Claxton

Description:

Corporal Silas Claxton, formerly of the 83rd Confederate Firebat Battalion

Human Grounder (Heavy Grounder) 8
[Defender/Controller]

HP: 63; (bloodied: 31)
AC: , Fort:, Ref:, Will:
Healing surges: 11

Str 20 (+9), Con 15 (+7), Dex 12(+5), Int 8 (+4), Wis 13 (+5), Cha 14 (+6)
Skills: Athletics +14, Demolitions +10, Endurance +12, Intimidate +11


Feats

  • Impending Victory
    You gain a +1 bonus to attack rolls with at-will powers against bloodied creatures.
  • Battle Hardened
    You gain a +5 feat bonus to saving throws against fear effects. In addition, you gain a +2 feat bonus to initiative checks.
  • Against All Odds
    If, at the start of your turn, three or more enemies are adjacent to you, you gain a +1 bonus to attack rolls and damage rolls until the end of your turn.
  • Surging Flame
    When you hit a target that has fire resistance with a fire power, any fire power deals 5 extra fire damage against that target until the end of your next turn.
  • Burst Fire
    When using a weapon with an auto (not set to single-shot fire) or heavy auto property, gain a +1 bonus to damage rolls.
  • Superior Fortitude
    You gain a +2 feat bonus to Fortitude. You also gain resist 3 to ongoing damage.

Class Features

  • Method of War: Sure Footed
    If you move more than 1 square or are moved more than 1 square, you suffer a -2 penalty to attack rolls with heavy weapons until the beginning of your turn (meaning you must shoot first and then move to avoid the penalty). This rule is identical to normal rules with two-handed small arms but a heavy weapon doesn’t count as a two-handed small arm. This replaces the current penalty for moving and firing with heavy weapons.
  • Recoil Absorption
    Though ranged fire normally utilizes Dexterity for attack and damage, when wielding two-handed small arms or heavy weapons, you can use Strength for all attack and damage rolls instead.
  • Meat Shield
    If an enemy equal in size to you is killed and you are in an adjacent square to it by the end of your turn, it provides cover. Only you can gain the effects of the shield. The meat shield cannot move but you can move around it. You can use a one-handed small arm while holding onto the shield without pen- alty (as you are holding up the body). If using a two-handed small-arm, you suffer a -1 penalty to attack rolls while holding the shield. If you let go, the meat shield drops and cannot be re-used. You cannot use a heavy weapon with a meat shield.
  • Brotherhood
    If an ally in an adjacent square is hit by an attack, you gain a +1 power bonus to attack the enemy that initiated that at- tack until the end of your next turn.
  • Trained as Reflex
    Your rapid fire and potential push powers are considered ranged basic attacks.





















Equipment

Twin Perdition Flamethrowers

Plasma flamethrowers mounted in each gauntlet of the 660 armor. As a versatile weapon, the flamethrowers work best when both gauntlets are brought to bear simultaneously.
Versatile heavy weapon (+0/+1 proficiency bonus)
1d6 damage (+2d6 critical)
+2 enhancement bonus
Range 3/6
Cell: M
Clip: 100
Properties

  • Versatile: If you use this weapon two-handed, you deal an extra 1 point of damage when you roll damage for the weapon.
  • This weapon has two proficiency bonuses. You only receive the full proficiency bonus if you use a move action to “root yourself”. The full proficiency bonus ends if you move or are moved. The effect doesn’t expire otherwise (so you don’t have to use a move action on every turn if you don’t move or are moved).
  • All damage dealt by this weapon is fire damage, and attacks made with it gain the fire keyword.
  • Power (encounter): Free action. Targets one creature you hit with an attack with this weapon. The target takes ongoing 4 fire damage (save ends).
  • On any attack that targets AC, you target Reflex instead when using this weapon.

Ammunition

  • 5 fuel tanks

CMC 660 Heavy Combat Suit

Armor bonus: +8 (heavy armor)
+2 enhancement bonus
Speed: -1
Check Penalty: -1
Property: You gain resist 5 cold, resist 5 fire, and resist 5 poison.
Defense: You gain a +2 item bonus to Reflex and a +2 item bonus to Fortitude.
Targeting: You gain a +1 item bonus to damage rolls with ranged weapons when firing long range.

Suppression Foam

Power (encounter): Minor action. End ongoing fire damage on one target within 3 squares.

Juggernaut Plating

Power (Daily): Immediate Interrupt. Use this power when a critical hit would be scored against you. The attack becomes a normal hit.


Powers

Attack of Necessity
Grounder Attack 1
Out of options, become a hero.
At-WillAuto, Martial, Weapon
Standard ActionClose Blast 3
Target: All creatures in blast
Attack: Dexterity vs. Reflex
Hit: 1[W] damage.
Special: Although a blast effect, you still provoke opportunity attacks from adjacent squares if wielding a two-handed small arm or a heavy weapon.

Potential Push
Grounder Attack 1
The power of your firearm sends the enemy tumbling back.
At-WillMartial, Weapon
Standard ActionRanged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage and the target is pushed back 1 square. If the target cannot be pushed because of an obstruction or difficult terrain, it takes additional damage equal to your Wisdom modifier.

Rapid Fire
Grounder Attack 1
You fire a controlled burst towards an area.
At-WillAuto, Martial, Weapon
Standard ActionArea Wall 3 in weapon range
Target: All creatures in area
Attack: Dexterity vs. Reflex
Hit: 1[W] damage.

Pinning Fire
Grounder Attack 1
Your weapon fires fast, facing an enemy down. Your target is not prepared and would rather take cover.
EncounterAuto, Martial, Weapon
Standard ActionRanged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage and the target is slowed until the beginning of your next turn.
Sustain standard: You may initiate another pinning fire attack on the same target. Subsequent attacks on the same target gain a +1 power bonus to attack. This is not cumulative.

Strafe
Grounder Attack 1
You lay down a line of fire as you dash across the enemy's flank.
DailyAuto, Martial, Weapon
Standard ActionArea Wall 5 in weapon range
Effect: Make a move action. You may run, shift, or walk.
Target: All creatures in wall
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.

For the Common Honor
Grounder Utility 2
In an instant, you weight the options and realize someone else's life is more vital than your own.
Daily
Immediate InterruptPersonal
Trigger: One bloodied ally within 2 squares of you is hit by an attack.
Effect: You suffer the hit and any effects instead of the ally.

Covering Fire
Grounder Attack 3
The discharge of your weapon is a rush.
EncounterMartial, Weapon
Standard ActionRanged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage and the creature is immobilized and cannot make opportunity attacks against any allies until the beginning of your next turn.

I Think I Got it Angry
Grounder Attack 5
Your shot finds its target. Its eyes find you.
DailyMartial, Reliable, Weapon
Standard ActionRanged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage and the target is marked for the rest of the encounter.

Riddle the Target
Grounder Attack 7
You don't care so much for accuracy. Raw desperation sets in as you try to keep back the monstrosity bearing down on you.
EncounterAuto, Martial, Weapon
Standard ActionRanged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage and the target is pushed back 2 squares and is slowed (save ends).

Bio:

Claxton

StarCraft RPG Academician Academician