Company of the Morning Sun

Zurai

First Post
Here's the Rogue's Gallery for my 4E tactical game.

XP Log:


Treasure Log:


Current Mission:


Current Roster:
Elf Ranger (Redclaw)
Dragonborn Warlord (renau1g)
Human Fighter (Charwoman Gene)
Eladrin Wizard (industrygothica)
Human Warlock (Jemal)
Dragonborn Paladin (Walking Dad)
 

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Walking Dad

First Post
Shamash
[sblock=Stats]Male Dragonborn Paladin 1
Alignment: Lawful Good
Deity: Bahamut
Region:
Height: 6'8"
Weight: 354 lbs
Hair: Short
Eyes: White-Gold
Skin: Dull, Scarlet Scales
Age: 19
XP: 0

Str: 16 (+3) +2 Racial
Con: 13 (+1)
Dex: 13 (+1)
Int: 8 (-1)
Wis: 12 (+1)
Cha: 18 (+4) +2 Racial

Hit Points: 28 Bloodied: 14
Healing Surge: 8 Surges per day: 11
Initiative: +3 (Warlord)
Speed: 5
Perception: 12 (Elf) Insight: 11
Action Points: 1

AC 19 (Scale Armor, heavy shield)
Fortitude 14
Reflex 14 (Heavy Shield)
Will 15


Basic Melee Attack: +5 (Scimitar) Damage: 1d8+3


Skills:
Code:
Diplomacy		+9  (+5 Trained, +4 Cha)
Intimidate		+11  (+5 Trained, +4 Cha, +2 Racial)
History			+6 (+5 Trained, -1 Int, +2 Racial)
Religion 		+4  (+5 Trained, -1 Int)

Feats:
1 - Astral Fire

Languages:
Common
Draconic

Class and Racial abilities:
Dragonborn Fury - +1 racial atk bonus when bloodied
Draconic Heritage - Healing surge = 1/4 hp + Con Mod.
Dragon Breath (See Below): Relies on Str, Fire is the chosen energy type



Powers:
At-Will
- Divine Challenge (At-Will Paladin Feature, Minor Action, Close Burst 5)
(- Lay on Hands: effectively an daily power for Shamash)
- Enfeebling Strike (At-Will Paladin Attack, Standard Action, Melee)
+6 vs. AC , 1d8+5 radiant dmg. , if you marked the target, it takes a –2 penalty to attack rolls until the end of your next turn.
- Valiant Strike (At-Will Paladin Attack, Standard Action, Melee)
+5 vs. AC , 1d8+3 dmg. , +1 on att per enemy adjacent to you vs. AC.

Encounter
- Dragon Breath (Encounter Racial, Minor Action, Close Blast 3)
+5 vs. Reflex , 1d6+2 fire dmg.
- Shielding Smite (Encounter Paladin Attack, Standard Action, Melee)
+6 vs. AC , 2d8+4 dmg, Until the end of your next turn, one ally within 5 squares of you gains a power bonus of +1 to AC.

Daily
- Radiant Delirium (Daily Paladin Attack, Standard Action, Ranged 5)
+4 vs. Reflex , 3d8+5 radiant dmg. , the target is dazed until the end of your next turn. In addition, the target takes a –2 penalty to AC (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.
(- Lay on Hands: effectively an daily power for Shamash)

Equipment:
Scale Armor, 45g, 45 lbs
Scimitar, 10g, 4 lbs
Short Sword, 10g, 2 lbs
Heavy Shield, 10g, 15 lbs
Standard adventuring kit, 15g, 33 lbs

Money:
10 gp
[/sblock]
[sblock=background] Appearance: Shamash's dull scarlet scales cover his entire body, starting from his crest down to his toes. He keeps his hornlike scales short Ann wear s usually practically clothes adorned with symbols of Bahamut (nearly everytime armor). Standing at 6'8" and weighing over 350 lbs. Shamash is an imposing sight. He has white golden eyes that glimmer whenever he's excited, which is usually before fighting the forces of evil. Shamsh keeps his talonlike claws well sharpened and painted in dragonborn custom, his face most of the time hidden behind his helm.

Motivation: On his father's deathbed he swore to him to find his brother and his lost sibling.

[/sblock]
 
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Redclaw

First Post
Raecan
Male Elf Ranger 1
Alignment: Good
Deity: Melora
Region:
Height: 5'9"
Weight: 152 lbs
Hair: Dark brown, cropped close to the scalp
Eyes: Deep emerald
Skin: Tan
Age: 43
XP: 0

Str: 14 (+2)
Dex: 18 (+4) +2 Racial
Con: 12 (+1)
Int: 11 (+0)
Wis: 15 (+2) +2 Racial
Cha: 10 (+0)

Hit Points: 24 Bloodied: 12
Healing Surge: 6 Surges per day: 7
Initiative: +6 (+4 Dex, +2 Warlord)
Speed: 7
Perception: 19 Insight: 12 Low-Light Vision
Action Points: 1

AC 16 Fortitude 13 Reflex 15 Will 12

Basic Melee Attack: +4 (Scimitar) Damage: 1d8+2 High Crit
Basic Ranged Attack: +6 (Longbow) Damage: 1d10+4

Skills:
Code:
Acrobatics	        +10 (+5 Trained, +4 Str, +1 Feat)
Endurance		+6  (+5 Trained, +1 Con)
Nature			+9  (+5 Trained, +2 Wis, +2 Racial)
Perception		+9  (+5 Trained, +2 Wis, +2 Racial)
Stealth			+10 (+5 Trained, +4 Dex, +1 Feat)

Feats:
Defensive Mobility
Light Step

Languages:
Common
Elven

Class and Racial abilities:
Considered a Fey creature
Group Awareness
Wild Step
Elven Accuracy
Hunter's Quarry (+1d6)
Prime Shot

Powers:
Careful Attack (At-Will Attack, Standard, Accurate ranged attack)
+8 vs. AC, 1d10 damage

Twin Strike (At-Will Attack, Standard, Two weaker ranged attacks)
+6 vs. AC, 1d10 damage, two attacks

Fox's Cunning (Encounter Attack, Immediate Reaction, Shift + basic attack)
+8 vs AC, 1d10+4 damage

Elven Accuracy (Encounter Racial, Free Action, reroll attack)

Split the Tree (Daily Attack, Standard, Strong ranged attack at two targets, best of two rolls)
+6 vs AC (roll twice, take the best), 2d10+4 damage

Equipment:
Leather Armor, 25g, 15 lbs
Longbow, 30g, 3 lbs
60 arrows, 2g, 6 lbs
Scimitar, 10g, 4 lbs
Standard adventuring kit, 15g, 33 lbs
Lantern, 7g, 2 lbs

Money:
11 g

[sblock=background] Raecan looked grimly down at the crumpled body of the last orc, satisfaction momentarily eclipsing the anger and sorrow that had driven him for so long. It's finally finished, he thought to himself as he bent down to cut a final trophy.

He let his eyes and mind journey to the treeline in the distance as he stood, anticipating the return to the forest he had lived in his whole life. But it's not home anymore, he mused. They ended that. His gaze was once again turned on the body at his feet, and the three others scattered around the crude camp. He had been tracking this group of survivors for a week as they made their way out of the forest and beyond.

Somewhere in those trees were the bodies of the rest of their band, a trail of revenge and death that would lead any curious enough to follow it right back to the burned remains of the Raecan's forest home, and a very different set of corpses.

He had no reason to return, and no idea where to go next. It doesn't matter, anyway. With a last, resigned look at the orcs, Raecan returned his bow to his back and started walking, his back unwaveringly directed toward the distant forest. [/sblock]

[sblock=image]
dnd_dramp_20071221_pic3_en.jpg
[/sblock]
 
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Charwoman Gene

Adventurer
Trevor
Male Human Fighter 1
Alignment: Unaligned
Deity: Kord
Region:
Height: 6'3"
Weight: 220 lbs.
Hair: Dark brown, somewhat shaggy
Eyes: Brown
Skin: Tan
Age: 21
XP: 0
[sblock=Stats]
Str: 18 (+4) +2 Racial
Con: 13 (+1)
Dex: 14 (+2)
Int: 8 (-1)
Wis: 14 (+2)
Cha: 10 (+0)

Hit Points: 28 Bloodied: 14
Healing Surge: 7 Surges per day: 10
Initiative: +4 (2)
Speed: 5
Perception: 13(12) Insight: 12
Action Points: 1

AC 19 Fortitude 17 Reflex 15 Will 13

Basic Melee Attack: +8 (Longsword) Damage: 1d8+5
Basic Ranged Attack: +7 (Hand Axe) Damage: 1d6+4 Range: 5/10

Skills:

Code:
Athletics   +9   (+5 Trained, +4 Str)
Endurance   +6   (+5 Trained, +1 Con)
Intimidate  +5   (+5 Trained, +0 Cha)
Streetwise  +5   (+5 Trained, +0 Cha)


Feats:
Human Perseverance (Human) - +1 to saving throws
Weapon Focus [Heavy Blades] — +1 damage with chosen weapon group

Languages:
Common
Giant

Class and Racial abilities:
Bonus Power / Skill / Feat
Human Defense Bonuses
Combat Challenge
Combat Superiority
Fighter Weapon Talent (One-Handed)

Powers:
Cleave (At-Will Attack, Standard, Strike second adjacent target)
+8 vs. AC, 1d8+5 damage, 4 damage to secondary target.

Sure Strike (At-Will Attack, Standard, Accurate melee attack)
+10 vs. AC, 1d8+1 damage.

Tide of Iron (At-Will Attack, Standard, Knock back enemy)
+8 vs. AC, 1d8+5 damage, push target 1 square, can shift into the space.

Covering Attack (Encounter Attack, Standard, Adjacent ally can shift)
+8 vs AC, 2d8+5 damage, an ally adjacent to the target can shift 2 squares.


Brute Strike (Daily Attack, Standard, Reliable, Strong Melee attack)
+8 vs AC , 3d8+5 damage.

Equipment:
Scale Armor, 45g, 45 lbs
Heavy Shield, 10g, 15 lbs
Longsword, 15g, 4 lbs
Handaxe (3), 15g, 9 lbs
Standard adventuring kit, 15g, 33 lbs


Money:
0 g
[/sblock]
[sblock=Background]Trevor is the last surviving member of a great and powerful family of adventurers that was destroyed by a powerful ancient dragon. He was only a lad of 6, and he saw his entire family killed before his eyes. He was raised by a servant who spirited him away, who passed on when Trevor was 16. Trevor has been wandering around as a hired sword, never feeling at rest anywhere. His armor and weapons are in part made from broken pieces of armor and weaponry he recovered from his family's estate.[/sblock]
 
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Jemal

Adventurer
Michael Cael
Hman Male Warlock 1
AL:Unaligned HT: 5'10" WT: 160 Hair: Red Eyes: Green

STR: 8 (+) [8 base]
DEX: 16 (+3) [10 base +9 points]
CON: 18 (+4) [10 base +9 points +2 race]
INT: 12 (+1) [10 base +2 points]
WIS: 10 (+) [10 base]
CHA: 12 (+1) [10 base +2 points]

HP: 30 Healing Surge: 7 (10/day)
AC: 16 FORT: 15 REF: 16 WILL: 13
Init: +5 Speed: 6

Skills: [6 trained]
Arcana +6 [+5 trained + 1 Int]
Bluff +6 [+5 trained + 1 Cha]
Insight +5 [+5 trained]
Intimidate +6 [+5 trained + 1 Cha]
Thievery +8 [+5 trained + 3 Dex]
Stealth +8 [+5 trained + 3 Dex]
Perception +1 [Untrained, +1 Elf nearby]

Feats: [2] Skill Training(Stealth), Shield proficiency(Light)

Class/Racial Features:
Prime Shot (+1 atk bonus if closest ally to target)
Shadow Walk (Concealment if move 3 squares)
Warlock's Curse (Minor action, closest enemy in sight, +1d6 damage from your attacks)
Infernal Pact(Hellish Rebuke, Dark one's blessing:When cursed enemy reduced to 0 or few hp, gain 1 temp hp)

At Will:
Eldritch Blast [+4 vs Reflex; 1d10+4damage *Standard, range 10*]
Hellish Rebuke [+4 vs Reflex; 1d6+4 fire damage. If you take damage before end of next turn, target takes extra 1d6+4 damage *Standard, range 10*]
Dire Radiance [+4 vs Fort; 1d6+4 Radiant damage. If target moves closer to you on its next turn, it takes extra 1d6+4 *Standard, range 10*]

Encounter:
Vampiric Embrace[+4 vs will; 2d8+4 Necrotic damage, gain 6 temp hp *Standard, Range 5*]

Daliy:
Flames of Phlegethos [+4 vs reflex, 3d10+4 fire damage, ongoing 5 fire (save ends)*Standarde, Range 10*]

Languages: Common, Goblin

Equipment:
Leather Armour (25)
Light Shield (5)
70 GP
[sblock=Description/background]
This Hard-headed, Stubborn young man named Michael has always stood out in a crowd. Whether due to his Dark Red hair, startling green eyes and strongly confident face (Always clean-shaven), or because he's always doing something that others want to see.
Even as a child, Michael was different. A darker outlook than most kids, he grew up too quickly some say, taking after his father.. Though his parents were only spoken of in whispers when he was out of the room, as they'd left him to the orphanage when he was only a year old. Not much is known about his past, other than his dad was also a warlock. He keeps his own counsel, speaking to many people but never seeming to give any information about himself while getting the other guy to talk. When he does talk about himself, it's usually vague, generalized, or abstract.[/sblock]
 
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renau1g

First Post
Kriv
Male Dragonborn Warlord 1
Alignment: Good
Deity: Bahamut
Region:
Height: 6'7"
Weight: 352 lbs
Hair: Long, almost like dreadlocks
Eyes: Gold
Skin: Dull, Scarlet Scales
Age: 16
XP: 0

Str: 18 (+4) +2 Racial
Dex: 11 (+0)
Con: 12 (+1)
Int: 14 (+2)
Wis: 10 (+0)
Cha: 15 (+2) +2 Racial

Hit Points: 24 Bloodied: 12
Healing Surge: 7 Surges per day: 8
Initiative: +2 (+2 from Combat Leader)
Speed: 5
Perception: 11 Insight: 10
Action Points: 1

AC 17 Fortitude 15 Reflex 13 Will 13

Basic Melee Attack: +7 (Longsword) Damage: 1d8+4
Basic Ranged Attack: +6 (Throwing Axe) Damage: 1d6+4
Range 5/10

Skills:
Code:
Heal 	                         +5 (+5 Trained, +0 Wis)
Diplomacy		+6  (+5 Trained, +2 Cha)
Intimidate		+9  (+5 Trained, +2 Cha, +2 Racial)
Athletics 		             +9  (+5 Trained, +4 Strl)
History			+2 (+2 Racial)

Feats:
Enlarged Breath - blast becomes 5 instead of 3

Languages:
Common
Draconic

Class and Racial abilities:
Dragonborn Fury - +1 racial atk bonus when bloodied
Draconic Heritage - Healing surge = 1/4 hp + Con Mod.
Dragon Breath (See Below): Relies on Str, Fire is the chosen energy type
Combat Leader - Kriv & all allies w/in 10 squares gain +2 init.
Tactical Presence - Whenever an ally Kriv sees uses an action point to gain an extra attack, they gain a +2 on atk rolls
Inspiring Word (See Below)

Powers:
Furious Smash (At-Will Attack, Standard)
+7 vs. Fortitude, 4 damage & ally gains a +2 power bonus on next atk & dmg rolls against target

Wolf Pack Tactics (At-Will Attack, Standard, ally shifts 1 square as free action)
+7 vs. AC, 1d8+4 damage

Hammer & Anvil (Encounter Attack, Standard, Coordinating Strike)
+7 vs Reflex, 1d8+4 damage & adjacent ally gains free basic attack against target, they gain +2 to damage.

Inspiring Word (Encounter Special, Minor Action, Close Burst 5) - can be used 2/encounter. Targets (self or ally), target can spend a healing surge and gain an additional 1d6 hp.

Dragon Breath (Encounter Racial, Minor Action, Close Blast 5)
+6 vs. Reflex , 1d6+1 mod. fire dmg.

Lead the Attack (Daily Attack, Standard)
+7 vs AC , 3d8+4 damage, Until end of encounter all allies within 5 squares gain a +3 power bonus to atk rolls.

Equipment:
Chainmail, 40g, 40 lbs
Longsword, 15g, 3 lbs
Light Shield, 5g, 6 lbs
Standard adventuring kit, 15g, 33 lbs
Handaxe (3), 15gp, 9 lbs

Money:
10 g

[sblock=background] Appearance: Kriv's dull scarlet scales cover his entire body, starting from his crest down to his toes. He keeps his hornlike scales (which resemble hair) tucked into the clothes he's wearing, which are usually plain and unadorned. Standing at 6'7" and weighing over 350 lbs. Kriv is an imposing sight. He has bright gold eyes that glimmer whenever he's excited, which is usually before a battle. Kriv keeps his talonlike claws well sharpened and usually has his toothy grin plastered on his face.

Personality: Kriv is inspired by tales of Arkhosia, the ancient dragonborn empire, and aspires to live up to the heroes of those tales. Kriv is good-natured and it pains him mightily to see the current state of the town he grew up in. He's proud and a bit arrogant and has learned to be a reserved in the town as when he spoke his mind, he was punished. His natural tendencies tend toward protecting others and Kriv will always stand up for the little guy.

Background: Kriv was born in town after his mother arrived carrying his egg with her. She was incoherent and delirious from her travels, without food or water. Luck was with Kriv that day as the local cleric of Pelor administered to the female, going against many of the townspeople's protests as they feared and mistrusted the dragonborn. His mother died shortly after his hatching and Kriv was left as an orphan. He was found a home in one of the guardsman's residences and was taken care of there. 16 years later, Kriv had already reached maturity and his 'father' thought to utilize his great strength and proposed to Bertran Mason that the young Kriv be trained and, perhaps, accompany patrols outside of town. The constable agreed, thinking that Kriv could be sent to some of the more dangerous locales and not have to worry as much about his men being lost. Kriv was trained in weapons and combat, learning quickly and practicing tirelessly. He began to travel with small groups of guards, cutting his teeth on patrols and quickly realized he had a knack for tactics. Kriv's suggestions were sound, but the humans of the town didn't want to listen to a dragonborn. Their jealously eventually caused them to bar Kriv from patrolling anymore and now Kriv will be wondering what the future holds for him as he can't strike out on his own, it's too dangerous, but he doesn't wish to stay here either. [/sblock]
 
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industrygothica

Adventurer
[sblock=Talia, Female Eladrin Wizard 1]Talia
Felame Eladrin Wizard 1
Alignment: Good
Deity: Ioun
Height: 5'6"
Weight: 130 lbs
Hair: light blond, long
Eyes: green (no pupils)
Skin: pale
Age: 109
XP: 0

Str: 8 (-1)
Con: 13 (+1)
Dex: 13 (+1) +2 Racial
Int: 18 (+4) +2 Racial
Wis: 16 (+3)
Cha: 10 (+0)

Hit Points: 23 Bloodied: 11
Healing Surge: 5 Surges per day: 7
Initiative: +3
Speed: 6
Perception: 19 Insight: 18
Action Points: 1

AC 14 (Base 10, +4 Int) Fortitude 11 Reflex 14 Will 15

Basic Melee Attack: +2 (Dagger) Damage: 1d4-1

Skills:
Code:
Acrobatics +1
*Arcana +11
Athletics -1
Bluff +0
Diplomacy +0
Dungeonerring +3
Endurance +1
Heal +3
*History +11
*Insight +8
Intimidate +0
*Nature +8
*Perception +9
Religion +4
Stealth +1
Streetwise +0
Thievery +1

* Trained skill

Feats:
Class - Ritual Casting
1 - Burning Blizard (+1 damage to acid or cold powers)

Languages:
Common
Elven

Class and Racial abilities:
Elerdin Education
Eladrin Weapon Proficiency - longsword
Eladrin Will
Fey Origin
Trance
Fey Step - Encounter, teleport up to 5 squares
Arcane Implement Mastry - Orb of Imposition
Cantrips
Ritual Casting
Spellbook

Powers:
At-Will
- Ghost Sound
- Light
- Mage Hand
- Prestidigitation
- Cloud of Daggers
- Scorching Burst

Encounter
- Icy Terrain

Daily
- Freezing Cloud (prepared)
- sleep

Rituals
- Make Whole
- Silence
- Tenser's Floating Disk

Equipment:
Dagger, 1 g, 1 lb
Quarterstaff, 5 g, 4 lbs
Standard adventuring kit, 15g, 33 lbs
Orb, 15 g, 2 lbs
Alchemical Reagents 60 g
Spellbook free, 3 lb

Money:
10 gp
[/sblock]
 
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