[ROGUES GALLERY]4E Feylight and Dragonbreath


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Eskaar Pureflame
Male Dragonborn Cleric 1

"Karis the Great, ruler of Arkhosia sent me."

Background
How young was I when I first saw Karis. I can't remember, but I remember that moment. I was not even half the size I have today. I was with my father and we walked inside a large court where the militaries where standing. My father had a meeting with an officier and had decided to show me whta his works was. He was a diplomat. He had to meet with an officier for official matter between two house of the empire. I don't rmember what was the acse exactly, nit did it matter to me anyway. But I saw Karis standing there, looking at his troops. I had never seen a dragon so large. And not only that, but the color of my scales was the same then his.

That image marked me. It has so much that I decide to join the order of Karis. I did my training both under my father's wing and the order. I developped my skills of Faith, of Diplomat and of Warrior. I was admired by other young dragonborn by my fervor, my zeal and my faith toward the great Karis, but I always have felt to have been chosen, so I had to live to the height of my destiny.

Personality & Appearance
Large and muscular dragonborn, his scales are red just as the falmes that inhabit inside of him. He has lived with the passion toward his god for a long time and it can be seen in his eyes. Faithfull, loyal and zealous, he proudly show the symbol of his patron on his chainmail.


[sblock=Abilities]
Code:
[U]Ability scores[/U]
Strength     : [B]19 (+4)[/B]     Hit points : [B]26[/B]
Constitution : [B]14 (+2)[/B]     Bloodied   : [B]13[/B] 
Dexterity    : [B]14 (+2)[/B]     Surges     : [B]8[/B]
Intelligence : [B]10 (+0)[/B]     Surges/day : [B]7[/B]     
Wisdom       : [B]18 (+4)[/B]     Initiative : [B]+2[/B]
Charisma     : [B]19 (+4)[/B]     

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

[U]Skills[/U]
Arcane     (Int): [B]+ 5[/B] (trained)
Bluff      (Cha): [B]+ 9[/B] (trained) 
Diplomatie (Cha): [B]+ 9[/B] (trained) 
History    (Int): [B]+ 2[/B] (+2 racial bonus)
Insight    (Wis): [B]+ 9[/B] (trained)  
Intimidate (Cha): [b]+ 6[/B] (+2 racial bonus)
Religion   (Int): [b]+ 5[/B] (trained)

Languages:
Common, Draconic

Feats
Skill Training: Bluff, Ritualist (Class Bonus)

Rituals
Gentle Repose (Heal, 1)
Secret Pages (Arcane, 1)

Racial Ability
Dragonborn Fury: +1 to attack rolls while bloodied
Draconic Heritage: Surge value = 1/4 max hp + Con bonus
Dragon Breath: See encounter powers

Class Ability
Channel Divinity: Can use one Channel Divinity power per encounter
Healer's Lore: Add Wis bonus to all healing from power with healing keyword
Healing Word: See encounter powers
Ritual Caster: Gain Ritualist Feat and two rituals

Weapon Proficiency:
Cloth, Leather, Hide, Chainmail

Weapon Proficiency:
Simple melee, simple ranged

Size: Medium
Speed: 5 squares (Base: 6)
Vision: Normal [/sblock]

[sblock=Powers]Basic attack
Scythe
:bmelee: Standard action, Attack: +6[Str] vs. AC;
Hit: Damage: 2d4 +4[Str]

Sling
:ranged: Standard action, Attack: +4[Str] vs. AC;
Hit: Damage: 1d6 +2[Dex]​

At-will:
Righteous Brand (Cleric - Divine, Weapon)
:melee: Standard Action, Melee Weapon, +6[Str] vs. AC
Hit: One traget takes 2d4[W]+4[Str] damage. one ally within 5 squares gain +4[Str]

Sacred Flame (Cleric - Divine, Implement, Radiant)
:ranged: Standard Action, Ranged 5, +4[Wis] vs. Refl.
Hit: One target takes 1d6+4[Wis] radiant damage. One ally in sight gain 4[Cha+1/2lvl] temporary hit point or make a saving throw​

Encounter:
Dragon Breath (Dragonborn - Fire)
:close: Minor Action, Close Blast 3, +6[Str+2] vs. Refl.
Hit: All creature in area takes 1d6+2[Con] fire damage

Channel Divinity: Divine Fortune (Cleric - Divine)
Free Action, Personal
Effect: You gain +1 to your next attack roll or saving throw before the end of your next turn

Channel Divinity: Turn Undead (Cleric - Divine, Implement, Radiant)
:close: Standard Action, Close Burst, +4[Wis] vs. Will
Hit: Each undead creature in burst takes 1d10+4[Wis] radiant damages, is pushed 7[Cha+3] squares away and is immobilized until the end of the next turn.
Miss: Each undead creature in burst takes half damage. No push or immobilisation.

Healing Word (Cleric - Divine, Healing)
:close: Minor Action, Close Burst 5
Effect: You or one ally can spend a healing surge and regain an additional 1d6+4[Wis] hp

Divine Glow (Cleric - Divine, Implement, Radiant)
:close: Standard Action, Close Blast 3, +4[Wis] vs. Refl
Hit: Each enemy in blast takes 1d8+4[Wis] radiant damage
Effect: Allies in blast gain +2 to attack rolls until the end of your next turn​

Daily:
Avenging Flame (Cleric - Divine, Fire, Weapon)
:melee: Standard Action, Melee Weapon, +6[Str] vs. AC
Hit: One target takes 4d4[2W]+4[STR] damage and 5 ongoing fire damage (saves end)
Miss: One target takes half damage. No ongoing fire damage.
Special: If target attacks on his turn, he cannot save against the ongoing damage at the end of that turn.

Utility:
None​
[/sblock]

[sblock=Equipment]
Code:
[U]Currency:[/U] 21 gp


[U]Equipment           Price    Weight      Other[/U]
Chainmail              40 gp    40.0 lb.    Heavy armour

Scythe                  5 gp     6.0 lb.    
Sling                   1 gp     0.0 lb.    Load Free
Bullets (20)            1 gp     5.0 lb.

Holy Symbol            10 gp     1.0 lb.
Ritual Book             - gp     3.0 lb.
  
Backpack                2 gp     2.0 lb.
Bedroll                 1 sp     5.0 lb.
Flint & Steel           1 gp       -
Pouch, belt             1 gp     0.5 lb.
Rations, trail          5 gp    10.0 lb.    10 days
Rope, hemp              1 gp    10.0 lb.    50 ft.
Sunrod (2)              4 gp     2.0 lb.   
Waterskin               1 gp     4.0 lb.      

[B]Total               94 gp    85.5 lb.[/B]

Normal load:    180 lb.
Heavy load:     360 lb.
Max. drag load: 900 lb.
[/sblock]
 


Tris Inflamari

Level 1 Tiefling Swordmage
Initiative +5; Senses Perception +1
HP 32; Bloodied 16; Healing Surge 8; Surges Per Day 12
AC 20(17); Fort 14, Ref 15, Will 14
Speed 6
Action Points 1
Alignment Unaligned
-----------------------------------------------------------------
[sblock=Race and Class Features]
Racial Features:
Vision: Lowlight vision
Ability Scores: +2 intelligence, +2 Charisma
Fire Resistance: 5+ ½ level (5)
Languages: Common, Draconic
Skill Bonuses: +2 Bluff, +2 Stealth
Bloodhunt: You gain a +1 racial bonus to attack rolls against bloodied foes
Infernal Wrath: Infernal Wrath Encounter Power

Class Features:
Swordbond: You can summon your bonded blade to your hand from up to 10 spaces away as a Standard Action. You can also rebuild or repair your bonded blade from even the smallest fragment by meditating on it for an hour. To bond a weapon you must meditate upon the blade for 1 hour.

Warding: Gain a +1 to AC, this bonus becomes +3 when you have a free hand

Proficiencies:
Armor: Cloth, Leather
Weapon: Simple Melee, Military Light Blades, Military Heavy Blades, Simple Ranged

Armor:
Leather Armor (+2 AC, 15 lbs.)
Weapon:
Long Sword (+5, 1d8+2, 4 lbs., Heavy Blade)[/sblock]

-----------------------------------------------------------------
Str 15 (+2) Dex 11 (0) Con 18 (+4)*
Int 20 (+5) Wis 13 (+1) Cha 17 (+3)*
Feats: Pact Initiate (Infernal)
Skills:
Arcana +10, Athletics +7, Bluff +10, Diplomacy +8, Insight +6, Stealth +2

Gear 45 gp. 52/150 LBs
Standard Adventurer’s kit

-----------------------------------------------------------------
[sblock=Powers]
Powers:
At Will:
AEGIS of Shielding
Minor Action – Close Burst 2
Keyword: Arcane
You mark the target, they take a -2 to attacks that do not include you as a target. In addition, if the target of the attack is within 10 squares of you, you can reduce the damage as an immediate interrupt reducing the damage by 5 + 4(Constitution). The marking remains until the end of the encounter, or until AEGIS of Shielding is used again.

Green Flame Blade
Standard Action – Melee – Intelligence vs. AC
Keyword: Arcane, Fire, Weapon
1d8+5 Damage to the target and deal 2 damage to all enemies adjacent to the

Lightning Lure
Standard Action – Ranged 3 – Intelligence vs. Fortitude
Keyword: Arcane, Implement, Lightning
Hit: 1d6+5 damage and you pull the target to the nearest unoccupied space adjacent to you

Encounter:
Flame Cyclone
Standard Action – Close Blast 3 – Intelligence vs. Reflex
Keyword: Arcane, Fire, Implement
1d8+ 9 (Intelligence + Constitution) fire damage

Hellish Rebuke
Standard Action – Ranged 10 – Constitution vs. Reflex
Keyword: Arcane, Fire, Implement
1d6+4(Constitution) damage, and the target takes another 1d6+4 damage if you take damage before the end of your next turn.

Infernal Wrath
Minor Action – Personal
+1 to Attack against a foe that has hit you since your last turn. If you hit, deal +3 (Charisma) extra damage



Daily:
Frost Backlash
Immediate Interrupt – Intelligence vs. Reflex
Keyword: Arcane, Cold, Weapon
Trigger: An adjacent enemy hits you
Effect: 3[W]+5(Intelligence) damage
Miss: Half damage
[/sblock]

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Malek, Tiefling Warlock

[sblock]Str: 12 +1
Con: 18 +4
Dex: 15 +2
Int: 19 +4
Wis: 15 +2
Cha: 20 +5

AC: 16
Fort: 14
Reflex: 15
Will: 16

HP: 30
Bloodied: 15
Healing Surges: 10
Healing per surge: 7


Feat: Hellfire Blood

Skills:
Passive Insight 17
Passive Perception 12

Acrobatics +2
Arcana* +9
Athletics +1
Bluff* +12
Insight* +7
Perception +2
Stealth +4
Streetwise* +10

Languages: Common, Supernal

Powers:

At Will:
Eyebite (+5 vs will; 1d6+5 invisible to enemy)
Dire Radiance (+5 vs fort; 1d6+5 takes damage if approach)

Encounter:
Dreadful Word (+6 vs will; 2d8+6 -5 on will defense untill end next turn)
Infernal Wrath (special)

Daily:
Dread Star (+6 vs will; 3d6+6 immobilized end of turn, -2 will [save])

Equipment:
Leather armor, 3 daggers, wand, backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 days' trail rations, 50 ft. of hempen rope, waterskin


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, not teaching only how to navigate a ship, but also 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.
One of his oaths brings him in just the company of the other members of the soon to be formed adventuring group.[/sblock]


More background, skills and equipment later.
 


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