RG Scotley's Alt-Earth Swashbuckler


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Leif

Adventurer
Manous Artouche, Human Paladin

Still under construction - just tying up loose ends now pretty much finished now, I think?
Code:
Manous Artouche, Human (Protecting) Paladin 4, 25 pt. build

Str 16 +3
Dex 13 +1
Con 13 +1
Int 08  -2
Wis 14 +2
Cha 19 +4

Speed: 5

HP=46-37=9+11=20+11+11=42
Healing Surges per day: 12 (-3 used today)
Healing Surge Value: 11 

[u]Defenses[/u]
AC 23
Fort 16
Ref 16 [10+1/2L+1dex bonus+2shield bonus+1Paladin bonus]
Will 17

[u]Feats:[/u]
Alertness [Manous does not grant CA when surprised, and he receives +2 Perception]
Action Surge [Human bonus feat, +3 to attacks when Manous spends an AP]
Devoted Paladin [+1 healing surge, add cha bonus (+4) to lay on hands]
Virtuous Recovery [Gain resist all when spend a healing surge]

[u]Skills[/u]
Perception [+2(half level)+1(wis)+5(trained)+2(feat)=+10]
Diplomacy [+2(half level)+4(cha)+5(trained)=+11]
Acrobatics [+2(half level)+1(dex)+0(untrained)=+3]
Athletics [+2(half level)+3(str)+0(untrained)=+5]
Bluff [+2(half level)+4(cha)+0(untrained)=+6]
Endurance [+2(half level)+1(con)+0(untrained)=+3]
Heal [+2(half level)+2(wis)+0(untrained)=+4]
Stealth [+2(half level)+1(dex)+0(untrained)=+3]
Streetwise [+2(half level)+4(cha)+0(untrained)=+6]

[u]Paladin Class Features:[/u]
Channel Divinity: Divine Mettle - Encounter [add M's Cha bonus (+4) to an ally's Saving Throw]
Channel Divinity: Divine Strength - Encounter [add M's Str bonus (+3) as extra dam on next att. this turn]
Divine Challenge - At-Will [mark 1 target w/in burst 5]
Lay on Hands  - At-Will special - use # of times equal to Wis mod. = 2 [spend healing surge, for ally to heal ally's own surge value hp]

[u]At-Will Powers:[/u]
Bolstering Strike [Cha vs. AC] 1[W]+ cha mod and I gain +2 temp hp
Enfeebling Strike [Cha vs. AC] 1[W]+cha mod and if target is marked it takes -2 to att untl ENT
Ardent Strike [Cha vs. AC] [A target hit w/ this power is subject to Manous's Divine Sanction untl ENT,
which means that the target takes 3+4 radiant damage in each round that it makes an attack that
does not include Manous as a target.]

[u]Encounter Powers:[/u]

*Heroic Effort [Human Racial Power]
  Personal - No Action
  Trigger - Manous misses an attack or fails a saving throw
  Effect - Manous gains a +4 racial bonus to the attack or saving throw

Shielding Smite [cha vs. AC] [dam = 2[W]+cha mod and one ally w/in 5 gains +2AC untl ENT]
Righteous Smite [cha vs. AC, hit: 2[W]+cha mod plus Manous and all allies w/in 5 squares gain 9 temp hp]

[u]Daily Power:[/u]
*Radiant Delirium [3d8+4 + dazed untl ENT and -2 AC save ends][Miss-half dam+target dazed untl ENT]

[u]Utility Power:[/u]
Bless Weapon [minor action: until the end of the encounter,
the weapon blessed gains +1 on attack rolls, inflicts +1d6 radiant damage,
and crits on 18-20]

[u]Equipment/Magic[/u]
+1 Black Iron Plate Armor [L4] (+9 AC) [50gp+840gp] Property-Resist 5 fire/Resist 5 necrotic
Heavy Shield (+2 AC) [10gp]
+1 Frost War Hammer [L3] (1d10+1 dam., crit +1d6 dam, +2 att, versatile) Power: at-will, free action
change all dam inflicted by this weapon to cold dam. Power: daily, free action inflict an
extra +1d8 cold dam. and target is slowed until the end of my next turn.
Longsword (1d8 dam., +3 att., versatile) [15gp]
Longbow (1d10 dam., +2 att., range 20/40)[30gp]
Arrows [1gp] [29 arrows remaining]
+1 Holy Symbol of Battle [1,000gp] [L5] +1 att/dam., crit +1d8, Power (free) +1d10 damage when hit
Standard Aventurer's Kit [15gp]
Journeybread [50gp]

[sblock=Background:]
Manous is a "Barbarian Indian" type who was born in the recently discovered "America," but was
brought back to "France" as a very small boy (about 12/13?) by a sea captain as an oddity to be
widely displayed and poked and prodded by various folks. Then said waif was seen by a Duchess
and her heart went out to the poor lad, so she adopted him and had him trained/schooled by the
best Masters in the land, and given very much religious instruction in the 'accepted' faith.
Ultimately, young Manous became a Paladin, but he still looks very unusual, having been
copiously tattooed by his people and subjected to the body modifications of his tribe. I'm thinking
Manous's entire body is tattooed with geometric patterns and star charts, his earlobes have been
greatly pierced with objects of ever-increasing size during his early childhood, so he has great
flapping "rings" of flesh hanging from his ears. Manous Artouche also has a row of "earrings"
around his navel (navel rings?) (but he keeps that covered most of the time), and he also has a
"bone in his nose." (Not a real bone, but a ring of brass much like a bull.)


So Manous looks like a total freak, except when he is shrouded in his Paladin's armor, at which
time he is indistinguishable from any other knight of the realm, but he is always unswervingly
loyal to his benefactor the Duchess, and he is as faithful to his new religion as anyone in
"France." Now, the Duchess is on the outs with the mainstream of nobility in "France" because
she resisted the amorous intentions of the Prince, and he ruined her socially once he got over
the rejection. She may have even been exiled to "Scotland" or wherever, but Manous Artouche
was undergoing his tutelage at that time and had to stay behind in "France" with the Duchess's
cousin, Grand Duke Siegfried von Koln, who was (as it happens) the boy's Paladin Instructor. Now
Siegfried, once Manous was fully trained and set out on the proper path of Paladinhood, fell
victim to temptations of the flesh possibly brought about by arcane mind control, and he wound
up as an Anti-Paladin. [Built-in future BBEG!] His fall from Paladinhood finished off the Duchess's
family's fall from grace and they are all wanted/hunted/shot on sight, and their vast holdings
have mostly been confiscated by the throne. Manous Artouche does, arguably, still
have a valid, legal claim to at least a portion of the Duchess's family holdings, since he was
legally adopted by the Duchess before her downfall.
[/sblock]

Images of Manous Artouche
warlord.png
 

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Vertexx69

First Post
Sketching up a pic,[sblock=Thayoon, the Sharmind Street Illusionist]Thayoon
Shardmind Wizard
Level 4
HP: 38 (bloodied 19)
speed: 6

STR 10 (+0)
CON 16 (+3)
DEX 13 (+1)
INT 20 (+5)
WIS 08 (-1)
CHA 15 (+2)

AC: 21(22)
Fort: 18
Ref: 18
Will: 17[sblock=Def Calculations]AC equation: 20 + stat (5) + armor (0) + enhancement (1) + feat (2) + race/class (0) + 1/2 (2)
Fort equation: 18 + stat (3) + armor (0) + enhancement (1) + feat (2) + race/class (0) + 1/2 (2)
Ref equation: 18 + stat (5) + armor (0) + enhancement (1) + feat (0) + race/class (0) + 1/2 (2)
Will equation: 17 + stat (2) + armor (0) + enhancement (1) + feat (0) + race/class (2) + 1/2 (2)[/sblock]
TRAINED SKILLS:
Arcana +12, Insight +4, History +10, Streetwise +9
UNTRAINED SKILLS
Endurance +5

Initiative: +1

Healing surges: 9 (value: 9)

Feats
1. Unarmored Agility - +2 AC in cloth or no armor
2. Superior Implement Training (Guardian Staff) - +2 force dmg, +1 Shield bonus to AC with hit until beginning of next turn.
3. Superior Fortitude - +2 Fort, and resist 3 to ongoing dmg.

Attack equation: 1/2 (2) + stat (5) + enhancement (1) + feat (0) + misc. (0)
Attack bonus: 8

Damage equation: stat (5) + enh (1) + feat (0)
Damage bonus: damage die + 6

RESISTANCES:
3 Ongoing damage
5 Poison
5 Psychic
10 Force

ABILITIES:
Arcane Implement Mastery: Staff of Defense
- 1/encounter II, Gain +3 to all def vs 1 attack after dmg is rolled
Ritual Casting
Cantrips
Spellbook
Languages - Common, Thiayan (Deep Speech), Franzian
Telepathy - range 5 any language
Crystaline Mind - Resist 5 Psychic
Living Construct - No need to eat, drink, breath or sleep
Immortal Origin - Count as Immortal for creature origin

SPELLBOOK: (* are spells in book that are not prepared)
At-Will
Ghost Sound - Ranged 10; create any sound in square
Light - Ranged 5; Create a burst 5 bright light until end of encounter. Can end as free action.
Mage Hand - Ranged 5; Move object up to 20 pounds
Prestidigitation - Create up to 3 various minor visual effects at a time.
Magic Missle - Ranged 20; deal 12 dmg to one target.
Scorching Burst - Area Burst1 within 10; +8 vs Ref, 1d6+6 fire dmg.

Encounter
Shard Swarm - each enemy in burst 1 grants CA TENT and teleport 3 squares.
*Spectral Image - Range 5; Def 10 conjuration of any medium sized creature, can move within its space until hit. DC 22 to realize its an illusion.
*Grasping Shadows - Burst1 within 10, +8 vs Will, 2d8+6 Psychic dmg and creates a 6 psychic dmg zone TENT
Burning Hands
- Close Blast 5; +8 vs Ref, 2d6+6 fire dmg. Half dmg on miss.
Fire Shroud - Burst 3; +8 vs Ref, 1d8+6 fire dmg and ongoing 5 fire dmg to enemies only.
*Hypnotic Pattern - Ranged 10; +8 vs Will, Burst 3 enemies pulled toward pattern and TENT

Daily
Summon Fire Warrior
- Can summon warrior to attack for him.
*Phantom Chasm
- Area Burst1 within 20; +8 vs Will, 2d6+6 Psychic dmg, Knocked Prone and Immobilized TENT
Guardian Blades - Until End of Encounter, Adjacent enemies that make an attack roll take 5 force dmg.

Background (Urban - Streetwise)
Hailing from the ice covered volcanic cities of Thiaya (Iceland) this crystaline trickster really likes people, and strives to move them. Seeing the smiles on their warm faces lets him experience his effect on others that had been missing from the eternally still visages of his own icy people.

Coming to the streets of Franzia, and the bustling streets that ran through it like the veins of a living thing left Thayoon speechless. So its a good thing he's telepathic. So many different peoples and ideas stirred across the reflective surfaces of both his body and mind that he simply could not contain himself. The warmth inside him came bubbling out in a pyroclastic performance where he doubled himself while juggling fire and teleporting around the square where he had been so moved.

The nice young recruits of the guard began filing into the square and were kind enough to escort the visitor to the local magistrate. But given that the shardmind had not injured anyone, there wasn't much he could do. Especially since the street performer seemed able to teleport short distances at will. So they let him go back to what he was doing without too much fuss. This impressed the wizard to no end he eventually saught to join the guard in protecting this wondrous place.

Equipment:
+Bracers of the Perfect Shot - +2 Dmg with RBA.
+1 Guardian Staff of the Traveller - Can teleport instead of shifting
+1 Brooch of Shielding - Resist 10 Force
+1 Cloth Armor of Resistance - Resist 5 Poison
140g[/sblock]
 
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stonegod

Spawn of Khyber/LEB Judge
Wilhelm Graschmidt Mühlbach, Kommonschlagen Gunsmith in Exile

Ja, I call it riffeln. Vit it, I an hit anything.

Wilhelm[sblock=Stat Block]Male Human Hunter (Ranger) 4
Initiative +7 (+11 w/ Aspect of Pouncing Lynx); Senses Passive Insight 13, Passive Perception 20
HP 41; Bloodied 20; Healing Surge 10; Surges Per Day 8
AC 21; Fort 17, Ref 22, Will 15
Speed 6
Action Points 1
-----------------------------------------------------------------
:branged:Drache, Flameburst Superior Musket +1 (standard; at-will) ✦ Weapon
Ranged 20/40; +14 vs AC; 1d10+6 damage.
:bmelee:Butt of Drache (Improvised Large Weapon) (standard; at-will) ✦ Weapon
+5 vs AC; 1d8+2 damage.
Aimed Shot (standard; at-will) ✦ Martial
Wilhelm makes an RBA, ignoring partial cover and concealment and reducing the penalty of superior cover and total concealment to -2.
Clever Shot (standard; at-will) ✦ Martial
Wilhelm makes an RBA. If the attack hits, the target is also subject to one of the following effects:
  • Wilhelm slides the target up to 2 squares.
  • The target falls prone.
  • The target is slowed (save ends).
Rapid Shot (standard; at-will) ✦ Martial
Wilhelm makes an RBA against each creature in or adjacent to a square within range. Wilhelm takes a -2 penalty to the attack rolls.
Warning Shot (standard; at-will) ✦ Martial, Weapon
Ranged 20/40. +13 vs AC, 1d10+6 damage and Wilhelm chooses 1 square in or adjacent to the primary target's space. If a creature moves into this square before the start of Wilhelm's next turn, he can make a secondary attack vs. the new target as an immediate action. Secondary Attack: +13 vs AC, 1d10+1 damage.
:ranged: Disruptive Shot (standard; twice per encounter) ✦ Martial, Weapon
Ranged 20/40; +13 vs AC. Hit: 1d10+6 damage and the target is either immobilized (save ends) or dazed (save ends). Miss: Half damage, and the target is slowed until the end of Wilhelm's next turn.
Aspect of the Pouncing Lynx (minor; at-will) ✦ Primal, Stance
Until the stance ends, Wilhelm gains the following benefits:
  • +4 power bonus to initiative.
  • During the first turn in an encounter, he gains +2 power bonus to attack rolls.
  • He gains a +1 power bonus to all defenses vs opportunity attacks due to moving.
Aspect of the Dancing Serpent (minor; at-will) ✦ Primal, Stance
Until the stance ends, Wilhelm gains the following benefits:
  • He may use a free action at the end of his turn to shift 1 square.
  • When he makes a basic attack vs an enemy that has none of its allies adjacent, Wilhelm gains a +1 bonus to the attack and damage rolls.
Invigorating Stride (move; encounter) ✦ Healing, Martial
Wilhelm shifts 1 square and cannot end the shift adjacent to any enemy. In addition, he may use his second wind.
Flameburst Superior Musket (Crossbow) +1
Range: 20/40; Critical: +1d6 fire Power (Daily ✦ Fire): Minor action; the next ranged basic attack made with the weapon becomes burst 1 centered on the target. The attack target's reflex and, instead of dealing normal damage, each target hit takes ongoing 5 fire damage (save ends).
Barkskin Hide Armor +1
Power (Daily): Minor action. Gain +2 power bonus to AC until the end of the encounter. It drops by 1 for each hit.
Cloak of the Walking Wounded
Property: Wilhelm may spend 2 HS during a second wind when bloodied.
Crossbow Hunter
Crossbow expertise for free; load minor is load free.
Weapon Talent
+1 bonus to weapon attacks.
Ambush Expertise
When making a stealth check, allies within 10 sq. that see Wilhelm gain +2 to Stealth checks until end of next turn.
Watchful Rest
During extended rest, Wilhelm and any resting allies do not take -5 penalty to Perception for sleeping
Wilderness Tracker
Wile resting, make successful Perception check to determine info about creatures that have passed through 10sq x 10sq area.
Superior Reflexes
Gain CA against enemies during first turn in encounter.
Hidden Sniper
If Wilhelm has partial concealment vs a target, he gains CA against it with ranged attacks.
-----------------------------------------------------------------
Alignment Good; Languages Common, Dwarven
Str 13 (+3) Dex 21 (+7) Wis 13 (+3)
Con 14 (+4) Int 10 (+2) Cha 8 (+1)
Skills: Athletics +7*, Acrobatics +11*, Heal +8*, Nature +8*, Perception +10*, Stealth +11*
* Trained
Feats: Armor Prof (Hide), Crossbow Expertise, Hidden Sniper, Superior Reflexes, Weapon Prof (Superior Crossbow)
Gear Adv. Kit, Flameburst Superior Crossbow +1, Barkskin Hide +1, Eagle Eye Goggles, Cloak of the Walking Wounded +1, 2 Healing Potions; 59gp[/sblock]Background
Wilhelm Graschmidt Mühlbach, of Muchen in Kommonschlagen, was in the employ of the Kommonschlagen military for most of his life. Though an uncommon solider, he had a singular genius for gunsmithing. His muskets and flintlock pistols fired faster and farther than most in continent. But he never told anyone of his secrets, insisting on blind assistants and the work being performed in the dark. Luckily for Herr Mühlbach, the military appreciated his results enough to allow his eccentricity.

A few years ago, Herr Mühlbach made the acquaintance of a traveling drow named Francois intent on mastering the art of gunplay. Seeing in the drow an ability lacking in many of his employer's thick fingers, Wilhelm discussed the design of a custom set of pistols for the itinerant drow. Unfortunately, the Kommonschlagen government disapproved of Wilhelm's association with the hated drow. Hearing the order for his arrest and likely execution, Wilhelm took the one finished pistol and his beloved Drache custom musket and fled to Franzia, where he eventually fell into the employ of the Horns. While the operation is much smaller (just him), they give him the freedom to work without complication.

Appearance & Personality
Wilhelm is a spry older man in his late 40's with hook nose and piercing green eyes; what hair he has left has long gone to white. He is often dressed in his layered leather of his tradesman garb, which acts as effective armor in a pinch; the multiple lenses on his focusing tools also helps his aim. His most distinguished possession is his beloved Drache, a custom built musket of unusual design and exceptional accuracy due to Wilhelm's trade secret: Its riffeln, or "grooves", which make the weapon so deadly.

Wilhelm is taciturn and keeps mostly to himself. He has no particular attachment to people or country, and is ambivalent about his exile. He is very protective of the secret of riffeln, but enjoys how others (such as Francois), make use of it.

Hooks
- There are likely several who suspect Wilhelm knows the secret of riffeln and wish to possess it. This may cause problems
- Wilhelm never speaks of his family or the ones who exiled him from Kommonschlagen. This may cause problems later.[sblock=Wilhelm]Wilhelm—Male Human Hunter (Ranger) 4
Initiative: +7 (+11 w/ Aspect of Pouncing Lynx); Passive Perception: 13, Passive Insight: 20
HP: 41/41, Bloodied: 20, Surge: 10, Surges left: 8/8
AC: 21, Fort: 17, Reflex: 22, Will: 15
Speed: 6
Action Points: 1/1, Second Wind: Not Used, Milestones: 0

Aimed Shot
Clever Shot
Rapid Shot
Warning Shot

Disruptive Shot x2
Aspect of the Pouncing Lynx (active)
Aspect of the Dancing Serpent

Invigorating Stride
Flameburst Superior Musket +1 (daily)
Barkskin Hide Armor +1 (daily)
2 Potions of Healing
[/sblock]
 
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Walking Dad

First Post
Malkyr Tsul

104463.jpg


[sblock=sheet]level 4
Drow, Assassin
Assassin Guild: League of Whispers
Lolthtouched: Cloud of Darkness

FINAL ABILITY SCORES
Str 14, Con 13, Dex 20, Int 10, Wis 10, Cha 16.

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


AC: 22 (20) Fort: 16 Reflex: 20 (18) Will: 17
HP: 40 Surges: 8 Surge Value: 10

TRAINED SKILLS
Stealth +16, Acrobatics +12, Bluff +10, Intimidate +12, Perception +7, Thievery +12

UNTRAINED SKILLS
Arcana +2, Athletics +4, Diplomacy +5, Dungeoneering +2, Endurance +3, Heal +2, History +2, Insight +2, Nature +2, Religion +2, Streetwise +5,

FEATS
Bonus: Two-Weapon Defense
Level 1: Ruthless Hunter
Level 2: Pact Initiate
Level 4: Master at Arms
[sblock=Class Features]
Quick Swap: Once during each of your turns, you can take a free action to draw or stow a weapon and then draw another weapon.

Death Attack: When you hit an enemy with a melee or a ranged attack that deals damage, you can choose to reduce the enemy to 0 hit points automatically if it has 10 hit points or fewer after the damage is dealt.

Nimble Drop: When you take falling damage, you can take a free action to reduce the damage by 10. If this reduces the damage to 0, you don’t fall prone.

[/sblock]
POWERS
Racial: Cloud of Darkness
Guild At-Will: Bola Takedown
Guild At-Will: Precision Dart
Guild At-Will: Quick Shot
Encounter: Assassin's Strike
Encounter: Spiteful Glamor
Poison 1: Bloodroot Poison
Poison 1: Carrion Crawler Brain Juice
Utility 2: Cloak of Shades

[sblock=Power Details]
All attacks include Assassin Finesse Bonus:

Base Attacks:

Rapier:
1d20+12;2d8+6
crit: 1d10+22

Crossbow (range 10/20):
1d20+11;2d8+6
crit: 1d6+1d10+22


Bola Takedown
At-Will, Standard, Ranged 4/8
Target: One creature
Attack: +12 vs. Reflex
Hit: 1d4+1d8 damage, and the target falls prone.

Precision Dart
At-Will, Standard, Ranged 5/10
Target: One creature
Attack: +12 vs. Reflex
Hit: 1d4+1d8 + 6 damage. If you deliver an assassin poison with this attack, the target takes a –4 penalty to its first saving throw, if any, against the poison’s effect.
Effect: If the ammunition has an assassin poison on it that is normally delivered on a hit, you can deliver that poison to the target even if the attack misses.

Quick Shot
At-Will, Standard, Ranged 1
Target: One creature
Attack: +11 vs. AC
Hit: 2d8 + 6 modifier damage.
Effect: You shift up to 2 squares.
Special: Using this power doesn’t provoke opportunity attacks.

Assassin's Strike
Encounter, No Action, Personal
Trigger: You hit a creature within 5 squares of you with an attack using a weapon.
Target: The creature you hit
Effect: The target takes 2d10 extra damage from the triggering attack. If the target is helpless, this damage is maximized.

Spiteful Glamor
At-Will, Standard, Range 10
Target: One creature
Attack: +6 vs. Will
Hit: 1d8 + 4
psychic damage or 1d12 + 4 psychic damage to a target at maximum hit points.

Cloak of Shades
Encounter, Minor, Personal
Effect: Until the end of your next turn, you gain concealment against all creatures and are invisible to creatures that are more than 5 squares away from you.

Cloud of Darkness
Encounter, Minor, Close burst 1
Effect: The burst creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are immune to these effects.
[/sblock][sblock=Poison Details]
Bloodroot Poison
Power (Consumable , Poison): Minor Action. You apply the poison to your melee weapon or one piece of your ammunition. During this encounter, the next creature you hit with a weapon attack using the poisoned item takes 6 extra poison damage, and it is dazed (save ends).
Power (Consumable , Poison): Minor Action. You pour the poison into a drink or onto a plate of food. The first creature to consume the food or drink within the next hour is dazed until the end of its next extended rest.

Carrion Crawler Brain Juice
Power (Consumable , Poison): Minor Action. You apply the poison to your melee weapon or five pieces of your ammunition. Until the end of the encounter, whenever you hit a creature with a weapon attack using the poisoned item, the target takes 4 extra poison damage, and it is slowed until the end of your next turn.
Power (Consumable , Poison): Minor Action. You apply the poison to a single handheld object. Within the next hour, the first creature other than you to hold or wear the object for more than 1 minute is immobilized until the end of its next extended rest.
[/sblock]

ITEMS
Iron Body Ki Focus +1, Amulet of Mental Resolve +1, Thought-Eater Leather Armor +1, Rapier, Hand Crossbow, bolts, Rhythm short sword +1, adventurer's pack, poisoner's kit, disguise kit, 3 bola, blowgun, darts, 4 healing potions (heroic tier)

120gp

[sblock=Item Powers]
Iron Body Ki-Focus +1
Critical: +1d10 damage
Property: If you hit an opponent with an attack using this ki focus, you gain resistance 3 to all of that target’s attacks until the end of your next turn.

Thought-Eater Armor
Property: You gain a +2 item bonus to Stealth checks.
Power (Daily ; Augmentable, Illusion): Minor Action.
Until the end of your next tum, you have concealment against enemies that are more than 2 squares away from you.
[/sblock]

(Defenses in brackets is not holding the rythm blade in his of hand and another weapon in his main hand)
[/sblock]
[sblock=Mini-Sheet]
Malkyr Tsul
Perception: 17 Insight: 12 Dark Vision
AC 22 Fortitude 16 Reflex 20 Will 17
Initiative: +7
Hit Points: 40 / 40 Bloodied: 20
Temporary Hit Points: 0
Resist: -
Saving Throw: +2 vs charm, illusion, or sleep.
Action Points: 1 Second Wind: 1
Milestones: 0
Healing Surge:10 Surges per day: 8 / 8
At-Will Powers: Bola Takedown, Percision Dart, Quick Shot
Encounter Powers: Cloud of Darkness, Assassin's Strike, Spiteful Glamor, Cloak of Shades
Daily Powers: Carrion Crawler Brain Juice

Condition:


[/sblock]

Malkyr isn't as sinister and mysterious as so many of his kin. Lacking a real talent for magic, he still travels the world as performer and storyteller, playing either a black flute or using his disguise kit to assume role's in many different plays.
He is also known for performing tricks, like shooting fruits from an assistants head with his small hand crossbow or juggling with balls who are linked together. Wearing a rapier and a short sword is only for show, he tells everyone, as he has even less talent for combat than using music to perform his magic.
Not even the 'healing tinctures' he makes with his alchemical set have any true power, but he is to charming to get any real trouble for selling them.

Yes, this is the face Malkyr Tsul shows the world...
 
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Maidhc O Casain

Na Bith Mo Riocht Tá!
Aislinn Easnadh (Kalashtar Prescient Bard 04)

Character Sheet attached below. Working on history/fluff/portrait.
 

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Lou

Explorer
Alejandro (Ali) Arroyo

Alejandro Arroyo
Human, Defending Swordmage (Defender/Arcane)

+2/Str 14 (5 pts)
+2/Con 14 (5 pts)
+2/Dex 14 (3 pts)(+1 L4)
+5/Int 20 (12 pts)(+2 human)(+1 L4)
+0/Wis 10 (0 pts)
-1/Cha 8 (0 pts)

23 AC 10 +2 level +5 Int +2 armor +4 improved SM warding
16 Fort 10 +1 human race +2 level +2 STR/CON +1 cloak
19 Reflex 10 +1 human race +2 level +5 Dex/Int +1 cloak
16 Will 10 +1 human race +2 level +0 Wis/Cha +2 Swordmage bonus +1 cloak

HP: 47 (15+14+6+6+6) Bloodied: 23
Surges: 10 (8 + CON)
Surge Value: 11
+6/Init +2 level +2 DEX +2 feat
+11 1d8+8 crit +1d6 Basic Melee: INT v AC; +11 (+3 prof +5 int +2 level +1 sword) 1d8+5+2+1 crit +1d6 long sword
+8 1d8+3 crit +1d6 Heavy Thrown: STR v AC +8 (+3 prof +2 STR +2 level +1 sword) range 5/10 1d8+2+1 crit +1d6
+6 1d8+2 Basic Ranged: DEX v AC +6 (+2 prof +2 DEX +2 level) 1d8+2 range 15/30 crossbow (load minor)

Armor Prof: Cloth, leather
Weapon Prof: simple melee, simple ranged, military light blades, military heavy blades
Implements: Any light or heavy blade (add enhancement bonus only)

Class Features:
Swordbond-can summon bonded blade to me from 10 squares; can also rebuild broken blade with one hour
Swordmage Aegis-aegis of shielding-at will, minor action, close burst 2, mark target-atks on others at -2, if other hit, as immediate interrupt, reduce damage to one target by 7 (5 + CON)
Swordmage Warding--+1 AC with blade in hand and +3 AC if off hand free

TRAINED SKILLS
Arcana +12, Athletics +9, Endurance +9, History +12, Insight +7, Intimidate +6

UNTRAINED SKILLS
Acrobatics +5, Bluff +1, Diplomacy +1, Dungeoneering +2, Heal +2, Nature +2, Religion +2, Streetwise +1, Stealth +4, Thievery +4, Perception +4

FEATS
Bonus: Improved Swordmage Warding (+1 AC)
Level 1: Intelligent Blademaster (use INT instead of STR for melee attacks)
Level 2: Alertness (no CA if surprised, +2 Perception)
Level 4: Quickdraw (draw item with use action, +2 init)

POWERS
L1 At Will: Luring Strike (AW-Arcane, Weapon) std, melee, one, INT v. AC, hit: 1[W] and you shift one square and slide target 1 square into space you left; effect: before or after atk, you can shift one square.
L1 At Will: Lightning Lure (AW-arcane, implement, lightning) std, range 3, one, INT v. Fort, 1d6+INT lightning damage and must pull target to nearest unoccupied space adjacent you
L1 At Will: Sword Burst (AW-arcane, implement, force) std, close burst 1, enemies in burst, Int v. Ref 1d6+INT force damage
L1 Encounter: Sword of Sigils (Encounter-arcane, weapon, force) std, close burst 1, enemies in burst, INT v AC hit: 1[W]+INT, target is marked UEYNT, INT damage if atk not incl you; Aegis of Shielding-marked target hits creature in 10 not incl you, Immed int, reduce one damage by CON.
L1 Daily: Vanishing Blade (Daily-arcane, weapon, illusion, teleportation) std, one, INT v AC, 2[W]+INT MISS: half damage; effect: teleport 5 and invisible EOYNT; for rest of encounter, on basic melee hit, teleport 3 as free action
L2 Utility: Dimensional Warp (Encounter-arcane, teleportation) minor, close burst 3 (you and ally or two allies change places)
L3 Encounter: Dimensional Vortex (Encounter-arcane, implement, teleportation) immediate int when enemy hit ally with melee atk, target INT v Will, range 10, teleport target 5 squares, target atks a creature of my choice if available, when used with aegis of shielding mark, atk adds CON mod to damage


+1 Leather Armor of Aegis Expansion (AV2-L2) (encounter-enemy marked w aegis of shielding atks you AND friend, as immed int, reduce damage to one friend by 6)
+1 Farbond Spellblade Long Sword (AV2-L2) (heavy thrown range 5/10, auto-return, swordbond-retrieve blade up to 1 mile)
+1 Bracers of Mighty Striking (L2) (melee basic +2 damage)
Acrobat Boots (L2) (+1 Acrobatics, stand up as minor action)
+1 Cloak of Resistance (L2) (+1 F/R/W and daily resist 5 all UEYT)
Restful Bedroll (L1) (after long rest, 1d8 temp hp until next rest)

GP 240

Tent
Standard Adventurer's Kit
Crossbow
2 x 20 bolts in quivers
climber's kit
everburning torch
journeybread (10 days)

[sblock=Background]On firearms: Ali has a dualist's mentality that looks down on firearm use by those who aren't his friends.

6' 185 lbs 22 years old brown hair, beard and mustache
wears leather with a white shirt

If the setting is "France", then Alejandro (Ali) Arroyo is a human defending swordmage from "Spain". He is a convert to the worship of Erathis due to being saved from certain death (a childhood fire that left him an orphan) by a missionary cleric of Erathis.[/sblock]

[sblock=Stat Block]
Alejandro Arroyo Shielding Swordmage 4
Passive Perception: 14, Passive Insight: 17
AC:23, Fort:16, Ref:19, Will:16 -- Speed:6
HP: 47/47 (+0 temp hp), Bloodied: 23, Surge Value: 11 with 10/10 remaining (currently with 0 temp hp)
Initiative +6
Action Points: 1, Second Wind: not used
Swordmage Abilites: Swordbond (summon bonded magic sword up to 1 mile), Aegis of Shielding (AW-minor cb2 MARK, atk on others if hit, reduce damage by 7 as imm int); (Improved) Swordmage Warding (+2 AC if holding sword, +4 if off hand empty)
Powers:
At-Will: Luring Strike (W) +11 v AC 1d8+1 crit +1d6, Lightning Lure (I) r3 +8 v Fort 1d6+6 crit +1d8, Sword Burst (I) cb1 all +8 v Ref 1d6+6 crit +1d8 Basic Melee LS +11 v AC 1d8+8 crit +1d6, Heavy Thrown LS +8 v AC 1d8+3 crit +1d6, Basic Ranged Crossbow +6 v AC 1d8+2
Encounter: Sword of Sigils (W) std, cb1, enemies in burst, +11 v AC hit: 1d8+6 crit +1d6, target is marked UEYNT, 5 damage if atk not incl you; Aegis of Shielding-marked target hits creature in 10 not incl you, Immed int, reduce one damage by 2. Dimensional Vortex (I) imm int when enemy hit ally with melee atk, r10 +8 v Will 1d8+6, teleport target 5 squares, target atks a creature of my choice if available, when used w aegis of shielding mark, atk adds 2 to dam
Daily: Vanishing Blade (W) std, one, +11 v AC, 2d8+6 crit +1d6 MISS: half damage; effect: teleport 5 and invisible EOYNT; for rest of encounter, on basic melee hit, teleport 3 as free action
Utility: Dimensional Warp (Encounter) minor, cb3 (you and ally or two allies change places)

Str. 14, Dex. 14, Con. 14, Int. 20, Wis. 10, Cha. 8
[/sblock]
 
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Shayuri

First Post
[sblock=Tamiya]Name: Tamiya
Class: Thief 4
Exp: 0
Alignment: Unaligned
Race: Human
Deity: Sehanine
Size: Medium
Age: 18
Gender: Female
Height: 5' 5"
Weight: 132 lbs
Eyes: Green
Hair: Short, windblown,

Abilities
Str: 8 [-1], Dex: 20 [+5], Wis: 13 [+1]
Con: 14 [+2], Int: 10 [+0], Cha: 15 [+2]

Hit Points: 41/41 Bloodied: 20
Healing Surges: 8 out of 8/day Healing Surge hp gained :10 HP per level: 5
Action Points: 1
Speed: 6 squares

Armour Class: 22 (10 + 2 lvl + 5 dex + 3 armor + 2 shield)
Fortitude Defence: 17 (2 lvl + 2 Con + 1 human + 1 feat + 1 amulet)
Reflex Defence: 24 (2 class + 2 level + 5 Dex + 1 human + 1 feat + 1 amulet + 2 shield)
Will Defence: 17 (2 lvl + 2 Cha + 1 human + 1 feat + 1 amulet)
Initiative: +7

Temp Bonuses:

Skills:
Acrobatics +12
Athletics +7
Bluff +9
Insight +8
Perception +8
Stealth +13
Streetwise +9
Thievery +12

Feats:
1 Weapon Proficiency: Rapier
1 Two Weapon Fighting
2 Two Weapon Defense
4 Improved Defenses

Race Traits:
+2 Dexterity
Languages: Common, Elvish
Bonus Feat
Bonus Skill
Human Defense Bonus
Heroic Effort

Class Abilities:
Sneak Attack 2d6
Backstab (2/enc)
Weapon Finesse (Use Dex for atk/dmg with lgt blades, +2 dmg)
First Strike (CA in 1st rnd vs enemies who have not acted yet)
Rogue's Trick
- Acrobat's Trick (move spd -2, gain climb speed, +2 dmg)
- Escape Artist's Trick (shift 2, shift 2 again at end of turn as free)
- Feinting Trick (Move spd, gain Cha mod bonus damage on next basic attack on non-CA target)
Thief Weapon Talent (+1 atk w/rogue weapons & lgt blades)
Skill Mastery (Gain trained skill, in skill challenge gain 2x successes on a natural 20)

At-Will
Melee Basic Attack (Rapier+dagger) +12 vs AC, 1d8+9
Fleeting Ghost (utility)

Encounter
Backstab (+3 to hit, +1d6 damage vs target granting CA)
Heroic Effort (Add 4 to a failed attack or saving throw)
Fey Strike Rapier (Make melee basic attack at up to 20sq range)

Gear
Money: 29

Fey Strike Rapier +1 (lvl5)
Rhythm Blade Dagger +1 (lvl3)
Sylvan Leather Armor +1 (680gp)
Periapt of Proof Against Poison +1 (lvl4)

Thieves Tools, 20gp[/sblock]


[sblock=Background]Tamiya was born into the house staff of one of the elf lords of Wales, a coastal estate atop high cliffs. As a child she would sometimes venture to the high parapets and gaze out over the strait's grey and stormy waters, and pretend she could see the far off shores of Avalon through the everpresent mists.

The daughter of a manservant and a maid, Tamiya had the run of the house and grounds so long as she didn't cause trouble for the lords or higher servants. She took to helping the groundskeepers in the gardens, and tagged along with the hunters as they killed for the evening meals. Even young, she much preferred to hunt and grub in the soil than to sit in the house and gossip and embroider and clean. With her short hair and breeches she could easily be mistaken for a boy.

As she got older, Tamiya insisted on going on the trips from the country estate into the city. She loved walking the marketplaces and talking to people. Unfortunately, she was also boisterous and easily baited. What's more, because she was still in the habit of dressing and acting like a boy, she got into more than one fight...and being smaller and scrawnier than her foes, she lost every time. She asked her father for help, and he reluctantly (though with secret pride) arranged for her to learn "just enough to defend herself" from a couple of men-at-arms in the lord's employ. Early on they found that although Tamiya was not strong, she was devilishly quick, so they slanted her training in that direction.

During a visit to the estate, another elf lord from a large, wealthy estate in Coventry happened to see one of Tamiya's training matches and was surprised, and impressed, at her style of fighting; based on quickness, precision and "a certain pragmatic lack of honor." Later she asked to see Tamiya, who admitted when asked that she had indeed been getting additional 'lessons' from unsavory sorts in the city. She asked the Lady of Coventry if she was to be punished, but the Lady did not do so. Instead she hired Tamiya for her own estate...and began grooming her to be an agent of the household.

Tamiya performed her assignments well. She discovered and later stole proof of information incriminating a rival that advanced the Lady's position in court. She discovered and silenced several opposing agents who were in the process of planting damaging rumors as an opening move against the Lady. Unfortuantely, during a daring raid on the summer estate of the elf lord of Wellington, Tamiya was captured and presented to Coventry. The Lady had the choice of denying her...in which case she would be executed as a thief...or acknowledging her, which would greatly embarass the Lady and cost her a hefty ransom.

The Lady denied Tamiya. However, on the eve of the execution, a message was delivered to Tamiya via bribed servants. The message read, "Flee the isles; his arm does not stretch across the channel. Wrapped in the note was a key. It was not a promise of safety, but it was a chance.

Tamiya took the chance and managed to escape the castle and flee into the city. She stowed away on a ship bound across the channel to Franzia and set about creating a life for herself there.

One day, she knows, the Lady of Coventry will find her...wanting her back, perhaps. Or maybe wanting her dead. Tami's not entirely sure the note and key came from her, in the end...and as the Lady's agent, she knows a lot about what she was up to. For now, she's content to let time tell that tale as it wills.[/sblock]
 

Insight

Adventurer
COLIN MACKINNON
Dwarf Valor Bard 4

Alignment: Good
Background: Pivotal Event - You Die (+2 Endurance)
Age 30 | Height 4'6" | Weight 180lbs.

QUOTE
"Charmin'? ... Charmin'? ... Aye, lad, I'll show ya charmin'! How aboot I introduce ya to me sword? That charmin' enuff fer ya?"

ABILITY SCORES
STR 13 | CON 18
DEX 10 | INT 14
WIS 8 | CHA 18

HP & DEFENSES
HP 45 | Bloodied 22 | Surge Value 11 | Surges/Day 11
AC 19 | FORT 18 | REFLEX 17 | WILL 19

SKILLS
Trained: Arcana +11, Bluff +13, Endurance +12, Intimidate +11, Streetwise +11
Untrained: Acrobatics +2, Athletics +3, Diplomacy +9, Dungeoneering +4, Heal +2, History +5, Insight +2, Nature +2, Perception +2, Religion +5, Stealth +2, Thievery +2
Passive Insight 12 | Perception 12
Languages: Common and Dwarven

FEATS
Ritual Caster (from Bard), Strength of Valor, Improved Defenses, Versatile Expertise (Heavy Blade and Instrument)

RACIAL ABILITIES
Cast-Iron Stomach (+5 to Saves vs Poison), Dwarven Resilience (Encounter Power), Dwarven Weapon Proficiency, Encumbered Speed (Armor or Heavy Load does not reduce speed), Stand Your Ground (-1 square forced movement; Immediate Save vs. Prone)

CLASS FEATURES
Bardic Virtue - Virtue of Valor (Grants 5 temp hp when ally within 5 squares bloodies a foe or drops foe to 0 hp), Majestic Word (Encounter Power), Multiclass Versatility, Skill Versatility (+1 to untrained skill checks), Song of Rest (At end of short rest, Colin and each ally who spends a healing surge adds +4 to hp gained), Words of Friendship (Encounter Power)

POWERS
At Will: Staggering Note (Attack), War Song Strike (Attack)
Encounter: Charger's Call (Attack), Dwarven Resilience (Racial), Inspiring Refrain (Attack), Majestic Word (2/encounter) (Bard Feature), Words of Friendship (Bard Feature)
Daily: Amulet of Seduction (Item), Fochlucan Bandor (Item), Inspiring Fortitude (Utility), Stirring Shout (Attack)

ITEMS
Wealth: 0gp
Magic Items: Amulet of Seduction +1 (Neck), Echoing Songblade Longsword +1 (Weapon), Fochlucan Bandore +1 (Wondrous), Runic Chainmail +1 (Armor)
Mundane Items: Adventurer's Kit
Rituals: Glib Limerick and Traveler's Chant

[sblock=Backstory]
Colin had been plucking away at his bandore for more than 10 minutes when he realized that his master, the grand and illustrious Ian McAppin, had been standing there, watching, saying nothing.

"Off you go, then," the master said. Master McAppin had a glint in his eye, the kind that one gets when keeping a secret. McAppin always said that keeping a secret was the key to personal power.

"Och, why does it hafta be me?" Colin asked, setting his magical bandore into a black, leather traveling case. Colin took great care with his things, unlike many of his dwarven brethren. "I dunna want to leave Alba. This is my home, ya know."

"Of course, it is, Colin. But things change. Time changes. If you truly love Alba, as you say, you'll understand why you must go."

Colin recalled how it felt to be 'volunteered' the last time something needed to be done. Master McAppin sent Colin and four others into the woods to track down some faerie witch. Colin was the only one to return completely sane. Master McAppin might dispute that last point. Still, the faerie witch was defeated and Colin was hailed as a local hero. Master McAppin told Colin that his deeds that day saved the town of Loch Harbin. Colin, for his part, had always been the reluctant hero. He had a drive to save others, to save his town, to save Alba. Now, he was being asked to come to his homeland's defense once again. But this time, on distant shores.

"Don't they have enough swordsmen in Franzia?" Colin asked, carefully placing his magical songblade in its leather and bone sheath. "I dunna know why they'd want a stumpy dwarf fer their army."

McAppin moved to Colin's side and leaned against the stout oaken table upon which Colin had spread out his traveling gear. "It's not really an army, Colin. A small troupe, if you will. You're meant to be an important part of it all."

"I suppose I'm their mascot or somethin'," Colin shot back. "Lousy, no good Franzians. They'll just laugh at me. 'Oh, look at that stumpy dwarf and his singing sword. Isn't he cute?' Och, I canna stand their kind. They know nothing of honor, defending their land, fightin' the oppressors. How 'bout we send a load a' freeloadin' elves their way and see if they feel like standin' up fer themselves?"

"Now, that's hardly fair. Franzia has... different problems than we do. It's not always easy for them to... they're not as stoic and steadfast as us dwarves. But you know they have good hearts. We have a long history of alliance with Franzia. You know your history, of course. You know that Franzia's invasion of the elven lands to the south drew the elves away from our homeland for quite some time. The elves have never made so much as a token incursion since then."

Colin rolled some torches and iron spikes into a burlap cloth and gently slid the package into his backpack. "I suppose that's true. It's a long trip. Longer than ever I've taken, you know. I get a little... uneasy aboard ships. Och, I can stomach the worst dun-colored whiskey this side of Ambervale, but the seasickness..."

Master McAppin smiled. "Then, it's good that I know something you don't."

Colin looked up from his packing. "Master?"

"Do you remember those standing stones outside Loch Moren? I took you there when we first started your tutelage. Well, it turns out that there's an identical set of stones located in Franzia. Same runes carved into them and everything."

"Are ye sayin...?"

"Yes, Colin. I know of a rite that will transport you between the two sets of stones. Instantaneous travel, as it were. Well, near instantaneous, anyway. You'll still have to ride from the stones to the capital city. I can arrange for a coach to meet you."

Colin more quickly packed his things. "Yes, I reckon it'll be fine, Master."

McAppin smiled as he watched his prize pupil pack for what will almost certainly be an eventful journey.[/sblock]
 

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