Durst Muqutad

Durst Muqutad is a fighter for hire. Though somewhat aloof, he maintains a gentile manner and general curiosity about the way the world works. Hailing from the edge of a large desert, he has learned to speak the trade and martial languages from those cultures. A relentless fighter, he rarely tires during combat, and has the appearance of someone worth his pay.

Durst in your game: Use Durst as a straight-forward fighter-for-hire in your adventure. His motives are simple – he works for money and has an long-term quest to find his brother, Alaham. If he meets adventurers who may assist him, he will work for free (well, in game terms, a share of the XP).

Durst Muqutad
Level 2 Neutral Fighter (follower of Erathis)
XP:
1,290
medium human
Age:
40
Height: 6’2″
Weight: 195
Appearance: brown hair with grey streaks, brown eyes, salt and pepper beard

Initiative: +2
Perception: +1

HP: 38; Bloodied 19 Healing Surges: 12
AC: 17, Fortitude 14, Reflex 13, Will 11
Speed: 6

Powers
Combat Challenge
Combat Superiority
Fighter Weapon Talent (one-handed)
At-Will:
* Cleave
* Tide of Iron
Encounter:
* Spinning Sweep
Daily:
* Brute Strike
Utility:
* Unstoppable

Basic Attacks
Mace: +6 to hit, 1d8+3 dmg

Alignment: Neutral
Languages: Common, Desert Tongues from his home region
Skills: *Athletics 9, Bluff 1, Diplomacy 1, Dungeoneering 1, *Endurance 9, Heal 1, History 2, Insight 1, *Intimidate 6, Nature 1, Perception 1, Religion 2, Stealth 3, Streetwise 1, Thievery 3
* trained

Feats: Shield Push, Power Attack
Str 16 Dex 14 Wis 11
Con 17 Int 12 Cha 10

Possessions:
Hide armor
Heavy shield
Mace
Standard Adventurer’s Kit
3 Sunrods
Silk rope
2 Healing Potions
134 gp


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Tristega Thistlewood

Tristega grew up the daughter of a wealthy merchant family in Piran Point, which made its money on the fish and rope trades.

However, finding the merchant life dull and wholly without adventure, this heiress walked away from the family’s fortune (taking some of it with her to bootstrap her own operation). She has developed a small trade network of her own between a few of the coastal towns of the Jæruel, establishing a small black market in “hard to find items,” weapons, armor and outlawed arcane reagents that wizards delight in. This side of merchant operations it seems is worthwhile to her; keeping below the surface and a step ahead of the law. She is known to dress in flashy dresses and parade around in her impressive hat collection, one that grows with each successive adventure.

She is a devout follower of Geld, younger brother of Pelor, adhering to St. Grisdon’s ten virtues of trade, which places one’s honor and word above all things, and encourages dealings with only those who also uphold this honor among merchants and thieves.

Tristega Thistlewood
Medium-size Female Human
Rogue 5 Merchant 2

Hit Dice: (5d6)+(2d6)+7
Hit Points: 41
Initiative: +7
Speed: Walk 30 ft.
AC: 17 (flatfooted 17, touch 13)
Attacks: Sword (Short/Masterwork) +5;*Crossbow +1 (Repeating Light) +7; ;
Damage: Sword (Short/Masterwork) 1d6+1;*Crossbow +1 (Repeating Light) 1d8+1; ;
Vision: normal
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Evasion (Ex), Sneak Attack +3d6, Trap Sense (Ex) +1, Trapfinding, Uncanny Dodge (Dex bonus to AC)
Saves: Fortitude: +2, Reflex: +7, Will: -1
Abilities: Str 12, Dex 17 Con 13, Int 14, Wis 7, Cha 10
Skills: Appraise 12; Balance 11; Bluff 4; Climb 7; Concentration 1; Craft (Alchemy) 5; Craft (Untrained) 2; Decipher Script 7; Diplomacy 1; Disable Device 7; Disguise 2; Escape Artist 7; Forgery 9; Gather Information 3; Heal -2; Hide 3; Intimidate 4; Jump 3; Knowledge (Geography) 4; Knowledge (History) 4; Knowledge (Local) 4; Listen 3; Move Silently 3; Open Lock 7; Ride 3; Search 6; Sense Motive 0; Sleight of Hand 5; Spot 1; Survival 0; Swim 3; Tumble 8; Use Magic Device 3;
Feats: Armor Proficiency (Light), Exotic Weapon Proficiency (Crossbow (Repeating Light)), Improved Initiative, Rapid Reload (Crossbow (Light)), Simple Weapon Proficiency, Track
Challenge Rating: 6
Alignment: Chaotic Neutral
Possessions: 40 Bolts, Crossbow; Sword (Short/Masterwork); 20 Bolts (Crossbow/Adamantine); Crossbow +1 (Repeating Light); Leather +2; Potion of Cure Serious Wounds; Potion of Remove Disease; Potion of Sanctuary; Signet Ring; Rogue Boots (Thieves’ Tools in boots);

Combat

Tristega tries to avoid combat at all costs, even offering money to spare her the work. However, if she has the upper hand (for instance when she can corner an opponent) she will not think twice about pouncing on the opportunity. She attacks from the shadows with her repeating crossbow. When in melee, she prefers the short sword, again keeping her distance whenever possible.


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Tipene

Hailing from an vanaran island culture, Tipene is a trained shaman who has studied martial arts. He and his companions seek information on “floaters,” human pirates that once ransacked ports on their home island. Tipene is very academic and dry around new faces, but warms up and tells plenty of war stories once he gets to know those around him. He maintains a skeptical, scientific eye on most things. Even his deep-rooted spirituality has an explanation! But you’ll have to get to know him in person to learn more.

Tipene
True Neutral Vanaran Rogue 1 Shaman 8
Natural Scientist, worshipper of Zaius

HD: 8d8+1d6+18
HP: 51
Init: -1
Speed: Walk 30 ft., climb 20 ft.
AC: 17 (touch 12, flat-footed 16)

Attacks: hands +6/+1 1d8 20, masterwork war claw +7/+2
Damage: 1d3-1, 1d6-1
Base Attack Bonus: +6/+1
Vision: normal
Face / Reach: 5 ft. / 5 ft.

Special Qualities:
Sneak Attack +1d6
Trapfinding
Ancestor Domain – Summon ancestor
Travel Domain – Freedom of movement 1/day
Improved Unarmed Strike
Animal Companion – Monkey, Claudius
Spirit Sight – see ethereal creatures
Rebuke Undead
Spirit’s Favor – charisma as a bonus on all saves

Saves: Fort: 5, Ref 5, Will 12
Abilities: Str 8, Dex 8, Con 14, Int 16, Wis 20, Cha 10

Skills:
Appraise: 8
Concentration: 12
Craft (Bookbinding): 11
Decipher Script: 10
Diplomacy: 4
Handle Animal: 2
Heal: 10
Hide: 0
Knowledge (Arcana): 6
Knowledge (Religion): 7
Knowledge (Spirits): 6
Knowledge (Planes): 7
Listen: 9
Move Silently: 0
Profession (Bookkeeper): 6
Ride: 1
Sailing: 2
Sense Motive: 10
Spellcraft: 14
Spot: 10
Survival: 11
Use Magic Device: 3

Feats:
Great Teamwork
Coordinated Attack
Karmic Twin (Tarapiki, fellow Vanaran and travelling companion)
Dodge
Quicken Spell

Spells:
Free:
Travel Domain:
1 Longstrider
2 Locate Object
3 Fly
4 Divination

Ancestor Domain:
1 Detect Undead
2 Ancestral Vengeance
3 Speak with Dead
4 Dimension Door

Mana : 62

Spells per Day: (levels 0-4): 10/9/8/7/4

XP: 40,175

Languages:
Vanaran
Olman
Sylvan
Spirit Tongue

GP: 14
PP: 7

Possessions:
roc feathers
scarlet brotherhood robes
luckstone
bag of holding (type 1) full of a necromancer’s collection of items from her skeleton
ivory carving – elephant
wooden tiger figurine
masterwork war claw from a coatl
chain shirt +3
dastana
deck of illusions (jack of spades already drawn)
elixir of sneaking
elixir of hiding
elixir of fire breath
dust of appearance
explorer’s outfit
2 potions of cure moderate wounds
white wood staff with a diamond and silver setting (magical)
black cloak with silver trim

Tipene was cursed by an evil bat god. Ever since then, he has taken on a palsy that has permanently reduced his Dex by 6 points. In combat, he usually casts cause serious wounds and uses his great teamwork feat to flank his opponent with his companion, Tirapiki.


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Aldric Tréburne

Older brother of Kilmore Tréburne, Aldric stayed home to care for the ailing family while Kilmore went forth in search of adventure. Now that the family is stabilized, thanks to Avandra’s blessings, Aldric has now left home in search of his brother and his own adventure.

Along the way, he has met up with an eldarin war wizard and traveled from town to town, lending healing powers and fighting off brigands and ferocious wolves.

A playful, yet grounded, working-class elf, Aldric has developed many talents, though none that he pursues with more passion than his faith in Avandra, and healing in her name. he has been called too humorous for serious elven service, and too ill-mannered to ever represent his people abroad, so his only hope is in following his own dreams and desires.

He maintains his own gear, but is not too proud to ask for help in repairing or caring for it. His most prized possessions are a pair of ornate, buckled catgrace boots, a finely-carved shortbow +1 thunderburst, and his holy symbol of Faith to Avandra (+1d6 healing).

In addition, he wears a suit of chainmail with a small cape and carries an adventurer’s kit in a backpack.

Aldric in your game: Aldric tells a decent tale, and with his diplomacy will likely have learned some things about the local area. As a healer, he is likely to have learned much of the recent adventurers of others. Aldric could serve as an NPC in a party that did not have a player in the leader role. He would allow the DM to give the party some extra healing without having a character overly bent on seeing his own will done.

Note: These are the 3.5 stats. For the 4th ed stats, visit our sister site, Tailslap.

Aldric Tréburne
Medium-size Male Elf (Wood)
Cleric 3
Hit Dice: (3d8)+3
Hit Points: 23
Initiative: +2
Speed: Walk 30 ft.
AC: 17 (flatfooted 15, touch 12)
Attacks: “Shriek” Shortbow (Shocking Burst/Masterwork) +5; Mace, Light +3;
Damage: “Shriek” Shortbow (Shocking Burst/Masterwork) 1d6; Mace, Light 1d6+1;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +2 racial saving throw bonus against enchantment spells or effects., An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it., Immunity to magic sleep effects., Spontaneous casting, Turn Undead (Su) 5/day (turn level 3) (turn damage 2d6+5)
Saves: Fortitude: +4, Reflex: +3, Will: +6
Abilities: STR 12 (+1), DEX 15 (+2), CON 13 (+1), INT 11 (+0), WIS 16 (+3), CHA 14 (+2)
Skills: Appraise 0; Balance -1; Bluff 2; Climb -2; Concentration 3; Craft (Untrained) 0; Diplomacy 4; Disguise 2; Escape Artist -1; Forgery 0; Gather Information 2; Heal 7; Hide -1; Intimidate 2; Jump -2; Knowledge (Arcana) 1; Knowledge (Religion) 1; Listen 5; Move Silently -1; Ride 2; Search 2; Sense Motive 3; Spellcraft 2; Spot 5; Survival 3; Swim -5;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Point Blank Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency
Challenge Rating: 3
Alignment: Neutral Good

Possessions: “Shriek” Shortbow (Shocking Burst/Masterwork); Chain Shirt; Arrows (20); Mace, Light; Outfit (Explorer’s); Shield, Light; Holy Symbol; 40gp.
Deity: Avandra Domains: Luck, Healing

Spells:
Spells per Day: (4/3+1/2+1/0/0/0/0/0/0/ DC:13+spell level)
Cleric – Known:
Level 0: Cipher, Create Water, Cure Minor Wounds, Decode, Detect Magic, Detect Poison, Dim, Dim Illumination, Guidance, Inflict Minor Wounds, Light, Light My Fire, Mending, Pain Touch, Puff of Wind, Purify Food and Drink, Read Magic, Resistance, Sort, Startle, Virtue
Level 1: Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Cure Light Wounds, Detect Chaos, Detect Corruption, Detect Evil, Detect Good, Detect Infraction, Detect Law, Detect Undead, Divine Favor, Doom, Emotional Stability, Endure Elements, Entropic Shield, Entropic Shield, Glass Shape, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos, Protection from Evil, Protection from Law, Purge Inner Darkness, Remove Fear, Sanctuary, Shield of Faith, Stabilize, Summon Monster I, Wall of Darkness
Level 2: Aid, Aid, Align Weapon, Augury, Bear’s Endurance, Bull’s Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Cure Moderate Wounds, Darkness, Delay Poison, Eagle’s Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Owl’s Wisdom, Remove Paralysis, Resist Energy, Restoration, Lesser, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Weaken Stone, Zone of Truth


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Aldric Tréburne

Older brother of Kilmore Tréburne, Aldric stayed home to care for the ailing family while Kilmore went forth in search of adventure. Now that the family is stabilized, thanks to Avandra’s blessings, Aldric has now left home in search of his brother and his own adventure.

Along the way, he has met up with an eldarin war wizard and traveled from town to town, lending healing powers and fighting off brigands and ferocious wolves.

A playful, yet grounded, working-class elf, Aldric has developed many talents, though none that he pursues with more passion than his faith in Avandra, and healing in her name. he has been called too humorous for serious elven service, and too ill-mannered to ever represent his people abroad, so his only hope is in following his own dreams and desires.

He maintains his own gear, but is not too proud to ask for help in repairing or caring for it. His most prized possessions are a pair of ornate, buckled catgrace boots, a finely-carved shortbow +1 thunderburst, and his holy symbol of Faith to Avandra (+1d6 healing).

In addition, he wears a suit of chainmail with a small cape and carries an adventurer’s kit in a backpack.

Aldric in your game: Aldric tells a decent tale, and with his diplomacy will likely have learned some things about the local area. As a healer, he is likely to have learned much of the recent adventurers of others. Aldric could serve as an NPC in a party that did not have a player in the leader role. He would allow the DM to give the party some extra healing without having a character overly bent on seeing his own will done.

Aldric Tréburne: Level 3 Cleric of Avandra
medium fey humanoid – XP 2,690
age (equivalent of 28 in human years)
height 5’10”, weight 155, brown hair, green eyes

Initiative +1 Senses Perception +1

HP 35; Bloodied 12 Healing Surges: 9
AC 19, Fortitude 14, Reflex 15, Will 16
Speed 7

Powers
Channel Divinity:
* Healer’s Lore
* Healing Word (2/Encounter)
* Divine Fortune
* Turn Undead
Lance of Faith – (Standard; At-Will)
Sacred Flame – (Standard; At-Will)
Elven Accuracy – (Standard; Encounter)
Command – (Standard; Encounter)
Beacon of Hope – (Standard; Daily)
Shield of Faith – (Standard; Utility)

Basic Attacks
Short sword: +4 vs AC, 1d6 + 1 damage
Short Bow +1 thunderburst (40 arrows): +5 vs AC, 1d8 + 3 damage

Alignment Good
Languages Common, Elven
Skills: Athletics 4, Arcana 5, Athletics 3, Bluff 1, Diplomacy 6, Dungeoneering 2, Endurance 2, Heal 8, History 5, Insight 3, Intimidate 1, Nature 3, Perception 5, Religion 7, Stealth 4, Streetwise 1, Thievery 1
Feats: Elven Precision, Avandra’s Rescue
Str 12 Dex 15 Wis 16
Con 13 Int 11 Cha 14


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Allie Chanovic

Allie is a fairly well-known prodigy of a bard who plays in and around the capital of Esrun. Occasionally adventures for the good of the Republic, but only if there’s good money in it.

One fairly recent run-in with the undead has convinced her that she needs to learn to write and play music that appeals to their macabre sensibilities, so she has enrolled in the Convent Conservatory in Esrun’s capital, where she is near to completing her studies in music and religion. This time has reminded her, somehow romantically, about the adventuring life and how she misses it. She is itching to get back out on the field of battle, on the right side and for the right price!

Allie Chanovic
Medium-size Male Human
Bard 5 Cleric 1

Hit Dice: (5d6)+(1d8)+6
Hit Points: 40
Initiative: +3
Speed: Walk 30 ft.
AC: 17 (flatfooted 14, touch 13)
Attacks: *Dagger -1;*Dagger (Thrown) +6;Shortbow +1 (Composite) +7; ;
Damage: *Dagger 1d4;*Dagger (Thrown) 1d4;Shortbow +1 (Composite) 1d6+1; ;
Vision: normal
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Bardic knowledge (+7), Bardic music 5/day, Countersong (Su) for up to 10 rounds, Fascinate (Sp) can effect 2 creatures for up to 5 rounds, Inspire Competence (Su) +2 to skill checks for up to 2 minutes, Inspire Courage (Su) +1 to saves against charm or fear effects and +1 morale bonus on attack and damage rolls., May wear light armor without incurring the normal arcane spell failure chance., Spontaneous casting, Turn Undead (Su) 6/day (turn level 1) (turn damage 2d6+4)
Saves: Fort: +4, Ref: +7, Will: +6
Abilities: Str 11 Dex 16 Con 13 Int 14 Wis 10 Cha 17
Skills: Appraise 6; Balance 5; Bluff 4; Climb 2; Concentration 10; Craft (Untrained) 2; Decipher Script 4; Diplomacy 12; Disguise 3; Escape Artist 3; Forgery 2; Gather Information 10; Heal 3; Hide 5; Intimidate 3; Jump 1; Knowledge (Arcana) 4; Knowledge (History) 3; Knowledge (Local) 3; Knowledge (Nobility and Royalty) 3; Knowledge (Religion) 3; Knowledge (The Planes) 3; Listen 1; Move Silently 4; Perform (Sing) 4; Perform (String Instruments) 10; Ride 3; Search 2; Sense Motive 2; Sleight of Hand 8; Speak Language (Elven) 1; Spellcraft 9; Spot 0; Survival 0; Swim 0; Tumble 5; Use Magic Device 6;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Dodge, Mobility, Point Blank Shot, Quicken Spell, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency
Challenge Rating: 6
Alignment: Neutral Good
Possessions: Arrow; Dagger; Leather +2; Shortbow +1 (Composite); Spell Component Pouch; Travelers Outfit; Lute; Guitar; Hooded Cloak

Deity: Bachtoffen Domains: Community (Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.) Rune (Free Scribe Scroll feat.)
Spells:
Innate: Calm Emotions
Spells per Day: (3/4/2/0/0/0/0/0/0/ DC:13+spell level)
Bard – Known:
Level 0: Dancing Lights, Know Direction, Mage Hand, Message, Prestidigitation, Summon Instrument
Level 1: Disguise Self, Expeditious Retreat, Feather Fall, Unseen Servant
Level 2: Glitterdust, Hold Person, Mirror Image
Spells per Day: (3/1/0/0/0/0/0/0/0/ DC:10+spell level)
Cleric – Known:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue


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Aldric Tréburne

Older brother of Kilmore Tréburne, Aldric stayed home to care for the ailing family while Kilmore went forth in search of adventure. Now that the family is stabilized, thanks to Avandra’s blessings, Aldric has now left home in search of his brother and his own adventure.

Along the way, he has met up with an eldarin war wizard and traveled from town to town, lending healing powers and fighting off brigands and ferocious wolves.

A playful, yet grounded, working-class elf, Aldric has developed many talents, though none that he pursues with more passion than his faith in Avandra, and healing in her name. he has been called too humorous for serious elven service, and too ill-mannered to ever represent his people abroad, so his only hope is in following his own dreams and desires.

He maintains his own gear, but is not too proud to ask for help in repairing or caring for it. His most prized possessions are a pair of ornate, buckled catgrace boots, a finely-carved shortbow +1 thunderburst, and his holy symbol of Faith to Avandra (+1d6 healing).

In addition, he wears a suit of chainmail with a small cape and carries an adventurer’s kit in a backpack.

Aldric in your game: Aldric tells a decent tale, and with his diplomacy will likely have learned some things about the local area. As a healer, he is likely to have learned much of the recent adventurers of others. Aldric could serve as an NPC in a party that did not have a player in the leader role. He would allow the DM to give the party some extra healing without having a character overly bent on seeing his own will done.

Aldric Tréburne: Level 3 Cleric of Avandra
medium fey humanoid – XP 2,690
age (equivalent of 28 in human years)
height 5’10”, weight 155, brown hair, green eyes

Initiative +1 Senses Perception +1

HP 35; Bloodied 12 Healing Surges: 9
AC 19, Fortitude 14, Reflex 15, Will 16
Speed 7

Powers
Channel Divinity:
* Healer’s Lore
* Healing Word (2/Encounter)
* Divine Fortune
* Turn Undead
Lance of Faith – (Standard; At-Will)
Sacred Flame – (Standard; At-Will)
Elven Accuracy – (Standard; Encounter)
Command – (Standard; Encounter)
Beacon of Hope – (Standard; Daily)
Shield of Faith – (Standard; Utility)

Basic Attacks
Short sword: +4 vs AC, 1d6 + 1 damage
Short Bow +1 thunderburst (40 arrows): +5 vs AC, 1d8 + 3 damage

Alignment Good
Languages Common, Elven
Skills: Athletics 4, Arcana 5, Athletics 3, Bluff 1, Diplomacy 6, Dungeoneering 2, Endurance 2, Heal 8, History 5, Insight 3, Intimidate 1, Nature 3, Perception 5, Religion 7, Stealth 4, Streetwise 1, Thievery 1
Feats: Elven Precision, Avandra’s Rescue
Str 12 Dex 15 Wis 16
Con 13 Int 11 Cha 14


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Aldric Tréburne

Older brother of Kilmore Tréburne, Aldric stayed home to care for the ailing family while Kilmore went forth in search of adventure. Now that the family is stabilized, thanks to Avandra’s blessings, Aldric has now left home in search of his brother and his own adventure.

Along the way, he has met up with an eldarin war wizard and traveled from town to town, lending healing powers and fighting off brigands and ferocious wolves.

A playful, yet grounded, working-class elf, Aldric has developed many talents, though none that he pursues with more passion than his faith in Avandra, and healing in her name. he has been called too humorous for serious elven service, and too ill-mannered to ever represent his people abroad, so his only hope is in following his own dreams and desires.

He maintains his own gear, but is not too proud to ask for help in repairing or caring for it. His most prized possessions are a pair of ornate, buckled catgrace boots, a finely-carved shortbow +1 thunderburst, and his holy symbol of Faith to Avandra (+1d6 healing).

In addition, he wears a suit of chainmail with a small cape and carries an adventurer’s kit in a backpack.

Aldric in your game: Aldric tells a decent tale, and with his diplomacy will likely have learned some things about the local area. As a healer, he is likely to have learned much of the recent adventurers of others. Aldric could serve as an NPC in a party that did not have a player in the leader role. He would allow the DM to give the party some extra healing without having a character overly bent on seeing his own will done.

Aldric Tréburne: Level 3 Cleric of Avandra
medium fey humanoid – XP 2,690
age (equivalent of 28 in human years)
height 5’10”, weight 155, brown hair, green eyes

Initiative +1 Senses Perception +1

HP 35; Bloodied 12 Healing Surges: 9
AC 19, Fortitude 14, Reflex 15, Will 16
Speed 7

Powers
Channel Divinity:
* Healer’s Lore
* Healing Word (2/Encounter)
* Divine Fortune
* Turn Undead
Lance of Faith – (Standard; At-Will)
Sacred Flame – (Standard; At-Will)
Elven Accuracy – (Standard; Encounter)
Command – (Standard; Encounter)
Beacon of Hope – (Standard; Daily)
Shield of Faith – (Standard; Utility)

Basic Attacks
Short sword: +4 vs AC, 1d6 + 1 damage
Short Bow +1 thunderburst (40 arrows): +5 vs AC, 1d8 + 3 damage

Alignment Good
Languages Common, Elven
Skills: Athletics 4, Arcana 5, Athletics 3, Bluff 1, Diplomacy 6, Dungeoneering 2, Endurance 2, Heal 8, History 5, Insight 3, Intimidate 1, Nature 3, Perception 5, Religion 7, Stealth 4, Streetwise 1, Thievery 1
Feats: Elven Precision, Avandra’s Rescue
Str 12 Dex 15 Wis 16
Con 13 Int 11 Cha 14


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Scholar in the Crypts

Presented here is an npc that the PCs may run into and be able to get information from. Unbeknownst to them he is also a worshiper of Vecna and will embroil the players in his plots if they do deal with him….

Beneath the sewers and catacombs of the city lives Jurgen, a hermit scholar with the mental appetite of a terrask. For many years he traveled with adventurers in search of treasure and knowledge, but has lately retired to his lair to do more extensive research out of harm’s way. But by no means has his ambition dwindled.

Appearance:
Jurgen is pale, tall, and skinny, with the stoop of someone who is used to doing a lot of reading. His unkempt hair is black with patches of silver on the temples, and behind a pair of spectacles gaze a pair of piercing blue eyes. Sometimes, if one looks hard enough, she can see a glimmer of slow movement behind them. He wears simple robes of deep blue fabric with white scrollwork along the hems in Supernal. He carries no weapons on his person (he keeps his pact blade ready with Drawmij’s instant summons)

Mannerisms:
Jurgen appears to be a polite, congenial man with an easygoing tone. Sometimes he can seem to be almost absentminded, forgetting where he put something for a second, before discovering it with an affirmative “ah.” He is very patient, and never lets his true motives show.

Goals:
Jurgen is a priest of Vecna, and is by nature a keeper–and exploiter–of many secrets. He mainly wishes to further the goals of Vecna, including eliminating the influence and worshipers of other deities. In doing so he schemes to begin a new world order under Vecna, and follow in his deity’s footsteps by becoming a lich king.

Using Jurgen in your Game: It is best to introduce Jurgen to your characters early on in the game. He will be far to powerful for them to defeat at this point, and he will only be interested in helping them in order to gain their trust so that he can begin to use them to accomplish his own ends.
He will attempt to enlist the PC’s to retrieve components for the ritual to become a lich, such as: dragon’s blood, arcane phylactery pieces, and the ritual in book form. As a master of the arcane, Jurgen also longs for the Eye and the Hand of Vecna, and will pay the PC’s handsomely for them, in gold or with information. He will gladly assist the PC’s while they work to further his own secret ends, and he will part with information that will help them do so–but never more that he absolutely has to. Additionally, he will hide parts of the truth in order to set the PCs against his enemies, or cover for his own ill deeds. The priest will also enlist the aid of others to follow the PC’s and ensure that his goals are met, whether they know it or not.
If you use Jurgen in this way, it may also be good to provide them with a more reliable, if perhaps less well-informed, source of information as well.


Jurgen the Learned

Level 18 Cleric, Multiclass Warlock(Star Pact) Human Male. Age 45, Height 6’3″ Weight 150lbs. Unaligned.

Initiative: +14 Senses: Normal Vision. Passive Insight: 30 Passive Pereption: +25

Hit Points Max: 99 Bloodied: 49 Surge Value: 25 Surges per day: 7 Resist: 5 necrotic, 5 poison Saving Throws: +3
Defenses: AC: 28 Fort: 21 Ref: 21 Will: 27
Speed: 6 Action Points: 1

Basic Attacks
Basic Melee: Pact Blade (Sickle) +15 vs AC 1d6+6 dmg +5d6 +1d10 on critical hit
Basic Ranged: Eldritch Blast +18 vs Ref 1d10+9 dmg +5d6+1d10 on critical hit

Powers

At Will: Sacred Flame, Lance of Faith, Eldritch Blast
Encounter: Plague of Doom, Enthrall, Dire Radiance, Sign of Ill Omen, Dreadful Word
Daily: Purifying Fire, Blade Barrier, Thief of Five Fates
Utility: Astral Shield, Knights of Unyielding Valor, Divine Vigor, Ambassador Imp

Feats: Pact Initiate(Star Pact): Dire Radiance Novice Power: Dreadful Word Acolyte Power: Ambassador Imp Adept Power: Thief of Five Fates Improved Initiative +4 to Initiative Action Surge: +3 to attack bonus when an action point is used Weapon Focus: Light Blade Human Perseverance: +1 to Saving Throws Linguist: Supernal, Abyssal, Draconic Action Recovery: When you spend an action point to gain an extra standard action, immediately roll a saving throw against each condition affecting you a save can end. Great Fortitude: +2 to Fort Saves Devastating Critical: +1d10 on a Critical Hit.

Skills: Acrobatics: +9 Arcana: +16 Athletics: +8 Bluff: +13 Diplomacy: +13 Dungeoneering: +15 Endurance: +9 Heal: +20 History: +16 Insight: +20 Intimidate: +13 Nature: +15 Perception: +15 Religion: +16 Stealth: +10 Streetwise: +13 Thievery: +9

Ability Scores:
Str: 8 (-1/+8) Con: 11 (0/+9) Dex: 12 (+1/+10)
Int: 15 (+2/+11) Wis: 22 (+6/+15) Cha 18 (+4/+13)


Languages Known: Common, Elven, Giant, Supernal, Abyssal, Draconic

Equipment: Pact Blade +5, Sickle
Magic Holy Symbol of Vecna +5
DeathCut Armor +5 Power (Daily, Necrotic): Immediate Reaction. You can use this power when an enemy hits you with a melee attack.
Deal 2d10+4 necrotic damage
Ring of Protection +1
Handy Haversack
Simple Blue robes

Rituals Known Drawmij’s Instant Summons Raise Dead Secret Page Magic Mouth Phantom Steed Leomund’s Secret Chest Planar Portal Linked Portal View Object Consult Oracle


Posted in 4th edition Dungeons & Dragons, Character by with no comments yet.

Gix’vaeri

This is the character I’m playing in our gaming group’s first 4th Edition game. Dan’s running us through The Keep on the Shadowfell and it’s a blast so far. I usually DM so it’s nice to be able to focus on role-playing. I was trying to imagine what it would be like to have a dragon-like head and not much in the way of lips, and came up with a pretty good voice for Gix. I end up sounding like a cross between Sean Connerey and Admiral Akbar, and it’s great fun. He’s 3rd level now but here he is as he started.

Gix’vaeri
male dragonborn warlord 1

Hit Points 24
Bloodied 12 Healing Surge 6 Surges Per day 8
Initative +0 Action points_______

Defenses
AC Reflex Fortitude Will
+16 +11 +15 +14

Attacks
Basic Melee Attack: +7 (greatsword) Damage: 1d10+4
Basic Melee Attack: +6 (maul) Damage: 2d6+4
Basic Ranged Attack: +? (shuriken) Damage: 1d4

Racial Traits
Height: 6′ 2″ Weight: 220 lbs Size: Medium
Speed: 6 squares Vision: normal
Languages: Common, Draconic Alignment: good

Racial Ability:
Dragonborn Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls.

Draconic Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.

Dragon Breath: You can use dragon breath as an encounter power.

At Will Powers

Wolf Pack Tactics Warlord Attack 1
Step by step, you and your friends surround the enemy.
At-Will ✦ Martial,Weapon
Standard Action Melee weapon
Target: One creature
Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.

Commander’s Strike Warlord Attack 1
With a shout, you command an ally to attack.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: An ally of your choice makes a melee basic attack against the target
Hit: Ally’s basic attack damage + your Intelligence modifier.

Encounter Powers

Dragon Breath Dragonborn Racial Power
As you open your mouth with a roar, the deadly power of your draconic kin blasts forth to engulf your foes.
Encounter ✦ Fire
Minor Action Close blast 3
Targets: All creatures in area
Attack: Strength + 2 vs. Reflex
Hit: 1d6 + 1 damage.

Inspiring Word Warlord Feature
You call out to a wounded ally and offer inspiring words of courage and determination that helps that ally heal.
Encounter (Special) ✦ Martial, Healing
Special: You can use this power twice per encounter, but only once per round.
Minor Action Close burst 5
(10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an
additional 1d6 hit points.

Guarding Attack Warlord Attack 1
With a calculated strike, you knock your adversary off balance and grant your comrade-in-arms some protection against the villain’s attacks.
Encounter ✦ Martial,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Until the end of your next turn, one ally adjacent to either you or the target gains a +4 power bonus to AC against the target’s attacks.
Inspiring Presence: The power bonus to AC equals 1 + your Charisma modifier.

Daily Powers

Lead the Attack Warlord Attack 1
Under your direction, arrows hit their marks and blades drive home.
Daily ✦ Martial,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Until the end of the encounter, you and each ally within 5 squares of you gain a +3 power bonus to attack rolls against the target.
Miss: Until the end of the encounter, you and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target.

Class Features

Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Inspiring Presence: When an ally who can see you spends an action point to take an extra action, that ally also regains lost hit points equal to one-half your level + your Charisma modifier (3 hp).

Inspiring Word: Using the inspiring word power, warlords can grant their comrades additional resilience with nothing more than a shout of encouragement.

Ability Score Check Modifier
Str 18 +4
Dex 10 +0
Con 12 +1
Int 13 +1
Wis 11 +0
Cha 16 +3

Skills (Ability) Trained Modifier
Acrobatics (Dex) +0 -1
Arcana (Int) +1
Athletics (Str) Trained +9 -1
Bluff (Cha) +3
Diplomacy (Cha) Trained +8
Dungeoneering (Wis) +0
Endurance (Con) Trained +6
Heal (Wis) Trained +5
History (Int) +3
Insight (Wis) +0
Intimidate (Cha) +5
Nature (Wis) +0
Perception (Wis) +0
Religion (Int) +1
Stealth (Dex) +0 -1
Streetwise (Cha) +3
Thievery (Dex) +0 -1

Feat
Power Attack
Prerequisite: Str 15
Benefit: When making a melee attack, you can take a –2 penalty to the attack roll. If the attack hits, you gain a +2 bonus to the damage roll (or a +3 bonus to the damage roll with a two-handed weapon).

or…

Arcane Initiate
[Multiclass Wizard]
Prerequisite: Int 13
Benefit: You gain training in the Arcana skill.
Choose a 1st-level wizard at-will power. You can use that power once per encounter. (Ray of Frost)
In addition, you can use an orb, a staff, or a wand as an implement when using a wizard power or a wizard paragon path power.

Gear
Armor: chainmail
Weapon: greatsword, maul
Adventuring Kit: backpack, bedroll, flint and steel, belt pouch, 10 days trail rations, 50 ft hempen rope, waterskin
Gold: 0 gp


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