4e Stranded

nonamazing

Explorer
Cyrial

Here's a full character sheet and background for Cyrial. I've re-flavored some of the powers (changed names and flavor text descriptions without changing the mechanics)--see the notes at the bottom for a guide and page references.

[SBLOCK=Character Sheet]
Cyrial, Unaligned Shadar-Kai Cleric of Sehanine (posing as a Cleric of Melora)
Level: 1 Experience: 0​

Attributes
Strength: 13 [Modifier: +1 / Check: +1]
Dexterity: 15 [Modifier: +2 / Check: +2]
Constitution: 13 [Modifier: +1 / Check: +1]
Intelligence: 15 [Modifier: +2 / Check: +2]
Wisdom: 14 [Modifier: +2 / Check: +2]
Charisma: 13 [Modifier: +1 / Check: +1]​
Defenses
AC: 12 Fortitude: 13 Reflex: 12 Will: 14​
Essentials
Hit Points: 13 Bloodied: 6
Healing Surge: 3 Surges per day: 8
Initiative: +2 Speed: 6 Squares
Passive Perception: 12 (low-light vision)
Passive Insight: 17 Language: Common​
Attacks and Powers
Dagger (Melee Basic Attack) * At-will * Weapon
Standard Action * Melee
Target: One Creature / Attack: +4 vs. AC / Hit: 1d4+1 damage

Thrown Dagger (Ranged Basic Attack) * At-will * Weapon
Standard Action * Ranged 5/10
Target: One Creature / Attack: +5 vs. AC / Hit: 1d4+2 damage

Knife of Shadow * At-Will * Divine, Implement, Radiant
{Shadows gather in Cyrial's hand, forming a tiny blade in the shape of the crescent moon. With a quick flick of his wrist, the blade flies silently toward his target, whose wound then begins to shimmer with soft moonlight, guiding an ally's attack.}
Standard Action * Ranged 5
Target: One Creature / Attack: +2 vs. Reflex
Hit: 1d8+2 radiant damage; one ally in sight gains a +2 power bonus to their next attack against the target

Sehanine's Feint * At-Will * Divine, Weapon
{Cyrial darts in and slashes with his dagger while whispering a quick prayer to Sehanine. Shadowy wisps of steam rise up out his his target's blood, wrapping around Cyrial and his ally, providing them both with a small measure of protection.}
Standard Action * Melee weapon
Target: One Creature / Attack: +4 vs. AC
Hit: 1d4+1 damage; Cyrial and one adjacent ally gain +1 AC until the end of his next turn

Fear of the Dark * Encounter * Divine, Fear, Implement
{Cyrial's eyes flash red. To his victim, it seems as if almost all light has been drained from the world, and in the darkest corners, strange things move. "Run," Cyrial whispers, and irrational fear begins to take hold...}
Standard Action * Ranged 10
Target: One Creature / Attack: +2 vs. Will
Hit: The target moves its speed +1 away from Cyrial, avoiding unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks.

Healing Word Encounter (Special) * Divine, Healing
{Cyrial sheepishly mumbles his way through a quick prayer, and gentle moonlight washes over his target, mending their wounds.}
Minor Action * Close burst 5
Special: Cyrial can use this power up to twice per encounter, but only once per round.
Target: Self or one ally
Effect: The target can spend a healing surge and regain an additional 1d6+2 hit points.

Shadow Jaunt Racial Power * Encounter * Teleportation
{With a grin, Cyrial steps backwards into a patch of shadow and vanishes. A split second later, he reappears behind his opponent, raw shadowstuff mingling with his form.}
Move Action * Personal
Effect: Cyrial teleports 3 squares and becomes insubstantial (takes half damage from all sources) until the start of his next turn.

Theft of Hope Daily * Divine, Healing, Implement
{Sehanine's disfavor falls upon Cyrial's opponents, who suddenly lose all hope for victory, becoming pale and weakened. The stolen hope is gifted to Cyrial and his allies, who become renewed and reinvigorated.}
Standard Action * Close burst 3
Target: Each enemy in burst / Attack: +2 vs. Will
Hit: The target is weakened until the end of its next turn.
Effect: Cyrial and all his allies in the burst regain 7 hit points, and Cyrial's healing powers restore +5 hit points until the end of the encounter.

Channel Divinity * Encounter
(Use one of the following two abilities: Divine Fortune OR Turn Undead)
Class and Racial Features
Winterborn: +1 bonus to Fortitude defense
Skill Bonuses: +2 Acrobatics, +2 Stealth
Shadow Jaunt: (see power above)
Healer's Lore: Powers with the Healing keyword heal an additional +2 hit points.​
Feats and Skills
Ritual Caster (Allows the use of Rituals; see equipment)
Sneak of Shadows (Grants training in the Thievery skill; allows use of rogue's Sneak Attack class feature once per encounter)

Acrobatics +4
Arcana +7 (trained)
Athletics +1
Bluff +1
Diplomacy +1
Dungeoneering +2
Endurance +1
Heal +7 (trained)
History +2
Insight +7 (trained)
Intimidate +1
Nature +2
Perception +2
Religion +7 (trained)
Stealth +4
Streetwise +1
Thievery +8 (trained)​
Equipment
Wickedly curved dagger
Slightly water-damaged ritual book containing Gentle Repose and Comprehend Language
Holy symbol of Sehanine (unadorned and unremarkable moon pendant worn around neck)
Fake holy symbol of Melora (seashell with blue spiral marking)
Sehanine's Gloves (magic item; grants a +1 item bonus to Thievery checks, cannot be removed)
Loose, dark clothing, including a cloak with a large hood​
Other
Height: 5'9" Weight: 162 lb.
Hair: Black, short Eyes: black Skin: pale grey​
[/SBLOCK]
[SBLOCK=Re-flavored Powers]
Knife of Shadow is the Cleric prayer Lance of Faith (page 63)
Sehanine's Feint is the Cleric prayer Priest's Shield (page 63)
Fear of the Dark is the Cleric prayer Cause Fear (page 63)
Theft of Hope is the Cleric prayer Beacon of Hope (page 64)
Sehanine's Gloves are Burglar's Gloves with a minor added drawback for role-playing purposes (page 247)

A special request to the DM: if you would allow it, I'd like to trade in the Channel Divinity power of Divine Favor for the power of Sehanine's Reversal (page 200)
[/SBLOCK]
[SBLOCK=Background and History]
Cyrial had never openly rejected the essential philosophies of the Shadar-Kai, but at the same time he had never been able to embrace their love of ruin and death that most Shadar-Kai clung to passionately. Instead, Cyrial felt disconnected, alienated. He had a strange wit and a bleak sense of humor that made itself known at odd times. Other Shadar-Kai called him 'feytouched', and while they did not completely shun him, neither did they grant him much respect.

No one knows why Sehanine chose Cyrial. Perhaps she had her eye on him for years, perhaps even before his birth. During a Shadar-Kai raid, Cyrial was separated from the rest of his party and chased by human warriors into a temple of Sehanine, who miraculously hid him from their wrath. While the goddess herself did not appear, the sign of her blessing was obvious: a pair of mysterious black gloves that appeared on his hands. Try as he might, Cyrial could not remove them.

Cyrial's relationship with his goddess is an odd one. He never asked for her patronage, but at the same time he can't help but feel that he and Sehanine happen to be a perfect match.

Cyrial tries to keep his otherworldly heritage hidden, using his hooded cloak to keep his face (and his obviously inhuman eyes) pooled in shadow. Many civilized races have good reason to dislike the Shadar-Kai, so he tries to keep a low profile. He isn't always successful, though, and often needs to leave town on very short notice. Recently, the hostile attentions of an elven paladin forced Cyrial to consider traveling across the sea. Seeking to cover his trail, and to gain free passage, Cyrial posed as a Cleric of Melora, slyly convincing the captain of the Silver Swan that Cyrial's presence would insure the vessal's safe voyage.

Then the Swan crashed.

Did his clerical impersonation draw Melora's wrath? Did Sehanine decide it would be amusing to throw him into a tricky situation? Did the Shadar-Kai feel this would be a good time to get rid of an embarassing outcast? Cyrial is plagued with the inescapable feeling that the wreck was somehow his fault. Now he feels guiltily obligated to help his fellow castaways to survive and somehow make their way home. But if they uncover his lies and expose his true identity, will they be able to trust him enough to accept his help?[/SBLOCK]
 

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Graf

Explorer
It's interesting, i'd been playing around with a Lost sort of game for some time.

The wide open background offers a lots of opportunities. I'm assuming that we're not supposed to know each other particularly well, and backgrounds are open (i.e. you don't have a specific homebrew that we need to bind things too?)

Would a rebel warforged from a construct city be too weird?
 

Bialaska

First Post
Tara the Feytouched, Human Warlock (Fey pact)

Tara is the daughter of a woodcutter and his wife. Most indicated that she'd simply become the wife of another woodcutter in the local community upon reaching adulthood, at least few expected her to ever end up doing anything else.

However she disappeared one day when she was 6. The locals searched for her, but could not find her and in the end they judged that she had been taken by the animals of the forest.

Ten years later she returned, with the body of a 16 year old, but the mind of a child. She could tell how she had fun with her little friends and how they danced all night. In her mind only a single night of fun had passed, while the rest of the world had moved at the normal pace. She carried with her a small staff, which she said was a gift from the Queen. She has later found out that this staff enhances the powers she has gained from her connection to the Fey.

A handful more years have passed and Tara has matured. While she's not acting as a responsible adult as her age would indicate, she's not a 6 year old anymore, if anything she's behaving mostly lake a girl in her late teens.

Her connection to the fey has given her special powers, powers that she accidentially activated while still in the village. It was after the death of a local that she were forced out of the community, exiled for life.

This is what has led to her life of travelling, seeking some other place to feel home.
 

Rayex

First Post
Wow, lots of great characters coming up here. Keep up the good work!

Graf: Indeed, no spesific homebrew or anything at all like that. Your background is entirely up to you to create. About knowing eachother.. I guess that is up to you as well, if any of you want to work on a joined story. And Warforged wouldn't be too weird, no. Already got minotaurs and kobolds *chuckles*

Anyway, I'll check in again after I've got some sleep, and see how things have progressed.
 

Albedo

First Post
Alrighty, my other proposed concept is now finished as well, going for the less saturated leader type.

[sblock=Tye Sonner]
Warlord 1
Race: Dragonborn
Gender: Male
Age: 45
Diety: None
Height: 6'5"
Weight: 300lbs
Eyes: Green

Str: 16 (14 Base + 2 Racial)
Dex: 10 (10 Base)
Con: 11 (11 Base)
Int: 16 (16 Base)
Wis: 10 (10 Base)
Cha: 16 (14 Base + 2 Racial)

HP: 23
Healing Surges: 10 (5 Hp)
AC: 18
Fort: 14
Ref: 14
Will: 14
Speed: 6
Initiative: +2

Dragonborn Racial Features: Dragonborn Fury, Draconic Heritage, Dragon Breath (Str, Lightning)

Feats: Tactical Assault
Skills: Athletics, Endurance, Heal, Intimidate

Class Features: Combat Leader, Commanding Presence (Tactical Presence), Inspiring Word
At Will Powers: Commander's Strike, Furious Smash
Encounter Powers: Warlord's Favor
Daily Powers: Lead the Attack

Equipment:
+1 Hide Armor (Free Lv 2 Item)
Adventuring Kit: 15 gp
Longsword: 15 gp
Light Shield: 5 gp
Heavy Shield: 10 gp
Sunrod (10): 20 gp
35 gp

Tye Sonner was once a proud member of a divine order tasked with destroying a legion of undead that threatened the area. For over a decade, he lead his forces against the abominations, but neither side could defeat the other. Finally, the undead lines collapsed and his forces retook the desolate land lost by his people over the years of harsh war. However, upon arriving home he discovered it completely destroyed. Much worse though, all his family and loved ones were turned into undead. Forced to battle against a much more heartfelt foe than the generic undead they were used to, Sonner's forces were demoralized and dealt a crushing defeat.

During this unfortunate turn of events, Sonner discovered his second in command was in fact the necromancer controlling the undead to begin with, and that he was playing everyone for fools. Unable to defeat the necromancer, save his men, or avenge their families, Sonner was forced to flee from his homeland. He has spent the last 5 years wandering around, a broken individual lacking pride, honer, or a goal to fight for. And yet, deep inside him, his draconic blood boils, waiting for the chance to unleash his rage and once again take him back to the field of battle.
[/sblock]
 
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Jemal

Adventurer
Daniel Willow, Half-elf Cleric. age: 22

Daniel was an aggressive young boy, always flying off the handle and getting into fights... Until the day he punched his best friend when she tried to pull him out of yet another scrap. Though she forgave him, he never really forgave himself, and after that, vowed to never fight again. His vow came back to haunt him, though.. 5 years later, his village was attacked. He refused to take up arms against the kobold invaders, urging everyone to run and hide while the soldiers took care of it. His cowardice cost him the life of his best friend, for while he was trying to flee with her, she was struck down by an arrow. A fierce scream of denial burned through him and manifested itself in a ray of light which destroyed the kobold.

Over the next year, Daniel managed to come to terms with his grief and anger, guided by the hand of the Raven Queen, who took in the spirit of his beloved friend. He has since accepted that people die, but that guided by the queen, he can help to protect those whose time has not yet come, and when his time does come, he trusts that he will be reunited with his friend.

*Magic Item: I don't know what I'm going to choose for his magic item yet, but it will be a momento of his fallen friend.*
 

Graf

Explorer
With all the strikers this is a sort of a suicidal proposal but the character didn't work as another class...

Alternative (Warforged Rogue)
[sblock=Background]
The great city of Autonomus was, it was popularly held, the greatest city ever known. It was certainly the most orderly and, since the teaching of the Forge Lords held that order was the most important thing, that was isomorphic to perfection. Or near perfection anyway.
The city could not do without "fleshed ones". Not completely. There were traders of course, though the forged had few requirements they did have some. The Great Forges needed certain rare fuels to power them.

But even aside from the traders there would be fleshies; for the fleshies, for all that they were vile little creatures made up mostly of waste products, were not entirely stupid. That would be impossible, since the first of the fleshies had, through divine inspiration, made the Great Forges, and thus the Forge Lords and indirectly all the forged that followed.
And the fleshies, or at least the intelligent ones, craved the perfection denied them and thus wanted to dwell in Autonomus.

So fleshies dwelled within Autonomus; in the lower sections. But they were naturally weak creatures, filled with unpredictable, barely controlled desires and so there grew a need for a certain type of forged. Someone who could watch the fleshies carefully, and ensure that the worst excesses were kept in line.

The forged named Watcher 37 (who now calls himself Alternative) performed this activity for 88 years. Built to watch unseen he lurked in the shadows, on the rooftops and made his presence known only when he was making an arrest, or, occasionally, shaking down an informant.

Rogue forged were a known problem of course. Exposure to the fleshies had a destabilizing effect. Especially their strange gods, which was why clerics were outlawed. But sometimes one would slip in; and one day Watcher 37 was assigned to follow a suspected priest about.

The day became a week. The week a month. A month a year. Watcher 37 was sure she was a priest, but it could not find proof (for proof was all in Autonomus' legal system). She acted oddly, genuflecting before doorways, betting strange things in games of chance, and otherwise acting inexplicably.

After a year he went to her, he hated himself for doing so, but he hated his job, and wished her to leave. "Why should you care, oh mighty forged?" she replied.
And 37 wondered why he did care and went away, for he was a forged and surely he didn't care.

But he did care and the woman's words were like a madness. He was mad he was sure, that he cared. But if he was mad... then what was he to do?

Soon he was going to the woman daily. He knew his way around, how to avoid the other forged who patrolled his section of Fleshtown (as the Fleshies called their district, the proper name was Secondary Lower Ward) and it was easy to see the woman.

And in time, he came to understand, to see that she was right there was... an alternative.

Alternative stowed away on a boat last year. Concerned he might be followed; for the Forged Lords frowned on Rogue Watchers; he booked passage on another ship, the Silver Swan.[/sblock]

[sblock=Stat Block]Alternative Level 1 Warforged Rogue
Initiative +1; Senses Perception +5
HP 24; Bloodied 12; Healing Surge 6; Surges Per Day 7
AC 16; Fort 14, Ref 17, Will 12
Speed 6
Action Points 1
-----------------------------------------------------------------
:bmelee: Embedded Shortsword(standard; at-will) ✦ Weapon
+9 vs AC; 1d8+5 damage see alsoSneak Attack
:bmelee: Dagger(standard; at-will) ✦ Weapon
+9 vs AC; 1d8+5 damage see also Sneak Attack
:ranged: shuriken (standard; at-will) ✦ Weapon
+7 vs AC; 1d8+5 damage see also Sneak Attack
:melee: Piercing Strike(standard; at-will) ✦ Martial, Weapon
+7 vs Ref; 1d6+4 damage. see also Sneak Attack
:melee: Riposte Strike(standard; at-will) ✦ Martial, Weapon +7 vs Ref; 1d6+4 damage. see also Sneak Attack. If the target attacks Alternative before the start of its next turn, the forged makes a riposte against the target as an immediate interrupt: a +6 vs. AC attack that deals 1d6 + 3 (Sneak Attack?).
:melee: Torturous Strike(standard; encounter) ✦ Martial, Weapon
+7 vs AC; 2d6+7 damage see also Sneak Attack
:melee: Blinding Barrage(standard; daily) ✦ Martial, Weapon
Close blast 3, each visible target Hit:]/b] +7 2d6 +4 damage & the target is blinded until the end of your next turn. (sneak attack?)
Miss: Half damage
Sneak Attack(free action; part of an attack action) ✦Martial
Against foes you have combat advantage against Alternative deals and additional 2d6+3 points of damage
Warforged Resolve(minor; Encounter) ✦ Magic Item ✦ Healing.
Effect:You gain a number of temporary hit points equal to 3. You may make an immediate saving throw against one effect that inflicts ongoing damage and can be ended with a save. In addition, if you are bloodied you regain hit points equal to 3.
Component of Resistance (minor; Daily)
Effect:Gain resist 5 to all damage until the start of your next turn.
-----------------------------------------------------------------
Alignment Unaligned; Languages Common
Str 16 (+3) Dex 18 (+4) Con 12 (+1)
Int 8 (-1) Wis 10 (+0) Cha 11 (+0)
Acrobatics +9, Athletics +8 Endurance +3*u, Intimidate +7*, Insight +5, Perception +5, Stealth +9, Thievery +9
u = Untrained Skill | no adjustment necessary for leather armor
*=+2 racial bonus
Feat: Skill Training: Insight
Gear: Component of Resistance (see magic item below), Leather armor [AC +2][Attached Component](25gp), Shortsword [Embedded in Right Arm] (10gp), Daggerx3 (3gp), shurikenx50 [hidden in storage compartments](10gp), adventurer's kit (15gp), two embedded storage components legs and torso (10gp)
Adventurer's Kit: Backpack[Attached Component], Bedroll, Flint and Steel, Belt pouch, 2 sunrods [Attached Component in left arm], 10 days of trail rations, 50' of hemp rope, and a Waterskin.
37gp

[sblock=Attached Component Dragon 364 pg 32]Attached components are fastened to your body in such a way that, as long as you’re conscious, they can only be removed if you want them to be. Such an item cannot be taken from you, and you can’t accidentally drop it. You sense if such an item is damaged. Unless otherwise specified, affixing an attached component to you takes the same amount of time as it would for another character to draw and/or ready such an object.
Light Source: You can have a slot in your body capable of holding a torch, sunrod, lantern, or other lighting device. Such an attached component provides light while leaving your hands free.
Storage: Your backpack and other storage devices—such as pouches, weapons sheaths, or a quiver—can be attached, making them easier to hang on to and harder to steal.[/sblock]

[sblock=Embedded Components Dragon 364 pg. 33]The major advantage of some embedded components is that they can be hard to distinguish from your body. Those embedded components that don’t need to remain visible can be hidden within your body. Perception checks to locate such items on you take a –5 penalty. Affixing or removing an embedded component requires a standard action that provokes an opportunity attack.[/sblock][/sblock]
[sblock=Embedded weapon]
Weapon: A dagger, shortsword, katar, or hand crossbow can be embedded. Up to five shurikens can be embedded in place of one of these items.
A retractable weapon can be embedded to take up space in one arm and hand. Such a weapon springs forth and locks into place as a minor action, and it can be retracted as a minor action. It functions
normally with the Quick Draw feat.[/sblock]


[sblock=Class features memo]Tactic: Brutal Scoundrel: You gain a bonus to Sneak Attack damage equal to your Strength modifier. (i.e. Sneak Attack +2d6 + Str)
Weapon Training: Dagger is +1 to hit; shuriken damage is one size class larger (1d4 -> 1d6)
[/sblock]

[sblock=Warforged features memo]Speed 6
Languages: Common
Skill Bonus: +2 Endurance, +2 Intimidate
Construct: You have the construct keyword, so you are considered to be a construct for effects that relate to that keyword.
Living Construct: As a living construct, you have the following traits.
✦ You gain a +2 bonus to saving throws against ongoing damage.
You can us attached components and embedded components made for warforged (see Equipment, page 32).
✦ You don’t need to eat, drink, or breathe, but this doesn’t render you immune to any effect.
✦ Rather than sleep, warforged spend 4 hours refraining from any strenuous activity. 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 resting in this low-exertion state, you are fully aware of your surroundings
and notice approaching enemies and other events as normal.
✦ When reduced to 0 hit points, you are less likely to die. When you make a death saving throw, you can take the better of your die roll or 10. You still die at the normal negative hit point total.
Warforged Mind: You gain a +1 racial bonus to your Will defense.
Warforged Resolve: You can use warforged resolve as an encounter power.[/sblock]

[sblock=Appearance]A lean forged in light component armor and wearing a simple black cloak. It's armor is a burnished back, with a few dings in it from travel. Save for a small dagger at his belt he appears unarmed.
[sblock=Perception DC xx and see also magic item]
Not sure what the DC should be for this...
The forged's right arm seems to be slightly bulkier than it's left. Since it seems to favor that arm that would be a natural place to conceal a weapon.
Several other bulges on it's body are slightly asymmetrical and suspect.[/sblock]
For all that he is a construct the creature seems to display some measure of life, he shifts, and sometimes when it's staring out at the sea it's eyes glow an intense, throbbing green.[/sblock]

[sblock=Background]See above[/sblock][/sblock]

[sblock=Magic Item: Neck Component of Resistance]
The equivalent a Cloak of resistance +1 this component item appears to be a simple black ring.
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Power (Daily): Minor Action. Gain resist 5 to all damage
until the start of your next turn.​

[sblock=Perception DC 15]It much more scuffed than the rest of the warforged's otherwise well maintained equipment.
[sblock=Perception DC 20]Your keen eyes can make out faint carvings along the component, obviously they couldn't have been completely removed without damaging the item. They are suggestive of a title of some sort.[sblock=and History 20 after Perception 20]The marks are those of a security officer of the city of Autonomus. An internal security officer. Even if this forged was legally sent abroad, he would have preceived a new component indicating his rank correctly.

This so called Alternate is obviously a rogue. The city of Autonomus pays handsomely for information about rogues.... no questions asked.[/sblock] [/sblock][/sblock]


[/sblock]:
 
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Zweischneid

First Post
Mordras Blackleaf.. Eladrin Rogue

The character
Name: Mordras Blackleaf
Race: Eladrin
Class: Rogue
Role: Striker
Level: 1

Mordras Blackleaf
Mordras is a slender and graceful Eladrin, comfortable in the shadows of the world as in the twilight of the Feywild. His ravenblack hair, unusual for the fair Eladrin, is bound in plaited bead that falls to his lower back, his eladrin, blue-and-silver eyes usually shine with eager anticipation. Mordras carries an elegant rapier and a set of razorsharp eladrin-crafted blades in different sizes, all polished to a shine. His clothing and gear are expertly crafted, meticulously cared for and adorned with fine eladrin scrollwork.

Background
Mordras is an exiled son to the House of Blackleaf, an Eladrin family ruling the mesmerizing autumn fief in the fey wild from the stronghold of Tel'Anor overlooking a marine and turquoise blue ocean from a scenic limestone cliff. From an early age, he was drawn to the ships sailing into fey wild waters, sometimes willingly; often not, and their outlandish crews. Where he kin remained aloof and distant, Mordras was drawn to the exotic and adventurous life of sailors.

Sailing out to human harbours more and more often and quickly turning to the wrong kind of friends, he was one night tricked into revealing the largely secret passage to his homeland through guile and magic charms by an infamous half-elf pirate named Cairbara. In a midnight raid to the feywild Cairbara and his crew of seasoned adventurers broke into the family stronghold, plundering the vaults and murdering Amadal, Mordras elder and upright brother who sought to stop the intruders.

Mordras, pursuing Cairbara but late to arrive to the disaster, found only blood and sorrow in his home. This day, and without a word spoken, he was exiled from his kin and family. With an oath on his lips to follow Cairbara and his kin “to the death and beyond” he returned to the world of man and for a year or mare, the outcast Eladrin has been roaming seaports, when he boarded the Ibenhold in pursuit of a possible lead….

[sblock=Abilities]
Code:
[U]Ability scores[/U]
Strength     : [B]10 [/B]         Hit points : [B]26[/B]
Constitution : [B]14 (+3)[/B]     Bloodied   : [B]13[/B] 
Dexterity    : [B]18 (+4) [/B]    Surges     : [B] 6[/B]
Intelligence : [B]13 (+1)[/B]     Surges/day : [B] 8[/B]     
Wisdom       : [B]10 [/B]         Initiative : [B]+4[/B]
Charisma     : [B]14 (+2) [/B]     

[U]Defenses:[/U]
Armour class : [B]16 (18 vs. Opportunity attacks)[/B]
Fortitude    : [B]12[/B] 
Reflex       : [B]16[/B] 
Will         : [B]13 (18 vs. charm effect)[/B]

[U]Skills[/U]
Acrobatics (Dex): [B]+ 9 [/B] (trained)
Athletics  (Str): [B]+ 6 [/B] (trained)
Arcana     (Int): [B]+ 2 [/B] (+2 racial)
Bluff      (Cha): [B]+ 7 [/B] (trained)
History    (Int): [B]+ 2 [/B] (+2 racial)
Perception (Wis): [B]+ 5 [/B] (trained, Eldarin education)
Stealth    (Dex): [B]+ 9 [/B] (trained)
Streetwise (Cha): [B]+ 7 [/B] (trained)
Thievery   (Dex): [B]+ 9 [/B] (trained)
Languages:
Common, Elven

Racial traits
Eldarin education; eldarin WP; eldarin will; fey origin; trance; fey step

Class features
Artful dodger, first strike, rogue weapon talent, sneak attack

Feats
Weapon proficiency (Rapier)

Weapon Proficiency:
Dagger, hand crossbow, longsword, rapier, shuriken, sling, short sword

Size: Medium
Speed: 6 squares
Vision: Low-light[/sblock][sblock=Powers]
Basic attack
Rapier
:bmelee: Attack: +4 vs. AC; Damage: 1d8 +1

Shuriken
:ranged: Attack: +7 vs. AC; Damag: 1d6 + 4
At-will:
Deft Strike (Class)
:melee: Standard Action; Attack: +8 vs. AC Damage: 1d8 +5

Sly Flourish (Class)
:melee: Standard Action; Attack: +8 vs. AC Damage: 1d8 +7
Encounter:

Fey Step (Race)
With a step, you vanish from one place and appear in another.
Teleportation, Move action, Personal​

Dazing Strike (Class)
:melee: Standard Action, Attack: +8 vs. AC Damage: 1d8 +5
--- target dazed ---​
Daily:
Blinding Barrage (Class)
:close: Standard Action; Attack: +7 vs. AC Damage: 2d6 +4
--- target blinded; Miss: half damage, not blinded ---​
[/sblock][sblock=Equipment]
Code:
[U]Currency:[/U] 
30 gp. 

[U]Equipment           Price    Weight    Other[/U]
Leather armour      25 gp    15 lb.    Light armour

+1 Vicious rapier (520 gp)    2 lb.    Free magic item (lvl 2) 
Short sword         10 gp     2 lb. 
Dagger               1 gp     1 lb.    Off-hand, light thrown
Shuriken (20)        4 gp     4 lb.    light thrown

Adventurer's kit    28 gp    30 lb.    
  Backpack           2 gp     2 lb.
  Bedroll            1 sp     5 lb.
  Flint & Steel      1 gp      -
  Pouch, belt        1 gp   1/2 lb.
  Rations, trail     5 gp    10 lb.    10 days
  Rope, silk        10 gp     5 lb.    50 ft.
  Sunrod (4)         8 gp     4 lb.   
  Waterskin          1 gp     4 lb.      

Climber's kit        2 gp    11 lb.    +2 for climbing    
  Grappling hook     1 gp     4 lb.
  Hammer             5 sp     2 lb.
  Pitons (10)        5 sp     5 lb. 

[B]Total               70 gp    65 lb.[/B]

Normal load:    100 lb.
Heavy load:     200 lb.
Max. drag load: 500 lb.
[/sblock][sblock=Blackleaf's Woe]The Blackleaf's Woe is a +1 vicious rapier, well balanced, razor sharp with a handguard expertly crafted in the likeness of leaves.

The blade was magically forged for superiour balance and sharpness and a coming-of-age gift from the lord of House Blackleaf to his eldest son Amadal. In his final duel with Cairbara, Amadal was disarmed and beaten. In a cruel act of humiliation, Cairbara drove the Eldarin's own blade through his heart to kill the defensless noble. The rapier, stained with the blood of his brother, was the only thing Mordras carried along into exile. Having since then carved an often bloody trail through the seedier parts of many port, the thin blade has somehow aquired a vicious taste for dealing pain and blood.[/sblock]
 
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