Graf's BnP Eberron KotS Rogue's Gallery

Graf

Explorer
Character Thread for my Beer 'n Pretzles Keep on the Shadowfell Game.

Please include your character background info (i.e. the stuff that was originally part of your application). Spoiler block it if you like but at least a link would be appreciated.

[sblock=Your Quest]Dourven ir'Staul is a unique figure who made an impression on all of your lives.

A human of noble blood he married Khorvar commoner, and gave birth to two daughters in their comfortable tower on Clifftop (a somewhat scandalous location for a noble, however minor, to have a primary home). A gifted if eccentric historian and excavator of ancient ruins who loves to run counter to conventional wisdom he is most famous for contemptuous essays on the importance of Xen'drik (which has been the rage in academic circles in Breland and throughout Khorvaire for the better part of a century). He has developed a cult following from his sporadic lectures at Morgrave University in Sharn and is known as a passionate, almost obsessive traveler.

So it was not unusual for him to have left Sharn three months ago seeking a draconic tomb supposedly located somewhere near the small wilderness town that is your destiation. What is unusual is for ir'Staul to have gone for long without contact. He frequently sends amusing missives from Orien waystations or Sivis outposts during his travels; however his wife Lissa has had no contact and grown very concerned.

ir'Staul has gone without contact before, (most recently when he was kidnapped by druidic extremists during an excursion to the Black Caps) but never without being in some sort of trouble.[/sblock]

[sblock=Rewards (XP, etc)]
Fight 1
XP: 475
Treasure: 34sp

[/sblock]

[sblock=PC Stats]
Init
Adain+0
Brock +1
Iridian +4
Tyron +2 (Alertness feat)
Zaram +0
IC Line: 1d20;1d20+1;1d20+4;1d20+2;1d20

Perception
Adain +3
Brock +2
Iridian +7
Tyron -1
Zaram +1

IC Line: 1d20+3;1d20+2;1d20+7;1d20-1;1d20+1



Insight
Adain +5? (wis 18 = 4... trained would be 9...)
Brock +2
Iridian +2
Tyron +6
Zaram +1
IC Line: 1d20+5;1d20+2;1d20+2;1d20+6;1d20+1


[/sblock]
 
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EvolutionKB

First Post
Zaram Level 1 "Blackscale" Paladin
Initiative +0; Senses Perception +1
HP 27; Bloodied 13; Healing Surge 7; Surges Per Day 11
AC 20; Fort 15, Ref 13, Will 14
Speed 5
Action Points 1
-----------------------------------------------------------------
:bmelee: Longsword (standard; at-will) ✦ Weapon
+7 vs AC; 1d8+4 damage
:ranged: Javelin (standard; at-will) ✦ Weapon
+6 vs AC; 1d8+4 damage
:melee: Holy Strike(standard; at-will) ✦ Divine, Radiant, Weapon
+7 vs AC; 1d8+4 radiant damage. If you marked the target you gain +1 damage
:melee: Valiant Strike(standard; at-will) ✦ Divine, Weapon +7, +1 per opponent adjacient vs AC; 1d8+4 damage
:melee: Radiant Smite(standard; encounter) ✦ Divine, Radiant, Weapon
+7 vs AC; 2d8+5 radiant damage
:melee: Paladin's Judgement(standard; daily) ✦ Divine, Healing, Weapon
+7 vs AC; Hit: 3d8+4 damage and one ally within 5 squares can spend a healing surge. Miss: One ally within 5 squares can use a healing surge
Channel Divinity: Divine Strength (minor; encounter) ✦ Divine Apply Str mod(+4) to damage on next attack this turn
Divine Challenge(minor; At-Will) ✦ Divine, Radiant
Close burst 5, one enemy in burst. Must attack or end turn adjacient to marked enemy. Enemy takes 6 damage if they don't attack Zaram and takes a -2 penalty to all attacks.
Lay on Hands(minor; At-will) ✦ Divine, Healing
Zaram can use this power once per day. You spend a healing surge, but regain no hp. Instead the touched ally regains hp equal to their healing surge value
:close: Dragon Breath(minor; Encounter) ✦ Fire
Close blast 3, all creatures in area. +6 vs reflex; 1d6+1 fire damage
Dragonborn Fury: +1 on attack rolls while bloodied.
Draconic Heritage: Healing surge value is equal to 1/4 of hp + con modifier
-----------------------------------------------------------------
Alignment Lawful Good; Languages Common, Draconic
Str 18 (+4) Dex 10 (+0) Con 12 (+1)
Int 11 (+0) Wis 13 (+1) Cha 16 (+3)
Endurance* +2, Heal* +6, Intimidate* +10, Religion* +5
* Trained Skill
Gear: Plate armor, Heavy Shield, Longsword, Javelins(3)(range 10/20)
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods, 10 days of trail rations, 50' of hemp rope, and a Waterskin.
Holy symbol of Siberys
5gp

[sblock=Appearance]Clad in menacing black plate armor, Zaram is an intimidating figure, as he is tall and heavily muscled. During the times he is without his armor it can be seen that he is blackscaled, with piercing grey eyes. Scars here and there cross his biceps and chest. A standard issue longsword hangs at his belt and case of javelins are strapped to his back. A black iron shield is strapped to one arm, specks of silver adorning the black metal.[/sblock]

[sblock=Background]You're a Blackscaled lizardman from Q'barra. The Blackscales are renowned throughout Khorvaire for their savagery and power; rarely seen they dwell deep within the swamps in the eastern continent. When you originally came to Sharn a happenstance encounter between you, ir'Staul and a crazed cultist on a bridge turned into a fast friendship. With his assistance you started off a short career as a mercenary. You were protecting his older daughter during an excavation in the Talenta Plains when he disappeared. You knew Torn, who had a relationship with his younger daughter, vaguely.[/sblock]

[sblock=Backstory]You aren't really a Blackscaled lizard man; of course. You're dragonborn from Argonnessen who was sent by the Chamber, a group of important wyrms who monitor the lesser races, to Khorvaire.
You were specifically instructed to make contact with ir'Staul and prevent his assassination by the cultist. You found him warm and generous, and quickly were able to establish a relationship. You understand that your masters are, or were, interested in him, but don't know why.
They were fairly specific that you're suppose to pretend you're a Blackscale, which is honestly, fairly absurd. You've never even been to Q'barra. However your "handler" was very specific.

Your handler is, you are sure, a wyrm of some age and a master shapechanger. He appears most frequently to you as a outrageously dressed gnome who calls himself Rowdy (though he showed up once in your cheap motel room as a very attractive female dragonborn in what was probably the most awkward five minutes of your entire life). He seems to love attention, gambling, playing games and acting mysterious and inscrutable.
Other than giving your your first instructions to protect ir'Staul he's given you no clear instructions, preferring, when he speaks at all about your mission (as opposed to having you accompany him as a bodyguard around town), to hint portentously and make ominous and contradictory statements.
You're sometimes doubt whether the "lizard man" charade is really necessary but Rowdy asserts that it is "of the utmost importance!" and "essential to the successful unfolding of several minor, but key, branches of the prophesy".

The problem with working for a dragon, this dragon in particular, is that even if they're telling a little joke the punchline may come a hundred years after you're dead.

Your recent mission to Talenta was an attempt to develop a stronger relationship with ir'Staul, possibly demonstrate your worth and become his semi-permanent bodyguard. However upon your return you discovered he'd gone missing.

"Rowdy" with great seriousness has asserted that "you simply must find out what happened to him!".[/sblock]
 
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stonegod

Spawn of Khyber/LEB Judge
Adain Urstandar Level 1 Half-elf Cleric
Initiative +0; Senses Perception +3; low-light vision
HP 26; Bloodied 13; Healing Surge 6; Surges Per Day 9
AC 16; Fort 12, Ref 10, Will 16
Speed 5
Action Points 1
-----------------------------------------------------------------
:bmelee: Mace (standard; at-will) ✦ Weapon
+3 vs AC; 1d8+1 damage
:ranged: Crossbow (standard; at-will) ✦ Weapon
+2 vs AC; 1d8 damage
:ranged: Lance of Faith (standard; at-will) ✦ Divine, Implement, Radiant
Ranged 5; one creature; +4 vs. Reflex; 1d8+4 radiant damage and one ally Adain can see gains a +2 power bonus to their next attack roll against the target.
:ranged: Sacred Flame (standard; at-will) ✦ Divine, Implement, Radiant
Ranged 5; one creature; +4 vs. Reflex; 1d6+4 radiant damage, and one ally Adain chooses either gains temporary +2 hp or can make a saving throw.
:close: Divine Glow (standard; encounter) ✦ Divine, Impliment, Radiant
Close burst 3; +4 vs. Reflex; 1d8+4 radiant damage. Allies in burst gain a +2 power bonus to attack rolls until the end of Adain's next turn.
:melee: Bolstering Strike (standard; encounter) ✦ Divine, Weapon
+4 vs. AC; 1d8+4 damage, and Adain gains 2 temporary hit points.
:close: Beacon of Hope (standard; daily) ✦ Divine, Healing, Implement
Close burst 3; +3 vs. Will vs. each enemy in the burst; Hit: Target is weakened until the end of its next turn; Effect: Adain and all allies in the burst region regain 5 hit points, and his healing powers restore +5 hit points until the end of the encounter.
:close: Healing Word (minor; twice per encounter, once per round) ✦ Divine, Healing
Close burst 5; Either Adain or one ally can spend a healing surge and regain an additional 1d6 hit points.
Channel Divinity: Divine Fortune (free; encounter) ✦ Divine
Adain gains a +1 bonus to his next attack roll or saving throw before the end of his next turn. Only one channel divinity power may be used per encounter.
:close: Channel Divinity: Turn Undead (standard; encounter) ✦ Divine, Implement, Radiant
Close burst 2; +4 vs. Will (each undead in burst); Hit: 1d10+4 radiant damage, and Adain can push the target 5 squares. Target is immobilized until the end of his next turn. Miss: Half damage, and the target is not pushed or immobilized. Only one channel divinity power may be used per encounter.
:ranged: Channel Divinity: Armor of Silver Flame (immediate interrupt; encounter) ✦ Divine
Ranged 5; Trigger: Enemy scores a critical hit on Adain or an ally; Turns a critical hit into a normal hit. Only one channel divinity power may be used per encounter.
Healer's Lore
Any healing granted with a cleric power that has the Healing keyword adds +4 to the restored hit points.
Group Diplomacy
Allies within 10 squares gain a +1 racial bonus to Diplomacy checks.
-----------------------------------------------------------------
Alignment Lawful Good; Languages Common, Draconic, Elven
Str 13 (+1) Dex 11 (+0) Con 14 (+2)
Int 10 (+0) Wis 18 (+4) Cha 14 (+2)
Arcana +5*, Diplomacy +4, Heal +8*, History +5*, Insight +6, Religion +5*
* Trained Skill
Gear Chain mail, mace, crossbow with 20 bolts, adventurer's kits, holy symbol of the Silver Flame, 10gp.

Current Nationality: Breland
Nation of Birth: Breland
Race: Khoravar
Rank (if any) you held during the Last War: N/A
Pregen you're using: Half-elf Cleric
Any modifications: Bolstering Strike as an encounter power (half-elf feature)

Background: Born of an affluent Sharn merchant family (shipping, a subsidiary of Lyandar), Adain wanted for nothing. His days were that of a wealthy scion living in the clouds; the boy rarely ventured to ground-bound Sharn (even its highest towers) for much of his youth. It was not until he accompanied Father to some dealing in Clifftop that he managed to see how the others lived. That is where he met ir'Staul, an associate of his Father's. Douven showed him some of more of "real life", and it was indirectly through him that he found his faith in the Flame. Forsaking his wealth, Adain became a Templar of the Flame.
Appearance: Somewhat good looking Khoravar who shaves his head as part of his devotion to the Flame.
Why would you go looking for Douven ir'Staul? ir'Staul was a mentor of Adain, and indirectly got him to 'see the light' of the Flame (though it wasn't exactly Douven's wishes).
 
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Erekose13

Explorer
Iridian Melideth Level 1 Eladrin Ranger
Initiative +4; Senses Perception 17; low-light vision
HP 23; Bloodied 11; Healing Surge 5; Surges Per Day 6
AC 17; Fort 13, Ref 15, Will 13
Speed 6
Action Points 1
-----------------------------------------------------------------
:bmelee: Longsword (standard; at-will) ✦ Weapon +5 vs AC; 1d8+3 damage; Versatile - +1 dmg when 2-handed (incl.))

:ranged: Longbow (standard; at-will) ✦ Weapon +6 vs AC; 1d10+4 damage

:ranged: Twin Strike (standard; at-will) ✦ Martial, Weapon Ranged Weapon; +6 vs. AC, two attacks; 1d10.

:ranged: Nimble Strike (standard; at-will) ✦ Martial, Weapon Ranged Weapon; +6 vs. AC; 1d10+4 and Shift 1 before or after attack.

Fey Step (move; encounter) ✦ Teleportation Teleport up to 5 squares.

:bmelee: or :ranged: Evasive Strike (immediate reaction; encounter) ✦ Martial, Weapon Shift 3, before or after attack. Attack: +6 vs. AC. Hit: 2d10+4 dmg.

:ranged: Split the Tree (standard; daily) ✦ Martial, Weapon Targets: 2 creatures within 3 squares of each other. Attack: +6 vs AC. Make two attack rolls, take the better result, and apply it to both targets. Hit: 2d10+4 dmg.

Eladrin Will +5 to saving throws vs. charm.

Fey Origin considered fey.

Trance extended rest = 4 hrs, fully aware during trance.

Hunter's Quarry (minor; at-will) Designate nearest enemy as quarry. 1/rd +1d8 dmg vs. quarry. remains active until quarry is defeated or encounter ends or switch quarry, only 1 quarry at a time.

Prime Shot If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.
-----------------------------------------------------------------
Alignment Good; Languages Common, Elven
Str 14 (+2) Dex 18 (+4) Con 11 (+0)
Int 12 (+1) Wis 14 (+2) Cha 10 (+0)
Acrobatics +9, Athletics +7, History +8, Insight +2, Nature +7, Preception +7, Stealth +9
Gear Hide armor, longbow, longsword, quiver filled with arrows, backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 days trail rations, 50 ft. of hempen rope, waterskin.

Current Nationality: Breland
Nation of Birth: Arenal
Race: Eladrin (Arenal Elf)
Rank (if any) you held during the Last War: N/A
Pregen you're using: Eladrin Ranger
Any modifications: none

Background: Iridian was born into a noble line on Arenal, the Melideth line. Many of his ancestors had gone on to join the Undying Court on Arenal. Iridian had a deep respect for the undying and had planned to spend his entire life serving them in the forests of his homeland. During the Last War, word reached Arenal of the victories that the Taer Valaestas and their new land of Valenar. Tales of the Last War and the departure of so many other elves prompted Iridian to seek an audience with the Court. His question to them was whether the elven people were destined to rule Khorvaire. He thought that if it was so, a noble like him would be a valuable asset in the foreign land and he would be able to spread the will of the Undying Court abroad. The answer that came back to him was positive, though obsequeous. He pondered the Court's answer for a long time before deciding on his course. He would travel to the war torn lands to lend the aid of the elves and establish himself as a noble there.

His arrival in Sharn however was significantly less auspicious when his ship wrecked off the coast of Breland and he had to be rescued by passing fishermen. Arriving in Sharn now penny-less and without the gifts of nobility, he became one of the thousands of refugees heading to the city. It was there that he met Douven ir'Staul and became friends with the man. In his time Douven took pity on the lost elf and helped him find his feet in Sharn. After a time they lost touch, but when Iridian went looking for him again he was astonished to find the man had vanished.

Appearance: A typical noble elf, Iridian has thin almost deathlike features. (more to come)

Why would you go looking for Douven ir'Staul? see background.
 
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Walking Dad

First Post
Tyron "Torn" Duskmeadow

Tyron "Torn" Duskmeadow
[SBLOCK=Background]Current Nationality: Breland
Nation of Birth: Aerenal
Race: Half-Elf
Rank (if any) you held during the Last War: -
Pregen you're using: Half-Elf Warlock
Any modifications:
Fiery Burst instead Ray of frost (Keep on the Shadofell wizard pregen)
I would like to take this feat instead of Action Surge:
[sblock=Feats]http://www.wizards.com/default.asp?x=dnd/drdd/20071126
Alertness
Tier: Heroic
Benefit: You don’t grant enemies combat advantage in surprise rounds.
You also gain a +2 feat bonus to Perception checks.[/sblock]
Why would you go looking for Douven ir'Staul?
Torn has a kind of "relationship" with his daughter.

Running any games (on Enworld or elsewhere): WD's Base of Operation
for games I'm in, click on PbP in my signature


Torn between two worlds. This tends to sum up the life of Tyron (called "Torn"). Born of a human father and an Aerenal mother. He was raised by his father to his mothers grief. Her people live mostly in a secluded place in Aerenal and her elders didn't allow for the half-breed child to enter. Feeling the anger of his younger pure human siblings he ran away from home and survived on the streets of a small city near his fathers castle. Here he befriended a scrawny goblin called Rat-Catcher. Learning street craft and the goblin tongue from him, the friendship was broken by an "accident" with a magic trap. Mourning his friends death he once more became a loner.
Having some successes as a pretty thief and charmed some rich men's daughters with his otherworldly charm he tried to reclaim his lost inheritance. Studying all texts he could find regarding the fey, (learning a bit magic in the process,) he found old texts about the connection of his mother's people to the "true fey".

At last, standing in an ancient stone circle, near the woods his mother calls home, he performs the ancient rituals to embrace his destiny.Tyron was able to make some pacts with the wild spirit that appeared. He made a pact with the Laughing Man.[sblock=Laughing Man]When the Demons ruled the land, for lack of more interesting targets, the Laughing Man harried them with his violent jests; some say he is the first of the fey, the others the last, others that he was not fey at all but mearly plays at being one. When the Rainbow Serpents bound the darkness into the bones he skipped through their coils and off to the other worldly wilds. He helped the Gatekeepers during the last dark hours, though no story agrees on how or why. There are old places where you can go to call him still, and make promises that only he could fulfill. Blood is his wine of chioce, but he's peculiar about the vintage, only wine fermented in a evil vessel and spilled on the battle field pleases him.[/sblock]
If he killed an enemy in the name of his patrons, they allowed him to step briefly into the feywild.

And his patron summoned other fey to teach him:

Of one of the gloom fae, close relatives to the Shadar-Kai he received the ability to vanish as he moves fast and an eldritch blast of pure dark energy.

The prismatic being Duke of the Rainbow let him blind his foes with brilliant energys.

But the greatest gift was the ability to inflict a waking nightmare in his enemies and tore their perceptions, their mind torn from this world.[/sblock]
[SBLOCK=Appearance]He got the dark-brown hair of his father and his mother's emerald eyes. He prefers dark-green clothing accentuated with scarlet.

His general appearance is (for humans) exotic enough to be attractive but without the alieness of his mother's people.

Height: 5' 9"
Weight: 185 lb.[/sblock]
[SBLOCK=Personality]Tyron is friendly and charming to everybody, because he really wants to belong to someone, but has problems letting people close to him. After the death of Rat-Catcher he is afraid to loose another friend. He is pride of his abilities as a warlock, but is afraid of some of the truths and commands in his dreams. He likes cats, but no dogs. In a tavern he will order wine and no beer.[/sblock]
[sblock=Statblock]

Code:
Race: Half-Elf         Class: Warlock (Fey)
Str: 10 +0         Level: 1        XP: -
Con: 16 +3         BAB: +0         HP: 28
Dex: 11 +0         Grapple: +?     Dmg Red: -
Int: 15 +2         Speed: 6       Spell Res: N/A
Wis:  8 -1         Init: +0        Spell Save: N/A
Cha: 18 +4         ACP: ?          Alignment: Unaligned

AC: 15
FORT: 13
REF: 13
WILL: 15

Hit Points: 28
Bloodied: 14

Healing Surges/HP healed: 7
Healing Surges/day: 9

Second Wind:

Attacks:
Dagger +3 vs AC 1d4 Range 5/10
E.Blast +4 vs Reflex 1d10+4 10

Race and Class Features:
Group Diplomacy
(grant allies withhin 10 squares a +1 racial bonus to Diplomacy skill checks)
Fey Pact
(Misty Step - when you reduce an enemy under your Warlock's Curse to 0 hit points or fewer, you can teleport 3 squares as a free action)
Prime Shot
(if non of your allies is nearer to your target than you are, gain a +1 to ranged attacks against the target)
Shadow Walk
(move 3+ squares away on your turn, gain concealment until the end of your next turn)
Warlock's Curse
(once per turn, place a curse on the enemy nearest you; you do +1d6 damage on enemy; lasts until end of the encounter or enemy is defeated)
Low-Light Vision

Skills:
Passive Insight 16
Passive Perception 9

Acrobatics +0
Athletics +0
Bluff +9
Insight +6
Perception -1
Stealth +0
Streetwise +9
Thievery +5

Languages: Common, Elven, and Goblin

Equipment:
Leather armor, 3 daggers, wand, backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 days' trail rations, 50 ft. of hempen rope, waterskin

[sblock=Powers]
attachment.php
[/sblock]
[/sblock]
[sblock=Revised Statblock]

Code:
Race: Half-Elf         Class: Warlock (Fey)
Str: 10 +0         Level: 1        XP: -
Con: 16 +3         BAB: +0         HP: 28
Dex: 11 +0         Grapple: +0     Dmg Red: -
Int: 15 +2         Speed: 6       Spell Res: N/A
Wis:  8 -1         Init: +0        Spell Save: N/A
Cha: 18 +4         ACP: -          Alignment: Unaligned

AC: 15
FORT: 13
REF: 13
WILL: 15


Hit Points: 28
Bloodied: 14

Healing Surges/HP healed: 7
Healing Surges/day: 9

Second Wind:

Attacks:
Dagger +3 vs AC 1d4 Range 5/10
E.Blast +4 vs Reflex 1d10+4 10

Race and Class Features:
Group Diplomacy
(grant allies withhin 10 squares a +1 racial bonus to Diplomacy skill checks)
Dilletante: Commander's Strike
Fey Pact
(Misty Step - when you reduce an enemy under your Warlock's Curse to 0 hit points or fewer, you can teleport 3 squares as a free action)
Prime Shot
(if non of your allies is nearer to your target than you are, gain a +1 to ranged attacks against the target)
Shadow Walk
(move 3+ squares away on your turn, gain concealment until the end of your next turn)
Warlock's Curse
(once per turn, place a curse on the enemy nearest you; you do +1d6 damage on enemy; lasts until end of the encounter or enemy is defeated)
Low-Light Vision

Feats:
1 - Human Perseverance

Skills:
Passive Insight 16
Passive Perception 9

Acrobatics +0
Arcana +7
Athletics +0
Bluff +9
Insight +6
Perception -1
Stealth +0
Streetwise +9

Languages: Common, Elven, and Goblin

Equipment:
Leather armor, 3 daggers, wand, backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 days' trail rations, 50 ft. of hempen rope, waterskin

[sblock=Powers]
:ranged: Eldritch Blast Warlock (All) Attack 1
You fire a bolt of dark, crackling eldritch energy at your foe.
At-Will ✦ Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma or Constitution vs. Reflex
Hit: 1d10 + Charisma or Constitution modifier damage.
Increase damage to 2d10 + Charisma or Constitution
modifier at 21st level.
Special: At 1st level. you determine whether you use Charisma
or Constitution to attack with this power. Once you
make that choice, you can’t change it later.
This power counts as a ranged basic attack. When a
power allows you to make a ranged basic attack, you can
use this power.

Eyebite Warlock (Fey) Attack 1
You glare at your enemy, and your eyes briefly gleam with brilliant
colors. Your foe reels under your mental assault, and you
vanish from his sight.
At-Will ✦ Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and you are
invisible to the target until the start of your next turn.
Increase damage to 2d6 + Charisma modifier at 21st level.

Witchfire Warlock (Fey) Attack 1
From the mystic energy of the Feywild, you draw a brilliant
white flame and set it in your enemy’s mind and body. Rivulets
of argent fire stream up into the air from his eyes, mouth, and
hands; agony disrupts his very thoughts.
Encounter ✦ Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier fire damage, and the target
takes a –2 penalty to attack rolls until the end of your next
turn.
Fey Pact: The penalty to attack rolls is equal to 2 + your
Intelligence modifier.

Dread Star Warlock (Star) Attack 1
You create a fist-sized orb of painful blue-white radiance that
whirls around your enemy, searing him. Fierce rays shoot from it
like jabbing daggers of light, fencing him in where he stands.
Daily ✦ Arcane, Fear, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d6 + Charisma modifier radiant damage, and the target
is immobilized until the end of your next turn.
Effect: The target takes a –2 penalty to Will defense (save
ends).

Commander’s Strike Warlord Attack 1
With a shout, you command an ally to attack.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: An ally of your choice makes a melee basic attack
against the target
Hit: Ally’s basic attack damage + your Intelligence modifier.

[/sblock]
[/sblock]
 
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kinem

Adventurer
Brock Ironforge
Current Nationality: Brelish
Nation of Birth: Mror Holds
Race: Dwarf
Rank held during the Last War: Sargeant

Background: The Last War made Brock realize that long term prosperity depends on getting along with and knowing about other peoples besides just one's own clan. He travelled to Sharn for a crash course in becoming worldly.

Appearance: Stout, muscular, bald but with a long red beard.

Why would you go looking for Douven ir'Staul? He was a friend who was part of a party Brock once accompanied to explore Sharn's undercity.

[sblock=stats]
BROCK IRONFORGE, MALE DWARF FIGHTER, LEVEL 1 UNALIGNED

Code:
Ability Score	Value	Modifier
Strength	16  	+3	Armor Class		19
Constitution	18  	+4	Fortitude Defense	16
Dexterity	12  	+1	Reflex Defense		13
Intelligence	10  	+0	Will Defense		12
Wisdom		14  	+2	Initiative		+1
Charisma	8	-1	Speed (Squares)		5
HIT POINTS 33	HEALING SURGE HP HEALED  8	SECOND WIND
BLOODIED	16	HEALING SURGES/DAY	13	(Use second wind up to 1/encounter)

Current Hit Points 33	Current Surge Uses 13

Basic Attack Name Attack Bonus Damage Range/Properties
:bmelee: Warhammer +6 vs. AC 1d10+5 Versatile (+1 damage when 2-handed)
:ranged: Handaxe +6 vs. AC 1d6+5 5 squares normal/10 squares max

FEATS RACE AND CLASS FEATURES
Dwarven Weapon Training (already added), Cast-Iron Stomach (+5 to saving throws vs. poison)

Dwarven Resilience (use second wind as a minor action)

Stand Your Ground (move 1 square less when subject to a push, pull, or slide; when knocked prone make an immediate saving throw to stay standing)

Combat Challenge (when you attack you may mark the enemy, giving a -2 to attack targets other than you, only one mark per enemy, new mark supersedes old one)

Combat Challenge (when an adjacent enemy shifts, make an immediate melee basic attack against them)

Combat Superiority (+2 to opportunity attacks and enemies hit stop moving if a move provoked the attack)

Low-Light Vision

Languages: Common and Dwarven

Note: Some race and class features are already added into the character’s statistics and are not listed on the sheet.

SKILLS

Passive Insight 12
Passive Perception 12
Acrobatics -1
Athletics +6
Endurance +9
Heal +7
Insight +2
Perception +2
Stealth -1
Streetwise +4

EQUIPMENT
Scale armor, heavy shield, warhammer, 2 handaxes, backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 days’ trail rations, 50 ft. of hempen rope, waterskin

EXPLOITS (Martial Powers)
Your powers are called exploits, since they are from the martial power source. Your powers require you to use a weapon.

At-Will Powers

Cleave Fighter Attack 1
You hit one enemy, then cleave into another.
:melee: Martial, Weapon
At-Will
Standard Action Melee weapon
Target: One creature
Attack: +6 vs. AC
Hit: 1d10 + 5 damage (if using handaxe 1d6 + 5 damage), and an enemy adjacent to the target takes 3 damage.

Tide of Iron Fighter Attack 1
After each mighty swing, you bring your shield to bear and use it to push your enemy back.
:melee: Martial, Weapon
At-Will
Standard Action Melee weapon
Requirement: You must be using a shield.
Target: One creature
Attack: +6 vs. AC
Hit: 1d10 + 5 damage (if using handaxe 1d6 + 5 damage), and you push the target 1 square if it is your size, smaller than you, or one size category larger. You can shift into the space that the target occupied.

Encounter Power
Passing Attack Fighter Attack 1
You strike at one foe and allow momentum to carry you forward into a second strike against a second foe.
:melee: Martial, Weapon
Encounter
Standard Action Melee weapon
Primary Target: One creature
Attack: +6 vs. AC
Hit: 1d10 + 5 damage (if using handaxe 1d6 + 5 damage), and you can shift 1 square. Make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: +8 vs. AC
Hit: 1d10 + 5 damage (if using handaxe 1d6 + 5 damage).

Daily Power
Brute Strike Fighter Attack 1
You shatter armor and bone with a ringing blow.
:melee: Martial, Reliable, Weapon
Daily
Reliable: If you miss with this power, you do not expend its use.
Standard Action Melee weapon
Target: One creature
Attack: +6 vs. AC
Hit: 3d10 + 5 damage (if using handaxe 3d6 + 5 damage).
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