A young officer seeking glory in combat.

Tier Class
Heroic Tier Warlord, Tactical
Paragon Path Spiral Tactician (planned)
Epic Destiny Demigod (planned)
Stat Value Bonus
STR 17 +3
CON 11 +0
DEX 15 +2
INT 18 +4
WIS 9 -1
CHA 10 +0
Calculated Stat Value
Max HP 53
Bloodied 26
AC 23
REF 20
Healing Surges 7
Surge Value 13
Initiative 9
Equipment Slot Equipment Name Bonus/Tier Special Properties
Weapon Alleya +10 = 3 prof + 1 enhancement + 3 STR + 2 level bonus + 1 feat bonus Versatile. Vicious; +1d12 damage on critical hit. Power (see below).
Weapon Verstorm +8 = 2 prof + 1 enhancement + 3 STR + 2 level bonus Lightning; +1d6 damage on critical hit, powers (see below).
Weapon Greatclub +7 = 2 prof + 3 STR + 2 level bonus none
Armor Eladrin Finemail +2 +7 = 6 armor + 1 enhancement bonus No speed or check penalties. Add 1 square to the distance of any teleport I make.
Shield Light Shield +1 = 1 shield none
Neck Brooch of No Regrets +2 = +2 item Power (see below).
Arms Couters of Second Chances heroic Power (see below).
Head Crown of the Counselor to Lords heroic Gain a +1 item bonus to Arcana, Dungeoneering, History, Nature, and Religion checks. Powers (see below).
Feature Type Feature Name Effect
Eladrin Racial Feature Eladrin Will +1 racial bonus to Will defense; +5 racial bonus to saving throws against charm effects.
Eladrin Racial Feature Fey Origin Considered a fey creature for the purpose of effects that relate to creature origin.
Eladrin Racial Feature Trance Replaces sleep. 4 hours in trance confers the same benefits as a 6-hour extended rest for other races. While in a trance, an eladrin is fully aware of his surroundings and notices approaching enemies as normal.
Eladrin Racial Feature Fey Step Teleport self up to six squares (including item bonuses).
Warlord Class Feature Combat Leader Self and each ally within 10 squares who can see and hear me gain a +2 power bonus to initiative.
Warlord Class Feature Tactical Presence When an ally I can see spends an action point to make an extra attack, the ally gains a +2 bonus to the attack roll.
Warlord Class Feature Inspiring Word The target can spend a healing surge and regain an additional 1d6 hit points.
Feat Weapon Expertise (Heavy Blade) +1 to attacks with a heavy blade.
Feat Quick Draw Can draw a weapon or item as part of the same action in which it is used; +2 to initiative (does not stack with Improved Initiative).
Feat Lend Might +1 to attack rolls of attacks I grant.
Feat Improved Tactics Add 1 to the attack roll bonus granted by my Tactical Presence.
Power Type Power Name Effect
At-Will Commander’s Strike Ally performs basic melee attack. If the attack hits, add +4 to damage.
At-Will Wolf Pack Tactics Shift one ally adjacent to self or target before attack. (Good for setting up or keeping flanking.)
At-Will Verstorm Free Action. All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal.
Encounter Fey Step Teleport self up to six squares (including item bonuses).
Encounter Inspiring Word The target can spend a healing surge and regain an additional 1d6 hit points.
Encounter Warlord’s Favor On a successful hit, one ally within 5 squares gains a +5 power bonus to attack rolls against the target until the end of my next turn.
Encounter Perfect Recall When I would make an Intelligence check, I make a History check instead.
Encounter Steel Monsoon On a successful hit, 4 allies within 5 squares of me may shift 1 square.
Encounter Guileful Switch Before I take any actions on my turn, I and one ally that I can see switch places in the initiative order. My turn ends when you use this power, and the ally takes his or her next turn immediately, even if he or she has already acted during this round. I then act when my ally would have acted.
Encounter Surprise Attack On a successful hit, an ally within 5 squares of me makes a basic attack with combat advantage as a free action against a target of his or her choice.
Encounter (Item Set) Alleya, Crown of the Counselor to Lords Immediate interrupt. Grant a +1 item bonus to a single d20 roll to yourself or an ally. 5 charges.
Daily Lead the Attack On a hit, I and each ally within 5 squares of me gain a +5 power bonus to attack rolls against the target. On a miss, I and each ally within 5 squares of me gain a +1 power bonus to attack rolls against the target.
Daily A Rock and a Hard Place Until the stance ends, whenever an enemy adjacent to me attacks one of my allies and misses, I deal Intelligence modifier (4) damage as a free action. If marked by an ally, the enemy takes 1W + 4 damage.
Daily (Item) Verstorm Free Action. Can use this power when an enemy is hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage.
Daily (Item) Brooch of No Regrets An ally within 10 squares of me who fails a saving throw rerolls that saving throw with a +2 power bonus and must use the second result, even if it’s lower.
Daily (Item) Couters of Second Chances After I miss with a melee attack, I can reroll the attack, and use the second result, even if it’s lower.
Daily (Item) Crown of the Counselor to Lords Free Action. When I make an Arcana, Dungeoneering, History, Nature, or Religion check and dislike the result, I can reroll the check and use either result.
Skill Modifier
Acrobatics 5
Arcana 10
Athletics 11
Bluff 3
Diplomacy 3
Dungeoneering 3
Endurance 8
Heal 7
History 15
Insight 2
Intimidate 3
Nature 3
Perception 7
Religion 8
Stealth 5
Streetwise 3
Thievery 5

Borodin is a young officer in a bit of a bind. While he was a cadet in the Hawk Guards of Ampholite, he managed to offend a few people seriously enough to end up in more than a few duels. Although nobody died, his superiors took note and decided that the Extraterritorial Corps of the Hawk Guards was the perfect place for a restive fellow with a tendency to grate on his comrades’ nerves. Upon his commissioning as an ensign, Borodin was sent out into the world with instructions to keep his eyes open and report anything military, serious, or interesting when he could. It’s a job where you can very easily be forgotten if you don’t draw attention to yourself, but Borodin tells himself that it beats guarding museums, libraries, embassies, and miscellaneous government buildings like the bulk of the Hawks’ peacetime duties.

Borodin’s family, solid bureaucrats for centuries, are somewhat peeved by his choice of a military career. They try not to let it show too much, and are somewhat gratified that he ended up in the Hawk Guards, whose mandate is to guard old knowledge and discover new knowledge. Other units, particularly the Bear and Lion Guards, regard the Hawks as glorified librarians, a view that chafes Borodin. (The Dragon Guards share this view, but are aristocratic enough that it is mitigated somewhat.)

Although he appears at first glance to be an effete fop (even by Eladrin standards), Borodin’s military training can give his party a useful edge in small-unit combat. His keen sense for tactics allows him to move his martial allies around the battlespace for maximum advantage and to call attacks for greater effect. His personality can grate on his comrades, however, so his ability to inspire his fellows is marginal, and he is not perceptive enough to realize this. Time will smooth his rough edges and hone his talents, if he survives long enough in a world where it as easy to cover oneself in glory as it is to die.

Borodin is currently traveling with Donaar, Sweetlick McTango, Wytex, Saum e’Preson, Selenus, and Antek. Despite the group’s nature as a multi-ethnic dream team, Borodin finds that he is warming to them (despite their obvious lack of grace, odious personal habits, etc.) Borodin’s recent activities have brought him to the attention of certain groups in Ampholite, particularly the Church of Ioun. This particularly pleases him, as being noticed by one’s superiors is a start toward moving up. In that light, he pursues his current assignment with a certain gusto.


Under The Sun scipio