Dragonborn Fighter


Balasar Sora-Ghesh
Level 5 Fighter (Defender)
Medium natural humanoid (dragonborn)

Initiative +2; Senses Perception 15, Insight 14
HP 53; Bloodied 26
Healing Surge 15; Surges Per Day 11
AC 19; Fortitude 19, Reflex 12, Will 14
Speed 5; Action Points 1

Alignment Unaligned; Languages Common, Draconic
Skills Athletics +12, (Endurance) +4, (History) +3, Intimidate +10, Streetwise +8
Feats Dragonborn Frenzy (+2 to damage rolls while bloodied), Enlarged Dragon Breath (Dragon Breath becomes blast 5), Dragonborn Senses (Low-light, +1 Perception)
Str 20 (+5/+7) Dex 10 (+0/+2) Wis 14 (+2/+4)
Con 14 (+2/+4) Int 8 (-1/+1) Cha 12 (+1/+3)
Possessions +1 great axe, javelin (x10), +1 dwarven chain mail, standard adventurer’s kit, torch (x2), climber’s kit, sling (20 bullets), lantern

Racial Traits Dragonborn Fury (+1 to attack rolls when bloodied), Draconic Heritage (healing surge equals one-quarter max HP + Con mod)
Class Features Combat Challenge (mark target of attack until end of next turn, granting target -2 to attack others and get attacked on shift / attack others), Combat Superiority (Wis to opportunity attacks and stop target move action), Fighter Weapon Talent (two-handed weapons, +1 to attack)

Basic Attacks

+1 Greataxe (standard; at-will) ✦ Weapon +11 vs. AC; 1d12+6 damage.
Javelin (standard; at-will) ✦ Weapon Ranged 10/20; +9 vs. AC; 1d6+5 damage.

Power Descriptions

At-Will Exploits

Reaping Strike Fighter Attack 1
At-WillMartial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +10 vs. AC
Hit: 1d12+6 damage.
Miss: 6 damage.

Cleave Fighter Attack 1
At-WillMartial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +10 vs. AC
Hit: 1d12+6 damage and adjacent enemy takes 5 damage.

Encounter Exploits

Covering Attack Fighter Attack 1
EncounterMartial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +10 vs. AC
Hit: 2d10+6, ally adjacent to target can shift 2 squares.

Dragon Breath Racial Power
Minor Action Close burst 3
Target: All creatures in area
Attack: +9 vs. Reflex
Hit: 1d6+2 fire damage.

Get Over Here Fighter Utility 2
Move Action Melee 1
Target: One willing adjacent ally
Effect: You slide the target 2 squares to a square that is adjacent to you.

Daily Exploits

Comeback Strike Fighter Attack 1
DailyHealing, Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +10 vs. AC
Hit: 2d12+6 damage, and you can spend a healing surge.

Rain of Steel Fighter Attack 5
DailyMartial, Stance, Weapon
Minor Action Personal
Effect: Any enemy that starts its turn adjacent to you takes 1d12 damage, as long as you are able to make opportunity attacks.

Magic Items

+1 Dwarven Chain Mail
Armor: Chain
Enhancement: AC
Property: Gain a +1 item bonus to Endurance checks.
Power (DailyHealing): Free Action. Regain hit points as if you had spent a healing surge.


The roads of Nentir Vale raised Balasar.

On them he saw Winterhaven in spring, Hammerfast in fall, and lands beyond when the fates allowed. His family, exemplary followers of Tiamat, worked the trade routes still in existence. They sought advantage where it could be had and made the most of every opportunity, regardless of its legal or moral implications. Somehow, they always managed to stay one step beyond the law, one town away from their enemies, one trade ahead of their rivals. They brought products to those in need, without the pestering questions of origin or ownership. Goods flowed from one end of the realm to the other through their hands. The family made sure to stay below the notice of other, more capable, criminals but always enjoyed a measure of luxury.

Over the years Balasar learned how to tell the honest deals from the shady ones, and grew to have little interest in the latter. Instead, he immersed himself in the arts of combat. Being a large and imposing child, he found ample opportunity to practice intimidating, or simply pummeling, young petulant upstarts. His lessons were far from the trading bazaar, on back alleys and darkened streets. The brawn gifted to him by his Draconic heritage allowed him to flourish in this environment of combat.

Eventually, the dishonest life grew to be too much. The family he had known his entire life, the very few he had ever seen of his kind, lost their allure. Their trade bored Balasar, who had never been interested in the family vocation. His focus lay in arms and armament, combat and conquest. He wanted to earn his living on a strong back with honest determination and make a name for himself, one that could be uttered with respect.

So, despite his parent’s objection, Balasar left “home” on the eve of his thirteenth birthday. He picked up odd jobs where he could, making sure to avoid family encounters and enjoyed good luck on that front for nearly a year. Work came in at a steady pace and was always easy enough for him to handle alone. Then, as fate would have it, he happened upon Fallcrest during a particularly light adventuring season. The tasks available, ones that Balasar would consider anyway, were mostly taken and only the more difficult problems remained.

At least one of the situations interested him rather directly. Douven Staul, an old ‘trading’ acquaintance from less than reputable days, had gone off to follow some kind of dragon’s map and never came back. It had been quite some time and his wife, Bahla, grew worried. The fool Staul probably got himself killed, but no matter. Bahla wanted him found and sent home. A little elderly retrieval sounded fun, if not a bit lucrative, plus Bahla would make sure to sing the praises of her Douven’s rescuers. Unfortunately, the task was simply too dangerous for one to undergo alone. Balasar would have to find some additional support before heading after the corpse of lost Douven.

Rumors of cult leaders and trap finding exploration filled out the more interesting list of employment, and perhaps assistance with those tasks could be leveraged against help with the Staul matter. Fallcrest, being the accessible city that it was, could certainly provide the personnel for the tasks. The only hard part would be finding them in the sea of miscreants.


The Dark zero