Rogues' Gallery - Drowquest


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Phaezen

First Post
[sblock=Drisdhaun]
====== Created Using Wizards of the Coast D&DI Character Builder ======
Drisdhaun, level 2
Drow, Warlord
Commanding Presence: Resourceful Presence

FINAL ABILITY SCORES
Str 16, Con 10, Dex 15, Int 14, Wis 8, Cha 16.

Starting Ability Scores
Str 16, Con 10, Dex 13, Int 14, Wis 8, Cha 14.


AC: 18 Fort: 15 Reflex: 13 Will: 15
HP: 27 Surges: 7 Surge Value: 6

TRAINED SKILLS
Diplomacy, Heal, Intimidate, Endurance.

FEATS
1: Improved Resources
2: Two-Weapon Fighting

POWERS
1, At-Will: Opening Shove
1, At-Will: Viper's Strike
1, Encounter: Hammer Formation
1, Daily: Bastion of Defense
2, Utility: Shake It Off

ITEMS
Adventurer's Kit, Longsword, Handaxe (2), Magic Chainmail +1
====== Created Using Wizards of the Coast D&DI Character Builder ======
[/sblock]

[sblock=History]
Drisdhaun was the youngest son of a minor noble house that was destroyed in an opportunistic raid. Even as his house was brought down around him, he managed to rally a few guards and led a desperate escape.

Unbeknownst to him a detachment from the Abbil-Belern mercenery group were involved in the raid, and the commander took note of the desperate escape attempt. The commander allowed the escape channeling into a ambush where Drisdhaun was captured.

When he recovered he was offered two choices, dissapear as if he had been slain and join with Abbil-Belern or leave. Realising that as the youngest male of the house, and most likely the only survivor, he would most likely spend his days as a homeless vagabond if he managed to stay alive after his house's enemies found out he was still alive, he made the decision to join the mercenaries.

Drisdhaun is an ambitious and driven individual. He gets on with his companions, valuing teamwork in and out of combat but is often comes across as cold and calculating.
[/sblock]

[sblock=OOC notes]
As a housless drow I will currently not be using a family name.
[/sblock]
 

Attachments

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nerdytenor

First Post
Rantyr, Drow Warlock

[sblock=Stats Summary]
====== Created Using Wizards of the Coast D&DI Character Builder ======
Rantyr, level 1
Drow, Warlock
Eldritch Blast: Eldritch Blast Charisma
Eldritch Pact: Fey Pact

FINAL ABILITY SCORES
Str 10, Con 13, Dex 12, Int 16, Wis 9, Cha 18.

Starting Ability Scores
Str 10, Con 13, Dex 10, Int 16, Wis 9, Cha 16.


AC: 15 Fort: 11 Reflex: 14 Will: 15
HP: 25 Surges: 7 Surge Value: 6

TRAINED SKILLS
History, Streetwise, Intimidate, Arcana.

FEATS
1: Improved Initiative

POWERS
1, Encounter: Witchfire
1, Daily: Dread Star

ITEMS
Leather Armor, Arcane Implement, Rod, Adventurer's Kit, Dagger
====== Created Using Wizards of the Coast D&DI Character Builder ======
[/sblock]

[sblock=Character Background (further tweaks possible)]
Rantyr is fascinated by all creatures, natural and magical, sentient and otherwise. He takes great delight in studying them, and when he grows bored (often in the course of a few minutes), he likes to watch them die. He is constantly looking to add new living things to his collection of twisted conquests. He behaves as if his life is a game, attempting to gather power and kill as much as possible.


Rantyr can be highly charming when necessary, but he always has some end (usually someone _else's_ end) in mind. If he has any empathy for anyone or anything else, he rarely shows it. He can be a powerful and useful ally, but potential allies be warned: you had best make sure your interests and Rantyr's are closely aligned at all times. He often has a detached, professorial air, whether the topic be creatures, histories, or the different screams of his collected conquests.

Rantyr was once visited by an ancient Fey Spirit, revealed to him as the Devourer. The Devourer feeds on the suffering of all creatures, and offered Rantyr a pledge of power in exchange for a promise that he would mete out much suffering and death in the Devourer's name. Rantyr eagerly agreed, forming the Pact that would be the basis of all his power.
[/sblock]

[sblock=Combat Block]
Rantyr, Drow Warlock 1
Init +5 Perception: 9 Insight: 9 DarkVision
AC 15 Fortitude 11 Reflex 14 Will 15
Hit Points: 25 / 25 Bloodied: 12
Temporary Hit Points: 0
Action Points: 1 Second Wind: Available
Healing Surge: 6 Surges per day: 7 / 7
Encounter Resources:

  • Witchfire
  • Darkfire OR Cloud of Darkness
  • Use Action Point
Daily Resources:

  • Dread Star
[/sblock]
 

Attachments

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EvolutionKB

First Post
Vorgrym Spetos

Male Drow Tempest Fighter
Initiative +4
Senses Darkvision; Passive Insight 12, Passive Perception 12
HP 38; Bloodied 19; Healing Surge 9 ; Surges Per Day 10
AC 19; Fort 16, Ref 15, Will 13
Speed 6
Action Points 1
-----------------------------------------------------------------
:bmelee:Acidic Short Sword +1 (standard; at-will)✦ Weapon
+9 vs AC; 1d6+6 damage. (+1 class, +3 Str, +3 prof, +1 enchancement, +1 level)
:bmelee:Parrying Dagger (standard; at-will) ✦ Weapon
+7 vs AC; 1d4+5 damage.
:ranged:Javelin (standard; at-will; Range 10/20) ✦ Weapon
+6 vs AC; 1d6+3 damage
:melee:Dual Strike(standard; at-will) ✦ Martial, Weapon
+9/+7 Main and Off-hand vs AC. 1d6+3/1d4+2 damage.
:melee:Footwork Lure (standard; at-will) ✦ Martial, Weapon
+9 vs AC; 1d6+6 damage and Vorgrym can shift one square and slide the target into the space Vorgrym left.
Pass Forward (Move; at-will) ✦ Martial
Pick an adjacient enemy and move my speed. As long as I am adjacient, I don't provoke OA from that opponent.
:melee:Distracting Spate(standard; encounter) ✦ Martial, Weapon
+9 vs AC. Hit: 2d6+9 and the target grants combat advantage to Vorgrym until the end of his next turn.
:ranged:Acidic Short Sword +1(Standard; encounter) Acid, Weapon
+9 vs AC; 1d6+6 acid damage to a foe within 5 squares.
:melee:Lasting Threat (standard; daily) ✦ Reliable, Martial, Weapon)
+9 vs AC; 3d6+6 and the target is marked until the end of the encounter or until Vorgrym is knocked unconscious. No mark can supercede this one.
:melee:Acid Short Sword +1 (free; item daily) Acid
Use this power when you hit with the weapon, foe takes ongoing 5 acid damage(save ends)
Cloud of Darkness(minor; encounter)✦Close Burst 1
Effect: The burst creates a cloud of darkness that remains in place until the end of Vorgrym's next turn. The cloud blocks line of sight, squares within are totally obscured and creatures within are blinded until they exit. Vorgrym is immune to these effects.
Darkfire(minor; encounter) ✦Range 10; 1 creature
+7 vs Reflex; Until the end of Vorgrym's next turn all attacks against the target have combat advantage and the target can't benefit from concealment or invisibility.

Combat Challenge
Vorgrym can mark a target he attacks. The marked target takes -2 to attack creatures other than Vorgrym. In addition whenever a marked enemy shifts or attacks a target that is not Vorgrym, Vorgrym can make an attack as an immediate interrupt.
Combat Superiority
Vorgrym gains a +2 to opportunity attacks. An enemy struck stops moving, if a move provoked the attack.
Tempest Technique
Vorgrym gains a +1 to attacks when wielding two weapons as long as the weapons have the off-hand property. Vorgrym gains the Two-Weapon Defense feat as a bonus feat. When Vorgrym wears light armor or chainmail, he gains a +1 bonus to melee or close weapon attacks or +2 when the weapons are off-hand.
-----------------------------------------------------------------
Alignment Unaligned; Languages Common, Elven
Str 16 (+3) Dex 14 (+2) Wis 14 (+2)
Con 12 (+1) Int 11 (+0) Cha 10 (+0)
Athletics* +8, Endurance* +7, Intimidate* +6
* Trained Skill
Feats: Weapon Proficiency(Parrying Dagger), Two-Weapon Defense(bonus), Toughness
Gear Hide Armor, Short Sword+1, Parrying Dagger, 2 Javelins, Backpack, Bedroll, Belt Pouch, Flint and Steel, Rope (50 ft.), 2 Sunrods, Trail Rations (10 days), Waterskin; 40gp (61lbs)

Background
Vorgrym was a standard drow male. He joined the martial academy, seeking to become a weapon master. There he defined himself. His rival, Xortrivaor, a warrior of great talent, wasn't as cruel as Vorgrym. Vorgrym murdered the other in a duel. Vorgrym's dueling style granted him an advantage in the great weapon warrior's attack. He was too agressive and that proved his undoing. Still, this was normal. It was Vorgrym's savage dismemberment of the corpse that defined him.

Abbil-Belern sought him out, and with their promises of good employment gave a fine blade of Drow steel. the hilt is wrapped in the skin of some scaled being. The blade has a dark tint, and is heavily serrated on both sides indicating it's deadliness. He joined without hesitation. A mission far from home brought him to see outside opinion. Those he could not just consider allies, but friends. Somebody to protect.

Personality and Appearance

Vorgrym wears a suit of hide armor, made from the chitin of spiders. A finely made short sword is on his right hip. A dagger is sheathed on his left arm. His chin is misshapen and blunt, a blow from a dwarf's hammer.

Vorgrym gets along well with his surviving members. They need each other right now, and for now he sees their value. Otherwise, when dealing with other races, he is quick to berate, and put a dagger to their throat if it benefits them.

[sblock=Combat Block]
Initiative +4
Senses Darkvision; Passive Insight 12, Passive Perception 12
HP 38; Bloodied 19; Healing Surge 9 ; Surges Per Day 10
AC 19; Fort 16, Ref 15, Will 13
Speed 6
Action Points 1
:melee:Dual Strike(standard; at-will) ✦ Martial, Weapon
+9/+7 Main and Off-hand vs AC. 1d6+3/1d4+2 damage.
:melee:Footwork Lure (standard; at-will) ✦ Martial, Weapon
+9 vs AC; 1d6+6 damage and Vorgrym can shift one square and slide the target into the space Vorgrym left.
Pass Forward (Move; at-will) ✦ Martial
Pick an adjacient enemy and move my speed. As long as I am adjacient, I don't provoke OA from that opponent.
:melee:Distracting Spate(standard; encounter) ✦ Martial, Weapon
+9 vs AC. Hit: 2d6+9 and the target grants combat advantage to Vorgrym until the end of his next turn.
:ranged:Acidic Short Sword +1(Standard; encounter) Acid, Weapon
+9 vs AC; 1d6+6 acid damage to a foe within 5 squares.
:melee:Lasting Threat (standard; daily) ✦ Reliable, Martial, Weapon)
+8vs AC; 3d6+6 and the target is marked until the end of the encounter or until Vorgrym is knocked unconscious. No mark can supercede this one.
Cloud of Darkness(minor; encounter)✦Close Burst 1
Effect: The burst creates a cloud of darkness that remains in place until the end of Vorgrym's next turn. The cloud blocks line of sight, squares within are totally obscured and creatures within are blinded until they exit. Vorgrym is immune to these effects.
Darkfire(minor; encounter) ✦Range 10; 1 creature
+6 vs Reflex; Until the end of Vorgrym's next turn all attacks against the target have combat advantage and the target can't benefit from concealment or invisibility.
[/sblock]
 
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renau1g

First Post
Nashquiri

Male Drow War Wizard
Initiative +3
Senses Darkvision; Passive Insight 18, Passive Perception 13
HP 29; Bloodied 14; Healing Surge 7 ; Surges Per Day 8
AC 17; Fort 13, Ref 14, Will 15
Speed 6
Action Points 1
-----------------------------------------------------------------
:bmelee:ValoniaQuarterstaff +1 (standard; at-will)✦ Weapon
+3 vs AC; 1d8 damage.
:ranged: 10Illusory Ambush(standard; at-will) ✦ Arcane, Illusion, Implement, Psychic Ranged 10
+5 vs Will. 1d6+4 & target takes a -2 penalty to attack until end of your next turn
:area: Burst 1 within 10 squares Scorching Burst (standard; at-will) ✦ Arcane, Fire, Implement
+5 vs Reflex; 1d6+4 fire damage
:area: Burst 1 within 10 squares Grasping Shadows(standard; encounter) ✦ Arcane, Illusion, Implement, Psychic, Zone
+5 vs Reflex. Hit: 2d8+4 psychic damage & target is slowed EONT
Effect: Creates a zone of writhing shadows EONT, any creature that enters takes 3 damage and is slowed until EONT
:ranged: 10Flaming Sphere (standard; daily) ✦ Arcane, Conjuration, Fire, Implement)
+5 vs Reflex;Hit: 2d6+4 fire damage. You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4 + Intelligence modifier fire damage. As a move action, you can move the sphere up to 6 squares. Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere.

:area: Burst 3 within 10 squaresPhantasmal Terrain (standard; daily; Utility 2) ✦ Arcane, Illusion, Zone )
Creates a zone lasting until the end of the encounter. Difficult terrain in the zone costs 2 more squares to enter than normal. Additionally, Hazards and Traps gain a +3 bonus on attack rolls, within the zone.

Cloud of Darkness(minor; encounter)✦Close Burst 1
Effect: The burst creates a cloud of darkness that remains in place until the end of Vorgrym's next turn. The cloud blocks line of sight, squares within are totally obscured and creatures within are blinded until they exit. Nashquiri is immune to these effects.
Darkfire(minor; encounter) ✦Range 10; 1 creature
+7 vs Reflex; Until the end of Nashquiri's next turn all attacks against the target have combat advantage and the target can't benefit from concealment or invisibility.

Cantrips
Nashquiri can utilize Ghost Sound, Mage Hand, Light (not likely), and Prestidigitation
Spellbook
Nashquiri's Spellbook contains the following Daily Spells: Flaming Sphere & Sleep. Also contains the following Rituals: Comprehend Languages, Nashquiri's Floating Disc, & Silence.
Arcane Implement
Staff of Defence gets Nashquiri a +1 to AC & 1/encounter a +2 bonus to defence against 1 attack, done after DM announces damage
-----------------------------------------------------------------
Alignment Unaligned; Languages Common, Elven
Str 8 (-1) Dex 14 (+2) Wis 14 (+2)
Con 14 (+2) Int 16 (+3) Cha 13 (+1)
Arcana* +9, Dungeoneering* +8, History* +9, Insight* +8
* Trained Skill
Feats: Leather Armour Proficiency, Ritual Caster (bonus), Phantom Echoes (Arcane Power)
Gear Leather Armour, Valonia (+1 feyswarm staff), Backpack, Bedroll, Belt Pouch, Flint and Steel, Rope (50 ft.), Trail Rations (10 days), Waterskin; 14 gold (52lbs), Potion of Healing

Background
Nashquiri's house had always been aggressive, seizing power when it could and aligning with other house's when it couldn't. The Matron Mother was seen as quite the threat by a number of houses both above and below their current standing. It was nobody's surprise what happened next, a more powerful house outfitted a lower-tier house with various magic items and summoned aid to launch an attack. Nashquiri's house was overwhelmed at the combined threat and their complex was razed to the ground.

Luckily for Nashquiri, he'd been studying at the Tower of Sorcery at the time and despite receiving an urgent summons from his Matron something inside the drow told him to ignore it. She promised vengeance upon the disobedient wizard, but Nashquiri turned his attentions back to his studies. Hearing the sound of a book slamming shut (the telltale signal from the Eye of Alarm that he paid handsomely to have cast), Nashquiri grabbed his staff and prepared for what may come. The floor beneath his feet turned to ice and he began to lost his footing on the now slippery surface and ended up on his back. Nashquiri stood up cautiously and saw the form of another drow standing at the entrance to the room. He recognized Talenza from their studies, carrying his enchanted staff, a gift from his Matron Mother. Nashquiri knew he was in trouble upon seeing the more powerful mage here and only had one chance to overwhelm that assassin. Nashquiri pointed his hands at the other drow and blasted a cone of flame at him, but Talenza threw up his hand and a shield of blue force appeared in front of him, deflecting the flames. Cursing, Nashquiri used his most powerful enchantment on the foe before the other could launch a counterattack. Nashquiri commanded Talenza to sleep, and to the wizard's surprise, Talenza's eyes began to shut, the staff dropped from his hands and he fell to the floor. After finishing off the other drow, Nashquiri grabbed his spellbook, travelling gear, and the staff, which he called Valonia, meaning Dark Staff, as the implement was made of a special wood as black as night purchased from the Duergar.

Knowing that his time was short, Nashquiri seeked out a contact he had at Abbil-Belern. The wizard confidently offered his services to the group, hoping they would take him in, which they did at his contact's suggestion. He had spent the last few months with the same group of drow, preparing for their first mission, and growing to at least a grudging respect for their abilities.

Personality and Appearance

Nashquiri wears a suit of leather armor, hidden under his dark purple robes. He carries his unique staff with him at all times, having learned long ago how to defend himself with the implement. He wears his long, white hair back behind him, tucked into his robes so it doesn't give an opponent an advantage.

Nashquiri's main goal is to accumulate power, not so much to use it to climb the drow social ladder, but rather to protect himself from the inevitable attempt on his own life. He respects his companions, as he knows he couldn't survive very long without their aid.

[sblock=Staff Properties]
Feyswarm Staff
This staff seems to have burrowing insects moving under its
surface. When used to attack, it can unleash these magical pests
on your enemies.
Lvl 4 +1 840 gp
Implement (Staff )
Enhancement: Attack rolls and damage rolls
Critical: The target is dazed by stinging magical insects until
the end of your next turn.
Power (Daily): Free Action. Use this power when an attack
made with this implement hits. Magical stinging insects
daze the target until the end of your next turn.
[/sblock]
 
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DEFCON 1

Legend
Supporter
Javilex Arh

Male Drow Beastmaster Ranger
Initiative +2
Senses Darkvision; Passive Insight 12, Passive Perception 17
HP 26; Bloodied 13; Healing Surge 6 ; Surges Per Day 8
AC 15; Fort 14, Ref 13, Will 12
Speed 6
Action Points 1
-----------------------------------------------------------------
:bmelee:Falchion (standard; at-will) ✦ Weapon
+6 vs AC; 2d4+3 damage.
:melee:Circling Strike(standard; at-will) ✦ Beast, Martial, Weapon
+6 vs AC; 2d4+3 damage. Before or after the attack, your beast companion can shift 1 square.
:melee:Hit And Run (standard; at-will) ✦ Martial, Weapon
+6 vs AC; 2d4+3 damage. If you move in the same turn as this attack, leaving the space adjacent to the target does not provoke an opportunity attack from the target.
:melee:Enclose The Prey (standard; encounter) ✦ Beast, Martial, Weapon
+6 vs AC; 4d4+3 damage. If your target is your Quarry, before the attack both you and your beast companion can shift 2 squares. Beast: If your pet is a spider, the attack does an extra +2 damage.
:melee:Partnered Savaging (standard; daily) ✦ Beast, Martial)
+5 vs AC. 2d8+2 damage. Miss for half damage. If the target is your Quarry, you can shift 3 squares and make a basic attack against it.
Cloud of Darkness (minor; encounter) ✦ Close Burst 1
Effect: The burst creates a cloud of darkness that remains in place until the end of Vorgrym's next turn. The cloud blocks line of sight, squares within are totally obscured and creatures within are blinded until they exit. Javilex is immune to these effects.
Darkfire (minor; encounter) ✦ Range 10; 1 creature
+6 vs Reflex; Until the end of Javilex's next turn all attacks against the target have combat advantage and the target can't benefit from concealment or invisibility.

Hunter's Quarry
You can designate the closest enemy to you that you can see as your Quarry. Once per turn when you hit with an attack, it does extra damage based on your level (+1d8)
Beast Mastery
Javilex gains the use of a beast companion.

-----------------------------------------------------------------
Alignment Unaligned; Languages Common, Elven
Str 16 (+3) Dex 15 (+2) Wis 14 (+2)
Con 14 (+2) Int 10 (+0) Cha 10 (+0)
Trained Skills Acrobatics +6, Athletics +7, Dungeoneering +7, Perception +7, Stealth +8
Feats: Lethal Hunter
Gear Hide Armor, Falchion, Dagger x4, Backpack, Bedroll, Belt Pouch, Flint and Steel, Rope (50 ft.), 2 Sunrods, Trail Rations (10 days), Waterskin; 40gp (61lbs)

Background
Javilex grew up in a military family, going from place to place, wherever the army was sent for battle. Because of the continuous travel, Javilex was never able to establish permanent friendships with others his age, so instead he developed lasting relationships with the various pets that he owned... spiders, lizards, hyenas and the like. As he got older, he desired to follow in his family's footsteps, hopefully joining the military as a beast rider and stable master. When he reached his majority, he was able to sign on with one of Abbil-Belern’s training patrols. He brought along his most trainable and skillful giant tarantula to be his friend and confidant, fully expecting to not make friends with the others in the patrol. We shall see what occurs.

Personality and Appearance

Javilex is much more at home dealing with the beasts than he is with other drow. He finds others to be less forthright and more deceptive, which makes for poor working conditions. Having spent most of his life watching the military, Javilex learned to appreciate straight talk and smart orders... something which is difficult for others to comprehend, let alone accomplish.

He wears several spider pelts sewn together to form a hulking hide armor that almost makes him look like a spider himself. His hair is kept rather short compared to most drow, and his eyes re perpetually narrowed, as though everyone else is his prey. Many say that he thinks and acts more like a spider than a drow, especially when he is in the presence of his giant tarantula, Saereth.

-----------------------------------------------------------------

Saereth - Giant Tarantula (Spider)

HP 22; Bloodied 11; Healing Surge 5;
AC 15; Fort 12, Ref 13, Will 13
Speed 6
Str 14 (+2) Dex 16 (+3) Wis 12 (+1)
Con 12 (+1) Int 6 (-2) Cha 6 (-2)
Trained Skills Athletics +7, Stealth +8
Attack Bonus +5; Damage 1d8
:bmelee:Bite (standard; at-will)✦ Melee Beast 1
+5 vs AC; 1d8+3 damage.
 
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Atanatotatos

First Post
[sblock=Djaar d'Ruthl, Drow rogue 1]
Str 9
Dex 18 (+2 Drow)
Con 14
Int 10
Wis 12
Cha 16 (+2 Drow)

AC 16
For 12
Ref 16
Will 13

HP: 26
Healing surges/day: 8

Init: +4
Senses: darkvision perception:16 insight:11
Speed:6

Languages:Common, Elven
Alignment: Unaligned
Patron Deity: Lolth

Racial features: +2 Stealth and Intimidate
Lolthouched
Trance

Class features: Rogue tactics(Artful dodger)
Weapon talent
First strike
Sneak attack +2d8

Skills (*trained):
Acrobatics* +9
Arcana +0
Athletics -1
Bluff* +8
Diplomacy +3
Dungeoneering +1
Endurance +2
Heal +1
History +0
Insight +1
Intimidate* +8
Nature +1
Perception* +6
Religion +0
Stealth* +11
Streetwise +3
Thievery* +9

Feats: Backstabber

Basic Attack: Melee dagger +4 dmg 1d4+0
Ranged dagger +8 dmg 1d4+4 rng 5/10

Class Powers:
-at will: Piercing strike
deft strike

-encounter:Cloud of darkness/darkfire
fox's gambit

-daily: Blinding barrage



Item daily(17d):-

Equipment:
Backpack (2 gp)
Bedroll (1 sp)
Flint and steel (1 gp)
Pouch belt (1 gp)
Rope (1 gp)
Waterskin (1 gp)
Rations(2 days) (1 gp)
18 Daggers (20 gp)
Leather armor (25 gp)
Thieve's tool (20 gp)
30 gps

Will:
Piercing strike: dex vs ref (melee)
Deft strike: move 2 before attack (melee or ranged)


Encounter:
Cloud of Darkness: (minor)burst one. blocks line of sight. all creature within blinded.(except you)
Darkfire: (minor) rng 10; cha+4 vs ref; target can't benefit from invisibility or concealment;grants combat advantage to all
Fox's gambit: 1W+dex vs ref, remove mark of target, shift 4 squares

Daily:
Blinding barrage:close blast 3; dex vs AC; 2w+dex to each enemy, targets blinded. (miss=half damage, no blind)[/sblock]

Djaar was born in a small House, from an unimportant soldier. From an early age, he was pushed into hard tests and study, but showed no inclination towards arcane arts of any sort. He was not particularly strong, either. Soon deemed a failure by both his family and his first instructor, he was repeteadly sent as a scout in dangerous missions during his training; and he reeteadly survived. Thus his instructor found what he shined in: he was silent, quick, and, with a dagger in his hands, deadly. Not that this did much to improve his status in the eye of his family. He was sent forth as a sacrifice every time because of his expendable talent. Djaar knew this, and despite his induced self-loathing, kept surviving each time, covered in blood and gore, never his own.
Djaar is bitter and pessimistic. He seldom laughs, and his smile is an acrid grin. Contrarily to the nature of the drows, he is not ambitious, for he knows he cannot hope to be better than a fine assassin, of which scores can be found in any Drow house. Still, he knows he has no other place than the City, and no other role than sneaking in the darkness, ever showing his back at better trained drows, and fighting to survive.
 
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nerdytenor

First Post
Raelyn, Drow Bard

[sblock=Background]
Raelyn's talent for music was apparent at an early age, much to the consternation of his parents. Despite repeated beatings from both, Raelyn continued to teach himself songs on the sly, playing whatever impromptu instruments he could get his hands on. When it became clear that his musical talents had a hint of arcane power behind them, his parents became somewhat more tolerant of him, though still uncomfortable. They would have preferred their son be drawn to more martial pursuits. Even tailoring would have been more respectable from their perspective.

Raelyn decided to join a mercenary company, not so much to please his parents as to spite them. Raelyn knows he can do just about anything he sets his mind to, and he alone is the master of his own destiny. He has already learned a thing or two from watching more seasoned warriors in action, and is keen to learn more. Much more.

Raelyn's favorite instrument is the flute. A talented mimic, he can imitate almost any speech pattern on his flute with uncanny accuracy. He has a bad habit of playing his flute or singing whenever he is in the presence of someone who bores him.
[/sblock]

[sblock=Stat Block ]
Raelyn, Drow Bard 2
Init +2 Perception: 11 Insight: 11 DarkVision
AC 18 Fortitude 14 Reflex 14 Will 16
Hit Points: 33 / 33 Bloodied: 16
Healing Surge: 8 Surges per day: 10 / 10
Action Points: 1

At Will
Melee basic +5 vs ac; 1d8+1 damage
War song strike +8 vs ac; 1d8+4, allies who hit gain 3 tmp hp tsnt
Vicious mockery ranged 10 +5 vs will; 1d6+4 and -2 to attacks tent

Encounter Resources
Cloud of Darkness OR Darkfire
Hunter's Quarry
Majestic Word One
Majestic Word Two
Shout of Triumph
Words of Friendship
Use second wind
Use action point

Daily Resources
Stirring shout
Song of Courage
[/sblock]

[sblock=Stat summary]
====== Created Using Wizards of the Coast D&DI Character Builder ======
Raelyn, level 2
Drow, Bard
Bardic Virtue: Virtue of Valor

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

STARTING ABILITY SCORES
Str 13, Con 16, Dex 11, Int 10, Wis 8, Cha 16.


AC: 18 Fort: 14 Reflex: 14 Will: 16
HP: 33 Surges: 10 Surge Value: 8

TRAINED SKILLS
Arcana +6, Streetwise +10, History +6, Diplomacy +10, Intimidate +12, Stealth +8

UNTRAINED SKILLS
Acrobatics +2, Bluff +6, Dungeoneering +1, Endurance +4, Heal +1, Insight +1, Nature +1, Perception +1, Religion +2, Thievery +2, Athletics +2

FEATS
Bard: Ritual Caster
Level 1: Warrior of the Wild
Level 2: Improved Majestic Word

POWERS
Bard at-will 1: War Song Strike
Bard at-will 1: Vicious Mockery
Bard encounter 1: Shout of Triumph
Bard daily 1: Stirring Shout
Bard utility 2: Song of Courage

ITEMS
Chainmail, Light Shield, Longsword, Implement, Wand, Adventurer's Kit, Flute
RITUALS
Glib Limerick, Make Whole
====== Created Using Wizards of the Coast D&DI Character Builder ======

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CaBaNa

First Post
Djaar was the son of a (I'll change this to whomever Lolth happens to be for us...) priestess in a lesser house. This priestess had asked for a son who could incarnate chaos, and made a pact to choose the father at random, and give the boys soul to (I'll change this to whomever Lolth happens to be for us...). The father watched as the boy grew, spewing forth random magics. Sometimes on purpose, sometimes by accident, through dinner ware, into training daggers... But never did Djaar understand his gifts true power, so he did not relish in the arcane.
Eventually the soldier showed bravado to another house' soldier, by speaking of his chaos blessed son. The rival house snatched Djaar off the streets and performed a dark ritual, transferring his power into a child of the rival household.
Djaar's body was left weak, his father shamed, and sacrificed. His mother refused him for his weakness.

[sblock=Djaar d'Ruthl, Drow rogue 1]

Soon deemed a failure by both his family and his first instructor, he was repeteadly sent as a scout in dangerous missions during his training; and he reeteadly survived. Thus his instructor found what he shined in: he was silent, quick, and, with a dagger in his hands, deadly. Not that this did much to improve his status in the eye of his family. He was sent forth as a sacrifice every time because of his expendable talent. Djaar knew this, and despite his induced self-loathing, kept surviving each time, covered in blood and gore, never his own.
Djaar is bitter and pessimistic. He seldom laughs, and his smile is an acrid grin. Contrarily to the nature of the drows, he is not ambitious, for he knows he cannot hope to be better than a fine assassin, of which scores can be found in any Drow house. Still, he knows he has no other place than the City, and no other role than sneaking in the darkness, ever showing his back at better trained drows, and fighting to survive.

Djaar escaped his family into Abbil-Belern, where he was treated in much the same manner. Without the confidence to ply his way up the hierarchy, Djaar was again sent on missions of sure death, and continued to live.
Recently his patrol was ambushed, their fallen made into living dead.
Trapped in a small pocket of rubble with the few remaining survivors Djaar was again certain this would end in his death.
That was when the ritual that turned the captain into an undead horror triggered something in Djaar.

When the group final sat down to rest, Djaar had wild dreams of chaotic power coursing through his blood. One of his remaining patrol members came before him, and Djaar unthinkingly wicked the life from the unfortunate soul.

Upon awakening Djaar became more clumsy, his body felt... New! Full of something that had been missing. Upon finding arcane might at his disposal Djaar's self confidence was restored. Making him a charismatic and deadly sorcerer.

Djaar has set new goals for his life, finally free of the restraint of any authority, he doesn't plan to go back to being suicide-fodder.
With the new acquisition of a base of operation, Djaar hopes to create his own empire.

====== Created Using Wizards of the Coast D&DI Character Builder ======
Djaar, level 2
Drow, Sorcerer
Spell Source: Wild Magic

FINAL ABILITY SCORES
Str 9, Con 14, Dex 16, Int 10, Wis 12, Cha 18.

STARTING ABILITY SCORES
Str 9, Con 14, Dex 14, Int 10, Wis 12, Cha 16.


AC: 14 Fort: 13 Reflex: 14 Will: 17
HP: 31 Surges: 8 Surge Value: 7

TRAINED SKILLS
Arcana +6, Endurance +8, Diplomacy +10, Bluff +10, Thievery +9

UNTRAINED SKILLS
Acrobatics +4, Dungeoneering +2, Heal +2, History +1, Insight +2, Intimidate +7, Nature +2, Perception +2, Religion +1, Stealth +6, Streetwise +5, Athletics

FEATS
Level 1: Sorcerous Blade Channeling
Level 2: Sneak of Shadows

POWERS
Sorcerer at-will 1: Acid Orb
Sorcerer at-will 1: Chaos Bolt
Sorcerer daily 1: Chromatic Orb
Sorcerer encounter 1: Mists of Disarray
Sorcerer utility 2: Spatial Trip

ITEMS
Backpack (empty), Bedroll, Flint and Steel, Pouch, Belt (empty), Rope, hempen (50 ft.), Waterskin, Rations, Trail (2), Dagger (18), Cloth Armor (Basic Clothing) (2), Thieves' Tools
====== Created Using Wizards of the Coast D&DI Character Builder ======
 
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