LEB:PC:Alexia Madgearu (TwoHeadsBarking)

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Summary

TwoHeadsBarkingAlexia Madgearu
XP 3750Female Human Dhampyr Bard 4
Medium natural humanoid (Vampire)
Initiative +2; Senses Passive Insight 19, Passive Perception 19
HP 43, Bloodied 21, Surge Value 10, Surges 10
AC 20; Fortitude 16, Reflex 16, Will 18
Speed 5
Image:Bm.gifHarsh Longsword +1 (Standard; at-will)
+10 vs AC; 1d8+5
Image:R.gifCutting Words (Standard; at-will) ✦ Arcane, Implement, Psychic
Ranged 10; +7 vs Will, 1d8+5 psychic damage, and Alexia pulls the target 2 squares.
Image:M.gifGuiding Strike (Standard; at-will) ✦ Arcane, Weapon
+10 vs AC, 1d8+5 damage, and the target takes a -2 penalty to the defense of Alexia's choice until the end of her next turn.
Image:M.gifWar Song Strike (Standard; at-will) ✦ Arcane, Weapon
+10 vs AC; 1d8+5 damage, and any ally who hits the target before the end of Alexia's next turn gains 3 temporary hit points.
Image:M.gifBlood Drain (Standard; encounter) ✦ Healing
Melee touch; Target: One living creature Alexia has somehow managed to grab; +7 vs Fort; 1d4+3 damage, and Alexia can spend a healing surge.
image:Close.gifMajestic Word (Minor; can be used twice per encounter, but only once per round; encounter) ✦ Arcane, Healing
Close burst 5; Alexia or one ally in burst. Effect: Target can spend a healing surge and regain an additional 4 hit points, and Alexia slides the target one square.
Words of Friendship (Minor; encounter) ✦ Arcane, Charm
Alexia gains a +5 bonus to her next Diplomacy check before the end of her next turn.
Image:M.gifInspiring Refrain (Standard; encounter) ✦ Arcane, Weapon
+10 vs AC, 2d8+5 damage, and every ally within 5 squares of Alexia gains a +1 power bonus to attacks until the end of her next turn.
Image:R.gifDissonant Strain (Standard; encounter) ✦ Arcane, Implement, Psychic
Ranged 10; +7 vs Will; 2d6+5 psychic damage, the target takes a -2 penalty to attack until the end of Alexia's next turn, and an ally within 5 squares of Alexia can make a saving throw.
Image:R.gifStirring Shout (Standard; daily) ✦ Arcane, Healing, Implement, Psychic
+7 vs Will, 2d6+5 psychic damage. Effect: Until the end of the encounter, whenever an ally hits the target that ally regains 4 hit points.
image:Close.gifConcerted Effort (Standard; daily) ✦ Arcane
Close burst 10; Target: Alexia and each ally in burst. Effect: Until the end of Alexia's next turn, each target gains +1 to attacks. Whenever a target hits with at least one attack, this bonus increases by 1 for each target whose turn has not yet started.
Virtue of Valor
Once per round as a free action, Alexia can grant an ally within 5 squares who bloodied or killed an enemy 4 temporary hit points.
Harsh Longsword +1
Critical: +1d8. Property: Bards can use this blade as an implement. Daily: Free Action. Trigger: Alexia hits an enemy with a bard thunder power using this blade (don't bother looking, she doesn't have any such powers). Effect: Each enemy within two squares of the triggering enemy is dazed until the end of Alexia's next turn.
Skald's Chainmail +1
Property: Alexia gains a +2 item bonus to Bluff and Diplomacy checks. Daily: Immediate Interrupt. Trigger: An enemy targets Alexia with a melee attack. Effect: The enemy targets a creature of Alexia's choice adjacent to her.
Sandals of Precise Stepping
Property: Alexia gains a +2 item bonus to Acrobatics, Athletics, and Stealth checks.


Alignment Unaligned; Languages Common, Dwarven
Str 10 (+2)Dex 11 (+2)Wis 10 (+2)
Con 16 (+5)Int 13 (+3)Cha 19 (+6)
Skills Acrobatics +8, Arcana +8, Athletics +8, Bluff +11, Diplomacy +11, Dungeoneering +5, Endurance +7, Heal +5, History +6, Insight +9, Intimidate +9, Nature +5, Perception +9, Religion +8, Stealth +8, Streetwise +9, Thievery +4
Feats Vampiric Heritage, Jack of All Trades, Melee Training (Charisma), Arcane Familiar (Bat)
Equipment Harsh Longsword +1, Skald's Chainmail +1, Light Shield, Sandals of Precise Stepping; Adventurer's Kit, Holy Symbol, Identification Papers with Portrait, Lute, Ritual Book, Thieves' Tools, 100 gp of Ritual Components; 15 gp
Rituals Gentle Repose, Traveler's Chant, Last Sight Vision, Undead Ward


Israfel
Bat Familiar
Senses blindsight 5
Speed 2, fly 6 (hover)
Constant Benefits
Alexia gains a +2 bonus to Perception and Stealth checks.
Active Benefits
See the Unseen: As a minor action, enemies adjacent to Israfel lose the benefits of concealment (not total concealment) against Alexia until the end of her current turn.

Character Information

Background

The room is dimly lit by flickering candles. Three hooded figures sit around an ornate circular table. It is silent for some time before one of the people speaks:

“How about Captain Madgearu?”

“Alexia? You mean your vampire paramour?”

“It’s not like that, general. We were close, once. We still are, but in a different way.” He shakes his head. “Besides, she’s not actually a vampire; she’s a-“

“Yes, yes. She’s a Dhampyr, a half-blooded bloodsucker. I’m sure the soldiers at Fort Kovic would be very interested in the semantics, Victor. Or they would be, if Alexia hadn’t eaten them.”

“That’s… hardly fair. They had captured her. They were interrogating her. She had information that would have been damaging to Karrnath in their hands. So she escaped. And yes, she killed them. They were enemy combatants, she’s a soldier, and we were at war. Correct me if I’m wrong, general, but that is what she was trained to do. I don’t think the manner in which she escaped her cell and killed eleven armed men matters as much as the fact that she was able to do it at all. No, listen,” he says, cutting off the general before he can interrupt, “Alexia is who we want for this. The Fort Kovic… incident, while unseemly to some, simply exemplifies that she has the qualities we’re looking for. She’s cunning, she’s resourceful, and most importantly, she’s a patriot. She will do anything for Karrnath.”

“Victor”, the third figure speaks, an older woman by the sound of her voice, “I seem to recall that upon returning from Fort Kovic, Captain Madgearu begged for a leave of absence. She seemed uncertain of her ability to control herself. She thought she might be a danger to any living soldiers she was stationed with. Am I not wrong?”

“Yes, see!” The general interjects, “even your lover has doubts in herself. Now, I’m not trying to belittle the contributions she has made to our nation in the past. By all accounts, she’s a fine officer. But these are delicate times, Victor. Can we really afford to send a bloodthirsty monster bearing our seal of approval into another nation?”

“Forgive me, general,” Victor replies coldly, “but I wasn’t aware that we were ever considering giving any sort of official sanction to whomever we chose for this assignment. I had thought that our agent, whoever he or she may end up being, was to travel under the guise of some wandering adventurer. If I am incorrect, if this has changed, please let me know, so that I may reassess the situation.”

“Watch your tongue, you wretched necromancer-“

“Enough!” the woman’s voice immediately brings silence. “You raise a valid concern, Victor. Is Captain Madgearu capable of disguising herself in such a fashion? Being a good officer requires a very different skill set than being a good spy.”

“Actually, yes ma’am,” the general speaks before Victor can respond. “Madgearu has proven herself to be quite capable in such manners. She’s a competent fighter, she’s very personable, and she’s spent enough time with our Victor here to pick up some arcane knowledge. What?” the general asks, noting Victor’s shocked expression, “My objections have nothing to do with her abilities. If not for her unfortunate birth, I would have suggested her myself.”

“Victor,” the woman speaks again, “put aside any residual feelings you may have for the captain. You know her best, so I need you to answer honestly. Is she capable of this assignment? Can she be trusted to control herself?”

“Yes. She is.”

“Then get her. We are done here.” At that, the woman turns around and strides out of the room. The general follows, scowling at Victor as he does so. After a minute alone, Victor sighs, blows out the candles, and exits through another door, leaving the room in darkness.


Appearance

Normally, Alexia appears to be a normal human. She has average features, somewhat pale skin, dark brown hair, and her only noteworthy features are a number of scars. However, during moments of stress, something of her vampiric heritage begins to show. Her irises turn from gray to red, her pupils become catlike, and her canines noticeably lengthen.

Her apparel is utilitarian and old-fashioned, drawing mostly from muted grays and reds.

Age: 27 Gender: Female Height: 5'8" Weight: 152 lbs.

Personality

Alignment: Unaligned

Despite her background, Alexia is rather good-natured, tending to put others before herself. She is immensely patriotic, and while she’ll brush off insults aimed towards her, disparaging remarks towards Karrnath are likely to draw an unpleasant response.

Alexia avoids feeding on other people when possible. In fact, she is somewhat sickened by the thought of draining another person’s blood. But if said person attacked Alexia beforehand, and she managed to stop her assailant, but now she’s badly hurt and his dying, but not yet dead, body is on the ground nearby, well, then that’s a little different…

The thirst for blood is an addiction which Alexia needs to fight against. She had gone through most of her life without any problem, but during her escape from Fort Kovic she killed and drained eleven people in short succession. Ever since, she has had a craving for blood. While she’s been doing her best to resist, every now and then she manages to justify taking “just a little sip”.

Hooks

  • Alexia is a Karrn, a Seeker, a burgeoning necromancer, and half-vampire. These aren't always popular things to be.
  • Alexia is both patriotic and devout. She is unlikely to turn away any fellow Karrns or Seekers who request her aid.
  • Anything possibly related to her mission (see below) would require her attention.

Kicker

A captain in Karrnath's army during The Last War, Alexia has been stripped of her rank for purposes of plausible deniability and sent into the larger world to find anything that could significantly tip the balance of power in Karrnath's favor and secure it for her nation.

Other Sections

Reserved for future use

Equipment

Equipment Name Price Weight Notes
Harsh Longsword +1 680 gp 4 lbs Reward from level 1.
Skald's Chainmail +1 680 gp 40 lbs Reward from level 2.
Sandals of Precise Stepping 1800 gp - Reward from level 3. Flavored to be boots.
Light Shield 5 gp 6 lbs
Adventurer's Kit 15 gp 33 lbs Currently full.
Holy Symbol 10 gp 1 lbs Rosary with the Blood of Vol symbol.
ID Papers with Portrait 5 gp -
Lute 12 gp 2 lbs
Ritual Book 50 gp 3 lbs Given by Bardic Training.
Ritual: Gentle Repose 50 gp - Given by Bardic Training.
Ritual: Traveler's Chant 75 gp - Given by Bardic Training.
Ritual: Last Sight Vision 100 gp -
Ritual: Undead Ward 130 gp -
Ritual Components (100) 100 gp - Technically Residuum, but flavored to be more esoteric than pixie dust.
Thieves' Tools 20 gp 1 lbs

Coins: 15 gp

Encumbrance: 90 lbs Normal Load: 100 lbs Heavy Load: 200 lbs Maximum Drag Load: 500 lbs

Math

Attributes

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 2 10 0 0 10 0
Con 7 15 0 1 16 3
Dex 1 11 0 0 11 0
Int 3 13 0 0 13 1
Wis 0 10 0 0 10 0
Cha 9 16 2 1 19 4
Totals 22   8


Attacks

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee

4

cha Melee Training (Charisma)+4Harsh Longsword +1210AC
Basic Ranged

0

dex22AC


Defenses

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +0/+1 dex/int 0 0 8 Skald's Chain +1 and Light Shield 2 20
Fortitude+0/+3str/con012 16
Reflex+0/+1dex/int11 1Light Shield2 16
Will+0/+4wis/cha11 2 18


Senses and Reactions

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 0 0 0 0 0 0 0 2 0 2
Passive Insight 0 0 0 0 2 Background (Commissioned Officer) 0 0 2 5 19
Passive Perception 0 0 0 0 2 Arcane Familiar (Bat) 0 0 2 5 19


Senses: Normal

Health

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherTotalBloodedSurge
Hit Points 12 16 5 0 0 0 43 21 10


Surges per day: 10 (7 class, +3 Con)

Speed and Movement

Speed: 5 (6 - 1 from armor)

Racial Features

Human (PHB)

  • +2 any
  • Languages: Common, one other
  • Bonus At-Will Power
  • Bonus Feat
  • Bonus Skill
  • Human Defense Bonuses
  • Size: Medium
  • Speed: 6

Class Features

Bard (PHB2)

  • Bardic Training: Gain the Ritual Caster feat, and once per day cast one bardic ritual of level 4 or lower for free.
  • Bardic Virtue (Virtue of Valor): Once per round as a free action, grant an ally within 5 squares who bloodied or killed an enemy 4 temp hp.
  • Majestic Word: Gain the Majestic Word power.
  • Multiclass Versatility: Not restricted to choosing multiclass feats from only one class.
  • Skill Versatility: +1 to untrained skill checks.
  • Song of Rest: When you play a musical instrument or sing during a short rest, you and any ally who spends a healing surge recovers an additional 4 hp per surge spent.
  • Words of Friendship: Gain the Words of Friendship power.

Feats

Background

Commissioned Officer (EPG): +2 Insight.

Skills and Languages

Languages: Common, Dwarven


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics50dex1Skald's Chain +1, Sandals of Precise Stepping28
Arcana 5 1 int 2 8
Athletics50str1Skald's Chain +1, Sandals of Precise Stepping28
Bluff4cha3Skill Versatility, Jack of All Trades2Skald's Chain +1211
Diplomacy4cha3Skill Versatility, Jack of All Trades2Skald's Chain +1211
Dungeoneering0wis3Skill Versatility, Jack of All Trades25
Endurance3con3Skill Versatility, Jack of All Trades-1Skald's Chain +127
Heal0wis3Skill Versatility, Jack of All Trades25
History1int3Skill Versatility, Jack of All Trades26
Insight50wis2Background (Commissioned Officer)29
Intimidate4cha3Skill Versatility, Jack of All Trades29
Nature0wis3Skill Versatility, Jack of All Trades25
Perception50wis2Arcane Familiar (Bat)29
Religion51int28
Stealth0dex5Skill Versatility, Jack of All Trades, Arcane Familiar (Bat)1Skald's Chain +1, Sandals of Precise Stepping28
Streetwise4cha3Skill Versatility, Jack of All Trades29
Thievery0dex3Skill Versatility, Jack of All Trades-1Skald's Chain +124


Special: +2 to Insight and Perception to sense and recognize dhampyrs and undead.

Powers

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameLevelTotalvs?
Cutting Words +4 Cha +1 Harsh Longsword +1 +2 7 Will
Guiding Strike +4 Cha +4 Harsh Longsword +1 +2 10 AC
War Song Strike +4 Cha +4 Harsh Longsword +1 +2 10 AC
Blood Drain +3 Con +2 Blood Drain +2 7 Fort
Inspiring Refrain +4 Cha +4 Harsh Longsword +1 +2 10 AC
Dissonant Strain +4 Cha +1 Harsh Longsword +1 +2 7 Will
Stirring Shout +4 Cha +1 Harsh Longsword +1 +2 7 Will


Tracking

Money

+412 gp starting gold
  -5 gp light shield
 -15 gp adventurer's kit
 -10 gp holy symbol
  -5 gp ID papers with portrait
 -12 gp lute
-100 gp Last Sight Vision ritual book
-130 gp Undead Ward ritual book
-100 gp ritual components x100
 -20 gp thieves' tools
--------
  15 gp remaining

Treasure

XP

The Last War:

  • 3750 XP

Total XP: 3750

Changes

List changed here

  • 2009/08/13: Created

Judge Comments

Judge comments (and your rebuttal) will go here.

Level 4

Approval 1

Approval from renau1g

Comments:

  • Summary - Intimidate is listed as +8, should be +9 Fixed

Approval 2

Approval from EvolutionKB

Status

Status: Approved as 4th level character with 3750 xp by renau1g and EvolutionKB