Rogue(Vagbonde) Gallery La cirque la lune tombe


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[sblock=Galindann Stats]
====== Created Using Wizards of the Coast D&DI Character Builder ======
Galindann, level 1
Eladrin, Ranger
Build: Beastmaster Ranger
Fighting Style: Beast Mastery
Beast Companion Type: Cat

FINAL ABILITY SCORES
Str 14, Con 12, Dex 18, Int 10, Wis 14, Cha 11.

Starting Ability Scores
Str 14, Con 12, Dex 16, Int 8, Wis 14, Cha 11.


AC: 17 Fort: 13 Reflex: 15 Will: 13
HP: 24 Surges: 7 Surge Value: 6

TRAINED SKILLS
Stealth, Nature, Endurance, Acrobatics, Heal, Perception.

FEATS
1: Feyborn Companion

POWERS
1, At-Will: Circling Strike
1, At-Will: Predator Strike
1, Encounter: Enclose the Prey
1, Daily: Driving the Quarry

ITEMS
Raise Beast Companion, Adventurer's Kit, Hide Armor, Longbow, Arrows (30), Longsword
====== Created Using Wizards of the Coast D&DI Character Builder ======

[/sblock]

[sblock=Sharessa]
Sharessa Level 1
Feywild Jaguar

This large black cat shimmers with rainbow like reflections in the light.

ABILITY SCORES
Str 14, Con 12, Dex 16, Int 6, Wis 14, Cha 6

AC: 15 Fort: 12 Reflex: 14 Will: 13
HP: 14 Surges: 2 Surge Value: 3

Trained Skills:
Athletics, Stealth
[/sblock]

[sblock=Galindann]
Laaaaadiiieeeessssss and Geeentlemen weeeee present Galindan

From the impenitrable jungles in the south, this mysterious wanderer, rumored to have been raised by the beasts of the wild, and his jaguar will perform, before your very eyes, feats of daring and dexterity that none before have concieved possible

Backstage the lanky eladrin ranger ignored the mispronunciation of his name and petted Sharessa, his jaguar companion, "are you ready to play a bit girl?" he asked, looking out through the gap in the curtain at the crowd. Though his clothes looked rustic they possesed craftmanship rivaling and surpassing the finest on display from the nobles in the throng. Sharessa growled back at him and twitched her tail in slight irritation. "Yes girl, I know but a few more years of this and we can return to the glades of the Summer King and the Wild Hunt."[/sblock]
 

Attachments

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[sblock="The Strongman"] Ukertan the Bear, level 1
Minotaur, Guardian Fighter
Fighter Weapon Talent: 1-Handed Weapons

FINAL ABILITY SCORES
Str 20, Con 16, Dex 8, Int 10, Wis 11, Cha 10.

Starting Ability Scores
Str 18, Con 14, Dex 8, Int 10, Wis 11, Cha 10.


AC: 19 Fort: 15 Reflex: 9 Will: 10
HP: 31 Surges: 12 Surge Value: 7

TRAINED SKILLS
Athletics, Intimidation, Endurance
+2 to nature and Perception

FEATS
1: Weapon Profeciency (Bastard Sword)

POWERS
1, At-Will: Cleave (deal str dmg to 2nd target in reach)
1, At-Will: Tide of Iron (Shift Target 1 space after hit)
1, Encounter: Passing Attack (Make 2nd attack on another target)
R, Encounter: Goring Charge (Knock target prone)
1, Daily: Brute Strike (X3 weapon dmg + str)
- Ferocity: make a basic attack as immediate action when reaching 0HP
- Oversized: Can wield weapons 1 size category larger as if he was too.

ITEMS
Adventurer's Kit, Scale Armor, Heavy Shield, Large Bastard Sword.[/sblock][sblock="The Lake of Fire"]While there are many men out there in the world with comparable strength, it is the possibility of a fiery death that makes The Bear's act unique. The platform shimmers and burns as the 7 and a half foot tall beastman juggles massive weapons and beatiful women at the same time! Unbeknownst to the punters, there are several safe paths through the burning stage that are known only by the great performer himself. So without being in any real danger, his cool confidence during his performances make the crowd all the captivated by the prospect of his impending immolation.[/sblock][sblock="The Man Beneath the Horns"]Standing a solid 7.5ft tall and 400 pounds, Ukertan the Bear can frighten most people with a simple snort from between his oiled pair of needle-sharp black horns. His starkly shimmering black fur picks up the light of the fire wonderfully to give him the appearance of almost being on fire himself while performing in the center ring. The star shaped white patch on his forehead draws the gaze of onlookers strait into his staggering blue eyes.

His stage name of "the bear" has a dual meaning outside of the bigtop that his fellow circus folk are very glad for. Quick to laugh and kid around, he is far more cuddly than anyone would guess at first glance. While he definitely could crush just about anyone with his tree-trunk-like arms, he never would unless seriously provoked.[/sblock]
 
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[sblock=Elrind's Stats]
Elrind Mellendur, level 1
Eladrin, Wizard
Arcane Implement Mastery: Orb of Imposition

FINAL ABILITY SCORES
Str 12, Con 13, Dex 14, Int 18, Wis 14, Cha 9.

Starting Ability Scores
Str 12, Con 13, Dex 12, Int 16, Wis 14, Cha 9.


AC: 14 Fort: 11 Reflex: 14 Will: 15
HP: 23 Surges: 7 Surge Value: 5

TRAINED SKILLS
Bluff, Arcana, Nature, Insight, History.

FEATS
1: Ritual Caster
1: Dark Fury

POWERS
1, At-Will: Thunderwave
1, At-Will: Illusory Ambush
1, Encounter: Grasping Shadows
1, Daily: Phantom Chasm
Spellbook: Sleep

ITEMS
Spellbook, Arcane Implement, Orb, Adventurer's Kit, Oil (1 pint) (2), Cloth Armor (Basic Clothing), Dagger, Longsword, Tenser's Floating Disk, Amanuensis, Silence [/sblock]

[sblock=Elrind's Background]
Elrind, like many of his Eladrin brothers, studied the arts of Magic in the Fey lands. However, he always sought some claim to greatness that would seperate him from his fellows. When a traveler whispered stories of the lost spellbooks of a mage called Zarendel being located nearby, Elrind paid this man for information and a map to help him recover these books and return them to his people for glory.

However, the books were never found. Elrind had been tricked and, ashamed of his naivety, refused to return home until he had found magical artifacts of even greater value.

That was when he ran out of money. With no funds to either live or continue his magical studies, Elrind fell in with a traveling circus, training with the circus's illusion master and keeping an eye out for his chance to claim a real magical artifact.
[/sblock]

[sblock=Elrind's Act]
"Prepare yourselves, ladies and gentlemen, for wonders beyond what you have ever seen! Using magic from beyond the borders of the Empire, he bends mortals, demons, and the very elements to his will!"

A cloaked figure sighs to himself before walking into the ring. Thank the gods his former Master can't see how far he's fallen. But spellbooks aren't cheap and something needs to pay the bills...

Elrind's act consists of a few minor illusions, but the sadly the majority of the "illusions" were of a more mundane action. Mirors and lights situated around the tent were responsible for a lot of the act and were manipulated by the mage's cantrips. An occasional blast of real fire, lightning, or illusion is mixed in for maximum realism. [/sblock]
 

Malin, Tiefling Bard, lvl 1

[sblock=Stats]====== Created Using Wizards of the Coast D&DI Character Builder ======
Malin, level 1
Tiefling, Bard
Bardic Virtue: Virtue of Cunning

FINAL ABILITY SCORES
Str 8, Con 14, Dex 10, Int 16, Wis 13, Cha 18.

Starting Ability Scores
Str 8, Con 14, Dex 10, Int 14, Wis 13, Cha 16.


AC: 16 Fort: 12 Reflex: 15 Will: 15
HP: 26 Surges: 9 Surge Value: 6

TRAINED SKILLS
Arcana, Bluff, History, Streetwise, Diplomacy.

FEATS
1: Alchemist
1: Dark Fury

POWERS
1, At-Will: Vicious Mockery
1, At-Will: Misdirected Mark
1, Encounter: Blunder
1, Daily: Stirring Shout

ITEMS
Ritual Book, Leather Armor, Light Shield, Arcane Implement, Wand, Dagger, Adventurer's Kit, Rope, Silk (50 ft.), Wine, Bottle
====== Created Using Wizards of the Coast D&DI Character Builder ======

[/sblock]

[sblock=powers]

Charisma is the key stat

Vicious Mockery
You unleash a string of insults at your foe, weaving them with bardic magic to send the creature into a blind rage.
At-Will Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + 5 (cha) modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.


Misdirected Mark
You conceal your arcane attack, tricking your foe into thinking the attack came from one of your allies.
At-Will Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: +4 vs. Reflex
Hit: 1d8 + 4 modifier damage, and the target is marked by an ally within 5 squares of you until the end of your next turn.

Blunder
You fog your foe’s mind, causing it to stumble past your allies.
encounter Arcane, Charm, Implement
Standard Action Ranged 5
Target: One creature
Attack: +4 vs. Will
Hit: 1d6 + 4, and you slide the target 2 squares. During the slide, you or one of your allies can make a melee basic attack against the target as a free action, with a +2 power bonus to the attack roll.
Virtue of Cunning: The power bonus to the attack roll equals 1 + your Intelligence modifier

I do have virtue of cunning, so it's a +5 bonus to the basic attack.

Stirring Shout
Your shout of wrath stabs into your foe’s mind. Each time your allies hit that foe, they draw strength from its weakness.
Daily Arcane, Healing, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: +4 vs. Will
Hit: 2d6 + 5 modifier psychic damage.
Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points equal to your Charisma modifier.

Majestic Word
You utter words laden with preternatural inspiration, restoring your ally’s stamina and making wounds seem insignificant.
Encounter (Special) Arcane, Healing
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier (+4). You also slide the target 1 square.
Special: You can use this power twice per encounter, but only once per round.

Words of Friendship
You infuse your words with arcane power, turning even the simplest speech into a compelling oration.
Encounter Arcane, Charm
Minor Action Personal
Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn
[/sblock]

I'll work on it later
 

Jimmy Troy, level 1
Human, Rogue
Rogue Tactic: Brutal Scoundrel

FINAL ABILITY SCORES
Str 14, Con 13, Dex 18, Int 10, Wis 8, Cha 14.

Starting Ability Scores
Str 14, Con 13, Dex 16, Int 10, Wis 8, Cha 14.


AC: 16 Fort: 14 Reflex: 17 Will: 14
HP: 25 Surges: 7 Surge Value: 6

TRAINED SKILLS
Athletic, Acrobatic, Intimidation, Perception, Stealth, Thievery

FEATS
1: Weapon Focus (Ligth Blade), Action Surge

POWERS
1, At-Will: Deft Strike
1, At-Will: Disheartening Strike
1, At-Will: Piercing Strike
1, Encounter: Unbalacing Loundge
1, Daily: Blinding Barrage

ITEMS
Adventurer's Kit, Dagger x4, Shuriken x30, Leather Armor, Thieve's Tools.
 

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