Con based powers +4 Con based melee attacks +6, 2d10+4 damage
Class Proficiencies: Cloth, Leather, Simple Melee, Simple Ranged
Background: Criminal - Bonus Skill Stealth.
Class Features Dark One's Blessing: when an enemy under Warlock's Curse is reduced to 0 or fewer HP, gain temp hits equal to level Prime Shot: if no allies are nearer target than Lisker, gain +1 on ranged attack Shadow Walk: If move at least 3 squares on turn, gain concealemnt until next turn
Racial Traits Bonus At-Will Power Bonus Feat Bonus Skill Human Defense Bonus +1 to Will, Ref, and Fort
Feats Aberrant Mark of Terror: a foe hit by a daily power takes a -1 to hit you for the rest of the encounter Acolyte of the Veil (Assassin Multiclass): gain Perception as a trained skill, able to use Ki Focus implements, and Shadow Step 1/encounter
At Will Powers Warlock's Curse: (wand/rod/pact blade/Ki Focus) autohit, minor action Effect: on hit with other power cursed targets take +1d6 damage, at Lisker's discretion, once per turn
Eldritch Blast: (wand/rod/pact blade/Ki Focus) 1d20+4 (Con) vs Ref, ranged 10 Effect: 1d10+4 (Con) damage. Counts as ranged basic attack.
Eldritch Strike: (weapon/Ki Focus) 1d20+6 (Con) vs AC, melee Effect: 1[W]+4 (Con) damage. Counts as melee basic attack.
Hellish Rebuke: (wand/rod/pact blade/Ki Focus) 1d20+4 (Con) vs Ref, ranged 10 Effect: 1d6+4 (Con) fire damage. If Lisker takes damage before next turn, target takes an extra 1d6+4 (Con) fire damage.
Encounter Powers Shadow Step Effect: 1/encounter as a move action, if adjacent to a foe, teleport 3 squares to be adjacent to another foe
Vampiric Embrace 1d20+4 (Con) vs Will, ranged 5 Effect: 2d8+4 (Con) necrotic damage, gain 5 + 3 (Int) temp HP.
Daily Powers Armor of Agathys: Effect: gain 10 + 3 (Int) temp HP, until end of encounter any foe that starts it's turn adjacent to Lisker takes 1d6+4 (Con) cold damage.
Mundane Equipment: Morning Star [10gp] 3 Daggers [3gp] Leather Armor [25gp] Standard Adventurer's Kit [15gp] A backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin. Climbing Kit [2gp] A grappling hook, a small hammer, and ten pitons. +2 bonus to Athletics checks for climbing. Thieves Tools [20gp]
Note: Rather than a classic Infernal Pact, I'm reflavoring all of Lisker's abilities as Aberrent Mark in origin. So a ranged attack would be him sending tendrils of his mark through the earth that erupt and skewer the target, and a melee attack would be the result of him surounding a limb with thick black tendrils and slamming it into the foe.
Appearance: Dressed in a collection of old leathers, rags, and stolen clothing, Lisker looks less than trustworthy. On first blush his hands seem to be covered by thin, tight black gloves. After a few moments it becomes clear that there are no gloves, his hands are simply completely black, just one of the areas covered by his aberrant mark. The mark stretches over both his arms, across his back and part of his chest, as well as part of the way down his legs. Someday soon it will move up his neck and onto his face and there will be no more hiding it.
Background: Lisker has been many things; a war orphan, a beggar, a thief, a vagrant, and most lately a bandit. Left without a family by the war, he has had to get by however he could. With little to go around, he was lucky to get by at all in the border town where he lived, until the aberrant mark showed up.
For two days he lay in a heap, shivering with fever and twisted by cramps as the dragonmark crawled across his body. When the fever finally broke he awoke to find a vagrant rifling through his meager possessions, stealing the cloak from his back. Too weak to fight the man off, all he could do was bat at the man's hands. The moment when he touched the vagrant, the power of his mark was kindled. He felt a vast, insatiable hunger flow through him and eat at his assailant. In moments it was over, the vagrant's cold corpse fell to the ground and some portion of the dead man's vitality was transferred to Lisker.
Horrified by what he'd done, Lisker ran, and he has been running ever since. There is little place in Khorvaire for a young man without family or resource. Even if there were, how could he trust the power within him around others? Instead, he taken to a life of crime, wandering the countryside taking what he can, and when it is unavoidable, fighting for what others possess. It is a hard life, and the mark is forever hungry.
Personality: Life has never been easy for Lisker, and he is more than a little rough around the edges as a result, but he tries to be an honest and sympathetic person at heart. It is getting harder and harder to reconcile that with the existence that circumstance and fate has landed him with Unless things change soon, life is likely to be a short and nasty affair for him.
Circlet of Second Chances (Lvl 3 Uncommon) Head Slot, 680 gp. Power: Daily (No Action) Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it's lower.
Cannith had been the life it had known, a warforged built to maintain other warforged and with some skill at healing non-constructs as well. Like all such beings forged for war, it could fight as well. It had heard that some others like it were set free, but that it was too important to the House, that the House needed it, and as it was treated well it had seen no reason to leave. Why leave the life of comfort and certainty it had known for the dangers of the world?
Then they haded needed it, needed it to go into the wastes, those lands once called Cyre. A place supposed to be safe for creatures of its kind.
But he knew better, Rune, knew better.
The time he spent in the ruins of Cyre changed him, holy energy infused the runes carved into his skeletons, and his life changed forever. That holy energy brought with it something Rune had never known before in all its years, faith in the gods. Rune was no longer the simple tool that the House had sent into the Mournlands, now he was infused with faith and understanding of the power of runes, and he had a purpose that went beyond that of the House's meagre ambitions.
He didn't leave the Mournlands the way he entered them, and it did not matter because he was not the simple creature that had entered anyway. Soon after he heard the rumours of a land in need of people and he decided that in that land he could do the work of the Host, he could do what he was meant to do, help people.
====== Created Using Wizards of the Coast D&D Character Builder ====== Rune, level 1 Warforged, Runepriest Build: Wrathful Runepriest Runic Artistry Option: Wrathful Hammer Cannith Warforged (+2 to Insight)
FINAL ABILITY SCORES STR 18, CON 16, DEX 13, INT 10, WIS 13, CHA 10
STARTING ABILITY SCORES STR 16, CON 14, DEX 13, INT 10, WIS 13, CHA 10
+1 Drow Long Knife - 2 wt 2 Drow Long Knives - wt 2 ea - 30 gp 4 Javelin - 2 wt ea - 20 gp Leather Armor - 15 wt - 25 gp Adventurers Kit - 33 wt - 15 gp Flute - 1 wt - 5 gp Dagger - 1 wt - 1 gp Standard ID Papers - 2 gp
0 pp, 2 gp, 0 sp, 0 cp
Background: Thorn's village was in eastern Breland before the warband came. Maybe they were Cyran mercenaries, or maybe just humanoid marauders taking advantage of the chaos, but Thorn didn't care. When a Brelish patrol arrived from the fort Kennrun, he gladly joined up and took his revenge. After that, he was one of the King's men, fighting and learning as the Last War dragged on.
Then, suddenly, the Day of Mourning changed everything. The War was over, the great nation of Cyre to the east - destroyed utterly. The humanoids had their own country now - Dargunn. Thorn stayed on in the army for another year, he had nowhere to go now. As hostilities wound down, he finally found time to grieve naturally, and let go of his loss. His squad was sorry to see him go, but the war was over. He set out that spring, west and north, away from Dargunn and his old home.
Over open land, through quiet villages, Thorn didn't stay long. People were understandably leery of strangers, though kind enough if he were in need. After a few weeks' easy travel, he came to Starilaksur, the biggest city in the region. Outside the gates, just pulled off the main caravan road, was a collection of wagons, animals and hand-carts. He spied several children - siblings probably - out gathering wood, and got a foolish notion.
He slipped back into the brambles and came out with a double-armload of kindling and fuel. "Thanks m'lord!" said a little girl and she led him to where her mother was preparing the night's meal. The woman frowned at him and told him to wait. In a few minutes, a warforged came over to meet him. "I'm Rune, stranger. Where are you bound? Additonal background: Thorn grew up in a small farming village. He was happy there until war came. A mixed humanoid war band decided to try to conquer all the land nearby, which was mostly farming villages. The leader of the war band was not overly smart and his band ended up destroying everything they came across. His village was one of those places. Thorn had been married for 2 years and in the attack he lost his wife and their baby. This was the reason he joined the military group that finally showed up to fight the humanoid army. The fighting went on for months with many battles before the war band was finally defeated and driven off. During this time Thorn discovered he was a fair scout and got some specialized training. By the time the fighting was over, Thorn found he was tired and just wanted to go somewhere else and start over. He heard about Cat's Cradle was welcoming new settlers. He figured he could get a nice piece of land and return to the more peaceful life of a farmer. Personality: Thorn is generally a quiet man. He prefers to solve problems without fighting if he can, but is not afraid of getting bloody if necessary. He follows the tenants of Arawai and strongly believes in protecting and defending children or young creatures.
Appearance: Thorn is a fairly average looking human male. He stands 5'10" tall and weighs about 170 pounds. He is muscled, but not overly so, due his life of farming and has a deep tan of someone used to being in the sun a lot. He wears his dark brown hair at shoulder length. His eyes are brown, almost black. Aside from his leather armor he wears normal commoners clothing of neutral brown and green colors. He carries two long knives at his waist and a quiver of javelins and his pack on his back. Over all a fairly normal looking individual who can blend in, in most crowds .
Wash: "Yeah well, if she doesn't give us some extra flow from the engine room to offset the burn through, this landing is gonna get pretty interesting."
Mal: "Define interesting."
Wash: "Oh god oh god we're all gonna die?"
Mal: "This is the captain. We have a...little problem with our engine sequence, so we may experience some slight turbulence and then...explode."
William is a short man with more than one gray hair in his otherwise black hair and thick beard. He is broad in the shoulders, so broad that sometimes children mistake him for an oversized elongated Dwarf, at which William can do nothing but chuckle softly. He is a good-natured man in his early forties, though speaking through his thick moustache and beard can make him appear a bit gruff, and a lot older besides.
One of his arms is covered in tattoos of deep red ink, most of them long faded with time, while the other... A painful story, that, stretching back to the Last War. Suffice to say that eventually he had to forge himself a new arm, its dull metal surface continually warm with the arcane energies that feed and motor it. He doesn't speak of the event, the hurt still too fresh in his mind.
Before William lost his arm he was a grand warrior in Deneith's mercenary army, but now he has had to learn to cope with the strange weight hanging from his shoulder, relearn the ways of the sword. Even his little skill with the arcane has required many days and weeks of intensive training to finally get a touch of handling the energies with just one real hand, rather than two, but he is getting there. Slowly but surely.
To help him build his strength and regain the skills he once owned, Deneith has sent William to join the band of settlers en route to Cat's Cradle, so he may train in peace. They considered him too unpracticed to rejoin the mercenary army at this moment, a liability to both himself and his fellow soldiers. No, it would be best to work up some training before he would join ranks with his old friends and carve a path through whoever paid less.
====== Created Using Wizards of the Coast D&D Character Builder ====== Galinndan, level 1 Eladrin, Swordmage Build: Assault Swordmage Swordmage Aegis Option: Aegis of Assault Scion of an Ancient Bloodline (Scion of an Ancient Bloodline Benefit) Theme: Knight Hospitaler
FINAL ABILITY SCORES STR 14, CON 14, DEX 12, INT 18, WIS 13, CHA 8
STARTING ABILITY SCORES STR 14, CON 14, DEX 10, INT 16, WIS 13, CHA 8
As the last member of the family of Eladrin swordmages, Galinndan has spent the last few years away from the Feywild looking for his place in the every changing wartorn world of Eberron. Having spent time as a sword instructor at the Rekkenmark Academy teaching new recruits the basic use of a longsword. He was content with this new life until he started hearing rumors about the possiblity of surviving members of his family. Taking his leave from the Academy, Galin hits the road looking for either news about his family or the mercenary guild that they created the Fading Shadows.
Dressed in a simple black and grey combination, a pale complextion and hair that looks like silver in the light. Poeple assume that he is from Karrnath, which is partially true. As the part of the Feywild that his family resided linked to a forrest in Karrnath. This lead the people of the area to assume that those of Galin's family were ghost or spectres, flashing in and out of view using their natural teleporting ability to protect their home. When the war broke out, the majority of the family decided to expand the area they would protect, walking out of the forrest as spectres in the mist they joined the Karrnathi side as mercenaries. It was years before their tactics were caught on and serious injury started to incure. What happened to his family was a tragedy, on mission in Cyree they were caught in the Mourning and lost to all. Galin was luck him a few others were on mission in Thrane when it happened. The loss drove all but himself back to the Feywild and he only stayed because he felt that there was nothing for him in the Feywild anymore.
Now he's on the road again looking for the rumors of his family, hoping that they are nothing but ghosts in the wind.
Appearance: Tann is a large boy, like really big. At the age of 16 he already needs to duck to get through most doorways and his mass is enough make even the sturdiest wagons creek and groan beneath him. One would think him a man until they see his face witch is that of a boy. His eyes always seem to be looking at something that is not there (unless you see the spirits) and he easily distracted.
Background: Tann grew up in Cyre and was always the biggest kid around. What makes this more shocking is the tiny frame of Mother. Mother kept Tann on short leash and would not even let him defend himself when the older kids picked on him. Tann learned to just take it, Tann knew that he could handle the other kids but Mother was right. Tann did not want to really hurt the other kids and they could not hurt him, much.
Tann always thought that everyone could see the spirits, but slowly he realized that was unique in this as well. The spirits wanted him to help the world and keep the world safe. Tann said no, Mother would not like it. Then the Day of Morning occurred and everything changed. Tann knew that he would have to take up arms in defense of week, but how to tell mother. Secretly he fashioned himself a hammer and used it to kill a beast in the night. From the remains he armored himself. He knew that once Mother was safe in Cat’s Cradle he could follow the spirits and defend the weak.
Personality: Tann is a shy boy who longs for a life of adventure and to let the spirits guide his life. He has no real knowledge of violence and death and does not know the horrors of war. Once drawn out of his shell he is a fast friend who and loyal companion. Tann also has the impulsiveness of any teenager and has now fear, except Mother, so one must be careful in giving what you allow because he will try it.
Human, Seeker Build: Protecting Seeker Seeker's Bond Option: Spiritbond Human Power Selection Option: Bonus At-Will Power Enlisted Soldier (+2 to Endurance)
FINAL ABILITY SCORES STR 13, CON 13, DEX 15, INT 10, WIS 18, CHA 8
STARTING ABILITY SCORES STR 13, CON 13, DEX 15, INT 10, WIS 16, CHA 8
Background: Thorn's village was in eastern Breland before the warband came. Maybe they were Cyran mercenaries, or maybe just humanoid marauders taking advantage of the chaos, but Thorn didn't care. When a Brelish patrol arrived from the fort Kennrun, he gladly joined up and took his revenge. After that, he was one of the King's men, fighting and learning as the Last War dragged on.
Then, suddenly, the Day of Mourning changed everything. The War was over, the great nation of Cyre to the east - destroyed utterly. The humanoids had their own country now - Dargunn. Thorn stayed on in the army for another year, he had nowhere to go now. As hostilities wound down, he finally found time to grieve naturally, and let go of his loss. His squad was sorry to see him go, but the war was over. He set out that spring, west and north, away from Dargunn and his old home.
Over open land, through quiet villages, Thorn didn't stay long. People were understandably leery of strangers, though kind enough if he were in need. After a few weeks' easy travel, he came to Starilaksur, the biggest city in the region. Outside the gates, just pulled off the main caravan road, was a collection of wagons, animals and hand-carts. He spied several children - siblings probably - out gathering wood, and got a foolish notion.
He slipped back into the brambles and came out with a double-armload of kindling and fuel. "Thanks m'lord!" said a little girl and she led him to where her mother was preparing the night's meal. The woman frowned at him and told him to wait. In a few minutes, a warforged came over to meet him. "I'm Rune, stranger. Where are you bound? Additonal background: Thorn grew up in a small farming village. He was happy there until war came. A mixed humanoid war band decided to try to conquer all the land nearby, which was mostly farming villages. The leader of the war band was not overly smart and his band ended up destroying everything they came across. His village was one of those places. Thorn had been married for 2 years and in the attack he lost his wife and their baby. This was the reason he joined the military group that finally showed up to fight the humanoid army. The fighting went on for months with many battles before the war band was finally defeated and driven off. During this time Thorn discovered he was a fair scout and got some specialized training. By the time the fighting was over, Thorn found he was tired and just wanted to go somewhere else and start over. He heard about Cat's Cradle was welcoming new settlers. He figured he could get a nice piece of land and return to the more peaceful life of a farmer. Personality: Thorn is generally a quiet man. He prefers to solve problems without fighting if he can, but is not afraid of getting bloody if necessary. He follows the tenants of Arawai and strongly believes in protecting and defending children or young creatures.
Appearance: Thorn is a fairly average looking human male. He stands 5'10" tall and weighs about 170 pounds. He is muscled, but not overly so, due his life of farming and has a deep tan of someone used to being in the sun a lot. He wears his dark brown hair at shoulder length. His eyes are brown, almost black. Aside from his leather armor he wears normal commoners clothing of neutral brown and green colors. He carries two long knives at his waist and a quiver of javelins and his pack on his back. Over all a fairly normal looking individual who can blend in, in most crowds
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Bharhas, Level 3 Human, Warlord | Sorcerer Human Power Selection Option: Bonus At-Will power Languages: Common, Elven Theme: Gladiator
CURRENT STATUS: Phase of the Sun: *At the start of your turn, each enemy adjacent to you takes fire and radiant damage equal to your Strength modifier. *You also gain resist 5 cold.
VITALS AC: 18 Fort: 18 Ref: 15 Will: 17 HP: 40/40
Surges: 6/6 Surge Value: 10
Initiative: +1 Speed: 6
CURRENT ABILITY SCORES STR 18, CON 10, DEX 11, INT 10, WIS 8, CHA 17
William of House Deneith, level 1 Human, Artificer|Fighter Hybrid Artificer: Hybrid Artificer Will Hybrid Talent: Fighter Combat Talent Fighter Combat Talent: Brawler Style (Hybrid) Human Power Selection: Bonus At-Will Power Background: Deneith Mercenary (+2 to Intimidate)
FINAL ABILITY SCORES Str 18, Con 13, Dex 8, Int 16, Wis 11, Cha 10.
STARTING ABILITY SCORES Str 16, Con 13, Dex 8, Int 16, Wis 11, Cha 10.
FEATS Human: Mark of Sentinel: shift 1 before or after OA, can master and perform favored rituals (Eye of Alarm, Eye of Warning, Magic Circle) at a 10% discount, he also gains a +4 to Arcana checks when casting a favored ritual.
Level 1: Hybrid Talent: mark with fighter powers, gain combat challenge
POWERS
Combat Challenge immediate interrupt Trigger: Adjacent marked enemy shifts or attacks somebody else Effect: melee BA vs marked enemy
Healing Infusion (1/1) (recharge at short rest with surge) Curative Admixture minor, close burst 5, you or one ally, spend one healing infusion target regains hit points equal to his surge value Resistive Formula minor, close burst 5, your or one ally, spend one healing infusion target +1 power bonus to AC end of encounter target can end bonus as free action to gain hp equal to his surge value +1
Flameburst Armor (artificer) minor, melee, you or one ally effect: target gains resist 5 fire effect: you can use fireburst armor attack once/round if primary target is within 5sq Fireburst Armor Attack Standard, close burst 1 centered on target of flameburst armor, vs enemies automatic hit, 5 dmg and mark by primary target eont
Melee BA standard, melee, one creature +8 vs AC; 1d8+5
Ranged BA +1 vs AC, 1d10-1
Slash and Pummel standard, melee, one creature, must have 1 hand free +8 vs AC; 1d8+1 hit: secondary attack: +5 vs Ref; 7dmg Grappling Strike(=melee BA for OAs) standard, melee, one creature, must have 1 hand free +8 vs AC; 1d8+5 dmg and grab eont
Aggravating Force (artificer) standard, melee or ranged, one creature +6 vs AC; 1d8+3 force next ally to attack target before eont gains +2 power bonus to attack roll
Takedown Attack (BA when charging) standard, melee, one crature +8 vs Fort, 1d8+5 dmg and knock prone
William is a short man with more than one gray hair in his otherwise black hair and thick beard. He is broad in the shoulders, so broad that sometimes children mistake him for an oversized elongated Dwarf, at which William can do nothing but chuckle softly. He is a good-natured man in his early forties, though speaking through his thick moustache and beard can make him appear a bit gruff, and a lot older besides.
One of his arms is covered in tattoos of deep red ink, most of them long faded with time, while the other... A painful story, that, stretching back to the Last War. Suffice to say that eventually he had to forge himself a new arm, its dull metal surface continually warm with the arcane energies that feed and motor it. He doesn't speak of the event, the hurt still too fresh in his mind.
Before William lost his arm he was a grand warrior in Deneith's mercenary army, but now he has had to learn to cope with the strange weight hanging from his shoulder, relearn the ways of the sword. Even his little skill with the arcane has required many days and weeks of intensive training to finally get a touch of handling the energies with just one real hand, rather than two, but he is getting there. Slowly but surely.
To help him build his strength and regain the skills he once owned, Deneith has sent William to join the band of settlers en route to Cat's Cradle, so he may train in peace. They considered him too unpracticed to rejoin the mercenary army at this moment, a liability to both himself and his fellow soldiers. No, it would be best to work up some training before he would join ranks with his old friends and carve a path through whoever paid less.