Swords of Runa Thei - Characters


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SHANRA LEFTASIS
Human Hybrid Rogue/Sorcerer 1 - Good
Background: Society - Urban (+2 Streetwise)

ABILITY SCORES
STR: 8
CON: 10
DEX: 17
INT: 13
WIS: 10
CHA: 17

DEFENSES & HP
AC: 13
FORT: 11
REF: 15
WILL: 15
HP: 22
BLOODIED: 11
SURGES/DAY: 6
SURGE VALUE: 5

COMBAT & ATTACKS:
INIT: +3
MOVEMENT: 6
MELEE BASIC ATTACK - (Dagger): +2 vs AC, 1d4-1
RANGED BASIC ATTACK - (Hand Crossbow): +5 vs AC, 1d6+3
RANGED BASIC ATTACK - (Dragonfrost w/Dagger): +3 vs Fort, 1d8+6

RACIAL ABILITIES
Human - all included

CLASS FEATURES
SNEAK ATTACK (HYBRID): +2d6 damage with combat advantage and using Rogue powers.
SORCEROUS POWER - DEXTERITY: Add Dex mod to damage with Sorcerer powers.
SOUL OF THE SORCERER - WILD SOUL: When you finish an extended rest, roll a d10 and consult PHB2 p. 137 for an energy type. You gain resist to that energy type and your arcane powers ignore the target's resistance to that energy type (up to the value of your resistance).

SKILLS
Trained: Acrobatics +8, Arcana +6, Bluff +8, Stealth +8, Streetwise +10, Thievery +8.
Languages: Common, Draconic

FEATS
HYBRID TALENT: Gain Soul of the Sorcerer - Wild Soul.
ARCANE SPELLFURY: +1 to attack rolls after hitting with a Sorcerer at-will attack.

POWERS
DUELIST'S FLURRY Martial, Weapon; Standard; Melee weapon, One creature; Requirement: You must be wielding a light blade: +6 vs AC, 3 dmg and slide the target 1 square. You may use your Sneak Attack damage even if you do not have combat advantage for this attack.
DRAGONFROST: Arcane, Cold, Implement; Standard; Ranged 10; one creature: +3 vs Fort , 1d8+6 dmg and you push the target 1 square. Special: This power can be used as a ranged basic attack.
SLY FLOURISH: Martial, Weapon; Standard; Melee or Ranged weapon; one creature: (Dagger) +6 vs AC, 1d4+6; (Hand Crossbow) +6 vs AC, 1d6+6 dmg.
MISTS OF DISARRAY: Arcane, Implement, Psychic; Standard; Area burst 1 within 10; Each creature in burst: +3 vs Will, 1d8+6 damage and you push the target 1 square. If you rolled an even number on the attack roll, you slide the target 3 squares instead of pushing it.
HANDSPRING ASSAULT: Martial, Reliable, Weapon; Standard; Melee weapon; One creature; Requirement: You must be wielding a light blade: +6 vs AC, 3d4+3 dmg and you can shift 2 squares. Special: When charging, you can use this power in place of a melee basic attack.
PIERCED HEART TATTOO: When you use your second wind, you gain a +2 bonus to damage rolls on the next attack you make before the end of your next turn.

EQUIPMENT
Pierced Heart Tatoo, Adventurer's Kit, Thieves' Tools, Basic Clothing, Dagger (3), Hand Crossbow, Crossbow Bolt (40).
 

AVIN DROMDEL
Human Warlord - Good
Background: Occupation - Scholar (Religion as Class Skill)

ABILITY SCORES
STR: 17
CON: 10
DEX: 8
INT: 13
WIS: 10
CHA: 17

DEFENSES & HP
AC: 16
FORT: 15
REF: 12
WILL: 15
HP: 22
BLOODIED: 11
SURGES/DAY: 7
SURGE VALUE: 6

COMBAT & ATTACKS:
INIT: +1
MOVEMENT: 5 adjusted
MELEE BASIC ATTACK - (Greataxe): +5 vs AC, 1d12+3

RACIAL ABILITIES
Human - all included

CLASS FEATURES
COMBAT LEADER: You and each ally within 10 squares who can see and hear you gains a +2 power bonus to initiative.
COMMANDING PRESENCE - INSPIRING: When an ally who can see and hear you spends an action point, that ally regains hp equal to 1/2 your level + Cha mod (3).
INSPIRING WORD: Gain Inspiring Word as an encounter power.

SKILLS
Trained: Athletics +7, Diplomacy +8, History +6, Intimidate +10, Religion +6.
Languages: Common, Giant

FEATS
BLACK HOOD STUDENT: Gain a +2 feat bonus to Intimidate. When you attack with a 2H axe and deliver a coup-de-grace, add an additional 1[W] damage (1d12). When you use Furious Smash and hit the enemy with a 2H axe, you gain a +2 bonus to the damage roll if the target is slowed or a +5 bonus to the damage roll if the target is helpless or immobilized.
ROUSING RESURGENCE: Allies who spend their second wind within 10 squares of you also gain temp hp equal to 1/2 your level + Cha mod (3).

POWERS
BRASH ASSAULT Martial, Weapon; Standard; Melee weapon, One creature: +5 vs AC, 1d12+3 dmg. Target can make a melee basic attack against you as a free action and has Combat Advantage for this attack. If the target attacks, an ally of your choice within 5 squares makes a basic attack as a free action against that target and gains Combat Advantage against that target for the attack.
FURIOUS SMASH: Martial, Weapon; Standard; Melee weapon; one creature: +5 vs Fort, 3 damage. Choose one ally adjacent either to you or the target. Your ally adds your Cha mod (+3) to attack and damage rolls for the next attack against that target before the end of their next turn.
WOLF PACK TACTICS: Martial, Weapon; Standard; Melee weapon; One creature: Special: Before you attack, you let 1 ally adjacent either to you or the target shift 1 square as a free action. +5 vs AC, 1d12+3 dmg.
GUARDING ATTACK: Melee, Weapon; Standard; Melee weapon; One creature: +5 vs AC, 2d12+3 damage. Until end of your next turn, 1 ally adjacent either to you or the target gains a power bonus to AC equal to 1 + Cha mod (+4).
INSPIRING WORD: Healing, Martial; Minor; Close burst 5; One ally in burst: Special: This may be used twice per encounter but only once per round. The target can spend a Healing Surge and regains an additional 1d6 hp.
WHITE RAVEN ONSLAUGHT: Martial, Weapon; Standard; Melee weapon; One creature; +5 vs AC, 3d12+3 dmg and slide an adjacent ally 1 square. Until the end of the encounter, when you or an ally within 10 squares makes a successful attack, the attacker slides an adjacent ally 1 square. Miss: Choose 1 ally within 10 squares. Until the end of the encounter, the ally slides an adjacent ally 1 square after making a successful attack.

EQUIPMENT
Belt of Vigor, Adventurer's Kit, Crowbar, Chainmail, Greataxe.
 
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CALHERA REDFEATHER
Human Fighter - Unaligned
Background: Occupation - Criminal (Stealth as Class Skill)

ABILITY SCORES
STR: 18
CON: 13
DEX: 15
INT: 8
WIS: 13
CHA: 10

DEFENSES & HP
AC: 19
FORT: 19
REF: 14
WILL: 12
HP: 28
BLOODIED: 14
SURGES/DAY: 10
SURGE VALUE: 7

COMBAT & ATTACKS:
INIT: +2
MOVEMENT: 5 adjusted
MELEE BASIC ATTACK - (Flail): +6 vs AC, 1d10+6
MELEE BASIC ATTACK - (Unarmed): +6 vs AC, 1d3+6

RACIAL ABILITIES
Human - all included

CLASS FEATURES
COMBAT AGILITY: You gain the Combat Agility at-will power.
COMBAT CHALLENGE: Every time you attack an enemy, whether the attack hits or misses, you can mark that target. A marked target takes a -2 penalty to attack rolls when an attack doesn't include you as a target. In addition, you gain the Combat Challenge at-will power.
FIGHTER TALENT - BRAWLER STYLE: While you wield a weapon in your primary hand and your offhand is free, you gain a +1 bonus to AC and a +2 bonus to Fortitude defense. In addition, you gain a +2 proficiency bonus to unarmed attack rolls and a +2 bonus to grab attacks and attacks made to move a target grabbed by you.

SKILLS
Trained: Athletics +9, Endurance +6, Intimidate +5, Stealth +7.
Languages: Common, Giant

FEATS
BRAWLER GUARD: You gain a +1 shield bonus to AC and Reflex defense while you wield a weapon in one hand and your offhand is free.
INESCAPABLE HOLD: When a grabbed enemy attempts to escape your grab, it must make its check against your Fortitude defense, even if it uses Acrobatics.

POWERS
COMBAT AGILITY Martial, Weapon; Opp Action; Trigger: An enemy adjacent to you takes an action that provokes an opportunity attack: After the triggering enemy completes the action, you can shift a number of squares equal to your Dex mod (2). You must end this shift closer to the target. Then, make the following attack: (Flail) +6 vs AC, 1d10+4 dmg and you knock the target prone.
COMBAT CHALLENGE: Martial, Weapon; Imm Interrupt; Trigger: An enemy marked by you shifts or makes an attack that doesn't include you, you can make a melee basic attack against that enemy.
CLEAVE: Martial, Weapon; Standard; Melee weapon; One creature: +6 vs AC, 1d10+4 dmg and one enemy adjacent to the target takes Str mod (4) dmg.
GRAPPLING STRIKE: Martial, Weapon; Standard; Melee touch; Requirement: Must have one hand free; One creature: +6 vs AC, 1d0+4 dmg and you grab the target. The grab ends automatically at the end of your next turn. Brawler Style: When making an opportunity attack, you may use this power in place of a melee basic attack.
SLASH AND PUMMEL: Melee, Weapon; Standard; Melee touch; Requirement: You must have one hand free; One creature: (Flail) +6 vs AC, 1d10+4 dmg and make a secondary attack: (unarmed strike) +6 vs Reflex, 7 dmg.
SERPENT'S COIL: Melee, Weapon; Standard; Melee weapon; One creature: +6 vs AC, 1d10+4 dmg. Until end of your next turn, the target takes a penalty to attack rolls equal to your Dex mod (-2). Weapon: If you're wielding a flail, you grab the target. The grab ends automatically at the end of your next turn.
HARRIER'S PLOY: Martial, Weapon; Standard; Melee weapon; One creature; +6 vs AC, 3d10+4 dmg. Until the end of the encounter, if the target moves, you can shift a number of squares equal to your Dex mod (2) as a free action.

EQUIPMENT
Bracers of Mighty Striking, Adventurer's Kit, Scale Armor, Flail.
 

BRODER LONGSHANKS
Human Ranger - Good
Background: Occupation - Mariner (+2 to Perception)

ABILITY SCORES
STR: 14
CON: 12
DEX: 18
INT: 10
WIS: 15
CHA: 8

DEFENSES & HP
AC: 16
FORT: 14
REF: 16
WILL: 13
HP: 24
BLOODIED: 12
SURGES/DAY: 7
SURGE VALUE: 6

COMBAT & ATTACKS:
INIT: +6
MOVEMENT: 6
MELEE BASIC ATTACK - (Battle Axe): +4 vs AC, 1d10+3
RANGED BASIC ATTACK - (Longbow): +6 vs AC, 1d10+4

RACIAL ABILITIES
Human - all included

CLASS FEATURES
FIGHTING STYLE - HUNTER: You gain Quick Draw as a bonus feat. You can sheathe a weapon as a free action and gain a +4 bonus to AC against opportunity attacks provoked by making a ranged attack.
HUNTER'S QUARRY: You gain the Hunter's Quarry at-will power.
RUNNING ATTACK: If you use a standard action that lets you move and you end that movement at least 2 squares away from where you began the movement, you gain a +1 bonus to attack rolls made as part of that standard action.

SKILLS
Trained: Acrobatics +9, Athletics +7, Endurance +6, Nature +7, Perception +9, Stealth +9.
Languages: Common, Elven

FEATS
GHOSTWALKER STYLE: When using Nimble Strike, you can move 2 squares before or after the attack instead of shifting 1 square.
LETHAL HUNTER: The extra dice from your Hunter's Quarry power become d8s.
QUICK DRAW: You gain a +2 bonus to initiative checks. In addition, you can draw a weapon or object as part of the same action to attack with the weapon or use the object.

POWERS
HUNTER'S QUARRY Minor: You designate the nearest to you that you can see as your quarry. Once per round, when you hit your quarry with an attack, it deals 1d8 extra dmg.
HUNTER'S TEAMWORK Martial, Weapon; Standard; Ranged weapon; One creature: +6 vs AC, 1d10+4. If two or more of your allies are adjacent to the target, you have Combat Advantage for this attack.
NIMBLE STRIKE Martial, Weapon; Standard; Ranged weapon; One creature: Shift 1 square or move 2 squares before or after the attack. +6 vs AC, 1d10+4 dmg.
TWIN STRIKE: Martial, Weapon; Standard; Melee or Ranged weapon; Requirement: You must be wielding two melee weapons or a ranged weapon; One or two creatures: (Battle Axe) +4 vs AC, 1d10+2 & (Short Sword) +4 vs AC, 1d6+2 OR (Longbow) +6 vs AC, 1d10+4, two attacks.
FOX'S CUNNING Martial, Weapon; Immediate Reaction; Melee or Ranged weapon; Trigger: An enemy makes a melee attack against you: Shift 1 square and make a basic attack against the triggering enemy. Special: Gain a power bonus to the attack roll equal to your Wis mod (+2).
HUNT'S END Martial, Weapon; Standard; Melee or Ranged Weapon; One bloodied creature: (Battle Axe) +4 vs AC, 3d10+3 dmg OR (Longbow) +6 vs AC, 3d10+4 dmg. If the target is your quarry, the attack can crit on 19-20. Miss: half dmg.
ACROBAT BOOTS: At-Will; Minor: Stand up from prone.

EQUIPMENT
Acrobat Boots, Adventurer's Kit, Leather Armor, Battle Axe, Short Sword, Longbow, Arrow (40).
 

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