Note: This trait has no effect if effectiveness/resistance is not in play
Proficiencies: Heavy armor, Body Slam (Unarmed) Prof3,
1d10 dmg
FeatsF) Deadly Slayer: once per turn when you hit with a melee or ranged attack, you deal 4 additional slayer damage
F) Startling Charge: When you charge and hit an enemy that is unguarded against you, you deal 1W extra damage. If you used an implement and not a weapon, you deal 1d8 extra damage
F) (Campaign) Exotic Wpn Prof: Dmg goes from 1d8 to 1d10, and specials also increase 1 size
F) Tough Resistance : Prerequisite: You have a rating of at least 5 in Athletics or Endurance (before check penalties).
Whenever you gain THP (including that from Tank Resistance), increase the THP gained by 1. This increases by 1 at levels 11 and 21.
In addition, if you have Heavy Armor Proficiency, you gain the benefits of Heavy Armor Training, even when you are not in the Tank role (see below Sp)
Sp) Heavy Armor Training:
At Level 5, you gain +1 to your AC in heavy armor if your Pri Trait is at least 5. This bonus improves every 5 levels as long as your Pri Trait is the highest it can be for that level.
1) Morale Booster (Healer) : When you use the S.M. Heal, all allies within Burst5 gain a +2 bonus to damage rolls until ENT. At level 11, the burst range increases by 5. At levels 11, 21, the bonus to damage rolls increases by +2.
2) Dedicated (Healer) : Whenever you use a Signature ability with the Healing keyword, you heal extra HP equal to your Sec Trait.
(note Timely Aid has been retrained for this feat)3) Cover Weakness : You gain a +2 bonus to your lowest FRW defense (if equally low, pick one). This bonus increases by +1 at levels 11, 21.
Note that Cover Weakness applies last, after factoring in your bonuses from all your feats and equipment etc.
4) Talent: +1 attack vs AC
Champion Features
Devastator A (Slayer) : When dealing that type of damage with an attack ability that targets a single enemy and would deal Slayer Damage, you score a Critical Hit on 18-20.
Devastator B: Whenever you score a critical hit, you can make a Melee basic attack as a Free Action.
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Attack/Damage ModifiersAtk : +14 vs AC (6Pri 3Prof 1Talent 4Exp)
Dmg : 1d10 + 14 / 22 / 26 (6Pri 4Exp 2gloves 2item, +Slayer 6Sec 2fromL5, 4Deadly)
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Common Abilities (always Usable)MBA) Slam
Std, Melee Wpn
Pri vs AC
Hit: 1d10 + Pri dmg.
+15 vs AC, 1d10 + 14 / 26 ( +1 attack from helm )
CA) Heal Bell
Std, Melee Wpn
Pri vs AC
Hit: 1d8 + Pri dmg, and an ally within 5 squares squares gains Sec THP or makes a saving throw against an effect that can be ended by save.
+14 vs AC, 1d10 + 14 / 26 CA) Tackle
Std, Melee Wpn
Pri vs AC
Hit: 1d8 + Pri dmg, and target is knocked prone.
Special: You may use this in place of a melee basic attack at the end of a charge.
+14 vs AC, 1d10 + 14 / 26 =====
Racial and Signature Abilities (1/Enc)R) Captivate
Swift, Burst 10 (all)
Effect: If the target can see you, it is unguarded against you. Mindless or nonliving creatures are not affected.
Special: You can expend this ability to Rally as a move action.
SA1) Rollout
Std, Melee Wpn (half Sec foes)
Effect: You move your speed, do not provoke OAs, and can enter enemy spaces during this movement. You may a melee attack (at any point during the movement) against half Sec foes whose spaces you passed through during the movement and which are adjacent to you.
Pri vs AC
Hit: 1d8 + Pri + Sec dmg, and one target you hit is knocked prone and slides half Sec squares.
+14 vs AC, 1d10 + 20, and one target hit takes extra 12 dmgSA2) Gyro Roll
Interrupt, Melee Wpn
Trigger: You or an ally are hit by an enemy within Sec squares of you.
Effect: You shift Sec squares adjacent to the triggering foe and make following attack.
Pri vs AC
Hit: 1d8 + Pri + Sec dmg, and the triggering attack roll is reduced by (Sec - 2). If your attack roll is higher than the triggering attack, it automatically misses and you can push the target half Sec squares or knock it prone.
+14 vs AC, 1d10 + 20, and one target hit takes extra 12 dmg====
SM) Heal (Healer)
Swift
Burst 5 (Self or 1 Ally)
Effect (Healing): Target spends Reserve and regains extra 1d6 HP at levels 6,11,16,21,26.
Special: This ability is usable twice per encounter. Once you use up your last Heal, you can no longer switch roles and remain in Healer role until you rest.
Healer Bonus: ResVal + 2d6 + 14 (6Pri 6Dedic 2Amulet)SM1) Defense Curl
Swift, Personal
Effect: Until ENT, you gain Sec bonus to AC, or half Sec bonus to AC and Fortitude.
SM2) Milk Drink
Swift, Burst 2 (1 Creature)
Effect (Healing): Target may spend a Reserve to regain HP, plus Sec. They may forgo all bonuses to the HP regained to make a saving throw against an effect with Sec bonus.
Special: This ability assumes your melee reach is 1. If your melee reach increases, the burst increases to be your melee reach +1.
Note: If you are not in the Healer role, target gains THP instead of HP, and healer feats don't apply.
Healer Bonus: ResVal + 20 (6Pri 6Dedic 6Sec 2Amulet)SM3) Quick Curl
Interrupt, Personal
Trigger: You are hit by an melee or ranged attack.
Effect: You shift Sec squares. If you are out of range for the attack, the triggering attacker may redirect it, but takes Sec penalty to the attack roll.
SM4) Present
Swift, Personal
Effect (Healing): Until ENT, your Healer bonus increases by Sec, and you gain Aura Sec that grants you and your allies Sec bonus to damage rolls, which stacks with other sources of increased damage.
You are considered to be in the Healer role, in addition to your current role (if different). If you did not use SM Heal since the start of your last turn, you may use an interrupt to grant a visible ally within your Aura half Sec bonus to a d20 roll. This bonus is increased to Sec bonus if you have the Timely Guidance (Healer) feat.
Sustain Swift R2
Special: This ability automatically ends if you are reduced to 0 HP or less. If you are reduced to 0 HP or less, you may end this ability to instead be reduced to 1 HP, and then you may spend a Reserve to regain HP.
Healing +6
Aura 6 where allies +6 dmg
May use interrupt to grant a visible ally in aura +3 ability bonus to a d20 roll