Phoenix Fist Kestrel
Real Name: Fudoh Jyuuza
Age: 17
Height: 5' 10"
Weight: 190 lbs.
Class: Fighter
Sex: Male
Info
A taciturn young man who arrived at the city about half a year ago. Mentioned something about smugglers and 'lost my whole crew'. The few people who might have noticed him may really a slim, red-haired halfbreed going to whatever martial arts dojo or temple would take him and leaving just as mysteriously as he came, before finding permanent work as an adventurer. Has started to form a name for himself by racking up a high name of successfully completed missions; unlike most powerful goblinoid-blooded people he doesn't seem to have any interest in rising above his station, apparently content just to do what he's told and risk his life for coin. Or so he claims.
Recently seen a lot more in the Temple district, apparently having suddenly found faith. While he worships privately at the Temple of the Maker outside of the usual crowd, some have floated rumors that he sometimes hangs around at that subversive Temple of the Drowned Star.
Appearance
An attractive, epicine youth just out of his teenage years, nonetheless gives the impression of someone with a lot on their mind. The first thing one would notice about him is that his appearance doesn't conform to his species; close inspection would reveal him to be a half-orc or bugbear, but his build is nothing like the rest of his species. Instead of being tall, he's about the height of a human. Instead of being hulking, he's almost androgynous. Whoever he is, he's a runt by goblinoid standards. Except for clear tells, such as elongated canines, slitted eyes, and a very soft grunt when he's not careful how he's speaking he'd look like an attractive, if androgynous human.
And even for a human, he's barely at the low end of average in weight and height. But despite all this still manages to project a certain presence. His skin is smooth and pale, his frame overall slender except for his wide shoulders and muscular arms and stomach. Kestrel's heart-shaped face is tomboyish, feminine even, with aristocratic features and serious (but doe-ish) dark blue eyes. Both of his eyelids are painted with cherry-red makeup. His dark red hair is a fluffy glade of needles, with the back part ending in a slim ponytail and a few feather-like tufts popping up slightly near his forehead.
His clothes are simple and functional. They look like they've been mended and sewn many times, but the fabric seems as clean as if it was never worn. He's wearing a pair of worn, but well-mended leather boots with a pair of brown quilt pants tucked into the cuffs. He's wearing a mesh shirt of black that goes to mid-thigh and past his elbows; on top of that is a dark blue tunic of soft angora, short-sleeved and a black hood on top. The bottom two buttons of his tunic are left undone, showing a cute navel underneath the mesh shirt. Around his neck is a silver pendant, terminating with a carved jade dragon. A pleasant smell of smoky, understated perfume seems to follow him, seeming to strengthen just when his pendant shines.
|
Character Sheet
Fighter/Avenger Level 8 Elite Defender |
Medium Half-Orc 13000 XP |
Initiative: +6 Senses: Perception +8; Insight +8; low-light vision
HP: 68; Bloodied: 34; see also half-orc resilience
Healing Surges: 9 Healing Surges @ 17 HP
AC: 25; Fortitude: 24, Reflex: 19, Will: 21
Speed: 5 (7 while charging)
Action Points: 1
Possible PP: Son of Mercy Possible ED: Eternal Seeker |
Alignment: Lawful Good Languages: Low Imperial, Shakuntal
Skills: Athletics: +14, Heal +13, Intimidate +10, Nature +8, Religion +9 |
Str: 20 (+5) |
Dex: 15 (+2) |
Wis: 18 (+4) |
Con: 11 (+0) |
Int: 10 (+0) |
Cha: 8 (-1) |
+1 Bloodclaw Double-Flail Level 7 |
You have mastered a dangerous fighting style that draws energy from your blood in order to briefly strike with more power than previously possible. |
Level: 7
Price; 2600 gp
Weapon: Any melee
Enhancement: Attack rolls and damage rolls
Critical +2d6 damage |
Power (At-Will): Free Action. Use this power before making a melee attack on your turn. You take damage up to a maximum of the weapon's enhancement bonus (a +3 weapon deals up to 3 damage to its wielder). This damage cannot be reduced or prevented in any way. If you hit, increase the damage your target takes by double the amount of damage you took, triple if you are wielding the weapon in two hands. |
|
+2 Finemail Armor of Fire Resistance (ghost armor) Level 7 |
You have honed your body against the fury of flame. |
Level: 7
Price: 2600 gp
Item Slot: Armor
Enhancement: AC
Property: Resist 5 to a damage type chosen from the following list at the time the armor is created; acid, cold, fire, force, lightning, necrotic, poison, psychic, thunder. |
|
+2 Cloak of the Cautious Level 9 |
Dragonborn refer to this slick garment as the "cloak of the craven" because it facilitates hasty retreats. |
Level: 9
Price: 4200 gp
Item Slot Neck
Enhancement: Fortitude, Reflex, and Will |
Power (Daily): Minor action. Gain a +5 power bonus to speed until the end of your next turn. If you attack any target while this power is active, this effect ends and you are stunned until the end of your next turn. |
|
+1 Distance Javelin Level 6 |
This weapon flashes brightly as it hurtles forth, moving with enough force to carry it much farther than normal. |
Level: 1
Price: 360 gp
Weapon: Any Ranged
Enhancement: Attack rolls and damage rolls
Critical: None
Property: Increase the weapon's normal range by 5 squares and the long range by 10 squares. |
|
+1 Symbol of the Dragon Level 3 |
This symbol shields you from dragons' attacks. |
Level: 3
Price: 680 gp
Item Slot: Off-hand
Enhancement: +1 attack and damage rolls
Critical: +1d6 damage |
Power (Daily): Immediate Interrupt. You can use this power when an enemy attacks an ally within 5 squares of you with a power with the acid, cold, fire, lightning, or thunder keywords. The ally gains resist 5 against that keyword until the end of the encounter. |
|
Belt of Vim Level 8 |
You feel hale and hearty while wearing this wide belt. |
Level: 8
Price: 3400 gp
Item Slot Waist
Property: Gain a +1 bonus to Fortitude defense |
|
Circlet of Indomitability Level 8 |
This simple golden circle fortifies your mind. |
Level: 8
Price: 3400 gp
Item Slot Head
Property: Gain a +1 bonus to Will defense |
|
Frost Gauntlets Level 7 |
When you pick up your weapon, the ice crystal patterns etched into these gauntlets flare, coating the weapon in a thin sheet of frost. |
Level: 7
Price: 2600 gp
Item Slot: Hands |
Power (Daily ♦ Cold): Free Action. Use this power when you make a melee attack. Change the damage type dealt by that attack to cold. On a hit, the target is also slowed until the end of your next turn. Also, you deal an extra 1 cold damage on successful melee attacks until the end of the encounter.
If you've reached at least one milestone today, instead gain an extra 2 cold damage on successful melee attacks until the end of the encounter. |
|
Iron Armbands of Power Level 6 |
These plate armbands enhance the damage you dole out. |
Level: 6
Price: 1800 gp
Item Slot: Arms
Property: Gain a +2 item bonus to melee damage rolls. |
|
Hedge Wizard's Gloves Level 4 |
With a wave of these patched gloves, you can perform magic tricks. |
Level: 4
Price: 840 gp
Item Slot: Hands |
Power (At-Will ♦ Arcane, Conjuration): Standard Action. As the wizard's mage hand power (PH 158).
Power (At-Will ♦ Arcane): Standard Action. As the wizard's prestidigitation power (PH 158). |
|
Skull Mask Level 5 |
This rough iron earring is shaped in the likeness of a skull whose grim countenance saps your enemies' courage. |
Level: 5
Price: 1000 gp
Item Slot: Head
Property: Enemies who can see you take a -2 penalty to saving throws against fear effects.
Property: Gain resist 5 necrotic, and a +1 item bonus to Intimidate checks.
Note: This skull mask is in the form of an earring; it still uses the head item slot. |
|
Jade Body Talisman Level 0 |
This pendant in the shape of a jade dragon keeps you clean and presentable no matter what the situation is. |
Level: 0
Price: 500 gp
Item Slot: Off-hand |
Power (Move ♦ Arcane, Conjuration): Move Action. This talisman has four functions, none of which draw an attack of opportunity.
The first function cleans the wearer and his or her clothing, or an object or person the wearer is touching at the rate of one square foot of surface per round, up to a distance of six feet away from the wearer.
The second function creates cosmetics on the wearer such as kohl, rouge, rice powder, body oils or perfumes. These cosmetics vanish instantly if removed from the wearer.
The third function alters the taste of food touched at the rate of one cubic foot per round, changing it to any flavor desired by the wearer. This taste alteration persists for one hour.
The fourth function is the ability to call forth a candleflame from a fingertip for lighting tapers, pipes, or other fires. |
|
Potion of Clarity Level 5 |
This cool cyan liquid hones your physical and mental acuity at a critical moment. |
Level: 5
Price: 50 gp each
Item Slot: Potion |
Power (Consumable): Minor action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, once during this encounter as a free action, you can reroll a d20 roll you just made, gaining a +1 bonus on the reroll. You must use the result of the reroll. |
|
Melee Basic Attack Basic Attack |
You resort to the simple, but well-practiced attack you learned when first studying this martial art. |
At-Will ♦ Weapon
Standard Action Melee weapon
Target: One creature
Attack: +15 vs. AC |
Hit: 1d10+12 damage. |
Ranged Basic Attack Basic Attack |
You resort to the simple attack you learned when you first picked up a ranged weapon. |
At-Will ♦ Weapon
Standard Action Ranged 15 short, 30 long
Target: One creature
Attack: +12 vs. AC |
Hit: 1d6+6 damage. |
Dual Strike Fighter Attack 1 |
Speed beats power every time; this is the essence of Gentou Ho-ohken. |
At-Will ♦ Weapon
Standard Action Melee weapon |
Requirement: You must be wielding two melee weapons. |
Target: One creature
Attack: +15 vs. AC (main weapon and off-hand weapon), two attacks |
Hit: 1d10+7 damage per attack. |
Footwork Lure Fighter Attack 1 |
You feign an opening and fall back so your opponent can capitalize on your stumble, but the follow-up kick shows you were in control all along. |
At-Will ♦ Weapon
Standard Action Melee weapon
Target: One creature
Attack: +15 vs. AC |
Hit: 1d10+12 damage. You can shift 1 square and slide the target into the space you left. |
Furious Assault Half-Orc Racial Power |
Your fist strikes dead on and you take advantage of this opportunity by driving your fist in further. |
Encounter
Free Action Personal
Trigger: You hit an enemy. |
Effect: The attack deals 1[W] extra damage if it's a weapon attack or 1d8 extra damage if it isn't. |
Oath of Enmity Avenger Feature |
Your eyes and mind focus on the enemy; your attacks seem to teleport past their guard while under this enhanced mental state. |
Encounter (Special) ♦ Divine
Minor Action Close burst 10
Targets: One enemy you can see in burst |
Effect: When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point you regain the use of this power.
If another effect lets you roll twice and use the higher result when making an attack roll, this power has no effect on that attack. if an effect forces you to roll twice and use the lower result when making an attack roll, this power has no effect on that attack either.
If an effect lets you reroll an attack roll and you rolled twice because of this power, you reroll both dice. |
Funneling Flurry Fighter Attack 1 |
Gathering your strength to your wrists, you slam both of your palms directly into two of your foes, sending them flying back. |
Encounter ♦ Martial, Weapon
Standard Action Melee weapon
Targets: Two creatures
Attack: +15 vs. AC (main weapon and off-hand weapon); one attack per target. |
Hit: 1d10+12 damage and you slide the target one square. |
Parry and Riposte Fighter Attack 3 |
You block a target's careless attack aimed at you or your ally, then ram your elbow right into their most vulnerable spot. |
Encounter ♦ Martial, Weapon
Immediate Reaction Action Melee weapon
Trigger: An enemy misses you or an ally with a melee attack
Target: The triggering enemy
Attack: +15 vs. AC |
Hit: 1d10+12 damage, and the target grants combat advantage to you and your allies until the end of your next turn. |
Rain of Blows Fighter Attack 3 |
Taking the distinctive Phoenix stance, you unleash a barrage of punches and kicks faster than the eye can see—then you strike even faster than that. |
Encounter ♦ Martial, Weapon
Standard Action Melee weapon
Primary Targets: One creature
Attack: +15 vs. AC, two attacks. |
Hit: 1d10+12 damage. |
Weapon: If you're wielding a light blade, a spear, or a flail and have Dexterity 15 or higher, make a secondary attack. |
Secondary Target: The same or a different target. |
Secondary Attack: +15 vs. AC |
Hit: 1d10+12 damage. |
Villain's Menace Fighter Attack 1 |
That vicious palm strike wasn't just to crush your foe; while getting in close you were also taking precious seconds to analyze and deconstruct your foe's technique for brutal advantage. |
Daily ♦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +15 vs. AC |
Hit: 2d10+12 damage, and you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against the target until the end of the encounter. |
Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter. |
Rain of Steel Fighter Attack 5 |
You concentrate and arch your body into into the Thunderbird stance, casually but expertly striking in all directions while not wasting even the smallest amount of motion. |
Daily ♦ Martial, Stance, Weapon
Minor Action Personal |
Effect: Any enemy that starts its turn adjacent to you takes 1d10+3 damage, as long as you are able to make opportunity attacks. |
Pass Forward Fighter Utility 2 |
With perfect timing, you slip by your foe without dropping your guard. |
At-Will ♦ Martial
Move Action Personal |
Effect: You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy. |
Settling the Score Fighter Utility 6 |
As you recover from the blow, you smile grimly. The enemy has struck you at the cost of exposing the weakness in their technique. |
Daily ♦ Martial
Immediate Reaction Personal
Trigger: An enemy hits you with an attack. |
Effect: You gain a +2 power bonus to attack rolls against the triggering enemy until the end of the encounter. |
Furious Assault Half-Orc Racial Power |
You gain the furious assault power. |
Half-Orc Resilience Half-Orc Feature |
As you endure yet another attack, you focus and draw more energy from your flesh. |
The first time you are bloodied during an encounter, you gain 5 temporary hit points. The temporary hit points increase to 10 at 11th level and to 15 at 21st level. |
Swift Charge Half-Orc Feature |
Your charges are as fast as a sprint, befitting a bird of prey. |
You gain a +2 bonus to speed when charging. |
Combat Challenge Fighter Feature |
It's lethal to ignore a disciple of Gentou Ho-ohken; if you challenge someone to a duel they had best heed it. |
Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. while a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt. |
Combat Superiority Fighter Feature |
One never lets their guard down around you, lest they pay dearly for it. |
You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving. |
Tempest Technique Fighter Feature |
Striking faster than a dagger and deeper than an axe, steel is too weak of a thing to compare your strikes to. |
When you wield two melee weapons, you gain a +1 bonus to attack rolls with weapons that have the off-hand property.
You gain Two-Weapon Defense as a bonus feat, even if you don't meet the prerequisites.
When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks when you are wielding two weapons. This bonus increases to +2 with weapons that have the off-hand property. |
Oath of Enmity Avenger Feature |
You gain the oath of enmity power.
Special: This power only lasts until the end of your next turn. |
|