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[4e] Fallen - Rogue's Gallery
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<blockquote data-quote="Insight" data-source="post: 4969061" data-attributes="member: 11437"><p><strong>Q'ynn Daelrith, Human Invoker</strong></p><p><em>"When you strike one, you provoke us all."</em></p><p></p><p>[sblock=Challenge Entries]</p><p><strong><u>Challenge I</u></strong></p><p></p><p></p><p><strong><u>Challenge II</u></strong></p><p></p><p></p><p><strong><u>Challenge III</u></strong></p><p></p><p></p><p><strong><u>Challenge IV</u></strong></p><p></p><p>[/sblock]</p><p></p><p>[sblock=Levels]</p><p><em>Level 1</em> - Lived in Bael Surth; House Daelrith enslaved; Arrived in Orc Camp.</p><p><em>Level 2</em> - Lived in Orc Camp; First escape attempt.</p><p><em>Level 3</em> - Lived in Orc Camp; Sold to Arena House.</p><p><em>Level 4</em> - Gladiator Fights.</p><p><em>Level 5</em> - Gladiator Fights.</p><p><em>Level 6</em> - Gladiator Fights.</p><p></p><p><em>In the Arena</em>: Q'ynn is careful and strategic in a fight, especially if he's fighting solo. He tends to avoid direct melee confrontation as hand-to-hand combat isn't his forte. In a sense, Q'ynn has been <em>forced</em> to learn to fight in melee, but that doesn't mean he likes it!</p><p> </p><p><em>Out of the Arena</em>: Q'ynn is aloof and standoffish when not in the arena. He still feels stung by the loss of his noble heritage and imagines how others view his family's loss of face.</p><p>[/sblock]</p><p></p><p>[sblock=Character Sheet]</p><p>Q'ynn Daelrith, level 6</p><p>Human, Invoker</p><p>Divine Covenant: Covenant of Malediction</p><p>Noble Scion Benefit: Dungeoneering</p><p>Background: Noble Scion (Noble Scion Benefit)</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 10, Con 15, Dex 8, Int 14, Wis 20, Cha 10.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 10, Con 15, Dex 8, Int 13, Wis 17, Cha 10.</p><p></p><p></p><p>AC: 17 Fort: 18 Reflex: 18 Will: 21</p><p>HP: 45 Surges: 8 Surge Value: 11</p><p></p><p>TRAINED SKILLS</p><p>Arcana +10, Religion +10, Dungeoneering +15, Insight +13, History +12</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +2, Bluff +3, Diplomacy +3, Endurance +5, Heal +8, Intimidate +3, Nature +8, Perception +8, Stealth +2, Streetwise +3, Thievery +2, Athletics +3</p><p></p><p>FEATS</p><p>Invoker: Ritual Caster</p><p>Human: Baleful Malediction</p><p>Level 1: Resonating Covenant</p><p>Level 2: Invoker Defense</p><p>Level 4: Power of War</p><p>Level 6: Action Surge</p><p>Feat User Choice: Mounted Combat</p><p>Feat User Choice: Implement Expertise (staff)</p><p></p><p>POWERS</p><p>Bonus At-Will Power: Avenging Light</p><p>Invoker at-will 1: Mantle of the Infidel</p><p>Invoker at-will 1: Visions of Blood</p><p>Invoker encounter 1: Whispers of Defeat</p><p>Invoker daily 1: Silent Malediction</p><p>Invoker utility 2: Wall of Light</p><p>Invoker encounter 3: Word of Ruin</p><p>Invoker daily 5: Malediction of Blindness</p><p>Invoker utility 6: Symbol of Hope</p><p></p><p>ITEMS</p><p>Ritual Book, Alchemical Reagents (Arcana) (50), Mystic Salves (Heal) (50), Sanctified Incense (Religion) (100), Antivenom (heroic tier) (3), Holy Water (level 1) (2), Tanglefoot Bag (level 2), Magic Staff +2, Irrefutable Cloth Armor (Basic Clothing) +2, Cape of the Mountebank +1, Holy Symbol, Spiked gauntlet</p><p>RITUALS</p><p>Hand of Fate, Brew Potion, Comprehend Language, Purify Water, Silence, Last Sight Vision, Water Walk, Affect Normal Fire, Eye of Alarm</p><p>[/sblock]</p><p></p><p>[sblock=On Things Gladiatorial]</p><p><em>Why Q'ynn Fights</em>: Q'ynn fights in the arena because he has no choice. He wishes to be freed from his enslavement and hopes that fighting well will give him that chance. If not, Q'ynn will find some other way out.</p><p><em>What Q'ynn Would Do If Free</em>: Q'ynn would return to Bael Surth and confront those who deposed his family.</p><p>[/sblock]</p><p></p><p>[sblock=On The Gladiators]</p><p><em>Atrius</em>: Q'ynn admires the eladrin's spunk and enthusiasm for melee combat. Daelrith wishes he was as brave.</p><p><em>Pirx Daywatcher</em>: Q'ynn finds the goblin a curiosity, as Daelrith was raised to believe that goblins were basically worthless.</p><p><em>Rodeh</em>: Q'ynn doesn't know the dwarf very well and stays well away from him.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Insight, post: 4969061, member: 11437"] [B]Q'ynn Daelrith, Human Invoker[/B] [I]"When you strike one, you provoke us all."[/I] [sblock=Challenge Entries] [b][u]Challenge I[/u][/b] [b][u]Challenge II[/u][/b] [b][u]Challenge III[/u][/b] [b][u]Challenge IV[/u][/b] [/sblock] [sblock=Levels] [I]Level 1[/I] - Lived in Bael Surth; House Daelrith enslaved; Arrived in Orc Camp. [I]Level 2[/I] - Lived in Orc Camp; First escape attempt. [I]Level 3[/I] - Lived in Orc Camp; Sold to Arena House. [I]Level 4[/I] - Gladiator Fights. [I]Level 5[/I] - Gladiator Fights. [I]Level 6[/I] - Gladiator Fights. [I]In the Arena[/I]: Q'ynn is careful and strategic in a fight, especially if he's fighting solo. He tends to avoid direct melee confrontation as hand-to-hand combat isn't his forte. In a sense, Q'ynn has been [i]forced[/i] to learn to fight in melee, but that doesn't mean he likes it! [I]Out of the Arena[/I]: Q'ynn is aloof and standoffish when not in the arena. He still feels stung by the loss of his noble heritage and imagines how others view his family's loss of face. [/sblock] [sblock=Character Sheet] Q'ynn Daelrith, level 6 Human, Invoker Divine Covenant: Covenant of Malediction Noble Scion Benefit: Dungeoneering Background: Noble Scion (Noble Scion Benefit) FINAL ABILITY SCORES Str 10, Con 15, Dex 8, Int 14, Wis 20, Cha 10. STARTING ABILITY SCORES Str 10, Con 15, Dex 8, Int 13, Wis 17, Cha 10. AC: 17 Fort: 18 Reflex: 18 Will: 21 HP: 45 Surges: 8 Surge Value: 11 TRAINED SKILLS Arcana +10, Religion +10, Dungeoneering +15, Insight +13, History +12 UNTRAINED SKILLS Acrobatics +2, Bluff +3, Diplomacy +3, Endurance +5, Heal +8, Intimidate +3, Nature +8, Perception +8, Stealth +2, Streetwise +3, Thievery +2, Athletics +3 FEATS Invoker: Ritual Caster Human: Baleful Malediction Level 1: Resonating Covenant Level 2: Invoker Defense Level 4: Power of War Level 6: Action Surge Feat User Choice: Mounted Combat Feat User Choice: Implement Expertise (staff) POWERS Bonus At-Will Power: Avenging Light Invoker at-will 1: Mantle of the Infidel Invoker at-will 1: Visions of Blood Invoker encounter 1: Whispers of Defeat Invoker daily 1: Silent Malediction Invoker utility 2: Wall of Light Invoker encounter 3: Word of Ruin Invoker daily 5: Malediction of Blindness Invoker utility 6: Symbol of Hope ITEMS Ritual Book, Alchemical Reagents (Arcana) (50), Mystic Salves (Heal) (50), Sanctified Incense (Religion) (100), Antivenom (heroic tier) (3), Holy Water (level 1) (2), Tanglefoot Bag (level 2), Magic Staff +2, Irrefutable Cloth Armor (Basic Clothing) +2, Cape of the Mountebank +1, Holy Symbol, Spiked gauntlet RITUALS Hand of Fate, Brew Potion, Comprehend Language, Purify Water, Silence, Last Sight Vision, Water Walk, Affect Normal Fire, Eye of Alarm [/sblock] [sblock=On Things Gladiatorial] [i]Why Q'ynn Fights[/i]: Q'ynn fights in the arena because he has no choice. He wishes to be freed from his enslavement and hopes that fighting well will give him that chance. If not, Q'ynn will find some other way out. [i]What Q'ynn Would Do If Free[/i]: Q'ynn would return to Bael Surth and confront those who deposed his family. [/sblock] [sblock=On The Gladiators] [i]Atrius[/i]: Q'ynn admires the eladrin's spunk and enthusiasm for melee combat. Daelrith wishes he was as brave. [I]Pirx Daywatcher[/I]: Q'ynn finds the goblin a curiosity, as Daelrith was raised to believe that goblins were basically worthless. [I]Rodeh[/I]: Q'ynn doesn't know the dwarf very well and stays well away from him. [/sblock] [/QUOTE]
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