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 Chakram Khan

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shilsen

shilsen


Posts : 1078
Join date : 2008-08-21

Chakram Khan Empty
PostSubject: Chakram Khan   Chakram Khan Icon_minitimeWed Nov 03, 2010 8:05 pm

Description:
In appearance, she's attractive and young (equivalent of late 20s for a human), on the taller and slimmer side for a tiefling, with a dark complexion and open shoulder-length red hair. Her horns, which look like a ram's, are marked with intricate carvings which Gepettojack recognized as unusual, being more traditional for tieflings coming from a couple of clans which trace their bloodlines back before the Cataclysm, and generally considered old-school even among them. Wears hide armor belonging to some scaled creature, with stylized mouths painted on the shoulders, and primarily wields a falchion (but carries a lot of other weapons – scimitar, scourge, sickle, etc).

Mechanically speaking, what the PCs know of her so far is that she's very quick in battle, a pretty good hitter with her falchion, can heal people with bursts of energy, can transform to a more demonic form which makes her stronger and able to regenerate, and is very adept at not being hit.

STATS:
Female Tiefling Ardent (Turathi Highborn) 12 – Init +12; Speed 6; HP 93 (Bloodied 46); Healing surges/day 10 (23 hp); AC 26, Fort 28, Ref 27, Will 27; +3 Challenge-Seeking Falchion +13 (2d4+8; +4d4 on crits; +2d6 vs. undamaged foes) [+1 hit and +7 damage vs. bloodied enemies]; Evil; Str 11, Con 16, Dex 9, Int 18, Wis 11, Cha 22; resist fire 11

Feats: Lightning Reflexes, Diabolic Soul, Imperious Majesty, Turathi Weapon Training, Furious Demand, Toughness, Great Fortitude, Weapon Expertise (Heavy Blade), Danger Sense

Languages: Common, Primordial

Trained Skills: Bluff +19, Diplomacy +17, Intimidate +22, Streetwise +17

Untrained Skills: Acrobatics +4, Arcana +10, Athletics +5, Dungeoneering +6, Endurance +8, Heal +6, History +10, Insight +6, Nature +6, Perception +6, Religion +10, Stealth +6, Thievery +4

Equipment: Challenge-Seeking Falchion +3, Screaming Earthhide Armor +3, Amulet of Protection +3, Iron Armbands of Power (heroic tier), Circlet of Indomitability (heroic tier), Parry Gauntlets (heroic tier), Boots of Quickness (heroic tier), Diamond Cincture (heroic tier), Fireheart Tattoo (heroic tier), Potion of Clarity (level 10) (2), Lesser Elixir of Invisibility (heroic tier) (2) + 960 gp

Normal weapons: Scimitar, scourge, scythe

Always on powers:
Challenge-Seeking Weapon – Does +2d6 damage vs. foes who are at full hit pts

Danger Sense – Always roll twice on initiative and take the best one

Diabolic Soul – Whenever you take a critical hit, gain a +2 feat bonus to attacks vs. that enemy till the encounter’s end

Fireheart Tattoo – When using an action point to take extra action, gain 5 temporary hit pts

Hellfire Action – When you spend an AP to make an attack, it does +2d6 fire damage

Imperious Majesty – When you hit a creature that has not yet acted in an encounter with an attack, it takes a -6 penalty to attack rolls against you until the end of your next turn.

Mantle of Elation: You and each ally within 5 squares of you gain a +3 to damage rolls for opportunity attacks. In addition, each ally within 5 squares of you gains a +2 bonus to Diplomacy checks and Intimidate checks.

Parry Gauntlets – When using total defense or second wind, get +2 item bonus to defenses till start of next turn

Psionic Augmentation: You have 6 power points, which are renewed when you take a short or extended rest

Turathi Frenzy – Do +7 damage vs. bloodied enemies

At-will powers:
Courageous Strike (augmentable, psionic) – Melee weapon, +19 vs. AC, Hit: 2d4+14 (+2d6 vs. undamaged foes; +4d4 on crits) [+1 hit and +7 damage vs. bloodied enemies] and you and one ally adjacent to you gain a +2 power bonus to AC against the target’s attacks until the end of your next turn; Augment 1: As above, but the power bonus applies to all defenses; Augment 2: This power gains the Zone keyword; attack/damage as above, but against each enemy in close burst 1, and one ally adjacent to each target can make a melee basic attack against it as an opportunity action

Demoralizing Strike (Augmentable, Fear, Psionic) – Melee weapon, +19 vs. AC, Hit: 2d4+14 (+2d6 vs. undamaged foes; +4d4 on crits) [+1 hit and +7 dmg vs. bloodied enemies] and target takes a -2 penalty to all defenses till the end of your next turn; Augment 1: Same hit/dmg and target takes -4 penalty to Will till the end of your next turn; Augment 2: Each creature in close burst 1; same hit/dmg and target takes -4 penalty to all defenses till the end of your next turn.

Diamond Cincture – Minor; you spend a healing surge; the one diamond on the belt cracks & its item bonus to Fort (+1) is reduced to 0; after an extended rest, the diamond is restored

Energizing Strike (Augmentable, Healing, Psionic) – Melee weapon, +19 vs. AC, Hit: 2d4+14 (+2d6 vs. undamaged foes; +4d4 on crits) [+1 hit and +7 damage vs. bloodied enemies] and one ally within 5 gains 12 temporary hit points; Augment 1: Same hit/damage and one dying ally within 5 regains 6 hit points; Augment 2: Same hit & 4d4+14 damage, and you or one ally within 5 can spend a healing surge

Encounter powers:
Ardent Outrage (psionic) – No action, trigger: you are bloodied; effect: each enemy in 5 grants combat advantage till the start of your next turn

Ardent Surge – Minor, close burst 5, you or an ally can spend a healing surge and regain an additional 3d6 hit pts, and gain a +1 to attacks till the end of your next turn; this power is usable 2/encounter, but only 1/turn

Bolts of Bedevilment (charm, fire) – Ranged 10, +17 vs. Will (or +18 vs. bloodied), Hit: The target makes a basic attack against a creature of your choice as a free action, with a +2 to hit and +2d6 fire damage

Escalating Fury (psionic) – No action, trigger: you take damage from an attack; effect: each ally in close burst 5 gains 9 temporary hit pts

Lesser Elixir of Invisibility (consumable) – Minor. Effect: You drink the elixir and become invisible till the end of your next turn. The effect ends if you make an attack. Special: Consuming it counts as a use of a magic item daily power.

Potion of Clarity (consumable) – Minor. When you drink this potion, you must spend a daily magic item use. Once, before the end of the encounter, when you make an attack roll with an encounter or a daily attack power of 10th level or lower, you can reroll the attack roll but must use the second result

Screaming Armor (fear) – Minor. An enemy within 5 takes a -2 penalty to attacks till the end of your next turn

Second Wind – Standard. Spend a healing surge and gain +4 to all defenses till the start of your next turn

Daily powers:
Black Wrath of Hell (only usable when in Diabolic Transformation) – Free; Trigger: You hit an enemy with an attack; Effect: The attack deals 2d10 extra damage and the target takes a -6 penalty to attack rolls against you (save ends).

Diabolic Transformation (polymorph) – Minor; Effect: You transform into a diabolic brute until the end of the encounter. While you are in this form, you gain regeneration 4, you increase fire resistance by 5, you gain a +2 bonus to damage rolls, and the bonus to attack rolls granted by your Bloodhunt racial trait increases to +2; Special: Once during this encounter while you are in this form, you can use the black wrath of hell power.

Enlightening Pulse (psionic, zone) – Melee weapon, +19 vs. AC, Hit: 6d4+14 (+2d6 vs. undamaged foes; +4d4 on crits) [+1 hit and +7 damage vs. bloodied enemies]; Effect: The attack creates a zone in a close burst 2. The zone lasts until the end of your next turn. When an ally damages an enemy that is within the zone, one ally within the zone can make a saving throw. Sustain Minor: The zone persists.

Feast of Despair (psionic, psychic) – Melee weapon, +19 vs. Will, Hit: 6d4+14 (+2d6 vs. undamaged foes; +4d4 on crits) [+1 hit and +7 damage vs. bloodied enemies]; Effect: Until the end of the encounter, the target takes a -2 penalty to all defenses, and whenever it misses with an attack, you or an ally you can see regains 1 power point.

Furious Demand – Free; Trigger: You succeed on an Intimidate check or hit with an attack; Effect: You gain a +2 bonus to all Intimidate checks until the end of the encounter. In addition, the target you hit takes a -6 penalty to attacks against you (save ends); Aftereffect: The target takes a -6 penalty to attacks against you until the end of its next turn.

Implanted Suggestion (charm, psionic) – Melee weapon, +19 vs. Will, Hit: 4d4+14 (+2d6 vs. undamaged foes; +4d4 on crits) [+1 hit and +7 damage vs. bloodied enemies] and the target is dazed (save ends); Miss: Half damage; Effect: The target is affected by your suggestion (save ends). Until the suggestion ends, whenever the target makes an attack, one ally adjacent to the target can make a melee basic attack against it as a free action after the target’s attack is resolved.

Infernal Nova (fire, stance) – Minor, until the stance ends, whenever you take damage from a melee attack, all adjacent enemies take 5 fire damage

Tower of Iron Will (psionic, zone) – Minor; close burst 3; Effect: The burst creates a zone that lasts until the end of your next turn. While within the zone, you and your allies gain resist 10 psychic, a +4 power bonus to Will, and a +2 power bonus to AC, Fortitude, and Reflex. In addition, any ally who starts his or her turn within the zone can make a saving throw against a dominating or stunning effect; Sustain Minor: The zone persists.
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