Rhun
First Post
Lucien Devereux
Good Human Fighter 4 (Tempest Fighter)
XPs:
[sblock=Experience Tracker]
[/sblock]
Age: 26
Gender: Male
Height: 6'
Weight: 200lb
Eyes: Blue
Hair: Black
Skin: Fair
Background: Bleakmire
STR: 19 [+4]
CON: 14 [+2]
DEX: 16 [+3]
INT: 12 [+1]
WIS: 10 [+0]
CHA: 12 [+1]
HP: 47
- Blooded: 23
- Surge value: 11
- Surges per Day: 11[sblock=Second Wind]
- Standard Action
- Effect: You spend a healing surge and regain 11 hit points. You gain a +2 bonus to all defenses until the start of your next turn.[/sblock]
Armor Class: 21 (10 base + 2 level + 7 armor + 1 two weapon defense + 1 rhythm blade)
Initiative: +7 (+3 dex, +2 level, +2 feat)
Melee Attack Bonus: +6 (+2 level, +4 STR)
- Lifedrinker Rapier +1: +11 (1d8+7)
- Rhythm Blade Shortsword +1: +12 (1d6+7)
Ranged Attack Bonus: +5 (+2 level, +3 DEX)
- Flintlock Pistol +1: +8 (1d6+4)
Speed: 6
FORT: 19 (12 base, +2 class, +4 str, +1 race)
REFL: 18 (12 base, + 3 dex, +1 race, +1 feat, +1 rhythm blade)
WILL: 14 (12 base, +1 cha, +1 race)
Race Features:
- Bonus Feat
- Bonus Class Skill
- Bonus At-Will Power
- Human Defense Bonus
Class Features:
- Combat Challenge: Mark foes you attack. They get -2 to attacks (not including you). Make basic melee attack against adjacent marked foe who shifts or makes attack (not including you). Mark lasts until end of your next turn or marked by other.
- Combat Superiority: Add Dex modifier (+3) [Agile Superiority Feat] to opportunity attacks. Hit ends foe's movement (if any) this action.
- Fighter Talents - Tempest Technique: When you wield two melee weapons, you gain a +1 bonus to attack rolls with weapons that have the offhand property. You gain Two-Weapon Defense as a bonus feat. When wearing light armor of chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks when you are wielding two weapons. This bonus increases to +2 with weapons that have the off-hand property.
Feats:
- Two Weapon Fighting: While holding a melee weapon in each hand, you gain a +1 bonus to damage rolls with your main weapon.
- Two Weapon Defense: While holding a melee weapon in each hand, you gain a +1 shield bonus to AC and Reflex.
- Quick Draw: You can draw a weapon (or an object) as part of the same action used to attack with the weapon or use the object. You also gain a +2 feat bonus to initiative checks.
- Light Blade Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a light blade. In addition, you gain a +1 bonus to the damage rolls of weapon attacks that you make with a light blade against a creature granting combat advantage to you.
- Agile Superiority: The bonus granted by your Combat Superiority class feature is equal to your Dexterity modifier (+3) instead of your Wisdom modifier (+0).
At-Will Powers
[sblock=- Dual Strike]
- Standard Action
- Req: Must be wielding two weapons
- Hit: 1[W] damage
- Effect: Make a secondary attack
--- Secondary Target: One creature other than primary target
--- Secondary Attack: Strength vrs. AC (off-hand weapon)
--- Hit: 1[W] damage[/sblock][sblock=- Combat Challenge]
- Immediate Action
- Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack (that does not include you) you can make a melee basic attack against that enemy.[/sblock][sblock=- Footwork Lure]
- Standard Action
- Attack: Strength vrs AC.
- Hit: 1[W] + Strength Modifier (+4). You can shift 1 square and slide the target into the space you left.[/sblock][sblock=-Reaping Strike]
- Standard Action
- Attack: Strength vrs AC.
- Hit: 1[W] + STR Modifier (+4) damage
- Miss: Half STR Modifier damage[/sblock]
Encounter Powers
[sblock=- Spinning Sweep]
- Standard Action
- Hit: 1[W] + STR Modifier (+4), and knock your target prone[/sblock][sblock=- Rain of Blows]
- Standard Action
- Attack: Strength vrs AC, two attacks
- Hit: 1[W] damage
- If you're wielding a flail, light blade or a spear and have a Dex 15 or higher, make the attack a third time against either the target or a different creature.[/sblock]
Daily Powers
[sblock=- Ruinous Assault]
- Standard Action
- Req: You must be wielding two weapons
- Hit: 1[W] + STR Modifier (+4), and ongoing 5 damage (save ends)
- Miss: Half damage
- Effect: You make a secondary attack
--- Secondary Target: One creature other than primary target
--- Secondary Attack: Strength vrs AC (off-hand weapon)
--- Hit: 1[W] + STR Modifier (+4), and ongoing 5 damage (save ends)
--- Miss: Half damage[/sblock]
Utility Powers
[sblock=- No Opening]
- Immediate Action
- Per Encounter
- Trigger: An enemy attacks you and has combat advantage against you
- Effect: Cancel the combat advantage you were about to grant to the attack[/sblock]
Skills:
- Acrobatics +5 (+2 level, +3 dex)
- Arcana +3 (+2 level, +1 int)
- Athletics +11 (+2 level, +4 str, +5 trained)
- Bluff +3 (+2 level, +1 cha)
- Diplomacy +3 (+2 level, +1 cha)
- Dungeoneering +2 (+2 level, +0 wis)
- Endurance +11 (+2 level, +2 con, +2 background, +5 trained)
- Heal +2 (+2 level, +0 wis)
- History +3 (+2 level, +1 int)
- Insight +2 (+2 level, +0 wis)
- Intimidate +8 (+2 level, +1 cha, +5 trained)
- Nature +2 (+2 level, +0 wis)
- Perception +2 (+2 level, +0 wis)
- Religion +3 (+2 level, +1 int)
- Stealth +8 (+2 level, +3 dex, +2 background, +1 equipment)
- Streetwise +8 (+2 level, +1 int, +5 trained)
- Thievery +5 (+2 level, +3 dex)
Languages:
- Common Tongue
- (Franzian)
- Giant
- Draconic
Equipment:
Armor & Shield
- Mithral Chainmail +1
Melee weapons
- Lifedrinker Rapier +1
- Rhythm Blade Parrying Dagger +1
Ranged weapons
- Flintlock Pistol +1
- 20 bullets
Mundane equipment
- Adventurer's Kit
- Climber's Kit
- Camouflaged Clothing
- Footpads
- Everburning Torch
Weight Carried:
Remaining money: 2pp, 27gp
(+10gp earned from bets on Wilhelm's shooting skills.)
Description

Personality & Background
Lucien Devereux hails from the town of Ville Marais, on the edge of the salt marshes known as L'eau Croupie (Foul Water), where his father Gratien was lord. Seir de Ville Marais paid homage to the dastardly Marquis de Villeneuve of Bretagne, and when it was discovered that Gratien was fleecing the taxes being sent to his peer the penalty was harsh.
Marquis de Villeneuve dispatched soldiers to Ville Marais, where they hung Gratien for his crimes. Not satisfied, Marquis de Villeneuve stripped the family of their titles and holdings, and sent his men to kill Lucien and thus end the family's bloodline. Lucien, no more than a teenage boy at the time, disappeared into the L'eau Croupie, evading the Marquis' soldiers.
Having learned to fight and hunt in his father's household, Lucien eaked out a meager living in the dangerous marshes. He befriended a small tribe of lizard folk, and stayed with them for some time, learning their language and customs. Eventually though, he felt the need to be with his own people, and he left the swamps and travelled from town to town, earning coin as a sword for hire. Lucien lived this hard life for many years, but when rumors of his exploits reached the ears of Captain Tartuff, he was offered a place in the Hounds. Thinking that serving the hounds would give him purpose and help restore honor to his name, Lucien gladly accepted the offer.
Hooks
- Though it has been a dozen years, the Marquis de Villeneuve would still like to see Lucien dead. If word were to reach him that the son of Gratien, Seir de Ville Marais, was still alive, he may take steps to hunt Lucien down.
Good Human Fighter 4 (Tempest Fighter)
XPs:
[sblock=Experience Tracker]
[/sblock]
Age: 26
Gender: Male
Height: 6'
Weight: 200lb
Eyes: Blue
Hair: Black
Skin: Fair
Background: Bleakmire
STR: 19 [+4]
CON: 14 [+2]
DEX: 16 [+3]
INT: 12 [+1]
WIS: 10 [+0]
CHA: 12 [+1]
HP: 47
- Blooded: 23
- Surge value: 11
- Surges per Day: 11[sblock=Second Wind]
- Standard Action
- Effect: You spend a healing surge and regain 11 hit points. You gain a +2 bonus to all defenses until the start of your next turn.[/sblock]
Armor Class: 21 (10 base + 2 level + 7 armor + 1 two weapon defense + 1 rhythm blade)
Initiative: +7 (+3 dex, +2 level, +2 feat)
Melee Attack Bonus: +6 (+2 level, +4 STR)
- Lifedrinker Rapier +1: +11 (1d8+7)
- Rhythm Blade Shortsword +1: +12 (1d6+7)
Ranged Attack Bonus: +5 (+2 level, +3 DEX)
- Flintlock Pistol +1: +8 (1d6+4)
Speed: 6
FORT: 19 (12 base, +2 class, +4 str, +1 race)
REFL: 18 (12 base, + 3 dex, +1 race, +1 feat, +1 rhythm blade)
WILL: 14 (12 base, +1 cha, +1 race)
Race Features:
- Bonus Feat
- Bonus Class Skill
- Bonus At-Will Power
- Human Defense Bonus
Class Features:
- Combat Challenge: Mark foes you attack. They get -2 to attacks (not including you). Make basic melee attack against adjacent marked foe who shifts or makes attack (not including you). Mark lasts until end of your next turn or marked by other.
- Combat Superiority: Add Dex modifier (+3) [Agile Superiority Feat] to opportunity attacks. Hit ends foe's movement (if any) this action.
- Fighter Talents - Tempest Technique: When you wield two melee weapons, you gain a +1 bonus to attack rolls with weapons that have the offhand property. You gain Two-Weapon Defense as a bonus feat. When wearing light armor of chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks when you are wielding two weapons. This bonus increases to +2 with weapons that have the off-hand property.
Feats:
- Two Weapon Fighting: While holding a melee weapon in each hand, you gain a +1 bonus to damage rolls with your main weapon.
- Two Weapon Defense: While holding a melee weapon in each hand, you gain a +1 shield bonus to AC and Reflex.
- Quick Draw: You can draw a weapon (or an object) as part of the same action used to attack with the weapon or use the object. You also gain a +2 feat bonus to initiative checks.
- Light Blade Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a light blade. In addition, you gain a +1 bonus to the damage rolls of weapon attacks that you make with a light blade against a creature granting combat advantage to you.
- Agile Superiority: The bonus granted by your Combat Superiority class feature is equal to your Dexterity modifier (+3) instead of your Wisdom modifier (+0).
At-Will Powers
[sblock=- Dual Strike]
- Standard Action
- Req: Must be wielding two weapons
- Hit: 1[W] damage
- Effect: Make a secondary attack
--- Secondary Target: One creature other than primary target
--- Secondary Attack: Strength vrs. AC (off-hand weapon)
--- Hit: 1[W] damage[/sblock][sblock=- Combat Challenge]
- Immediate Action
- Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack (that does not include you) you can make a melee basic attack against that enemy.[/sblock][sblock=- Footwork Lure]
- Standard Action
- Attack: Strength vrs AC.
- Hit: 1[W] + Strength Modifier (+4). You can shift 1 square and slide the target into the space you left.[/sblock][sblock=-Reaping Strike]
- Standard Action
- Attack: Strength vrs AC.
- Hit: 1[W] + STR Modifier (+4) damage
- Miss: Half STR Modifier damage[/sblock]
Encounter Powers
[sblock=- Spinning Sweep]
- Standard Action
- Hit: 1[W] + STR Modifier (+4), and knock your target prone[/sblock][sblock=- Rain of Blows]
- Standard Action
- Attack: Strength vrs AC, two attacks
- Hit: 1[W] damage
- If you're wielding a flail, light blade or a spear and have a Dex 15 or higher, make the attack a third time against either the target or a different creature.[/sblock]
Daily Powers
[sblock=- Ruinous Assault]
- Standard Action
- Req: You must be wielding two weapons
- Hit: 1[W] + STR Modifier (+4), and ongoing 5 damage (save ends)
- Miss: Half damage
- Effect: You make a secondary attack
--- Secondary Target: One creature other than primary target
--- Secondary Attack: Strength vrs AC (off-hand weapon)
--- Hit: 1[W] + STR Modifier (+4), and ongoing 5 damage (save ends)
--- Miss: Half damage[/sblock]
Utility Powers
[sblock=- No Opening]
- Immediate Action
- Per Encounter
- Trigger: An enemy attacks you and has combat advantage against you
- Effect: Cancel the combat advantage you were about to grant to the attack[/sblock]
Skills:
- Acrobatics +5 (+2 level, +3 dex)
- Arcana +3 (+2 level, +1 int)
- Athletics +11 (+2 level, +4 str, +5 trained)
- Bluff +3 (+2 level, +1 cha)
- Diplomacy +3 (+2 level, +1 cha)
- Dungeoneering +2 (+2 level, +0 wis)
- Endurance +11 (+2 level, +2 con, +2 background, +5 trained)
- Heal +2 (+2 level, +0 wis)
- History +3 (+2 level, +1 int)
- Insight +2 (+2 level, +0 wis)
- Intimidate +8 (+2 level, +1 cha, +5 trained)
- Nature +2 (+2 level, +0 wis)
- Perception +2 (+2 level, +0 wis)
- Religion +3 (+2 level, +1 int)
- Stealth +8 (+2 level, +3 dex, +2 background, +1 equipment)
- Streetwise +8 (+2 level, +1 int, +5 trained)
- Thievery +5 (+2 level, +3 dex)
Languages:
- Common Tongue
- (Franzian)
- Giant
- Draconic
Equipment:
Armor & Shield
- Mithral Chainmail +1
Melee weapons
- Lifedrinker Rapier +1
- Rhythm Blade Parrying Dagger +1
Ranged weapons
- Flintlock Pistol +1
- 20 bullets
Mundane equipment
- Adventurer's Kit
- Climber's Kit
- Camouflaged Clothing
- Footpads
- Everburning Torch
Weight Carried:
Remaining money: 2pp, 27gp
(+10gp earned from bets on Wilhelm's shooting skills.)
Description

Personality & Background
Lucien Devereux hails from the town of Ville Marais, on the edge of the salt marshes known as L'eau Croupie (Foul Water), where his father Gratien was lord. Seir de Ville Marais paid homage to the dastardly Marquis de Villeneuve of Bretagne, and when it was discovered that Gratien was fleecing the taxes being sent to his peer the penalty was harsh.
Marquis de Villeneuve dispatched soldiers to Ville Marais, where they hung Gratien for his crimes. Not satisfied, Marquis de Villeneuve stripped the family of their titles and holdings, and sent his men to kill Lucien and thus end the family's bloodline. Lucien, no more than a teenage boy at the time, disappeared into the L'eau Croupie, evading the Marquis' soldiers.
Having learned to fight and hunt in his father's household, Lucien eaked out a meager living in the dangerous marshes. He befriended a small tribe of lizard folk, and stayed with them for some time, learning their language and customs. Eventually though, he felt the need to be with his own people, and he left the swamps and travelled from town to town, earning coin as a sword for hire. Lucien lived this hard life for many years, but when rumors of his exploits reached the ears of Captain Tartuff, he was offered a place in the Hounds. Thinking that serving the hounds would give him purpose and help restore honor to his name, Lucien gladly accepted the offer.
Hooks
- Though it has been a dozen years, the Marquis de Villeneuve would still like to see Lucien dead. If word were to reach him that the son of Gratien, Seir de Ville Marais, was still alive, he may take steps to hunt Lucien down.
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