Level 1 Warlord (Leader)
Medium natural humanoid (tiefling)
Initiative +0; Senses Perception +9; low-light vision
HP 24; Bloodied 12
Resist 5 fire
Healing Surge 6; Surges Per Day 8
AC 18; Fortitude 14, Reflex 14, Will 12
Action Points 1
Skill Bonus +2 Bluff, +2 Stealth.
Bloodhunt Seiric gains a +1 racial bonus to attack rolls against bloodied foes.
Combat Leader Seiric and each ally within 10 squares who can see and hear him gain a +2 power bonus on initiative.
Tactical Presence When an ally Seiric can see spends an action point to make an attack, the ally gains a +2 bonus to the attack roll.
Tactical Assault When an ally who can see Seiric spends an action point to make an attack, the attack’s damage roll gains a +4 bonus.
Longsword (standard; at will) ✦ Weapon
+6 vs. AC; 1d8+3 damage.
Crossbow (standard; at will) ✦ Weapon
+2 vs. AC; 1d8 damage.
Viper’s Strike (standard; at will) ✦ Weapon (melee)
+6 vs. AC; 1d8+3 damage, and if the target shifts before the start of your next turn, it provokes an opportunity attack from an ally of your choice.
Wolf Pack Tactics (standard; at will) ✦ Weapon (melee)
Before Seiric attacks, he lets one ally adjacent to either himself or the target shift 1 square as a free action; +6 vs. AC; 1d8+3 damage.
Infernal Wrath (minor; encounter; personal)
Seiric may channel his fury to gain a +1 power bonus to his next attack roll against an enemy that hit him since his last turn. If his attack hits and deals damage, add an extra +1 damage.
Leaf on the Wind (standard; encounter) ✦ Weapon (melee)
+6 vs. AC; 2d8+3 damage and Seiric or an ally adjacent to the target swaps places with the target.
Inspiring Word (minor; encounter [special]) ✦ Healing
Close burst 5; Seiric or one ally in burst; The target can spend a healing surge and regain an additional 1d6 hit points. Seiric can use this power twice per encounter, but only once per round.
Lead the Attack (standard; daily) ✦ Weapon (melee)
+6 vs. AC; 3d8+3 damage, and until the end of the encounter, Seiric and each ally within 5 squares of him gain a +5 power bonus to attack rolls against the target.
Miss: Until the end of the encounter, Seiric and each ally within 5 squares of him gain a +1 power bonus to attack rolls against the target.
Alignment Good; Languages Common, Goblin
Skills Bluff +3, Athletics +7, Diplomacy +6, History +9, Intimidate +6, Stealth +1
Str 16(+3) Dex 10(+0) Wis 10(+0)
Con 12(+1) Int 18(+4) Cha 12(+1)
Description Clad in hide armor and bearing a shield, Seiric has a noble bearing that inspires confidence in his ability to lead. A longsword is sheathed at his hip and a crossbow hangs from his backpack.