May
LVL 23 Encounter: Warrior's Urging

Exsiccating Weapon (L4, +1, treat as fire & necro v fire or necro vulnerability)
Punishing Weapon (Lv8, +2, 3,400gp, Infinite stacking dmg)
Dragonslayer Weapon (L9)
Medic's Weapon (L9, +2, 4200gp, heal ally Cha mod)
  (L4 version: 840gp)
Flaming Weapon (L10, +2, 5k, can make your dmg fire dmg)
Laser Pistol (Lv10, +2, 5,000gp, v Ref;2d8 fire dmg at-will)

May, level 18 Kobold Dreadnaught
Age: 15, Height: 4' 0", Weight: 80 lb.
Initiative: +18, Perception: 28, Insight: 25, darkvision

Trap Sense: You can hear feint whispers of Admiral Akbar. You gain a +2 bonus to defenses against traps.

Shifty: You skitter and scamper through the ranks of your enemies, much to their chagrin. You can shift 2 squares (1+1 from feat) as a minor action.

Arena Fighter: You treat all weapons with which you are not proficient as improvised weapons. You gain a +2 proficiency bonus to attack rolls with improvised weapons. Your attacks with one-handed improvised weapons deal 1d8 damage, and your attacks with two-handed improvised weapons deal 1d10 damage. While you are not wearing heavy armor, you gain a +1 bonus to AC. This bonus increases to +2 at 11th level and +3 at 21st level. You select two weapons as your arena weapons. If you are not already proficient with these weapons, you gain proficiency with them. In addition, any of your feats that grant feat bonuses to attack rolls or damage rolls with one of your arena weapons apply to your other arena weapon as well.

Dreadnaught 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 max hp value increases by 10 (already figured in total). As a minor action, you can take 10 dmg to save automatically from an effect that a save can end. You must have at least 10 hp to use this ability, and you can't reduce this damage by any means.

Guardian's Charge: Choose one creature/person to be your bonded charge.  You can sense when they are in danger, as long as they are within 1 mile of you.  You can sense the general direction and distance of your charge.  If an enemy attacks your charge, you gain +1 flat bonus To-Hit against that enemy until the start of that enemy's next turn. You can only have one bonded charge at a time. May chose: Mittens

HP: 137; Bloodied: 68; Surges: 13; value: 34
AC: 36/35(+2 v Traps); Fortitude: 33(+2 v Traps), Reflex: 27(+2 v Traps); Will: 26(+2 v Traps)
(Note: +2 to May's AC v targets she hits)
 (Note: The AC/AC is because her AC depends on whether she's wielding a defensive weapon)

Saves: +2 v slowed, immobilized, restrained. As a Minor, May can take 10 dmg to auto-save.
Resist: 6 ongoing, 5 psychic
Speed: 6(8*)
*While moving towards enemy in line of sight, May's speed is 7
[P] Pass Forward (Move; At-Will) * Personal
Martial
Effect: You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.

[M] Basic Attack (Standard; At-Will) * Weapon
Weapon
+22 vs. AC; Weapons listed show weapon dmg and properties
Gauntlet Axe: 1d8+8 dmg, defensive, off-hand, axe
Tortoise Blade: 1d6+8 dmg, off-hand, light blade (acts as light shield)

CRIT: 2d8+16 and you can reroll either or both of the d8's
[M] Shield Feint (Standard; At-Will) * Melee Weapon
Martial, Weapon
Requirement: You must be using a shield.
Gauntlet Axe: +22 vs. AC; 1d8+8 dmg
Tortoise Blade: +22 vs. AC; 1d6+8 dmg
On Hit: You gain +3 power bonus to your next attack roll against the target.

CRIT: 2d8+16 and you can reroll either or both of the d8's
[M] Weapon Master's Strike (Standard; At-Will) * Melee Weapon
Martial, Weapon
Effect: Before making this attack, you may sheathe a weapon and draw a different one as a free action.

Axe: The target takes extra damage equal to your Constitution modifier (+2).
Mace: You slide the target 1 square.
Heavy Blade: Until the end of your next turn, you gain a +1 power bonus to AC against the target’s attacks.
Spear or Polearm: Until the end of your next turn, the target provokes opportunity attacks from you when it shifts.

Gauntlet Axe: +22 vs. AC; 1d8+13 dmg and the target takes extra damage equal to your Constitution modifier (+2).

CRIT: 2d8+18 and you can reroll either or both of the d8's
[M] Combat Challenge (Immediate Interrupt; A-Will) * Personal
Martial, Weapon
Whether an attack hits or misses, the target is marked via Combat Challenge until the end of your next turn. When an enemy marked by you is adjacent to her and shifts or makes an attack that does not include her, she can make a melee basic attack against that enemy (House rule: As an opportunity attack).
[M] Combat Superiority (Opportunity Action; A-Will) * Melee Weapon
Martial, Weapon
Trigger: An enemy adjacent to you takes an action that provokes an opportunity action.

Gauntlet Axe: +18 vs. AC; 1d8+10 dmg and the target's movement is stopped
Tortoise Blade: +18 vs. AC; 1d6+10 dmg and the target's movement is stopped

CRIT: 2d8+16 and you can reroll either or both of the d8's
[C] Lunging Dervish (Standard; Encounter) * Close Burst 2
Martial, Weapon
Target: Each enemy in burst you can see

Requirement: You must be wielding two melee weapons.

Gauntlet Axe: +22 vs. AC; 1d8+9 dmg and you slide the primary target 1 square.

Effect: Make a secondary attack that is a close burst 1.

Secondary Target: Each enemy in burst you can see

Tortoise Blade: +22 vs. AC; 9 dmg (Str mod)

[M] Shield Edge Block (Immediate Interrupt; Encounter) * Melee 1
Martial
Target: Triggering Enemy

+22 v Fort; 2d6+10 dmg.

Requirement: You must be using a shield.

Trigger: An enemy adjacent to you hits or misses you with a close or melee attack.

Effect: The target takes a -4 penalty to the attack roll.

CRIT: 2d8+20 and you can reroll either or both of the d8's
[B] Guardian's Counter (Immediate Interrupt; Encounter) * Close Burst 2
Martial
Trigger: Ally in burst is hit by an attack you are not a target of.

Effect: You and the ally shift up to 2 as a free action, swapping positions (the move is ONLY for swapping). You become the target of the triggering attack instead. After the attack is resolves, you can make a basic attack v the attacker.

+22 v AC; 1d6+10 dmg.

CRIT: 2d8+14 and you can reroll either or both of the d8's
[B] Daring Shot (Minor; Encounter) * Close Burst 1
Martial
Effect: Enemies in burst that you can see are marked until the end of your next turn. You gain thp equal to your Con mod (+2) + the number of enemies in the burst.

[B] Come and Get It (Standard; Encounter) * Close Burst 3
Martial, Weapon
Effect: You pull each enemy in the burst 2 squares to a space adjacent to you. You cannot pull a target that cannot end adjacent to you. You then make a close attack targeting each adjacent enemy.

+22 v AC; 1d8+10 dmg.

CRIT: 2d8+16 and you can reroll either or both of the d8's
[P] Fighter's Grit (Minor; Encounter) * Personal
Martial
Effect: Until the end of your next turn, you ignore the effects of the dazed, immobilized, slowed, and weakened conditions.

[P] Blood Iron (Immediate Reaction; Daily) * Personal
Martial
Trigger: You become bloodied
Effect: You gain resist 5 to all damage until the end of the encounter.

[M] Inexorable Advance (Standard; Encounter) * Melee Weapon
Invigorating, Martial, Weapon
Effect: You can shift 1 before each attack

+22 v AC; TWO ATTACKS: 1d8+11 dmg per attack. You gain 3 thp

Weapon: If wielding an axe, hammer, or mace, the attack deals extra dmg equal to your con mod (+3)

CRIT: 2d8+17 and you can reroll either or both of the d8's
[M] Villain's Menace (Standard; Daily) * Melee Weapon
Martial, Weapon

Attack: +22 vs. AC; 2d8+10 dmg and you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls agains the target until the end of the encounter.

Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls agains the target until the end of the encounter.

CRIT: 2d8+24 and you can reroll either or both of the d8's
[P] Dervish's Challenge (Minor; Daily) * Personal
Martial, Stance, Weapon
Requirement: You must be wielding two melee weapons.
Attack: +22 vs. AC; 3d8+10 dmg.

Effect: Until the stance ends, whenever you are wielding two weapons and make a melee basic attack against a creature as an immediate action or an opportunity action, you can make a melee basic attack with your off-hand weapon against that creature as a free action.

CRIT: 2d8+32 and you can reroll either or both of the d8's
[M] Victorious Surge (Standard; Daily) * Melee weapon
Healing, Martial, Reliable, Weapon
Target: One creature
Attack: +22 vs. AC; 3d8+10 dmg and you regain hp as if you had spent a healing surge.

CRIT: 2d8+32 and you can reroll either or both of the d8's
[M] Quicksilver Stance (Standard; Daily) * Melee weapon
Martial, Stance
Effect: Until the stance ends, you can shift half your speed (or your speed if you aren't wearing heavy armor) and make a melee basic attack as a standard action. If you have CA against the target, deal Wis mod(2) extra damage.

Alignment: Good; Languages: Common, Draconic

(* = Trained in that skill)
13 Acrobatics, 9 Arcana, 20 Athletics*, 9 Bluff, 9 Diplomacy,
13 Dungeoneering, 16 Endurance*, 11 Heal, 9 Hist, 15 Insight, 9 Intimidate,
11 Nature, 18 Perception*, 9 Religion, 22 Stealth*, 9 Streetwise, 15 Thievery

Str 20(5) Dex 20(5) Wis 14(2)
Con 16(3) Int 11(0) Cha 11(0)
Equipment:
Money: 4,253 GP
Armor: Bloodiron Wyvernscale Armor +3
Neck: Badge of the Berserker +1
Weapon (Main Hand): Goblin Totem Carrikal +4 (+4 dmg to larger enemies)
-Weapon (Main Hand): Staggering Singing Stick +1
-Weapon (Main Hand): Duelist's Shortbow +1
Weapon (Off  Hand): Supremely Vicious Tortoise Blade (Spiked Shield) +2
Other Weapons:
-Weapon of Long Range (L7,+2, 2,600gp, long range +10, no penalty)
Mundane Weapons: Scimitar, Gauntlet Axe, Orc Oversized Crossbow, Parrying Dagger
Arms: Winged Shield (Lv 16, 25,000 gp, +1 AC and Ref!)
Hands: Rogue's Gloves (Lv 12, 13,000 gp, +3 thievery)
Waist: Goliath's Belt
Feet: Greaves of Maldeen
Ring 1: Ring of Uncanny Judgement
Ring 2: Ring of Sympathy
Boons:
-Closed Mind (Resist 5 Psychic. Daily: +2 will immediate interrupt)
-Crimson Determination (+4 dmg v bloodied enemies)
-Flickers of Faith (+1 surge)
-Iron Hand Unbreakable Form (Enc: Move half speed. When you attack, you gain 20 thp if you hit, 10 if you miss)
-Kord's Mighty Strength (+2 athletics, +5 to str checks to break things)
Other: S.A.K., Crowbar(+2 athletics to pry)


Future Powers:
13)

Rituals:
Enhance Vessel
Find the Path
Passwall
Phantom Steed
Steed Summons
Water Walk

Feats:
01) Master at Arms (+1 weapon attcks, minor to sheath and draw a weapon)
02) Superior Fortitude (+2 Fort, resist 3 ongoing)
04) Extended Arena Training (Singing Stick, Whip)
06) Two-Blade Warrior (Treat one-handed weapons as off-hand)
08) Small Warrior (Versatile grants +1 AC and Ref)
10) Agile Superiority (Use Dex mod instead of Wis mod for AoO granted by mark)
11) Iron Will (+2 feat bonus to will defense)
12) Staggering Challenge (Knock prone with AoO instead of dmg)
14) Arena Battle Rhythm (Miss with arena weapon: Deal DEX mod dmg)
16) Mark of Passage (Shift 1 extra, teleport 1 extra, master travel rituals)
18) Improved Initiative (+4 initiative)

Later feats:
Heavy Blade Opportunity (AoO with heavy blade = use At-Will power)
Mobile Warrior (shift 1 after attack with flail, heavy blade, light blade, spear)
??) Opportunity Sidestep (When you hit with AoO, shift 1 as free action)
??) Evasion (dmg on miss v Ref doesn't dmg you.)
??) Mettle (dmg on miss v Fort or Will doesn't dmg you.)
??) Mark of Warding (-3 instead of -2 mark penalty. +1 to defense bonuses)
??) Durable (+2 surges)
??) Improved Initiative (+4 initiative)
??) Superior Reflexes (+2 Ref, CA on first turn)
??) Swift Recovery (+3 feat bonus to surge value)
??) Tenacious Resolve (+5 feat bonus to saves v ongoing)
??) Toughness (+5 HP)
??) Marked Fury (penalty for marking is -2 or number of enemies next to you)
??) Savage Axe (+con dmg to AoO)
??) Encouraging Shield (+shield to Will)
??) Stout Shield (+shield to Fort)
??) Sudden Roots (Enemy hit with AoO is slowed) WARDEN MC

epic feats:
??) Martial Resolve (Save v daze,stun,slow,weak,immob at start AND end of turn)
??) Long Step (When you shift, you can shift 1 additional square)
??) Rapid Regeneration (While you have regen, increase it by your con mod)
??) Triumphant Attack (When you crit, that target takes -2 for the rest of the encounter)
??) Unstoppable Charge (Your turn doesn't automatically end on a charge)
??) Overwhelming Impact: Turn hammer melee slow into dazed.
??) Practiced Reliability: Single-target single attack roll encounter power of choice gains reliable keyword. You can change what power this feat applies to every time you level
??) Rapid Combat Challenge: May-o-O granted by combat challenge doesn't count against immediate action uses. Can still only use it once.
??) Martial Mastery: When you spend AP, you also regain an encounter power!
??) Surprise Mark: When you roll init and aren't surprised, you can mark one enemy within 10 squares. This mark lasts until you make an attack or until the end of your next turn!

Tainted Wounds You have learned how to
turn shadow magic against the monsters you face.
When your weapon scores a hit, you leave behind a
lingering curse that saps a foe's ability to heal.
Benefit: If you hit an enemy with a melee weapon
attack, it cannot regain hit points until the end
of your next turn.

Dragon's Indomitability; Req Kobold:  You can roll two dice and use either result, when saving vs daze or stun.

ITEMS:
Mirrored Mask (Lv 27 only) 1,625,000 gp: Enemy crits me? They go blind.
(BOONS)
-Book of Five Truths (The Fourth Truth)
-Corellon's Boon of Arcane Might
-Melora's Storm Blessing
-Moradin's Blessing of Iron
-Quickening Waters
Soothe the Savage Beast


(Useable with Shield)
Axe: Gauntlet axe
Mace: Singing Stick
Heavy Blade: Drow long knife
Spear or Polearm: Javelin

(Useable without Shield)
Axe:
Mace:
Heavy Blade:
Spear or Polearm:


Two-Weapon Fighting?
 Two-Weapon Defense?
Stout Shield (Shield bonus applies to fort)
Encouraging Shield (Shield bonus applies to will)
Shifting Defense (Shift 1 if you take full defense)

Master at Arms
Benefit: You gain a +1 feat bonus to the attack rolls of weapon attacks. The bonus increases to +2 at 11th level and +3 at 21st level.
    Also, you can use a minor action to sheathe a weapon and then draw a weapon.

Shield Defense
Prerequisite: Wis 13, fighter
Benefit: When you hit with a power that requires a shield, you gain a +1 bonus to AC and Reflex until the end of your next turn or until you stop using the shield.

Warding Defense
Benefit: Whenever you use the total defense action while wielding a shield, allies adjacent to you gain a +2 bonus to AC and Reflex until the start of your next turn or until they are no longer adjacent to you.

Nimble Runner
Benefit: When you run, you gain a +2 bonus to Reflex until the start of your next turn, and running doesn’t cause you to grant combat advantage.

Superior Reflexes (+2 Ref; CA first turn in encounter)
Superior Fortitude (+2 Fort; Resist 3 ongoing)
Weapon Expertise (Axe)?

Background Benefit: Captive
Add Stealth to class skill list.

Theme: Guardian
quote:
Lv 1; Enc interrupt, ally within 2 of you is hit by attack that isn't targeting you.  Shift swap positions and be attacked instead, then make melee basic after.

Useful Lv 2 Utility: encounter minor. Close burst one, you and one ally.  until end of next turn, +2 power to all defene.  Enemies can't gain CA against you. Did not take.

Lv 5: +2 Power bonus to insight an perception.

Lv 10: Choose one creature/person to be your bonded charge.  You can sense when they are in danger, as long as they are within 1 mile of you.  You can sense the general direction and distance of your charge.  If an enemy attacks your charge, you gain +1 flat bonus To-Hit against that enemy until the start of that enemy's next turn. You can only have one bonded charge at a time.
  Writer reminds that you are supposed to be a protecting the weak, so GM should no no making someone with as good or better Melee skill than you.  Basically, "No Angel/Mittens you can't make the Matt/May your charge so you can shoot better, you cheater" ;.;

Useful Utility Lv 10:  Encounter interrupt.  Trigger, an adjacent ally is hit by an attack that does not include you as a target.  Effect: it hits you instead, and after attack is resolved you can spend a healing surge.


Character description/personality:
Looks like a small alligator with blond hair and somehow makes such look good. Talkative. Likes quoting quotes. Loves flowers, finds certain animals to be attractive because they look like food. Finds combat in and of itself to be fun, but can get worrisome over her comrades.


Combat tactics:
May's tactics are simple, really. She just wants to get all the enemies focused on her so they don't attack her friends. Basic defender mentality. However, she does have tactics towards achieving that end her own way; As a kobold, she has the footwork to position herself relatively easily (And consequently, flank). May uses Shield Feint when she wants to lock an enemy in place because of the threat of +3 to her AoO. However, Weapon Master's Strike allows a huge versatility; May can switch between higher damage, higher AC, or repositioning the enemy as she wishes. And that's just her at-wills. Her encounter powers are designed to mark as many enemies as she can while her daily is designed to move into striker territory in a boss fight. Ultimately, May is a swiss army knife designed to defend and aid the team in every way outside buffs/debuffs and heals. It should be noted that when it comes to fighting, May believes all techniques are fair (such as dirt in the face, stab in the back, etc), but has a serious disdain for being ignored or bypassed in combat.


Character background:
(Coming)




Evasion
Paragon Tier
Prerequisite: 11th level, Dex 15
Benefit: When an area or close attack targeting your AC or Reflex defense misses you but deals damage on a miss, you take no damage from the attack.

Shield Specialization
Paragon Tier
Prerequisite: 11th level, Dex 15, Shield Proficiency (Heavy or Light)
Benefit: You gain a +1 feat bonus to AC and Reflex when using a shield with which you are proficient.



Attack math
Gauntlet Axe:
8 (Half Lvl) + 5 (Str mod) + 2 (Proficiency) + 4 (Enh) + 2 (feat) = 21
Singing Stick:
8 (Half Lvl) + 5 (Str mod) + 3 (Proficiency) + 3 (Enh) + 2 (feat) = 22
Tortoise Blade:
8 (Half Lvl) + 5 (Str mod) + 2 (Proficiency) + 3 (Enh) + 2 (feat) = 21


Defense math
AC: 18 (10+half lvl) + 4 (darkhide armor) + 5 (Dex) + 2 (Arena Fighter) + 1 (Shield) + 4 (Enh) + 1 (Defensive weapon property) = 36
Fort: 18 (10+half lvl) + 5 (str mod) +2 (Class) +3 (feat) + 4 (enh) = 33
Ref: 18 (10+half lvl) + 5 (dex mod) + 1 (Shield) + 4 (enh) + 1 (Feystep lacings) = 27
Will: 18 (10+half lvl) + 2 (wis mod) + 3 (feat) + 4 (enh) = 26