larryfinnjr
First Post
A heroic party generally consists of a group of like-minded adventurers banded together to complete a mission and save the day, working together and understanding each other’s strengths and weaknesses. A mercenary band also works together to achieve its goals as well but for one reason: gold. More coin equals more wine, as the saying goes. Yet some mercs strive for more than mere wealth (while never straying far from that objective) and seek out infamy. A known and feared mercenary carries some clout with him as he travels, allowing him to jack up the price of his services. Some mercenaries wear severed ears around their neck to demonstrate their dedication and thoroughness on a job, while others ensure at least one victim remains alive to spread the word to others. Just like heroes, they wear their names with pride and take great care not to see it tarnished. Reputation is just as important to the bloodthirsty as it is the noble, and a well-done job works towards that reputation. Despite all this however, there is always room for mercs to “do the right thing” if there is the option. If a merc has a sudden change of heart and can find a way to resolve a situation morally without destroying his reputation, it can still be done.
[sblock=Malaggar Quietstep]
Mal
Lvl 1 Drow Scout
Played by whardell
[sblock=stats]
AC 18
Fort 12
Ref 16
Will 11
Max HP 25
Surge value 6
Surges/day 8
Init +5
Speed 6
Pass Insight 11
Pass Percep 18
STR 10 +0
CON 13 +1
DEX 20 +5
INT 10 +0
WIS 13 +1
CHA 10 +0
[/sblock]
[sblock=skills]
x Acrobatics 9
Arcana 0
Athletics -1
Bluff 0
Dip 0
x Dungeoneering 6
Endurance 0
Heal 1
History 0
Insight 1
Intimidate 2
x Nature 6
x Percep 8
Religion 0
x Stealth 11
Streetwise 0
Thievery 4
[/sblock]
[sblock=misc]
Axe Expertise - re-roll dmg dice that result in a 1
Ambush Expertise - allies w/in 10 squares gain +2 to stealth checks when Mal makes one
Wilderness Tracker - when resting, make perception check to determine info abt creatures that have passed through a 10x10sq area
[/sblock]
[sblock=combat actions]
Basic Attacks
MBA/DWA +8 vs. AC, 1d10+7 dmg (battle axe) / 1d6+7 (handaxe)
RBA (longbow) +7 vs. AC, 1d10+5 dmg
RBA (handaxe) +3 vs. AC, 1d6+2 dmg
At-Wills
Aspect of the Ram (minor) - until stance ends, charges don't provoke OA, +2 dmg on charge, if charge hits, can knock prone
Aspect of the Lurking Spider (minor) - until stance ends, +2 stealth, +5 athletics, when Mal has CA vs. enemy gain +2 dmg
Encounter
Power Strike (free) - when hit enemy w/ MBA, 1W extra dmg
Surprise Strike (free) - when hit enemy granting CA w/ basic attack, enemy dazed until end of Mal's next turn
Cloud of Darkness (minor) - same square as Mal until end of next turn, square totally obscured, blocks LOS, all creatures inside square are blind...Mal is immune to all these effects
[/sblock]
[/sblock]
[sblock=Surgeon]
Surgeon
Lvl 1 Warforged Artificer
Played by phesic
[sblock=stats]
AC 16
Fort 15
Ref 14
Will 13
Max HP 30
Surge value 7
Surges/day 10
Init +0
Speed 6
Pass Insight 11
Pass Percep 16
STR 10 +0
CON 18 +4
DEX 10 +0
INT 18 +4
WIS 13 +1
CHA 9 -1
[/sblock]
[sblock=skills]
Acrobatics 0
x Arcana 11
Athletics 0
Bluff -1
Dip -1
x Dungeoneering 6
Endurance 6
x Heal 6
History 4
Insight 1
Intimidate 1
Nature 1
x Percep 6
Religion 4
Stealth 0
Streetwise -1
x Thievery 5
[/sblock]
[sblock=misc]
Warforged Resilience - +2 save vs. OG dmg
Arcane Empowerment - empower magic items once per day, plus once per milestone
Arcane Rejuvenation - when ally uses daily magic item power, gain 1/2 lvl + INT mod temp hp
Augment Energy - a weapon gains +2 bonus as free action
Impart Energy - recharge a daily magic item
[/sblock]
[sblock=combat actions]
Basic Attacks
MBA (dagger) +3 vs. AC, 1d4 dmg
RBA (xbow) +6 vs. AC, 1d8+4 dmg
At-Wills
Aggravating Force - melee or ranged, xbow +6 vs. AC, 1d8+4 force dmg and next ally to attack target before end of Surgeon's next turn gains +2 to hit
Magic Weapon - melee or ranged, xbow +7 vs. AC, 1d8+4 dmg, each ally adj to Surgeon gains +1 to hit and CON mod (+4) dmg until end of Surgeon's next turn
Encounter
Scouring Weapon (standard) - xbow +6 vs. AC, 2d8+4 acid dmg and target suffers -2 AC until end of Surgeon's next turn
Warforged Resolve (minor) - Surgeon gains 3 + 1/2 lvl temp hp and can make save vs. OG dmg, if bloodied also heals 3 + 1/2 lvl hp
Healing Infusion: Curative (minor) (2 infusions per encounter, only 1 per round) - self or one ally - target regains hp equal to target's surge value +1
Healing Infusion: Resistive (minor) (2 infusions per encounter, only 1 per round) - self or one ally - target gains +1 power bonus to AC until end of encounter, target can end bonus as free action to gain target's surge value +4 temp hp
Quick Formation (standard) - xbow +6 vs. AC, 1d8+4 dmg and either Surgeon can shift 4 or an ally can shift 2 as a free action
Daily
Punishing Eye (standard) - range 5 - conjure an eye w/in range, lasts until end of encounter, enemies w/in 3 squares of eye do not benefit from concealment, when ally attacks enemy w/in 3 squares of eye and hits that enemy suffers 4 psychic dmg. Can move eye 3 squares as a move action.
[/sblock]
[/sblock]
[sblock=Francesca Ashtongue]
Ches
Lvl 1 Tiefling Mage
Played by trolled
[sblock=stats]
AC 14
Fort 12
Ref 14
Will 13
Max HP 25
Surge value 6
Surges/day 8
Init +5
Speed 6
Pass Insight 16
Pass Percep 11
STR 8 -1
CON 15 +2
DEX 13 +1
INT 18 +4
WIS 13 +1
CHA 12 +1
[/sblock]
[sblock=skills]
Acrobatics 1
x Arcana 11
Athletics -1
Bluff 3
Dip 1
Dungeoneering 1
Endurance 2
Heal 1
x History 9
x Insight 6
Intimidate 1
Nature 1
Percep 1
x Religion 9
Stealth 3
Streetwise 1
Thievery 1
[/sblock]
[sblock=misc]
Bloodhunt - +1 hit vs. bloodied foes
Fire Restance - DR5 vs. fire
Pyromancy Apprentice - fire attacks ignore fire resistance
Staff Expertise - ranged attacks don't provoke OAs, +1 reach w/ staff
[/sblock]
[sblock=combat actions]
Basic Attacks
MBA (qstaff) +2 vs. AC, 1d8-1 dmg
RBA (dagger) +4 vs. AC, 1d4+1 dmg
At-Wills
Magic Missile - range 20, 6 force dmg (auto hit), can use as RBA
Scorching Burst - area burst 1 w/in 10, all creatures - +5 vs. Ref, 1d6+5 fire dmg
Winged Horde - area burst 1 w/in 10, all enemies - +5 vs. Will, 1d6 psychic dmg and target cannot make OAs until end of Ches' next turn
Ghost Sound - range 10, create an illusionary sound
Prestidigitation - range 2, whole lotta options
Encounter
Argent Rain (standard) - area burst 1 w/in 10, each creature - +5 vs. Ref, 1d10+5 fire dmg, burst creates zone that lasts until start of Ches' next turn, any creature that enters zone or ends turn in zone takes 5 fire dmg (only once per turn)
Burning Hands (standard) - close blast 5 all creatures, +5 vs. Ref, 2d6+5 fire dmg, half dmg on miss
Conduit of Ice (standard) - range 10, one creature - +5 vs. Ref, 2d8+4 cold dmg, create zone in burst 2 centered on target until end of Ches' next turn - zone moves w/ target, zone is difficult terrain, any enemy that ends turn in zone takes 5 cold dmg
Infernal Wrath (free) - close burst 10, target is one enemy w/in burst that hits Ches - target suffers 1d6+4 fire dmg
Suggestion (free) - trigger: make a diplomacy check, effect: make arcana check instead
Daily
Fountain of Flame (standard) - area burst 1 w/in 10, all enemies - +5 vs. Ref, 3d8+5 fire dmg, half dmg on miss, burst creates zone that lasts until end of encounter, any enemy that enters zone or ends turn their inside takes 5 fire dmg
[/sblock]
[/sblock]
[sblock=Falkrunn Stonearch]
Falk
Lvl 1 Shield Dwarf Knight
Played by blutspitze
[sblock=stats]
AC 20
Fort 16
Ref 13
Will 10
Max HP 33
Surge value 8
Surges/day 13
Init +1
Speed 5
Pass Insight 10
Pass Percep 10
STR 18 +4
CON 18 +4
DEX 12 +1
INT 11 +0
WIS 11 +0
CHA 8 -1
[/sblock]
[sblock=skills]
Acrobatics -1
Arcana 0
x Athletics 7
Bluff -1
Dip -1
Dungeoneering 2
x Endurance 9
x Heal 5
History 0
Insight 0
Intimidate -1
Nature 0
Percep 0
Religion 0
Stealth -1
Streetwise -1
Thievery -1
[/sblock]
[sblock=misc]
Axe Expertise - re-roll dmg dice that result in a 1
Cast-Iron Stomach - +5 save vs. poison
Stand Your Ground - can move 1 less when forced to move, immediate save vs. prone
[/sblock]
[sblock=combat actions]
Basic Attacks
MBA (battle axe) +8 vs. AC, 1d10+4 dmg
RBA (handaxe) +8 vs. AC, 1d6+4 dmg
At-Wills
Battle Wrath (minor) - until stance ends, gain +2 power bonus to dmg w/ basic attacks
Defend the Line (minor) - until stance ends, whenever Falkrunn hits enemy with MBA, enemy is slowed until end of Falkrunn's next turn
Defender Aura (minor) - aura 1, any enemy in aura suffers -2 penalty to hit, marked enemies are not subject to aura
Battle Guardian (OA) - trigger: enemy subject to Defender Aura shifts or makes an attack that does not include Falkrunn, effect: 4 dmg and make MBA vs triggering enemy; on miss, target still takes 4 dmg
Encounter
Dwarven Resilience (minor) - use Second Wind
Takedown Strike (free) - on hit, 4 dmg and target knocked prone
[/sblock]
[/sblock]
[sblock=Malaggar Quietstep]
Mal
Lvl 1 Drow Scout
Played by whardell
[sblock=stats]
AC 18
Fort 12
Ref 16
Will 11
Max HP 25
Surge value 6
Surges/day 8
Init +5
Speed 6
Pass Insight 11
Pass Percep 18
STR 10 +0
CON 13 +1
DEX 20 +5
INT 10 +0
WIS 13 +1
CHA 10 +0
[/sblock]
[sblock=skills]
x Acrobatics 9
Arcana 0
Athletics -1
Bluff 0
Dip 0
x Dungeoneering 6
Endurance 0
Heal 1
History 0
Insight 1
Intimidate 2
x Nature 6
x Percep 8
Religion 0
x Stealth 11
Streetwise 0
Thievery 4
[/sblock]
[sblock=misc]
Axe Expertise - re-roll dmg dice that result in a 1
Ambush Expertise - allies w/in 10 squares gain +2 to stealth checks when Mal makes one
Wilderness Tracker - when resting, make perception check to determine info abt creatures that have passed through a 10x10sq area
[/sblock]
[sblock=combat actions]
Basic Attacks
MBA/DWA +8 vs. AC, 1d10+7 dmg (battle axe) / 1d6+7 (handaxe)
RBA (longbow) +7 vs. AC, 1d10+5 dmg
RBA (handaxe) +3 vs. AC, 1d6+2 dmg
At-Wills
Aspect of the Ram (minor) - until stance ends, charges don't provoke OA, +2 dmg on charge, if charge hits, can knock prone
Aspect of the Lurking Spider (minor) - until stance ends, +2 stealth, +5 athletics, when Mal has CA vs. enemy gain +2 dmg
Encounter
Power Strike (free) - when hit enemy w/ MBA, 1W extra dmg
Surprise Strike (free) - when hit enemy granting CA w/ basic attack, enemy dazed until end of Mal's next turn
Cloud of Darkness (minor) - same square as Mal until end of next turn, square totally obscured, blocks LOS, all creatures inside square are blind...Mal is immune to all these effects
[/sblock]
[/sblock]
[sblock=Surgeon]
Surgeon
Lvl 1 Warforged Artificer
Played by phesic
[sblock=stats]
AC 16
Fort 15
Ref 14
Will 13
Max HP 30
Surge value 7
Surges/day 10
Init +0
Speed 6
Pass Insight 11
Pass Percep 16
STR 10 +0
CON 18 +4
DEX 10 +0
INT 18 +4
WIS 13 +1
CHA 9 -1
[/sblock]
[sblock=skills]
Acrobatics 0
x Arcana 11
Athletics 0
Bluff -1
Dip -1
x Dungeoneering 6
Endurance 6
x Heal 6
History 4
Insight 1
Intimidate 1
Nature 1
x Percep 6
Religion 4
Stealth 0
Streetwise -1
x Thievery 5
[/sblock]
[sblock=misc]
Warforged Resilience - +2 save vs. OG dmg
Arcane Empowerment - empower magic items once per day, plus once per milestone
Arcane Rejuvenation - when ally uses daily magic item power, gain 1/2 lvl + INT mod temp hp
Augment Energy - a weapon gains +2 bonus as free action
Impart Energy - recharge a daily magic item
[/sblock]
[sblock=combat actions]
Basic Attacks
MBA (dagger) +3 vs. AC, 1d4 dmg
RBA (xbow) +6 vs. AC, 1d8+4 dmg
At-Wills
Aggravating Force - melee or ranged, xbow +6 vs. AC, 1d8+4 force dmg and next ally to attack target before end of Surgeon's next turn gains +2 to hit
Magic Weapon - melee or ranged, xbow +7 vs. AC, 1d8+4 dmg, each ally adj to Surgeon gains +1 to hit and CON mod (+4) dmg until end of Surgeon's next turn
Encounter
Scouring Weapon (standard) - xbow +6 vs. AC, 2d8+4 acid dmg and target suffers -2 AC until end of Surgeon's next turn
Warforged Resolve (minor) - Surgeon gains 3 + 1/2 lvl temp hp and can make save vs. OG dmg, if bloodied also heals 3 + 1/2 lvl hp
Healing Infusion: Curative (minor) (2 infusions per encounter, only 1 per round) - self or one ally - target regains hp equal to target's surge value +1
Healing Infusion: Resistive (minor) (2 infusions per encounter, only 1 per round) - self or one ally - target gains +1 power bonus to AC until end of encounter, target can end bonus as free action to gain target's surge value +4 temp hp
Quick Formation (standard) - xbow +6 vs. AC, 1d8+4 dmg and either Surgeon can shift 4 or an ally can shift 2 as a free action
Daily
Punishing Eye (standard) - range 5 - conjure an eye w/in range, lasts until end of encounter, enemies w/in 3 squares of eye do not benefit from concealment, when ally attacks enemy w/in 3 squares of eye and hits that enemy suffers 4 psychic dmg. Can move eye 3 squares as a move action.
[/sblock]
[/sblock]
[sblock=Francesca Ashtongue]
Ches
Lvl 1 Tiefling Mage
Played by trolled
[sblock=stats]
AC 14
Fort 12
Ref 14
Will 13
Max HP 25
Surge value 6
Surges/day 8
Init +5
Speed 6
Pass Insight 16
Pass Percep 11
STR 8 -1
CON 15 +2
DEX 13 +1
INT 18 +4
WIS 13 +1
CHA 12 +1
[/sblock]
[sblock=skills]
Acrobatics 1
x Arcana 11
Athletics -1
Bluff 3
Dip 1
Dungeoneering 1
Endurance 2
Heal 1
x History 9
x Insight 6
Intimidate 1
Nature 1
Percep 1
x Religion 9
Stealth 3
Streetwise 1
Thievery 1
[/sblock]
[sblock=misc]
Bloodhunt - +1 hit vs. bloodied foes
Fire Restance - DR5 vs. fire
Pyromancy Apprentice - fire attacks ignore fire resistance
Staff Expertise - ranged attacks don't provoke OAs, +1 reach w/ staff
[/sblock]
[sblock=combat actions]
Basic Attacks
MBA (qstaff) +2 vs. AC, 1d8-1 dmg
RBA (dagger) +4 vs. AC, 1d4+1 dmg
At-Wills
Magic Missile - range 20, 6 force dmg (auto hit), can use as RBA
Scorching Burst - area burst 1 w/in 10, all creatures - +5 vs. Ref, 1d6+5 fire dmg
Winged Horde - area burst 1 w/in 10, all enemies - +5 vs. Will, 1d6 psychic dmg and target cannot make OAs until end of Ches' next turn
Ghost Sound - range 10, create an illusionary sound
Prestidigitation - range 2, whole lotta options
Encounter
Argent Rain (standard) - area burst 1 w/in 10, each creature - +5 vs. Ref, 1d10+5 fire dmg, burst creates zone that lasts until start of Ches' next turn, any creature that enters zone or ends turn in zone takes 5 fire dmg (only once per turn)
Burning Hands (standard) - close blast 5 all creatures, +5 vs. Ref, 2d6+5 fire dmg, half dmg on miss
Conduit of Ice (standard) - range 10, one creature - +5 vs. Ref, 2d8+4 cold dmg, create zone in burst 2 centered on target until end of Ches' next turn - zone moves w/ target, zone is difficult terrain, any enemy that ends turn in zone takes 5 cold dmg
Infernal Wrath (free) - close burst 10, target is one enemy w/in burst that hits Ches - target suffers 1d6+4 fire dmg
Suggestion (free) - trigger: make a diplomacy check, effect: make arcana check instead
Daily
Fountain of Flame (standard) - area burst 1 w/in 10, all enemies - +5 vs. Ref, 3d8+5 fire dmg, half dmg on miss, burst creates zone that lasts until end of encounter, any enemy that enters zone or ends turn their inside takes 5 fire dmg
[/sblock]
[/sblock]
[sblock=Falkrunn Stonearch]
Falk
Lvl 1 Shield Dwarf Knight
Played by blutspitze
[sblock=stats]
AC 20
Fort 16
Ref 13
Will 10
Max HP 33
Surge value 8
Surges/day 13
Init +1
Speed 5
Pass Insight 10
Pass Percep 10
STR 18 +4
CON 18 +4
DEX 12 +1
INT 11 +0
WIS 11 +0
CHA 8 -1
[/sblock]
[sblock=skills]
Acrobatics -1
Arcana 0
x Athletics 7
Bluff -1
Dip -1
Dungeoneering 2
x Endurance 9
x Heal 5
History 0
Insight 0
Intimidate -1
Nature 0
Percep 0
Religion 0
Stealth -1
Streetwise -1
Thievery -1
[/sblock]
[sblock=misc]
Axe Expertise - re-roll dmg dice that result in a 1
Cast-Iron Stomach - +5 save vs. poison
Stand Your Ground - can move 1 less when forced to move, immediate save vs. prone
[/sblock]
[sblock=combat actions]
Basic Attacks
MBA (battle axe) +8 vs. AC, 1d10+4 dmg
RBA (handaxe) +8 vs. AC, 1d6+4 dmg
At-Wills
Battle Wrath (minor) - until stance ends, gain +2 power bonus to dmg w/ basic attacks
Defend the Line (minor) - until stance ends, whenever Falkrunn hits enemy with MBA, enemy is slowed until end of Falkrunn's next turn
Defender Aura (minor) - aura 1, any enemy in aura suffers -2 penalty to hit, marked enemies are not subject to aura
Battle Guardian (OA) - trigger: enemy subject to Defender Aura shifts or makes an attack that does not include Falkrunn, effect: 4 dmg and make MBA vs triggering enemy; on miss, target still takes 4 dmg
Encounter
Dwarven Resilience (minor) - use Second Wind
Takedown Strike (free) - on hit, 4 dmg and target knocked prone
[/sblock]
[/sblock]
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