Arcane Asylum
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Davin Fletcher

Go down

Davin Fletcher Empty Davin Fletcher

Post  Swifthand Mon Aug 17, 2009 2:30 pm

Davin Fletcher
Prince Palol Thaeraes of Talth'Anin, Lieutenant Colonel of the Imperial Army
Race: Elf
Class: Ranger/Rogue (Battlefield Archer)
Level: 16
XPS: 73,539
Alignment: Good

STR: 11 (0) (+8)
CON: 15 (+2) (+10)
DEX: 22 (+6) (+14)
INT: 11 (0) (+8)
WIS: 22 (+6) (+14)
CHR: 9 (-1) (+7)

AC: 29 (10 + 6 dex, +2 armour, +8 level, +3 magic)
Fort: 24 (10 +2 con, +1 class, +8 level, +3 magic)
Ref: 28 (10 +6 dex, +1 class, +8 level, +3 magic)
Will: 27 (10 +6 wis, +8 level, +3 magic)

Hit Points: 101 (50 Bloodied)
Surge Value: 25
Surges per Day: 8

Current AP: 1
Speed: 8
Initiative: +14
Size: M
Passive Perception: +36
Passive Insight: +24
Senses: Low-Light, Darkvision, Ignore Cover and Concealment (including Total Concealment, but not Superior Cover)

Racial Features:

  • Elven Weapon Proficiency (longbow, shortbow)
  • Fey Origin (considered fey type)
  • Group Awareness (non-elf allies within 5 squares get a +1 racial bonus to Perception checks)
  • Wild Step (ignore difficult terrain while shifting)
  • Elven Accuracy (use the Elven Accuracy encounter power)
Class Features:

  • Archer fighting style (Defensive Mobility as a bonus feat)
  • Hunter's Quarry (1/turn as a minor action, designate the closest target as your quarry. 1/round, you deal extra damage (2d8) to your quarry)
  • Prime Shot (If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target)
  • Sneak Attack (1/Encounter, +3d6 damage when I have CA with a light blade, crossbow, or sling)
Paragon Path Features:

  • Archer's Action (Spend an AP to reroll one ranged attack or damage roll, instead of taking an extra action)
  • Battlefield Experience (Designate quarries up to a number equal to your Wisdom modifier; any attack made against a quarry receives a +1 bonus to attack rolls)
  • Battle Surge (+5 to AC vs. OA's until the end of the encounter when I use an AP)
Feats:

  • Defensive Mobility (+2 to AC vs. OA's)
  • Weapon Focus, Superior Crossbow (+2 to damage with Superior Crossbow)
  • Lethal Hunter (Hunter's Quarry becomes d8)
  • Wild Elf Luck (+1d4 to hit when using Elven Accuracy)
  • Weapon Proficiency, Superior Crossbow
  • Sneak of Shadows
  • Weapon Expertise, Crossbow (+2 to attack with Crossbows)
  • Brutal Accuracy (If Elven Accuracy reroll hits your quarry, +1d6+Wisdom mod to damage)
  • Steady Shooter (+3 to damage with Crossbows if you don't move)
  • Skill Training: Diplomacy
  • Acolyte Power
Basic Attacks:

  • Melee: Shortsword +8 vs. AC (+9 vs. Quarry), 1d6
  • Ranged: Superior Crossbow +22 (+6 dex, +3 prof, +8 level, +3 magic, +2 feat) vs. AC (+23 w/Prime Shot or against Quarry, +24 against Quarry w/Prime Shot), 1d10+7 (+2d8 Hunter's Quarry)
At-Will Powers:

  • Nimble Strike
  • Twin Strike
Encounter Powers:

  • Disruptive Strike
  • Biting Volley
  • Combined Fire
  • Pinning Strike
  • Elven Accuracy
  • Hemingr's Accuracy (Free, Add 1 die to a either Hunter's Quarry or Sneak Attack until the end of your next turn)
  • The Sight Of Hemingr (Standard, See Invisibility for the remainder of the Encounter)
Daily Powers:

  • Spitting-Cobra Stance
  • Attacks On The Run
  • Confounding Arrows
  • Hemingr's Precision (Minor, Add 1 die to Hunter's Quarry and Sneak Attack for the rest of the encounter)
Utility Powers:

  • Crucial Advise (Encounter)
  • Weave Through The Fray (Encounter)
  • Hunting Party (Daily)
  • Archer's Glory (Encounter)
  • Hide In Plain Sight (Encounter)
Skills:

  • +15 Athletics (+5 trained, +8 level, +2 background)
  • +15 Endurance (+5 trained, +2 con, +8 level)
  • +21 Nature (+5 trained, +6 wis, +2 race, +8 level)
  • +26 Perception (+5 trained, +6 wis, +2 race, +8 level, +5 artifact)
  • +22 Stealth (+5 trained, +6 dex, +8 level, +3 magic)
  • +24 Thievery (+5 trained, +6 dex, +8 level, +2 picks, +1 magic, +3 artifact)
  • +12 Diplomacy (+5 trained, -1 chr, +8 level)
  • +9 Bluff (-1 chr, +8 level, +2 magic)
Languages:

  • Common
  • Elven
Mundane Gear:

  • Backpack
  • Short Sword
  • Pick and Shovel
  • Adventurer's Kit (w/ 2 extra sunrods)
  • Tin Mug
  • Hydra Tooth/Boar Tusk Necklace
Consumables

  • 1 Stonemeal Bisquit
  • 1 Potion of Vitality
  • 1 Vial of Soveriegn Glue
  • 10 Smokesticks
Thaddeus Crane's Alchemical Bolts

  • 45 Acid Bolts (+d10 Acid and an ongoing 5 Acid {Save Ends})
  • 19 Frost Blots (+d10 Cold and Slowed until the end of your next turn)
  • 1 Smoke Bolt (Obscures an Area Burst 1 until the End of your Next Turn)
  • 6 Tanglefoot Bolts (Immobilizes Target for one turn, and then slows Target for another)
  • 1 Silvered Bolt
  • 2 Humming Bulbs
  • 1 Grapple Bolt (5/10 Range)
Magical Gear:

  • +3 Eladrin Cloak
    This cloak embroidered with leaf and circle patterns, crafted in the fay tradition, increases your stealth.
    Lvl 12 (13,000 gp)
    Item Slot: Neck
    Enhancement: +3 Fortitude, Reflex, and Will
    Property: Gain a +3 item bonus to Stealth checks.
  • Bracers of Archery
    These leather armbands enhance your potency with bows and crossbows.
    Lvl 6 (1,800 gp)
    Item Slot: Arms
    Property: Gain a +2 item bonus to damage rolls when attacking with a bow or crossbow.
    Power (Daily): Minor Action. Ignore cover on your next attack this turn when using a bow or crossbow.
  • Endless Quiver
    This elven-styled quiver can create an endless supply of normal arrows or bolts.
    Lvl 9 (4,200 gp)
    Wondrous Item
    Power (At-Will ✦ Conjuration): Free Action. Use this power as part of your action when you attack with a bow or crossbow. When you reach into the endless quiver, it automatically produces a single arrow or bolt, as appropriate. Ammunition created by the quiver that is not used within 1 round of its creation disappears.
  • Fletcher's Crossbow
    Lvl 13 (17,000 gp)
    Weapon: Superior Crossbow
    Enhancement: +3 Attack rolls and damage rolls
    Critical: +3d6
    Property: Loading this crossbow is a free action.
    Power (Encounter): Minor Action. Make a ranged basic attack with this weapon.
  • Qalibarian Gravehide Armor
    Ba’al Qalibar’s scouts and snipers wore this blackish leathery armor, causing their bodies to appear indistinct and hazy to onlookers who now had to squint to see them clearly.
    Lvl 12 (13,000 gp)
    Armor: Leather
    Enhancement: +3 AC
    Power (Daily): Minor Action. Until the end of your next turn, you gain concealment against enemies farther than 5 squares away from you.
    Property: The wearer of this armor may be affected by a creature wearing a Qalibarian Fleshhound Harness.
  • Gloves of Piercing
    These enchanted gloves can be activated to ignore an opponent’s resistances for a short time.
    Lvl 3 (680 gp)
    Item Slot: Hands
    Power (Daily): Minor Action. Until the end of the encounter, your attacks ignore any resistance of 10 or lower.
  • Fletcher's Boots
    These wax-coated coverings help you glide over the earth when you are lightly encumbered, and might save you when the current runs deep.
    Lvl 10 (5,000 gp)
    Item Slot: Feet
    Property: Gain a +1 item bonus to speed while wearing light armor or no armor.
    Power (Encounter): Free Action. Gain a +5 power bonus to an Athletics check to swim.
  • Fletcher's Hunting Horn
    Crafted by a particular tribe of lizardmen from the Malbog, this bone horn was enchanted for the elven ranger, Davin Fletcher. Distinctly toned, it alerts even those allies you cannot see.
    Lvl 7 (2,600 gp)
    Wondrous Item
    Power (Encounter): Standard Action. When you sound the horn, all creatures within 1 mile hear its call. Allies within that range are awakened if they are sleeping, and instantly know your current location, hit point total, and any effects currently affecting you.
  • Hunter’s Flint
    This chunk of flint strikes sparks that can ignite a magical blaze.
    Lvl 2 (520 gp)
    Wondrous Item
    Power (Daily, Illusion): Standard Action. Use this flint to light a campfire. The fire burns without smoke or sound. The light of this magic campfire is invisible from outside its 10-square radius, though creatures and objects within that radius can be seen normally with darkvision or if existing light allows. The campfire is a normal fire in all other respects. The fire lasts for 12 hours (requiring no additional fuel) or until extinguished normally. The flint can be used to light lanterns and other fires as normal, but such fires gain no magical effect.
  • Endless Canteen
    This mundane-looking canteen pours forth water in a seemingly limitless stream.
    Lvl 9 (4,200 gp)
    Wondrous Item
    Power (At-Will): Standard Action. When you open its stopper, the endless canteen pours out up to 1 pint of cool, clean water. Any water that has not been consumed within 1 hour of its creation disappears.
  • Everlasting Provisions
    This plain basket radiates delicious smells.
    Lvl 4 (840gp)
    Wondrous Item
    Property: After an extended rest, you open the basket, creating enough food and water to feed five Medium or Small creatures (or one Large creature) for 24 hours.
  • Fletcher's Tool Pouch
    This fine set of thieves tools are all stored in a leather case, each tool having it's own slot. The tool's themselves are etched with dark red sigils and improve your thievery skills.
    Lvl 1 (360 gp)
    Wonderous Item 360 gp
    Property: Gain a +1 item bonus to Thievery checks.
  • Ring of the the Eladrin Royal Seal
    This platinum ring bears the royal seal of the Eladrin queen, Gloriana, etched into the surface.
    Item Slot: Ring (Level 18, 85000 gp)
    Property: Gain a +2 item bonus to Bluff checks.
    Power (Daily ✦ Illusion): Standard Action. Become invisible until the end of your next turn.
    If you’ve reached at least one milestone today, using this power requires only a minor action.
Money:
Platinum: 0 Gold: 4833 Silver: 2 Copper: 7

Background:

  • Description: Elven woodsman. No living relatives. Rather boring life growing up. Loner, would rather be alone in the woods hunting.
  • Geography: Wetlands
  • Birth: Among Another Race (Human: Ancestral Holdings)
  • Occupation: Woodsman, +2 Athletics
Personality: Reserved, Self-assured, Skeptical, Adaptable, Pragmatic, Stern, Steady, Stoic, Unshakable
Mannerisms: Uses the back of his sleeve as a napkin or towel.
Appearance: Weathered and outdoorsy. Black hair; gray eyes; with a silver rune, in Davek, tattooed on the left iris

Davin's Story
“Ward yourselves this night, friends – it is not fortune that will find us in the Bog, unless that fortune is ill.”

“It is not far from here that my family lived and thrived – a rare thing in the Bog. Talthanin was the name of my people’s home. It means “gate-warders” in Elven, and that is what we were. As some of you know, the realm of the Fae boarders our own, and in some places, the two realms touch, allowing for a crossing. Talthanin was such a place – merely a village by Elven standards, but a village of men and women who managed to survive in this place, survive and do their duty.”

“I know not what came out of the Bog that dark night, I was just a lad, and my recollection of that time is hazy. I only know that whatever it was caught the people of Talthanin unawares and in the morning, Talthanin was a memory.”

“My mother managed to escape the slaughter, though terribly wounded. She managed to make it to the stead of an old woodsman on the edge of the Malbog who sometime visited and traded with the village. My mother didn’t last the night, and that woodsman raised me as his son. He died peacefully several years later, but not before teaching me his craft, and the ways of the surrounding environs.”


Last edited by Swifthand on Tue May 04, 2010 9:16 pm; edited 22 times in total
Swifthand
Swifthand
Asylum Arcanist
Asylum Arcanist

Male Posts : 881
Join date : 2009-08-16
Age : 52

Back to top Go down

Davin Fletcher Empty Hound

Post  Swifthand Mon Aug 17, 2009 2:32 pm

Hound
"Hound is a medium-haired dog of reddish-brindle color, and he's a bit long in the face."
Level: 9 (Solo, Skirmisher/Soldier, Ranger/Fighter, Medium Natural Beast)
Alignment: Unaligned
Str: 15 (+2/+4) Dex: 14 (+2/+4) Con: 14 (+2/+4) Wis: 15 (+2/+4) Int: 4 (-3/+4) Cha: 12 (+1/+4)

AC 23 (10 + 2 dex, +2 armour, +9 level)
Fortitude: 24 (10 + 2 con, +9 level, + 1 ranger, +2 fighter)
Reflex: 22 (10 + 2 dex , +9 level, + 1 ranger)
Will: 21 (10 + 2 wis +9 level)

Hit Points: 360 (32/level) (180 Bloodied)
Surge Value: 90
Surges per Day: 2

Current AP: 2, +5 to Saves
Speed: 8
Initiative: +8 (+2 dex, +4 level, +2 skirmisher)
Passive Perception: +21
Passive Insight: +16
Senses: Low-Light

Racial Features:
  • Combat Advantage (If Hound has combat advantage against the target, the target is also knocked prone on a hit.)
Class Features:
  • Two-Weapon Fighting Style (Toughness as a bonus feat)
  • Hunter's Quarry (1/turn as a minor action, designate the closest target as your quarry. 1/round, you deal extra damage (1d6) to your quarry)
  • Combat Challenge (Mark target on attack; mark lasts until the end of your next turn; target is –2 to attack rolls for any attack that doesn’t include you; whenever target that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against the target as an immediate interrupt.)
Feats:
  • Toughness (+5 HP’s/teir)
Basic Attacks:
  • Melee: Bite +14 (+2 str, +3 prof, +9 level) vs. AC, 1d6+6 (+2 str, +4 level), (2d6 vs. Prone)
At-Will Powers:
  • Hit and Run
  • Brash Strike
Encounter Powers:
  • Hawk’s Talon
  • Stay Down
Daily Powers:
  • Attack's on the Run
  • Jackal Strike
Utility Powers:
  • Crucial Advise
  • Agile Approach
Skills:
  • +11 Athletics (+5 trained, +2 str, +4 level)
  • +11 Endurance (+5 trained, +2 con, +4 level)
  • +11 Nature (+5 trained, +2 wis, +4 level)
  • +11 Perception (+5 trained, +2 wis, +4 level)
  • +11 Stealth (+5 trained +2 dex +4 level)
Languages:
  • None
Gear:
  • Modified Leather Barding
  • Qalibarian Fleshhound Collar
    This black leathery collar was worn by Qalibar’s dogs of war, allowing them to magically swap places with his scouts and taskmasters.
    Lvl 12 (13,000 gp)
    Item Slot: Companion
    Power (Daily - Teleportation): Move Action. You and may swap places with an ally within 10 squares of you, as long as they are wearing Qalibarian Gravehide armor.
  • Medallion of the Eladrin Royal Seal - A Priceless platinum medallion bearing the royal seal of the Eladrin queen, Gloriana, etched into the surface.


Last edited by Swifthand on Fri Oct 30, 2009 8:17 pm; edited 3 times in total
Swifthand
Swifthand
Asylum Arcanist
Asylum Arcanist

Male Posts : 881
Join date : 2009-08-16
Age : 52

Back to top Go down

Davin Fletcher Empty The ATW Team

Post  Swifthand Mon Aug 17, 2009 2:32 pm

Hannibell, Meridock, Beatrice Anne, and Facey: The ATW Team
Hannibell, special war-bred draft horse given as a gift to the party by Agatha, and Meridock, Beatrice Anne, and Facey, the finest riding horses available in Brackwater, trained by Davin Fletcher, and then further trained and magically enhanced by Harley.
Level: 10 (Soldier, Large Immortal Beast, Mount)
Alignment: Good
Str: 23 (+11) Dex: 17 (+8) Con: 23 (+11) Wis: 15 (+7) Int: 3 (+1) Cha: 15 (+7)

AC 27
Fortitude: 24
Reflex: 22
Will: 21

Hit Points: 111 (55 Bloodied)
Surge Value: 27
Surges per Day: 1
Saving Throws: +5 against fear effects

Speed: 9
Initiative: +10
Passive Perception: +22
Passive Insight: +17
Senses: Low-Light

Racial Features:
  • Trample (standard; at-will)
    The celestial charger can move up to its speed and enter enemies’ spaces. This movement provokes opportunity attacks, and the celestial charger must end its move in an unoccupied space. When it enters an enemy’s space, the charger makes a trample attack: +14 vs. Reflex; 1d8 + 6 damage, and the target is knocked prone.
  • Celestial Charge (while mounted by a friendly rider of 10th level or higher; at-will) (Mount, Radiant)
    On charge attacks, a celestial charger’s rider deals an extra 2d6 radiant damage.
  • Zephyr Footing
    The celestial charger ignores difficult terrain and can move across any solid or liquid surface.
Basic Attacks:
  • Melee: Kick (standard; at-will) +16 vs. AC, 1d8+6
Skills:
  • +16 Endurance
  • +12 Perception
Languages:
  • None
Gear:
  • Studded Leather Barding (+1 AC)
  • Horseshoes of Speed
    These thin steel horseshoes grant a mount increased speed.
    Lvl 3 (680 gp)
    Item Slot: Mount
    Property: The mount’s speed increases by 1 square for all movement modes.
  • Medallion of the Eladrin Royal Seal - A Priceless platinum medallion bearing the royal seal of the Eladrin queen, Gloriana, etched into the surface.


Last edited by Swifthand on Sun Oct 04, 2009 8:37 pm; edited 7 times in total
Swifthand
Swifthand
Asylum Arcanist
Asylum Arcanist

Male Posts : 881
Join date : 2009-08-16
Age : 52

Back to top Go down

Davin Fletcher Empty The ATW

Post  Swifthand Mon Aug 17, 2009 2:34 pm

The ATW (All-Terrain Wagon)
This four-wheeled wagon seems to be in excellent shape and very sturdy. It is covered with a camouflage, waterproof canvas, with canvas flaps at either end that tie securely. On the front of the wagon hangs a huge trophy - the rack of a 18 point buck. The teamster's bench is built for two, but could probably hold three in a pinch. The bed of the wagon has a long bench on either side, easily capable of holding three persons on each. The wagon itself is wider and longer than a typical wagon, and pulled by four heavy draft horses who by all appearances are strong and healthy. The wagon has been sealed like a ship and can float in water.

HP: 150 Space: 3 squares by 2 squares
AC: 3; Fortitude: 10, Reflex: 3
Speed 7 (creature’s speed – 4, +2 for 4 horses)

Creature-Drawn
A wagon is typically pulled by two Large creatures or one Huge creature. The wagon takes an additional –2 penalty to its speed if only one Large creature pulls it. A wagon built to accommodate a team of four Large creatures gains an additional 2 squares of movement when drawn by all four creatures.

Driver
A wagon’s driver sits at the front of the wagon. The rider must hold the reins in at least one hand or else the wagon goes out of control.

Load
6 Medium creatures, +2 on the Teamster's bench; 6 tons of cargo.

Out of Control
An out-of-control wagon comes to a stop at the beginning of its turn. At the DM’s discretion, the wagon might continue in a random direction if the creatures that pull it are panicked or attacked.

Cover
An uncovered wagon provides cover to its passengers and driver. A covered wagon or carriage provides superior cover to passengers inside it.

Weaponry

  • Mardogc's Crossbow
    This ingenious weapon, won in battle against the Half-Ork, Mardogc, has been converted to attach to the rear of the ATW to give it some firepower. Without the box mechanism, it's a superior crossbow (+3 Prof, d10 Damage, 20/40 Range, 31 gp, 8 lb, Load minor), but the box mechanism transforms it into a superior repeating crossbow (+1 Prof, d10 Damage, 15/30 Range, 35 gp, 9 lb, Load Free). It's repeating mode is difficult to handle, requiring a bit of muscle; but with the tripod attached, or when it is mounted to the ATV, that problem is mitigated (attaching the tripod takes a move action, but raises the Prof bonus of the repeating form to +2).


Contents
  • Replacement Wagon Parts (including a harness for a team of two, and an extra wheel)
  • A Tent
  • Dried Wood (enough for 2-3 campfires)
  • 2 Large Oars
  • 1 Keg of Ale from the Imperial City
  • 1 Longbow
  • 1 Crossbow
  • A Small Bag of Rags
  • 1 Large Barrel of Fresh Water
  • 5 Horse Blankets
  • 5 Pairs of Horse Winter Socks
  • Arrows (70) Wrapped for Flame (20), Bolts (30)
  • Bag of Holding 1
Swifthand
Swifthand
Asylum Arcanist
Asylum Arcanist

Male Posts : 881
Join date : 2009-08-16
Age : 52

Back to top Go down

Davin Fletcher Empty Re: Davin Fletcher

Post  Sponsored content


Sponsored content


Back to top Go down

Back to top


 
Permissions in this forum:
You cannot reply to topics in this forum