[4e] Etene - Rogue's Gallery

Lineov

First Post
Please post your character sheets (and any other information you find pertinent) for the Etene campaign in this thread.
 

log in or register to remove this ad

Keia

I aim to misbehave
Cyrus Du'Caine

[sblock=Character Format: Cyrus Du’Caine, Half-elven, Bard]
Paragon Path: Unknown
Epic Destiny: Unknown
Class Feature: Cunning Bard (Virtue of Cunning)
Background: Regional: Balder’s Gate <+2 streetwise, +1 language>
Languages: Common, Elven, Draconic, Dwarven
Experience: 100 xp;


Str: 10 (+0) [+0]
Con: 10 (+0) [+0]
Dex: 12 (+1) [+1]
Int: 16 (+3) [+3]
Wis: 12 (+1) [+1]
Cha: 18 (+4) [+4]

Starting Ability Scores: Str 10, Con 10, Dex 12, Int 16, Wis 12, Cha 18.

A C : 17 [Base 10 + level 0 + Int 3 + Armor 3 + Shield 1]
Fort: 10 [Base 10 + level 0 + Con 0 + racial 0 + class 0]
Refl: 15 [Base 10 + level 0 + Int 3 + racial 0 + class 1 + Shield 1]
Will: 15 [Base 10 + level 0 + Cha 4 + racial 0 + class 1]


HP: 22 Surges: 7 Surge Value: 5

ATTACKS
Melee Basic Attack: Longsword: +3 vs. AC [Level 0 + Prof 3 + Str 0 + Enh 0]
Damage: 1d8+0, versatile
Ranged Basic Attack: Longbow: +5 vs. AC [Level 0 + Prof 2 + Dex 3]
Damage: 1d10+1, load free, Range 20/40
Eldritch Blast (enc): Blast +4 vs. Reflex [Level 0 + Cha 4]
Damage: 1d10+4, counts as ranged basic attack, Range 10

Trained Skills:
Code:
Acrobatics:   [b]+ 4[/b] [Level 0 + Dex 1 + Class 1 + Feat 2]
Arcana:       [B]+ 8[/B] [level 0 + Int 3 + training 5] 
Athletics:    [b]+ 3[/b] [level 0 + Str 0 + Class 1 + Feat 2]
Bluff:        [B]+ 9[/B] [level 0 + Cha 4 + training 5]
Diplomacy:    [b]+11[/b] [level 0 + Cha 4 + training 5 + Racial 2]
Dungeonering: [b]+ 4[/b] [level 0 + Wis 1 + Class 1 + Feat 2]
Endurance:    [b]+ 3[/b] [level 0 + Con 0 + Class 1 + Feat 2]
Heal:         [b]+ 4[/b] [level 0 + Wis 1 + Class 1 + Feat 2]
History:      [B]+ 6[/B] [level 0 + Int 3 + Class 1 + Feat 2] 
Insight:      [b]+ 6[/b] [level 0 + Wis 1 + Class 1 + Feat 2 + Racial 2]
Intimidate:   [b]+ 7[/b] [level 0 + Cha 4 + Class 1 + Feat 2]
Nature:       [b]+ 4[/b] [level 0 + Wis 1 + Class 1 + Feat 2]
Perception:   [b]+ 6[/b] [level 0 + Wis 1 + training 5]
Religion:     [B]+ 6[/B] [level 0 + Int 3 + Class 1 + Feat 2]
Stealth:      [b]+ 5[/b] [level 0 + Dex 1 + Class 1 + Feat 2]
Streetwise:   [B]+11[/B] [level 0 + Cha 4 + training 5 + background 2]
Thievery:     [b]+ 4[/b] [level 0 + Dex 1 + Class 1 + Feat 2]

Feats:
[1st] Jack of Trades [PHB I]

At-Will Powers
Misdirected Mark
Jinx Shot (Arcane Power p. 6)

Encounter Powers:
Eldritch Blast [1st] (Dilettante ability)
Majestic Word (class ability) (x2)
Words of Friendship (class ability)
Firemetal Shot [1st] (Arcane Power p.7)

Daily Powers:
Saga of Rivalry [1st] (Arcane Power p.7)

Granted Items:
Ritual Book

Purchased Items:
Hide Armor 30 gp. (25 lbs)
Light shield 5 gp. (6 lbs)
Longbow 30 gps (3 lbs) <----Magic Longbow +1
- Arrows 60 – 2 gps (6 lbs)
Longsword 15 gp (4 lbs)
Standard Adventurers Kit 15 gp (33 lbs.)
- Backpack (empty) 2 gp 2 lb.
- Bedroll 1 sp 5 lb.
- Flint and steel 1 gp —
- Pouch, belt (empty) 1 gp 1/2 lb.
- Rations, trail (10 days) 5 gp 10 lb.
- Rope, hempen (50 ft.) 1 gp 10 lb.
- Sunrods (2) 4 gp 2 lb.
- Waterskin 1 gp 4 lb.

Money
3 gp

Granted Rituals:
Glib Limerick
Unseen Servant

Purchased Rituals:

Racial Traits: +2 Constitution, +2 Charisma, Vision: Low-light, Languages: Common, Elven, choice of one other, Skill Bonuses: +2 Diplomacy, +2 Insight
Dilettante: At 1st level, you choose a 1st-level at-will attack power from a class different from yours. You can use that power as an encounter power.
Dual Heritage: You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements.
Group Diplomacy: You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.

Class Traits: Power Source: Arcane. Armor Proficiencies: Cloth, leather, hide, chainmail; light shield. Weapon Proficiencies: Simple melee, longsword, scimitar, short sword, simple ranged, military ranged. Implements: Wands. Class Features: Bardic Training, Bardic Virtue, majestic word, Multiclass Versatility, Skill Versatility, Song of Rest, words of friendship

Appearance
Height: 6'1"
Weight: 172 lbs.
Eyes: Emerald Green
Hair: Brown, to shoulders, in ponytail
Skin: Tanned
Size: Medium
Speed: 7 squares [base 7]
Vision: Low-light
Languages: Common, Elven, Dwarven, Giant [background]
Alignment: Unaligned

Background: Cyrus travelled a lot, and with good reason. He was an outsider to both sides of his family, his human and elven sides. The elves looked down on him . . . and by the time he visited his human parents, they were already dead. So he travelled, wandering from one town to the next, using his skills of the street and of the tongue. He gathered stories in, sang for his room and rum, and romanced whoever sparked his interest. The young elf didn't have a woman in every town . . . but it was close.

Unfortunately, Cyrus stumbled through a portal that appeared before him before he could even make a single step to get out of the way . . . now he was someplace different, someplace far from his homeland and the bustling streets of his birthplace, Balder's Gate.
[/sblock]
 
Last edited:

renau1g

First Post
[sblock=Al-har, Goliath Barbarian]Paragon Path: , Epic Destiny:
Class Feature: Feral Might - Rageblood Vigor
Barbarian Agility
Rampage

Background: Goliath - Lightlost (+2 Athletics)

Str 18 +4 +4
Con 18 +4 +4
Dex 12 +1 +1
Int 8 -1 -1
Wis 12 +1 +1
Cha 10 +0 +0
Starting Ability Scores: Str 16, Con 16, Dex 12, Int 8, Wis 12, Cha 10.

AC: 15
Fort: 16
Reflex: 12
Will: 12
HP: 33/33 Surges: 12 Surge Value: 8

Trained Skills:
Athletics (+12)
Endurance (+8)
Nature (+8)

Languages: Common, Dwarven

Other Skills of Note:
Insight/Perception (+1)

Feats:
(please list sourcebook)
1: Goliath Greatweapon Prowess - PHB 2


At-Will Powers
Devastating Strike - [Barbarian 1]
Howling Strike - [Barbarian 1]

Encounter Powers:
Stone's Endurance - [Racial Feature]
Swift Charge [Class Feature]
Avalanche Strike - [Barbarian 1]

Daily Powers:
Swift Panther Rage - [Barbarian 1]

Granted Items:
+1 Maul

Purchased Items:
2 Throwing Hammers
Hide Armor
Standard Adventurer's Kit
45 gp
[/sblock]

[sblock=Appearance]
A mountain of a man would describe him fairly well. Taller and broader than almost all but the giants themselves, his body is a brick wall. His muscles bulge and are rock hard and a good portion of his light grey skin is covered in ornate tribal tattoos. He keeps himself armored at almost all times and even if he's in his average clothing of a shirt and shorts with sandals he wears his maul on his back just in case someone thinks they can take him down. His dark green eyes are a stark contrast to his personality and make him look softer than he really is, a quality he actually likes as it provokes people more often than not.
[/sblock]

[sblock=Background]
Al-Har still doesn't know how he ended up in Skaug as a small child and he doesn't care either since he is glad that is where he was raised. Its rough in Skaug, rough enough as an adult let alone a child but his overbearing size and violent nature in a fight granted him respect at a young age that only grew with him. As soon as he turned 13 he started on a ship, a deckhand, and learned to love a life out to see... as a pirate. It was something he kind of figured he would end up doing anyway and enjoyed every second of it. Taking what you wanted when you wanted came easy for a beast of a man such as himself and when it was time to fight he never hesitated to jump headlong into the action and begin to smash the heads of anyone that opposed his captain.

Three years later he left his first ship, his captain had been paid by the money he was saving up so that he could go free, a luxury not many of the crew could afford, but Al-Har had bigger dreams than just that one ship could offer and the next voyage that the ship took it was sacked by other pirates and all the crew killed. When Al-Har heard this he didn't even flinch, that's how it goes in the pirate world and everyone aboard that vessel knew that. His search for a new ship came easy, due to his size and reputation, and he continued on plundering the seas and making small raids into coastal towns. He had sailed from one end to the other of the land and saw many sights, plundered many ships, and indulged in many pleasures all the while gaining strength as a deckhand and learning all that he could.

When the ship he was on, the Zephyr, returned to Skaug he left that ship as well, a fight with one of the other deckhands, well seven of them, persuaded the captain to let him go before his time was up as the rest of the crew grew jealous of him. Bidding the captain farewell, and having taken two cases of rum off of him, Al-Har smiled as they set off again only to be sacked as they neared the coast. Al-Har started to notice a pattern. For three years he was with that ship and for eight years he would join a ship for a tour or two then leave and each one was sacked in that next voyage, captains became reluctant to take him on board but as he was now a qualified Boatswain and a good addition to a crew they kept hiring him on.

Right before he turned 27 he found himself under the employ of his current captain and enjoys it immensely, lots of plunder, women, rum, and fights to be had and on his recent trip to his home town he was able to roll it all into one encounter. Unfortunately, this ill-fated trip was to be his last, at least for a while. Al-Har signed on and travelled aboard the Ebon Vale heading into the turbulent Blood Sea, but he had no fear. During a particularly violent storm, the goliath was tossed overboard when a wave washed over the ship, snapping the main mast, crippling the vessel. Still clutching his weapon, Al-Har struggled to find some floatsam to grab onto. That's when he noticed the whirlpool of water that appeared seemingly out of nowhere. Strong as he was Al-Har was no match for the raging tempest of the sea and was drawn inexorably towards the center. Being sucked down, the goliath thought his time was over, but after being pulled under the waves, he felt a strange pulling sensation and a terrible feeling of being pressed under a giant's foot. He realized that he could still breath, and coughing up some water from his lungs the barbarian looked around at the green surroundings in great confusion. "Is this the afterlife?" he thought. Al-Har only recently landed here, but sees the world as a new opportunity.
[/sblock]

[sblock=Personality]
He holds many mottos to his heart and one of them that applies to being a pirate is this, "If you take something from someone, one way or another, and you still possess that item after any confrontation then you were meant to have that item.", something he practices on a regular basis. Through and through he is a pirate, not so bound to chaos he can't work with others but his motives and intent are clear as can be. To his crew he is firm but fair, he doesn't treat anyone harsher than they deserve, punishing too much for too little results in mutiny and not punishing at all makes a crew lax. He has a respect for the crew he overseas, all the deckhands, not only because he was one but because you are only as high as the shoulders you rest upon. When his crew does well he reaps more rewards and when they fall he falls harder.

In battle he has laid the ground rules for his deckhands, anyone who brings him an enemy scalp gets a bottle of rum on him and the person with the most scalps between trips from port to port gets a woman with all costs paid for by Al-Har himself, these incentives entice them to fight harder and it seems to have had great success over the years as a few crew members followed him on his last couple ships and to his current one. He also has another major rule about captures at sea, any persons captured(usually the women), not claimed by Al-Har or the captain become property of that person until the next port or the captain says otherwise. If two people lay claim to one prize then to settle it Al-Har throws the hostage out to sea and waits for them to drift off a bit then has the two crew show which one wants the prize more as determined by who swims out to them the fastest. Al-Har loves it when the two crew can't swim well enough to risk it as no one else can claim the prize, except by the captains orders, and also when it's in shark infested waters.

When the ship pulls into a port he orders all deckhands to remain aboard except for those designated to gather supplies with him and twenty crew he selects from a rotation of all the deckhands to enjoy liberty. He does this not out of punishment but in case they need to set sail quickly they can't be caught without a readied ship and the crew seems to stay happy when Al-Har brings the entertainment to them. As far as his loyalty to his captain goes, he gives the same amount expected from his own men. When the captain says something, that word is final, and regardless of his feelings toward the subject he will carry out the orders as long as he is under his command.

His personal loves include ships, rum, women, women and rum, women on ships with rum, and treasure with his ultimate being women on a pile of treasure aboard a ship carrying a lot of rum. He dreams of the day that will happy but worries that after it nothing will even come close in comparison.[/sblock]
 

Voda Vosa

First Post
Quinn the human druid
Code:
Name: Quinn 
Race: Human
Class: Druid

Ability scores
Str 10 +0
Dex 12 +1
Con 16 +3
Int 12 +1
Wis 18 +4 (+2 Human)
Cha 8  -1

AC: 10 +0(lvl/2) + 3 (CON) + 2 (armor)= 15 

Defenses
For: 14
Ref: 14
Will: 16

HP: 28
Healing surges: 10/day, grants 7 hp

Initiative: +1
Senses:
Perception:19 insight:19

Speed: 6

Languages:Common

Alignment: Unaligned

Patron Deity: Avandra

Racial features: 
Ability Scores: +2 Wisdom
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common
Bonus At-Will Power: You know one extra at-will
power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.

Class features:
Balance of Nature: 3 at will powers
Primal Aspect: Primal Guardian (CON determines the AC bonus)
Ritual Casting
wild shape
Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple melee, simple ranged.
Bonus to Defense: +1 Reflex, +1 Will

Skills (trained):
Nature +9
Perception +9
Insight +9
Heal +9
Endurance +8


Feats: 
Human Perseverance
Beetle's Boring Maxillae[Ferocious Tiger Form] 

Basic Attack
Staff +2 1d8 
Sticky Goo[Grasping Claws] +4 vs Ref 1d8+4 
Pounce(If charging) +4 vs Ref 1d8+4

Powers (4/1/1/0)

At-will powers: 
[sblock=Thorn Whip]
Barbed vines whip out from the wood of your staff or totem to lash and ensnare your prey.
Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier damage, and you pull the
target 2 squares.
[/sblock]
[sblock=Call of the Beast]You draw forth the savagery that dwells in every creature, compelling your enemies to fight without forethought or plan.
Charm, Implement, Primal, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Will
Hit: The target can’t gain combat advantage until the end
of your next turn. In addition, on its next turn the target
takes psychic damage equal to 5 + your Wisdom modifier
when it makes any attack that doesn’t include your
ally nearest to it as a target.
[/sblock]
[sblock=Pounce]You leap at your foe, catching it off guard.
Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage. The target grants
combat advantage to the next creature that attacks it
before the end of your next turn.
Level 21: 2d8 + Wisdom modifier damage.
Special: When charging, you can use this power in place of
a melee basic attack.[/sblock]
[sblock=Sticky Goo][Grasping Claws: You rend and tear your foe with your claws, leaving it unable to escape your next assault.]
You bite your enemy with your mandible, leaving behind a sticky yellow goo that stops your enemy from escaping.
Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage, and the target is
slowed until the end of your next turn.
Level 21: 2d8 + Wisdom modifier damage.
Special: This power can be used as a melee basic attack.[/sblock]
Encounter Powers: 
[sblock=Frost Flash]You blast your enemy with cold that leaves it frozen in place.
Cold, Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier cold damage, and the target
is immobilized until the end of your next turn.
Primal Guardian: The attack deals extra damage equal to
your Constitution modifier.[/sblock]
Daily Powers: 
[sblock=[Stinking could][Savage Frenzy: In a blur of claw and fang, you strike out at nearby enemies.]
Releasing the liquid content of two glands into the air produces a could of stinking gas that dazes and hampers your enemies' movement 
Beast Form, Implement, Primal
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage, and the target is
dazed and slowed (save ends both).
Miss: Half damage, and the target is slowed until the end of
your next turn.[/sblock]

Equipment:
Leather armour (25 gp)            
Adventurers kit (16 gp)
Magical staff +1

Background
Quinn, a young man, apprentice of the local herbalist, has recently suffered the loss of his master.
A stormy night days ago, the old shaman -for that was what he really was- was sleeping in his slum house. He had let Quinn mixing herbs and preparing the blends for tomorrow. But there never was tomorrow.
A horrible scream came from Quinn's master's room. By the moment his apprentice made his way there, the shaman Ferroach was convulsing in his bed, with his eyes completely white. Frightened, Quinn stood there, unable to react for several seconds, until his mid started working. He rushed to the front part of the building and collected some herbs and potions, and rushed back to the old man's room.
The desperate Quinn tried to apply all the healing techniques he knew, and succed at ending the convulsions and his master's general condition.
"I'm dying..." the shaman mumbled with worry face "It's not too late..." he said smiling at his apprentice "Give me that vial, quick!" the shaman pointed at a vial of potion resting over his cabinet. Quinn always thought that it was something important, but never quite dare to ask his master about it's content.
After giving his Ferroach his vial, the old man drank it desperately, and begin convulsing again. "Master?! What was that? Master?" Quinn asks with his nerves at the edge. "I'll teach you something interesting... tomorrow..." the shaman answered, before dropping dead on his bed.
Of course no one suspected that Quinn had nothing to do with old herbalist demise, but they also had no doubt that what the shaman told to him was just a ridiculous, pre-death nonsense.
The town folk buried the lone dead man, with no one to cry for him excepting Quinn.
After a night, hunted by nightmares and strange dreams, Quinn woke up in the herbalist's lab. The he heard him. Master Ferroach was speaking to him!
Quinn rushed to Ferroach's room again, but found no one. Just a strange looking staff among his bed cloth. The young man took the staff in his hand, and looked at it in the light that filled the room from the window. The wood carved object had the shapes of beetles, and strange runes on it. Upon watching it, Quinn suddenly felt the power of the Fey wild, navigating his veins, and his skin started to shine and glitter. After he blinked, Quinn had became a huge beetle!
With another blink, the young man bacem human again. Puzzled and confused, the apprentice herbolist heard a voice in his head, a familiar voice.
Because you know, Ferroach body might be dead in his grave, but Ferroach spirit was tingling inside Quinn's mind. And it said to him many thing about the natural world and about the primal spirits of the world, and about Quinn's destiny. Ferroach's spirit said many other things, but telling them here would spoil the fun, wont it? Enough is to say the after two days, the young Quinn wished he could find a way to exorcise his former master from his head.

After acknowledging the new path before him, Quinn wandered the Dales, searching to "Call of Destiny" as Ferroach said. With no fixed destiny the young man started his journey of discovery, guided both by duty and wanderlust.
His travel took him to the Mistledale, walking the plains, scaling the hills, and wandering in the sinuose paths of the forests. It was in one of these Daleian forests that he was intercepted by a stern looking half-human. After exposing that there was no place in that forest for those with bad intentions towards the flora and fauna, Ferroarch stared shouting inside Quinn's mind. "This is it, child! This is the call of Destiny, the call of the ancient primordials! You must befriend this man, earn his trust and help him protect this woods"
With the advise of the spirit, Quinn explained his particular history to the warden, and offered his help to him, and so they became comrades in the protection of the forest.
When strange beasts began appearing in the forest, they attempted to clear them out, but they seemed to be endless. After scouring the forests for many weeks, the pair discovered the source- a strange portal in the base of a decaying tree. With the intent to stop these beasts from plaguing the forest, the warden and the druid walked through the portal, to an unknown realm.

Oh! and I found a pic in Google. [sblock= sketch]
druid_sketch.jpg
[/sblock]
 

industrygothica

Adventurer
[sblock=Baern Stoneheart]
Baern Stoneheart, level 1
Dwarf, Invoker
Build: Wrathful Invoker
Divine Covenant: Covenant of Wrath

Initiative: +0
Speed: 5

ABILITY SCORES
Str 10, Con 16, Dex 10, Int 11, Wis 20, Cha 8.

Starting Ability Scores: Str 10, Con 14, Dex 10, Int 11, Wis 18, Cha 8.

DEFENSES
AC: 16 Fort: 14 Reflex: 11 Will: 16
HP: 26 Surges: 9 Surge Value: 6

TRAINED SKILLS
Religion, Arcana, Endurance, Insight.

FEATS
1: Ritual Caster
1: Invoker Defense

POWERS
1, At-Will: Avenging Light
1, At-Will: Grasping Shards

1, Encounter: Thunder of Judgment
1, Daily: Angelic Echelon

ITEMS
Ritual Book, Adventurer's Kit, Magic Rod +1, Warhammer, Chainmail

RITUALS
Hand of Fate, Make Whole
[/sblock]
[sblock=Background]

The hammer-on-stone rhythm echoed through the many chambers that twisted and wove their way through the dwarven complex of Clan Nogginsplitter. Baern himself wasn't a Nogginsplitter proper, but a Stoneheart, and his ancestors had stood on the right hand of Nogginsplitters for as long as any dwarf could remember.

Baern found himself alone, as he often did, as he worked his craft inside the mountain, and the laborious music danced in his head as he worked on a particularly stubborn piece of rock. Sweat ran through his intricately woven beard as he swung his hammer to the melody, each blow met with a guttural growl. Finally, at the height of his crescendo, Baern swung his hammer one final time and broke the large rock free from the wall. It landed on the dusty ground in pieces, and one large chunk in particular grabbed his attention. It was a piece about ten inches long, and embedded in it was a metallic rod of some sort. Baern picked it up and examined it carefully, turning the piece over and over in his thick hands. Finally, he reached to pull the thing free, and his world changed forever.

Baern never spoke of the visions when he awoke nearly a fortnight later in the care of the clan's priests. His clansmen had found him alone and unconscious, clutching the strange rod emblazoned with an ancient symbol of Moradin. The priests begged him to rest, but the stubborn dwarf bullied his way out of the bed anyway, and showed no obvious signs of ill effect. He snatched up the ancient rod laying on a bedside table and bulldozed his way out of the priests' chambers.

"What're ye doin' boy?" a voice screamed at Baern Stoneheart as he headed out into the outer chambers of the complex with a pack strapped to his back.

Baern didn't look back, but his words echoed off the hallowed halls and will never be forgotten. "Moradin's will."


[/sblock]
 

blaizedm

First Post
[sblock=Koehro]====== Created Using Wizards of the Coast D&DI Character Builder ======
Koehro Maerne, level 1
Half-Elf, Warden
Guardian Might: Earthstrength
Background: Dalelands

FINAL ABILITY SCORES
Str 16, Con 19, Dex 10, Int 10, Wis 11, Cha 10.

Starting Ability Scores
Str 16, Con 17, Dex 10, Int 10, Wis 11, Cha 8.


AC: 17 Fort: 15 Reflex: 10 Will: 11
HP: 36 Surges: 13 Surge Value: 9

TRAINED SKILLS
Nature, Endurance, Athletics, Perception.

FEATS
1: Sudden Roots

POWERS
1, At-Will: Weight of Earth
1, At-Will: Thorn Strike
1, Encounter: Thunder Ram Assault
1, Daily: Form of the Fearsome Ram
1, Encounter: Thorn Whip

ITEMS
Hide Armor, Longsword, Heavy Shield, Adventurer's Kit, Magic Staff +1
====== Created Using Wizards of the Coast D&DI Character Builder ======[/sblock]

[sblock= Background]As a boy, Koehro grew up in Ashabenford, the capital city of Mistledale. The son of a human merchant and an elven woman from Myth Drannor, he quickly became aware of the ever increasing tension between the powerful kingdoms of Cormyr and Sembia to the south and the elven-ruled Cormanthor Forest to the north. Situated in the center of these nations, pressures from both sides forced him to take a side. He chose the forest. Sworn to protect the woodlands, he wanders throughout the forest, preventing all those who wish to bring harm from entering.

Those who travel with him have said the worst thing an enemy of the forest can do is attempt to run from Koehro. Calling upon the power of nature, opponents who attempt to run or flee become enveloped in thorns and vines, immobilized. Some, foolish enough to persist, have witnessed the spirits of nature manifest themselves in him and take the form of a ram, chasing foes down and knocking them about.

When strange beasts began appearing in the forest, he attempted to clear them out, but they seemed to be endless. After scouring the forests for many weeks, he discovered the source- a strange portal in the base of decaying tree. With the intent to stop these beasts from plaguing his forest, he pressed forward, into the dark gateway. [/sblock]
 

Kobold Stew

Last Guy in the Airlock
Supporter
First Alternate

Scorbie
Goblin Sorcerer 1

[sblock=Scorbie, Goblin Sorcerer]
Class Feature: Wild Magic
Background: Traditional Goblin upbringing (<Stealth a trained skill>)
Race: Goblin
Size: small
Speed: 6 squares
Vision: Low-light
Languages: Common, Goblin
Alignment: Unaligned


Str 10 0 0
Con 12 +1 +1
Dex 18 +4 +4
Int 10 0 0
Wis 10 0 0
Cha 18 +4 +4
Starting Ability Scores: Str 10, Con 13, Dex 18 (incl race), Int 9, Wis 10, Cha 18 (incl race).

Initiative: +4

AC: 14
Fort: 11
Reflex: 15 (w/ +1 racial)
Will: 16 (w/ +2 class)
HP: 25 Surges: 7 Surge Value: 6

Trained Skills:
Arcana +5
Athletics +5
Bluff +9
Intimidate +9
Stealth +11 (includes racial bonus)

Other Skills of Note:
Insight 0
Perception 0
Thievery +6 (includes racial bonus)

Feats:
1: Sorcerous Blade Channeling: use dagger to make ranged attacks as basic attacks

Class Features:
Chaos Burst: for first attack roll during each turn: even = +1 AC until next turn; odd = make a saving throw
Chaos Power: +4 damage to arcane powers
Unfettered power: on natural 20 with arcane power, slide target 1 square and knock prone; on natural 1, push each crature w/in 5 squares 1 square
Wild soul: after extended rest, random resist 5 [roll on PHB2 p. 137)

At-Will Powers
Goblin Tactics: (racial) shift 1 square when missed by a melee attack.
Acid Orb: (sorc)
Chaos Bolt: (sorc)

Encounter Powers:
Bedevilling Burst: (sorc 1)

Daily Powers:
Dazzling Ray: (sorc 1)

Granted Items:
+1 dagger

Purchased Items:
nothing yet [/sblock]

[sblock=Background]
When the four adventurers came into his clutch, they were looking, funnily enough, for magic. It had happened before, each time killing most of the family, but goblins reproduce quickly and adventurers are one of their few natural predators. The party had made it to the nursery, and there was Scorbie in the corner, the last of the defenseless brood still alive, when he felt the ground shake, his knees buckle. Then, he began to fall. Through the floor. Into another world. The corpses of his siblings lying around him, a confused rogue and cleric tending to their friends, and Scorbie. Scorbie was sitting there, somewhere with a sky overhead, with thin trails of smoke curling up from his fingers, each trail a different color.

Had he created the portal, somehow? Had him travelling through the portal activated some latent sorcerous ability? He didn't know. Scorbie panicked, and ran, taking the dead wizard's blade with him as he did. And now he has made a home for himself here in Etene. In this land, he can do things, powerful things, and people see him differently. Not as a foe, but as an ally. Scorbie has no desire to get home. He is now a resident in Etene.[/sblock]

[sblock=Description]Scorbie was once the runt of his litter, standing a full 3'2". Without the coarse matt of Goblin fur, which he tries to keep groomed but seldom with success, he might appear as a misshapen human child, notable above all else for the long ears stretching to the side of his head before they flop down, useless and silly. Of course, with the hair, he looks like a goblin -- hunched over as if he were perpetually halfway towards dropping to all fours, flared pink nose always wet and contrasting with his glossy fur.

The torso of a goblin is a tiny thing -- their limbs exceedingly long, culminating in the narrow, bony fingers that taper to a weak claw -- and Scorbie moves with an unsuspected grace. Since coming to Etene, he has picked up a few pieces of clothing, none of them made for goblins, but which nevertheless fit. A halfling belt (made for halflings, not of them) secures the dead mage's dagger which Scorbie has found he can use as an enhancement for his spellcasting. A tiny pouch holds micellaneous coins, and he has a shoulder bag, which remains mostly empty. Around his neck is a blue silk necktie, that Scorbie once won off a human noble who had challenged him to a combat. Scorbie had knocked the noble down, and taken the tie, which he now wears as a badge of honour. But he had left the noble with only a bloodied nose, and a sense that it really was wrong to pick on someone half your height.[/sblock]
 

Korthala

First Post
[sblock=Character Stats: Gaaki, Half-Orc Rogue]Paragon Path: Shadow Assassin, Epic Destiny: Perfect Assassin
Class Feature: Brutal Scoundrel
Background: Occupation: Criminal (+2 Stealth)

Str 17 +3 +3
Con 11 0 0
Dex 18 +4 +4
Int 10 0 0
Wis 14 +2 +2
Cha 8 -1 -1
Starting Ability Scores: Str 17, Con 11, Dex 18, Int 10, Wis 14, Cha 8.

AC: 16
Fort: 13
Reflex: 16
Will: 12
HP: 23 Surges: 6 Surge Value: 5

Trained Skills:
Acrobatics 9
Athletics 8
Insight 7
Perception 7
Stealth 11
Thievery 9

Other Skills of Note:
Bluff -1
Diplomacy -1
Dungeoneering 2
Endurance 2
Heal 2
Intimidate 1
Nature 2
Streetwise -1

Feats:
1: Backstabber (PHB)

At-Will Powers
Furious Charge (Racial Feature)
Sneak Attack (Class Feature)
Riposte Strike (1)
Piercing Strike (1)

Encounter Powers:
Half-Orc Resilience (Racial Feature)
Furious Assault (Racial Power)
First Strike (Class Feature)
Sly Lunge (1)

Daily Powers:
Pommel Smash (1)

Granted Items:
Magic Dagger +1

Purchased Items:
Leather Armor
Dagger (4)
Adventurer's Kit
Climber's Kit
Thieves' Tools[/sblock]

[sblock=Background]Gaaki had to find work to pay her way at a young age, but was already big and tough enough to find work as an enforcer for the local Thieves' Guild. Her job is to enforce guild rules against rogue thieves who refuse to obey guild rules. She has flatly refused numerous times to work loan sharking collections and other lucrative opportunities, apparently because they violate her code of honor. She is intensely loyal and is well known for being unbribeable, a rare and valuable trait in the Guild.

She always sits alone, observing everything around her, and she makes others nervous with her eerily quiet manner and icy calm. Her large size and silent demeanor makes her quickness unexpected and deadly, and even the brashest of thieves quickly learned it was safest not to harass her in any way.

What goes on inside her head is often the source of speculation around the guild, though only when the speculators can be certain she is not withing earshot. She has no friends or companions, and has never been seen taking pleasure in anything but her job. To others, it doesn't seem to be a very pleasant job, but she has never complained, nor has she sought different work.

So what is going on inside her head? Gaaki really likes being good at her job; it's very comfortable to her now, and she doesn't like being out of her comfort zone. She's managed to carve out a niche where the people she deals with deserve what they get, as far as she's concerned. This is part of her comfort zone, because the more morally questionable something becomes, the more uncomfortable she is at dealing with it.

Beyond her job, she likes being an observer of people, but hates being the observed. She hates exposing her thoughts and feelings to the scrutiny of others. She has people that she likes, and she has even had crushes from time to time, but no one would ever guess who they were.

Stalking through the shadows on her way to what she expected to be a long stakeout at the home of a freelance cutthroat, Gaaki was suddenly whisked away to somewhere very different. Not in any way a natural risktaker or adventurer, if she had not been sucked through a dimensional hole, she likely would have kept doing her job for the rest of her life.[/sblock]
 

Remove ads

AD6_gamerati_skyscraper

Remove ads

Upcoming Releases

Top