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Old 28th November 2008, 01:39 AM   #6 (permalink)
Lukeworm
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Cian “Mad Rabbit” MacRae

Human (“Dragonborn”) Warlord
Good
Age: 28, Height: 5’7’’, Weight: 175 lb.
Languages: Common, one more.

Appearance

Black curly shoulder length hair tied in ponytail, bearded, brown eyes. He is of average height has a lean muscular build with a slight bear belly. Cian wears a green tunic, brown breeches, boots and a dark yellow hooded cloak. The cloak is faded, travel stained and patched in many places. Worn on his neck is a small rabbit foot charm of luck.


Background

Cian’s family moved to the great city of Lindinis from a small village in the north of the kingdom about sixty years ago.
As a child growing in the streets of Lindinis he was skinny and small and therefore often bullied by bigger older boys. However he never accepted this and even when they hit him he would try to fight back. He would continue to swing his small fists at the bullies screaming in anger until left alone. Cian got his nickname “Mad Rabbit” from that behavior. To this day he wears on his neck a small rabbit foot lucky charm.

Cian was one of the outpost guards for several years. He kept a low profile, which is not easy for him, by taking nightwatches and other not wanted jobs. He never mentioned much a bout his past except that he grow in Lindinis and left the city to find his fortune elsewhere. He is liked by his fellows and has earned some reputation both in battle and at tavern fights as someone you would want on your side when things are tough. Someone that if you fought at his side you had a better chance of coming back alive.

He also acquired a reputation as a hotheaded person how can easily burst out in rage if provoked, especially about his past. Cian was promoted several times to squad leader, but somehow manages to get into troubles and lose his position. Usually this involves a drunken fight at the tavern. Other times it is because of his criticizing of his superior officers.

It is well known that Cian admires Jarod Hornheim. Jarod seems to like Cian and sometimes mention that he can see more in him then his current position. Jarod has helped Cian out of troubles in the outpost more then once.

Since Cian first came to northmoor he found that he feels more vigorous as if he has come back to a well remembered place. Further more he can use a certain kind of magic that can call lightning out of thin air. He suspects that perhaps the tales of his grandmother about the blood of ferries or the old people might have a trace of truce in them. Cian has kept this secret from most of the people of the outpost fearing it may draw unwanted attention to him.

Cian owes some gold to MacLynn due to loosing at cards and is working at the Cat as a way to pay MacLynn. Cian respects MacLynn as a riverman and a warrior, but do not trust his judgment when tempted by gold.


CS

HP: 26
Bloodied: 13
Healing Surges: 9
Surge Value: 8 (dragonborn +2)

Speed: 5 (-1 chainmail)
Vision: Normal
Passive Insight: 9 (wis-1)
Passive Perception: 9 (wis-1)
Initiate: +2 (combat leader +2)

AC: 18 (chainmail +6, shield +1, birthright +1)
Fort: 16 (Str +4, warlord +1, birthright +1)
Reflex: 13 (int +1, shield +1, birthright +1)
Will: 15 (cha +3, warlord +1, birthright +1)

Abilities
Str: 18 {+4} (dragonborn +2)
Con: 14 {+2}
Dex: 10 {+0}
Int: 13 {+1}
Wis: 8 {-1}
Cha: 16 {+3} (dragonborn +2)

Skills
Acrobatics: -1 (armor -1)
Arcana: +1 (int +1)
Athletics: +8 (trained +5, str +4, armor -1)
Bluff: +3 (cha +3)
Diplomacy: +8(trained +5, cha +3)
Dungeoniring: -1 (wis -1)
Endurance: +6 (trained +5, con +2, armor -1)
Heal: -1 (wis -1)
History: +1 (int +1)
Insight: -1 (wis -1)
Intimidate: +10 (trained +5, cha +3, dragonborn +2)
Nature: -1 (wis -1)
Perception: -1 (wis-1)
Religion: +1 (int +1)
Stealth: -1 (armor -1)
Streetwise: +3 (cha +3)
Thievery: -1 (armor -1)

Feats
Dragonborn Frenzy: +2 to damage rolls when bloodied.
(Next levels- inspiring presence, endurance, scale proficiency).

Racial Features
Dragonborn Fury: When bloodied gain +1 to attack.
Draconic Heritage: Healing Surge Value = 1/4 hp +Con modifier.
Dragon Breath Encounter Power.

Class Features
Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
Inspiring Presence: When an ally, who can see you, spend an action point to gain an extra action, that ally also regains 3 lost hit points.
Inspiring Word 2/Enconter.
Proficient with weapons: Simple Melee, Military Melee, Simple Ranged.

Powers
When Bloodied +1 to attack, +2 to damage.

Basic Melee Attack: Longsword (melee weapon) +8 vs. AC, 1d8+5.
Basic Ranged Attack: Javelin (range weapon) +7 vs. AC, 1d6+5, Range 10/20, Returning.

Furious Smash: (melee weapon) +8 vs. Fort, 4 (str bonus only).
Hit: One ally gain +3 power bonus to hit and damage on his next attack against the target, must use before end of his next turn.

Wolf pack Tactics: (melee weapon) +8 vs. AC, 1d8+5.
Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action.

Dragon Breath: Minor Action, (Close blast 3, each creature in blast, lightning) +4 vs. reflex, 1d6+2.

Guarding Attack: (melee weapon) +8 vs. AC, 2d8+5.
Hit: one ally adjacent to either you or the target gains a +4 power bonus to AC against the target’s attacks until end of your next turn.

Inspiring Word: Minor action, (Close burst 5, healing) ally or you spend healing surge, gain +1d6 hp. Can use 2/encounter but only 1/round.

Bastion of Defense: (melee weapon) +8 vs. AC, 3d8+5.
Hit: Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter.
Effect: Allies within 5 squares of you gain 8 temporary hp.

Birthright
+1 chainmail
+1 longsword
+1 javelin
+1 amulet of protection

Equipment
Gold: 18
Longsword
Javelin
Dagger
Chainmail
Light Shield
Standard Adventurer’s Kit: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin.


Last edited by Lukeworm; 30th November 2008 at 10:13 PM..
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