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Zweischneid

First Post
The character
Name: Khoros, of House Tharashk
Race: Half-orc
Class: Ranger (Bounty Hunter)
Role: Striker
Level: 1

Khoros, of the Dragonmarked House Tharashk
Khoros is a darkly skinned Half-orc, whose tenaciousness, brawn and scars speak of a life of fighting, travelling and adventuring. He wears heavy cut hide armour embroiled with the Dragonne emblem of House Tharashk. He carries a variety of weapons, notably a short-handled Battleaxe and a cruel looking war pick. His gear is well cared for and designed for the outdoors. His speech is colored in the accent of the Shadow Marches.


Background
Born and raised in the Shadow Marches, Khoros, Half-orc from the great Dragonmarked House Tharashk, has been joining daring raids and treasure hunts into the forbidding swamps and mysterious ruins of his homeland since he was able to lift a weapon. Much to the chargin of his renowned father Thoraos of Tharashk, a famous bearer of the greater Dragonmark of Finding, Khoros, his fathers' youngest son, never manifested the Mark of his house.

Though House Tharashk places less importance on Dragonmarks for social standing than many other Houses, Khoros, ambitious and driven nevertheless felt lessened and restrained in the shadow of his fathers glory. Leaving the Marches and keeping only sporadic contact with his House, Khoros now sells his skills as tracker and bounty hunter in various places as he searches for his destiny to unfold.



[sblock=Abilities]
Code:
[U]Ability scores[/U]
Strength     : [B]16 (+3)[/B]     Hit points : [B]33[/B]
Constitution : [B]16 (+3)[/B]     Bloodied   : [B]16[/B] 
Dexterity    : [B]16 (+3) [/B]    Surges     : [B] 8[/B]
Intelligence : [B] 9 (-1)[/B]     Surges/day : [B] 8[/B]     
Wisdom       : [B]12 (+1) [/B]    Initiative : [B]+3[/B]
Charisma     : [B]10 [/B]     

[U]Defenses:[/U]
Armour class : [B]16 [/B]
Fortitude    : [B]14[/B] 
Reflex       : [B]14[/B] 
Will         : [B]11[/B]

[U]Skills[/U]
Acrobatics    (Dex): [B]+ 8 [/B] (trained)
Athletics     (Str): [B]+ 8 [/B] (trained)
Dungeoneering (Wis): [B]+ 6[/B]  (trained)
Perception    (Wis): [B]+ 6 [/B] (trained)
Stealth       (Dex): [B]+ 8 [/B] (trained)
Languages:
Common, Giant

Racial traits
Running charge (+2 speed on charge), Warrior's Surge

Class features
Two-blade fighting style, Hunter's quarry, Prime shot

Feats
Action surge, Toughness

Weapon Proficiency:
simple & military ranged & melee

Size: Medium
Speed: 6 squares
Vision: Low-light[/sblock][sblock=Powers]
Basic attack
Battleaxe
:bmelee: Attack: +5 vs. AC; Damage: 1d10 +3, versatile

War pick
:melee: Attack: +5 vs. AC; Damage: 1d8 + 3. off-hand, high crit, versatile
At-will:
Nimble Strike (Class)
:melee: Standard Action; Attack: +5 vs. AC Damage: 1d10 +3
-- shift 1 square before or after attack --

Twin Strike (Class)
:melee: Standard Action; 2 Attacks: +5 vs. AC Damage: 1d10 (Battleaxe) & 1d8 (War pick)
-- make two attacks --​
Encounter:

Warrior's surge (Race)
Spilling the blood of your enemy invigorates you.
:melee: Standard Action; Attack: +5 vs. AC Damage: 1d10+3
-- you can spend a healing surge --​

Evasive Strike (Class)
:melee: Standard Action; Attack: +5 vs. AC Damage: 1d10 +3 (Battleaxe)
--- shift 2 squares before or after the attack ---​
Daily:
Jaws of the Wolf (Class)
:melee: Standard Action; 2 Attacks: +5 vs. AC Damage: 2d10 +3 (Battleaxe) & 2d8 +3 (War pick)
--- half dmg on miss ---​
[/sblock][sblock=Equipment]
Code:
[U]Currency:[/U] 
10 gp. 

[U]Equipment           Price    Weight    Other[/U]
Hide armour         30 gp    25 lb.    Light armour
Battleaxe           15 gp     6 lb.    Versatile 
War pick            15 gp     6 lb.    Off-hand, high crit, versatile

Adventurer's kit    28 gp    30 lb.    
  Backpack           2 gp     2 lb.
  Bedroll            1 sp     5 lb.
  Flint & Steel      1 gp      -
  Pouch, belt        1 gp   1/2 lb.
  Rations, trail     5 gp    10 lb.    10 days
  Rope, silk        10 gp     5 lb.    50 ft.
  Sunrod (4)         8 gp     4 lb.   
  Waterskin          1 gp     4 lb.      

Climber's kit        2 gp    11 lb.    +2 for climbing    
  Grappling hook     1 gp     4 lb.
  Hammer             5 sp     2 lb.
  Pitons (10)        5 sp     5 lb. 

[B]Total               90 gp    78 lb.[/B]

Normal load:    160 lb.
Heavy load:     280 lb.
Max. drag load: 800 lb.
[/sblock]
 
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Zweischneid

First Post
The character
Name: Ruthaer ar'Thar
Race: Tiefling
Class: (Tactical) Warlord
Role: Leader
Level: 6

Appearance:
Ruthaer ar'Thar is a brilliant and arrogant Tiefling warlord. His fearsome reputation has likened him to the 'War-Lords' of old Bael Turath.

Background:
Originially a young and exceptionally gifted captain of an embattled free town during the Twilight War. He quickly made his name running daring strike-missions and rose through the military ranks, respected for his tactical genius and sharp mind, but equally feared for his ruthlessness and lack of empathy. During a heated battle, he once send five score of the towns best men to a certain bloody death for a seemingly minor objective (To this day, he claims this move was decisive for the battle). His star thus shone, only in the days of war. As peace began to settle across the free towns, Ruthaer was quickly relieved from his position for more 'humane' officers.

His renown however only grew as he took up a live of adventuring, putting his genius to winning fortunes and fame with a small group of equally gifted companions. But he always retained his cold-hearted efficience and, if anything, his presumptious pride only grew with the groups ever more daring exploits. Certain of his supreme intellect and his superiority, he dabbled with his infernal lineage to unlock hidden powers (infernal pact initiate). He wears black armour stitched from unspeakable beasts of the Shadowfell (+1 Deathcut Hide), carries the mummified finger of a hag as a potent ward (+2 Amulet of Protection) and wields a crimson-tinged, tieflingforged blade that seems to delight in cruelty and pain (+2 vicious longsword). For all the dire warnings of his companions that dark forces may not always bow to his rational, Ruthaer has thus far been vindicated by the success of his exploits.

Yet, there may come change. Being struck down from his rise to glory by the encounter with the Lich, there may be chance for Ruthaer to learn that somethings are better left untouched. That some forces may not be out-witted by tactical genius. There is yet a chance, that Ruthaer may learn something akin to humility...

[sblock=Abilities]
Code:
[U]Ability scores[/U]
Strength     : [B]18 (+4)[/B]     Hit points : [B]58[/B]
Constitution : [B]16 (+3)[/B]     Bloodied   : [B]29[/B] 
Dexterity    : [B]12 (+1)[/B]     Surges     : [B]14[/B]
Intelligence : [B]20 (+5) [/B]    Surges/day : [B]10[/B]     
Wisdom       : [B]13 (+1) [/B]    Initiative : [B]+6[/B]
Charisma     : [B]14 (+2) [/B]     

[U]Defenses:[/U]
Armour class          : [B]24[/B] (+5 int., +5 armor, +3 lvl, +1 shield)
Fortitude             : [B]20[/B] (+4 str.,+1 class, +3 level, +2 item) 
Reflex                : [B]16[/B] (+5 int., +2 item, +1 shield)
Will                  : [B]18[/B] (+2 cha., +1 class, +3 level, +2 item)
Resistance (Fire)     :  [B]8[/B]
Resistance (Necrotic) :  [B]5[/B]
Resistance (Poison)   :  [B]5[/B]

[U]Skills[/U]
Athletics (Str): [B]+ 8 [/B] (trained) 
Bluff     (Cha): [b]+ 3[/B]
Diplomacy (Cha): [B]+10 [/B] (trained; +2 racial bonus) 
Endurance (Con): [B]+ 7 [/B] (trained)
Heal      (Wis): [B]+ 5 [/B] (trained)
Insight   (Wis): [B]+ 2 [/B] (+2 racial bonus)  
Intimidate(Cha): [b]+ 3[/B]
Streetwise(Cha): [b]+ 3[/B]
Languages:
Common, Draconic, Elven

Feats
Toughness, Hellfire blood, Infernal pact initiate, Novice power

Weapon Proficiency:
Simple melee, military melee, simple ranged

Size: Medium
Speed: 6 squares
Vision: Low-light[/sblock][sblock=Powers]Racial traits & class features
Bloodhunt (Racial trait)
+1 to attack roll against bloodied foes.

Combat leader (Class feature)
You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Tactical Presence (Class feature)
When an ally who can see you spends an action point to take an extra action, that ally also gains +2 to the attack roll.

Inspiring Word (Class feature; 2/encounter)
:close: Minor Action, Close burt 5
You or an ally in the burst can spend a healing surge and regain an additional 1d6 hit points.
Basic attack
Longsword
:bmelee: Standard action, Attack: +12 vs. AC; Damage: 1d8 +6 (Vicious: +2d12 damage on a critical)​
At-will:
Wolf pack tactics (Class)
:melee: Standard action, Attack: +12 vs. AC; Damage: 1d8 +6 (Vicious: +2d12 damage on a critical)
--- assist to set up lots of flanking ---

Viper's Strike (Class)
:melee: Standard action, Attack: +12 vs. AC; Damage: 1d8 +6 (Vicious: +2d12 damage on a critical)
--- Opportunity attack from ally, if target shifts ---​
Encounter:
Infernal Wrath (Racial trait)
Minor action:
--- +1 to attack roll and +2 to damage against an enemy that hit since last turn ---

Hellish Rebuke (Infernal pact initiate)
:ranged: 10; Standard action, Attack: +7 vs. Reflex; Damage: 1d6 +5
--- damage again if Ruthear takes damage ---

Leaf in the Wind (Class)
:melee: Standard action, Attack: +12 vs. AC; Damage: 1d8 +6 (Vicious: +2d12 damage on a critical)
--- You (or ally) switch places with target ---

Fiery bolt (Class, power swap)
:ranged: 10; Standard action, Attack: +7 vs. Reflex; Damage: 3d6 +5
--- creatures adjacent to target take 1d6 +10 damage ---
Daily:
Lead the Attack (Class)
:melee: Standard action, Attack: +12 vs. AC; Damage: 3d8 +6 (Vicious: +2d12 damage on a critical)
--- Ruthear and all allies within 5 sq. gain +6 to attack rolls for the encounter (+1 on a miss) ---

Villain's Nightmare (Class)
:melee: Standard action, Attack: +12 vs. Reflex; Damage: 3d8 +6 (Vicious: +2d12 damage on a critical)
--- Cancel movements of the target as immediate interrupt ---

Deathcut Hide armour (Item)
Immediate reaction
--- Damage: 1d10 +3 necrotic against a foe after being hit ---
[/sblock][sblock=Equipment]
Code:
[U]Currency:[/U] 
5 gp. 

[U]Equipment           Price    Weight    Other[/U]
Chainmail           40 gp    40 lb.    Heavy armour
Light shield         5 gp     6 lb. 
Longsword           15 gp     4 lb.    Versatile
Handaxe              5 gp     3 lb.    Off-hand, heavy thrown

Adventurer's kit    28 gp    30 lb.    
  Backpack           2 gp     2 lb.
  Bedroll            1 sp     5 lb.
  Flint & Steel      1 gp      -
  Pouch, belt        1 gp   1/2 lb.
  Rations, trail     5 gp    10 lb.    10 days
  Rope, silk        10 gp     5 lb.    50 ft.
  Sunrod (4)         8 gp     4 lb.   
  Waterskin          1 gp     4 lb.      

Climber's kit        2 gp    11 lb.    +2 for climbing    
  Grappling hook     1 gp     4 lb.
  Hammer             5 sp     2 lb.
  Pitons (10)        5 sp     5 lb. 

[B]Total               95 gp    94 lb.[/B]

Normal load:    160 lb.
Heavy load:     320 lb.
Max. drag load: 800 lb.
[/sblock]
 
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