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Topic Started: Dec 6 2009, 07:59 AM (446 Views)
Koori

Name: Tharien Shadowstalker
Gender: Male
Height: 5'5"
Weight: 130lbs
Age: 17

Race Features
---------------
Senses: Low-light vision
Languages: Common, Elven
You can meditate instead of sleeping
Eladrin do not have to eat to live, it's more of a luxury

Appearance: Tharien is a slender waif of a youth, even amongst the Eladrin he is considered fragile looking. He has blue-black hair that falls to the small of his back, which is tied back in a high ponytail most of the time by a piece of leather, chin length bangs framing his young face. His skin is pale with the slightest hint of a tan, a myriad of arcane symbols tattooed on his body in black ink.

Tharien has light green eyes that almost seem to glow with an inner fire, and delicately arched eyebrows. His face is slightly effeminate, with enough masculine strength that he is considered more a pretty boy than a girl, with high cheekbones and a delicate pink mouth. He has a large scar across his left cheek, starting at his eye and ending at his jaw, it resembles a tear track.

He wears a dark blue robe sleeveless overrobe with golden stitching on the chest that almost seemed to be an abstract representation of the muscles of the torso. Two red gems wink from the torso of the robe, one at the center of the collar bone, the other beneath his pectorals. The overrobe is split into three sectionsfrom the waist down, revealing the dark material of the underrobe. Stiffened cloth Pauldrons were sewn into the shoulders, giving the wizard a more impressive appearance. The black underrobe is loose from the waist down, but nearly skintight above the waist. The sleeves end at a point over the back of his hand and are tied off around his middle finger, metal bracers covering much of his forearm. The whole outfit is finished off with a blue and gold girdle, from which hung his elegant longsword and dagger, as well as the pouches he usually bore, and a dark blue cloak hanging off his shoulders, made of the same material as the overrobe.

In his hand he carries a staff of a light coloured wood, like driftwood, with burnt lines forming a tribal pattern along its length. The top curves like a cresting wave around a black pearl set into it, a dark metal buttcap enhancing its overall appearance

Background:

Tharien was born to Tidestalker Apeiron and Lahalia of the Shadowfell, two powerful Eladrin nobles, within the lands of Shadowfell, where his mother’s house has unrivalled power. His father, Apeiron, was as whimsical as the sea, and drifted in and out of the young Eladrin’s life, but he was mostly distant, and despite his love for his son, his desire to remain with his beloved tides in solitude.

Lahalia was a powerful and cold Eladrin, known for her viciousness and sharp mind. When it was announced that she had found a consort her vassals were shocked, for the ambitious woman had never expressed any desire for a partner. And indeed she didn’t, for what Lahalia wanted was a child of her own blood to raise, and distant Apeiron was a perfect candidate for the other half of the child.

Tharien grew up in his mother’s court, perhaps the only person who could ever escape her wrath, for she loved him more than anything in the world, her greatest creation she considered him, and so he had free reign of the House of the Crimson Dusk. The finest minds his mother could find taught him throughout his youth in what Lahalia deemed important for her son to know, as she raised him to be her second in command, meant to help her rule with an iron fist. Tharien was to be a secret however to all outside of his mother’s house, and so none but those within knew of his existence.

It was during his fourteenth year that Tharien left the secrecy and protection of Lahalia’s domain. The noble of Shadowfell had taken her son with her through the fey on an errand, when, without warning, Shadowfell shifted away, taking Lahalia with it, such was her bond with her realm. The young wizard was left alone in a strange land, but he had all the skills he needed to survive.

He was taken in for a time by wandering arcane practitioners, where he learnt more about the art, and the world he had found himself in. Once they learned of his parentage however, they quickly turned on him, for his mother’s reputation preceded him. To this day he does not know how they found out, for it had always been stressed that he should keep it a secret.


XP: 7500/10000

Gold: 1501
--------------

Equipment
-----------
Purse of Holding
(Limitless storage for money)

Shadowdance Robe
(You shroud yourself and those around you in dim light, if the light was already less than bright it becomes total darkness)

Ritual Book

Staff of Ruin
(Bonus to raw damage)

Wand of Swarms
(+1 to attacks, casts 'Cloud of Daggers')

Aura Killer Dagger
(Lets you kill the aura of an enemy once per round and it can't reactivate as long as you remain standing)

Final Word Longsword
(When a foe attacks you in close range you get a free attack on it with this sword)

Command Tiara
(Telepathy with a creature you can see or clearly visualize)

Lucky Charm
(Lucky Charm lets you add a 1d6 to something you rolled and failed hit check, skill use, saving throw etc)

------

Stats
------
10 Str
11 Con
17 Dex
21 Int
10 Wis
8 Cha

HP: 41
Initiative: 10
Armor: 20
Fortitude: 14
Reflex: 19
Will: 17

Passive Insight: 13
Passive Perception: 19
--------------------------

Powers
--------

Second Wind
(Standard Action)
You spend a healing surge (Total 6)
Regain 5 HP and +2 to defenses until the end of your next turn

Ghost Sound
(Standard Action)
Create a nonvocal sound (besides whispers) to emanate from a location you dictate

Light
(Minor Action)
You cause a non living target to shed bright light which you can put out at any time at will

Mage Hand
(Minor Action)
You create a floating spectral hand which is capable of anything you can do with your own hand
(To sustain is a minor action)
(Only one can be made)

Prestidigitation
(Standard Action)
You can produce a non harming magical effect
(Only three at once can be produced)

Cloud of Daggers [Low damage]
(Standard Action)
A cloud of daggers spills from the end of your wand covering an area attacking all within, it disappears at the start of your next turn further damaging any foe who starts theirs in the cloud

Scorching Burst [Low damage]
(Standard Action)
You create a golden pillar of flame damaging an enemy and all foes around it

Magic Missile [Low damage]
(Minor Action)
Launch a silvery bolt of force at an enemy

Intermediate Powers
------------------

Staff of Defense
(Immediate Action)
When something hits you a shield of force from your staff protects you

Fey Step
(Eladrin Movement Power)
Teleport to somewhere you can see clearly with bare vision

Force Orb [Moderate damage]
(Standard Action)
You hurl an orb of force at an enemy which explodes into shards slicing them and every adjacent enemy

Pinioning Vortex [Moderate damage]
(Standard Action)
You create a minor black hole in the air which sucks one foe into it crushing them and immobilizing them until their next turn. Allies can attack the black hole and have combat advantage while doing so.

Ultimate Powers
----------------

Flaming Sphere [High damage]
(Standard Action)
You call down a flaming sphere which slams into an enemy and any enemies who start their turn near it are lashed by flames
(Minor Action: The sphere remains and you slam a foe with it on your next turn)

Wizard's Fury
(Magic Missile becomes a minor action)

Fireball [High Damage]
(Standard Action)
A wicked hot ball of flame that explodes violently at it's target destination

Scattering Shock [Moderate Damage]
(Standard Action)
Three enemies close to one another are drawn together and lightning is called down onto them

Utility Powers
--------------

Jump
(Move Action)
You can jump really high straight up or leap forward over obstacles as your move action

Float
(Minor Action)
You float a few feet off the ground to go over obstacles, water, chasms etc.

Invisibility
(Standard Action)
Your target becomes invisible, if they attack the effect ends, if they are still invisible by your next turn you can sustain it
(Sustain Standard)

Dispel Magic
(Standard Action)
A crackling bolt of arcane magic attempts to destroy a conjuration or zone
---------------------------------------

Skill Totals
------
Acrobatics 11
Arcana 20
Athletics 3
Bluff 2
Diplomacy 2
Dungeoneering 3
Endurance 8
Heal 3
History 17
Insight 3
Intimidate 9
Nature 10
Perception 9
Religion 15
Stealth 6
Streetwise 2
Thievery 6

Rituals
-------
Brew Potion (Nature check for reagents)
Make Whole (Return a broken item to it's former glory)
Create Campsite (Conjure a camp with a tent for each party member, a meal and fire)
Eye of Alarm (Arcana check to conjure a beautiful pillar with a stone eye sitting on top that only you can see. If it detects an enemy it alerts you and the people it protects with a telepathic message or sound of your choice.)
Endure Elements (Anything you cast this on will no longer be affected by temperature and cannot be frozen or burnt.)
Hunter's Curse (Any creature you know the name of or can visualize become hindered in travel, powerful wizard's can dominate someone so much that they can no longer walk)
Create Magic Item (By touching a normal item you can place an enchantment on it of your level or lower, this ritual also allows you to resize things.)
Familiar Mount (Lets you summon a variety of mounts)
Magic Circle (Only what you desire can pass through the circle you erect. If they are high enough level they can break the circle but take high damage.)
Mindshape Warwing Drake (You attempt to bind a dragon in a magic circle. After doing so you meditate and enter a mental battle with it in an attempt to tame and bind it to you.)
Earthen Ramparts (You create a ten foot high wall sloped on one side if you choose)
Leomund's Secret Chest (You enchant a chest to appear and disappear from existence at will as well as anything in it)
Edited by Koori, Jan 25 2011, 10:37 AM.
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Koori

Name: Aleksander
Gender: Male
Height: 5'10
Weight: 120lbs
Age: 20

Race Features
---------------
Senses: Normal
Languages: Common, Draconic

Appearance: Aleksander is a lithe and lean man with well defined muscles under tanned skin. He has exotic features which point to his unique heritage, his almond shaped eyes are like pools of quicksilver, with long catlike pupils dominating them. His hair is a dull grey which is spikey and kept about 6 inches long, a few locks of hair hanging in his face. He has elongated incisors hidden behind his full lips, which are nearly always quirked into a half smile.

Background:


XP: 7500/10000
--------------

Equipment
-----------
Leather Armor

Lifedrinker Kopis
(When you kill a foe some of it's vitality is transferred to you.)

Javelin

Heavy Shield

Safewing Amulet (You land on your feet no matter what you fall from or what height)
------

Stats
------
20 Str
10 Con
15 Dex
8 Int
10 Wis
14 Cha

HP: 48
Initiative: 5
Armor: 22
Fortitude: 20
Reflex: 18
Will: 17

Passive Insight: 18
Passive Perception: 13
--------------------------

Powers
--------

Second Wind
(Standard Action)
You spend a healing surge (Total 7)
Regain 7 HP and +2 to defenses until the end of your next turn

Dragonfrost [Low damage]
(Standard Action)
Thrusting your palm towards an enemy you blast them suddenly with heavy frigid winds and push them backward

Combat Challenge
(Free Action)
You can only mark one enemy at a time, when you do if they make an attack that does not include you then you get a free basic strike at them

Cleave [Moderate damage]
(Standard Action)
You strike one enemy and continue the attack cleaving into another nearby foe

Dragon Breath [Low damage]
(Standard Action)
You exhale a large fireball engulfing all in front of you

Intermediate Powers
--------------------

Passing Attack [Moderate damage]
(Standard Move Action)
You designate a target then charge towards it making a basic melee attack against every other enemy on the way

Spectral Claws [Moderate damage]
(Standard Action)
You make a crushing motion with your claw and a giant spectral version of yours attacks your target immobilizing him for one round

Ultimate Powers
----------------

Brute Strike [High damage]
(Standard Action)
Throwing all your strength into an attack you deliver a bone shattering blow

Cometfall Charge [High Damage]
(Standard Action)
You charge your foe with unnatural strength

Utility Powers
--------------

Dragonflame Mantle
(Free Action)
You create a mantle of flame that lashes out at any foe who attacks you

Battle Awareness
(No Action)
You get +10 to your initiative check

---------------------------------------

Skill Totals
------
Acrobatics 3
Arcana 2
Athletics 11
Bluff 5
Diplomacy 5
Dungeoneering 3
Endurance 6
Heal 3
History 4
Insight 8
Intimidate 7
Nature 3
Perception 3
Religion 2
Stealth 3
Streetwise 5
Thievery 3
Edited by Koori, Sep 26 2010, 04:20 AM.
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Koori

Name: Rillas
Gender: Male
Height: 3'10"
Weight: 50lbs
Age: 10

Background
---------------

Race Features
---------------
Senses: Low-light vision
Languages: Common, Elven

Wilden do not have to eat to live they can survive on water or by rooting themselves (also how they rest)

Appearance: Rillas is a small humanoid who greatly resembles an elven child just before their teens. He has long thin pointed ears which extend towards the back of his head, his almond shaped eyes are the colour of glittering amber with cross shaped pupils. His skin is a light greenish blue, and a small ring of green buds surround the base of his neck. Three small vines dangle from behind his left ear, the longest one a foot in length, ending in a small leaf. He has black feathery hair that is cut roughly and short.

Rillas wears simple armour made of bark and plant matter, gathered from dead trees. His midriff and legs remain mostly exposed, but for vines wrapped around his lower legs. He wears no shoes.

XP: 7500/10000
--------------

Equipment
-----------
Javelin

Lifevine Hide
(You regain HP equal to your surge when hit with a critical and can't be dropped by critical damage)

Totem
(+1 to attacks)

Headband of Aura
(As a minor action you view a creature's HP)

------

Stats
------
10 Str
17 Con
11 Dex
10 Int
21 Wis
8 Cha

HP: 59
Initiative: 7
Armor: 20
Fortitude: 17
Reflex: 16
Will: 20

Passive Insight: 23
Passive Perception: 23
--------------------------

Powers
--------

Second Wind
(Standard Action)
You spend a healing surge (Total 10)
Regain HP and bonus to defenses

Wild Shape
(Minor Action)
You assume your beast form or revert

Storm Spike [Low Damage]
(Standard Action)
Your spear the enemy with a bolt and if it doesn't move away from you it suffers a second shock

Grasping Tide [Low Damage]
(Standard Action)
You create a vortex of water which pulls in one or two enemies, when they move you preform a secondary attack

Flame Seed [Low Damage]
(Standard Action)
A seed is hurled at an enemy then they explode into flame dealing extra damage when they start their turn

Voyage of The Ancients
(Free Action)
Anytime after striking with a power you can teleport away

Wrath of The Destroyer
(Immediate Reaction)
If a weakened enemy makes an attack in your vicinity you can charge it for an outright kill which will stun if it fails to

Pursuit of The Hunter
(Immediate Reaction)
You pick an enemy and lock on to it chasing to keep it in range if necessary, on your next turn you deal extra damage to this enemy

Intermediate Powers
------------------

Frost Flash [Low Damage]
(Standard Action)
You encase an enemy in ice immobilizing it

Call Lightning [Low Damage]
(Standard Action)
After striking an enemy with lightning thunder constantly rumbles striking any foe to move

Ultimate Powers
----------------

Lightning Arc [Low Damage]
(Standard Action)
Pick two enemies and launch a bolt at the primary foe it then bounces to the second dazing them both then pick two additional targets and zap all four

Wall of Thorns [Low Damage]
(Standard Action)
You create a wall of thorns in any design that provide cover and damage foes that get too close
(Minor Action: The wall persists and you can make up to two more at the cost of your standard action)

Utility Powers
--------------

Verdant Bounty
(Minor Action)
Plant life springs up over the battlefield making it hard for enemies to see and move however you and your allies can still operate just fine

Rebuking Thorns
(Minor Action)
You utter an evocation of protection launching thorns at your attackers until the end of the encounter
---------------------------------------

Skill Totals
------
Acrobatics 2
Arcana 8
Athletics 7
Bluff 7
Diplomacy 2
Dungeoneering 8
Endurance 10
Heal 15
History 3
Insight 13
Intimidate 2
Nature 18
Perception 13
Religion 3
Stealth 9
Streetwise 7
Thievery 2

Rituals
-------
Animal Messenger (You call a woodland animal to your position whispering a message to it, then it relays it to a person you know)
Traveler's Camouflage (Your party blends in with it's surroundings while traveling. You can't be tracked when this is in effect)
Lower Water (You can part or lower water and similar liquids)
Feat of Strength (You confer primal energy to a friendly target increasing their strength)
Snare (You place a trap that can immobilize foes and can be set to only react to them)
Speak With Nature (You can speak with animals, plants and natural entities of nature but they are limited by their intelligence)
Tree Stride (Placing your hand on a tree you request it's permission to allow travel through it to another tree you can see)
Call Wilderness Guide (Calling a member of local wildlife to your side you give it a specific destination and it takes you there)
Edited by Koori, Sep 26 2010, 03:37 AM.
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Koori

Name: Aerendis
Gender: Male
Height: 6'0"
Weight: 173 lbs
Age: 24

Background
---------------
In the coniferous winter forest city of Aerenal a child was born blessed by the stars on a prophesied date. Scholars went on for days about the birth of this child who was ushered in so subtly, many doubted it or simply did not want to believe it for the prophecy foretold of returning darkness associated with the child. It was of course kept from him after the elders thought it better just to watch him grow and decide from observing whether he followed the path of prophecy or not.

With his parents he lived as a child until they thought it better to save him from the scrutiny of Aerenal entrusting the boy Aerendis to his god father at a far off abbey. It was there that he learned to walk, talk and breathe all things in the name of Corellon which of course was also prophesied and quite worrying. Few were allowed to know his origins and the date of his birth even having been told a false date as not to alarm people when he mentions it.

Aerendis was by no means an impressive paladin or warrior which both served to relieve and worry even further. If what was foretold to be true indeed was then the fledgling failure would no doubt damn the entire Fey to darkness. Shortly after the completion of his basic training he was ushered off to return to Aerenal only to be intercepted by a wizard who quickly became his companion, of course it was yet another sign.

Race Features
---------------
Senses: Low-light vision
Languages: Common, Elven
You can meditate instead of sleeping
Eladrin do not have to eat to live, it's more of a luxury

Appearance: An Eladrin knight in every sense of the word none of his features are overly bulky or demanding unneeded attention. He prefers to wear things that fit him snugly, he has a well toned body with a sharp jaw line. Aerendis' eyes dimly glow yellow his brow habitually furrowed giving him a fierce condescending look.

His hair when worn down is long down to his thighs but he usually keeps it doubled up and pinned making a rather broad navy blue ponytail which rests on the nape of his neck. Due to his lifestyle his skin a beautiful pale color which blends in with the rest of his appearance well. On his forehead is a tattoo of the star of Corellon showing off his love of the Fey and devotion to it's arcane practices.

XP: 7500/10000
--------------

Equipment
-----------
Flaming Talenta Longsword
(As a free action your blade bursts into flames or extinguishes them, whether you hit or miss flames leap at your foe setting them on fire)

Heavy Throwing Shield
(You make a ranged attack with your shield and knock the enemy back)

Mithral Plate Armor
(Halves damage done to you)

Cat's Eye Headband
(When pulled over your eye you can see in any darkness)

Cape of the Mounteblank
(As an immediate reaction you can teleport away from an attack and gain combat advantage against your assailant)

Purple Cloth Gold Embroidered Glove (For holding the star)

Star of Corellon

------

Stats
------
10 Str
11 Con
12 Dex
10 Int
15 Wis
19 Cha

HP: 61
Initiative: 4
Armor: 24
Fortitude: 15
Reflex: 18
Will: 20

Passive Insight: 22
Passive Perception: 22
--------------------------

Powers
--------

Second Wind
(Standard Action)
You spend a healing surge (Total 10)
Regain 6 HP and +2 to defenses until the end of your next turn

Divine Challenge
(Minor Action)
You mark the target with a divine challenge and if it ignores you it takes damage, if you ignore it rather than cancel the challenge you lose the power for the rest of the encounter.
(One challenge active at anytime)

Lay on Hands
(Minor Action)
Your divine touch has the power to cure wounds

Bolstering Strike
(Standard Action)
Your accuracy with your weapon is rewarded with vigor

Enfeebling Strike
(Standard Action)
Your savage blow sunders the foe's armor

Divine Mettle
(Minor Action)
The target makes a free saving throw with a bonus from your charisma

Divine Strength
(Minor Action)
Apply your strength modifier as bonus damage

Intermediate Powers
------------------

Fey Step
(Eladrin Power)
Teleport to somewhere you can see clearly with bare vision

Shielding Smite
(Standard Action)
A translucent gold shield appears in front of an ally as you bash a foe with your shield

Righteous Smite
(Standard Action)
Your blow releases an aura that heals yourself and companions

Ultimate Powers
----------------

Radiant Delirium
(Standard Action)
Your body becomes engulfed in radiant light paralyzing a foe of your choice

Hallowed Circle
(Standard Action)
A zone of bright light and floating glyphs appears damaging all foes within

Utility Powers
--------------

Master Diplomat
(Free Action)
When you make a diplomacy roll your dislike re-roll and use either

Martyr's Blessing
(Immediate Interrupt)
When an ally is attacked you can teleport in to take the blow instead

Wrath of the Gods
(Minor Action)
All allies gain bonus damage until the end of the encounter
---------------------------------------

Skill Totals
------
Acrobatics -1
Arcana 12
Athletics -1
Bluff 8
Diplomacy 13
Dungeoneering 5
Endurance -1
Heal 10
History 12
Insight 12
Intimidate 13
Nature 12
Perception 12
Religion 8
Stealth -1
Streetwise 8
Thievery -1

Practices
-------
Forge Armor
Forge Weapon
Speech Without Words (Creatures with an intelligence score higher than 3 can understand your pantomime.)
Decipher Script (Whether or not you know the language you can figure out the gist of what something says.)
Edited by Koori, Jan 26 2011, 04:20 AM.
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Koori

Name: Ea
Gender: Female
Height: 5'7"
Weight: 139 lbs
Age: 29

Background
---------------

To this day it is not known by Ea where she truly comes from or who her parents are but she could really care less. Her family is in the Fey which is also her home, she was found as a baby and raised as an elf. Some deity must have smiled on the poor Tiefling who'd been discarded but the discrimination against her origins was also nearly forgotten at the time. Majharn was her home and she lived her life studying the arts as the elves did among the streets of the trading metropolis. As she grew older she took on the business of trade becoming a successful merchant.

No matter how much she wants to be a true part of her community she's still reminded every now and then that she is a Tiefling through and through with cursed human noble blood. As a child she garnered looks from residents of the Fey while she ran through the streets but from it she learned to smile in the face of adversity. However her blood will never let her rest as every moment of her sleep is haunted by infernal nightmares of varying intensity. She has a dark touched soul and is constantly dreaming of the day of mourning in Cyre though it's impossible for her to have been there she may have lineage that survived the disaster. It has never occurred to her to explore these regions of her past as she's simply learned to live with it.

Race Features
---------------
Senses: Low-light vision
Languages: Common, Untheric
Resistance to flame

Appearance: Ea is rather gentle for a Tiefling having been raised by Eladrin it reflects in her appearance. She's got fiery demonic eyes and fair skin but is never as intimidating as her brethren. Her clothing consists of a full body red silken robe with a gold embroidered white tassel that loops around her waist hanging down freely. Over her upper body she wears a tough brown leather vest with a high collar, leather cuffs surround her wrists and leather couplings surround her elbows holding the robe tight to her arms. Ea's black hair falls no further than the nape of her neck and her horns sprout from her forehead pointing backward as if a circlet holding her hair protectively.

XP: 7500/10000
--------------

Equipment
-----------
Temblor Greatclub
(By smacking the ground with this club you can knock many foes prone)

Songbow of Vanishing
(You become invisible to all enemies you hit with bard powers during your turn until the end of your next)

Shielding Wand
(Casts 'Shielding Cube')

Fireburst Robe
(Enemies that hit you with close range attacks take fire damage)

Reading Spectacles
(You can read any written language)

Amulet of Protection
(Bolsters your defenses further than regular amulets)

Flute

------

Stats
------
10 Str
11 Con
10 Dex
17 Int
8 Wis
21 Cha

HP: 48
Initiative: 3
Armor: 17
Fortitude: 15
Reflex: 18
Will: 22

Passive Insight: 13
Passive Perception: 13
--------------------------

Powers
--------

Second Wind
(Standard Action)
You spend a healing surge (Total 10)
Regain 6 HP and +2 to defenses until the end of your next turn

Chaos Bolt
(Standard Action)
A multicolored magic missile screams towards an enemy and has a chance of striking many times

Jinx Shot
(Standard Action)
Your ranged weapon whether it misses or not will knock your target prone

Infernal Wrath
(Free Action)
When struck you add additional fire damage to your next attack

Majestic Word
(Minor Action)
Your song allows for one to reach into their reserves drawing a surplus amount of healing energy

Shielding Cube
(Standard Action)
Your wand fires a small metal cube which contains great bashing force

Intermediate Powers
------------------

Thunder's Calling
(Standard Action)
A thundering boom sounds as a gust of wind you direct pins an enemy to the ground allowing for an ally to make a free strike against it

Thundering Gust
(Standard Action)
Howling thundering winds enter the battle field buffeting your foes from every direction controlling where they move

Ultimate Powers
----------------

Dragonfang Bolt
(Standard Action)
You summon a dragon's fang with a sickly green trail shooting it into an enemy

Song of Discord
(Standard Action)
You dominate your target until the end of your next turn

Utility Powers
--------------

Inspiring Fortitude
(Standard Action)
When you use a healing surge each of your allies gains temporary vitality

Deep Shroud
(Minor Action)
Raising your hands then lowering them you disappear from sight

Glimpse the Future
(Minor Action)
Roll a D20 three times and keep the highest result, you can replace any ally's result with this roll.

---------------------------------------

Skill Totals
------
Acrobatics 4
Arcana 13
Athletics 4
Bluff 17
Diplomacy 15
Dungeoneering 7
Endurance 10
Heal 3
History 13
Insight 3
Intimidate 15
Nature 7
Perception 3
Religion 13
Stealth 14
Streetwise 15
Thievery 4
Edited by Koori, Jan 26 2011, 04:26 AM.
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Koori

Name: Dao
Gender: Male
Height: 5'8"
Weight: 126 lbs
Age: 21

Background
---------------

Dao was born in a strange place for a Changeling but hardly strange for the lineage his family was a part of. The Shadowfell welcomed him and he lived in a very small very poor settlement with Kenku, his parents quickly left him as his bloodline was not nurturing for fear of exposure. Dao was raised by denizens of the Shadowfell and taught to kill quickly becoming a full fledged member of one of the many clans there. As he aged he felt a gnawing desire for exploration which was fostered by the clan making him into an Arcane Mercenary.

Of course the Fey called to him and he ended up living in the Bloodtangle occasionally traveling to Majharn for hire. He was paid in artifacts splitting the difference with his employers or if he wanted to keep the object disposing of them.


Race Features
---------------
Senses: Normal
Languages: Common, Draconic, Goblin
Change Shape
Changeling Trick
Mental Defense
Treated as a "Shape Changer"

Appearance: Dao is rather lanky and pale wearing a full body cloak with hood that seems to just hang off of his bones. The cat born Changeling wears many layers of loose black clothing with his hooded cloak being the outermost, under that layer is a leather robe where he keeps most of his weaponry. His legs and arms are almost always concealed by the cloth surrounding his body and even getting a good look at his face is hard. Despite this the tip of his white tail always seems to be poking out from wherever it can seeming to entice anything into grabbing it. The only amount of skin he ever exposes is his face.

His eyes are bright yellow and overall build is quite lean as per his Changeling heritage of cat-folk. Dao tends to behave and appear more like an animal than civilized at times.

XP: 7500/10000
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Equipment
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Poisoned Talenta Boomerang
(Poisons a foe it strikes)

Thieving Katar
(Allows you to attempt to steal something from an enemy as you attack)

Pinning Garrote
(You're able to immobilize a target you strike with this until you move away or release them)

Pouncing Leather Armor
(Your charge attacks become great leaps that end with a basic power instead of normal attack)

Gloaming Shroud
(Eats the light around the wearer at will making it dim)

Skull Mask
(Useless on it's own)


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Stats
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10 Str
15 Con
21 Dex
10 Int
8 Wis
13 Cha

HP: 45
Initiative: 10
Armor: 21
Fortitude: 17
Reflex: 19
Will: 17

Passive Insight: 19
Passive Perception: 19
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Powers
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Second Wind
(Standard Action)
You spend a healing surge (Total 8)
Regain 11 HP and +2 defenses until the end of your next turn

Changeling Disguise
(Minor Action)
You change your appearance to that of another, an attempt can be made to see through it

Assassin's Shroud
(Free Action)
Once per turn you attack at your enemy's weak point dealing extra damage

Shadow Step
(Free Action)
Once per turn you step through someone's shadow to another's

Executioner's Noose
(Standard Action)
You command the shadows to form a grip around a foe's neck slowing them, you can also choose to pull them closer

Shadow Storm
(Standard Action)
You command the shadows around an enemy to become sharp and claw at them, if you use a living creature's shadow the effect is more powerful

Intermediate Powers
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Changeling Trick
(Minor Action)
Make an attempt to throw your enemy off guard and gain combat advantage if you succeed

Shade Form
(Minor Action)
You assume a shadowy form and can become hidden by even the smallest amount of concealment remaining that way until you attack

Shadow Darts
(Standard Action)
Make three attacks with your shadow, each subsequent blow that lands deals more damage

Army of the Night
(Standard Action)
A mob of clones appears only to one foe causing it to lash out in terror attacking it's nearest ally

Ultimate Powers
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Terrifying Visage
(Standard Action)
You distort reality for your foe causing it to see it's worst fear the target is immobilized and a demonic force slams into it's body knocking away all other foes

Twilight Assassin
(Standard Action)
You create a living clone of yourself that lasts until the end of the encounter that attacks with you

Utility Powers
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Lock Tap
(Minor Action)
An attempt to pick a lock

Cat's Trickery
(Minor Action)
The area you are in is made pitch black to everyone but you

Sheltering Dark
(Minor Action)
Shadows leap you around you then fade leaving you invisible until the end of your next turn

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Skill Totals
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Acrobatics 13
Arcana 10
Athletics 3
Bluff 11
Diplomacy 11
Dungeoneering 2
Endurance 5
Heal 9
History 10
Insight 9
Intimidate 5
Nature 9
Perception 9
Religion 3
Stealth 15
Streetwise 11
Thievery 15
Edited by Koori, Jan 26 2011, 04:30 AM.
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