Falcon Markelhay

Falcon Markelhay, Warlord, Leader of the Defenders of Falcrest

Description:
Level 11 Human Warlord
Falcon Markelhay
+4
18
Strength
+1
13
Constitution
+1
13
Dexterity
+4
18
Intelligence
-1
9
Wisdom
+3
16
Charisma
HIT POINTS
Total
75
Bloodied
37
Surges
8
Value
18
SAVE MODIFIERS
8
Initiative
+1 DEX
+2 Combat Commander
+5 (½) Level
6
Speed
SKILLS
+5
Acrobatics
+9
Arcana
+13
Athletics
+8
Bluff
+13
Diplomacy
+4
Dungeoneering
+10
Endurance
+9
Heal
+9
History
+6
Insight
+13
Intimidate
+4
Nature
+4
Perception
+9
Religion
+5
Stealth
+8
Streetwise
+5
Thievery
23
Armor Class
+1 Hide Armor
23
Fortitude
+1 Human
+1 Warlord
+2 Safewing Amulet
22
Reflex
+1 Human
+2 Safewing Amulet
22
Will
+1 Human
+1 Warlord
+2 Safewing Amulet
RACE FEATURES
Bonus Feat
Choose Extra Feat
Bonus Skill
Choose Extra Trained Skill
Bonus At-Will
Choose Extra At-Will Power
Human Defense Bonus
+1 Fort, +1 Ref, +1 Will
CLASS FEATURES
Combat Leader
+2 Init to Allies within 10
Tactical Presence
Ally gain bonuses from Action Points; Range Sight; Combine with Improved Tactics and Tactical Assault for +3 To Hit, +4 Damage
Inspiring Word
Encounter (x2); Range 5; Healing Surge +3d6
Honor and Glory
Adjacent Allies gain +2 Attack
Knight Commander’s Action
When you spend an Action Point, Allies gain +1 ALL defenses til start of your next turn
FEATS
Tactical Assault
Ally gains +4 Damage when spending an action point
Improved Tactics
Ally gains additional +1 Attack with Tactical Presence
Weapon Proficiency (Greatspear)
Weapon Focus (Spears)
+2 Damage with Spears
Weapon Expertise (Spears)
+1 Attack with Spears
Powerful Charge
+2 Damage; +2 Bull Rush from Charge
Action Surge
+3 Attack from Action Point
Impetuous Charger
Allies gain Combat Advantage until the start of your next turn vs enemies you charge
BACKGROUNDS
Society – Noble
+2 Insight
AT-WILL POWERS
Commander’s Strike
Standard; Melee weapon;
Ally of choice makes basic attack vs target within reach and adds +4 Damage
Opening Shove
+16 vs Reflex; 0 Dmg; Standard; Melee weapon;
Push target 1 square; Ally may make basic melee attack vs target or shifts 4 squares
Wolf Pack Tactics
+16 vs AC; d10+9; Standard; Melee weapon;
One ally adjacent to you or target may shift 1 square prior to your attack.
ENCOUNTER POWERS
Warlord’s Favor (1st)
+16 vs AC; 2d10+9; Standard; Melee Weapon;
Hit: One ally within 5 gains +6 Attack vs target until the end of your next turn.
Aid the Injured (2nd)
Standard; Melee touch;
Target spends a healing surge
Follow Me In (3rd)
+17 vs AC; 2d10+d6+11; Standard; Melee weapon;
Can use with charge; One ally withing 10 gains +2 power bonus to speed and allies charge movement does not provoke OA’s
Surprise Attack (7th)
+16 vs AC; d10+9; Standard; Melee weapon;
Ally within 5 makes a basic attack with combat advantage and +5 Attack as a free action vs target of his choice
Slash and Press (11th)
+16 vs AC; 3d10+9; Standard; Melee weapon;
Effect: After making the attack, push ALL adjacent enemies 1 square
DAILY POWERS
Lead the Attack (1st)
+16 vs AC; 3d10+9; Standard; Melee weapon;
Hit: Until the end of the encounter you and each ally within 5 gain +5 power bonus to attack the target
Miss: Until the end of the encounter you and each ally within 5 gain +1 power bonus to attack the target
Stand the Fallen (5th)
+16 vs AC; 3d10+9; Standard; Melee weapon;
Each ally within 10 can spend a healing surge +3 HPs
Encouraging Stance (6th)
Minor Action;
Until the stance ends, when you hit with a melee attack, one bloody ally within 5 squares gains 8 temporary HPs
Iron Dragon Charge (9th)
+16 vs AC; 3d10+11; Standard;
Must charge as part of this attack;
Until the end of the encounter, an ally of your choice within 5 squares can charge the target that you charge as immediate reaction
Unintended Feint (10th)
Trigger: Ally within 5 misses an attack
Effect: Ally can reroll the attack with combat advantage
ATTACKS
d10+11
+16 vs AC
Melee Basic
d10+d6+13
+17 vs AC
Charge
EQUIPMENT
+3 Lifedrinker Greatspear
+15 Temporary HPs when dropping an enemy.
+3d6 Necrotic on Crit.
+1 Hide Armor
+2 Safewing Amulet
+2 Fort, +2 Ref, +2 Will
Featherfall
Bracers of Mighty Striking
+2 Damage on Basic Melee Attacks
Horned Helm
Charge deals +d6 damage
Magic Lantern
MONEY
Platinum
0
Gold
172
Silver
50
Copper
0

Markelhay’s Castle
Bio:

Heir Warden Falcon Markelhay is the second son of the ruling family of Fallcrest.

Falcon has grown up in the shadow of his father and older brother. This has certainly had a profound affect on developement. Falcon has learned how to lead from behind.

Being a member of the ruling class, Falcon certainly had a spoiled upbringing compared to other children his age. There was no shortage of servants and followers to which he was exposed and he became used to having all the best toys, tools and equipment available.

Today Falcon comes across as a haughty elitist and a brilliant tactician. Unfortunately, a wise leader he will never be.

Falcon feels responsible for the safety of his adventuring companion and little sister, Tessa. Recently Tessa’s demeanor has changed woefully as she has been dabbling in the dark arts. Falcon also wonders for someone so smart, how she can constantly say things so dumb… she forgets her place.

Luusi has earned a healthy respect from Falcon, but she’d be a much better soldier if she could learn to follow orders.

Medrash’s honor and desire to defeat evil are without question. Falcon admires his devotion.

Gregoire is very perplexing, he comes from such a different age, there is a barrier there that will never go away. But, Gregoire is very adaptable and capitolizes on every opportunity. This is material with which Falcon can work.

Falcon Markelhay

Maldhane: World of Lost Empires DarthKurt