D&D 4E The Enemy Within 4E, Rogues Gallery


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Walking Dad

First Post
Gorim Grimmson

[sblock=Stats]
====== Created Using Wizards of the Coast D&D Character Builder ======
level 2
Dwarf, Fighter
Fighter: Combat Superiority
Fighter Talents: Two-handed Weapon Talent

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

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


AC: 18 Fort: 17 Reflex: 12 Will: 13
HP: 37 Surges: 12 Surge Value: 9

TRAINED SKILLS
Endurance +11, Heal +8, Athletics +10

UNTRAINED SKILLS
Acrobatics +2, Arcana +1, Bluff -0, Diplomacy -0, Dungeoneering +5, History +1, Insight +3, Intimidate -0, Nature +3, Perception +3, Religion +1, Stealth +2, Streetwise -0, Thievery +2

FEATS
Level 1: Dwarven Weapon Training
Level 2: Bludgeon Expertise

POWERS
Fighter at-will 1: Brash Strike
Fighter at-will 1: Cleave
Fighter encounter 1: Hack and Hew
Fighter daily 1: Driving Attack
Fighter Utility 2: Boundless Endurance

ITEMS
Adventurer's Kit, Scale Armor, Mordenkrad, Handaxe
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

[sblock=Power Details]

Basic attack roll:
1d20+9;2d6.minroll(2)+6

At-Will Powers

Brash Strike:
standard, melee, +11 vs AC - 2d6.minroll(2)+9 damage - Effect: You grant combat advantage to the target until the start of your next turn.

Cleave: standard, melee, +9 vs AC - 2d6.minroll(2)+6 damage, and an enemy adjacent to you other than the target takes 4 damage
.


Encounter Powers

Dwarven Resilience: use Second Wind as minor action.

Hack and Hew: standard, melee,
+9 vs AC - 2d6.minroll(2)+6 damage- Effect: make a secondary attack against one creature other than the primary target
Secondary attack:
standard, melee, +9 vs AC - 2d6.minroll(2)+6 damage
Gain 3 THP on hit



Daily Powers

Driving Attack:
standard, melee, +9 vs AC - 4d6.minroll(2)+6 damage, and you push the target 1 square. You then shift 1 square to a square the target vacated. Make a secondary attack against the target. Gain 3 THP on hit - Miss: Half damage, and you push the target 1 square.
Gain 3 THP on hit
Secondary attack: standard, melee, +9 vs Fortitude - 2d6.minroll(2)+6 damage, and you push the target 2 squares and knock it prone.
Gain 3 THP on hit

Boundless Endurance: minor, stance - gain regeneration 5 while bloodied.


[/sblock][/sblock]

[sblock=Background]Gorim Grimson liked the idea at first: beginning works as an overseer in a human mine. While his skill was more in the way of combat, even a dwarf with poor mining skills is the superior to any human. Grumbling about human incompetence and beer, he thought about going back to Karak Kadrin as he found the note...

... No laggards, cowards, or dwarf need to apply...
:mad:

He wasn't interested in this before, but that hurts his dwaven pride. Gorim put on his armor, took his weapon and went on to apply... and if they say know, they would know a dwarf's wrath![/sblock]
 

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Insight

Adventurer
Hans Glieben, level 2
Human, Rogue

Rogue Tactics: Ruthless Ruffian
Rogue: Rogue Weapon Talent
Background: Geography - Urban (+2 to Streetwise)

ABILITY SCORES
Str 16, Con 11, Dex 18, Int 10, Wis 8, Cha 13.

[sblock=STARTING ABILITY SCORES]
Str 16, Con 11, Dex 16, Int 10, Wis 8, Cha 13.[/sblock]

DEFENSES & HP
AC: 17 Fort: 15 Reflex: 18 Will: 13
HP: 28 Bloodied: 14 Surges: 6 Surge Value: 7
Initiative: +5

TRAINED SKILLS
Acrobatics +10, Athletics +9, Bluff +7, Intimidate +7, Stealth +10, Streetwise +9, Thievery +10

UNTRAINED SKILLS
Arcana +1, Diplomacy +2, Dungeoneering +0, Endurance +1, Heal +0, History +1, Insight +0, Nature +0, Perception +0, Religion +1

LANGUAGES
Common, Goblin

FEATS
Human: Backstabber: Sneak Attack to 2d8
Level 1: Two-Weapon Fighting: +1 damage when wielding 2 melee weapons
Level 2: Cunning Stalker: Gain CA against creatures adjacent to no one but Hans

POWERS
Bonus At-Will Power: Disheartening Strike: Martial, Rattling, Weapon; Std Action; Melee or Ranged weapon; Target: One Creature; Requirement: You must be wielding a crossbow, light blade, or sling (or club or mace); Mace: +6 vs. AC, 1d8+8 dmg; Dagger: +8 vs. AC, 1d4+5 dmg.
Rogue at-will 1: Clever Strike: Martial, Weapon; Std Action; Melee weapon; Target: One Creature; Requirement: You must be wielding a light blade (or club or mace); Mace: +7 vs. AC, 1d8+5 dmg, Dagger: +9 vs. AC, 1d4+5 dmg; Special: if an ally is adjacent to the target and is able to attack it, you have combat advantage for this attack.
Rogue at-will 1: Sly Flourish: Martial, Weapon; Std Action; Melee or Ranged weapon; Target: One Creature; Requirement: You must be wielding a crossbow, light blade, or sling (or club or mace); Mace: +7 vs. AC, 1d8+6 dmg; Dagger: +9 vs. AC, 1d4+6 dmg.
Rogue encounter 1: Termination Threat: Martial, Rattling, Weapon; Std Action; Melee weapon; Target: One Creature; Requirement: You must be wielding a light blade (or club or mace); Mace: +7 vs. AC, 1d8+9 dmg; Dagger: +9 vs. AC, 1d6+6 dmg; Ruthless Ruffian: If the target is already taking the attack penalty from one of your rattling attacks, the target is also immobilized until the end of your next turn.
Rogue daily 1: Checking Jab: Martial, Rattling, Weapon; Std Action; Melee weapon; Target: One Creature; Requirement: You must be wielding a light blade (or club or mace); Mace: +7 vs. AC, 1d8+8 dmg; Dagger: +9 vs. AC, 1d4+5 damage; Hit: Target is slowed (save ends). You have combat advantage against the target while it is slowed by this attack. Miss: Half damage and the target is not slowed.
Rogue utility 2: Sneak in the Attack: Martial: Minor Action; Target: One Creature; Effect: Until the start of your next turn, the next ally who hits the target and has combat advantage against it deals extra damage against it equal to your Sneak Attack damage.



ITEMS
Adventurer's Kit, Leather Armor, Dagger (3), Mace, Thieves' Tools

[sblock=BACKGROUND IN BRIEF]
Hans Glieben started life as an orphan. In fact, Glieben isn't really his last name; he took the name from a bakery in Schoppendorf, the town where Hans spent the formative years of his life. In Schoppendorf, Hans ran with a gang of bone pickers and petty tradesmen (also thieves) who roamed the countryside, looting corpses left by the war and rooting through trash dumps and forgotten cemeteries, looking for anything they could sell. When Hans was old enough, he struck out on his own, heading for Middenheim, the Middenland's largest city, where he continued to ply the trade of a scavenger.

When he was 19 and growing tired of life on the very outskirts of society, Hans answered a call for rat catchers in the Free City of Marienburg. There, Hans learned the trade of rat catching and even joined a guild formed for such a purpose. Through the guild, Hans made contact with the local thieves guild of Marienburg, contacts that would serve him well later. Two years of rat catching was enough and Hans decided that he would join the thieves guild. The local master, already familiar with Hans, decided to give the boy a tryout. He sent Hans to Carroburg, to sneak inside a jail, and bust out an important member of the Marienburg thieves.

Hans traveled to Carroburg and approached the jail warden about a job in the jail. Hans proved himself dirty, distrustful, and petty enough to land a job as a jailer. He worked in the Carroburg jail for some time, and came to enjoy the position. In time, Hans almost forgot why he was sent to Carroburg in the first place. Hans eventually worked himself into a position of some authority and was able to free the thief from Marienburg. Rather than return to Marienburg, however, Hans stayed in Carroburg, reveling in the new comfort and power he'd achieved as a jailer. He took bribes, beat prisoners, forced himself on lowly whores caught plying their trade too close to the temple, and was generally a very despicable person.

All "good" things must come to an end, however, and Hans met his when he took a burgher's wife, mistakenly jailed as a whore, and had his way with her in the warden's office. The warden caught Hans in the act and, despite Hans' obvious talents in being a ruthless son of a bitch, exactly what is needed in a jail, the warden had no choice but to send Hans on his way. The warden, not wishing to foist Hans on the rest of Carroburg, had the former jailer escorted from the city with the promise that if he should ever return, Hans would find himself in the very cells he once tormented.

Hans, now 26, traveled to the great city of Altdorf. There, using his contacts he'd made with the thieves guild in Marienburg, Hans was able to get an introduction to the guild in the capital city. The thieves guild of Altdorf, however, was not as laid-back as the one in the Free City; as a member of the Altdorf guild, Hans learned that he would actually have to do work. Hans eschewed this opportunity and he would come to regret this.

Instead, Hans traveled the city, hustling unwary citizens, shaking down drunks, and making a general nuisance of himself. He spent several nights in Altdorf's jail, but never for anything truly serious. Still, life as a scumbag was starting to wear on Hans and he started to wonder if perhaps he should try an honest pursuit, just to see what it was like. He took a job as a messenger for the scriveners guild, running maps and packages from Altdorf to various cities and towns around the Empire (never to Carroburg, though).

Recently, Hans began to tire of this "honest" work. He was hustling on the side, of course, and gambling as well. His final job for the scriveners guild sent Hans to the town of Delberz, on the River Delb. There, Hans got in with a group of jovial halflings who eventually took Hans for every last coin he had. Now, Hans is stuck in Delberz with no job prospects and a difficult road back to Altdorf should he wish to return to the scriveners guild. What Hans really wants, rather than another menial courier job, is something exciting. Something to get the blood boiling. An adventure, perhaps...

Bone Picker -> Rat Catcher -> Jailer -> Rogue[/sblock]
 

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Padreigh

First Post
Garogram Grimmsson

Dwarf, Paladin Lv. 1
FINAL ABILITY SCORES
Str 18, Con 15, Dex 10, Int 10, Wis 14, Cha 13.
STARTING ABILITY SCORES
Str 16, Con 13, Dex 10, Int 10, Wis 14, Cha 13.

AC: 19 Fort: 15 Reflex: 12 Will: 13
HP: 30 Surges: 12 Surge Value: 7
TRAINED SKILLS
Religion +5, Intimidate +6, Insight +7, Endurance +7
UNTRAINED SKILLS
Acrobatics -2, Arcana, Bluff +1, Diplomacy +1, Dungeoneering +4, Heal +2, History, Nature +2, Perception +2, Stealth -2, Streetwise +1, Thievery -2, Athletics +2
FEATS
Level 1: Dwarven Weapon Training
POWERS
Lay on Hands: Lay on Hands
Paladin at-will 1: Ardent Strike
Paladin at-will 1: Holy Strike
Paladin encounter 1: Divine Pursuit
Paladin daily 1: Blazing Brand
ITEMS
Plate Armor, Adventurer's Kit, Waraxe, Light Shield

Background: Garogram had always been a serious and pious dwarf. Steadfast, loyal and never doing something unexpected. Until that fateful day a few weeks ago.
After a battle with Goblins he declared that Grungni himself had told him to go forth and assist the men of the Empire, to honour their old alliance.
According to his friends this "vision" was caused by a hard hit on the head from a troll's club he had recieved in battle, but Garogram was set. He packed his belongings, bade farewell to his family and set out.
After wandering around some time he stumbled upon the poster, looking for heroes. He was shocked to see that dwarfs were not wanted and decided to put whoever was responsible for that poster right. After all, hadn't the dwarfs saved the Empire again and again? How could a human dare to slight his race?
 
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Theroc

First Post
====== Created Using Wizards of the Coast D&D Character Builder ======
Alain, level 1
Human, Sorcerer
Spell Source: Storm Magic
Background: Society - Noble (+2 to Insight)

FINAL ABILITY SCORES
Str 10, Con 13, Dex 14, Int 11, Wis 12, Cha 18.

STARTING ABILITY SCORES
Str 10, Con 13, Dex 14, Int 11, Wis 12, Cha 16.


AC: 12 Fort: 12 Reflex: 13 Will: 17
HP: 25 Surges: 7 Surge Value: 6

TRAINED SKILLS
Insight +8, Arcana +5, Intimidate +9, Bluff +9, Diplomacy +9

UNTRAINED SKILLS
Acrobatics +2, Dungeoneering +1, Endurance +1, Heal +1, History, Nature +1, Perception +1, Religion, Stealth +2, Streetwise +4, Thievery +2, Athletics

FEATS
Human: Tempest Magic
Level 1: Die Hard

POWERS
Bonus At-Will Power: Blazing Starfall
Sorcerer at-will 1: Acid Orb
Sorcerer at-will 1: Lightning Strike
Sorcerer encounter 1: Whirlwind
Sorcerer daily 1: Howling Tempest

ITEMS
Dagger, Adventurer's Kit, Cloth Armor (Basic Clothing), 83 GP

Appearance:Alain was a handsome young man, with long black hair which reached to his shoulders. His eyes were a piercing blue, which seemed to pull in knowledge. His garb was composed of a simple, blue silk robe he'd acquired from his father, with a pair of cotton white breeches. His shoes were a solid pair of walking boots, cleanly polished. The youth looked no more than 19 years of age.

History: Sired by a Bretonnian Lord, Alain grew up mired in the intrigues of court life, educated in proper conduct and the like. He did not particularly enjoy it, but it seemed the only thing he was good at, for he was merely average with a sword and his father was ill-pleased with his second-born son's proficiency, particularly due to his propensity for strange events to occur around him, such as blazing light falling from the skies around him, or lightning striking near him. After he reached adulthood, he snatched a robe and boots and simply walked out, adventuring on his own to get away from the petty court life and to hopefully better harness the strange powers he seemed to have.
 
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FourMonos

First Post
====== Created Using Wizards of the Coast D&D Character Builder ======
Garold Riechenberg, level 2
Human, Warlord
Build: Resourceful Warlord
Warlord: Battlefront Leader
Commanding Presence: Resourceful Presence
Human Power Selection: Bonus At-Will Power
Background: Borderland Nobility (+2 to History)
FINAL ABILITY SCORES
Str 18, Con 13, Dex 10, Int 14, Wis 8, Cha 14.
STARTING ABILITY SCORES
Str 16, Con 13, Dex 10, Int 14, Wis 8, Cha 14.

AC: 19 Fort: 17 Reflex: 16 Will: 15
HP: 30 Surges: 8 Surge Value: 7
TRAINED SKILLS
Heal +5, Athletics +7, Endurance +4, Diplomacy +8, History +10
UNTRAINED SKILLS
Acrobatics -2, Arcana +3, Bluff +3, Dungeoneering, Insight, Intimidate +3, Nature, Perception, Religion +3, Stealth -2, Streetwise +3, Thievery -2
FEATS
Human: Inspired Defense
Level 1: Improved Inspiring Word
Level 2: Improved Resources
POWERS
Bonus At-Will Power: Wolf Pack Tactics
Warlord at-will 1: Direct the Strike
Warlord at-will 1: Rousing Assault
Warlord encounter 1: Shielded Assault
Warlord daily 1: Lead by Example
Warlord utility 2: Shake It Off
ITEMS
Heavy Shield, Chainmail, Adventurer's Kit, Longsword, Handaxe (2)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


History: Garold is the eight offspring of Duke Ivan Riechenberg, a borderland noble east of Wolfenberg. The Duke's lands are actually quite rural and small with a small town and small keep. Garold's six older brothers ensure his chance to succeed his father are dismal at best. Garold grew up learning to swordplay and fight. His brothers and he would play war games with wooden swords. Even from early adolescence, his brothers appreciated Garold's good "ideas" of flanking and out maneuvering to isolate one brother at a time. In addition, Garold helped fight against orc raiders from the nearby mountains.

Realizing his son would have little future in his small holdings, Duke Riechenberg sent Garold to Altdorf to University. Garold performs well in his classes, but he is extremely bored. He yearns for a life of battle and adventure. As he sets out back for Altdorf after school break, he finds a posting asking for brave men. The temptation is too much for him to resist...
 
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Neurotic

I plan on living forever. Or die trying.
Alaghor Kildrak Gorlbarak

====== Created Using Wizards of the Coast D&D Character Builder ======
Kildrak, level 1
Dwarf, Runepriest
Build: Wrathful Runepriest
Runic Artistry: [sblokc=Wrathful Hammer] - proficient with military hammers and maces, when an enemy damages Kildrak he gains +3 to damage against that enemy TENT[/sblock]

Background: Akanul, Imbuer, Warsmith (Akanul Benefit)
- resist 2 cold, fire and thunder

FINAL ABILITY SCORES
Str 19, Con 16, Dex 12, Int 10, Wis 13, Cha 8.

STARTING ABILITY SCORES
Str 17, Con 14, Dex 12, Int 10, Wis 13, Cha 8.


AC: 18 Fort: 14 Reflex: 12 Will: 13
HP: 28 Surges: 10 Surge Value: 7

TRAINED SKILLS
Religion +5, History +5, Athletics +9, Heal +6

UNTRAINED SKILLS
Acrobatics +1, Arcana, Bluff -1, Diplomacy -1, Dungeoneering +3, Endurance +5, Insight +1, Intimidate -1, Nature +1, Perception +1, Stealth +1, Streetwise -1, Thievery +1

FEATS
Level 1: Forgeborn Heritage - gain resist 2 acid, cold, fire and lightning and gain power [sblock=Elemental Legacy]Encounter Free Action on hit add 3 acid, cold, fire or lightning damage to the attack[/sblock]

POWERS
Runepriest at-will 1:
[sblock=Word of Diminishment]
+6 vs AC; 1d10+4
Destruction:
Protection:
[/sblock]
Runepriest at-will 1:
[sblock=Word of Exchange]
+6 vs AC; 1d10+4
Destruction:
Protection:
[/sblock]
Runepriest encounter 1:
[sblock=Flames of Purity]
+6 vs AC; 1d10+4
Destruction:
Protection:
[/sblock]
Runepriest daily 1:
[sblock=Rune of the Undeniable Dawn]
+6 vs AC; 1d10+4
Destruction:
Protection:
[/sblock]
2 x Encounter: [sblock=Rune of Mending]
minor, burst 5, heals surge hp
Destruction:
Protection:
[/sblock]

ITEMS
Throwing hammer, Warhammer, Scale Armor, Light Shield, Adventurer's Kit
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Story a bit later:
Alaghor Kildrak Gorlbarak, forger of Grimnir, of Dragonback clans
 

airwalkrr

Adventurer
Aaryn d'Alcor, high elf (eladrin) wizard

48239d1303176232t-enemy-within-d-d-4th-edition-rogues-gallery-aaryn.jpg

Aaryn d'Alcor's past is a mystery. The elf rarely speaks, and when he does it is not about himself. However, the arcane power he wields is undeniable. He can commonly be seen scribbling notes into his spellbook, always cogitating the complex magics that are his trade and developing his next spell. His color is Lime.

Aaryn d'Alcor
Wizard Eladrin Level 2
Height: 6' 0"
Weight: 170 lbs.
Alignment: Unaligned
Deity: Unaligned
Size: Medium
Speed: 6
Vision: Low-light vision
Languages: Common, Elven
Hit Points: 24; Bloodied: 12
Healing Surges: 6; Surge Value: 6
Str 8 (+0), Con 10 (+1), Dex 13 (+2), Int 20 (+6), Wis 14 (+3), Cha 10 (+1)
Initiative: +4
AC 16, Fort 11 Ref 16 Will 16
Racial Traits: +2 Arcana and +2 History*, Eladrin Education, Eladrin Weapon Proficiency, Eladrin Will*, Fey Origin, Trance, Fey Step
*already calculated
Background: Noble Birth (+2 to Nature)
*already calculated
Wizard Class Features: Armor Proficiency (Cloth), Weapon Proficiencies (dagger, quarterstaff), Implements (Orb of Imposition), +2 Will*
*already calculated
Skills: Acrobatics +2, Arcana +13*, Athletics +0, Bluff +1, Diplomacy +1, Dungeoneering +11*, Endurance +1, Heal +3, History +13*, Insight +8*, Intimidate +1, Nature +13*, Perception +3, Religion +11*, Stealth +2, Streetwise +1, Thievery +2
*trained skill
Feats: Expanded Spellbook, Initiate of the Faith, Ritual Caster
Equipment: green and yellow robes, backpack, bedroll, flint and steel, belt pouch, trail rations (10 days), hempen rope (50 ft), sunrods (2), waterskin, orb, spellbook, longsword, monogrammed "K.S." kerchief, 20 gp
Attacks: Aaryn has +6 to attack with most of his spells. Although he carries a longsword, he isn't very skilled with it (+3 to hit for 1d8-1 damage as a melee basic attack).
[sblock=Racial Power]Fey Step Eladrin Racial Power
With a step, you vanish from one place and appear in another.
Encounter * Teleportation
Move Action - Personal
Effect: Teleport up to 5 squares.[/sblock][sblock=At-Will Spells][sblock=Ghost Hand]Ghost Sound Wizard Cantrip
With a wink, you create an illusory sound that emanates from somewhere close by.
At-Will * Arcane, Illusion
Standard Action - Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.[/sblock][sblock=Light]Light Wizard Cantrip
With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space.
At-Will * Arcane
Minor Action - Ranged 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action.
Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.[/sblock][sblock=Mage Hand]Mage Hand Wizard Cantrip
You gesture toward an object nearby, and a spectral floating hand
lifts the object into the air and moves it where you wish.
At-Will * Arcane, Conjuration
Minor Action - Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand.
As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.[/sblock][sblock=Prestidigitation]Prestidigitation Wizard Cantrip
You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink.
At-Will * Arcane
Standard Action - Ranged 2
Effect: Use this cantrip to accomplish one of the effects given below.
* Move up to 1 pound of material.
* Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
* Color, clean, or soil items in 1 cubic foot for up to 1 hour.
* Instantly light (or snuff out) a candle, a torch, or a small campfire.
* Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
* Make a small mark or symbol appear on a surface for up to 1 hour.
* Produce out of nothingness a small item or image that exists until the end of your next turn.
* Make a small, handheld item invisible until the end of your next turn.
Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power.
Special: You can have as many as three prestidigitation effects active at one time.[/sblock][sblock=Ray of Frost]Ray of Frost Wizard Attack 1
A blisteringly cold ray of white frost streaks to your target.
At-Will * Arcane, Cold, Implement
Standard Action - Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier cold damage, and the target is slowed until the end of your next turn. Increase damage to 2d6 + Intelligence modifier at 21st level.[/sblock][sblock=Scorching Burst]Scorching Burst Wizard Attack 1
A vertical column of golden flames burns all within.
At-Will * Arcane, Fire, Implement
Standard Action - Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage. Increase damage to 2d6 + Intelligence modifier at 21st level.[/sblock][/sblock][sblock=Encounter Spells][sblock=Icy Terrain]Icy Terrain Wizard Attack 1
With frosty breath, you utter a single arcane word that creates a treacherous patch of ice on the ground, hampering your foes.
Encounter * Arcane, Cold, Implement
Standard Action - Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier cold damage, and the target is knocked prone.
Effect: The power’s area is difficult terrain until the end of your next turn. You can end this effect as a minor action.[/sblock][/sblock][sblock=Daily Powers]Aaryn may prepare Acid Arrow, Freezing Cloud or Sleep each day. He prepares Sleep unless specified otherwise.[sblock=Acid Arrow]Acid Arrow Wizard Attack 1
A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid.
Daily * Acid, Arcane, Implement
Standard Action - Ranged 20
Primary Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target
Secondary Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends).
Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.[/sblock][sblock=Freezing Cloud]Freezing Cloud Wizard Attack 1
A pellet shoots from your hand and explodes into a cloud of icy mist at the point of contact.
Daily * Acid, Cold, Implement
Standard Action - Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier cold damage.
Miss: Half damage.
Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action.[/sblock][sblock=Healing Word]Healing Word Cleric Feature
You whisper a brief prayer as divine light washes over your target, helping to mend its wounds.
Daily * Divine, Healing
Minor Action - Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.[/sblock][sblock=Sleep]Sleep Wizard Attack 1
You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness.
Daily * Arcane, Implement, Sleep
Standard Action - Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).[/sblock][/sblock][sblock=Utility Spells]Aaryn may prepare either Expeditious Retreat or Shield each day. He prepares Shield unless specified otherwise.[sblock=Expeditious Retreat]Expeditious Retreat Wizard Daily Utility 2
Your form blurs as you hastily withdraw from the battlefield.
Daily * Arcane
Move Action - Personal
Effect: Shift up to twice your speed[/sblock][sblock=Shield]Shield Wizard Encounter Utility 2
You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks.
Encounter * Arcane, Force
Immediate Interrupt - Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn[/sblock][/sblock][sblock=Rituals][sblock=Animal Messenger]You whisper to the animal before you, and it bounds off in the direction you point to carry your message.
Level: 1
Category: Exploration
Time: 10 minutes
Duration: Special
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Nature
You target a nonhostile Tiny animal, such as a sparrow, a raven, a fox, or a carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual. Once the ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and a location. The animal bounds off toward the location, in search of the recipient. The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animal’s mouth, conveying the message. When the animal delivers its message or the ritual’s duration ends, your influence ends and the animal reverts to its natural behavior.
Your Nature check determines how long the animal is affected by the ritual.
Code:
Nature Check Result - Duration
19 or lower           6 hours
20–29                 12 hours
30–39                 18 hours
40 or higher          24 hours
[/sblock][sblock=Comprehend Language]As you finish the ritual, the guttural language of the creatures before you clarifies into something you understand.
Level: 1
Category: Exploration
Time: 10 minutes
Duration: 24 hours
Component Cost: 10 gp
Market Price: 50 gp
Key Skill: Arcana
When beginning the ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours.
Using this ritual on a language you have heard allows you to understand it when spoken for the next 24 hours and, if your Arcana check result is 35 or higher, to speak the language fluently for the duration.
Using this ritual on a language you have seen as a piece of writing allows you to read the language for the next 24 hours and, if your Arcana check result is 35 or higher, to write the language in its native script or in any other script you know for the duration.
Using this ritual on a language you have both heard and seen as a piece of writing within the past 24 hours allows you to understand it in both forms for the next 24 hours, and an Arcana check result of 35 or higher allows you to speak and write the language.[/sblock][sblock=Silence]Straining both your patience and your keen ears, you hear nothing in the duke’s private chamber. That’s why you’re so surprised to see the duke when you boldly enter.
Level: 1
Category: Warding
Time: 10 minutes
Duration: 24 hours
Component Cost: 30 gp
Market Price: 75 gp
Key Skill: Arcana (no check)
You ward a single room (or a burst 4 area), against eavesdropping. Creatures attempting to listen to something in the warded area from outside the area take a –10 penalty to their Perception checks.[/sblock][/sblock][sblock=Edit History]2011/05/17 Leveled up to 2nd
2011/05/27 Added 20 gp as per this post[/sblock]
 

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tiornys

Explorer
Lorena

[sblock=Picture]
thiefs_covenant.jpg
[/sblock]

[sblock= Lorena, Character Sheet]Lorena, level 2 Human Rogue
17 yr. old Female, 5' 8", 150 lb.
[sblock= Human features]RACIAL TRAITS

Average Height: 5' 6" - 6'2"
Average Weight: 135 - 220

Ability scores: +2 to one ability score of your choice
Size: Medium
Speed: 6 squares.
Vision: Normal

Languages: Common, choice of one other
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 skills list.
Human Defense Bonuses: You gain a +1 racial bonus to Fortitude, Reflex, and Will.
Human Power Selection: Choose an option for your human character.
Bonus At-Will Power: You know one extra 1st level at-will attack power from your class.
Heroic Effort: You have the heroic effort power.
[/sblock][sblock= Rogue features][sblock= First Strike]At the start of every encounter, you have combat advantage against any creatures that have not yet acted in that encounter.
[/sblock][sblock= Rogue Tactics - Cunning Sneak]You don’t take a penalty to Stealth checks for moving more than 2 squares, and you take a –5 penalty instead of a -10 penalty to Stealth checks for running.

If you end your movement at least 3 squares away from your starting position, you can make a Stealth check to become hidden if you have any concealment or any cover, except for cover provided by intervening allies.
[/sblock][sblock= Scoundrel Weapon Talent]When you wield a shuriken, your weapon damage die increases by one size. In addition, you gain a +1 bonus to weapon attack rolls with daggers.
[/sblock][sblock= Sneak Attack]When you make an attack with a light blade, a hand crossbow, a shortbow, or a sling and hit an enemy granting combat advantage to you, that enemy takes extra damage based on your level (see the Sneak Attack table). You can deal this extra damage only once per turn.

SNEAK ATTACK
Level Extra Damage
1–10 2d6
11–20 3d6
21–30 5d6
[/sblock][/sblock][sblock= Background]Street Urchin Benefit: Add Intimidate and Streetwise to class skill list, and gain a +1 bonus to Intimidate and Streetwise
[/sblock][sblock= Reference]Initiative: +5 Speed: 6
Passive Insight: 12 Passive Perception: 17 (Senses: n/a)
Resistances: none
Saving Throw Modifiers: none
Languages: Common, Guilder-Thieves' Guild
[/sblock][sblock= Stats]Strength: 10
Constitution: 12
Dexterity: 18
Intelligence: 10
Wisdom: 12
Charisma: 15
[/sblock][sblock= Defenses]AC: 17 Fortitude: 13 Reflex: 18 Will: 14
HP: 29 Surges/day: 7 Surge Value: 7
[/sblock][sblock= Skills]Acrobatics +10*
Arcana +1
Athletics +6*
Bluff +8*
Diplomacy +3
Dungeoneering +2
Endurance +2
Heal +2
History +1
Insight +2
Intimidate +9*
Nature +2
Perception +7*
Religion +1
Stealth +10*
Streetwise +9
Thievery +10*
[/sblock]
[sblock= Feats]Level 1: Light Blade Expertise
Human Bonus: Backstabber
Level 2: Monastic Disciple (Centered Flurry of Blows)
[/sblock][sblock= Powers]
[sblock= Sly Flourish]You use a distracting flourish with your off hand to land a solid blow.

At-Will Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier + Charisma modifier damage.
Level 21: 2[W] + Dexterity modifier + Charisma modifier damage.
[/sblock][sblock= Deft Strike]A final lunge brings you into an advantageous position.

At-Will Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Effect: Before the attack, you can move up to 2 squares.

Target: One creature

Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier damage.
Level 21: 2[W] + Dexterity modifier damage.
[/sblock][sblock= Piercing Strike]You drive your weapon past your foe’s guard and into a tender spot.

At-Will Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. Reflex

Hit: 1[W] + Dexterity modifier damage.
Level 21: 2[W] + Dexterity modifier damage.
[/sblock]
[sblock= Shadow Strike]You emerge from the darkness, delivering a quick strike before retreating back into the shadows.

Encounter Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. AC. If you are hidden when you attack, you can make a Stealth check to remain hidden after the attack.

Hit: 1[W] + Dexterity modifier damage.
[/sblock][sblock= Tumble]You dodge and tumble past your foes with such speed and precision that they are unable to react.

Encounter Martial
Move Action Personal

Prerequisite: You must have training in Acrobatics.

Effect: You shift up to your speed.
[/sblock][sblock= Centered Flurry of Blows]Your fists become a blur as you follow up your initial attack with another, shifting your foes’ positions to your advantage.

At-Will Psionic
No Action Melee 1

Trigger: You hit with an attack during your turn

Target: One creature
Level 11: One or two creatures
Level 21: Each enemy adjacent to you

Effect: The target takes damage equal to 2 + your Wisdom modifier, and you slide it 1 square to a square adjacent to you, or 1 square in any direction if the target wasn’t targeted by the triggering attack.

Special: You can use this power only once per round.
[/sblock]
[sblock= Blinding Barrage]A rapid flurry of projectiles leaves your enemies clearing the blood from their eyes.

Daily Martial, Weapon
Standard Action Close blast 3

Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling.

Target: Each enemy you can see in the blast

Attack: Dexterity vs. AC

Hit: Dexterity modifier damage, and the target is blinded until the end of your next turn.

Miss: Dexterity modifier damage.
[/sblock]
[/sblock][sblock=Items]
4x Dagger
10x Shuriken
Leather Armor
Adventurer's Kit
Thieves' Tools
Climber's Kit
Camouflaged Clothing
Footpads
Wealth: 1 gp
[/sblock][sblock= Details][sblock= Mannerisms and Appearance]
[/sblock][sblock= Character Matrix]Social Interactions:
Decision Points:
Dire Straits:
[/sblock][sblock= Campaign Notes]Born and raised in the slums of Bogenhafen, Lorena and her half sister Katrina were abandoned to the streets at the ages of 14 and 8 when their mother died of a mysterious ailment (their fathers absent since long ago). To provide for her sister, Lorena turned to begging and theft. Soon, of course, she ran afoul of the Thieves Guild. Luckily, her aptitude impressed the guildmember sent to chastise her, and she was recruited instead. Life was good for Lorena and Katrina for a couple of years, until Katrina contracted a serious illness reminiscent of that which had killed their mother.

Lorena was able to find help for her sister at a temple of the Goddess of healing, Shallya. They were able to stabilize Katrina, but were unable to cure her illness. Keeping Katrina alive would require constant care from the church--and constant care meant a need for a constant flow of gold. The temple's request was honest--even generous--but Lorena would be hard pressed to provide for her sister on her income through the guild. Furthermore, the priestess in charge of Katrina's case was convinced that some kind of foul magic was behind the illness. With two goals in mind--raising gold for her sister, and investigating the cause of her illness--Lorena gained permission from the guild to operate on her own as a mercenary or adventurer. And as she begins asking around about dark magics, she hears of a group of travelers who have been investigating Incursions of Chaos....
[/sblock][/sblock][/sblock]
 

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