DF's "Those Damn Heroes" RG

Hello, boys. Boss man sez you're to tell me yer life story, so's I can write it in the register. Gimme yer character sheet so's Chief Downs can know what to do with ye.
 

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[sblock=Mikal Downs]
level 5
Human, Wizard
Arcane Implement Mastery: Staff of Defense

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

STARTING ABILITY SCORES

Str 8, Con 14, Dex 13, Int 15, Wis 15, Cha 10.

AC: 18 Fort: 18 Reflex: 17 Will: 21
HP: 40 Surges: 8 Surge Value: 10

TRAINED SKILLS

Arcana +11, Diplomacy +7, History +11, Insight +10, Religion +11

UNTRAINED SKILLS

Acrobatics +3, Athletics +1, Bluff +2, Dungeoneering +5, Endurance +4, Heal +5, Intimidate +2, Nature +5, Perception +5, Stealth +3, Streetwise +2, Thievery +3,

FEATS
Wizard: Ritual Caster
Human: Expanded Spellbook
Level 1: Human Perseverance
Level 2: Armor Training (light)
Level 4: Astral Fire

POWERS
Bonus At-Will Power: Magic Missle
Wizard at-will 1: Scorching Burst
Wizard at-will 1: Thunderwave
Wizard encounter 1: Burning Hands
Wizard daily 1: Sleep
Wizard daily 1 Spellbook: Flaming Sphere
Wizard daily 1 Spellbook: Freezing Cloud
Wizard Utility 2: Expeditous Retreat
Wizard Utility 2 Spellbook: Jump
Wizard encounter 3: Fire Shroud
Wizard daily 5: Fireball
Wizard daily 5 Spellbook: Web
Wizard daily 5 Spellbook: Bigby's Icy Grasp

ITEMS
Spellbook, Adventurer's Kit, Leather Armor, Staff of the Warmage +1 (lvl3), Power Jewel(lvl5), Amulet of Protection +2(lvl6), 840gp

RITUALS
Comprehend Languages, Make Whole, Water Walk, Enchant Magic Item, Knock

Basic attacks

Ranged (Magic Missile)
Ranged 20, auto-hit, 6 force damage.

Melee (Staff)
Melee +3 vs AC, dmg; 1d8-1
[sblock=Powers]
Magic Missile
Wizard Attack 1

At-Will Arcane, Force, Implement
Standard Action; Ranged 20

Target: One creature
Effect: 2 + Intelligence modifier force damage.
Level 11: 3 + Intelligence modifier force damage.
Level 21: 5 + Intelligence modifier force damage.
Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack

Scorching Burst
Wizard Attack 1

At-Will Arcane, Fire, Implement
Standard Action; Area burst 1 within 10 squares

Target: Each creature in burst.
Attack: Intelligence vs Reflex
Hit: 1d6 + Intelligence modifier fire damage.
Increase to 2d6 + Intelligence modifier damage at 21st level.

Thunderwave
Wizard Attack 1

At-Will Arcane, Implement, Thunder
Standard Action; Close blast 3

Target: Each creature in blast.
Attack: Intelligence vs Fortitude
Hit: 1d6 + Intelligence modifier thunder damage, and you push the target a number of squares equal to your Wisdom modifier.
Increase to 2d6 + Intelligence modifier damage at 21st level.

Burning Hands
Wizard Attack 1

Encounter Arcane, Fire, Implement
Standard Action; Close blast 5

Target: Each creature in blast.
Attack: Intelligence vs Reflex
Hit: 2d6 + Intelligence modifier fire damage.
Miss: Half damage.

Fire Shroud
Wizard Attack 3

Encounter Arcane, Fire, Implement
Standard Action; Close burst 3

Target: Each creature in burst.
Attack: Intelligence vs Fortitude
Hit: 1d8 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).

Jump
Wizard Utility 2

Encounter Arcane
Move Action; Range 10
Target:
You or one creature.
Effect: The target makes an Athletics check as a free action to jump with a +10 power bonus. The target
can move as many squares as the check allows and is considered to have a running start.

Expeditious Retreat
Wizard Utility 2

Daily Arcane
Move Action; Personal
Effect:
Shift up to twice your speed.

Sleep
Wizard Attack 1

Daily Arcane, Implement, Charm
Standard Action; Area burst 2 within 20 squares
Target:
Each creature in burst.
Attack: Intelligence vs Will
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).

Freezing Cloud
Wizard Attack 1

Daily Arcane, Cold, Implement, Zone
Standard Action; Area burst 2 within 10 squares
Target:
Each creature in burst.
Attack: Intelligence vs Fortitude
Hit: 2d8 + Intelligence modifier cold damage.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of your next turn or until you dismiss it as a minor action. Any creature that enters the zone or starts its turn there takes 5 cold damage (a creature can take this damage only once per turn).

Flaming Sphere
Wizard Attack 1

Daily Arcane, Conjuration, Fire, Implement
Standard Action; Range 10
Target:
One creature adjacent to the flaming sphere.
Attack: Intelligence vs Reflex
Hit: 2d6 + Intelligence modifier fire damage.
Effect: You conjure a Medium flaming sphere that occupies a square within range, and the sphere attacks. Any creature that starts its turn adjacent to the sphere takes 1d4 + Intelligence modifier fire damage. As a move action, you can move the sphere 6 squares.
Sustain Minor: You can substain this power until the end of the encounter. As a standard action you can make another attack with the sphere.

Bigby’s Icy Grasp
Wizard Attack 5

Daily Arcane, Cold, Conjuration, Evocation, Implement
Standard Action; Ranged 20
Effect:
You conjure a 5-foot-tall hand of ice in an unoccupied square within range. The hand lasts until the end of your next turn. When the hand appears, it immediately makes the following attack. While the hand persists and doesn’t have a creature grabbed, you can use a standard action to command it to make the attack again or a move action to move it up to 6 squares.
Target: One creature adjacent to the hand
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier cold damage, and the hand grabs the target. The hand usesyour Fortitude or Reflex if the target attempts to escape. You can end the grab as a free action.
Sustain Minor: The hand persists until the end of your next turn, and a creature grabbed by the hand takes 1d8 + Intelligence modifier cold damage.

Fireball
Wizard Attack 5

Daily Arcane, Fire, Implement
Standard Action; Area burst 2 within 20 squares
Target:
Each creature in burst.
Attack: Intelligence vs Reflex
Hit: 4d6 + Intelligence modifier fire damage.
Miss: Half damage.

Web
Wizard Attack 5

Daily Arcane, Implement, Zone
Standard Action; Area burst 2 within 20 squares
Target:
Each creature in burst.
Attack: Intelligence vs Reflex
Hit: The target is immobilized (save ends).
Effect: The burst creates a zone if webs that fills the area until the end of the encounter or for 5 minutes. The zone is considered difficult terrain. Any creature that ends its move in the web is immobilized (save ends).[/sblock]
[sblock=Background]
"What can I say about having Cryus as a brother?" Mikal says as he throws another branch on the fire. The flames light up his thoughtful face and the young clean shaven chin. His grey eyes drink in the fire as if he his absorbing it for use later in one of his spells.

"As my elder it fell to him to watch over me after our parents passed away. But he was still young and I... I wasn't the most obedient of children to begin with." Taking a stick he pokes at the campfire sending sparks into the air. As they jump from the flames he waves his hand and mumbles an incantation in the language of magic. The sparks pop like fireworks to blossom into birds, flowers, and a dwarven axe(for Karack). "So he shipped me of to the city . You know, I never have found out how he could afford to have me apprentice at the School of Vanderbee. Probably some of the first gold he ever stole I suppose."

Looking thoughtfully into the flames, his face takes on the look of one remembering long long ago. "Now at Vanderbee the world is as different as night and day. Soft beds, three warm meals, and a roof to keep the weather at bay were just the tip of it. Classes and classes took up most of the day but there were idle days in between. Days to go into town or to the arena. There were balls every weekend as nobles tried to out do one another for title of the best party thrower. At those I would sometime perform." Mikal holds out his hand and a coiled snake appears around his fingers. He then acts like it bit him and drops it to the ground. The snake slithers around his feet before coiling up like a spring to bound into the air. As it ascends it grows dove like wings and takes to the air disappearing in the night. "I didn't make much really." he admits.

"And then I got the letter from Cyrus that brought me back her to all of you."
he continues on his face breaking out into a small grin. "I did so love the parties and studying, and the women." he laughs a that. "But knowing Cyrus was in trouble and needed me," he pauses...

"Well it felt good. I won't lie."

Patting Karack on the shoulder as the dwarf downs another mug of his home-brew he says. "And it let me reunite with some old friends. So I'm ready when all of you are to go out and find this babble, haha. And maybe when we are done I'll take all of you with me back to the city. You can dance can't you?"[/sblock][/sblock]
 

Attachments

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[FONT=Verdana, sans-serif][sblock=Houndaer][/FONT]
[FONT=Verdana, sans-serif][sblock=Game Info][/FONT]
[FONT=Verdana, sans-serif]Race: Drow[/FONT]
[FONT=Verdana, sans-serif]Class: Rogue (Scoundrel)[/FONT]
[FONT=Verdana, sans-serif]Level: 5[/FONT]
Languages: Common and Elven
[FONT=Verdana, sans-serif]Alignment: Unaligned[/FONT]
[FONT=Verdana, sans-serif]Deity: None[/sblock][/FONT]
[FONT=Verdana, sans-serif][sblock=Abilities][/FONT]
[FONT=Verdana, sans-serif]STR: 10[/FONT]
[FONT=Verdana, sans-serif]CON: 13[/FONT]
[FONT=Verdana, sans-serif]DEX: 20[/FONT]
[FONT=Verdana, sans-serif]INT: 8[/FONT]
[FONT=Verdana, sans-serif]WIS: 12[/FONT]
[FONT=Verdana, sans-serif]CHA: 17[/sblock][/FONT]
[FONT=Verdana, sans-serif][sblock=Combat Info][/FONT]
[FONT=Verdana, sans-serif]HP: 45 Bloodied: 22 Surges: 7 Surge Value: 11[/FONT]
[FONT=Verdana, sans-serif]AC: 21 = 10 + 3 (+1 Flowform Leather Armor) + 2 (½ level) + 5 (DEX) + 1 (+1 Rythm Blade Dagger)[/FONT]
[FONT=Verdana, sans-serif]Initiative: +7[/FONT]
[FONT=Verdana, sans-serif]Passive Insight: 18 Passive Perception: 13[/FONT]
[FONT=Verdana, sans-serif]MBA: +7 = + 4 (+1 Flensing Dagger) + 2 (½ level) + 0 (STR) + 1 (SWT) + 1 (LBE)[/FONT]
[FONT=Verdana, sans-serif]RBA: +13 = + 4 (+1 Flensing Dagger) + 2 (½ level) + 5 (DEX) + 1 (SWT) + 1 (LBE)[/FONT]
[FONT=Verdana, sans-serif]Fort: 13 = 10 + (Rogue) + 1 (CON) + 2 (½ level)[/FONT]
[FONT=Verdana, sans-serif]Ref: 21 = 10 + 2 (Rogue) + 5 (DEX) + 2 (½ level) + 1 (+1 Rythm Blade Dagger)[/FONT]
[FONT=Verdana, sans-serif]Will: 15 = 10 + (Rogue) + 3 (WIS) + 2 (½ level)[/FONT]
[FONT=Verdana, sans-serif]Speed: 6[/FONT]
[FONT=Verdana, sans-serif]Armor Check Penalty: None[/FONT]
[FONT=Verdana, sans-serif]Damage Reduction: None[/FONT]
[FONT=Verdana, sans-serif]SWT= Scoundral Weapon Talent[/FONT]
[FONT=Verdana, sans-serif]LBE= Light Blade Expertise[/sblock][/FONT]
[sblock=Feats]
Level 1: Backstabber- Increases sneak attack damage dice from d6's to d8's.

Level 2: Light Blade Expertise: Gain a +1 on attack rolls with a light blade, you gain a +1 bonus to the damage rolls of weapon attacks that you make with a light blade against a creature granting combat advantage to you.

Level 4: Weapon Focus (Light Blade): Gain a +1 per tier feat bonus to damage rolls of weapon attacks with weapons in the light blade group.[/sblock]
[FONT=Verdana, sans-serif][sblock=Exploits][/FONT]
[FONT=Verdana, sans-serif][sblock=At-Will][/FONT]
[FONT=Verdana, sans-serif][sblock=Melee Basic Attack][/FONT]
[FONT=Verdana, sans-serif]At-Will * Standard Action[/FONT]
[FONT=Verdana, sans-serif]+1 Flensing Dagger: +8 vs. AC, 1d4+2 damage[/FONT]
[FONT=Verdana, sans-serif]+1 Rythm Blade Dagger: +8 vs. AC, 1d4+2 damage[/FONT]
[FONT=Verdana, sans-serif]Melee Weapon Target: One creature[/FONT]
[FONT=Verdana, sans-serif]Keyword: Weapon[/FONT]
[FONT=Verdana, sans-serif]Attack: Strength vs. AC[/FONT]
[FONT=Verdana, sans-serif]Hit: 1 [W] + Str modifier (+0) damage.[/FONT]
[FONT=Verdana, sans-serif]Level 21: 2[W] + Str modifier (+0) damage.[/sblock][/FONT]

[FONT=Verdana, sans-serif][sblock=Ranged Basic Attack][/FONT]
[FONT=Verdana, sans-serif]At-Will * Standard Action[/FONT]
[FONT=Verdana, sans-serif]+1 Rythm BLade Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
[FONT=Verdana, sans-serif]Ranged weapon Target: One creature[/FONT]
[FONT=Verdana, sans-serif]Keyword: Weapon[/FONT]
[FONT=Verdana, sans-serif]Attack: Dexterity vs. AC[/FONT]
[FONT=Verdana, sans-serif]Hit: 1[W] + Dex modifier (+5) damage.[/FONT]
[FONT=Verdana, sans-serif]Level 21: 2[W] + Dex modifier (+5) damage.[/sblock][/FONT]

[FONT=Verdana, sans-serif][sblock=Deft Strike][/FONT]
[FONT=Verdana, sans-serif]At-WIll *Standard Action[/FONT]
[FONT=Verdana, sans-serif]+1 Flensing Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
[FONT=Verdana, sans-serif]+1 Rythm Blade Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
[FONT=Verdana, sans-serif]Melee or Ranged weapon Target: One creature[/FONT]
[FONT=Verdana, sans-serif]Keyword: Martial, Weapon[/FONT]
[FONT=Verdana, sans-serif]Requirement: You must be wielding a crossbow, a light blade, or a sling.[/FONT]
[FONT=Verdana, sans-serif]Effect: Before the attack, you can move up to 2 squares.[/FONT]
[FONT=Verdana, sans-serif]Attack: Dexterity vs. AC[/FONT]
Hit: 1[W] + Dex modifier (+5) damage.[/sblock]

[sblock=Sly Flourish]
At-Will * Standard Action
[FONT=Verdana, sans-serif][FONT=Verdana, sans-serif]+1 Flensing Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
[FONT=Verdana, sans-serif]+1 Rythm Blade Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
[FONT=Verdana, sans-serif]Melee or Ranged weapon Target: One creature[/FONT]
[FONT=Verdana, sans-serif]Keyword: Martial, Weapon[/FONT]
[FONT=Verdana, sans-serif]Requirement: You must be wielding a crossbow, a light blade, or a sling.[/FONT]
[FONT=Verdana, sans-serif]Attack: Dexterity vs. AC[/FONT]
Hit: 1[W] + Dex modifier (+5) + Cha modifier (+3) damage.[/sblock][/sblock]
[sblock=Encounter]
[/FONT]
[FONT=Verdana, sans-serif][sblock=Running Slash][/FONT]
[FONT=Verdana, sans-serif]Encounter * Standard Action[/FONT]
[FONT=Verdana, sans-serif][FONT=Verdana, sans-serif][FONT=Verdana, sans-serif]+1 Flensing Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
[FONT=Verdana, sans-serif]+1 Rythm Blade Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
[FONT=Verdana, sans-serif]Melee weapon Target: One creature[/FONT]
[FONT=Verdana, sans-serif]Keyword: Martial, Weapon[/FONT]
Effect: You move up to your speed and make the following attack at any point during your move. This movement does NOT provoke an opportunity attack from the target.
Attack: Highest ability modifier vs. Reflex
Hit: 1[W] + highest ability modifier damage, and the target is slowed until the end of your next turn.[/sblock]

[sblock=Dazing Strike]
Encounter * Standard Action
[FONT=Verdana, sans-serif][FONT=Verdana, sans-serif]+1 Flensing Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
[FONT=Verdana, sans-serif]+1 Rythm Blade Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
[FONT=Verdana, sans-serif]Melee: 1 Target: One creature[/FONT]
[FONT=Verdana, sans-serif]Keyword: Martial, Weapon[/FONT]
Requirement: You must be wielding a light blade.
Attack: Dexterity vs. AC
Hit: 1[W] + Dex modifier (+5) damage, and the target is dazed until the end of your next turn.[/sblock]

[/FONT]
[/FONT]
[sblock=Low Slash]
Encounter * Standard Action
[FONT=Verdana, sans-serif][FONT=Verdana, sans-serif]+1 Flensing Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
[FONT=Verdana, sans-serif]+1 Rythm Blade Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
[FONT=Verdana, sans-serif]Melee: 1 Target: One creature[/FONT]
[FONT=Verdana, sans-serif]Keyword: Martial, Weapon[/FONT]
Requirement: You must be wielding a light blade.
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dex modifier (+5) damage, you slide the target 1 square, and the target is slowed until the end of your next turn. If you're flanking the target, the attack deals extra damage equal to your Str modifier (+0) or Cha modifier (+3).[/sblock]

[sblock=Cloud of Dakness]
Effect: The burst creates a cloud of darkness that remains in place until the end og your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are immune to these effects.
Sneak in the Attack
Keyword: Martial
Effect: Until the start of your next turn, the next ally who hits the target and has combat advantageagainst it deals extra damage against it equal to your Sneak Attack damage.
[/FONT][/sblock][/sblock][/FONT]

[FONT=Verdana, sans-serif][sblock=Daily][/FONT]
[FONT=Verdana, sans-serif][sblock=Handspring Assault][/FONT]
[FONT=Verdana, sans-serif]Daily * Standard Action[/FONT]
[FONT=Verdana, sans-serif][FONT=Verdana, sans-serif][FONT=Verdana, sans-serif]+1 Flensing Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
[FONT=Verdana, sans-serif]+1 Rythm Blade Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
[FONT=Verdana, sans-serif]Melee: weapon Target: One creature[/FONT]
[FONT=Verdana, sans-serif]Keyword: Martial, Weapon[/FONT]
Requirement: You must be wielding a light blade.
Attack: Dexterity vs. AC
[/FONT]
Hit: 3[W] + Dex modifier (+5) damage, and you can shift 1 square.
Special: When charging, you can use this power in place of a melee basic attack.[/sblock]

[sblock=Bloddbath]
Daily * Standard Action
[FONT=Verdana, sans-serif][FONT=Verdana, sans-serif]+1 Flensing Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
[FONT=Verdana, sans-serif]+1 Rythm Blade Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
[FONT=Verdana, sans-serif]Melee: weapon Target: One creature[/FONT]
[FONT=Verdana, sans-serif]Keyword: Martial, Weapon[/FONT]
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Attack: Dexterity vs. Fortitude
Hit: 1[W] + Dex modifier (+5) damage, and ongoing damage equal to any Sneak Attack damage you deal with this attack (save ends).
Effect: 1[W] + Dex modifier (+5) damage.[/sblock][/sblock]
[/FONT][/FONT]

[FONT=Verdana, sans-serif][sblock=Utility][/FONT]
[FONT=Verdana, sans-serif]...[/sblock] [/sblock][/FONT]
[FONT=Verdana, sans-serif][sblock=Racial Traits][/FONT]
[FONT=Verdana, sans-serif]Ability Scores: +2 Dexterity, +2 Charisma[/FONT]

[FONT=Verdana, sans-serif]Vision: Darkvision[/FONT]

[FONT=Verdana, sans-serif]Languages: Common and Elven[/FONT]

[FONT=Verdana, sans-serif]Skill Bonuses: +2 Intimidate, +2 Stealth[/FONT]

[FONT=Verdana, sans-serif]Trance (Drow): Rather than sleep, drow enter a meditative state known as a trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundsings and notice approaching enemies and other events as normal.[/FONT]

Lolthtouched: You have your choice of either the cloud of darkness or darkfire power.

Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purposes of eefects that relate to creature origin.[FONT=Verdana, sans-serif][/sblock][/FONT]
[FONT=Verdana, sans-serif][sblock=Class Features][/FONT]
[FONT=Verdana, sans-serif]Armor Proficincies: Cloth, leather[/FONT]

[FONT=Verdana, sans-serif]Weapon Proficencies: Dagger, hand crossbow, short sword, shuriken, sling.[/FONT]

[FONT=Verdana, sans-serif]Bonuses to Defenses: +2 Reflex[/FONT]

[FONT=Verdana, sans-serif]Hit Points at 1st Level: 12 + Constitution Score[/FONT]

[FONT=Verdana, sans-serif]Hit Points per Level Gained: 5[/FONT]

[FONT=Verdana, sans-serif]Healing Surges: 6 + Constitution Modifier[/FONT]

[FONT=Verdana, sans-serif]Scoundrel Weapon Talent: When you wield a shuriken, your weapon damage die increases by one size. In addition, you gain a +1 bonus to weapon attack rolls with daggers.[/FONT]

[FONT=Verdana, sans-serif]Artful Dodger: You gain a bonus to AC against opportunity attacks. The bonus equals your Charisma modifier.[/sblock][/FONT]
[FONT=Verdana, sans-serif][sblock=Skills][/FONT]
[FONT=Verdana, sans-serif]Trained Skills: Acrobactics +12, Bluff +10, Insight +8, Intimidate +12, Stealth +14, Thievery +12[/FONT]
[FONT=Verdana, sans-serif][/FONT]
[FONT=Verdana, sans-serif]Untrained Skills: Arcane +1, Athletics +2, Diplomacy +5, Dungeoneering +3, Endurance +3, Heal +3, [/FONT]
[FONT=Verdana, sans-serif]History +1, Nature +3, Perception +3, Religion +1, Streetwise +5[/sblock][/FONT]
[FONT=Verdana, sans-serif][sblock=Equipment][/FONT]
[FONT=Verdana, sans-serif]+1 Flensing Dagger[/FONT]
[FONT=Verdana, sans-serif]+1 Rhythm Blade Dagger[/FONT]
[FONT=Verdana, sans-serif]+1 Flowform Leather Armor[/FONT]
[FONT=Verdana, sans-serif]Iron Armbands of Power[/FONT]
[FONT=Verdana, sans-serif]Adventurer's Kit[/sblock][/FONT]
[FONT=Verdana, sans-serif][sblock=Details][/FONT]
[FONT=Verdana, sans-serif]Size: Medium[/FONT]
[FONT=Verdana, sans-serif]Gender: Male[/FONT]
[FONT=Verdana, sans-serif]Age: [/FONT]
[FONT=Verdana, sans-serif]Height: 5'8"[/FONT]
[FONT=Verdana, sans-serif]Weight: 157[/FONT]
[FONT=Verdana, sans-serif]Hair Color: White[/FONT]
[FONT=Verdana, sans-serif]Eye Color: Gray[/FONT]
[FONT=Verdana, sans-serif]Skin Color: Dark[/FONT]
[FONT=Verdana, sans-serif]Appearance: [/FONT]
[FONT=Verdana, sans-serif]Demeanor:[/sblock][/FONT]
[FONT=Verdana, sans-serif][sblock=Background][/FONT]
[FONT=Verdana, sans-serif]...[/sblock][/FONT]
[FONT=Verdana, sans-serif][sblock=Adventure Notes][/FONT]
[FONT=Verdana, sans-serif]...[/sblock][/FONT]
[FONT=Verdana, sans-serif][sblock=Level Ups][/FONT]
[FONT=Verdana, sans-serif]...[/sblock][/sblock][/FONT]
Houndaer.png
 
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Toaddy, Bullyguw warpriest.

Background:
Downs was a harsh man. But even the hardest shells hide a soft content. He and his men once raid a kobold tribe's outpost near a swamp. Kobolds had been preying on the members of another species, toads the size of pigs, who were not only smart enough to build weapons and fight back, they were also delicious, and hence why the reptiles went through all the mess to capture them. Downs didn't care for the puny problems of these beasts, and he didn't share the culinary tastes of the kobolds, he only cared about the hoard of stuff the kobolds had been stealing from unaware travellers. He had to make a fast strike, kobold bandits stealing from innocents might draw... adventurers. Downs's men attacked overnight, when the kobolds were deciding the appropriate combination of vegetables to go with a child bullywug they've captured. Caought off-guard, the kobolds were quickly neutralized, and the bandits pillaged the tribe. Feeling bad for the would be main course, Downs took him... in a bag; he was still hard shell man, right?
When the adventurers arrived to kill the kobolds, they found nothing but knocked out kobolds and empty treasure chests. They had to content with 'coup de grace'ing the creatures for the magical resource they call "Expe"
Back in his hideout, Downs gave the child bullywug a name, "Toaddy". As the years passed, Toaddy was becoming a drag. He had given him to a lone, half crazy hag to rise. The woman was an alchemist, and crafter several low quality potions for the bandits. Some of the 'potions' didn't do anything, but it was a good morale booster to think you had a vial of piss smelling magical wound curing liquid hanging from your belt. At any rate, Toaddy didn speak, wasn't much strong nor intelligent. He just stared blankly at people. That's what he did, that was his job. He stared with those huge eyes of him. He wasn't even good for bullying, if you put a hand on him, he'll puff up and secrete some fetid smelling mucus from his skin. It was so disgusting the hideout had to be evacuated, so everyone treated Toaddy nicely after the first few incidents.
Downs wanted Toaddy to be productive, to be a useful member of the gang. So he gave him weapons and armor, and a piece of a broken door to use as a shield, and took him to get some practice in the field.
His first task was to rob a journeyman, that walked innocently on the king's road. Pushing Toaddy from the side bushes, Downs remained hidden to watch. Of course Toaddy couldn't speak, so stating that he wanted the man's money was impossible, so what followed was a stare competence. Toaddy was standing rather crouched as always, the head of the mace he was wielding rested on the road. After 20 painful minutes, Downs intervened, shouting. "Smack 'im in the bloody head!" And then it happened. Toaddy jumped in the air, and as he lifts his mace, lightning emerged from it, crackling like lightning, producing a tremendous boom when he smashed the traveller into a puddle. Downs's jaw dropped. It was then that he discovered Toaddy had a character class.

bullywug_ranger_by_chief_orc-d4llwzu.jpg


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Karrak, from the town of Dwarfhome, lost his parents at a young age. Having to fend for himself, the young dwarf earned a reputation as a scrapper, never backing down from a fight, and having to fight to take what little the other street urchins found. He ended up getting kicked out of the town after one too many fights (and one particular one with a nobles son).

Karrak was thrust out into the wilderness in his young adult years, having to find ways to survive on his own in the forests surrounding Dwarfhome, and eventually beyond. It was during these formative years he met a friend, Mikal Downs, an incredibly smart human. on his travels. Karrak had found all manner of items while travelling, including an ancestral weapon of his people, a mighty hammer. Karrak has recently joined up with the group, seeking companionship and camaraderie. The dwarf has since become resident brewmeister and muscle. He enjoys his new friends and worries about rumours he's heard about the king hiring adventurers to go after them. It can't be true though, they've never killed anyone.....

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[sblock=Ministats]Sal Aldurn - Half Orc Fighter/Rogue
HP: 47/47
Surges: 10/10
AC: 22
Fort: 19
Reflex: 21
Will: 14
Action Points: 1
Passive Perception: 13
Passive Insight: 13
Powers:
Riposte Strike
Dual Strike
Takedown Strike
Hack and Hew
Low Slash
Furious Assault
Single Out
Press the Advantage
Rain of Steel
[/sblock] [sblock=Background] "Look, I don' have time fer this. If ya want my life story so badly, fine, but don' be expectin' a book about it. If there's one thing I'm good at, it's pickin' a fight. In fact, tha's how I ended up in this business ta begin with. I picked a fight with the wrong sort of fellow an' got inta trouble wit' the law. So, I joined a guild o' thieves for my own protection, and worked under their banner fer a few years. I picked up a couple'a tricks there too. Learned how ta make people hurt real bad, how ta make it so they'd never hurt ya ever again. Then, I picked a fight with the wrong sorta fellow again. Now I had the guild an' the city guard after me. So I fled town. So happened tha' you lot were passin' by at the time. I latched on, ya gave me a ride out. I've been workin' witcha since then. Tha's all there is to it."

Sal, since latching on to the group to escape persecution, has garnered a reputation as the scary looking guy in the back corner. He's not the kind you might want to immediately make friends with, but when your enemies come knocking, it's him you want to introduce them to. That said, those who get to know him know that he is a no-nonsense kind of guy with a fierce loyalty to those who he respects. He's been one of the main methods the bandits have had of averting conflict -- the intimidation factor of such a large figure (stands a good ways taller than most people and is built like a lighthouse) is at the very least, a bit disheartening to potential assailants.[/sblock]
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