Akhara Patarr, tanner and slave
Akhara Patarr
Race: Dragonborn
Class: Rogue
Role: Striker
Appearance: The scars on Akhara's body interrupt the smooth pattern of his scales. A broken shoulder years ago healed imperfectly. He has never seen the ropelike frills on the back of his head, since they are regularly shorn, to further humiliate him. His scales might have been a more robust copper hue, had he not been malnourished as a hatchling; as it is, they seem a sickly yellow, tinged with black at the edges.
He dresses in leather he himself has made, which matches his backpack, sling, and belt. The craftsmanship is exquisite, if unadorned, and this hints at a self-respect that belies his servile status.
[sblock=Background] Akhara Patarr has been an indentured servant for the past fourteen years. Slavery is illegal, of course, and so it can’t be said that he is a slave to Bertran Mason, but nevertheless that’s what it looks like to those in Evenfall, when they see Akhara, which they occasionally do, outside of the constable's compound. Akhara works in the constable's tannery, an unpleasant job that no one else in this small village wants: curing leather with urine, and cutting it into pieces to be used as armor, or for packs, or belts.
Akhara knows he is without rights, and, in principle, accepts this: Dragonborn are not overly welcome in the town at any rate, and since his bloodline—however distantly—is cognate with that of the Green dragon overlord (his first puff of poison gas when he was a child attracted Norsten's attention, who first entrusted Akhara to Mason) in some ways this is safer for him. Drunken mobs of citizens have broken his limbs because of who he is. Though these attempts are fewer now that he is full grown, the danger remains if circumstances warrant—a silent protest against the Norsten’s impositions, or against Rixallithen’s.
Akhara has learned what he can, and is slightly more capable than his master believes. He lives in an odd no-man's-land, and has even built a sense of trust, so that he can carry his tanning knives with him openly. He is familiar to some of the villagers, who have never seen him defy authority, and many wear belts he has made, or use satchels he has stitched. They know he is being punished, lashed, scarred, and used, only because of circumstances beyond his control. Akhara spends most nights in the village jail. This is safe for him, and whether there is a formal charge pending, or whether he is working to buy himself out of servitude, is scarcely remembered. It's a safe place to sleep each night, even if it is behind bars, and it has been for many years now.
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Code:
Strength : 16 (+3) (incl. racial)
Constitution : 13 (+1)
Dexterity : 16 (+3)
Intelligence : 10
Wisdom : 11
Charisma : 14 (+2) (incl. racial)
Hit Points: 25 (bloodied: 12)
Healing Surges/Day: 7 (value: 7)
Action Points: 1
Initiative: +3
AC: 15
Fort: 13
Ref: 15
Will: 12
Speed 6
Passive Perception: 15, Passive Insight 10
Attacks
Dagger Std action, attack: +7 vs. AC, damage 1d4+3 (melee or ranged 5/10)
* At will, I can either move two squares before the attack (Deft) or prepare for immediate interrupt (Riposte).
Sling Std action, attack: +5 vs. AC, damage 1d6+3 (ranged 10/20)
* At will, I can move two squares before the attack (Deft).
* With either attack, once per round, when I have combat advantage, +2d6+3 damage (Sneak Attack and Brutal Scoundrel).
Breath Minor action, encounter: +5 vs. Reflex, 1d6 +1 Poison damage, close blast 5 (all targets in area).
[sblock=Powers and Abilities]
Racial Features:
Languages: Common, Draconic
Dragonborn Fury: when bloodied, +1 to attack
Draconic Heritage: Healing surge value = 7 (.25(max hp)+con modifier)
Dragon Breath: (Encounter, minor action, close blast 5 (not 3; see feat)) Str+2 vs. reflex; 1d6+1 Poison damage.
Class Features:
First Strike: At the start of encounter I have combat advantage against any creatures that have not yet acted in the encounter
Rogue Weapon Talent: +1 damage die size w/ shuriken. +1 bonus to attack rolls w/ dagger.
Sneak Attack: with combat advantage against an enemy and are using a weapon from the light blade, the crossbow, or the sling weapon group, deal +2d6 damage
Brutal Scoundrel: +3 (Strength mod) to Sneak attack
+2 reflex
Proficiencies:
Armor: Cloth, Leather
Weapon: Dagger, Hand-Crossbow, Shuriken, Sling, Short Sword
Trained skills:
Stealth +8
Thievery +8
Intimidation +9 (incl. racial)
Perception +5
Acrobatics +8
Athletics +8
History (untrained) +2 (incl. racial)
Feats:
Enlarged Dragon Breath: dragon breath = Blast 5
Powers:
(at will)
Deft Strike: (crossbow, sling, light blade) Dex vs. AC, 1[W]+Dex mod; I can move 2 squares before attack.
(at will)
Riposte Strike: (melee, light blade) Dex vs. AC, 1[W]+Dex mod, if target attacks me before start of my next turn, immed. inter. riposte Str. vs. AC, 1[W] + Str mod.
(encounter)
Dazing Strike: (melee, light blade) Dex vs. AC, 1[W]+Dex mod, target is dazed until end of next turn
(daily)
Trick Strike: (crossbow, sling, light blade) Dex vs. AC, 3[W]+Dex mod., target slides 1 square. Thereafter each time I hit target, I slide it 1 square.
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[sblock=Possessions]
Leather Armor (+2 AC, 15 lbs) 25gp
Sling 1gp
Sling bullets (40) (10lbs) 2gp
Dagger (x6) (6lbs) 6gp
Everburning torch (1lb) 50gp
Backpack (2lbs) 2gp
Beltpouch (1/2lb) 1gp
Journeybread (1 day; .2 lbs) 5gp
8 gp
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