Founding of a Guild - Characters thread

Atanatotatos

First Post
Here's the Characters thread for "Founding of a Guild".
Please post your sheets here before introducing the character in the IC thread.
 

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Oak

[sblock=Oak's Informaton]Oak - Warforged - Ranger - 1

Str 18 (+4)
Con 14 (+2)
Dex 16 (+3)
Int 10 (0)
Wis 14 (+2)
Cha 8 (-1)

Ac - 16
Fort - 15
Ref - 14
Will - 13

HP: 31
Healing surges/day: 8
Bloodied: 15
Surge Value: 7 HP

Languages: Common
Alignment: Good
Patron Deity: Avandra

Racial features: Construct, Living Construct, Warforged Mind, Warforged Resolve

Class features: Fighting Style (Two Blades), Hunter's Quarry, Prime Shot

Skills (*trained):
Acrobatics +2
Arcana +0
Athletics +8*
Bluff -1
Diplomacy -1
Dungeoneering +2
Endurance +8*
Heal +2
History +0
Insight +2
Intimidate +1
Nature +7*
Perception +7*
Religion +0
Stealth +7*
Streetwise -1
Thievery +2

Initiative +3
Speed 6

Feats: Lethal Hunter, Toughness (via Class Feature)

Powers (with description if possible):
-at will:
Hit and Run: +7 vs AC, 1d8 + 4 longsword damage, move with no OA from target
Twin Strike: one or two targets, two attacks at +7 vs AC, 1d8 longsword damage

-encounter:
Dire Wolverine Strike: close burst 1, +7 vs AC, 1d8 + 4 longsword damage against all visible enemies
Warforged Resolve: +3 temp HP, plus +3 HP if bloodied. Make one saving throw.

-daily:
Jaws of the Wolf: two attacks vs one target, +7 vs AC, 2d8 + 4 longsword damage

Equipment (100 gp): Longswords (2), dagger, sling, hide armor, standard adventurer's kit, climber's kit, sling bullets (40). Load 89 lbs. 19 gp in current funds.


Background:

Five years ago, the road wardens found a warforged buried some distance from the main road through western Barnost, next to an old oak tree. With only its hand above ground, the warforged took some work to dig up, and the wardens doubted it could be made functional again. Still, they took it back to their headquarters, where their chaplain examined him. Despite its rough condition, a few prayers to Avandra and the light returned to the warforged's eyes. Unfortunately, the warforged had no recollection of its past or how it had ended up in the state it was found in.

Deciding to aid those who rescued it, and with no other real options, the warforged trained and joined the wardens in their task. Taking up the name Oak after the tree by which it was found, the warforged served as a warden for several years, and learned much about guarding the frontier, proud of serving alongside those who rescued it.

Eventually, though, Oak's curiosity grew, and it sought to learn more about its past. Deciding to leave the wardens to find out where it - and perhaps all warforged - had came from, Oak is now headed towards Nesiah...

Appearance: Very, very well worn, with hints of rust in places. Dull metal plates. Not at all shiny.

Potential hooks: How did Oak end up in the state it was found in? How long was Oak buried? Who was Oak before being deactivated - a hero, a villain, a soldier, a thug, a nobody? Is there anyone out there looking for Oak?[/sblock]
 
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And here's Desh. Not quite the teifling warlock but hey, that's the creative process for you.

Desh - Good - male Dragonborn - Paladin 1
HT: 6' 4", WT: 300 lbs.

Str 18 +4 [10 9pt +2 race]
Dex 10 +0 [10]
Con 14 +2 [10 3 pt]
Int 9 -1 [8]
Wis 15 +2 [10 5 pt]
Cha 17 +3 [10 7pt +2 race]

AC: 19
FORT: 15
REFL: 11
WILL: 14

HP: 16 of 29 (bloodied 14)
Healing surges/day: 12 (9 hp)

Languages: Common & Draconic
Alignment: Good
Patron Deity: Avandra

Racial features:
+2 str/cha, size medium, speed 6, vision: normal
+2 History/Intimidate skills
DRAGONBORN FURY (+1 racial attack bonus when bloodied)
DRACONIC HERITAGE (+0 to healing surge value)
DRAGON BREATH (see encounter powers)

Class features:
AP (cloth, leather, hide, chin, scale & plate; light/heavy shields),
WP (simple/military melee, simple ranged)
IMPLEMENT: holy symbol
+1 to F/R/W defenses, 15/6 hp, 10 surges
CHANNEL DIVINITY (divine mettle OR divine strength per encounter)
DIVINE CHALLENGE (see page 91)
LAY ON HANDS (see below)

Skills (*trained):
Acrobatics +0
Arcana -1
Athletics +4
Bluff +3
DIPLOMACY +8*
Dungeoneering -1
Endurance +2
Heal +2
HISTORY +6*
Insight +2
INTIMIDATE +10*
Nature -1
Perception +2
RELIGION +4*
Stealth +2
Streetwise +3
Thievery +0


Feats:
Weapon Focus (flails)


Powers (with description if possible):
-at will:
* DIVINE CHALLENGE (divine, radiant; minor, close burst 5--1 creature; mark target. Marks take -2 on attack rolls that don't include me; also takes 6 radiant damage),
* HOLY STRIKE (+6 vs. AC, 2d6+5 damage; +2 damage if target is marked by me)
* LAY ON HANDS (2/day; minor, touch, spend healin surge/no HP regained/target gets effects of a healing surge)
* VALIANT STRIKE (6+1/adjacent enemy vs. AC, 2d6+5 damage)

-encounter:
* DIVINE METTLE (close burst 10--1 creature; target makes saving throw with +3 bonus)
* DIVINE STRENGTH (minor, +4 extra damage on next attack)
* DRAGON BREATH (cold, minor action, close blast 3--all targets; +6 vs. reflex, 1d6+2 cold damage)
* PIERCING STRIKE (+6 vs. refl, 4d6+5 damage; target & 2 adjacent enemies are marked until end of my next turn)

-daily:
* PALADIN'S JUDGMENT (+6 vs. AC, 6d6+5 damage & 1 ally within 5 squares can spend a healing surge)

Equipment:
Plate Armor (+8 ac, -2 check, -1 speed, 50gp, 50lbs)
Heavy Flail (+2 prof, 2d6 dmg, 25gp, 10 lbs)
Standard Adventurer's kit (15gp, 33lbs)--
* backpack (empty)
* bedroll
* flint/steel
* belt pouch (empty)
* trail rations [10 days]
* 50ft hemp rope
* 2 Sunrods
* waterskin
Holy Symbol of Avandra (10gp, 1lb)

No coins... starts penniless.

[sblock]Background:
-What does the character look like?
Desh has black scales which fade to a dark slightly translucent red at the tips. His eyes are orbs of molten gold and his hair-spines are fairly long, reaching his mid-back.
-What's his story? Where does he come from?
The dark dragonborn before you is a paladin in service to [Avandra]. He served with distinction for the last 6 years in the famed Pardan 4th Legion... until about 3 months ago when he was dishonorably discharged. Strangely enough he was also awarded a very large sum of money from the Pardasan treasury. The reason for his discharge was classified and Desh never speaks of it; rumors say that he himself does not remember due to a magic potion he was force to drink or that he was somehow forced to take a magical oath on the matter. In any event, Desh accepted the money and bought a stake in a halfling shipping company that seems to have dried up as he hasn't heard from his partner, Lira, in quite a while.
His mother and sister's cast him from the family and he made he made it all the way to Blenir before his funds ran out. He was without anywhere to go and with no purpose to drive him when the invitation found him. Desh now, enthusiastically, makes his way to Nesiah. Humans are relatively new to him and he's been enjoying the sight-seeing so far.

-What's his personality?
Desh is a simple guy who views the world in shades of gray. He can find a redeeming quality in just about anyone or anything. He believes in the spirit of the law but rarely its letter. He's enthusiastic, young and has never faced true tragedy nor real loss (he hasn't REALLY begun to miss his family yet, but the holidays loom ever closer).
-Why is he an adventurer?
Desh has nothing else to do so he imagines himself a knight-errant in service to [Avandra]. He dislikes mercenary work as you tend to be the "bad guy" more often than not.
-Any hooks or plot devices you'd like to include will be considered
Why was Desh dishonorably discharged? What secret could be powerful enough that he very own family would disown him.
What prevents Desh from disclosing what actually happened?
What was the 4th Legion doing that earned it, and Desh, notoriety?
What is Lira up to? Was she a charlatan or did her shipping company actually make something of itself?
[/sblock]
 
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Elias... with some more background. Not sure if there's anything I want to change as far as stats go... we'll see.
(Also, I fixed my Skills... I calculated a -2 armor penalty when chainmail only has -1)
[sblock="Elias"]
Elias (pronounced like the English word "alias" but with a bit of "eh" for the first vowel) - Male - Tiefling - Warlord - 1

Str 16
Dex 10
Con 12
Int 18
Wis 10
Cha 15

Ac 17
For 14
Ref 14
Will 13

HP: 24
(Surge Value: 6, Bloodied: 12)
Healing surges/day: 8


Languages: Common, Draconic
Alignment: Unaligned
Patron Deity: None

Racial features:
Bloodhunt (+1 to Attack vs Bloodied foes)
Fire Resistance (5 + 1/2 level)
Infernal Wrath (Encounter Power) (Minor Action, Gain +1 to next attack to anyone who has hit you since last turn. Add CHA mod to damage.)
Low-light vision

Class features:
Combat Leader (You and all allies within 10 squares who can see and hear you gain +2 to Initiative)
Commanding Presence (Tactical Presence: When an ally you can see spends an action point to make an attack, they gain a bonus to the attack roll equal to hone-half your Int modifier)
Inspiring Word (Encounter Power) (Minor Action. One ally in five squares can spend a healing surge and regain an additional 1d6 HP. Can use twice per encounter but once per round.)


Skills (*trained):
Acrobatics +0
Arcana +4
Athletics* +7
Bluff +4
Diplomacy* +7
Dungeoneering +0
Endurance -1
Heal* +5
History +4
Insight +0
Intimidate* +7
Nature +0
Perception +0
Religion +4
Stealth +1
Streetwise +2
Thievery -2

Feats:
Tactical Assault (Whenever an ally who can see you spends an action point to make an attack, the attack's damage roll gains a bonus equal to your Int modifier.)


Powers (with description if possible):
-at will:
Viper's Strike (Str vs AC, 1[W] + Str mod damage. If target shifts before start of your next turn, it provokes an opportunity attack from an ally of your choice.)
Wolf Pack Tactics (Str vs AC, 1[W] + Str mod damage. Before the attack you let one ally adjacent to either you or the target shift 1 square as a free action.)

-encounter:
Hammer and Anvil (Str vs Ref, 1[W] + Str mod damage. One ally adjacent to the target makes a melee basic attack against it as a free action. Ally adds your Charisma modifer to the damage.)
Infernal Wrath (Minor Action. Gain +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If attack hits and deals damage, add your Charisma modifier as extra damage.)
Inspiring Word (Minor Action. Target one ally in close burst 5, target can use a healing surge and regain an additional 1d6 HP. Can be used twice per encounter but once per round.)
-daily:
Lead the Attack (Str vs AC, 3[W] + Str mod damage, You and each ally within 5 squares of you gain a power bonus to attack rolls against the target equal to 1 + your Int mod until the end of the encounter, Miss: You and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target until the end of the encounter.)

Equipment (100 gp):
- Chainmail (+6 to AC, -1 to Speed, -1 to Check)
- Light Shield (+1 to AC)
- Flail
- Hand Crossbow (60 bolts)
- Standard Adventurer's Kit
- 27gp


Background (brief is enough):
-What does the character look like? (pics welcome if you have a clear idea)
Standing about five feet and eleven inches tall, Elias has flowing, jet black hair which falls from behind his horns, pointing straight back and slightly up from his forehead.
Elias's silvery orbs of eyes contrast the dingy, brownish red colour of his skin in an almost majestic way. His tail usually coils in his cloak, mostly so no one steps on it, but also so that he can avoid any unwanted attention.
A dirty black or dark brown cloak usually covers his battle-beaten armour and his muscular arms.

-What's his story? Where does he come from?
Elias is from a small, nameless village halway between Thum-Binyas and Nesiah. For as long as he can remember, he has wanted to leave that village and experience something truly grand in one of those two big cities.
He never knew his real family, but his foster parents took care of him and the rest of the village orphans with great care.
When he was still fairly young a band of mercenaries passed by his village. These men, all former officers in the Militia of Nesiah, trained Elias as if he was their new prodigy. He learned tactics and strategy from their best men, and his weapon skills grew as if inspired by some extra-worldly force.

From the time he was abandoned by the mercenaries until now, Elias has been continuing his training. He carries a notebook full of battle tactics––sketches upon sketches of maneuvers and strategies, each one ready to be used in combat.

-What's his personality? Why is he an adventurer?
Elias has strived for a long time to not be what people expect of him as a Tiefling. The introverted and untrusting, slightly evil, Tiefling is what Elias does not want to be. While it does take him time to develop trust in someone other than himself, he does try harder than most of his kind.
Occasionally, though, he does have "episodes" of internalised anger, releasing it at anything and anyone near him in controlled bursts.
Perhaps by leaving his home and joining this strange Guild, Elias might have a chance to really develop his own reputation. Perhaps people will, when they see him, think "There's that one Tiefling. The one I know I can trust." Perhaps it's a childish or meaningless goal to some, but to Elias, it's imperative.

-Any hooks or plot devices you'd like to include will be considered
Elias wants to make a name for himself not only amongst Humans and the mass of people in Nesiah, but also before The Council of Peace.
He also wants to meet back up with the band of mercenaries that abandoned him barely any closer to Nesiah than he was when they found him. (Abandoned by his parents and his mentors, the mercenaries, it's a difficult task for Elias to not be vindictive and untrusting.)
[/sblock]
 

Meriadeth Brigid - Female- Human - Artificer - 1

Str 10
Con 16
Dex 10
Int 20
Wis 8
Cha 10

Ac (17)
For (15)
Ref (16)
Will (12)

HP: 28
Healing surges/day: 7/9

[sblock=Abilities]
Languages: Common, Dwarven, Elven, Draconic, Giant
Alignment: Good
Patron Deity: Atheist
---------------------------------------------------------------------------
Racial features:
+2 Intelligence
+1 trained Skill
+1 feat
+1 at-will power
Human Defence Bonus: +1 will, reflex and Fortitude
---------------------------------------------------------------------------
Class features:
Armor Proficiency: Cloth, Leather
Weapon Proficiency: Simple melee & ranged
Implement: Orbs, Wand, Staff, Rod
Bonus to Defence; +1 will, +1 fortitude
Arcane Replenishment
Components
Healing Infusions; Restorative Formula, Curative Mixture
Ritual Caster
Repair Rote
---------------------------------------------------------------------------
Skills (*trained):
Acrobatics + 2
Arcana* + 10
Athletics + 2
Bluff + 2
Diplomacy + 2
Dungeoneering* + 5
Endurance* + 8
Heal* + 5
History* + 10
Insight + 2
Intimidate + 2
Nature + 2
Perception + 2
Religion + 7
Stealth + 2
Streetwise + 2
Thievery* + 5
---------------------------------------------------------------------------
Feats:
Jack of all Trades +2 all untrained skills
Linguist
[/sblock]
[sblock=Powers]
-At Will:
:ranged: Thundering Armor. Ranged 10
Primary; 1 ally gain +1 power bonus to AC until the end of your next turn.
Secondary; +5 vs Fort. 1d6+5 Thunder damage. (against an ennemy adjacent to primary target)
Effect: Target is pushed 1 square away

:ranged: Aggravating Force. Ranged weapon.
+7 vs AC. 1d6+5 Force damage.
Effect: Until the end of your next turn, the next attack against the target by an ally gains +2 to attack roll
---------------------------------------------------------------------------
-Encounter:
:area: Spike Wire. Ranged weapon, burst 1.
Each Ennemy in Burst; +7 vs Fort. 1d6+5 Force damage. Attacks made against the target(s) gain a +2 bonus to damage until the end of your next turn.

Repair Object.
Target object regain HP equal to your healing surge value. Item reduced to 0hp cannot be healed.

Healing Infusions: (2/encounter)
:ranged: Restorative Formula. Close burst 5, 1 target or self
Effect: Target spends an healing surge and regain an additional 1d6 hp.

:area: Curative Mixture. Close Burst 5, all alies and self.
Effect: Each ally can spend a healing surge and gain 4 temporary HP.

:area: Scorching Burst. Burst 1 within 10
+5 vs Reflex; 1d6+5 Fire damage.
---------------------------------------------------------------------------
-Daily:
:ranged: Life Tap. Ranged 10.
+5 vs Reflex. 2d10+5 and an ally within 10 ft of me gain 10 temporary hp.
miss: ally gain 5 temporary hp.
---------------------------------------------------------------------------
Rituals:
Make whole. 10mins, Arcana (no checks)
cost: 20% of original cost
effect: an item fitting in a 10foot cube is completly repaired.

Tenser's Floating Disk. 10mins, Arcana.
cost: 10gp
duration; 24hours
effect:
9 or less: 250lb
10-24: 500lb
25-39: 1000lb
40 or more: 2000lb.
Disk floats within 5 squares of me, using my speed. 3 ft wide disk.
[/sblock]

Equipment :
Leather Armor; +2 AC
Hand Crossbow. +2 proficiency; 1d6; range 10/20
Dagger. +3 proficiency; 1d4; 5/10.
Crossbow Bolts (20)
Standard Adventurer's Kit
Ritual Book
Ritual Components; 30gp
3gp

---------------------------------------------------------------------------
Background :

Meriadeth is a young woman in her mid 20s, standing roughly 5'5" tall, with blond hair and Heterochromian eyes; one being Green, the other being Hazel (varying from brown to golden green) She carries a large back pack and many smaller bags which seem to be filled with weird objects, gadgets and components.

She comes from a large city in which she worked for one of the high noble of the place. She spent most of her days experimenting and creating new objects, or repairing other ones. It was a fairly simple job for her and she was quite happy with her life. Until the day she accidentally set fire to the mansion causing important damage and destroying her laboratory. The lord was most displeased, and fired the poor young woman. Finding work became impossible as the lord made sure to put a bad word about her through the town.

She is a fairly happy go lucky person, beleving there is a rational scientifical explanation behind everything. She decided to take on the Guild offer because she could not find any work anymore due to her little mistake, and wants to discover the mysteries of the world. She beleives our ancestors hid secrets that should not be discovered and that she will be digging them out. She's a real tech junky and really really wants to meet a warforged, but never met one yet.

-Any hooks or plot devices you'd like to include will be considered
 
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Без перевода “Blizzard”- Male - Dragonborn - Wizard 1

Str 10
Dex 10
Con 16 +3
Int 18 +4
Wis 10
Cha 12 +1

Ac 15
For 13
Ref 14
Will 13

HP: 26
Healing surges/day: 7
Surge: 9

Languages: Draconic, Common
Alignment: Good
Patron Deity: Ioun

Racial features: Dragonborn Fury: when bloodied +1 to attack rolls.
Draconic Heritage: Healing Surges +Con Modifier
Dragon Breath (Ice) – *see Encounter Powers

Class features: Staff Defense: +1 AC and *see Encounter Powers
Cantrips: *see At-will Powers
Ritual Casting/Spellbook : Comprehend Language, Silence, Tenser’s Floating Disk,

Skills (*trained):
Acrobatics +
Arcana +*9
Athletics +
Bluff + 1
Diplomacy +*6
Dungeoneering +
Endurance +3
Heal +
History +*11
Insight +*5
Intimidate +3
Nature +
Perception +
Religion +4
Stealth +
Streetwise +1
Thievery +

Feats: Burning Blizzard


Powers (with description if possible):
-at will: Ghost Sound: Range 10, Produce sound
Light: Range 5, 5 minutes of light within 5 squares
Mage Hand: Range 5, 20lbs. Telekinesis, Sustain Minor
Prestidigitation: Small Magical Effects
Magic Missile: Range 20, +4 vs. Ref., 2d4 +4 Force Damage
Ray of Frost: Range 10, +4 vs. Ref., 1d6 +5 Cold and target is Slowed



-encounter:
Dragon Breath: Close Blast 3, +5 vs. Ref., 1d6 +4 Cold
Staff Defense: Interrupt, +3 AC
Icy Terrain: Burst 1 within 10 Squares, +4 vs. Ref., 1d6+5 Cold target is knocked prone

-daily: (Know 2 Daily per level, can only prepare 1)
Freezing Cloud: Burst 2 within 10 Squares, +4 vs. Fort., 1d8+5 Cold (miss: half), Lasts until end of next round, Any creature starting in or moving through subject to another attack.
Acid Arrow: Range 20, +4 vs. Ref., 2d8 +5 Acid ongoing 6 (save ends), Secondary Attack targeting all adjacent, +4 vs. Ref., 1d8 +5 Acid ongoing 6 acid (save ends), Miss: Half damage ongoing 3 no secondary

Equipment:
Staff: +2, 1d8 (5gp)
Ritual Components: 2x Tensers (20g), 2x Comprehend (20g), 1x Silence (30g)
Standard Adventurer’s Kit (15g)
Gold: 10

Background (brief is enough):
-What does the character look like? Aqua and azure scales covered over with a cloudy white finish peak out from the traveling wizard’s grey robes. Cascades of platinum white “hair” stretch down his back and across his shoulders. A thin tendril of “hair” hangs off his chin at least a foot. He walks hunched and leaning heavily on the intricately carved staff. He is a harmless old traveler, no one to worry about.



-What's his story? Where does he come from? Без перевода is a name he only knows. It is the name his father gave him 75 years ago. It is Draconic for Born of Ice. Blizzard is the name some wonderful children gave the charlatan when he told them great stories. He won’t tell anyone where he is truly from or what the true story of his life is. Every time some one asks he takes great pleasure in spinning out another grand adventure of his life. The truth that he won’t tell is simply he was normal and average and he just had a wanderlust that has never gone away. He grew up in a tribe of dragonborn that hunted and survived along the taiga. The elders saw his aptitude for the arcane and sent him to learn from a white dragon they had associations with. Blizzard’s fundamental goodness could not endure the ramblings of the evil beast any longer so he ran. He found his way into a human village and found kindness in the population. So he stayed and learned their voice and enjoyed the hospitality of their evenings. He found a way to enjoy those evenings every night. And so it has been for him, every night in a new inn or a new town he spins fanciful stories to the delight of the crowd.



-What's his personality? Why is he an adventurer? He is a kindly old man, harmless and jovial. His outlook on adventure is simple: Adventure happens when you are on your way to something. He has a great passion for life and a greater passion for stories. Living a story he can tell would be a great accomplishment.



-Any hooks or plot devices: Really Blizzard is a perfect adventurer. He just takes what comes his way and reacts to it. So any plot will work, he will just be along for the ride.
 

still under construction

Isdar - Male - Human – Rogue (Artful Dodger) – Level 1

Str 12
Dex 16
Con 12
Int 14
Wis 10
Cha 16 (+2 racial)

Ac 15 (+2 armor, +3 dex)
For 12 (+1 str, +1 racial)
Ref 16 (+3 dex, +1 racial, +2 class)
Will 14 (+3 cha, +1 racial)

HP: 24
Healing surges/day: 7

Languages: Common, Draconic
Alignment: Good
Patron Deity: Ioun

Racial features: Bonus At-Will power
Bonus Feat
Bonus skill
Human Defense Bonus: +1 to Fort, Ref and Will defenses

Class features: First Strike: combat advantage against anyone who hasn’t acted yet
Artful Dodger: Bonus to AC vs Opportunity Attacks equal to CHA mod (+3)
Rogue Weapon Talent: +1 to attack with dagger: shuriken one damage die higher
Sneak Attack: +2d6 with light blade, crossbow or sling

Skills (*trained):
Acrobatics* +9 (+5 trained, +3 dex, +1 item)
Arcana +4
Athletics +3
Bluff* +8
Diplomacy +5
Dungeoneering +4
Endurance +3
Heal +2
History +4
Insight* +5
Intimidate +5
Nature +4
Perception* +2
Religion +4
Stealth* +9 (+5 trained, +3 dex, +1 item)
Streetwise* +8
Thievery* +8

Feats: Jack of All Trades: +2 to all untrained skill checks
Human Perseverance: +1 to saving throws

Powers (with description if possible):
-at will: Deft Strike (melee or ranged weapon, Standard Action)
Dex vs. AC, 1[W] + dex modifier damage, You can move 2 squares before the attack

Piercing Strike (melee weapon, standard action)
Dex vs. reflex, 1[W] + dex modifier damage

Sly Flourish (melee or ranged weapon, standard action)
Dex vs. AC, 1[W] + dex modifier + cha modifier damage

-encounter: King's Castle (melee or ranged weapon, Standard Action)
Dex vs. Reflex, 2[W] + dex modifier damage. Effect: you switch places with a
willing adjacent ally

-daily: Easy Target (melee or ranged weapon, Standard Action)
Dex vs. AC, 2[W] + dex modifier damage, and the target is slowed and grants you combat advantage (save ends both)

Equipment (100 gp):
Gloves of Agility: +1 to Acrobatics, Stealth and Dexterity checks (but not attacks)
Leather Armor (25 gp)
Hand Crossbow (25 gp)
4 Daggers (4 gp)
Bolts (1 gp)
Standard Adventurer’s Kit (15 gp)
Thieves’ Tools (20 gp)
Lantern (7 gp)


Background (brief is enough, more accurate is better though):
-What does the character look like? (pics welcome if you have a clear idea)
Isdar is young and rakish, with a pronounced stubble on his chin and a lop-sided grin.

-What's his story? Where does he come from?
His father was a priest of Ioun, a true-believer in the power of knowledge and its importance in any attempt to restore the world to its past glory. He spent his life learning everything that was available in the city of Blenir, but he lived a frustrated life as he was unable to discover new knowledge for himself. Isdar witnessed this and decided that acquiring knowledge was the greatest pursuit, and that sometimes bending rules to do so was necessary. He took up the adventuring lifestyle in order to seek such knowledge, especially in the ruins of previous civilizations.

-What's his personality?
Isdar is a seeker of knowledge, but he has enough of his father’s ideals to believe that any knowledge gained needs to be turned over to the priests of Ioun. He falls short of zealotry, but only just. Despite this passion, he is a charming man with a tendency to befriend those around him. He would rather charm you into doing his will than try to muscle you into it.

-Why is he an adventurer?
To gain knowledge of past civilizations, in hopes of helping the current one. A little personal fame or fortune wouldn’t be bad, either.

-Any hooks or plot devices you'd like to include will be considered
His father’s quest for knowledge, a strong tie to the temples of Ioun, and possibly a history of “liberating” historical artifacts from less scrupulous owners.
 
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Malek Videl

[sblock=Malek's Statblock]

Malek Videl Player: WD
Home Region: Thum-Binyas
Tiefling (Star) Warlock XP ? Level 2
Initiative +2 Senses Low-light Vision
Passive Perception 11; Passive Insight 16
HP 31; Bloodied 15; Surge Value 7; Surges Per-Day 8
AC 17; Fortitude 13; Reflex 15; Will 16
Resist fire: 6
Speed 6
Alignment Unaligned
Languages Common, Primoridal

Str 12 Dex 12 Wis 10
Con 14 Int 16 Cha 18

Basic Attack:
Dagger: +5 / 1d4+1
Eldritch Blast: +6 / 1d10+5

Racial Abilities
Bloodhunt (You gain a +1 racial bonus to attack rolls against bloodied foes.)
Fire Resistance (You have resist fire 5 + one-half your level.)
Infernal Wrath (You can use infernal wrath as an encounter power.)

Class Features
Eldritch blast, Eldritch Pact, Prime Shot, Shadow Walk, Warlock’s Curse

At-Will Powers
Eldritch Blast (r 10; +6 vs reflex / 1d10+5 untyped)
Dire Radiance
(r 10; +6 vs Fort / 1d6+5 radiant. If the target moves nearer to you on its next turn, it takes an extra 1d6+5 damage.)

Encounter Powers
Glow of Ulban (r 5; +6 vs will / 2d8+5 radiant; -2 next saving throw until eoc.)
Infernal Wrath (minor; +1 on attack vs enemy that hit me last round, +4 damage)

Daily Powers

Crown of Stars (r 10; +6 vs reflex / 2d12+5 radiant; if target bloodied, blinded eynt; sustain minor: +6 vs will / 4 radiant against any target in range)

Utility Powers
Ethereal Stride (teleport 3 sq & +2 to all defenses until eynt)

Feats
Starfire Womb (When you deal damage with a power that has the radiant or fear keyword, immediately roll a saving throw to relieve a condition of your choice from which you are suffering.)
Sacrifice to Caiphon (When you attack with an encounter power that has targets and you miss all targets, then you can deal damage to yourself equal to the level of the power. If you do, you immediately recover the power.)

Skills (*trained)
Acrobatics (Dex) +1
Arcana* (Int) +9
Athletics (Str) +2
Bluff* (Cha) +12
Diplomacy (Cha) +5
Dungeoneering (Wis) +1
Endurance (Con) +3
Heal (Wis) + 1
History (Int) +4
Insight*(Wis) +6
Intimidate (Cha) +5
Nature (Wis) +1
Perception (Wis) +1
Religion (Int) +4
Stealth (Dex) +4
Streetwise (Cha) +5
Thievery* (Dex) +7

Equipment
360 gp

3 daggers (3), standard adventurer's pack(15) [backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 days' trail rations, 50 ft. of hempen rope, waterskin]

3) Master's Wand of Dire Radiance +1 or Wand of Radiance +1
2) Leather Veteran's armor +1
1) Amulet of Protection + 1

[/sblock]
[sblock=Background]
-What does the character look like?
[sblock=Image]
attachment.php
[/sblock]

-What's his story?
Malek is a hire of an infernal bloodline with many infernal warlocks in it. He abhors this self-induced slavery and searched for other means of powers. Finally he succeeded in 'optaining' an obscure text about astronomy and astrology from the Apprentices of the Stars, that shows the method how to make a pact with the creatures that live in the void between the stars. He gladly made the pact, requiering some strange oaths, but not the kind of servitude most infernal pacts require.

-Where does he come from?
Malek was born and raised in the greatest city-state of the continent, Thum-Binyas. His natural intelligence and charisma brought him to the local 'secret' magic academy. Here he used his family's ressources to investigate into some old and nearly discarded tomes. After winning a formal duel versus Tliak Moden, he flew pact with some infernal master (the duel earned him the right to become the next pact-bound) and the city. Now he lives in Nesiah, heeding to the whispers in his dreams on the search for his true destiny.

-What's his personality?
A bit dark and calculating, he isn't evil per se, but hasn't yet expirienced the true values of sacrifice and friendship, but is up to learn them...

-Why is he an adventurer?
Profit and exploration. You never know what you may found in the next tomb.

Hooks:
- And there are the whispers...
- Tilak Moden, who made the pact Malek renounced, hunts the defector.

[/sblock]

http://www.enworld.org/forum/4564352-post2.html
 
Last edited:


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