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  1. #11
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    Lama (Lvl 13)

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    Lucien Devereux
    Good Human Fighter 4 (Tempest Fighter)
    XPs:
    Experience Tracker




    Age: 26
    Gender: Male
    Height: 6'
    Weight: 200lb
    Eyes: Blue
    Hair: Black
    Skin: Fair
    Background: Bleakmire

    STR: 19 [+4]
    CON: 14 [+2]
    DEX: 16 [+3]
    INT: 12 [+1]
    WIS: 10 [+0]
    CHA: 12 [+1]

    HP: 47
    - Blooded: 23
    - Surge value: 11
    - Surges per Day: 11
    Second Wind

    - Standard Action
    - Effect: You spend a healing surge and regain 11 hit points. You gain a +2 bonus to all defenses until the start of your next turn.

    Armor Class: 21 (10 base + 2 level + 7 armor + 1 two weapon defense + 1 rhythm blade)
    Initiative: +7 (+3 dex, +2 level, +2 feat)
    Melee Attack Bonus: +6 (+2 level, +4 STR)
    - Lifedrinker Rapier +1: +11 (1d8+7)
    - Rhythm Blade Shortsword +1: +12 (1d6+7)

    Ranged Attack Bonus: +5 (+2 level, +3 DEX)
    - Flintlock Pistol +1: +8 (1d6+4)


    Speed: 6

    FORT: 19 (12 base, +2 class, +4 str, +1 race)
    REFL: 18 (12 base, + 3 dex, +1 race, +1 feat, +1 rhythm blade)
    WILL: 14 (12 base, +1 cha, +1 race)

    Race Features:
    - Bonus Feat
    - Bonus Class Skill
    - Bonus At-Will Power
    - Human Defense Bonus


    Class Features:
    - Combat Challenge: Mark foes you attack. They get -2 to attacks (not including you). Make basic melee attack against adjacent marked foe who shifts or makes attack (not including you). Mark lasts until end of your next turn or marked by other.
    - Combat Superiority: Add Dex modifier (+3) [Agile Superiority Feat] to opportunity attacks. Hit ends foe's movement (if any) this action.
    - Fighter Talents - Tempest Technique: When you wield two melee weapons, you gain a +1 bonus to attack rolls with weapons that have the offhand property. You gain Two-Weapon Defense as a bonus feat. When wearing light armor of chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks when you are wielding two weapons. This bonus increases to +2 with weapons that have the off-hand property.


    Feats:
    - Two Weapon Fighting: While holding a melee weapon in each hand, you gain a +1 bonus to damage rolls with your main weapon.
    - Two Weapon Defense: While holding a melee weapon in each hand, you gain a +1 shield bonus to AC and Reflex.
    - Quick Draw: You can draw a weapon (or an object) as part of the same action used to attack with the weapon or use the object. You also gain a +2 feat bonus to initiative checks.
    - Light Blade Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a light blade. In addition, you gain a +1 bonus to the damage rolls of weapon attacks that you make with a light blade against a creature granting combat advantage to you.
    - Agile Superiority: The bonus granted by your Combat Superiority class feature is equal to your Dexterity modifier (+3) instead of your Wisdom modifier (+0).


    At-Will Powers
    - Dual Strike

    - Standard Action
    - Req: Must be wielding two weapons
    - Hit: 1[W] damage
    - Effect: Make a secondary attack
    --- Secondary Target: One creature other than primary target
    --- Secondary Attack: Strength vrs. AC (off-hand weapon)
    --- Hit: 1[W] damage
    - Combat Challenge

    - Immediate Action
    - Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack (that does not include you) you can make a melee basic attack against that enemy.
    - Footwork Lure

    - Standard Action
    - Attack: Strength vrs AC.
    - Hit: 1[W] + Strength Modifier (+4). You can shift 1 square and slide the target into the space you left.
    -Reaping Strike

    - Standard Action
    - Attack: Strength vrs AC.
    - Hit: 1[W] + STR Modifier (+4) damage
    - Miss: Half STR Modifier damage

    Encounter Powers
    - Spinning Sweep

    - Standard Action
    - Hit: 1[W] + STR Modifier (+4), and knock your target prone
    - Rain of Blows

    - Standard Action
    - Attack: Strength vrs AC, two attacks
    - Hit: 1[W] damage
    - If you're wielding a flail, light blade or a spear and have a Dex 15 or higher, make the attack a third time against either the target or a different creature.

    Daily Powers
    - Ruinous Assault

    - Standard Action
    - Req: You must be wielding two weapons
    - Hit: 1[W] + STR Modifier (+4), and ongoing 5 damage (save ends)
    - Miss: Half damage
    - Effect: You make a secondary attack
    --- Secondary Target: One creature other than primary target
    --- Secondary Attack: Strength vrs AC (off-hand weapon)
    --- Hit: 1[W] + STR Modifier (+4), and ongoing 5 damage (save ends)
    --- Miss: Half damage

    Utility Powers
    - No Opening

    - Immediate Action
    - Per Encounter
    - Trigger: An enemy attacks you and has combat advantage against you
    - Effect: Cancel the combat advantage you were about to grant to the attack

    Skills:
    - Acrobatics +5 (+2 level, +3 dex)
    - Arcana +3 (+2 level, +1 int)
    - Athletics +11 (+2 level, +4 str, +5 trained)
    - Bluff +3 (+2 level, +1 cha)
    - Diplomacy +3 (+2 level, +1 cha)
    - Dungeoneering +2 (+2 level, +0 wis)
    - Endurance +11 (+2 level, +2 con, +2 background, +5 trained)
    - Heal +2 (+2 level, +0 wis)
    - History +3 (+2 level, +1 int)
    - Insight +2 (+2 level, +0 wis)
    - Intimidate +8 (+2 level, +1 cha, +5 trained)
    - Nature +2 (+2 level, +0 wis)
    - Perception +2 (+2 level, +0 wis)
    - Religion +3 (+2 level, +1 int)
    - Stealth +8 (+2 level, +3 dex, +2 background, +1 equipment)
    - Streetwise +8 (+2 level, +1 int, +5 trained)
    - Thievery +5 (+2 level, +3 dex)


    Languages:
    - Common Tongue
    - (Franzian)
    - Giant
    - Draconic


    Equipment:
    Armor & Shield
    - Mithral Chainmail +1


    Melee weapons
    - Lifedrinker Rapier +1
    - Rhythm Blade Parrying Dagger +1


    Ranged weapons
    - Flintlock Pistol +1
    - 20 bullets


    Mundane equipment
    - Adventurer's Kit
    - Climber's Kit
    - Camouflaged Clothing
    - Footpads
    - Everburning Torch



    Weight Carried:
    Remaining money: 2pp, 27gp
    (+10gp earned from bets on Wilhelm's shooting skills.)


    Description



    Personality & Background
    Lucien Devereux hails from the town of Ville Marais, on the edge of the salt marshes known as L'eau Croupie (Foul Water), where his father Gratien was lord. Seir de Ville Marais paid homage to the dastardly Marquis de Villeneuve of Bretagne, and when it was discovered that Gratien was fleecing the taxes being sent to his peer the penalty was harsh.

    Marquis de Villeneuve dispatched soldiers to Ville Marais, where they hung Gratien for his crimes. Not satisfied, Marquis de Villeneuve stripped the family of their titles and holdings, and sent his men to kill Lucien and thus end the family's bloodline. Lucien, no more than a teenage boy at the time, disappeared into the L'eau Croupie, evading the Marquis' soldiers.

    Having learned to fight and hunt in his father's household, Lucien eaked out a meager living in the dangerous marshes. He befriended a small tribe of lizard folk, and stayed with them for some time, learning their language and customs. Eventually though, he felt the need to be with his own people, and he left the swamps and travelled from town to town, earning coin as a sword for hire. Lucien lived this hard life for many years, but when rumors of his exploits reached the ears of Captain Tartuff, he was offered a place in the Hounds. Thinking that serving the hounds would give him purpose and help restore honor to his name, Lucien gladly accepted the offer.

    Hooks
    - Though it has been a dozen years, the Marquis de Villeneuve would still like to see Lucien dead. If word were to reach him that the son of Gratien, Seir de Ville Marais, was still alive, he may take steps to hunt Lucien down.
    Last edited by Rhun; Wednesday, 29th February, 2012 at 06:32 PM.
    - Rhun

    For every one hundred men you send us, Ten should not even be here. Eighty are nothing but targets. Nine of them are real fighters; We are lucky to have them, they the battle make. Ah, but the one. One of them is a warrior. And he will bring the others back. - Heraclitus of Ephesus, 500 BC

 

  • #12
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    The Great Druid (Lvl 17)

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    Francois d'Yves, drow gunslinger

    Swords are overrated anyways, elitist snobs still can be taken down by these

    Francois d'Yves
    Stat Block
    Male Draw Ranger 4
    Initiative +7; Senses Passive Insight 15, Passive Perception 20
    HP 41; Bloodied 20; Healing Surge 10; Surges Per Day 8
    AC 20; Fort 16, Ref 19, Will 16
    Speed 6
    Action Points 1
    -----------------------------------------------------------------
    Drache, Flameburst Superior Musket +1 (standard; at-will) ✦ Weapon
    Ranged 20/40; +14 vs AC; 1d10+6 damage.
    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.
    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; 60gp


    Background


    Appearance & Personality


    Image


    Hooks

    Francois d'Yves
    Francois d'Yves—Male Drow Ranger 4
    Initiative: +7; Passive Perception: 20, Passive Insight: 15
    HP: 41/41, Bloodied: 20, Surge: 10, Surges left: 8/8
    AC*: 20, Fort*: 16, Reflex*: 19, Will*: 16
    Speed: 6
    Action Points: 1/1, Second Wind: Not Used, Milestones: 0

    *Defenses are 1 higher against foes more than 5 squares away

    Twin Strike
    Nimble Strike

    Two-Fanged Strike
    Disruptive Strike
    Invigorating Stride
    Cloud of Darkness

    Sure Shot
    Targeting Hand Crossbow +1 (daily)
    Shadowdance Leather Armor +1 (daily)
    2 Potions of Healing
    2 Potions of Clarity
    2 Potions of Water Walking
    1 Freezing Bolt +1
    1 Attention Stealing Bolt +1
    Last edited by renau1g; Monday, 7th March, 2011 at 09:26 PM.

  • #13
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    Waghalter (Lvl 7)

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    I Defended The Walls!I Defended The Walls!The Perturbed Dragon

    Ignore Lou
    I can't find this RG, so I'm moving it up the list....

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