Clifford "Wolfman" Barkley

Level 2 Sad Puppy
Clifford Barkley
+5
20
Strength
+1
12
Constitution
-1
8
Dexterity
-1
8
Intelligence
+2
14
Wisdom
+2
15
Charisma
+2
14
Luck
HIT POINTS
Total
29
Current
29
Bloodied
14
Surges
3
S. Wind
DEFENSE MODIFIERS
+5 to saves vs. Fear (Corgi) +1 Fortitude, +1 Will (Warden), +2 Fortitude, Resist 10 Sonic (Saurian), Resist 6 Cold (Lustrous Coat), +1 AC, -1 Speed (Kevlar Vest)
1
Action Points
+1
Initiative
4
Speed
SKILLS
+4
Education
+4
Esoterica
+7
Fitness
+7
Intimidate
+1
Mechanics
+4
Perception
+3
Resources
+4
Skulduggery
+6
Social
+14
Survival
ATTACKS
2d8 + 7
+9 vs AC
Mammoth Femur (Melee 1, Accuracy 2)
2d8 + 7
+9 vs AC
Cinderblock (Ranged 10, Accuracy 2)
Ultimate Frisbee
Omega
Making fetch happen.
EncounterPrimal, Charm
Standard ActionRanged 15
Target: One creature in range
Attack: Level + Charisma + 2 vs. Will
Hit: Select a square within range and toss the Ultimate Frisbee to that square. The target is compelled to retrieve the frisbee from wherever it has landed and return it to you (save ends).
Overcharge: When you use this tech, you can roll a d20.

10+: Extend the range of Ultimate Frisbee to 20. You may add an additional target within range.

9 or less: Looks like the stabilizers are busted. Reduce the range of Ultimate Frisbee to 2.


Oily Coat
Alpha
Good gracious, how sebaceous
EncounterPrimal
No ActionRanged 10
Benefit: You're very slippery. When you move, you can choose to move at double your normal speed. If you do so, immediately fall prone at the end of your move. You can pass through an enemy's square when moving in this way; if they are Medium size or smaller, they are also knocked prone. If your move would end in an enemy-occupied square, instead choose an unoccupied adjacent square. In addition, enemies attempting to grab you suffer a -2 penalty.
Overcharge: When go slip slidin' away, you can roll a d20.

10+: You can remain standing at the end of your movement. If you end your move adjacent to an enemy, you may make a melee basic attack as a free action.

9 or less: Much too slippery! When you reach the end of your movement, continue sliding in the direction of your last movement until you reach a wall or other solid obstacle.

GEAR
Petrified Mammoth Femur (2H Heavy Melee), Cinderblock (2H Heavy Ranged), kevlar-lined heavy team jumpsuit, 32-oz package of freeze-dried Astronaut Bacon, 1 pair rubber swim fins, oversized novelty monocle, hacksaw, well-chewed Popsicle Pete plush doll

MONEY
Domars
695
Caps
0
Coin
0
Bills
0
Credit
0
Cliff Barkley

20
Armor Class
20
Fortitude
11
Reflex
15
Will
RACE
Corgi
Ability Bonus: +2 to Charisma.
Skill Bonus: +2 Social, +2 Survival.
Guard Dog: +5 to saving throws against fear.
Occasional Quadruped: You can push, carry and drag 25% more than your Strength would normally allow.
CLASS
Warden
Primary Ability: Strength
Primal: +2 to Primal overcharge.
Defense Bonus: +1 Fortitude, +1 Will
Lifespirit: When not wearing heavy armor, you can use your Wisdom modifier instead of your Dexterity or Intelligence modifier to determine your AC. When you use your Second Wind, an ally within 5 squares may recover HP equal to their second wind and make a saving throw.
Nature's Wrath: Once during each of your turns, you can mark each adjacent enemy as a free action. This mark lasts until the end of your next turn.
MUTATION
Saurian
Primary Ability: Strength
Primal: +2 to Primal overcharge.
Skill Bonus: +4 to Survival.
Random Skill Bonus: +4 to Survival.
Defense Bonus: +2 to Fortitude.
Sonic Resistance: Resist 10 Sonic.
Saurian Critical: When you score a critical hit, the attack deals 1d10 extra damage, and you can use Tyrannosaur Charge as a free action.
BACKGROUND
Iron Werewolf
Cliff's time with the ill-fated Iron Werewolves taught him a few things about being a screaming lunatic.
Level 1: Gain the Iron Werewolf Charge power.
Level 2: Gain the Giving 110% power.

Eager Advance
Feat
+4 to speed during the first round of an encounter.

SPONSORS
Do not apply directly to eyes.
Lustrous Coat
Sponsored Feat
Gain cold resistance equal to 5 + 1/2 your level.

The neck bone is probably connected to whatever was next to it in the midden... bone.

[Ominous Droning Sound]


POWERS

Warden's Fury
Warden Feature
Beware of dog.
At-WillPrimal, Physical, Weapon
Immediate InterruptMelee weapon
Target: The triggering enemy
Attack: Strength + level + accuracy vs. Fortitude
Trigger: An enemy marked by you makes an attack that does not include you as a target.
Hit: 1[W] + Strength modifier + level physical damage, and the target grants combat advantage to you and your allies until the end of your next turn.

Warden's Grasp
Warden Feature
The jaws that bite, the claws that catch!
At-WillPrimal
Immediate ReactionClose Burst 5
Target: The triggering enemy
Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target.
Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.

Resilience of Life
Warden Attack 1
Hitting a dude so hard that witnesses feel good about not being him.
At-WillPrimal, Physical, Weapon
Standard ActionMelee weapon
Target: One creature
Attack: Strength + level + accuracy vs. AC
Hit: 1[W] + Strength modifier + level physical damage, and an ally adjacent to you gains HP equal to your Wisdom modifier.

Tempest Assault
Warden Attack 1
I don't know what we're yelling about!
At-WillPrimal, Electricity, Sonic, Weapon
Standard ActionMelee weapon
Target: One creature
Attack: Strength + level + accuracy vs. AC
Hit: 1[W] + Strength modifier + level electricity damage, and one enemy within 2 squares of you that is marked by you takes sonic damage equal to your Constitution modifier.

Tyrannosaur Charge
Saurian Novice
More of a rapid tumble than a charge, but your heart's in the right place.
At-WillPrimal. Physical, Weapon
Standard ActionMelee weapon
Effect: Move up to 6 squares and make the following attack.
Target: One creature
Attack: Strength + level vs. AC
Hit: 1[W] + Strength modifier + level physical damage. If you moved at least 2 squares during this action, you also push the target 1 square.

Puppy Eyes
Corgi Racial Power
Cannot... harm. Too... adorable.
Encounter
Immediate InterruptPersonal
Target: The attacking creature
Attack: Charisma + level + 2 vs Will
Trigger: You are hit by a close attack or melee attack.
Hit: The target's attack fails without expending their power.
Miss: The target's attack hits you.

Warden's Sacrifice
Warden Attack 1
Gather 'round while these skeletons punch me.
Encounter
Standard ActionMelee weapon
Target: One creature
Attack: Strength + level + accuracy vs AC
Hit: 2[W] + Strength + level physical damage. Until the end of your next turn, when any enemy hits you, an ally within 3 squares of you gains 5 hit points.
Lifespirit: Add your Wisdom modifier to the hit points gained by your allies.

Form of the Swamp Hunter
Warden Attack 1
Haters get gatored.
EncounterPrimal, Polymorph
Minor ActionPersonal
Effect: You assume the guardian form of the swamp hunter until the end of the encounter. While you are in this form, you gain swamp walk, a swim speed equal to your speed, and a +2 bonus to attack rolls against immobilized creatures. In addition, when you reduce any enemy marked by you to 0 hit points with an attack, you mark one enemy within 5 squares of you until the end of your next turn. Once during this encounter, you can use the Form of the Swamp Hunter Attack power while you are in this form.

Swamp Hunter Attack
!
No, you can't get friendly with a crocodile.
EncounterPrimal, Weapon, Physical, Polymorph
Standard ActionMelee weapon
Target: One creature
Attack: Strength + level + accuracy vs. Reflex
Hit: 2[W] + Strength modifier damage, and you grab the target. If the target is dazed, immobilized, slowed, or stunned, the attack deals 1[W] extra damage.
Miss: Half damage.
Requirement: The power Form of the Swamp Hunter must be active in order to use this attack.

Iron Werewolf Charge
Iron Werewolf Attack 1
Let's do this for Johnny! And Johnnies 2-15!
EncounterMartial, Primal, Fear
No ActionClose Burst 2
Trigger: You hit an enemy with a charge attack.
Effect: That enemy takes 1d6 extra damage from the triggering attack, and you make the following attack.
Attack: Strength + level vs. Will
Hit: You push the target up to 2 squares. The target takes a -2 penalty to attack rolls until the end of your next turn.

Giving 110%
Iron Werewolf Utility 2
Not a problem, I think I've got two of those.
EncounterMartial, Primal
Minor ActionPersonal
Effect: Until the end of the encounter, whenever you make an Athletics check or an Endurance check, you can roll twice and use either result.

Clifford "Wolfman" Barkley

Gamma World: URBX Pangalin