Garman ‘King of Monsters’, Warden of Nerath
Big and broad (6'2", 235 lbs), Garman has clearly seen more than his fair share of fighting, even at his apparently young age. His bulging arms, his face, his thick neck and wide chest all bear the faint marks of many battles. The scars, though, are offset by blue eyes that sparkle with youth and optimism and long flowing blond hair.

He wears a suit of scale mail that appears of recent vintage and carries a hammer and axe at his belt. Those weapons look to be rarely drawn, though, as he does most of his dirty work with the pair of wickedly studded and spiked gauntlets he wears on his imposingly large hands.

----------------------------------------------------------------------------
Name   : Garman            Gender : Male             Hitpoints   :  60/60
Player :                   Height : 6'2"             Surge Value :  18
Race   : Human             Weight : 235 lbs          Surges/day  :  08/10
Level  : 5                 Age    : 22
Align  : Good              Eyes   : Blue             EXPERIENCE  :  --
Deity  : Any Good          Hair   : Blond            NEXT LEVEL  :  --

----------------------------------------------------------------------------
CLASS         : Fighter
PARAGON PATH  :
EPIC DESTINY  :

----------------------------------------------------------------------------
Abilities
                   Start   Race     Lvl
STR:   20 (+5)  =   18   +   2   +
CON:   13 (+1)  =   12   +       +   1
DEX:   12 (+1)  =   12   +       +
INT:   08 (-1)  =   08   +       +
WIS:   13 (+1)  =   12   +       +   1
CHA:   10 (+0)  =   10   +       +

-----------------------------------------------------------------------------

                     Dex    Lvl    Misc
Initiative : +3   =   1  +   2   +

                    Base   Armor   Item   Misc
Speed :       5   =   6  -   1   +      +

-----------------------------------------------------------------------------
Defenses                        Arm/
        Total           Level   Abil    Class    Enh     Shi*   Misc
AC    :   22  =  10   +   2   +   7   +   1   +   1   +   1   +
Fort  :   24  =  10   +   2   +   5   +   4   +   2   +   0   +  1
Refl  :   17  =  10   +   2   +   1   +   0   +   2   +   1   +  1
Will  :   16  =  10   +   2   +   1   +   0   +   2   +   0   +  1
*Shield bonuses are from Brawler Guard feat
-----------------------------------------------------------------------------
Worksheet

Weapon                     Attack  Lvl  Abil  Prof   Cl    Enh  Feat
Kalarel's Spiked Gauntlets +2   +12  =  2  +  5  +  2  +  2  +  0  +  1
Throwing Hammer      +10  =  2  +  5  +  2  +  0  +  0  +  1
Handaxe                     +10  =  2  +  5  +  2  +  0  +  0  +  1

-----------------------------------------------------------------------------
Special Abilities - Race
Bonus feat
Bonus skill
Heroic Effort Racial Power
+1 Fort, Ref, Will

Special Abilities - Class
Combat Challenge
Combat Superiority (+Wis Mod to OA attack rolls, If movement triggered, enemy stops
 movement but can use another action to resume)
Brawler Style (+1 AC, +2 Fort when off-hand is free or grabbing, +2 enh
 bonus to unarmed attacks, and a +2 bonus to the attack rolls of Grab attacks
and attacks to move a creature you’re Grabbing (the vs. Fort normal attacks).
These bonuses increase to +4 at 11th level and +6 at 21st level.)

Armor Proficiencies   Cloth, leather, hide, chain, scale, heavy and light
shields
Weapon Proficiencies  Simple & military melee, simple & military ranged

----------------------------------------------------------------------------
Feats
- Swift Recovery, add +3 feat bonus to your Healing Surge Value (HotFL)
  (Retrained out of Toughness)
- Brutal Brawler feat (Spiked gauntlets deal 1d8s instead of 1d6s,
Unarmed deals d6 instead of d4) MP 2
- Brawler Guard (+1 Shield Bonus to AC, Ref when weapon in one hand, other hand
free or grabbing
- Insightful Leader, Multiclass Warlord MP 2. Gain training in Diplomacy, and
  When an ally you can see spends an action point to take an extra action,
  that ally gains a +1 bonus to all defenses until the end of his or her
  next turn.
- Bonus Feat from Raven Queen's Blessing: "General Expertise:"
+1 feat bonus on all attack rolls, +2 at lvl 11 & +3 at lvl 21

----------------------------------------------------------------------------
Languages: Common, Giant

Background: Born Under A Bad Sign (Use highest ability for starting HP)

----------------------------------------------------------------------------
Skills
                        Lvl + Ability +Train+ Race+Item + Arm +Misc
Acrobatics      + 3  =   2  +  1 Dex  +     +     +
Arcana          + 1  =   2  -  1 Int  +     +     +
Athletics       + 12 =   2  +  5 Str  +  5  +     +
Bluff           + 2  =   2  +  0 Cha  +     +     +
Diplomacy       + 7  =   2  +  0 Cha  +  5  +     +
Dungeoneering   + 3  =   2  +  1 Wis  +     +     +
Endurance       + 9  =   2  +  1 Con  +  5  +     +  1
Heal            + 8  =   2  +  1 Wis  +  5  +     +
History         + 1  =   2  -  1 Int  +     +     +
Insight         + 3  =   2  +  1 Wis  +     +     +
Intimidate      + 7  =   2  +  0 Cha  +  5  +     +
Nature          + 3  =   2  +  1 Wis  +     +     +
Perception      + 3  =   2  +  1 Wis  +     +     +
Religion        + 1  =   2  -  1 Int  +     +     +
Stealth         + 3  =   2  +  1 Dex  +     +     +
Streetwise      + 2  =   2  +  0 Cha  +     +     +
Thievery        + 3  =   2  +  1 Dex  +     +     +

----------------------------------------------------------------------------
Powers

  AT-WILL POWERS:
Dual Strike (Primary: +12, 1d8+2 damage, Effect: second attack vs different target,
Secondary: +12 v AC, 1d8+2 damage)
Grappling Strike (+12, Hit: 1d8+7, target grabbed UEoGNT, Str v AC)*
* Can be used in place of MBA when making Opportunity Attack



  ENCOUNTER POWERS:
Surprising Stab Encounter lv 1, Martial Power 2
(Str vs. Ref, 2 melee weapons, Primary: Str vs. Ref +12, Str mod (5) damage and
gain Combat Advantage against target until end of my next turn. Make secondary:
Str vs. AC off hand +12 (14 w/CA), 2d8+7 damage. From Martial Power 2.

Sweeping Slash Encounter lv 3, Weapon, MP 2
Standard _ Close Burst 1
Primary Attack: Str vs. Reflex (main weapon) (+12 vs. Ref) Each enemy
in burst you can see
Hit: Push 1 square
Effect: You Shift 1 square and make a melee secondary attack
Secondary Attack: Str vs. AC (off-hand) (+12 vs. AC) against one creature
targeted by the Primary Attack; Hit: 2d8+7 damage.

Heroic Effort Human Racial Utility
Your grim focus and unbridled energy means that failure is not an
option.

Encounter
No Action Personal
Trigger: You miss with an attack or fail a saving throw.
Effect: You gain a +4 racial bonus to the attack roll or the
saving throw.

  DAILY POWERS:
Villain's Menace (+12 vs. AC, Hit: 2d8+7, Gain +2 Power Bonus to Attack rolls,
 +4 Power Bonus to Damage Rolls against target until end of Encounter.
Miss: +1 Atk, +2 Dmg until end of Encounter.)

Crashing Assault (+12 vs. AC, Hit: 2d8+7, Push the Target 3 and knock it Prone.
Miss: Half damage, Push 1
Effect: Each enemy adjacent to the target takes damage equal to your Strength
modifier (5). In addition, you push each enemy adjacent to the target 1 square.)

  UTILITY&SKILL POWERS:
Forceful Drag (Encounter, Move Action, must have creature grabbed, move your
speed, for each square moved, slide grabbed creature 1 square to a square
adjacent to you. The creature remains grabbed, and you do not provoke an
opportunity attack from the grabbed creature for this movement. At the
end of the move, you can end the grab to knock the creature prone.)

  MISC POWERS:


----------------------------------------------------------------------------
Equipment

NONMAGICAL EQUIPMENT
Scale Armor (Should really get rid of this)
Spiked Gauntlets (2)  (Should really get rid of this)
Handaxe
Adventurers Kit
Crossbow, 20 bolts


MAGIC ITEMS
Dwarven Scale +1 (+1 Endurance, Daily Power: Regain HPs as if spending surge (free).
Kalarel's Spiked Gauntlets +2 (Homebrew Item: No crit, Grabbed targets take Ongoing 5 damage)
Lesser Badge of the Berserker +2
(Gain +4 Defenses vs. OAs triggered by Charging movement)

Wildrunners   Level 4 Uncommon
Crafted from the skins of wild plains animals, these boots lend you
extraordinary speed.
Feet Slot        840 gp
Property
When you run, move your speed + 4 instead of speed + 2.
Power Daily (Free Action)
Use this power when you run. Enemies do not gain combat advantage against you.
Homebrew Addition: The penalty for attacking while running is reduced to -2
rather than -5.


Healing Potion x1
Potion of Cure Light Wounds x1

Carried Weight:
90 lbs. (Need to double-check)
Max Normal: 200 lbs.
Max Heavy Load: 400 lbs.
Max Push/Drag: 1000 lbs.

----------------------------------------------------------------------------

Wealth
 7 GP
 3 SP
 4 CP

----------------------------------------------------------------------------
Background (Short Version):
Currently it's something like this: Garman was (apparently) kidnapped as a young boy of relatively high birth. He had been great with mathematics and related areas but that is now intermittent.

Eventually, he wound up as a gladiator in the southern nation of Persa (I envision it as somewhat ancient Middle Eastern/City of Brass) where he served many years, eventually earning high acclaim for his category. He was then purchased by a noble lady with too much money and granted his freedom, after which he traveled the world for a time.

Whether as a result of (repeated) head trauma, or some other reason(s), Garman has amnesia about his pre-gladiatorial life, and is "simple," but good hearted. Functionally, he is situationally an idiot, but sometimes quite competent (most frequently in fights). He takes his responsibility as the last surviving Knight of Nerath, defender of justice and wielder of the sacred blade Aecris seriously -- while it is in his mind that he is said Knight.

He can frequently benefit from some gentle/crafty "guidance" in how he should be acting...