Dragonlance: Young Heroes(4e) Rogue's Gallery

Jerrand Redband

First Post
I really wish we could have used the other spot for characters but I don't want anyone at EnWorld mad at me. Sorry but repost your characters here and don't make any comments here until all the characters are posted that way they are all together.

1.Caramon Majere Played by BendBars/LiftGates
2.Raistlin Majere Played by Bialaska
3.Sturm Brightblade Played by Zweischneid
4.Flint Fireforge Played by Wintergypsy
5.Tasselhoff Burrfoot Played by ShaggySpellsword
6.Tanis Half-Elven Played by Ivid (? I hope)

These adventures will be taking place after The Companions series (before book six and the battle with The Nightmaster?) Everyone will be traveling with Flint as he goes to sell his crafts. So once were all set I'll start an IC thread in Playing the...
 

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Sturm Brightblade

sturm.jpb


The character
Name: Sturm Brightblade
Race: Human
Class: Paladin (Aspiring knight)
Role: Defender
Level: 1

Appearance:
Sturm Brightblade is a very stern looking man. His constant serious demeanor easily makes him look older than he really is. Sturm has long brown hair, and brown eyes, and in the style of the Solamnic Knights, he has a long flowing moustache.

Personality:
Est Sularus oth Mithas, My Honor is My Life. These words describe Sturm's outlook on everything. Sturm believes that sometimes, honor is all we have. When everything else fails, the law, order, justice, even the Measure, Honor is all that is left. Sturm greatest fear is that he will somehow dishonor himself and in doing so, shame his father's name.

Background
Sturm was born in the land of Solamnia, and his father Angus Brightblade had been a Knight of the Rose, one of the greatest. Sturm would have followed in his footsteps, except for the fact that the Knights were held in disapproval by the populace when he was a child, so his mother and he had no choice but to flee his ancestral home and seek refuge in Solace. He met Flint and Tanis while living there, and made friends with Caramon and Raistlin, but he never forgot his father, and always acted like a Knight of Solamnia, proud, stern, and honorable, a true gentleman. To uphold the Knights' code, the Oath and the Measure, which maintained that a Knight's honor was his life.


[sblock=Abilities]
Code:
[U]Ability scores[/U]
Strength     : [B]18 (+4)[/B]     Hit points : [B]30[/B]
Constitution : [B]15 (+3)[/B]     Bloodied   : [B]15[/B] 
Dexterity    : [B]10 [/B]         Surges     : [B] 7[/B]
Intelligence : [B]12 (+1) [/B]    Surges/day : [B]13[/B]     
Wisdom       : [B]14 (+2)[/B]     Initiative : [B]+0[/B]
Charisma     : [B]15 (+2) [/B]     

[U]Defenses:[/U]
Armour class : [B]20[/B]
Fortitude    : [B]16[/B] 
Reflex       : [B]15[/B] 
Will         : [B]14[/B]

[U]Skills[/U]
Athletics  (Str): [B]+ 4 [/B]
Diplomacy  (Cha): [B]+ 7 [/B] (trained) 
Endurance  (Con): [B]+ 7 [/B] (trained, bonus skill training human)
Intimidate (Cha): [B]+ 7 [/B] (trained)
Heal       (Wis): [b]+ 7[/b]  (trained, student of battle)
History    (Int): [B]+ 6 [/B] (trained)  
Religion   (Int): [b]+ 6[/B]  (trained)
Languages:
Common, Solamnian

Racial traits
Bonus at-will power, bonus feat, bonus skill, human defense bonuses

Class features
Channel divinity, divine challenge, lay on hands

Feats
Weapon Proficiency (Bastard Sword), Student of Battle (Warlord multi-class)

Weapon Proficiency:
Simple melee, military melee, simple ranged

Equipment
Bastard sword, Plate armour, Heavy shield, Standard adventurers kit

Size: Medium
Speed: 6 squares (5 in armour)
Vision: Normal[/sblock][sblock=Powers]Basic attack
Bastardsword
:bmelee: Standard action, Attack: +7 vs. AC; Damage: 1d10 +4
At-will:
Divine challenge (Class feature)
:close: Minor action; Close burst 5
--- Challenge target ----

Bolstering Strike (Class)
:melee: Standard action, Attack: +5 vs. AC; Damage: 1d10 +2
--- +2 temp. hit point ---

Enfeebling Strike (Class)
:melee: Standard action, Attack: +5 vs. AC; Damage: 1d10 +2
--- if marked, -2 penalty until next turn ---

Valiant Strike (Class, human bonus at-will)
:melee: Standard Action, Attack: +7(or more) vs. AC; Damage: 1d10 +4
---bonus to attack for adjacent foes ---
Encounter:
Piercing Smite (Class)
:melee: Standard action, Attack: +7 vs. Reflex; Damage: 1d10 +4
--- target and up to 2 enemies adjacent are marked ---

Channel divinity: Divine mettle or divine strenght (Class feature)
Minor action, special​
Daily:
Inspiring Word (Class feature; Student of Battle)
:close: Minor Action, Close burt 5
You or an ally in the burst can spend a healing surge and regain an additional 1d6 hit points.

Lay on hands (Class feature, 2/day)
:melee: Minor action, Melee touch
--- spend own healing surge for ally ----

Paladin's Judgment (Class)
:melee: Standard action, Attack: +7 vs. AC; Damage: 3d10 +4
--- ally within 5 squares can spend a healing surge ---
[/sblock]
 
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225px-Raistlin.png


Raistlin Majere
Human Wizard (Red Robe) level 1
Unaligned


[sblock=Character sheet]
Strength 11 (+0)
Constitution 10 (+0)
Dexterity 14 (+2)
Intelligence 20 (+5)
Wisdom 15 (+2)
Charisma 11 (+0)

Armor Class 16, Fortitude Defense 12, Reflex Defense 17, Will Defense 16
Initiative +2, Speed 6
HP 20 (Bloodied 10, Healing Surge 5, Surges per day 6)

BASIC ATTACKS
:bmelee: Quarterstaff (+3 vs. AC, 1d8+1 damage)
:ranged: Magic Missile (+5 vs. Reflex, 2d4+5 damage, range 20)

FEATS: Expanded Spellbook, Human Perserverance, Ritual Caster

RACE FEATURES: Human: +1 Fort, Reflex, Will; +1 at-will power, feat, trained skill

LANGUAGES: Common, Magius

SKILLS: Arcana +10, History +10, Nature +10, Religion +10

EQUIPMENT: Cloth armor (Red Robe), Staff, Spellbook, Standard Adventurers Kit, 29 gp

CLASS FEATURES: Proficiencies: Cloth armor, Dagger, Quarterstaff; Cantrips (at will): Ghost Sound, Light, Mage Hand, Prestidigitation; Staff of Defense (+1 AC, 1/encounter gain Con Modifier bonus to AC)

SPELLS:
At-Will Spells:
Magic Missile (Range 20, +5 vs. Reflex, 2d4+5 force damage)
Scorching Burst (Range 10, burst 1, +5 vs. Reflex, 1d6+5 fire damage)
Thunderwave (Close Blast 3, +5 vs. Fortitude, 1d6+5 cold damage, Push target Wis squares)

Encounter Spells:
Chill Strike (Range 10, +5 vs. Fortitude, 2d8+5 cold damage, target dazed)

Daily Spells: (* = prepared)
Flaming Sphere (Range 10, +5 vs. Reflex, 2d6+5 fire damage, may move up to 6 squares as a standard action, may be maintained until end of encounter)
* Sleep (Range 20, burst 2, +5 vs. Will, Target slowed, may become unconscious)
Acid Arrow (Range 20, +5 vs. Reflex, 2d8+5 acid damage, ongoing 5 damage, attack secondary targets for +5 vs. Reflex with 1d8+5 damage with 5 ongoing damage)

RITUALS: (1)Comprehend Languages (Arcana), Secret Page (Arcana), Tenser's Floating Disk (Arcana)
[/sblock]

[SBLOCK=Life/Personality]Raistlin Majere was born the twin of Caramon Majere, son of woodcutter Gilon Majere and his wife Rosamun, in the town of Solace.
He was always a sickly and frail child, completely opposite his strong, healthy and attractive brother, who he grew to envy. But where Caramon possessed the stronger body, Raistlin possessed an intellect far above average.
At the age of 6 he made a strong impression on an archmage passing through Solace. This archmage, Antimodes, used his influence and this was how Raistlin ended up on the path of wizardry.
There was never any doubt that Raistlin had a talent far beyond most students, but this also frightened the other students and Raistlin was given the nickname 'the Sly One' and became isolated, studying hard, but in solitude.
While Raistlin is not one to make friends of his own, his brother does not lack that ability (something which Raistlin envies him) and this is how Raistlin has gotten in contact with and eventually developed a friendship with the fellowship.

Personality:
Raistlin's life has been a long series of trials and hardships and this has toughened him up. From his birth his life has been a long struggle, always standing in the shadow of his physically far more impressive brother. Raistlin has trained his intellect, but still Caramon surpass him in almost all other aspects of life (and if Caramon trained intellectually he might surpass Raistlin in that too). It is due to this that Raistlin envies Caramon and it really does not help that Caramon is so protective of his twin, which makes Raistlin feel that he's treated like a helpless cripple or a child.[/SBLOCK]
 
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Tasselhoff Burrfoot

Race: Kender (halfling)

Born: In the town of Kendermore, homeland of the kender

Life: Tasslehoff (Tas) was born in Kendermore (nobody knows exactly when) and is the nephew of the famous Uncle Trapspringer (for real), and met Tanis and Flint during his Wanderlust, a period of time in a kender's life when he feels an urge to travel and see the world. He is so intrigued by them that he decided to stay with them, much to Flint's horror and disapproval. Tas is always cheerful and mischievious, like so many others of his kind, except that he never stole from his friends (not much anyway...). Of course, Tas always maintaines an front, protecting that he never stole anything, he either borrowed it, or it coincidentally fell into his open pouch (yes, all kender carry pouches to contain their "items"). He likes Flint a lot, and always greets the gruff dwarf cheerily, and although the dwarf would never admit it, he is really fond of Tas. Of course, Tas, like many other kender, is highly curious, which gets him in trouble many times, but again, typical of many kender, he is also foolishly brave, even in the face of danger. (In the face of , Tas would go "Are you going to kill me? How are you going to kill me? Are you going to disembowel me? Or feed me to a lion? I've never been eaten by a lion before, I wonder if it's fun....Will the lion eat me head first or what?" Well...you get the idea...).

Class: Rogue
Role: Striker
Level: 1

[sblock=Abilities]
Code:
[U]Ability scores[/U]
Strength     : [B]12 (+1)[/B]     Hit points : [B]26[/B]
Constitution : [B]14 (+2)[/B]     Bloodied   : [B]13[/B] 
Dexterity    : [B]18 (+4)[/B]      Surges     : [B] 6[/B]
Intelligence : [B]15 (+2)[/B]    Surges/day : [B]8[/B]     
Wisdom       : [B]8 (-1)[/B]     Initiative : [B]+4[/B]
Charisma     : [B]18 (+4)[/B]     

[U]Defenses:[/U]
Armour class : [B]16[/B]
Fortitude    : [B]12[/B] 
Reflex       : [B]16[/B] 
Will         : [B]14[/B]

[U]Skills[/U]
Acrobatics  (Dex): [B]+ 11[/B] (trained) 
Athletics  (Str): [B]+ 6 [/B] (trained)
Bluff (Cha): [B]+ 9 [/B] (trained)
Perception       (Wis): [b]+ 4[/b] (trained)  
Stealth    (Dex): [B]+ 9 [/B] (trained)  
Thievery   (Int): [b]+ 11[/B]  (trained)
Languages:
Common, Goblin

Racial traits
Small, +2 Acrobatics, +2 Thievery, +5 saving throws against fear, +2 racial bonus to AC vs. Opportunity Attacks, second chance as an encounter power

Class features
First strike, Artful Dodger, Rogue Weapon Talent, Sneak Attack +2d6

Feats
Weapon Proficiency

Weapon Proficiency:
Dagger, hand crossbow, shuriken, sling, short sword

Armor Proficiency:
Cloth, Leather

Equipment
Hoopak, Leather armour, dagger, standard adventurers kit

Size: Medium
Speed: 6 squares
Vision: Normal

[/sblock][sblock=Powers]
Basic attack
Hoopak
:bmelee: Standard action, Attack: +3 vs. AC; Hit: 1d6 +1 damage​

Dagger
:bmelee: Standard action, Attack: +5 vs. AC; Hit: 1d4 +1 damage​

Hoopak
:ranged: Standard action, Attack: +6 vs. AC; Hit: 1d6 +4 damage; Range: 10/20

Dagger
:ranged: Standard action, Attack: +8 vs. AC; Hit: 1d4 +4 damage; Range: 5/10

At-will:
Sly Flourish
:melee: or :ranged: Range 10/20 or melee; Standard action, Attack +6 vs. AC; Hit: 1d6+8 damage

Sly Flourish
:melee: or :ranged: Range 5/10 or melee; Standard action, Attack +8 vs. AC; Hit: 1d4+8 damage

Deft Strike
:melee: or :ranged: Range 10/20 or melee; Standard action, Attack: +6 vs. AC; Hit: 1d6+4 damage
--- You can move 2 squares before the attack ---

Deft Strike
:melee: or :ranged: Range 5/10 or melee; Standard action, Attack: +8 vs. AC; Hit: 1d4+4 damage
--- You can move 2 squares before the attack ---​

Encounter:
Positioning Strike
:melee: Standard action, Attack: +6 vs. Will; Hit: 1d6+4 damage and you slide the target 4 squares.

Positioning Strike
:melee: Standard action, Attack: +8 vs. Will; Hit: 1d4+4 damage and you slide the target 4 squares.

Second Chance
Immediate Interrupt, Personal. When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it's lower.​

Daily:
Easy Target
:melee: or :ranged: Ranger 10/20; Standard Action; Attack: +6 vs. AC; Hit: 2d6+4 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.​
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Born in the year AC 335, along with his brother Raistlin, Caramon was always the stronger of the two, and inherited a jovial, easy-going nature from his father Gilon. As the stronger and older brother, he cared greatly for his weaker twin, and constantly sought to protect him, unknowingly patronising him at times, which Raistlin greatly resented. Caramon was never as smart or intelligent as Raistlin, although he was a powerful warrior in his hood. However, Caramon was no dunce either, although his prolonged association with his quick-minded twin made it seem so. Actually, Caramon was quite a wise man, it was just that he was a little slow, and tended to think things through before acting on them, and furthermore, Caramon was only interested in fighting most of the time. Caramon was quite a handsome youth, and of course attracted the attention of many females, and enjoyed their favours, unlike his twin Raistlin, who was silent, studious and rather frail. Caramon grew up to be a great warrior, with a great sense of justice within him.



Caramon Majere
Good
male human Fighter 1

Speed: 5
Vision: Normal
Languages: Common, Goblin

Str 19, Con 13, Dex 14, Int 8, Wis 13, Cha 16
AC: 19; Fort 17, Ref 15, Will 14

Skills: Athletics (+8), Endurance (+5), Intimidate (+7), Streetwise (+7)
Feats: Weapon Focus (heavy blades), Weapon Proficiency (bastard sword)

At-Will Exploits
Sure Strike: +11 vs. AC; 1d10+4 damage
Tide of Iron: +9 vs. AC; 1d10+4 damage, push target (Large or smaller) 1 square, can shift into square the target occupied.
Cleave: +9 vs. AC; 1d10+4 damage, target adjacent to you and first target takes 4 damage.
Encounter Exploits
Covering Attack: +9 vs. AC; 2d10+4 damage and an ally adjacent to target can shift 2 squares.
Daily Exploits
Comback Strike: +9 vs. AC; 2d10+4 damage and you can spend a healing surge.

Class Features:
Combat Challenge: When making an attack, can choose to mark an enemy until the end of your next turn. While enemy is marked, you may make an immediate interrupt basic attack against it if the enemy shifts or makes an attack that doesn't include you.
Combat Superiority: +1 on opportunity attacks. An enemy hit by your opportunity attack stops moving if move provoked, though it may spend more actions to continue moving).
Fighter Weapon Talent: +1 when fighting with one-handed weapon (included).

Equipment: bastard sword, scale armor, heavy shield, adventurer's kit (backpack, bedroll, flint and steel, belt pouch, trail rations 10x, hemp rope 50', torches 2x, waterskin)
 

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