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Angristan "Ang" Stormfyr (Male Dwarven Dhampyr Druid 1)

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[COLOR=DarkOrange][b]Angristan "Ang" Stormfyr[/b][/color]
[i]Medium Mortal Dwarven Dhampyr [Vampire]
Male Dwarven Druid (Predator) (22 pts + an 18) [Primal Controller (Striker)][/i]


[b]Alignment:[/b]  Unaligned		[b]Height:[/b]	4'7"
[b]Deity:[/b]      Corellan     	[b]Weight:[/b]	200 lbs
[b]Region:[/b]     Morthan             [b]Hair:[/b] 	shaved head with jet black beard
[b]Languages:[/b]  Common, Dwarven	[b]Eyes:[/b] 	jade green with a crimson sunburst
[b]XP:[/b] 	    0			[b]Skin:[/b] 	pale
				[b]Age:[/b] 	25

				[b]Carrying Capacity[/b]
[b]Str[/b] 14 (+2)  			[b]Light[/b] 0   - 58 lbs
[b]Con[/b] 16 (+3) 			[b]Heavy[/b] 117 - 175 lbs
[b]Dex[/b] 14 (+2)  
[b]Int[/b] 10 (+0)
[b]Wis[/b] 20 (+5) 
[b]Chr[/b] 14 (+2) 


[COLOR=DarkOrange][b]Class and Racial Abilities:[/b][/color]

[Racial] [b]Lowlight Vision 60'[/b], [b]Encumbered Speed[/b]
[Racial] [b]Prof w/ Throwing and War Hammer[/b], [b]+2 Dung/Endurance [/b]
[Racial] [b]Cast Iron Stomach[/b], [b]Dwarven Resilience[/b], [b]Stand Your Ground[/b] 



[COLOR=DarkOrange][b]Combat Stats[/b][/color]
[b]HP:[/b]  	28	[b]Bloodied:[/b] 14	[b]Surge:[/b] 10 [b]Surges:[/b] 7

[b]Init:[/b]  	+2 [+2 Dex]	
[b]Max AP:[/b]  1
[b]Speed:[/b]	 6 [Encum. Spd -1] [+1 PP Druid in Lt Armor]

[COLOR="SandyBrown"][b]Defenses[/b][/COLOR]
[b]AC:[/b]	15  	= [+2 Dex] [+ 1/2 lvl] [+3 Hide Armor] [+1 Primal Predator]
[b]Fort[/b]	13     	= [+3 Con] [+ 1/2 lvl]
[b]Ref[/b]	13     	= [+2 Dex] [+ 1/2 lvl] [+1 Dru]
[b]Will[/b]    16 	= [+5 Chr] [+ 1/2 lvl] [+1 Dru] 

[COLOR="sandybrown"][b]Combat Powers[/b][/COLOR]

   [[COLOR="yellowgreen"]AW[/COLOR]] [b]Wild Shape[/b]  	   (mi action change shape 1/turn and shift 1 sq)

   [[COLOR="YellowGreen"]AW][/COLOR] [b]Melee Basic[/b]   	   (Grasping Claws or Savage Rend as basic)
   [[COLOR="yellowgreen"]AW[/COLOR]] [b]Ranged Basic[/b]  	+2 ()

   [[COLOR="yellowgreen"]AW[/COLOR]] [b]Grasping Claws[/b]	+5 (MT, Wis vs Ref, d8+5 + Slowed UEoT)
   [[COLOR="yellowgreen"]AW[/COLOR]] [b]Savage Rend[/b]  	+5 (MT, Wis vs Ref, d8+5 + slide target 1 sq)
   [[COLOR="yellowgreen"]AW[/COLOR]] [b]Flame Seed[/b]  	+5 (R10, Wis vs Ref, 1d6 Fire, UEoNT B1 5 dmg Fire)

   [[COLOR="Red"]En[/COLOR]] [b]Cull the Herd[/b] 	+5 (R5, Wis vs Will, 2d8 +5 Psychic and pull 3 sq)
   [[COLOR="Red"]En[/COLOR]] [b]Blood Drain[/b] 	+5 (grabbed target, Con vs For, 1d4+3 and surge)
   [[COLOR="Red"]En[/COLOR]] [b]Second Wind (mi)[/b]   (Spend a Healing surge and +2 to all defenses )
   [[COLOR="Red"]En[/COLOR]] [b]Action Point [/b]      (Gain another minor, move, or standard action)

   [[COLOR="Gray"]Da[/COLOR]] [b]Wind Prison[/b] 	+5 (R10, Will vs Ref, 2D10+5 + 
                            CA until it moves => all enemy wi/ 5 sq => prone)


[COLOR=DarkOrange][b]Skills:[/b][/color]
[b]Endurance[/b] 	+9      = [+3 Con] [+5 Prof] [+ 1/2 lvl] [+2 Dwarf] [-1 Hide Armor]
[b]Insight[/b] 	+10/+12 = [+5 Wis] [+5 Prof] [+ 1/2 lvl] [+2 vs Dhampyr and Undead]
[b]Nature[/b] 		+10     = [+5 Wis] [+ 1/2 lvl] [+5 Prof] 
[b]Perception[/b]	+10/+12 = [+5 Wis] [+5 Prof] [+ 1/2 lvl] [+2 vs Dhampyr and Undead]

[b]Dungeoneering[/b] 	+7      = [+5 Wis] [+0 Prof] [+ 1/2 lvl] [+2 Dwarf] 


[COLOR=DarkOrange][b]Feats:[/b][/color]
[i]Armor (Hide) 
Weapons (Simple Melee, Simple Ranged, Throwing War Hammer)[/i]

[Dr1] [b]Ritual Caster[/b]
[L1]  [b]Vampiric Heritage[/b]


[COLOR=DarkOrange][b]Equipment[/b][/color]
  [b]Hide Armor[/b]    [25 lb, 30gp]
  [b]Staff[/b]          [+3, 1d8, 4 lb, 15 gp]
   
    [b]Adventurers Kit[/b] (33bs, 15 gp), 
        Backpack, bedroll, flint and steel, belt pouch, 2 sund rods, 
        10 days worth of rations, 50' help rope,
        waterskin
    [b]Everburning Torch[/b] (1bs, 50 gp)


[b]Ritual Book[/b]
    Animal Messenger, Create Campsite

[COLOR=DarkOrange][b]Money and other Tender[/b][/color]
[b]gp[/b] 0
[b]sp[/b] 0


[sblock=History and other Background Info]Appearance:

Ang's head is shaved and his long dwarven beard is jet black. His skin is a gravestone grey - a little more pale than normal, but that could be attributed to long hours in the light less depths. His eyes are a bright green with a crimson sunburst around an inky black pupil with a predatory gleam. This could be attributed to his connection with nature and the will of the hunt. His ears are almost unnoticeably slightly pointed in an almost bat like or fey fashion, which could be attributed again to his connection to nature, or his feral leanings.

A jet black full-bodied and hooded cloak envelopes his stout dwarven frame as a forest green over coat peeks through and is in stark contrast to his slate grey clothes. A predatory and watchful eye peeks out from underneath the hood of his cloak as he leans on his staff.

Personality:

He walks suredly and unafraid, but is cautious when around those who do not know of his ancestry for prejudice and hatred follow in the wake of ignorance. He is confident is his abilities and his training. His tainted blood gives him and an advantage over others and it is on this that his assuredness is found.

Fears:

He revels in his Dhampyrism and enjoys it. Ang embraces the predatory nature of the blood that flows through his veins and is excited to see where it takes him. He continuously explores the connection between nature and dhamyrism and enjoys the dichotomy of both working together. He does worry that he may lose himself in it, like and addiction, and may fall from the path of usefulness to be a detriment and dishonor to his clan. Responsibly use the curse that has been laid upon you. It is now your tool.


Background and History:

Stormfyr History

The Ironfyre clan suffered grievously at the hand of Bael Turathi sorcerey. The once proud and prosperous Ironfyre clan, an industrious cavern faming and metalsmithing clan, were smote a with a heavy curse that made their clan leader a Vampire and corrupted the Ironfyre lineage to be greatly susceptible to spawning Dhampyrs: day-walking vampire-spawn.

Once the clan leader's change awas known a great upheaveal broke and had clan-kin against clan-kin, which tore the clan apart leaving two distinct clans. The Ironfyre clan split into the Stormfyre and Ironfist clan. The fall out brought about most of the pure blood lines to the Ironfist clan and the potentiall corrupted lineages to the Stormfyr clan, which is arguably the true successor to the Ironfyre clan due to being the original clan leaders direct blood slowing in their now corrupted veins.

After a few centuries of ostracization and shunning the Stormfyr clan performed their work in the deepest and darkest caverns and only had pure blooded dwarves do business with the other clans of Darbardin, while the kin of the Ironfist tried to root out and spurn their former brethren's clan. The Stormfyrs never fought back but kept quietly and silently in the darkness biding their time, for someday they would be needed and vilification would be theirs.

That day came when undead from the teaers in the fabric of reality opened up to the Shadowfell and started to infest the dwarven lands. Long since had the Stormfyre clan resided quietly in the back of the clan's mind... out of mind and out of sight. Most attributed the undead to Bael Turathi magics or perhaps it was a pseudo-natural phenominal with the walls between worlds just happen to be weak, but the thought was there, ever so whispered, that the Stormfyre clan was a part of this.

They Stormfyr clan quietly and in the shadows patrolled their caverns and paths and found it easy to hunt and destroy them, with their senses honed to ferret out the dead. Their work moved essentially unhindered by the undeads growing presence in the nations lands. They sent out their people searching for the cause of this infestation and their people encountered members of the Ironfist Clan which was handily blaming their accursed exiled-brethren for these undead.

The Stormfyr member just stood there and pitied his former kin, and said "I pity you and your hatred for your kin. Even though you spurn us, we will help you to solve this, or we can keep to our lands and let you to suffer your prejudice. You know where to find us, brother." He nodded an walked into the darkness.

Longer still the Ironfist ranted about the evils of their former kinsmen's ways and disillusioned with their rhetoric the rest of the people became, for in several centuries they have heard nothing from the Stormfyres living quietly in solitude while providing the rest of the clan with their wares and goods through anonymous merchants, and the Ironfist members spewed hatred and anger at them.

The infections became stronger and more common and the Stormfyr agents became seen for the first time in centuries as they worked deeper and deeper into the mystery of the undead. Eventually, their Elders and their agents found the answers they sought. They knew where the temporal opening was and had the ritual to close it, but in order for it to be closed they were going to need help.

The Stormfyr Clan elder approached the nation's ruler and informed them of their findings and if they wanted it, the Stormfyr clan would perform the ritual at the appointed time and place, but they would need escourts and protecting, for the area is now under the control of a some sort of sentient undead master, and the undead now worked with some sort of rhyme or reason.

After months and months of heated debates and vitriol being spewed by the Ironfist Clan, the nationa, having exhausted many resources and lost many dwarves in search of an answer agreed to have the escourt the Stormfyr clan members to complete the ritual.

Excatly 5,000 of members of the dwarven nation gathered and were joined by 5,000 Stormfyr clan members with not quite half their numbers being Dhampyr, and together they prepared for the march to destiny.

It was a journey of a week into the heart of undeath of the Vampire Lord's domain. In the process of traveling there the Stormfyr clan members trained them in what they needed to know in order to defeat the horrors they would encounter, and their knowledge also happened to address their vampiric weakeness too. A great battle ensued to the death of all but 2 dwarves who survived to return home. The Stormfyr clan members fought ferociously to protect their brethren and the fought to their deaths.

Now, as a few years have passed, the Stormfyr clan's reputation has been greatly increased and fear of them has been lessened, for they sacrificed everyman they had to complete the ritual and save their brethren. The clan is reduced to a shadow of their former strength, but in making that sacrifice the Ironfist clan has been pushed away from of the mainstream society as the Stormfyre clan gains more acceptance. In the darkness the Stormfyr clan extended their hand to the Ironfist clan to have them return to the fold without prejudice. Their offer was rebuffed and their bad luck was blamed on their accursed blood.

Now the Stormfyr Clan has their uses in mainstream dwarven society since their peculiar set of talents gives them advantages that most nations would not have. And so begins our story of Angristan Stormfyr... Dhampyr... Dwarven Druid dedicated to Correlon.

Angristan Stormfyr

His childhood was not too unlike other children's upbringing. He played and learned and grew as the other children of his clan did. He played with them and they did not fear him even when his canines grew in anger. The only exception that set him apart from other children was the darkness that flows in his veins. A few of other brothers and sisters bore this gift too, but not all of them. He was taught to embrace it and to not deny it for it is a part of who he is. It is a curse laid upon us by Baelturoth that shall be waged against them when the time is right. Their curse shall be their undoing.

Angristan worked with his other clan members and he was taught to work with non-dhampyr. Getting along and working with them peacefully was a very important skill. The pure-blood dwarves are your kin too, and they just as much your blood kin as us storm-blooded.

Angristan of the storm-blooded clan, whose history is clouded and dark, but whose kin showed great sacrifice for their kingdom even while under their spurning eyes. Ang, most ironically, choose the path of nature to study to which his existence is the very blasphemy of. His predatory and vampiric demeanor is rather offputting to most, but he enjoys their reactions somewhat and revels in the irony of his profession. He uses the animal forms to unleash his animalistic and predatory instincts unpon the enemies of his people, and looks forward to further exploring his connection to nature and to the darkness latent in his blood. He goes where his clan summons him to be; serving their will -their dark servant of nature.
[/sblock]

[sblock=Future Advancement]
Code:
[COLOR="DarkOrange"][B][B]Future Feats:[/B][/B][/COLOR]

2  Implement Expertise
4  Vampiric Alacrity (speed +1); +1 Wis +1 Con
6  Fast Feet
8  Improved Grab; +1 Wis +1 Con
10 Vampiric Mist
[/sblock]

[sblock=Vampiric Heritage (feat)]
Vampiric Heritage [Vampire Bloodline] (DDI Dragon 371)
Prerequisite: Living humanoid race
Benefit: You gain blood drain as an encounter power. Additionally, you gain a +2 bonus to Perception and Insight checks to sense and recognize dhampyrs and undead.

Special: You are considered a vampire for the purpose of effects that relate to vampires.

Blood Drain
Vigor rushes through your body as you drain life energy
from your victim

Encounter ✦ Healing
Standard Action Melee touch

Target: One living creature you have grabbed
Attack: Strength +2 vs. Fortitude, Constitution +2 vs.
Fortitude, or Dexterity +2 vs. Fortitude

Hit: 1d4 + Constitution modifier damage, and you can
spend a healing surge.
Increase to +4 bonus and 2d4 + Constitution
modifier damage at 11th level; +6 bonus and 3d4 +
Constitution modifier damage at 21st level.

Special: When you select the Vampiric Heritage
feat, you determine whether you use Strength,
Constitution, or Dexterity to attack with this power.
[/sblock]
 
Last edited:

Thurgan Hammer, Male Dwarven Warden

====== Created Using Wizards of the Coast D&DI Character Builder ======
Thurgan Hammer, level 1
Dwarf, Warden
Build: Wild Warden
Guardian Might: Wildblood

FINAL ABILITY SCORES
Str 18, Con 16, Dex 12, Int 9, Wis 18, Cha 14.

STARTING ABILITY SCORES
Str 18, Con 14, Dex 12, Int 9, Wis 16, Cha 14.


AC: 19 Fort: 15 Reflex: 13 Will: 15
HP: 33 Surges: 12 Surge Value: 8

TRAINED SKILLS
Nature +9, Endurance +7, Dungeoneering +11, Perception +9

UNTRAINED SKILLS
Acrobatics -2, Arcana -1, Bluff +2, Diplomacy +4, Heal +4, History -1, Insight +4, Intimidate +2, Religion -1, Stealth -2, Streetwise +2, Thievery -2, Athletics +1

FEATS
Level 1: Dwarven Weapon Training

POWERS
Warden at-will 1: Thorn Strike
Warden at-will 1: Strength of Stone
Warden daily 1: Form of the Relentless Panther
Warden encounter 1: Wildblood Frenzy

ITEMS
Adventurer's Kit, Battleaxe, Heavy Shield, Hide Armor, Climber's Kit, Rope, Silk (50 ft.), Grappling Hook, Rations, Trail
====== Created Using Wizards of the Coast D&DI Character Builder ======


Background: Thurgan was slated by his parents to be a priest of Moradin almost from birth . . . perhaps they should have consulted the earthmother first. Thurgan was drawn to the smithies during his youth, but found that the earth spoke to him more when he was not in the smithies. It spoke more when he was not training to be a priest. When he wandered the halls of his clan . . . that was when the earht spoke to him, made him better than he was . . . gave his life purpose.
 

====== Created Using Wizards of the Coast D&DI Character Builder ======
Theren, level 1
Elf, Avenger
Build: Pursuing Avenger
Avenger's Censure: Censure of Pursuit

FINAL ABILITY SCORES
Str 12, Con 16, Dex 18, Int 10, Wis 20, Cha 12.

STARTING ABILITY SCORES
Str 12, Con 16, Dex 16, Int 10, Wis 18, Cha 12.


AC: 18 Fort: 14 Reflex: 15 Will: 16
HP: 30 Surges: 10 Surge Value: 7

TRAINED SKILLS
Religion +5, Perception +12, Streetwise +6, Acrobatics +9

UNTRAINED SKILLS
Arcana +2, Bluff +1, Diplomacy +1, Dungeoneering +5, Endurance +3, Heal +5, History, Insight +5, Intimidate +1, Nature +7, Stealth +4, Thievery +4, Athletics +1

FEATS
Level 1: Improved Armor of Faith

POWERS
Avenger at-will 1: Bond of Pursuit
Avenger at-will 1: Radiant Vengeance
Avenger daily 1: Oath of the Final Duel
Avenger encounter 1: Angelic Alacrity

ITEMS
Adventurer's Kit, Cloth Armor (Basic Clothing), Scourge, Shortbow, Arrows (30), Holy Symbol, Heavy flail
====== Created Using Wizards of the Coast D&DI Character Builder ======

Background: Theren spent his childhood running the many pathways through the Forests of Nayavar. Unlike his fellow elves, however, he found himself drawn to the beauty of the forest in the darkness of night. As a result of this passion, he found himself more and more isolated from his brethren, running the paths by nothing but starlight. It was during these solo outings that Theren became aware of the stars.

Sure, he had known for years how closely Nayavar was tied to the stars, and he had long respected the Council of Stars and the Apprentices of the Stars, though he had never been drawn to their lives. He always felt that something was missing from the cold pursuit of power both groups seemed to thrive on. During those quiet, peaceful sessions in the depths of Nayavar's forests, Theren discovered the soul of the stars, Sehanine. At first she only filled him with peace and acceptance, making him feel at home and confident in the starlit wood. Later, as he became more open to her presence, she started speaking to him more directly, enjoying his athleticism and daring.

It would be hard to say who chose whom, as Theren's pledge to serve her in any way seemed to happen simultaneously with her promise to shelter him and guide him through life. It was mere days later that the starlight guided Theren to the isolated walls of the Hold of the Starry Night, a secret monastery deep in the heart of the wood. There he began his training.
 

====== Background =====

Adrian have always been an outcast of the society. His human heritage have place him at the lowest step of the social ladder. But Adrian have never believed about the structure of his homeland. Why would the eladrins be the only possible leader. His belief was strengthen by a secret he was keeping for himself, he had a bound with the Stars, just like the member of the council. How a scum like him could be given such a boon, if it wasn't to prove to everyone that anyone with elven blood within his vein could hope to gain in power.

Adrian have his cause, he want to create a more equal society, even if that mean break down the social convention and the power in place.

====== Created Using Wizards of the Coast D&DI Character Builder ======
Adrian, level 1
Half-Elf, Bard
Build: Valorous Bard
Bardic Virtue: Virtue of Valor

FINAL ABILITY SCORES
Str 8, Con 20, Dex 10, Int 14, Wis 11, Cha 20.

STARTING ABILITY SCORES
Str 8, Con 18, Dex 10, Int 14, Wis 11, Cha 18.


AC: 17 Fort: 15 Reflex: 14 Will: 16
HP: 32 Surges: 12 Surge Value: 8

TRAINED SKILLS
Arcana +7, Insight +7, Perception +5, Diplomacy +12, Bluff +10

UNTRAINED SKILLS
Acrobatics, Dungeoneering +1, Endurance +5, Heal +1, History +3, Intimidate +6, Nature +1, Religion +3, Stealth, Streetwise +6, Thievery, Athletics -1

FEATS
Bard: Ritual Caster
Level 1: White Lotus Riposte

POWERS
Bard at-will 1: Guiding Strike
Bard at-will 1: War Song Strike
Bard encounter 1: Shout of Triumph
Dilettante encounter: Dire Radiance
Bard daily 1: Verse of Triumph

ITEMS
Ritual Book, Chainmail, Longsword, Light Shield, Adventurer's Kit, Alchemical Reagents (Arcana) (25)
RITUALS
Glib Limerick, Simbul's Conversion
====== Created Using Wizards of the Coast D&DI Character Builder ======
 

Adremaal, level 1
Eladrin, Warlock
Build: Deceptive Warlock with Paladinic undertones
Deity: Corellon

Height; 5’ 10”
Weight: 160 lbs
Short cropped white hair
Brown eyes
Unremarkable in appearance

================================================== =========

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

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

AC: 16 Fort: 12 Reflex: 15 Will: 16
HP: 26 Surges: 8 Surge Value: 6

TRAINED SKILLS
Arcana +10, History +10, Intimidate +9, Bluff +9, Acrobatics +9, Religion +8,


UNTRAINED SKILLS
Dungeoneering -1, Endurance +2, Heal -1, Nature -1, Stealth +4, Streetwise +4, Thievery +4, Athletics +2, Diplomacy +9


FEATS

Eladrin: Weapon proficiency - longsword
Warlock: Armour proficiency: Cloth, leather: Weapon proficiency - simple melee & simple ranged
Level 1: Soldier of the Faith

Racial Abilities
+5 bonus to saves vs. charm effects
Trance: 4 hours for extended rest
Fey Step; Encounter: Can teleport up to 5 squares.

Class Abilities
Fey Pact: Eyebite
Misty step pact boon: can teleport 3 squares when cursed enemy reaches 0HP or less
Prime Shot: +1 bonus to ranged attack if I am nearest to target
Shadow Walk: Move at least 3 squares; gain concealment till end of my next turn
Warlock’s Curse: Curse nearest enemy. If I damage a cursed enemy do extra 1d6 damage.
Implements: Can use Wands, rods and pact weapons as Implements

Paladin Divine Challenge (Encounter) Close blast 5.
Can use Holy symbol with Paladin powers

POWERS
At-will: Eldritch Blast, Eyebite
Encounter 1: Witchfire
Daily 1: Dread Star



Equipment
Leather Armour
Longsword
Adventurer’s kit


Adremaal had always been a strange child, given to wandering in the woods and talking to trees. And so it was no surprise when he came home one day with strange powers from “this tree that spoke back to me when I spoke to it!”

It was with a sense of almost childlike wonder that he used and practiced his new found powers but he soon discovered that all was not right with his new role. There were times when the powers were using him rather than the other way round! This scared him. There was no way he knew to get rid of his powers and so he turned to religion and to Corellon. He spent years in prayer and study, hoping to find an answer. But in the end the answer found him. God spoke to him and chose him for his own. There was no way he could become a proper paladin, not with the arcane energy whizzing around inside him, but he could become the next best thing.

And so the divine power of Corellon now helps Adremaal to focus, use and control the more primitive energies that the elven spirits
 

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