Mika grew up on a settlement on the outskirts of civilization that was constantly raided by goblins. She had no desire to be a farmer and so gravitated naturally to a position as a guard instead, and has turned out to be naturally talented at it. She expects everyone she works with to do what they do best, and in her case it's taking a hit and coming back for more, and ideally smashing her opponent's face in the process. Name: Mika Thornton Alignment: Unaligned Race: Human Class: Fighter 1 Speed: 5 (-1 from armor) Initiative: +0 (+0 dex) Languages: Common, Goblin Deity: Erathis (civilization, innovation, pushing back the darkness) Str 18 -> +4 [includes racial +2] Dex 10 -> +0 Con 16 -> +3 Int 10 -> +0 Wis 12 -> +1 Cha 10 -> +0 Hit points: 31/31 (bloodied at 15, surges heal 7) Healing surges: 12/12 AC: 17 (+7 armor) Fortitude: 17 (+4 str, +2 class, +1 race) Reflex: 13 (+0 dex, +2 shield, +1 race) Will: 12 (+1 wis, +1 race) Saves: 10 Attacks: Basic Melee: bastard sword +8 vs AC, 1d10+4 damage Basic Ranged: n/a Cleave: melee, bastard sword +8 vs AC, 1d10+4 damage, adjacent enemy takes 4 damage Reaping Strike: melee, bastard sword +8 vs AC, 1d10+4 damage, enemy takes 2 damage on miss Tide of Iron: melee and using shield, bastard sword +8 vs AC, can push target 1 square and then can shift into their square Spinning Sweep (enc): melee, bastard sword +8 vs AC, 1d10+4 damage, target is knocked prone (prone grants combat advantage for melee, -2 to attack others, +2 defense vs ranged attacks) Brute Strike (daily): melee, bastard sword +8 vs AC, 3d10+4 damage, reliable Other Actions/Powers: Marking: Can mark anyone you attack, whether you hit or miss - Lasts til end of your next turn - Marked people take -2 to attack people besides you - If a marked person shifts or makes an attack not including you, you can make a basic melee attack as an interrupt Combat Superiority: Enemies struck by opportunity attacks stop moving Weapon Training: +1 to attacks with one-handed weapons Action Surge: +3 to all attacks during extra action granted by action point Weapon Proficiency: Can use bastard sword Second Wind (encounter): Standard action, spend healing surge to heal and get +2 AC on defenses until next turn Charge: move speed and then melee basic attack with a +1 bonus; must move at least 2, and must move to nearest square to enemy Skills: Acrobatics: -2 (+0 dex, -2 shield) Arcana: +0 (+0 int) Athletics: +7 (+5 trained, +4 str, -2 shield) Bluff: +0 (+0 cha) Diplomacy: +0 (+0 cha) Dungeoneering: +1 (+1 wis) Endurance: +6 (+5 trained, +3 con, -2 shield) Heal: +6 (+5 trained, +1 wis) History: +0 (+0 int) Insight: +1 (+1 wis) Intimidate: +5 (+5 trained, +0 cha) Nature: +1 (+1 wis) Perception: +1 (+1 wis) Religion: +0 (+0 int) Stealth: -2 (+0 dex, -2 shield) Streetwise: +0 (+0 cha) Thievery: -2 (+0 dex, -2 shield) Equipment: Adventurer's kit (15 gp, 33 lb) Scale armor (45 gp, 45 lb) Heavy shield (10 gp, 15 lb) Bastard sword (30 gp, 6 lb) (total: 100 gp, 99 lb) (remaining: 0 gp, 81 lb below max normal load)