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Gir, the Sacred Clown

Gir’s people, the Massifi, live in the mountain spine of the Outlaw Kingdoms. Answering to no master, they fiercely protect their independence and the ancient privilege that allows the Massifi to travel the Kingdoms unaccosted and untaxed. Gir was inducted into the sacred clowning tradition as a young child, but has left his clan so he can return once he understands more of the outside world.

Ancestry: Otherworldly Mountainfolk

Class and Kit: Jester who Dabbles in Guarding (Level 1)

Abilities: Str 16 (+3), Con 12 (+1), Dex 16 (+3), Int 8 (-1), Wis 11 (+0), Cha 16 (+3)

HP: 22 (Staggered 11), Recoveries: 7 Defenses: AC 15, Fort 13, Ref 13, Will 15; Speed: 6

Initiative: +3; Skills: Bluff +8, Thievery +8, Religion +5, Perception +5, Diplomacy +8, Dungeoneering +1, Stealth +5

Basic melee attack: Greatclub +5 (1d10+3) Basic ranged attack: Light crossbow +5 (1d6+3)

Equipment: Leather armor, greatclub (+2, 1d10), light crossbow (+2, 1d6), dungeoneer’s pack, martial focus, 15gp

Features:

Powers

Key Ability: Cha, Secondary: Dex

Disciplines: Last Laugh (class), Art of War (kit)

Wrong Place-Wrong Time

Encounter Move Action
Jester Utility FeatureMartial
Self
Effect: Shift your speed and gain a +5 power bonus to AC and Reflex defense until the start of your next turn.

Highblood Teleport

Encounter Move Action
Ancestry UtilityTeleport
Self
Effect: Teleport up to 5.

Biting Taunt

At-Will Move Action
Attack 1Martial, Psyche
Ranged 10, one creature
Attack: +5 vs Will
Hit: You mark the target until the start of your next turn. While the target is marked, you gain a +2 power bonus to all defenses against its attacks, it is weakened for all attacks that do not include you, and if you score a critical hit against it, it is dazed until the start of your next turn.
Special: You can use this power as a basic attack.
Maintain: Swift: The target remains marked until the start of your next turn. You cannot sustain if you or the target ends its turn out of range.

Failure to Communicate

At-Will Standard Action
Attack 1Martial, Weapon
Self
Effect: Make a basic attack. After the attack, you can shift a square.
Special: If your target misses you with an attack before the start of your next turn, you can make a basic attack against it as an immediate (react) action.

Exploit Weakness

Encounter Standard Action
Attack 1Martial, Psyche, Consistent
Near burst 10, one creature you can see
Attack: +5 vs Will
Hit: The target is immobile until the end of your next turn. If the target takes any damage from you or your allies, it immediately recovers from this effect.
Effect: You can use this power again with an action point (replacing the action). You cannot target the same creature.

Forked Tongue

Daily Standard Action
Attack 1Martial, Psyche, Consistent
Near burst 5, one creature you can see
Requirements: You, the target, and the target’s allies have not been damaged this encounter.
Attack: +5 vs Will
Hit: Until the end of your next turn, your allies have concealment against the target and you gain a +3 power bonus to all Diplomacy and Bluff checks against it. If the target takes any damage while this power is in effect, it is stunned until the end of your next turn.
Maintain: Standard: The effect persists until the end of your next turn, until the target takes damage or until you take damage, whichever comes first.

Talith, the Redeemed

In her youth, Talith was inducted into the violent fire cult of Vogg. For many years, she engaged in wanton and selfish destruction. Finally, while she and her co-religionists were sacking a temple to Korven, she came upon an old priest whose quiet strength convinced her of the error of her ways. Now she is a sworn protector of the weak and a faithful servant of Korven, although she still has destructive powers from her service to Vogg.

Ancestry: Hero Heretic

Class and Kit: Crusader (War) who Worships the God of Life (Level 1)

Abilities: Str 16 (+3), Con 14 (+2), Dex 12 (+1), Int 11 (+0), Wis 18 (+4), Cha 8 (-1)

HP: 26 (Staggered 13), Recoveries: 9 Defences: AC 16, Fort 13, Ref 11, Will 16; Speed: 5

Initiative: +1; Skills (-1 ACP): Athletics +4, Religion +11, Heal +9, History +5, Insight +9

Basic melee attack: Morningstar +5 (1d10+3)
Basic ranged attack: Light crossbow +3 (1d6+1)

Equipment: Morningstar (+2, 1d10), chainmail, light crossbow (+2, 1d6), holy symbol, 10 gp

Features:

Powers

Key Ability: Wis, Secondary: Str

Disciplines: Angel’s Trumpet (class), Radiant Dawn (class), Art of War (kit)

Identify Target

At-Will Standard Action
Attack 1Martial, Focus
Ranged 10, one enemy
Attack: +4 vs Will
Hit: The target grants combat advantage until the end of your next turn. The first ally to hit the target with an attack heals 1d6 + 4 HP.

Dismiss

At-Will Standard Action
Attack 1Divine, Weapon, Radiant
Melee weapon, one creature
Attack: +6 vs AC
Hit: 1d10 + 4 radiant damage and push 2.
Special: If the target is undead, push 4 on a hit.

Staunching Strike

Encounter Standard Action
Attack 1Divine, Weapon, Radiant, Healing
Melee weapon, one creature
Attack: +6 vs AC
Hit: 2d10 + 4 radiant damage. You or an ally within sight can spend a recovery to heal their recovery value.

Infuse with Life

Twice per Encounter Swift Action Crusader Utility FeatureDivine Near burst 5, self or one ally Effect: Target spends a recovery and heals their recovery value +1d6.

Violent Rush

Encounter Free Action Ancestry Utility
Self Trigger: You hit with an attack. Effect: Attack does +1dW. If attack was not with a weapon, +1d8 instead.

Break Will

Daily Standard Action
Attack 1Martial, Focus, Psychic
Near burst 3, all enemies
Attack: +4 vs Will
Hit: The target is weakened (save ends).

Channel Divinity: Use one of the following powers once an encounter.

Guidance

Encounter Free Action Crusader Utility FeatureDivine Self Effect: +1 bonus to your next attack roll or saving throw. If you do not use this bonus by the end of your next turn, you lose it.

Shielded Soul

Encounter Immediate (Counter) Action Crusader Utility FeatureDivine Near burst 3, self or one ally Trigger: The target takes damage. Effect: The target gets resistance to all damage 5.

Censure Undead

You present your holy symbol and speak a prayer censuring the undead. Encounter Standard Action Crusader Attack FeatureDivine, Focus, Radiant Near burst 2, all undead Attack: +4 vs Will Hit: 1d8 + 4 radiant damage. Target is pushed 2 and immobile until the end of your next turn. Miss: Half damage.

Erik the Sneak

Erik travelled with his merchant father as soon as he was old enough to count coins and carry stock. On one particularly stormy night, their caravan slipped on a patch of mud and slid into a ravine. When Erik came to, his father was nowhere to be found. Erik sheltered in the caves along the ravine, and in time was taken in by a family of giant bats.

Ancestry: Wild Child Traveler

Class and Kit: Sylvan who Exemplifies Speed (Level 1)

Abilities: Str 12 (+1), Con 18 (+4), Dex 14 (+2), Int 10 (+0), Wis 14 (+2), Cha 11 (+0)

HP: 30 (Staggered 15), Recoveries: 10 Defenses: AC 15, Fort 15, Ref 13, Will 12; Speed: 7

Initiative: +2; Skills (ACP -1): Nature +9, Diplomacy +2, Stealth +6, Perception +7, Endure +9

Basic melee attack: Greataxe +3 (1d10+1, execution 1 - reroll damage rolls of 1)
Basic ranged attack: Longbow +4 (1d10+2)

Equipment: Longbow (+2, 1d10), hide armor, greataxe (+2, 1d10, execution 1), druidic focus

Features:

LITTLE ERIK. Small Beast 1. AC 15, Fort 11, Ref 13. Spd 2, fly 6. HP 15, can use your recoveries. Senses: darkvision, blindsight 6. Str 14, Con 16, Dex 12, Int 2, Wis 14, Cha 10.
Bite (standard): +5; 1d6+1.

Powers

Key Ability: Con Secondary: Wis

Disciplines: Red in Tooth and Claw (class), Strong Bidding (class), Frontline Fighting (class), Born to Run (kit).

Fearful Rampage

At-Will No Action Sylvan Attack FeatureSpirit, Weapon or Focus, Psychic, Fear Melee touch, one creature Trigger: You hit with an attack Effect: The target takes 4 damage and is shunted 1. Special: You can use this power once per round.

Companion Strike

At-Will Standard Action
Attack 1Spirit, Companion
Special
Effect: Your companion makes a basic melee attack and adds 4 to the damage.

Rope-A-Dope

At-Will Standard Action
Attack 1Martial, Weapon
Melee weapon, one creature
Attack: +6 vs AC
Hit: 1dW + 4 damage.
Effect: Shift to any square adjacent to the target. You either push the target 1 square or shunt it into the square you just occupied.

Sudden Leap

Encounter Standard Action
Attack 1Martial, Weapon
Ranged 4, one creature 3 or 4 squares away
Attack: +6 vs AC
Hit: 1dW + 4 damage, and you push the target one square. You shift into the square the target previously occupied.
If the target cannot be pushed, the target is knocked prone and you shift into the occupied square.
Miss: No damage, and you shift to an adjacent square to the target.

Insult to Injury

Daily Special Action
Attack 1Martial, Weapon
Melee weapon, the triggering enemy
Trigger: One enemy is knocked prone.
Attack: +6 vs AC
Hit: 2dW + 4 damage, and the target is pushed 3 squares. If the target cannot be pushed 3 squares because of an obstruction, both the obstruction and the target take 1d6 + 2 damage.
Miss: Half damage, and the target is not pushed.
Special: You can use this power as a swift action or an immediate reaction.

Prince Glim, the Deposed Prince

Glim was, not so long ago, the prince of the fair Kingdom of Brightstar in the foothills of the Brisingtham Mountains. An indifferent heir, he spent a little too freely on magic lessons using the royal treasury and found himself disinherited in favor of his wicked cousin. Within hours of his father’s death he was outrunning the hounds over the border to Brightstar’s neighbor Talgrad. Now he wanders the Outlaw Kingdoms with vague hopes of raising an army to claim his “rightful” throne.

Ancestry: Ninth Life Aristocrat

Class and Kit: Mageblade who Conjures Fiends (Level 1)

Abilities: Str 11 (+0), Con 14 (+2), Dex 12 (+1), Int 18 (+4), Wis 8 (-1), Cha 16 (+3)

HP: 29 (Staggered 14), Recoveries: 10 Defenses: AC 17, Fort 12, Ref 15, Will 16; Speed: 6

Initiative: +1; Skills: Arcana +9, Intimidate +10, History +9, Endure +7, Sleight of Hand +3, Intimidate +5

Basic melee attack: Greatsword +3 (1d10) Basic ranged attack: Light crossbow +3 (1d6+1)

Equipment: Leather armor, greatsword (+3, 1d10), light crossbow (+2, 1d6), dungeoneer’s pack (15gp)

Features:

Powers

Disciplines: Elemental Flux (class), Veiled Moon (class), Cup of Brimstone (kit)

Key Ability: Int, Secondary Ability: Cha

Mageblade’s Sigil

At-Will Swift Action
Mageblade Utility 1Arcane
Near burst 2, one target
Effect: The target is marked until you use this power again.

Fiery Sigil

At-Will Immediate (React) Action
Mageblade Utility 1Arcane, Weapon, Fire
Near burst 10, the triggering enemy
Trigger: A creature marked by your sigil makes an attack that does not include you as a target
Effect: The triggering creature takes 1d6 + 3 fire damage.

Dimensional Strike

At-Will Standard Action
Attack 1Shadow, Weapon
Melee or Ranged weapon, one target
Attack: +7 vs Reflex
Hit: 1d10 + 4 damage.

Disturbing Blow

Encounter Standard Action
Attack 1Shadow, Weapon
Melee weapon, one target
Attack: +7 vs AC
Hit: 1dW + 4 damage. The creature grants combat advantage until the end of your next turn or until it is next attacked, whichever occurs sooner.

Least Binding

Daily Standard Action
Attack 1Focus, Arcane, Summons
Ranged 1, unoccupied square
Effect: You summon a Small demon toad or Small hopping imp until the end of the encounter.

DEMON TOAD. Small Monstrosity (Demon) 1. Your defenses. Spd 4, jump 4. HP 7. Resist poison 5.
Bite (standard): Basic M +5 vs AC. 1d8+3 poison.
Foul Belch (react, when the toad takes damage): N burst 1 +3 vs Fort. 1d8+3 poison and dazed (save ends).
Instinct: At the end of your turn, if the demon toad has not received a command that turn, it attacks or charges the nearest dazed creature, otherwise the nearest creature.

HOPPING IMP. Small Monstrosity (Demon) 1. Your defs. Spd 6, fly 2. HP 7.
Curse (Psychic) aura 1: Each time a creature in the aura misses on an attack, it takes 1d8 + 3 psychic.
Festering Claws (standard): Basic M +7 vs AC. 5 persistent poison (save ends).
Blight Jet (standard): N arc 2 +5 vs Fort. 1d8+3 poison and slowed (save ends).
Instinct: At the end of your turn, if the hopping imp has not received a command that turn, it attacks or charges the nearest slowed creature, otherwise the nearest creature.

Rushar, the Resistance Fighter

When the Empire invaded, they left a trail of dead bodies behind them. Two of those bodies were Rushar’s parents. Now, a flippant style of speech and constant smile disguises a deep sadness and anger in Rushar.

Ancestry: Escaped Aristocrat

Class and Kit: Swashbuckler who Exemplifies Charisma (Level 1)

Abilities: Str 14 (+2), Con 12 (+1), Dex 18 (+4), Int 11 (+0), Wis 8 (-1), Cha 16 (+3)

HP: 24 (Staggered 12), Recoveries: 7 Defenses: AC 17, Fort 11, Ref 16, Will 14; Speed: 6

Initiative: +4; Skills: Acrobatics +11, Intimidate +10, Stealth +9, Bluff +8, Perception -1

Basic melee attack: Rapier +5 (1d8+2) Basic ranged attack: Light crossbow +6 (1d6+4)

Equipment: Leather armor, rapier (+3, 1d8), light shield, light crossbow (+2, 1d6), dungeoneer’s pack, 10gp

Features:

Powers

Disciplines: Blades in the Dark (class), Rapier’s Point (class), Born Leadership (kit)

Key Ability: Dex, Secondary: Cha

Gentlefolk’s Challenge

At-Will Standard Action Attack 1Martial, Weapon Melee weapon, one target Attack: +7 vs AC Hit: 1dW + 4 damage. Level 21: 2dW + 4 damage. Effect: The target is marked.

Deadly Thrust

At-Will Standard Action Attack 1Martial, Weapon Melee weapon, one target Attack: +7 vs AC Hit: 1dW + 4. If the target is staggered, also add +3 to the damage. Level 21: 2dW + 4 damage.

Sure Cut

Encounter Standard Action Attack 1Martial, Weapon Melee weapon, one target Attack: +7 vs AC Hit: 1dW + 4 damage. Miss: If you have momentum, you lose momentum but the target takes damage equal to your Triumphant Strike value.

Only Fooling

Daily Standard Action Attack 1Martial, Weapon Melee weapon, one target Trigger: You are prone, immobile, restrained, grappled or slowed. Attack: +7 vs Reflex Hit: 2dW + 4 damage. Special: You lose one condition that triggers this power, or you stand up from prone. Move up to your speed before making your attack.