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 Character Bio: Akra

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Posts : 114
Join date : 2011-03-01

PostSubject: Character Bio: Akra   Wed Mar 09, 2011 8:16 pm

Race: Kenku
Age: ???
Occupation: Assassin

Akra says this is all you're getting.

Growing up in a small forest on Midr, Akra was different even from his fellow Kenku. About the only thing he has in common with his feathered folk is the strange sense of humor. More to be posted later.
Decided to edit it in favor of a bit more of a favorable plotline.

Akra grew up in the city of Suaith, located on the island of Midr. He comes from a line known as "The Clan of the Tengu", a murder of kenku who wear feather masks and prefer intimidating an opponent by illusions and the like.

Akra's current ambitions are to become better at his trade as an assassin, although he's quickly showing signs of aspiring for much more.


Last edited by Admin on Wed Apr 13, 2011 8:11 pm; edited 1 time in total
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PostSubject: Re: Character Bio: Akra   Tue Mar 22, 2011 7:52 pm

Name: Akra
Level: 3
Class: Assassin (Night Stalker Build & Guild Paragon Path:
Epic Destiny:
Total Exp:
Total Exp: 2250
Race: Kenku
Age: ???
Gender: Male
Height: 5’0”
Weight: 120 lbs
Alignment: Chaotic Evil
Deity: None
Initiative:_3_Dex:_2_½ lvl:_1_Misc:_0_

Strength:_13_Mod:_1_+ ½ lvl:_2_
Constitution:_17_Mod:_3_+ ½ lvl:_4_
Dexterity:_14_Mod:_2_+ ½ lvl:_3_
Intelegence:_15_Mod:_2_+ ½ lvl:_3_
Wisdom:_15_Mod:_2_+ ½ lvl:_3_
Charisma:_15_Mod:_2_+ ½ lvl:_3_

AC: 16 10+ ½ lvl: 11 Armor: 4 Enh: 1
Fortitude: 15 10+ ½ lvl: 11 Ability: 3 Class: 1
Reflex: 13 10+ ½ lvl: 11 Ability: 2
Will: 14 10+ ½ lvl: 11 Ability: 2 Class: 1

Speed: 6 Base: 6

Hit Points: 40
Bloodied Value: 20
Healing Surges/Day: 9
Surge Value: 10

Attack Workspace:
Ability: Ki Focused Hand Crossbow
Atk Bonus: +6 ½ lvl: 1 Abil: 2 Prof: 2 Enh: 1
Ability: Hand Crossbow
Atk Bonus:+5 ½ lvl: 1 Abil: 2 Prof: 2
Damage Workspace:
Ability: Ki Focused Hand Crossbow
Damage:1d6 +3 Abil: 2 Enh: 1
Ability: Hand Crossbow
Damage:1d6+2 Abil:2

Race Features:
Flock Effect: +3 against flanked creatures instead of +2, and grant +3 to attack rolls and checks with aid action instead of +2.
Mimicry: Mimic sounds and voices with a successful Bluff check (opposed by Insight)

Class/Path/Destiny Features:
Assassin’s Shroud: Gain the Assassin’s shroud power
Guild Training: Choose a training method [Night stalker: Deal Cha Mod Bonus damage against targets that are not adjacent to enemies.
Shade Form: Gain the Shade Form Power
Shadow Step: Gain the Shadow Step Power

Feats:
Toughness: Gain 5 additional HP per tier
Assassin’s Escape: Use Shade Form as an immediate interrupt when damaged.

Known Languages: Common

Attacks:
Assassin’s Shroud (At will)
Shadow Free Action Close Burst 10
Target: One enemy you can see in burst
Effect: You subject the target to your shroud. If any of your shrouds are already on the target, you subject it to an additional shroud, up to a maximum of four. The shrouds last until you use this power against a different enemy or until the end of the encounter.
Before you make an attack roll against the target, you choose to invoke either all of your shrouds on it or none of them. If you invoke your shrouds, the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all your shrouds then vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack’s damage, if any.

Shadow Step (At will)
Shadow, Teleportation Move Action Personal
Requirement: You must be adjacent to a creature.
Effect: You teleport 3 squares to a square adjacent to a different creature.

Shadow Storm
Shadow, Weapon Standard Action Melee weapon
Target: One Creature Attack Dex vs AC
Hit: 1[W] + Dex mod damage, plus 1 damage for each creature adjacent to the target.

Inescapable Blade (At will)
Shadow, Weapon Standard Action Melee weapon +2 reach
Target: One Creature Attack: Dex vs AC. The attack ignores cover & superior cover.
Hit: 1[W] damage

Shadow Storm (At will)
Shadow, Weapon Standard Action Melee weapon
Target: One creature Attack: Dexterity vs AC
Hit: 1[W] + dex modifier damage, plus 1 damage for each creature adjacent to the target.

Shadow Darts (Encounter)
Cold, Implement, Shadow Standard Action Ranged 5
Target: One Creature Attack: Dex vs Reflex. Make 3 attack rolls. If any of them hit, resolve them as a single hit, and all of them must miss for the attack to miss.
Hit: 1d8 cold damage if oen of the attack rolls hits, 2d8 if two hit, or 3d8 if three hit.

Grave Spike (Daily)
Shadow, Weapon Standard Action Melee weapon
Target: One Creature Attack Dex vs AC
Hit: 2[W] + Dex mod damage, and ongoing 5 damage (save ends). Whenever the target takes this ongoing damage, the target falls prone. Miss: Half Damage
Effect: Until the end of the encounter, you gain a +2 power bonus to attack rolls against the target while your shrouds are on it.

Shadowed Legion (Utility Daily)
Shadow, Stance Minor Action Personal
Effect: Until the stance ends, allies within 5 squares of you can use your Stealth modifier for their stealth checks.

Inescapable Shadow (Encounter)
Shadow, Teleportation, Weapon Standard Action Melee 1
Target: Your Assassin’s shroud target Attack: Dex vs AC
Effect: Before the attack, you teleport to a square adjacent to your assassin’s shroud target. [This moves whomever is in that square to your square.]
Hit: 2[W] + Dex mod damage.

Magic Items:
Precise Forgery Spell Book
Speech Without Words Spell Book

Money & Other Equipment:
520 gold
Ki Focus +1, Leather Armor of Exploits +1, Adventurer’s Kit, Hand Crossbow, Bolts (x20), Short Sword

Acrobatics [DEX]: 3
*Arcana [INT]: 8
Athletics [STR]: 2
*Bluff [CHA]: 10
Diplomacy [CHA]: 3
Dungeoneering [WIS]: 3
Endurance [CON]: 4
Heal [WIS]: 3
History [INT]: 3
*Insight [WIS]: 8
Intimidate [CHA]: 3
Nature [WIS]: 3
Perception [WIS]: 3
Religion [INT]: 3
*Stealth [DEX]: 10
Streetwise [CHA]: 3
*Thievery [DEX]: 8
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Character Bio: Akra
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