Sellswords 201
Hey guys,
Tila asked me to write up a little summary of our campaign—instead of forcing her to laboriously work her way through the back story a piece at a time. So the following is a little history. Feel free to expound on it as necessary.
OOC Stuff
First things first. I started DMing 4e about a week or so after it came out. When it started, that game was called The Watering Hole, and both THD and Foucault were Players in it. And yes, it’s still running, but I’m not still running it. In fact, the DM PM’ed me last night to tell me that it was my turn.
BTW, I’m not in any way of the opinion that that makes me a 4e expert. I think of myself as a storyteller first, and I’m more than happy to make the rules serve the needs of the campaign. To that end, folks call me all the time on my little DMing mistakes, and I try not to get too worked up about it.
Sellswords History
The Sellswords are actually members of the Warmaster’s Guild of Waterdeep. They came to Luskan in response to a printed advertisement offering 50 golds to the first mercenaries to show up in answer to the ad. When they started out, we had (in order of their deaths):
- Heath, the half-elf bard
- Baslim, the one-armed human swordmage
- Pendrax, the tiefling wizard
- Ginagel, the dwarf barbarian
- And Jaeron, the human who refuses to die despite all my best efforts.
Heath was killed in an ambush outside of Luskan by goblin raiders working for the Sharran spymaster Lucyan. In real life, his Player disappeared during the opening fight—probably because I kept calling his character Health by accident—and we quickly replaced him with Zin Del, the gnome bard.
Once we actually got into Luskan itself, the Sellswords met Illyria, an eladrin half-dragon fighter and slave master. We quickly learned that Luskan had no central government but was instead ruled by competing gang-type factions. Lucyan’s Sharrans and Illyria’s Slavers were the strongest factions, followed closely by a Shifter gang ruled by a spellscarred savant named Killian.
Upon meeting Illyria, our heroes learned that Killian had recently scored a coup against Illyria by “rescuing” some of her slaves, slaves who turned out to be Killian’s own spellscarred children. Thus, the Sellswords’ first job was to re-kidnap the children and execute Killian and the rest of his clan, a task they accomplished with the help of the Werewolf Rogue Thor, one of Illyria’s principal lieutenant. They then frog-marched their newly reacquired child slaves through Luskan’s marketplace, running afoul of Michael and some of his folk from the Shield of Mirabar. A fight ensued, and Michael’s accomplices killed while Michael himself was added to the bounty of slaves.
Upon getting back to Illyria’s hideout, our heroes put Michael and the rest into the dungeons and then went to see Illyria, who promptly paid them about half of what she owed. As it turns out, this was the start of a pattern of behavior. And to make matters worse, Illyria released Michael into the custody of the Shield of Mirabar in order to avoid making the Shield into an enemy at a time when she was already facing off against Killian. Of course, Michael actually belonged to the Sellswords, meaning that now Illyria not only owed our heroes money, she’d also just given away one of their most valuable assets for her own personal gain.
Eventually, Jaeron challenged Michael to a duel in Luskan’s Grand Arena, which is located in the shallows of the Underdark about a mile beneath the city. Two opening matches were also set: Baslim against a lieutenant of Jarlaxle, a devil-possessed eladrin swordmage named Danathiel and Ginagel against either two or three goblins. In the event, Jaeron and Ginagel won handily while Baslim was trounced.
For better or worse, it was the event in the Grand Arena that really made our heroes’ reputations. Michael had been a well-known figure, and Jaeron killed him in front of half the city. This, in addition to the fact that the Killian had also been a well-known figure before he ran afoul of the Sellswords, meant that Luskan’s gang lords had to take both our heroes and Illyria a little more seriously from now on.
Unfortunately, Lucyan didn’t particularly want to take anyone seriously. So he used his goblin allies to blockade Luskan, intentionally creating a famine—and more to the point, cutting off Ginagel’s supply of liquor. Obviously, Lucyan had to die. However, when our heroes went to break into Lucyan’s compound and explain the facts of life to him, the event turned into an ambush. A shadar-kai witch opened a shadow-crossing, dragging our heroes bodily into the Shadowfell. Still, they fought their way through a company of soldiers and into Lucyan’s Sharran cathedral, where they eventually killed him.
Along the way, Baslim was killed (his Player disappeared due to some personal troubles) and was replaced by a genasi Invoker named Ruinas (played by Foucault), whom the Sellswords rescued from an Oni torturer. In that same trip, Ginagel killed the leader of the goblin tribes that had been blockading Luskan, claiming the tribes as his own. Since that fight, he has been the leader of the goblin tribes living in and around the city, and as part of that, the Sellswords met Vurkle.
With Vurkle in the fold, Ruinas left the group, determined to found what has become a very large Cult of Fire. You’ll recall that Obsen mentioned Ruinas during your fight on the Earthmote.
At this point, our heroes had defeated both of Illyria’s principal rivals for power, leaving her supreme in the city—but broke. So she gave them the spellscarred shifter child-slaves, and told our heroes to go to Athkatla and sell them to the Order of Blue Fire. To this end, she introduced them to an Amnian slaver named Araviss, a neurotic eladrin rogue/swordmage (played as a PC by me). Upon returning with the money, the Sellswords were to become full partners in the rulership of Luskan. They negotiated a deal with the Shield of Mirabar to start dredging the City’s harbor and then went to meet their ship, the Laughing Turtle.
Out-of-Character, I decided to give management of the game to Zin Del’s player FreeRange, so that I could take over again at my old game, The Watering Hole. This turned out to be a BAD mistake. Not because I don’t like FreeRange—I like him a lot and still hope against hope that he’ll reappear some day—but because I knew his wife was pregnant at the time of the swap, and I should’ve been prepared for him to disappear from the game after she gave birth. If he’d only been playing, instead of trying to actually RUN a game, perhaps he’d still be here.
Anyway, I introduced the party to Araviss, and FreeRange came up with the idea of sending the Sellswords off to conquer whatever that southern continent is that’s off the coast of Faerun (Chult?). So he set up an awesome sea-based skills challenge wherein our heroes had to sail through a storm at sea. Which they promptly failed in the most spectacular fashion, leaving them shipwrecked on a deserted island.
And then he disappeared.
*sigh*
(I took back over, running both games for a few frantic months)
The island turned out to be the property of a black dragon named Scylla. Or at least, that’s what it looked like. In reality, once Scylla was dead, we learned that lo-and-behold, the island actually belonged to a mithral dragon named Typhon, and that Typhon had been using Scylla to mask her presence on the island. Moreover, Scylla had found Baslim, who was now reanimated as a revenant! (In reality, Baslim’s Player resurfaced and asked to re-join the game. And I let him. Baslim became a revenant assassin.)
Rather than speaking to Typhon, our heroes defeated a few of Typhon’s minions and then ran like Hell. They eventually made it to Athkatla, where they found themselves hunted by the Bannite Zhentarim, a fact our heroes learned when Araviss disappeared. It turns out that he was taken by a vampire posing as an under-age hooker. Anyway, after some back-and-forth, our heroes eventually took a job from Olivia, a Bannite Zhent vampire, who hired them to recover the Iron Crown of Shadows. Then they met Desmond, a deva from Typhon’s court who also wanted them to retrieve the Crown—and to sink the Bannite fleet in the Moonshaes at the same time.
Needless to say, our heroes took both jobs, accomplished both, and then returned to Athkatla. Once in the city, Pendrax went to go look around and was killed—by the now-vampire Araviss! (Pendrax’s Player disappeared after like 2 full years!). Fortunately, Amata was nearby, and he’s been with them ever since.
Our heroes confronted Olivia, found her in League with Illyria, and fought and killed both, leaving the Zhentarim in disarray and themselves in sole control of the City of Luskan.
And that brings us up to our One Year Later break. Any questions?
DannoE forgot to mention that Ginagel became a chosen of Maglibyte, proving himself by wearing some kind of a magic necklace that evaluated his performance as a conqueror and ruler during a 6-month period. Failure meant death, which is the reason why we were a little worried when becoming stranded on a desert island in the middle of nowhere. Thankfully, Ginagel satisfied the amulet when he found the Iron Crown of Shadows. That fight was kind of epic--a dragon and a large monstrous Saughain . . . the combat lasted about two rounds. We managed to roll, I think, 4 crits in a row and kill the Saughain, and bloody the dragon in literally two rounds.
The other thing to note is that Dewa, Jaeron's apprentice, is one of the former slaves we ended up not selling in Athkatla. There was no point, since we got the money we needed anyway, and Jaeron did not want to sell people the city could use as fighters.
Thor joined with the sellswords, perhaps partially because of the non-sold slaves. He runs the shifter gang in Southtown. Loo-Ting and the rest of Lucyan's and Illyria's rogues gallery are dead, though. We did a pretty decent job of ensuring that.
Oh, and Vurkle has a pet drake.
Interlude: One Year Later
A year and a day have passed since Ginagel’s death, your battle with Olivia and Illyria, and your subsequent seizure of the City of Luskan. In that time, much has happened in the Realms, though in the wake of your personal struggles, the events of the larger world exist at a certain remove from your daily lives. These days, for better or worse, the business of the once—and apparently future—City of Sails occupies nearly the entirety of your time.
Since Olivia’s death, the Zhentarim is in disarray. Perhaps owing to the loss of Olivia, a key member of the Bannite branch of the Network’s leadership, there have been persistent rumors of renewed infighting between Bannites and Cyricists all up and down the Sword Coast. There have even been rumors of a major battle on the ruins of Zhentil Keep, though who was fighting and why are matters beyond the knowledge of the bards and criers who’ve visited Luskan this past year. Still, it seems clear that the Black Network will have trouble increasing its influence if it cannot make some kind of peace within its ranks. In the absence of the Bannite arm of the Zhentarim, the forces of the Mad God Cyric have seemingly made little headway in their quest to grow their Network’s power and reputation.
Meanwhile, the Empire of Netheril is ascendant. The word on the streets is that Sharran evangelists have become commonplace amongst the lesser races of the Underdark, and that this push has swelled the ranks of the Armies of Night. Tavern tales tell of shadowborn goblins, orcs, and even drow swelling the Empire’s forces, creating a kind of nightmare coalition amongst the world’s common bogeymen. Moreover, rumors of skirmishes between Netherese forces and those of Silverymoon and Myth Drannor are rampant, often with the Shades claiming the upper hand. To fund their wars, the Netherese have raised taxes and tariffs on their holdings in the Dales and in Sembia—the very heartlands of northern Faerun. The traders of these lands have had little choice but to pay and make the best of it, though few enthusiastically support the nihilism at the heart of Shar’s teachings, and indeed, there seems little financial upside involved in Netheril’s desire for conquest.
Closer to home, the great cities of the Sword Coast—Athkatla, Baldur’s Gate, and mighty Waterdeep—have also raised taxes, though most of the free traders who’ve passed through Luskan seem to think that the danger of real war on their doorstep is remote. Nonetheless, conditions in the Amnian occupied Moonshaes have, by all accounts, become absolutely unbearable. Moreover, the Amnian mission to Snowdown has lately begun putting renewed mercantilist pressure on the human kingdoms of Norland and Alaron and many wonder how long it will be before they begin to menace the mighty fey kingdom of Gwynneth as well. Given the powers at the command of Gwynneth’s feyliege, such a move would be perilous in the extreme, but with the Great Houses of Amn apparently desperate for money, there seems to be little that they will not dare risk.
Oddly enough, the lone bright spot in the world might just be Luskan, where things have slowly begun to improve for the common man. With the harbor repairs paid for in full, the harbor is finally being cleared, and though the work is slow, trade with Athkatla and Mirrabar has already picked up. A few rogue traders from Waterdeep have even put in an appearance at recent Market Days, though the City of Splendors still officially shuns Luskan on account of your refusal to outlaw slavery, trade in narcotic drugs, and pit fighting. Still, some of the more adventurous Waterdehavian trading houses have lately come to see the advantages of Luskan’s laissez faire attitude towards trade and economics, with the result that several fortunes have been made, including yours. However, no one has prospered more than the drow Jarlaxle, whose exotic imports from the deep Underdark have become one of Luskan’s legitimate draws to foreign traders. You may not like Jarlaxle, but there is no doubt that he pays good coin for your continuing permission to operate within the city, and it is these tariffs that have allowed both the continuation of the city’s reconstruction efforts as well as many of you own personal lifestyle upgrades. For his part, Jarlaxle is not blind to the temporary nature of your relationship; he’s merely willing to profit while profit is available. Still, he always goes armed and in the company of his pet bully-boy, the dwarf thug Athrogate, and the pair is rarely seen without at least a dozen hangers-on within easy earshot.
Thor, too, has benefitted from the changes within the city. With the return of the spellscarred shifter children, Thor was able to reform and legitimize the loose collection of families once ruled by Killian—and even to repair his relationship with Dewa’s mother. This new and improved shifter gang, now the so-called Shifter Conclave, has refurbished its old apartments in South Town and is becoming something of a civilizing force in this most-lawless and desperate part of town. Indeed, the group even anticipates a kind of wedding/coronation soon—between Thor and Dewa’s mother. By marrying Killian’s old first-wife, Thor will cement his hold on the leadership of his former crew, burying all objections under a tide of legitimacy and celebratory feasting. True, the pairing cannot truly be called a Love Match, but it will at least bring some stability to both the Shifters and South Town in general. In Luskan, that’s often the best that can be hoped for.
And yet, while life is improving for Luskan’s people, being the de facto rulers of the city has not come without a price. Lately it seems as if literally all of your waking time is devoted entirely to keeping a lid on the simmering tensions within the city. For example, there are still muggings and murders aplenty, and a maiden’s virtue isn’t safe on any of the city’s streets. Moreover, the city itself still looks like a set of competing tribal refugee camps squatting amidst a series of burnt-out ruins. But in the two-score blocks around the South Docks, Blood Island, and the Market District—which is the area that you actually control on a day-to-day basis—and for the area along the North Shore adjacent to the Shield of Mirrabar, Luskan is making something of a comeback. Yes, there are still days when the earthmote rains acid down on the shanties of Southtown or when hordes of plaguechanged undead emerge from the ruins of the Hosttower, but at least now Luskan’s destitute masses have someone to turn to when their problems overwhelm them.
Jaeron returned to Luskan a jaded, vengeful man, cursing the fate that took the group's friend away from it while simultaneously ranting about the various factions that brought about the destruction of all of the companions he initially set out with. Growing more paranoid from the news that permeates from other regions of Faerun, Jaeron became a more perceptive man, checking and re-checking the minutest details in his surroundings for anything unusual due to fears of foreign interference in Luskan's rebirth.
Perhaps as a part of his growing obsession for security, or as a shrewd move to improve the business and civil climate in Luskan, Jaeron also started a city watch training center. His first students were Dewa and whatever shifter children decided to join her, and he made a simple offer to the Luskan public: those who join the city watch have all their debts forgiven and their past erased, so long as they are in Luskan. If they fail out of the training program, they are left back on the street, at the mercy of their creditors or masters. If they succeed to muddle their way through the grueling training, they become a unit for the enforcement of the Sellswords' policies, tax-collecting, peace-keeping, and city defense. Though the ranks initially swell with the destitute when the offer is heard, the harsh training regimen Jaeron imposes on those that join, as well as the occasional deaths that arise during part of the four-month training program keep the watch a small, tough, elite unit, rather than a mob of would-be cutthroats. The minimum time a person has to serve, if he or she joins, is five years, with a retirement bonus of a farm if he or she stays for 10 years. There is plenty of abandoned farmland around Luskan, and this may be one way to re-settle it.
The training concentrates on what Jaeron himself had learned, making a few simple assumptions: that the guard will always be outnumbered in a tight, urban environment, and must know how to use his armor and defenses to their full effectiveness. Jaeron shows and leads others in training exercises where he (and his students) are put up against unfair odds, and challenged to win through sheer staying power and unexpected (some would say dirty) tactics. The tight quarters of city combat combine with the unorthodox tactics to create a fighting style resembling those practiced by pit fighters the world over. The trainees are also instructed to be completely secular in their dealings with the merchants, plebs, and criminals of Luskan--no god is favored in their eyes over another.
The main training hall is the ugly, square fortress the Dragon used to rule from, now serving as the barracks for the city watch. There are several smaller outposts around the city set up for keeping peace in the neighorhoods, though the progress is slow since the number of successful candidates is low. Still, the 'safe' area of the city is growing month by month, and the troops trained are tough and driven. They're mostly self-financed through the harbor tolls, merchant contributions to the watch (for their security, of course), and seizure of goods from those that somehow break Luskanite's loose laws. The guards have begun to be colloquially known as the "Enforcers" in Luskan.
After training the first three classes of recruits, Jaeron has appointed liutenants to lead the training and day-to-day running of the Enforcers, and has spent his time splitting his attention between governing the city with his companions (who are, no doubt, taking over other functions in Luskan), and sifting through any clues for Ginagel's possible location. He has not given up on finding his dwarf compatriot, even a year later. He is also trying to convince the Mirabarans to rebuild the city walls, trying to find out what their price would be, and preparing himself for having to go on another adventure to expand the city's coffers and possibly find his missing friend.
In the year since Ginagel's disappearance in the blood pool, all manner of strange reports have been heard through the areas surrounding Luskan. Merchants reported roving bands of orcs patrolling the mountains with militaristic precision. Though still as savage and bloodthirsty as ever, their raids had become much more organized and efficient and thorough, with carts full of valuables being carted off. Perhaps the most odd part about it was their desire for metal in large quantities, as though an army were outfitting itself for war. All the while there were hushed whispers of a monstrous being leading them, a demon from the bowels of hell itself.
Mixed in with the talk of raids and monsters from the nine hells were tales of goblins weaving their arcane arts for the orcs that were their distant kin. Shamans of all sorts were seen trekking into the mountains and whispers of sacrifices and dark arts filled the night. It was clear, something large was coming to bear upon the world, the question was what. For the better part of the year, even the dwarves feared to venture too far out of their strongholds into the peaks of some ranges, a thing nearly unheard of in Faerun.
Upon the anniversary of Ginagel's disappearance cries pierced the night as terrified merchants entered the city of Luskan, crying of an approaching army lead by the prince of Hell. Listening carefully you could almost make out the distant thud of a thousand feet pounding the earth in cadence. Everyone on edge, the city prepared itself for seige as what seemed the inevitable drew every closer. A sleepless night gave way to a gray and hazy day that seemed to stretch on forever, yet still no sign of this force showed itself. In the distance drums could be heard, and it was clear that it was only a matter of time.
After the torches had been brought out, and the night threatened to consume everything around it, the sound of the drums grew to a deafening tempo. The army had arrived. As the city watch prepared itself for the fate that the gods had seen to fit for them, a figure nearly as black as the night around it approached the gate, followed by what seemed to be every orc in Faerun, with nearly as many goblins. Striding to edge of the gates, you can see in the torchlight that the figure is a shadowy creature with what looks like a black flaming crown floating above its head. In its hand is an oversized hammer that features a head carved to look like two fists joined together. Placing the head of his maul in the ground and leaning upon it, the creature looks up into the light revealing a slightly dwarven face as it calls out, "Find Jaeron, tell him that Ginagel of the Black Fist has returned."
As the remaining members of the Sellswords set about establishing themselves within the city, Amata retreats inward. He took the loss of Ginagel and the insults he suffered from Olivia and Illyria--to say nothing of the presumptuous drow who'd threatened him--personally, and quickly decided that the best way to overcome the insult was to find the dwarf's remains and try to restore them. For the first few months he eschewed contact with other mortals, casting rituals and sending messages from within the confines of an abandoned manor in what was once a nice corner of the city. By the fourth month, however, he began to emerge from his estate, having grown tired of being unable to locate Ginagel (but mostly having grown tired of the constant interruptions by the homeless, the gangs, or thrill-seeking children breaking into his house). He quickly organized a neighborhood watch of sorts for the area; residents who noticed something unusual could use birdcalls or other prearranged signals to notify the local militia. Even some of the local street gangs became involved (rumors that Amata had used his psionic powers to "change their minds" about the idea have never been confirmed).
Over the course of the year Amata made extensive changes to the manor house he'd taken over, removing most of the cosmetic interior walls and opening up the space inside. The first floor was usually open to the public; the psion often invited traveling merchants to set up stalls and conduct business in the courtyard or the foyer. He kept his chambers, including a ritual circle, on the second floor, employing a few locals as guards in exchange for teaching them the basics of The Way. His natural social skills made him a very popular person among both the locals and foreign visitors, and his psychic talents ensured that his was always a polite and peaceful house.
About a month ago, Amata vanished from the city entirely, leaving instructions to his acolytes that no one be allowed into his chambers--and that if the Sellswords came looking, he would return shortly.
Shortly before Ginagel's triumphant return, Amata quietly reappeared in Luskan, having traded his old crystal ball for a sturdy walking stick and being considerable brighter. Not his personality, per-se, but his physical body; it had gained a brighter inner glow than before. He didn't discuss where he'd been or what he'd
Except to the Sellswords; he had returned the Astral Sea to visit his first teacher, and spent time meditating at the ruins of the Living Gate
done, but it was readily apparent that he'd grown in power considerably since he was last seen in the city.
When news reached his ears that Ginagel and an Orcish horde had appeared at the city gates, Amata literally dropped what he was doing and rushed out to meet the lost dwarf...
Throughout the brief trip back to Luskan Vurkle is silent and withdrawn, though when Pendrax's cabin is broached and the his ritual found he studies it intently. Upon reaching port he is off their small vessel almost instantly, making his way to the caves of his tribe without saying an hour behind the city walls.
He returns to a changing tribe. The appointment of a dwarf as Chief has made many younger goblins challenge the old ways, and the Elders are having trouble controlling them. With tales of the dragons they'be slain and the cowed, the destruction of the Zhent's, rivals for Bane's glories, and the wrath of the spirits that he brought down on them he is able to gain some measure of a foothold with the tribe is declared the Speaker for The Fist, the defacto ruler in Ginagel's absence. He sets about putting his tribe in order. Not the decadent order of the wall-dwellers, but the order of the spirits and the order of blood. Under his direction bands of goblins, hobgoblins, and bugbears march for war in every direction but Luskan. Most of these are simple land grabs, he wants the tribe to grow. The true efforts are directed at Mirabar.
Four months later he returns to Luskan, riding a large wolf at the head of goblins, hobgoblins, and bugbears, 33 of each. Standing at the gates he calls for Jaeron. It is time for Luskan and The Tribe to talk. The most important thing is sovereignty. Vurkle has no wish for his tribe to go to war with Luskan, but his warriors are restless, and merchants are prey that bring things they cannot make for themselves. In the end they decide on that the goblins will excise a tax, they control the roads starting the moment you cannot see Luskan's walls and only they can grant safe passage. As a concession to Luskan The Tribe will not make war upon these roads, especially to the South. Instead they will increase their holds in the mountains, perhaps in the the future digging mines for trade. Vurkle also lays out his plan for Mirabar. They are long enemies of his tribe, and while they could not yet challenge them the can be a thorn in their side. And that thorn will be Jaeron's bargaining chip. The Shield will know of Luskan's treaty with the goblins and when Jaeron comes to them to repair his walls, he will be able to not only offer gold, but also peace. Both sides leave the table outside Luskan's walls with something accomplished, the land routes are safe and taxed, and the tribe has a war.
In the coming weeks the citizenry of Luskan hear of the treaty with the goblins and incoming merchants speak of rapid and vicious implementation of the treaty. In every direction there are patrols, and upon the roads ride hobgoblins in livery; hides dyed green bearing a raised black fist holding a crown. The taxes are steep, but after the first tale of someone trying to creep through the woods to avoid them being killed without mercy few smugglers brave the land routes.
It has been half a year and his tribe is prospering. The merchants pay in weapons and armor, the raids on the dwarves bring glory, and the expansion of the farms in the hills of the Spine mean they have room to grow. He decides it finally time for him to take care of something that weighs heavily on his mind, and the mind of the Elders. The absence of Ginagel. Restoring power to the Elders and leaving orders for the Hobgoblin Taxmaster Griphook he gathers herbs and the pieces of sacred animals and heads into the Spine of the World to commune and seek The Fist.
Three months later he returns. Upon the roads he is challenged and received by the wardens, and he thinks all is well. But at the caves he sees this is not so. Returning to the Elders they exchange news. Vurkle is ever certain of the return of Ginagel The Black Fist, they must bear their burden and wait. The spirits teach renewal comes with time, and Bane teaches that while there is time for anger and haste in war there is also time for patience. The Elders accept this, for this is the way things are, but they tell him that others do not feel so. Strong off the backs of the merchants and the war the hobgoblins are for the most part loyal. But there are whispers among the others of seeking new leaders and faiths. The Sharrans have made overtures to the goblins, ever the allies of stealth and subterfuge and held down by the stronger hobgoblins. The bugbears, yet stronger, are questioning why they follow lesser beings and those sent into the Spine bring back word of a power seeking allies, that the strong shall live and the weak will burn. And now the tribe is spread so thin, with outposts all over the countryside. All the Elders and Vurkle can do is council those they believe are still loyal and send them afield to keep control. But they know they need the a strong Chief to end the dissension. Vurkle still councils they wait for Ginagel, while the others are growing impatient.
But a week before a year will be out since the disappearance of Ginagel Vurkle gives a strange order. All the tribe's warriors will be ready to march in four days. And on the fifth day, when Ginagle crosses the Spine of the World into their territory, Vurkle is waiting for him, with a pledge of spears and council. He takes his place at Ginagel's right hand and marches with him, to Luskan.
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[url=http://www.myth-weavers.com/sheetview.php?sheetid=271063][size=4][b]Miri[/b][/size][/url], Human Hybrid Assassin Wizard, Phantasmorphic Scounrel
[b]Init[/b] +9 [b]HP[/b] 47/62 [b]Bloodied[/b] 31 [b]Healing Surge[/b] 15 (3 used /7)
[b]AC[/b] 23 [b]Fort[/b] 21 [b]Reflex[/b] 24 [b]Will[/b] 26 [b]Speed[/b] 6
[b]Str[/b] 11 (0) [b]Con[/b] 12 (+1) [b]Dex[/b] 18 (+4) [b]Int[/b] 17 (+3) [b]Wis[/b] 10 (0) [b]Cha[/b] 18 (+4)
[ooc='[color=Green][b]MELEE BASIC[/b][/color]'][b][color=Green][b]MELEE BASIC[/b][/color][/b]
[i]Standard[/i]
[i]Weapon[/i]
[i][b]Melee[/b] Weapon[/i]
[color=blue]VS AC[/color] [b]Sacrificial Rapier +3; +11 ATT; 1d8+3 damage[/b][/ooc], [ooc='[color=Green][b]RANGED BASIC[/b][/color]'][b][color=Green][b]RANGED BASIC[/b][/color][/b]
[i]Standard[/i]
[i]Weapon[/i]
[i][b]Ranged[/b] Weapon[/i]
[color=blue]VS AC[/color] [b]Ki Focused Hand Crossbow; +11 ATT; 1d6+4 damage[/b][/ooc], [ooc='[color=Green][b]Assassin's Shroud[/b][/color]'][b][color=Green][b]Assassin's Shroud[/b][/color][/b]
[i]Free[/i]
[i][b]Close[/b] burst 10[/i]
[i]One enemy you can see in the burst[/i].
[i]Effect:[/i]
You subject the target to your shroud. If any of your shrouds are already on the target, you subject it to an additional sroud, up to a maximum of two. Teh shrouds last until you use this power against a different enemy ot until the end of the encounter.
Before you make an attack roll against the target, you choose to invoke either all your shroudsd 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 of your shrouds 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.
Level 11: 1d6+3 damage per shroud
Level 21: 1d6+6 damage per shroud
[i]Special[/i] You can use this power only on your turn and only once per turn.
[/ooc], [ooc='[color=Green][b]Phantom Cage[/b][/color]'][b][color=Green][b]Phantom Cage[/b][/color][/b]
[i]Standard[/i]
[i]Arcane, Illusion, Implement, Psychic[/i]
[i][b]Range[/b] 10[/i]
[i]One creature.[/i].
[color=blue]VS WILL[/color] [b]Orb of Sudden Insanity +3; +11 Att; 1d8+6 Psychic damage[/b]
[b]If the target moves before the end of your next turn, it takes 5 psychic damage[/b].
[/ooc], [ooc='[color=Green][b]Ghost Sound[/b][/color]'][b][color=Green][b]Ghost Sound[/b][/color][/b]
[i]Standard[/i]
[i]Arcane, Illusion
[i][b]Range[/b] 10[/i]
[i]One object of unoccupied square[/i].
[i]Effect:[/i]
You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to eminate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling of armor, or scraping stone. If you whisper, you can whisper quietly enough that the only creatures adjacent to the target can hear your words.
[/ooc], [ooc='[color=Green][b]Light[/b][/color]'][b][color=Green][b]Light[/b][/color][/b]
[i]Minor[/i]
[i]Arcane[/i]
[i][b]Range[/b] 5[/i]
[i]One object of unoccupied square[/i].
[i]Effect:[/i]
The target sheds bright light until the end of the encounter or until you use this power again. The light fills the target's space and all square within 4 squares of it. Putting out the light is a free action.
[/ooc], [ooc='[color=Green][b]Mage Hand[/b][/color]'][b][color=Green][b]Mage Hand[/b][/color][/b]
[i]Minor[/i]
[i]Arcane, Conjuration[/i]
[i][b]Range[/b] 5[/i]
[i]Effect:[/i] You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of you next turn or until you use the power again. If you are holding an object when you use the power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions.
[b]Minor[/b]: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time.
[b]Move[/b]: The hand moves up to 5 squares in any direction, carrying the object it holds.
[b]Free[/b]: The hand drops the object it is holding.
[b]Sustain Minor[/b]: The hand persists until the end of your next turn.
[/ooc], [ooc='[color=Green][b]Prestidigitation[/b][/color]'][b][color=Green][b]Prestidigitation[/b][/color][/b]
[i]Standard[/i]
[i]Arcane[/i]
[i][b]Range[/b] 2[/i]
[i]Effect:[/i] Use this cantrip to accomplish one of the effects given below:
- Change the color of items in 1 cubic foot.
- Creates a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a stong odor.
- Clean or soil items in 1 cubic foot.
- Instantly light (or snuff out) a candle a torch, or a small campfire.
- Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
- Make a small mark or symbol appear on a surface for up to 1 hour.
- Produce out of nothingness a small item or image that exists until the end of your next turn.
- Make a small, handheld item invisible until the end of your next turn.
[i]Special[/i] You can have as many as three prestidigitations effects active at one time. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power.
[/ooc], [ooc='[color=Green][b]Leaping Shade[/b][/color]'][b][color=Green][b]Leaping Shade[/b][/color][/b]
[i]Standard[/i]
[i]Weapon, Shadow[/i]
[i][b]Melee[/b] Weapon[/i]
[color=blue]VS AC[/color] [b]Sacrificial Rapier +3; +15 Att; 1d8+7 damage[/b]
[b]If you didn’t invoke your shrouds on the target, it takes 1 extra damage for each of your shrouds on it.[/b][/ooc], [ooc='[color=red][b]Heroic Effort[/b][/color]'][b][color=red][b]Heroic Effort[/b][/color][/b]
[i]No Action[/i]
[i]Personal[/i]
[b]Trigger[/b]: You miss with an attack or fail a saving throw.
[i]Effect[/i]: You gain a +4 racial bonus to the attack roll or the saving throw
[/ooc], [ooc='[color=red][b]Grasping Shadows[/b][/color]'][b][color=red][b]Grasping Shadows[/b][/color][/b]
[i]Standard[/i]
[i]Arcane, Illusion Implement, Psychicl[/i]
[i][b]Area[/b] burst 1 within 10 squares[/i]
[i]Each creatures in the burst[/i]
[color=blue]VS AC[/color] [b]Orb of Sudden Insanity +3; +11 Att; 1d8+6 Psychic damage[/b]
[b]target is slowed until the end of your next turn.[/b]
[i]Effect[/i]: Shadow writhe in the designated area and continue until the end of your next turn. Any creature that enters the area of the grasping shadows takes psychic [b]3 psychic damage[/b] and is slowed until the end of its next turn.
[color=red]+3 damage if you hit two or more creatures[/color]
[/ooc], [ooc='[color=red][b]Shield[/b][/color]'][b][color=red][b]Shield[/b][/color][/b]
[i]Immediate Interrupt[/i]
[i]Arcane [/i]
[i]Personal[/i]
[b]Trigger:[/b] You are hit by an attack
[i]Effect[/i]: You gain a +4 power bonus to AC and Reflex until the end of your next turn.
[/ooc], [ooc='[color=red][b]Nightshade’s Kiss[/b][/color]'][b][color=red][b]Nightshade’s Kiss[/b][/color][/b]
[i]Standard[/i]
[i]Fear, Shadow, Weapon[/i]
[i][b]Melee[/b] weapon[/i]
[i]One creature[/i]
[color=blue]VS AC[/color] [b] Sacrificial Rapier +3; +15 Att; 2d8+7 damage[/b]
[b]you slide the target 2 squares. Until the end of your next turn, you can slide the target 1 square as a free action whenever the target is hit.[/b]
[b]Bleak Disciple:[/b] The number of squares you slide the target increases by 1.
[/ooc], [ooc='[color=red][b]Slayer’s Escape[/b][/color]'][b][color=red][b]Slayer’s Escape[/b][/color][/b]
[i]Immediate Reaction[/i]
[i]Shadow, Teleportation[/i]
[b]Trigger:[/b] You are hit by an attack
[i]Effect[/i]: You teleport 5 squares, and you become invisible until the start of your next turn.
[/ooc], [ooc='[color=red][b]Lightning Bolt[/b][/color]'][b][color=red][b]Lightning Bolt[/b][/color][/b]
[i]Standard[/i]
[i]Arcane, Evocation, Implement, Lightning[/i]
[i][b]Ranged[/b] 10[/i]
[i]One, two, or three creatures[/i]
[color=blue]VS AC[/color] [b] Orb of Sudden Insanity +3; +11 Att; 2d6+6 lightning damage[/b]
[b]Miss[/b] Half damage
[/ooc], [ooc='[color=red][b]Phantom Foes[/b][/color]'][b][color=red][b]Phantom Foes[/b][/color][/b]
[i]Standard[/i]
[i]Arcane, Fear, Illusion[/i]
[i][b]Area[/b] burst 2 within 10 squares[/i]
[i]each creature in the burst[/i]
[i]Effect[/i]: Each target is slowed until the end of your next turn. Also until the end of your next turn, the first time the target makes an attack, it must make a saving throw. If the saving throw fails, you can use a free action to change the target of its attack to a different creature within range of that attack. If the target hits one of its allies with that attack, that ally takes 5 extra damage.
[/ooc], [spoiler=CRUNCH][ooc='[color=red][b]Mirror Sphere[/b][/color]'][b][color=red][b]Mirror Sphere[/b][/color][/b]
[i]Standard[/i]
[i]Arcane, Implement, Illusion[/i]
[i][b]Range[/b] 10[/i]
[i]One Creature[/i]
[color=blue]VS WILL[/color] [b] Orb of Sudden Insanity +3; +12 Att; 1d10+6 Psychic damage[/b]
[i]Hit[/i]: The first time the target makes an attack before the end of its next turn, it automatically hits itself with the attack, in addition to hitting or missing the attack's intended targets. The target's resistances and immunities do not apply against that attack.
[i]Miss[/i] The next time the target makes an attack before the end of its next turn, that attack automatically deals half damage to the target, in addition to whatever damage is dealt to the attack's intended targets. The target's resistances and immunities do not apply to this damage[/ooc] [ooc='[COLOR=DarkSlateGray]Grave Spike[/COLOR]'][b][color=DarkSlateGray]Grave Spike[/color][/b]
[i]Standard[/i]
[i]Shadow, Weapon[/i]
[i][b]Melee[/b] weapon[/i]
[i]one creature[/i]
[color=blue]VS AC[/color] [b]Sacrificial Rapier +3; +15 Att; 2d8+7 damage[/b]
[b]Miss[/b] Half damage
[b]and ongoing 5 damage (save ends). Whenever the target takes this ongoing damage, the target falls prone.[/b]
[i]Effect[/i]: Until the end of the encounter, you gain a +2 power bonus to attack rolls against the target while your shrouds are on it.
[/ooc], [ooc='[STRIKE][COLOR=DarkSlateGray]Visions Of Avarice[/COLOR][/STRIKE]'][b][color=DarkSlateGray]Visions Of Avarice[/color][/b]
[i]Standard[/i]
[i]Arcane, Illusion, Implement, Zone[/i]
[i][b]Area[/b] burst 5 within 10 squares[/i]
[i]Effect[/i]: The burst creates a zone in its origin square. The zone lasts until the end of your next turn. You then make the primary attack.
[b]Primary Target:[/b] Each enemy in the burst
[b]Primary Attack:[/b] [color=blue]VS WILL[/color] [b] Orb of Sudden Insanity +3; +11 ATT[/b]
[b]You pull the primary target up to 4 squares toward the zone. If the primary target is then in the zone or adjacent to it, the primary target is IMMOBILIZED (save ends).[/b]
[b]Sustain Minor:[/b] The zone persists until the end of your next turn, and you make the secondary attack.
[b]Secondary Attack:[/b] [color=RED]MINOR (sustain)[/color] [color=blue]VS WILL[/color] [b] Orb of Debilitating Languor +3; +11 ATT[/b]
[i][b]Close[/b] burst 5 centered in zone[/i]
[i]Each enemy in burst[/i]
[b]You pull the secondary target up to 4 squares toward the zone.[/b]
[/ooc], [ooc='[STRIKE][COLOR=DarkSlateGray]Face of Death[/COLOR][/STRIKE]'][b][color=DarkSlateGray]Face of Death[/color][/b]
[i]Standard[/i]
[i]Arcane, Illusion, Implement, Fear[/i]
[i][b]Area[/b] burst 1 within 10 squares[/i]
[color=blue]VS WILL[/color] [b] Orb of Sudden Insanity +3; +11 ATT[/b]
[b]Effect[/b]: The target is IMMOBILIZED (save ends).
[b]FIRST Failed Saving Throw:[/b] The target is HELPLESS (save ends).
[b]Aftereffect:[/b] The target is slowed (save ends).
[b]Miss[/b] The target is IMMOBILIZED (save ends).
[b]Aftereffect:[/b] The target is slowed (save ends).
[/ooc], [ooc='[COLOR=DarkSlateGray]Illusionary Wall[/COLOR]'][b][color=DarkSlateGray]Illusionary Wall[/color][/b]
[i]Standard[/i]
[i]Arcane, Illusion, Implement[/i]
[i][b]Area[/b] wall 8 within 20 squares[/i]
[b]Effect[/b]: You create the illusion of a contiguous wall of solid material (stone or metal, for example). The wall can be up to 8 squares long and 4 squares high, and it lasts until the end of your next turn. The wall blocks line of sight for all enemies (but not your allies). When any enemy moves adjacent to the wall, you can make an attack against the target; if successful, the target cannot move through the wall on its current turn, but it can try again on later turns. On a miss, the wall no longer blocks line of sight or movement for that creature.
[b]Sustain Minor:[/b] You can sustain this power until the end of the encounter.
[color=blue]VS WILL[/color] [b] Orb of Sudden Insanity +3; +11 ATT[/b]
[/ooc]
[b]Items[/b]
[ooc='[COLOR=DarkOrange]Shadowdance Leather Armor +2[/COLOR]'][color=DarkOrange]Shadowdance Leather Armor +2[/color]
[b]Property[/b]: Your area ad ranged arracks don’t provoke opportunity attacks.
[b]Power (DAILY):[/b] FREE ACTION. [i]Trigger:[/i] You move more than 3 squares. [i]Effect:[/i] In bright light, your space and all adjacent squares become shrouded in dim light until the ens of your next turn. If you were already in dim light, your space and all adjacent squares become dark, blocking line of sight, until the end of you next turn. You can see perfectly in this area of dim light or darkness.[/ooc] [ooc='[COLOR=DarkOrange]Orb Of Sudden Insanity +3[/COLOR]'][color=DarkOrange] Orb Of Sudden Insanity +3[/color]
[b]Critical[/b] +3d6 damage
[b]Power (DAILY):[/b] FREE ACTION. Use this power when you deal psychic damage with the orb. The target makes a melee basic attac against an adjacent creature of your choice as a free action.[/ooc] [ooc='[COLOR=DarkOrange]Murat - +4 Rapier[/COLOR]'][color=DarkOrange]Murat - +4 Rapier[/color]
[b]Critical[/b] +4d6 damage
[b]Property[/b] When touching its handle, the wielder gains +2 to History and Dungeoneering checks related to the city of Luskan and it surrounding environments.
[b]Property[/b] The wielder becomes fluent in Dwarven.
[b]Property[/b] This rapier possesses low-level sentience. Though it is not intrusive, Murat can respond to simple questions and will tell the truth if it knows the answer to the question its being asked.
[/ooc] [ooc='[COLOR=DarkOrange]Deep-Pocket Cloak +2[/COLOR]'][color=DarkOrange] Deep-Pocket Cloak +2[/color]
[b]Property[/b]: The pockets of this cloak can hold up to 1,000 pounds in weight or 100 cubic feet in volume, but the cloak always weighs only 1 pound. Each item stored within one of the cloak’s pockets can weigh no more than 10 pounds. Drawing items from a deep-pocket cloak is a minor action.
[b]Power (AT-WILL):[/b] FREE ACTION. 1/round. You draw an item from the cloak or store an item within it.[/ooc] [ooc='[COLOR=DarkOrange]Shar's Inescapable Suffering[/COLOR]'][color=DarkOrange] Shar's Inescapable Suffering[/color]
[b]Property[/b]: While you are bloodied, you gain a +1 item bonus to attack rolls.
[b]Utility Power (DAILY):[/b] FREE ACTION.
Trigger: You hit an enemy with a melee attack.
Effect: Each creature adjacent to you is immobilized and takes ongoing 10 necrotic damage (save ends both).[/ooc]
[b]Consumables[/b]
[ooc='[COLOR=Blue]Primal Element (Level 7)[/COLOR]'][color=Blue]Primal Element (Level 7)[/color]
[b]Power (CONSUMABLE):[/b] STANDARD ACTION. Make the following attack against an aberrant, an elemental, a fey, an immortal, or an undead creature; [b]Ranged[/b] 3/6; [color=blue]VS REFLEX[/color] [b]+10 ATT[/b]; 1d8 damage; and the target doesn’t benefit from resistance until the end of your next turn.[/ooc] [ooc='[COLOR=Blue]Tanglefoot Bag (Level 7)[/COLOR]'][color=Blue]Tanglefoot Bag (Level 7)[/color]
[b]Power (CONSUMABLE):[/b] STANDARD ACTION. Make an attack; [b]Ranged[/b] 5/10; [color=blue]VS REFLEX[/color] [b]+10 ATT[/b]; on a hit, the target is immobilized until the end of your next turn, at which point the creature is then slowed until the end of its next turn.[/ooc] [ooc='[COLOR=Blue]Salve of Slipperiness (Heroic Tier)[/COLOR]'][color=Blue] Salve of Slipperiness (Heroic Tier)[/color]
[b]Power (CONSUMABLE):[/b] STANDARD ACTION. You or an adjacent ally gains a +14 bonus on Acrobatics checks against the DC of a restraint or the REFLEX defense of a grabbing creature for 5 minutes or until the next encounter; use this modifier instead of your normal check modifier.[/ooc] [ooc='[COLOR=Blue]Ghoststrike Oil (Level 8)[/COLOR]'][color=Blue]Ghoststrike Oil (Level 8)[/color]
[b]Power (CONSUMABLE):[/b] STANDARD ACTION. Apply Ghoststrike Oil to your weapon or one piece of Ammunition. Make a secondary attack against the next undead creature with the resist insubstantial that you hit with the coated weapon or ammunition; [color=blue]VS FORT[/color] [b]+11 ATT[/b]; on a hit, you ignore the creature’s resist insubstantial when determining damage for the attack.[/ooc]
[ooc='[COLOR=Blue]Flamebane Bomb (Level 8)[/COLOR]'][color=Blue]Flamebane Bomb (Level 8)[/color]
[b]Power (CONSUMABLE):[/b] STANDARD ACTION. [i]Effect:[/i] Blue liquid spread in an area burst 1 within 10 and cause the following effects:[list][*]Creatures in the area that are taking ongoing fire damage can make a saving throw with a +2 bonus against the effect.[*]Natural fires in the area are extinguished.[*]You make an attack against any creature with a fire aura in the area; [color=blue]VS REFLEX[/color] +11 ATT; on a hit, the target’s fire aura is deactivated until the end of the targets next turn.[*]You make an attack against any fire zone in the area; [color=blue]VS REFLEX[/color]; +11 ATT; attack is against the creator of the zone; on hit a hit, the zone is destroyed, and its effect ends, including any effect that normally lasts until a target saves.[/list][/ooc] [ooc='[COLOR=Blue]Flashbang Powder(Level 8)[/COLOR]'][color=Blue] Flashbang Powder(Level 8)[/color]
[b]Power (CONSUMABLE, ZONE):[/b] STANDARD ACTION. Make an attack; [b]Close burst 1[/b]; [color=blue]VS FORT[/color] [b]+10 ATT[/b]; as a FREE action, you can make a Stealth check against the target with a +4 bonus. If you succeed, you are hidden from the enemy until the end of your next turn or until you attack. Creatures that so not rely on sight to detect other creatures are immune to this effect. [i]Effect:[/i] The burst creates a zone, which contains smoke that lasts until the end of your next turn. The smoke lightly obscures the area.[/ooc] [ooc='[COLOR=Blue]Lockburst Chalk (Level 9)[/COLOR]'][color=Blue] Lockburst Chalk (Level 9)[/color]
[b]Power (CONSUMABLE):[/b] STANDARD ACTION. Make a Thievery check on an adjacent locked object or a locked object you are holding, gaining a +9 bonus to the check instead of your normal check modifiers. A successful check destroys the lock; a failed check does not damage it.[/ooc] [ooc='[COLOR=Blue]Clockwork Bomb (Level 9)[/COLOR]'][color=Blue] Clockwork Bomb (Level 9)[/color]
[b]Power (CONSUMABLE, FIRE):[/b] MINOR ACTION. Place the clockwork bomb in your space or in a square adjacent to you, and decide how many rounds pass before the bomb goes off (6 rounds maximum). Each round, at the start of your turn, move the clockwork bomb one square in a direction of your choosing and roll a d6. On a roll of 6, the bomb detonates prematurely. If the clockwork bomb is hit by an attack (the bomb has the same defenses as its user), it also explores. When the bomb detonates, make an attack; [b]Area[/b] burst 1 centered on the bomb’s space; targets each creature in burst; [color=blue]VS REFLEX[/color] [b]+12 ATT[/b]; 2d10 fire damage.
[b]Special:[/b] Once the bomb is set, it can be disabled with a DC 19 Thievery check.[/ooc] [ooc='[COLOR=Blue]Bloodstinger Poison (Level 8)[/COLOR]'][color=Blue]Bloodstinger Poison (Level 8)[/color]
[b]Power (CONSUMABLE):[/b] STANDARD ACTION. Apply the bloodstinger poison to your weapon or one piece of ammunition. Make a secondary attack against the next target you hit with the coated weapon or ammunition: Apply the bloodstinger poison to your weapon or one piece of ammunition. Make a secondary attack against the next target you hit with the coated weapon or ammunition: +11 vs. Fortitude; on a hit, the target takes ongoing 5 poison damage (save ends).[/ooc] [ooc='[COLOR=Blue]Deathcap Spores (Level 12)[/COLOR]'][color=blue]Deathcap Spores (Level 12)[/color]
[b]Power (CONSUMABLE):[/b] STANDARD ACTION. Make an attack: Area burst 1 within 10; +15 vs. Fortitude; 2d8 poison damage, and ongoing 5 poison damage (save ends).[/ooc] [ooc='[COLOR=Blue]Walking Death (Level 10)[/COLOR]'][color=blue]Walking Death (Level 10)[/color]
[b]Power (CONSUMABLE):[/b] MINOR ACTION. Effect: You sprinkle the poison into a drink or onto a plate of food. Until the end of the encounter, the first creature to consume that food or drink is subject to the following attack.
Attack: Item's level + 3 vs. Fortitude.
Hit: There is no effect for 1d6 hours. At the end of this time, the target takes ongoing 5 poison damage and is dazed (save ends both).[/ooc]
[spoiler=Skills]Acrobatics +9
Athletics +6
Arcana +14
Bluff +10
Diplomacy +15
Dungeoneering +6
Endurance +7
Heal +6
History +9
Insight +6
Intimidate +10
Nature +6
Perception +6
Religion +9
Stealth +15
Streetwise +15
Thievery +15[/spoiler]
[b]Feats[/b]
[ooc='[COLOR=black]Brutal Shroud[/COLOR]'][color=Black]Brutal Shroud[/color]
Whenever you make the damage rolls for your assassin’s shroud, reroll each die that shows a 1 until it shows a different number.[/ooc] [ooc='[COLOR=black]Don’t Count Me Out[/COLOR]'][color=Black]Don’t Count Me Out[/color]
While you are bloodied, you gain +2 feat bonus to saving throws against effects that IMMOBILIZE, DAZE, STUN, or WEAKEN you. Increase this bonus to +3 if you have the Human Perseverance feat.[/ooc] [ooc='[COLOR=black]Destructive Wizardry[/COLOR]'][color=Black]Destructive Wizardry[/color]
When you use an arcane attack power and hit 2 or more creatures, you gain a +2 bonus to that power’s damage rolls. This bonus increases to +3 at 11th level and to +4 at 21st level.[/ooc] [ooc='[COLOR=black]Far Spell[/COLOR]'][color=Black]Far Spell[/color]
If a wizard power has a range of 10 squares or fewer, increase the power’s normal range by 2 squares. If a wizard power has a range of 11-20 squares, increase the power’s normal range by 5 squares. This also applies to area powers, so an area burst 1 within 10 becomes area burst 1 within 12.[/ooc] [ooc='[COLOR=black]Hybrid Talent: Bleak Disciple[/COLOR]'][color=Black]Hybrid Talent: Bleak Disciple[/color]
When you hit a unbloodied target with an assassin attack power or assassin paragon path power, you gain 3 temporary hit points.[/ooc] [ooc='[COLOR=black]Human Resolve[/COLOR]'][color=Black]Human Resolve[/color]Heroic Tier
Prerequisite: Human
Benefit: Whenever you spend an action point to make an attack, you gain temporary hit points equal to 3 + your Charisma modifier.[/ooc] [ooc='[COLOR=black]Frantic Recovery[/COLOR]'][color=Black]Frantic Recovery[/color] Heroic Tier
Prerequisite: Human
Benefit: When you spend an action point to gain an extra action, until the end of your turn, you can use your second wind as a minor action.[/ooc] [ooc='[COLOR=black]Armor Proficiency: Leather[/COLOR]'][color=Black]Armor Proficiency: Leather [/color]Proficient with Leather Armor.[/ooc] [ooc='[COLOR=black]Killer's Insight[/COLOR]'][color=Black]Killer's Insight [/color]Benefit: Once per encounter when you use assassin’s shroud, you can subject the target to two shrouds instead of one.[/ooc] [ooc='[COLOR=black]Blinding Action (Paragon}[/COLOR]'][color=Black]Blinding Action (Paragon)[/color]Benefit: When you use an encounter or daily power to hit a target that grants combat advantage to you, you can spend an action point to blind the target until the end of your next turn.
[/ooc] [ooc='[COLOR=black]Combat Illusionist (Paragon)[/COLOR]'][[color=Black]Combat Illusionist (Paragon)[/color]Benefit: You gain one arcane illusion encounter attack power of 7th level or lower from any class of your choice. You cannot choose a power you already know. At 21st level, you can replace this power with an arcane illusion encounter attack power of 13th level or lower from any class of your choice.[/ooc] [ooc='[COLOR=black]Expert Phantasmagorist (Paragon)[/COLOR]'][[color=Black]Expert Phantasmagorist (Paragon)[/color]Benefit: You can master and perform rituals of the deception category as though you had the Ritual Caster feat. In addition, once per day you can perform a deception ritual of your level or lower without spending the component cost (though you must still use any focus required by the ritual).[/ooc]
[ooc='[COLOR=Purple]Action Point Bonuses[/COLOR]'][color=Purple]Action Point Contents[/color]Gain 7 Temp hit points (Feat: Human Resolve)
Until the end of your next turn you can use your Second Wind as a MINOR action (Feat: Frantic Recovery)[/ooc]
[ooc='[COLOR=green]Deep-pocket Cloak Contents[/COLOR]'][color=Green]Deep-pocket Cloak Contents[/color]
1 - Primal Element
2 - Tanglefoot Bags
2 - Salve of Slipperiness
2 – Ghoststrike Oil
1 – Flambane Bomb
2 – Flashbag Powder
2 – Lockburst Chalk
3 – Clockwork Bomb
2 - Bloodstinger Poison
1-Walking Death Poison
1-Deathcap Spores
Thieves Tools
Spellbook
Ritual Book
2 – sunrods
Handcrossbow
Crossbow bolts
Rations
50’ rope
Waterskin[/ooc]