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Character sheet for Sargil Saraxxis, Dragonborn Paladin of Kord.[sblock=Character Sheet:]
Code:
[FONT=Courier New][B][COLOR=Sienna]Sargil Saraxxis[/COLOR][/B]
Male Dragonborn Paladin 4 (Kord)
[B]Alignment[/B]: Unaligned

Medium Humanoid, 6'3", 350 lbs, 20 years old
Gold scales, gold eyes

Languages: Common, Draconic
Vision: Normal

[B]Ability Scores:[/B]
Str 18  (+4 | +6) (15 +2 racial +1 level)
Con 12  (+1 | +3)
Dex 12  (+1 | +3)
Int 10  (+0 | +2)
Wis 16  (+3 | +5) (15 +1 level)
Cha 14  (+2 | +4) (12 +2 racial)

[B]Combat[/B]:
[B]Init: [/B]+3 (+2 bonus within 10 of Patresh)
[B]Pass Percep[/B]: 15    [B]Pass Insight[/B]: 15

[B]HP[/B]:          45    [B]Surges/day[/B]:   13 (+2 Durable)
[B]Bloodied[/B]:    22    [B]Surge Value[/B]:  13 (11 +1 Draconic Heritage +1 item)
  
[B]AC[/B]   23 (+2 level, +9 armor, +2 shield)
[B]Fort[/B] 18 (+2 level, +4 Str, +1 amulet, +1 class)
[B]Ref  [/B]17 (+2 level, +1 Dex, +1 amulet, +1 class, +2 shield)
[B]Will [/B]17 (+2 level, +3 Wis, +1 amulet, +1 class)

[B]Resistances[/B]: 5 fire, 5 necrotic, 5 poison
[B]Speed [/B]5 (6 base -1 armor)

Action points: 1

[B]Basic Attacks:[/B]
Melee: +1 lightning bastard sword:  +10 vs. AC, 1d10+6 damage
Ranged: 2 javelins: +8 vs. AC, 10/20, 1d6+4 damage

[B]Attack Powers:[/B]
[COLOR=Lime][U]Holy Strike[/U][/COLOR] - Divine, Radiant, Weapon
Standard Action; Target: One creature
Attack: +10 vs. AC
Hit: 1d10+6 radiant damage.  If Sargil has marked the target, extra +3 damage.

[COLOR=Lime][U]Valiant Strike[/U][/COLOR] - Divine, Weapon
Standard Action; Target: One creature
Attack: +10 +1 per adjacent enemy vs. AC
Hit: 1d10+6 damage.

[COLOR=Red][U]Dragon Breath[/U][/COLOR] - Fire
Minor Action; Close blast 3; Targets: All creatures in area.
Attack: +8 vs. Reflex
Hit: 1d6+1 fire damage

[COLOR=Red][U]Piercing Smite[/U][/COLOR] - Divine, Weapon
Standard Action; Target: One creature
Attack: +10 vs. Reflex
Hit: 2d10+6 damage, and the target and 3 other enemies adjacent to Sargil
are marked until the end of his next turn.

[COLOR=Red][U]Arcing Smite[/U][/COLOR] - Divine, Weapon
Standard Action; Target: One or two creatures
Attack: +10 vs. AC, one attack per target
Hit: 1d10+6 damage, and the target is marked until the end of Sargil's
next turn.

[COLOR=DimGray][U]Paladin's Judgement[/U][/COLOR] - Divine, Healing, Weapon
Standard Action; Target: One creature
Attack +10 vs. AC
Hit: 3d10+6 damage
Effect: One ally within 5 squares of Sargil can spend a healing surge.

[B]Class Features and Utility Powers:[/B]
[COLOR=Lime][U]Divine Challenge[/U][/COLOR] - Divine, Radiant
Minor Action; Close burst 5; Target: One creature in burst
Effect: Sargil marks the target.  The target remains marked until he uses this
power against another target, or he fails to engage the target. The target
takes 5 radiant damage the first time it makes an attack that doesn't include
Sargil as a target before the start of his next turn. [URL="http://ww2.wizards.com/dnd/insider/power.aspx?id=805&searchterm=paladin"]Full description[/URL].  

[COLOR=Lime][U]Lay on Hands[/U][/COLOR] - Divine, Healing
Minor Action; Melee touch; Target: One creature
Special:  Sargil can use this power 3/day (Wis mod), but only once per round.
Effect:  Sargil spends a healing surge but regains no hp.  Instead, the
target regains hp as if it had spent a healing surge.

[COLOR=Red][U]Channel Divinity: Divine Mettle[/U][/COLOR] - Divine
Minor Action; Close burst 10; Target: One creature in burst
Effect: The target makes a saving throw with a +2 bonus.

[COLOR=Red][U]Channel Divinity: Divine Strength[/U][/COLOR] - Divine
Minor Action; Personal
Effect: Sargil's next attack this turn gains a +4 bonus to damage.

[COLOR=DimGray][U]Martyr's Blessing[/U][/COLOR] - Divine
Immediate Interrupt; Close burst 1
Trigger: An ally in the burst is hit by a melee or ranged attack
Effect: Sargil is hit by the attack instead.

[B]Magic Item Powers:[/B]
[COLOR=Orange]+1 Lightning Bastard Sword[/COLOR] 
  Critical: +1d6 lightning damage.
  At-Will(Lightning): Free Action.  All damage dealt by the
     weapon is lightning. Free action to return to normal.
  Daily(Lightning): Free Action.  Use when you hit with the
     sword. The target and each enemy within 2 squares of the
     target take 1d6 lightning damage.
[COLOR=Orange]+1 Black Iron Plate[/COLOR]
  Property: Resist 5 fire, resist 5 necrotic.
[COLOR=Orange]+1 Amulet of Health[/COLOR]
  Property: Resist 5 poison.
[COLOR=Orange]Belt of Vigor[/COLOR]
  Property: You gain a +1 item bonus to your healing surge value.

[B]Race and Class Features:[/B]
Dragonborn Fury:  +1 racial bonus to attack rolls when bloodied.  
Draconic Heritage
Dragon Breath
Channel Divinity
Divine Challenge
Lay on Hands

[B]Feats:[/B]
Weapon Focus (heavy blades)
Weapon Proficiency (bastard sword)
Durable

[B]Skills:[/B]
Acrobatics:     -1 (+2 level +1 Dex -2 plate -2 shield)
Arcana:         +2 (+2 level +0 Int)
Athletics:      +2 (+2 level +4 Str -2 plate -2 shield)
Bluff:          +4 (+2 level +2 Cha)
Diplomacy:      +4 (+2 level +2 Cha)
Dungeoneering:  +5 (+2 level +3 Wis)
Endurance:      -1 (+2 level +1 Con -2 plate -2 shield)
[I]Heal[/I]:          +10 (+2 level +3 Wis +5 trained)
[I]History[/I]:        +9 (+2 level +0 Int +2 racial +5 trained)
Insight:        +5 (+2 level +3 Wis)
[I]Intimidate[/I]:    +11 (+2 level +2 Cha +2 racial +5 trained)
Nature:         +5 (+2 level +3 Wis)
Perception:     +5 (+2 level +3 Wis)
[I]Religion[/I]:       +7 (+2 level +0 Int +5 trained)
Stealth:        -1 (+2 level +1 Dex -2 plate -2 shield)
Streetwise:     +4 (+2 level +2 Cha)
Thievery:       -1 (+2 level +1 Dex -2 plate -2 shield)

[B]Equipment[/B]: 
Item                          Weight    Value
+1 lightning bastard sword    8         1000gp
+1 black iron plate           50        840gp
+1 amulet of health           --        680gp
Belt of vigor                 --        520gp
Heavy shield                  15        10gp
2 javelins                    4         10gp
Adventurer's kit              33        15gp
Everburning torch             1         50gp
Potion of healing             --        50gp
Holy symbol of Kord           1         10gp
                Total Weight: 112 lbs.

Money: 60gp, 0sp, 0cp

Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods,
10 days of trail rations, 50' of hemp rope, and a Waterskin.[/FONT]
[/sblock][sblock=Background:]Sargil was born to a small clan of Dragonborn living on a relatively large acreage in Harkenwold in the Nentir Vale. His father, Arraxis, was one of the clan's hunters, and began teaching his son the ways of the hunt at a young age. However, before his father could teach Sargil much, they walked into a cunning ambush in the Harken Forest set by goblins. Sargil and his father fought bravely, but Sargil was knocked unconscious early in the fight, much to his chagrin. Ironically, the goblins were being tracked by a band of elves, who arrived shortly after Sargil lost consciousness. The elves were unable to save Sargil's father, but managed to save Sargil from the brink of death. Since they didn't know where Sargil was from, they took him with them and tended his wounds.

Sargil spent the next several years living with the band of elves who rescued him, vowing to learn the way of the sword and avenge his father. The elves taught him swordsmanship, though Sargil always had a taste for much larger blades than most of the elves. He showed a natural skill and strength with weapons, and Kord smiled upon his ferocity in combat. Over time Sargil devoted his sword to Kord in return for the god's power to aid in his quest.

Sargil knew that he had a long way to go before he was powerful enough to raid the goblin's base of Daggerburg, deep in the Harken Forest, so after his 17th birthday he left the elves, thanking them for their great hospitality. He found his clan for a short time, though he didn't encounter any goblins on the way (much to his disappointment). He found he didn't much like the stifled monotony of living on the clan's fortified acreage, so he departed again to find adventure.

After that he took a job guarding a caravan, during which time he met a fellow Dragonborn, Patresh. Recognizing their kindred spirits as men of action, Patresh and Sargil developed a friendship. They found their fighting styles meshed with little effort. When the job ended, they sought more work, eventually meeting a young human with arcane powers that made up for his disfigured eye. After parting ways with some companions who couldn't be trusted, they set out to explore a recently dicovered ruined keep, rumored to have held a vast library full of dark knowledge that had to be kept from the enemies of justice. Along the way they met an eladrin wizard and his bodyguard, a dragonborn thug. While their motivations might not match, they decided to work together, and eventually proved themselves able companions. That job now done, they are looking for new work, confident in the others' abilities. [/sblock][sblock=Personality:]While Sargil bears great hatred for the goblins who took his father's life, this has not tainted his view of the world. In general, Sargil is quite easygoing. If others treat him with respect he is warm and jovial, but if others show disrespect or prejudice he tries to exit the situation without incident, keeping his cool. He takes insults in stride, and only fights in his defense if cornered when intimidation doesn't seem to help. He doesn't see such things as imginging on his honor, but rather embarrassing to his attackers, that they must resort to such means. However, should it be his friends or comrades that are the target of such behaviour, Sargil will inevitably leap to their defense, often with blade drawn. Some may even describe him as overprotective.

Sargil rarely speaks of his past, preferring to look to the future, striving for perfection in the art of swordsmanship. He doesn't know the meaning of the medallion he wears or the inscriptions it bears, and for some reason feels hesitant to ask anyone, even his clan-mates, what its significance could be. If it even has any significance. He is also loath to show it to anyone but his closest friends and comrades, and won't let even them touch it. He aspires to great feats in combat like the great dragonborn of the tales of Arkhosia.[/sblock][sblock=Appearance:]Sargil is a little short for Dragonborn, standing only a few inches over six feet, but weighs in at an impressive 350 lbs. His scales are deep gold, his eyes pools of the same color. He wears an impeccably polished suit of platemail with a black and green finish. He wields a huge sword of elven make with a slightly curved edge and a large shield. He has engraved runic symbols of Kord over the breastplate and bracers of his armor as well as along the blade of his sword, and the symbol of Kord is emblazoned on his shield. Under his armor he also wears a small bronze medallion with strange inscriptions that the elves say his father wore.[/sblock][sblock=Logs:]XP:

Wealth: 3200 gp from starting equipment (not counting mundane gear).

Notes:[/sblock]
 

Here be Patresh, Dragonborn Warlord
[sblock=CS]Name: Patresh
Male Dragonborn Warlord 4
Alignment: Lawful Good

Medium Humanoid, 6’8” tall, 314 lbs, 24 yrs old
Red eyes, Bronze scales

Languages: Common, Draconic
Vision: Normal

Ability Scores (22 Points)
Str: 18 (15+2 racial +1 level)
Con: 14 (13+1 level)
Dex: 13
Int: 12
Wis: 10
Cha: 16 (14+2 racia)

Basic Combat Stats
Hit Points: 41
Bloodied: 20
Healing Surges: 9/day
Healing Value: 13 (10 +2 Draconic Heritage +1 Belt of Vigor)

Initiative: +5 (1 Dex+2 level+2 Combat Leader)
Speed: 5 squares (6 Base-1 armor)
Action Points: 1

Defenses
AC: 21 (+2 level+8 armor+1 shield)
Fort: 17 (4 str+1 class+2 level)
Ref: 14 (1 dex+2 level+1 shield)
Will: 16 (3 cha+1 class+2 level)
Resist 5 Fire, Resist 5 Necrotic

Basic Attacks
Melee: +1 Lifedrinker Bastard Sword Hit: +10 (+4 str+3 prof+2 level+1 enhancement) damage: 1d10+5
Melee: Hit: Damage:
Ranged: Javelin Hit: +8 (+4 str+2 prof+2 level) Damage: 1d6+4 Range 10/20

Weapon & Implement Attack Bonuses for use with Powers
Melee: +1 Lifedrinker Bastard Sword Hit: +6 (+3 prof+1 enhancement+2 level)
Melee: Hit:
Ranged: Javelin Hit: +4 (+2 prof+2 level)
Implement: Hit:

Passive Skills
Perception 12
Insight 17

Skills
Acrobatics +3 (1 dex+2 level)
Arcana +3 (1 int+2 level)
Athletics +11 (4 str+5 trained+2 level)
Bluff +5 (3 cha+2 level)
Diplomacy +10 (3 cha+5 trained+2 level)
Dungeoneering +2 (0 wis+2 level)
Endurance +9 (2 con+5 trained+2 level)
Heal +2 (0 wis+2 level)
History +10 (1 int+5 trained+2 racial+2 level)
Insight +7 (0 wis+5 trained+2 level)
Intimidate +7 (3 cha+2 racial+2 level)
Nature +2 (0 wis+2 level)
Perception +2 (0 wis+2 level)
Religion +3 (1 int+2 level)
Stealth +3 (1 dex+2 level)
Streetwise +5 (3 cha+2 level)
Thievery +3 (1 dex+2 level)

Feats
Weapon Proficiency (Bastard Sword)
Armor Proficiency (Scale)
Soldier of the Faith

Racial Traits and Powers
Dragonborn Fury (+1 attack bonus when bloodied)
Draconic Heritage (add con modifier to healing surge value)
Dragon Breath--Cold, using Str

Class Features
Combat Leader--+2 init for you and allies within 10 squares
Inspiring Presence--When an ally who can see you spends an action point, that ally also regains 5 lost hit points (Cha mod+ 1/2 level).
Inspiring Word--Encounter healing power

At Will Powers
Furious Smash--Martial, Weapon
Standard Action--Melee Weapon
Target: One Creature---- +10 vs. Fort
Hit: 4 damage, one ally adjacent to you or the target gets +3 bonus to attack and damage rolls on his or her next attack aginst the target (on his/her next turn).

Wolf Pack Tactics--Martial, Weapon
Standard Action--Melee Weapon
Target: One Creation---- +10 vs. AC
Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action
Hit: 1d10+5 damage

Encounter Powers
Hammer and Anvil--Martial, Weapon
Standard Action--Melee Weapon
Target: One creature---- +10 vs. Reflex
Hit: 1d10+5. One ally adjacent to the target makes a melee basic attack against it as a free action. The ally adds +3 bonus to the damage.

Dragon Breath--Cold
Minor Action--Close Blast 3
Targets: All creatures in area---- +8 vs. Reflex
Hit: 1d6+2 cold damage

Divine Challenge--Divine, Radiant
Minor Action--Close Burst 5
Target: One creature in burst
Effect: You mark the target. It remains marked unless you fail to engage the target. While marked, it takes -2 penalty to attack rolls for any attack thtat doesn't include you as a target. Also, it takes 6 radiant damage the first time it makes such an attack before the start of your next turn.

Warlord’s Strike--Martial, Weapon
Standard Action-- Melee Weapon
target: One creature---- +10 vs. AC
Hit: 2d10+5 damage. Until the end of your next turn all of your allies gain a +4 bonus to damage rolls against the target.

Daily Powers
Bastion of Defense--Martial, Weapon
Standard Action--Melee Weapon
Target: One creature ---- +10 vs. AC
Hit: 3d10+5 damage. Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter.
Effect: Allies within 5 squares of you gain 8 temporary hit points.

Utility Powers
Shake It Off--Martial
Minor Action--Ranged 10
Target: You or one ally
Effect: The target makes a saving throw with a +3 power bonus.

Rituals

Equipment
+1 Lifedrinker Bastard Sword-- Attack and Damage rolls
Crit: +1d6 necrotic
Property: When you drop an enemy to 0 hit points or fewer with a melee attack made with this weapon, gain 5 temporary hit points.

+1 Black Iron Scale Armor--AC
Property: Resist 5 fire and resist 5 necrotic

Shield of Protection, Heavy--
Power (Daily): Standard Action-- You and an adjacent ally gain resist 10 to all damage until the end of your next turn.

Belt of Vigor (heroic tier): Add 1 to healing surge value

Javelin (2)
Standard Adventurer’s Kit
Everburning Torch
Holy Symbol of Bahamut
Tent

Coins- 55gp, 0sp, 0cp
[/sblock]
 

[sblock=Vio]
Name: Viodran
Male Eladrin Orb Wizard 4
Alignment: Unaligned
XP: 200

Medium Humanoid, 5'10" tall, 140 lbs, 110 yrs old
Silver hair, green eyes, pale skin

Languages: Common, Elven
Vision: Low-light

Ability Scores (22 Points)
Str: 8
Con: 12
Dex: 13 (11 +2 racial)
Int: 18 (15 +2 racial +1 level)
Wis: 16 (15 +1 level)
Cha: 14

Basic Combat Stats
Hit Points: 34
Bloodied: 17
Healing Surges: 7/day
Healing Value: 8

Initiative: +9 (+2 level +1 Dex +4 Imp Init +2 Combat Leader)
Speed: 6 squares
Action Points: 1

Defenses
AC: 17 (+2 level +1 armor +4 Int)
Fort: 14 (1 Con +1 item+2 level)
Ref: 17 (4 Int +1 item +2 level)
Will: 19 (3 Wis +2 class +2 level +1 item +1 racial)
Auto save against ongoing fire damage
+5 racial bonus on saves vs charm effects
Basic Attacks
Melee: Longsword +4 (-1 Str +3 prof +2 level) damage: 1d8-1
Ranged: Dagger +5 (+1 Dex +3 prof +2 level) damage: 1d4+1

Passive Skills
Perception 15
Insight 15

Skills
Acrobatics +3 (1 dex+2 level)
Arcana +13 (5 trained +4 Int +2 racial +2 level)
Athletics +1 (-1 Str +2 level)
Bluff +4 (2 Chr +2 level)
Diplomacy +9 (5 trained +2 Chr +2 level)
Dungeoneering +10 (5 trained +3 Wis +2 level)
Endurance +3 (1 Con +2 level)
Heal +5 (3 Wis +2 level)
History +13 (5 trained +4 Int +2 racial +2 level)
Insight +5 (3 Wis +2 level)
Intimidate +9 (5 trained +2 Chr +2 level)
Nature +6 (4 Int +2 level)
Perception +5 (3 Wis+2 level)
Religion +11 (5 trained +4 Int +2 level)
Stealth +3 (1 Dex +2 level)
Streetwise +5 (2 Chr +2 level)
Thievery +3 (1 Dex +2 level)

Feats
Initiate of the Faith
Astral Fire
Improved Initiative
Ritual Casting

Racial Traits and Powers
Eladrin Education(extra trained skill)
Eladrin Weapon Proficiency
Eladrin Will
Fey Origin
Trance (four hours spent)
Fey step(encounter power)

Class Features
Orb of Imposition: Once per encounter a target that is subject to an ongoing effect that I caused and requires a saving throw to end takes a
-3 penalty on the save. Alternatively, I can extend the duration of the cloud of daggers by one round.
Cantrips(ghost sound, light, mage hand, prestidigitation)
Ritual Casting
Spellbook/Ritualbook

At Will Powers
Ghost Sound--Arcane, Illusion
Standard Action--Range 10
Target: One Object or unoccupied square
Effect: Can create a sound as quiet as a whisper. Can create non-vocal sounds or whisper so that creatures adjacient to the target can hear.

Light--Arcane
Standard Action--Range 5
Target: One object or unoccupied square
Effect: Bright light fills target square and all squares within 4 squares. The light lasts 5 min and putting it out is a free action. Only one light cantrip active at a time.

Mage Hand--Arcane, Conjuration
Minor Action--Range 5
A spectral floating hands picks and moves stuff weighing up to 20 lbs. If holding the object can stow that object, retrieve another and bring the new object to hand. Can move the hand 5 squares with a move action.

Prestidigitation--Arcane
Standard Action--Range 2
Effect: Various, see PHB

Cloud of Daggers--Arcane, Force, Implement
Standard Action--Area 1 square within 10
Target: One creature
+7 vs Reflex
1d6+5 force damage
Effect: The square is filled with daggers of force. If a creature enters or starts it's turn in the square it takes 3 points of force damage. It lasts until the end of my next turn, but can be ended early with a minor action

Scorching Burst--Arcane, Fire, Implement
Standard Action--Burst 1 within 10
Target: Each creature in burst
+7 vs Reflex
1d6+6 fire damage

Encounter Powers
lcy Terrain--Arcane, Cold, Implement
Standard Action--Burst 1 within 10
Target: Each creature in burst
+7 vs Reflex
Hit: 1d6+5 cold damage, and the target is knocked prone.
Effect: The area is considered difficult terrain until the end of my next run. This effect can be ended with a minor action.

Fire Shroud--Arcane, Fire, Implement
Standard Action--Close Burst 3
Target: Each enemy in burst
+7 vs Fortitude
1d8+6 fire damage and ongoing 5 fire damage(save ends)

Shield--Arcane, Force
Immediate Interrrupt--Personal
Trigger: I am hit by an attack
Effect: I gain a +4 power bonus to AC and Reflex Defense until the end of my next turn.

Fey Step--Teleportation
Move action--Personal
Effect: Teleport up to 5 squares.

Daily Powers
Flaming Sphere--Arcane, Fire, Conjuration, Implement
Standard Action--Range 10
Effect: You conjure a medium flaming sphere within range and it attacks. Creatures that start their turn adjacient to the sphere take 1d4+6 fire damage. The sphere can be moved 6 squares as a move action
Target: One creature adjacient to sphere
+7 vs Reflex
2d6+6 fire damage

Sleep--Arcane, Implement, Sleep
Standard Action--Area burst 2 within 20 squares
Target: Each creature in burst
Attack: +7 vs Will
Effect: The target is slowed(save ends). If the target fails it's first save, the target become unconscious(save ends)
Miss: The target is slowed(save ends)

Expeditious Retreat--Arcane
Move Action--Personal
Effect: Shift up to 12 squares

Healing Word--Divine, Healing
Minor Action--Close burst 5
Target: Self or one ally
Effect: Target can spend a healing surge and regain additional 1d6 hp.

Magic Item Powers
Fireburst Armor--Fire
Minor Action
Effect: Until the end of my next turn any creature that hits me with a melee attack takes 1d8+3 fire damage.

Orb of Sanguinary Repercussions
Minor Action
Effect: Deal 1d6+4 damage to each bloodied creature within 5 squares.

Cloak of Resistance
Minor Action
Effect: Gain Resist 5 to all damage until the start of my next turn.

Gloves of Piercing
Minor Action
Effect: Until the end of the encounter my attacks ignore any resitance of 10 or less.

Rituals
Silence, Make whole, Comprehend languages, Detect Secret doors(bought and added to book), Eye of Alarm(bought and added to book)

Equipment
+1 Orb of Sanguinary Repercussions-- Attack and Damage rolls
Crit: +1d6 or +1d10 if the target is bloodied.

+1 Fireburst Cloth Armor--AC
Property: Auto succeed on saves vs fire damage

+1 Cloak of Resistance--Fortitude, Reflex, and Will

Gloves of Piercing


95gp in Arcane components
Standard Adventures kit
3 Flasks
Longsword
Ritual/Spellbook [/sblock]

[sblock=Background]
Viodron grew up in the small Eladrin village of Hytormen. Although small, the village had one of the more prestigious wizard colleges in the area. The college was large and well funded, for it often employed adventurers to bring back treasures from far away lands for study. Viodron, or just Vio, began an apprenticeship at the college at a young age. His parents were adventurers, and figured he would be cared for well there. Plus they could afford the outrageous tuition.

Vio excelled at the wizardly tradition, quickly gaining noteriety among it's students for his creative use of magics. Adventuring was in his blood though, and upon his graduation, he set off with his parents to make his own money and gather wider fame.

While exploring ancient tiefling ruins, Vio found a tome of forgotten magic. The tome a heavy brass covered piece, and appeared to be written in dark red ink. It contained the secrets of blood magic. Vio was entranced by the thoughts and ideas contained within, he brought it with him wherever he went. His parents and those at the College found of his obscession. They forbade him entrance to the College and never called him son again. The blood magus ideas were forbidden among the Eladrin of his village. Vio paid them no mind, he left the village, and spoke that his parents were only afraid of the power that he would command. Vio continues to study the tome, continues to unlock secrets that would lead to his greater destiny. Vio is currently making his way in a party of companions, although his actions and appearance are disturbing, they are not evil.[/sblock]

[sblock=Appearance] Vio is silver haired and has very pale skin. He wears silver robes that are trimmed in red. Scars crisscross his forearms, where he deliberately cuts himself. Long thin scabs can be seen where scars are newly forming. His face in painted in a pattern of red and black, a stark contrast to his pale skin.[/sblock]

[sblock=Personality] Vio is dark minded and very intelligent. Though he keeps mostly quiet, his appearance can be unsettling for some. He will often imtimidate those that seem wary of his appearance. Vio is obcessed with blood, he doesn't shy away from the blood of his enemies. He considers blood a creature's life energy, and thusly hates undead in all their forms. Blood and knowledge are power in his mind. The more blood he can spill and the more knowledge he can gain the better.[/sblock]

[sblock=Combat Stat Block]
AC: 17
Fort: 14 Ref: 14 Will: 19
HP: 34/34 Bloodied: 17
Surges: 7/day (0 used) Surge Value: 8
Basic Attack: Longsword: +4, 1d8-1
Action points: 1

Encounter Powers
Orb of imposition
Icy Terrain
Fire Shroud
Fey Step
Shield(Current utility spell prepared)

Daily Powers
Sleep(current daily spell prepared)
Healing word
Magic item power[/sblock]
 
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[COLOR="DeepSkyBlue"][B]SAPHALAXIS ASTRALARICARIN[/B][/COLOR]
Dragonborn Brawny Rogue 4
[B]Alignment:[/B] Unaligned

Medium Humanoid, 6'1", 320 lbs, 22 years old
Blue scales, black eyes

[B]Languages:[/B] Common, Draconic
[B]Vision:[/B] Normal

[B]Ability Scores:[/B]
Str 16  +3  /  +5  (14 +2 racial)
Con 12  +1  /  +3  (11 +1 level)
Dex 18  +4  /  +6  (17 +1 level)
Int 10  +0  /  +2
Wis 10  +0  /  +2
Cha 14  +2  /  +4  (12 +2 racial)

[B]Initiative:[/B]  +6   [B]Action Point:[/B]  1
[B]Perception:[/B]  12   [B]Insight:[/B]      17

[B]HP:[/B]          44   [B]Surges/Day:[/B]    6
[B]Bloodied:[/B]    22   [B]Surge Value:[/B]  12

[B]AC:[/B]   19 (+2 lvl +4 Dex +3 armor)
[B]Fort:[/B] 16 (+2 lvl +3 Str +1 amulet)
[B]Ref:[/B]  19 (+2 lvl +4 Dex +1 amulet +2 class)
[B]Will:[/B] 15 (+2 lvl +2 Cha +1 amulet)

[B]Speed:[/B] 6
[B]Sneak Attack:[/B] 2d8+3

[B]Basic Attacks:[/B]
+1 duelist dagger: +10 vs AC, 1d4+4 damage
hand crossbow:      +8 vs AC, 1d6+4 damage

[u][B]At-Will Attack Exploits:[/B][/u]
[COLOR="Lime"]Piercing Strike[/COLOR] - Martial, Weapon
Standard Action; Target: One creature
Attack: +11 vs. Reflex
Hit: 1d4+5 damage.

[COLOR="lime"]Riposte Strike[/COLOR] - Martial, Weapon
Standard Action; Target: One creature
Attack: +11 vs. AC
Hit: 1d4+5 damage. If target attacks you before the start of your next
turn, you make a riposte attack as an Immediate Interrupt.
Riposte: +10 vs. AC dealing 1d4+4 damage.

[u][B]Encounter Attack Exploits:[/B][/u]
[COLOR="Red"]Dragon Breath[/COLOR] - Lightning
Minor Action; Close blast 3; Targets: All creatures in area.
Attack: +7 vs. Reflex
Hit: 1d6+1 lightning damage

[COLOR="red"]Dazing Strike[/COLOR] - Martial, Weapon
Standard Action; Target: One creature
Attack: +11 vs. AC
Hit: 1d4+5 damage, and the target is dazed until the end of your next turn.

[COLOR="red"]Setup Strike[/COLOR] - Martial, Weapon
Standard Action; Target: One creature
Attack: +11 vs. AC
Hit: 2d4+5 damage, and the target grants combat advantage to you until
the end of your next turn.

[u][B]Encounter Utility Exploits:[/B][/u]
[COLOR="red"]Master Of Deceit[/COLOR] - Martial
Free Action; Personal
Trigger: You roll a Bluff check and dislike the result.
Effect: Reroll the Bluff check. You decide whether to make the reroll before
the DM announces the result.

[u][B]Daily Attack Exploits:[/B][/u]
[COLOR="DimGray"]Easy Target[/COLOR] - Martial, Weapon
Standard Action; Target: One creatures
Attack: +11 vs. AC
Hit: 2d4+5 damage, and the target is slowed and grants combat advantage
to you (save ends both).
Miss: Half damage, and the target grants combat advantage to you until 
the end of your next turn.

[B]Magic Item Powers:[/B]
[COLOR="DarkOrange"]+1 Bloodcut Leather Armor[/COLOR]
  Healing Surge: While bloodied, gain Resist 10 to all damage    
  until end of your next turn.
[COLOR="darkorange"]+1 Duelist Dagger[/COLOR]
  Critical: +1d6 on crit, or +1d8 if you have combat advantage.
  Daily: Minor Action: You have combat advantage against the next
  creature you attack with this weapon this turn. 
[COLOR="darkorange"]+1 Safewing Amulet[/COLOR]
  Effect: When falling, reduce distance by 10ft.

[B]Race and Class Features:[/B]
Dragonborn Fury  (when bloodied, gain a +1 to attack)
Draconic Heritage  (healing surge value equal to 1/4 max HP + Con mod)
Dragon Breath  (use dragon breath as an encounter power)
First Strike  (combat advantage against any enemies not yet acted)
Brutal Scoundrel  (gain bonus to Sneak Attack equal to Str mod)
Rogue Weapon Talent  (+1 to attacks with dagger)
Sneak Attack  (2d8+3 extra damage when you have combat advantage)

[B]Feats:[/B]
Backstabber  (raise sneak attack dice from 2d6 to 2d8)
Surprise Knockdown  (on a crit when you have combat advantage, knock 
opponent prone)
Toughness  (gain an extra 5 hp per tier)

[B]Skills:[/B]
Acrobatics:    +6 (+2 lvl +4 Dex)
Arcana:        +2 (+2 lvl +0 Int)
Athletics:    +10 (+2 lvl +3 Str +5 trained)
Bluff:         +9 (+2 lvl +2 Cha +5 trained)
Diplomacy:     +4 (+2 lvl +2 Cha)
Dungeoneering: +2 (+2 lvl +0 Wis)
Endurance:     +3 (+2 lvl +1 Con)
Heal:          +2 (+2 lvl +0 Wis)
History:       +4 (+2 lvl +0 Int +2 racial)
Insight:       +7 (+2 lvl +0 Wis +5 trained)
Intimidate:    +6 (+2 lvl +2 Cha +2 racial)
Nature:        +2 (+2 lvl +0 Wis)
Perception:    +2 (+2 lvl +0 Wis)
Religion:      +2 (+2 lvl +0 Int)
Stealth:      +11 (+2 lvl +4 Dex +5 trained)
Streetwise:    +9 (+2 lvl +2 Cha +5 trained)
Thievery:     +11 (+2 lvl +4 Dex +5 trained)

[B]Equipment:[/B] Adventurer's Kit (25gp); Climber's Kit (2gp); Thieves' Tools (20gp)
Hand Crossbow (25gp); Crossbow Bolts x40 (2gp); Dagger (1gp)

[B]Magical Equipment:[/B] +1 Bloodcut Leather Armor (840gp);
+1 Duelist's Dagger (680gp); +1 Safewing Amulet (680gp);
Everlasting Provisions (840gp)

[B]Money:[/B] 95gp

Background: Raised on one of the farms outside of Winterhaven, Saphalaxis was taught from an early age the lessons of a hard day's work. His father, mother and brothers all getting up at the crack of dawn every day to work the farm... plowing, milking the cows, feeding the livestock, harvesting etc. The lessons were taught well. The wonderful example was set.

Unfortunately, Saphalaxis just chose to ignore them.

You would be hard-pressed to find a lazier, less motivated, whiny, scheming, pile of dung in all of Nethyr Vale. For whatever reason, the lessons just never seemed to penetrate his thick, dragonborn skull. He was a constant pain in the you-know-what to his entire family, as he constantly found reasons to not work the fields, to not do his job, to disappear for hours on end, to basically leech off of other people. And boy, was he good at that!

Eventually, after being carried by his friends and family for several years, the stern disciplinarian that was his father finally kicked his behind off the farm. If the lessons of hard work were lost on the boy while he could just skip his way through life on the farm... perhaps Saphalaxis needed to live in the real world to get a kick in the pants. Great idea!

Unfortunately, it didn't work.

Released from the constraints that his family had put on him, Saphalaxis became even lazier, if that was even possible. The young man learned how to scam other people for what he needed, and whatever he wasn't able to bilk from others, he just swiped. And the few times he actually needed to do a job to get some cash, he worked as a bodyguard or a bouncer... because so long as the person or place he was guarding ended up surviving, it didn't matter what he did (or more specifically didn't) do while watching them.

Now his newest gig is to watch over some guy who is heading into the mountains or something... some sort of thunder thing... he doesn't really know, he wasn't actually listening... but hey, it pays!

Appearance: Saphalaxis is very large, even for a dragonborn. His scales are a deep blue and they ripple with bulging muscles, the size of his arms almost as large as a pair of human legs together. His clothing is a mismatch of colors, styles, quality, and sizes... as each and every piece has been "won" or stolen from someone else.

Personality (including quirks): Lazy. Lazy, lazy. Lazy, lazy, lazy, lazy, laaaaaaaazzzzzzzzy!!! There is no job too big or small that he won't find a way to put the least amount of effort into it. And why should he? The way he towers over everybody, what are they going to do to him? Complain?!? Yeah, right. He learned from the begin it is easy to slack off when no one will stand up to you about it.

Besides... he does what he needs to when he needs to. He can run a scam or pick a pocket when it's required, or bash someone over the head when they get uppity. He just doesn't feel the need to do so that often. Why put in extra-effort for twice the pain? It's not worth it.

It's for this reason that his family always refered to him as 'Saph-Ast'... because that's pretty much how he did everything.
 
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Into the Woods

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