Important Athasians converted to 4E

originally posted by ishan_wh

Semponius of Asticles, leader
Level 6 Elite Soldier
Equipment: Bone Longsword, Leather armor (before the raid); Obsidian short sword (during the hunt)

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Tovril the Green, the vain noble
Level 7 Soldier
XP
Medium natural humanoid
Initiative +5
Senses Perception +1
HP 68; Bloodied 34
AC 17; Fortitude 18, Reflex 15, Will 11
Speed 6
Battleaxe (standard at will) Weapon
+8 vs AC; 1d10 + ? (crit 1d10 + ?).
Alignment Evil
Languages Common - Gulg
Skills Endurance +9, Streetwise +6
Str 16 (+6) Dex 14 (+5) Wis 7 (+1)
Con 12 (+4) Int 9 (+2) Cha 6 (+1)
Equipment: Bronze Battleaxe, Leather armor

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Sylos, merchant of House Kulik
Level 8 Skirmisher
XP
Medium natural humanoid
Initiative +6
Senses Perception +1
HP 77; Bloodied 33
AC 16; Fortitude 14, Reflex 18, Will 16
Speed 6
Dagger (standard at will) Weapon
+8 vs AC; 1d10 + ? (crit 1d10 + ?).
Alignment Evil
Languages Common - ?
Skills Bluff +11, Thievery +11
Str 10 (+3) Dex 16 (+6) Wis 15 (+5)
Con 13 (+4) Int 16 (+6) Cha 16 (+6)
Equipment: Obsidian Dagger (during the hunt)

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Ulya, slave tracker
Level 5 Soldier
XP
Medium natural humanoid
Initiative +6
Senses Perception +2
HP 53; Bloodied 26
AC 15; Fortitude 15, Reflex 15, Will 12
Speed 6
Dagger (standard at will) Weapon
+8 vs AC; 1d10 + ? (crit 1d10 + ?).
Alignment Unaligned
Languages Common - ?
Skills Athletics +8, Endurance +8, Perception +2
Str 14 (+3) Dex 18 (+5) Wis 12 (+2)
Con 13 (+2) Int 13 (+2) Cha 10 (+1)
Equipment:

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Iynara, the crodlu Rider
Level 12 Soldier
XP
Medium natural humanoid
Initiative +9
Senses Perception +7
HP 111; Bloodied 55
AC 15; Fortitude 21, Reflex 19, Will 19
Speed 6
Bastard Sword (standard at will) Weapon

  • vs AC; 1d10 + ? (crit 1d10 + ?).
    Alignment Evil
    Languages Common - Gulg
    Skills Athletics +14, X +
    Str 19 (+9) Dex 19 (+9) Wis 15 (+7)
    Con 15 (+7) Int 17 (+8) Cha 19 (+9)
    Equipment: Obsidian Bastard Sword

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Taibela, Chief of Thieves
Human Female Skirmisher lv14, Evil
Atributes: Str 18 (+9), Con 16 (+8), Dex 20 (+10), Int 15 (+7), Wis 14 (+7), Cha 13 (+6)
HP: 128; Bloodied: 64
Speed: 6 squares
Saves: Fort: +19, Ref: +22, Will: +17
Bonus: +5
Skills: Acrobatics (+15), Thievery (+15), Stealth (+15)
Attack:
Powers:

  • At Will: Deft Stike
  • Encounter:
  • Daily
  • Utility:

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MORE COMING SOON!

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originally posted by Pennarin

Fanatically loyal to the Black Sand Raiders’ sorcerer, the defiler Fevil, Hespulto is a twisted and sadistic man. He bears the constant grin of those who enjoy themselves, and laughs at inopportune times, such as when attacked or injured, and his wild eyes show the promise of insanity.
A consummate defiler, Hespulto is far more tainted by defiling than his master could ever be, for Hespulto was captured by a tribe of belgois who tortured him and hate of his flesh for the pleasures it provided. Hespulto’s way of coping during his stay in their midst, before he was rescued by Fevil in a raid on the tribe, was to adopt the vile creatures’ destructive ways, to become like his captors. That period did more than scar his flesh, it made him the person he is today - hungry for pain, death, and destruction.

HESPULTO Level 6 Elite Controller XP 500
Medium natural humanoid, half-elf
Initiative +6 Senses Perception +5; low-light vision
HP 148; Bloodied 74
AC 20; Fort 17, Ref 18, Will 18
Saving Throws +2
Speed 6
Action Points 1


Staff (standard; at-will) ◦ Weapon
+11 vs. AC; 1d6 + 4 damage.

Blackfire (standard; at-will) ◦ Defile, Fire, Necrotic
Ranged 10; +10 vs. Reflex; 1d10 + 4 fire and necrotic damage.

Blastback (standard; recharge 5 6) ◦ Defile, Fire, Necrotic
Ranged 10; +10 vs. Reflex; 1d10 + 4 fire and necrotic damage, and the target is pushed 3 squares.

Bloodied Rafale (standard, when bloodied; at-will) ◦ Defile, Fire, Necrotic
Hespulto makes two blackfire attacks.

:area: Dust Swirl (standard; recharge 5 6) ◦ Defile, Force
Area burst 1 within 10; +8 vs. Reflex; 2d8 + 4 force damage, and the target is blinded until the end of Hespulto’s next turn. Aftereffect: Any allies (Hespulto included) adjacent to the burst shift 1 square.

Maniacal Laughter (immediate reaction, when first bloodied) ◦ Fear
Close burst 5; +8 vs. Will; deafened creatures are immune; the target takes a -2 penalty to all defenses until the end of Hespulto’s next turn.

Opportunistic Sorcery (free, when missed by an attack; encounter)
Dust swirl recharges, and Hespulto uses it immediately.


Alignment Chaotic Evil Languages Belgoi, Common, Elven
Skills Arcana +11, Intimidate +10
Str 13 (+4) Dex 17 (+6) Wis 14 (+5)
Con 18 (+7) Int 16 (+6) Cha 16 (+6)


Equipment quarterstaff, robes

originally posted by ishan_wh

Complete

Semponius of Asticles Level 6 Soldier (Leader)
Medium natural humanoid, human
Initiative +7 Senses Perception +3
HP 61, Bloodied 30 see also wastelander fury
Speed 6
AC 23; Fort 23, Ref 22, Will 22
Longsword (standard; at-will) ✦Weapon
+13 vs AC; 1d8+8 damage
Wastelander Fury (free, when first bloodied; encounter) ✦ Weapon
Semponius makes a melee basic attack with a +4 bonus to the attack roll and deals an extra 1d6 damage on a hit.
Desert Strike (standard; encounter) ✦ Weapon ✦ Recharge 6
Semponius makes a longsword attack. If the attack hits, it makes a secondary attack against the same target.
Secondary Attack: +10 vs. Reflex; the target is slowed (save ends).
Desertfield Tactics
Semponius gains a +1 bonus to melee attacks if it has an ally adjacent to the target.
Alignment Good Languages Common, Tyrian
Skills: Athletics +14, Endurance +12
Str 17 (+6) Dex 18 (+7) Wis 11 (+3)
Con 13 (+4) Int 12 (+4) Cha 18 (+7)
Equipment leather armor, obsidian longsword

Semponius of Asticles is a good looking, well built man with patriarch features and sand colored long hair that falls just below his shoulders and also has blue eyes. Semponius is an adventurer with a jolly nature, wearing a light brown cloak with a hood. A skilled fighter who knows best to keep his stone long sword ready and her leather armor prepared. Semponius wears gray trousers and shirt with soft leather boots.

This is the newly version of Semponius (now that I can grasp a better concept of the rules of the NPC and the game itself) please feel free to add your comments and opinions, thanks.

Working for a better Athas

More to come on this format

originally posted by ishan_wh

Complete

Tovril, the green the vain noble Level 7 Soldier
Medium natural humanoid, human
Initiative +5 Senses Perception +1
HP 68, Bloodied 34
Speed 6
AC 20; Fort 22, Ref 19, Will 15
Battleaxe (standard; at-will) ✦Weapon
+9 vs AC; 1d10+4 damage
Aristocrat Revenge (free, when first bloodied; encounter) ✦ Weapon
Tovril makes a melee basic attack with a +4 bonus to the attack roll and deals an extra 1d6 damage on a hit.
Last Stand (standard, usable only while bloodied; encounter) ✦ Healing, Weapon
Tovril makes a melee basic attack and regains 18 hit points.
Nobleman Tactics
Tovril gains a +1 bonus to all his defenses if it has one ally adjacent to himself.

Alignment Evil Languages Common, Gulg
Skills: Endurance +12, Heal +6
Str 16 (+6) Dex 14 (+5) Wis 7 (+1)
Con 12 (+4) Int 9 (+2) Cha 6 (+1)
Equipment leather armor, bronze battleaxe

Tovril, the green, is an unskilled would-be noble leads a small army of slaves with the hopes that his sheer number of kills will offset his utter lack of skill. In Gulg, Tovril is considered a buffoon because of his unorthodox hunting procedures. So far Tovril has been in nine hunts, and has yet to attain the nobility.
Tovril is a large man with a round and healthy belly, a large dark beard and serious expression of a not good looking man. Wearing a top hat with two large feathers, Tovril is protected by a short leather coat and a loincloth and instead of sandals he wears a small pair of boots.

Tovril, the green combat tactics, four halflings trackers precede Tovril, searching for prey, who then report back to their master if they sight any fleeing slaves. Tovril then sends his eight muls forward to deal with the slaves while he watches from the safety of his Inix. If cornered or in a loosing position Tovril will retreat by swinging his bronze battleaxe, if his mount falls Tovril will run while protected by his slaves.

originally posted by Pennarin

Btw, I noticed I never wrote down that Hespulto was Elite…despite all indications to it. Edited.

For Semponius to be a Leader, he needs to facilitate others’ attacks, movements, healing, etc. Semponius can be balanced against the Warforged Captain (MM 261) or Longtooth Hunter (MM 233).

If an established name for an ability can’t be replaced harmoniously with one of your own creation…then don’t change it. If it ain’t broken or can’t be made to sound better…

This is just one possible variant upon your Semponius design. The powers’ names are less desert and more noble and oriented towards martial proficiency. Fury is now related to his noble blood, hence Blooded…

Powers support allies, and punish attacks against allies.

SEMPONIUS OF ASTICLES Level 6 Soldier (Leader) XP 250
Medium natural humanoid, human
Initiative +7 Senses Perception +3
Trained Tactician aura 5; allies in the aura gain a +1 power bonus to attack rolls.
HP 69; Bloodied 34
AC 22; Fort 18, Ref 19, Will 18
Speed 6


Longsword (standard; at-will) :diamonds: Weapon
+13 vs. AC; 1d8 + 6 damage. If Semponius hits with an opportunity attack, he shifts 1 square.

Second Pass of the Blade (standard; recharge 5 6) :diamonds: Weapon
Semponius makes a longsword attack. If the attack hits, Semponius makes a secondary attack against the same target. Secondary Attack: +11 vs. Reflex; the target is slowed (save ends).

Protective Strike (immediate interrupt, when an adjacent foe attacks an ally; at-will) :diamonds: Weapon
+13 vs. AC; 1d8 + 6 damage, and the target suffers -4 to the triggering attack.

Blooded Fury (free, when first bloodied; encounter) :diamonds: Weapon
Close burst 1; +13 vs. AC; 1d8 + 6 damage.

Skilled Opportunist
When making an opportunity attack, Semponius gains a +2 bonus to the attack roll and deals an extra 1d6 damage.


Alignment Good Languages Common, Tyrian
Skills Athletics +14, Endurance +12
Str 17 (+6) Dex 18 (+7) Wis 11 (+3)
Con 13 (+4) Int 12 (+4) Cha 18 (+7)


Equipment leather armor, obsidian longsword

originally posted by ishan_wh

Complete

Ulyua, the slave tracker Level 5 Soldier
Medium natural humanoid, human
Initiative +6 Senses Perception +11
HP 53, Bloodied 26
Speed 6
AC 16; Fort 17, Ref 17, Will 13
Short sword (standard; at-will) ✦Weapon
+9 vs AC; 1d6+2 damage
Sure Strike (standard; at-will)
Short Sword +11 vs AC; 1d6 + 1
Slave tracker Quarry (immediate reaction, when an adjacent enemy shifts; at-will)
Ulyua shifts toward the enemy and makes a basic attack.

Alignment Unaligned Languages Common, Gulg
Skills: Endurance +8, Perception +11
Str 14 (+4) Dex 18 (+6) Wis 12 (+3)
Con 13 (+3) Int 13 (+3) Cha 10 (+2)
Equipment obsidian short sword

Ulyua the slave tracker, helps his master, the overconfident noble Warakari Redeye. This quiet woman is wearing nothing more than a couple of rags to cover her female attributes and a pair of leather strapped sandals that have seen better days. The slave carries a crude stone short sword, but its still effective. On her back near her left shoulder she has the distinctive slave tattoo that depicts his civil station.
A plain looking woman with short cropped dark hair and brown eyes, Ulyua´s edged face features make her a good sight with the athletic body of a hunter, but her worn look doesn´t fit a woman in her tweenties.

Additional Note:
To keep with the flavor of the athasian inferior material weapons, I have substracted a -1 to the damage bonuses.
Ulyua short sword standard attack should be 1d6+3 and her sure strike would be 1d6+1 according to the NPC creation rules of the DMG on page 187 - NPC level Bonus and Magic threshold

originally posted by ishan_wh

Warakari Redeye Level 10 Elite Skirmisher
Medium natural humanoid, human
Initiative +8 Senses Perception +7
HP 196, Bloodied 98
Speed 6
AC 21; Fort 21, Ref 20, Will 18
Short sword (standard; at-will) ✦Weapon
+11 vs AC; 1d6+1 damage
Short bow (standard; at-will) ✦Weapon
+12 vs AC; 1d8+4 damage
Insight Shot (standard; at-will) ✦ Weapon
Range 15/30; +12 vs. AC; 1d8 + 4 damage, and the target’s speed is reduced by 1 square until the end of the Warakari’s next turn.
Razor Arrow (standard; at-will)
Ranged 15/30; +12 vs. AC; 1d8 + 4 damage, and the target is slowed until the end of Warakari’s next turn.
Red eye´s (standard; recharge 5-6) ✦ Poison, Weapon
Ranged 15/30; +12 vs. AC; 1d8 + 4 damage, and Warakari makes a secondary attack. Secondary Attack: +10 vs. Fortitude; the target takes ongoing 3 poison damage and is slowed (save ends both).

Alignment Evil Languages Common, Gulg
Skills: Athletics +12, Nature +11, Stealth +13
Str 15 (+7) Dex 17 (+8) Wis 15 (+7)
Con 18 (+9) Int 12 (+6) Cha 14 (+7)
Equipment obsidian short sword, short bow, leather armor

Warakari Redeye, is another skillful would-be noble, Warakari revels in the thrill of the hunt, but is a poor tracker himself. Thats why he lets Ulyua do the actual tracking, and then moves in for the kill alone. If Warakari appears to be in a dangerous position, his slaves will move to assist him. Otherwise, he´ll fend his enemies on his own. Warakari´s other flaw is his considerable overconfidence. A good fighter himself, he is confident that he can handle his slaves if they should betray him during the hunt.

Warakari wears a hardened leather vest with arm bracers and two leather straps across his chest, one for is his stone short sword scabbard and the other is for his quiver. His legs are covered by a short trausser and leggings with woodland patterns sawed to it and leather shoes to cover his feet from nature hazards.
Warakari´s face is a mask of anger, his eyes reveal some sort of madness accompanied by a well groomed beard and a disheveled hair, that seems to be longer from one side.

Warakari Redeye combat tactics, Warakari will try to ambush his prey by firing arrows concealed, he will focus his attacks on any warrior with superior skills or the one that is carrying the best weapon or armor. While hidden Warakari will fire his insight shots but if things gets to complicated he will use his Red arrows. And then he will move to looks for a better spot.

originally posted by ishan_wh

Complete

Yandor of the Bow Level 14 Skirmisher (Leader)
Medium natural humanoid, human
Initiative +16 Senses Perception +14
HP 126, Bloodied 63
Speed 6
AC 28; Fort 26, Ref 28, Will 23
Scimitar (standard; at-will) ✦Weapon
+16 vs AC; 1d8 + 7 damage
Long bow (standard; at-will) ✦Weapon
Ranged 20/40; +19 vs. AC; 1d10 + 9 damage, if the attack hits Yandor can make a secondary attack against the same target. Secondary Attack: +17 vs. Fortitude; ongoing 5 poison damage, and the target is dazed (save ends both).
Spider Fang (standard; at-will) ✦Poison
+19 vs. AC; 1d10 +9 damage, and the target is immobilized and poisoned receiving 5 ongoing damage (save ends).
Arrow of Grace (standard; recharge 6) ✦ Poison, Weapon
Requires any bow; targets a creature is marked by Yandor; +19 vs. AC; 3d10 + 9 damage, and ongoing 10 poison damage (save ends). After the attack Yandor can shift a number of squares equal his wisdom bonus and make a stealth check to gain concealment.
Seizing Arrow (standard; recharge 4-5-6 )
Ranged 20/40; +19 vs. Fortitude; 2d10 + 9 damage, and the target is pushed 3 squares and knocked prone.
Poison Blast (standard; recharge 5-6 ) ✦ Poison
Close blast 3; +19 vs. Fortitude; 1d10 + 11 poison damage, and the target takes ongoing 5 poison damage, a –2 penalty to Fortitude defense, and a –2 penalty to saving throws (save ends all).
Reap and Fade (standard; recharge 5-6 ) ✦ Psychic, Teleportation
Yandor tracks his prey albeit psychicly, if spotted he can shift 10 squares, and make a stealth check to gain concealment.
Hunter’s Mobility
If Yandor moves at least 4 squares from its original position, it gains a +2 bonus to ranged attacks until the start of its next turn.
Skilled Hunter
Yandor´s skilled hunter techniques grant him the benefit of the following feats, Defensive Mobility and Lethal Hunter.

Alignment Unaligned Languages Common, Gulg
Skills: Nature +13, Stealth +19, Perception +14
Str 20 (+12) Dex 24 (+14) Wis 14 (+9)
Con 14 (+9) Int 12 (+8) Cha 17 (+10)
Equipment steel scimitar, long bow, leather armor

Yandor of the Bow, is one of Gulg finest archers, armed only with his bow and his family heirloom sword, Yandor favors stealth and during the hunt is accompanied by two trusted slaves whose primary job is to dress and carry his victims back to the edge of the forest. They are not permitted to participate in the hunt in any way, although they are very loyal, and will fight if their master is in danger of being killed.

Yandor is… SOON DESCRIPTION

Yandor combat tactics, is a skilled tracker himself and will hunt his enemies by sneaking up on them, loose a few poisoned arrows then vanish. He will continue to shadow his prey, checking to see if his arrows have had any effect, and launching more if they haven´t. Yandor will also employ his clairsentience to hear the prey from a distance and gain clues of their location.

originally posted by ishan_wh

Complete

Durrus, the loyal slave Level 8 Soldier
Medium natural humanoid, human
Initiative +6 Senses Perception +4
HP 81, Bloodied 40
Speed 6
AC 16; Fort 21, Ref 17, Will 15
Club (standard; at-will) ✦Weapon
+11 vs AC; 1d6 + 5 damage
Slaves smite (standard; recharge 6) :diamonds: Weapon
With a battle cry, Durrus strikes with his full strength but at the same time uses the whole weight of his body.
Club +11 vs AC; 2d6 + 8 damage
Loyalty in Death (triggered when Durrus or Yandor are reduced to 0 hit points)
Durrus makes a melee basic attack with an extra 1d10 and a +2 bonus to the attack and damage rolls.

Alignment Unaligned Languages Common, Gulg
Skills: Athletics +13, Endurance +12
Str 19 (+8) Dex 14 (+6) Wis 10 (+4)
Con 17 (+7) Int 9 (+3) Cha 8 (+3)
Equipment bone club

Durrus, is Yandor´s most loyal subject, a slave since birth. Durrus has had an interesting life while serving under Yandor, hunting occassionally more to help his master carry his prey. Now close to four decades Durrus loyalty remains true to Yandor. A man of quiet nature like most slaves that have lived for too long, Durrus speak only when his sire demands it.
Durrus has cropped dark gray hair and several lines now marks his eyes, the sign of a hardened slave. His back has few fresh lashes scars, which might depict him as an obediant slave. Close to four decades old, Durrus still keeps his strength. Wears a pair of leather sandals, a loose trouser and a brown shirt with four feathers pictures on it, that resembles a star.

originally posted by ishan_wh

Iynara, the Crodlu Rider Level 12 Soldier
Medium natural humanoid, human
Initiative +10 Senses Perception +8
HP 111, Bloodied 55
Speed 6, mounted ?
AC 24; Fort 23, Ref 21, Will 21
Broadsword (standard; at-will) ✦ Weapon
+14 vs AC; 1d10 + 6 damage
Rider´s Strike (standard; usable only while mounted; at-will) ✦ Weapon
+14 vs. AC; 1d10 + 7 damage, and the target is knocked prone.
POWERS COMING SOON!

Alignment Evil Languages Common, Gulg
Skills: Athletics +15, Endurance + 13, Intimidate +15
Str 19 (+10) Dex 19 (+10) Wis 15 (+8)
Con 15 (+8) Int 17 (+9) Cha 19 (+10)
Equipment leather armor, obsidian broadsword

Iynara, the Crodlu Rider
A young, ambitious noble woman with a talent for the hunt, Iynara rides a specially trained crodlu through the forest. A woman with little patience for hit and run tactis, she prefers the usual all out attack all out to slayas many as she possibly can.

In combat Iynara will charge against the strongest foe, using the full speed of his crodlu she will cut his foe with two quick slashes. If this her favorite technique works she will charge again until she is engaged by more enemies.

originally posted by ishan_wh

Taibela, Chief of Thieves Level 14 Elite Skirmisher
Medium natural humanoid, human
Initiative +12 Senses Perception +9
HP , Bloodied
Speed 6
AC ; Fort , Ref , Will
Bastard sword (standard; at-will) ✦Weapon
+17 vs AC; 1d10 + 6 damage

POWERS COMING SOON!

Alignment Chaotic Evil Languages Common, Gulg
Skills: Thievery +17, Acrobatics +17, Stealth +17
Str 18 (+11) Dex 20 (+12) Wis 14 (+9)
Con 16 (+10) Int 15 (+9) Cha 13 (+8)
Equipment leather armor, steel bastard sword

Taibela, Chief of Thieves

originally posted by ishan_wh

Complete

Road to Urik

Senator Vildeen of Tyrthani Level 4 Soldier
Medium natural humanoid, human
Initiative +1 Senses Perception +4
HP 41, Bloodied 20
Speed 6
AC 15; Fort 16, Ref 15, Will 17
Long sword (standard; at-will) ✦ Weapon
+9 vs AC; 1d8 + 3 damage
Nobleman´s finesse (standard; at-will) ✦ Weapon
Long Sword +11 vs AC; 1d8 + 2 and Senator Vildeen regains 14 hit points.
Appoint Champion (standard; at-will)
Close burst 10; targets one ally; the target makes a basic attack as a free action and shifts 1 square before or after the attack.
Protected
Senator Vildeen gains a +2 bonus to all defenses while an ally is adjacent to him.

Alignment Unaligned Languages Common, Tyrian
Skills: Diplomacy +11, Intimidate +11
Str 13 (+3) Dex 9 (+1) Wis 14 (+4)
Con 9 (+1) Int 14 (+4) Cha 18 (+6)
Equipment iron long sword +1, cloth +1

Senator Vildeen of Tyrthani, is a elderly tyrian nobleman, whose tongue has seen more action in courts than the blood his sword hasn´t spilled.

originally posted by ishan_wh

Asticlian Gambit

Sylos, merchant of House Kulik Level 8 Skirmisher
Medium natural humanoid, human
Initiative + Senses Perception +
HP , Bloodied
Speed 6
AC ; Fort , Ref , Will
Dagger (standard; at-will) ✦Weapon

  • vs AC; 1d4 + ? damage
    POW
    POW
    Merchant’s Flight (move; encounter)
    Sylos shifts 6 squares and makes a Stealth check without a penalty for moving
    Combat Advantage
    Sylos deals 2d6 extra damage against any creature granting combat advantage to it.

Alignment Unaligned Languages Common, ?
Skills: Bluff +13, Diplomacy +13, Insight +11, Perception +11, Stealth +11, Streetwise +13
Str 10 (+4) Dex 15 (+6) Wis 15 (+6)
Con 12 (+5) Int 16 (+7) Cha 18 (+8)
Equipment

Sylos,

Sylos 2nd edition attributes
Str 10; Con 12; Dex 11; Int 16; Wis 15; Cha 16

originally posted by Pennarin

Another Black Sand Raiders alumni I cooked up this morning during the system outage at my job.

LOKEE Level 6 Elite Skirmisher XP 500
Small natural humanoid, halfling
Initiative +7 Senses Perception +8
HP 132; Bloodied 66
AC 20; Fort 16, Ref 20, Will 18; see also nimble reaction
Saving Throws +2; +5 against fear effects
Speed 6; see also cannibalistic zeal
Action Points 1


Short Sword (standard; at-will) ◦ Weapon
+11 vs. AC; 1d10 + 4 damage; see also cannibalistic zeal.

Rain Spider Dance (standard; recharge 6)
Lokee shifts 6 squares and makes 3 short sword attacks at any points during his movement. He can attack a given enemy only once, but he deals an extra 1d6 damage with each successful hit.

Raging Waters (standard; encounter) ◦ Weapon
Lokee makes a short sword attack. If the attack hits, he makes a secondary attack against the same target. Secondary Attack: +9 vs. Reflex; the target is slowed (save ends), and Lokee shifts 3 squares.

Cannibalistic Zeal (immediate reaction, when a foe becomes bloodied; encounter)
For the rest of the encounter or until rendered unconscious, Lokee gains +2 speed and a +2 bonus to damage rolls against bloodied targets.

Nimble Reaction
Halflings get a +2 racial bonus to AC against opportunity attacks.

Second Chance (immediate interrupt, when Lokee would be hit by an attack; encounter)
Lokee forces the attacker to reroll the attack and take the new result.


Alignment Evil Languages Common, Halfling
Skills Acrobatics +14, Intimidate +10, Stealth +12
Str 12 (+4) Dex 18 (+7) Wis 10 (+3)
Con 10 (+3) Int 10 (+3) Cha 15 (+5)


Equipment carru leather armor, iron short sword

originally posted by ishan_wh

From the Freedom Adventure Model of the 2nd edition campaign setting give a warm welcome to Lissan a female gladiator that was owned by the Asticle family before the free year came.

Complete

Lissan, the young gladiator Level 6 Soldier
Medium natural humanoid, human
Initiative +6 Senses Perception +6
HP 64, Bloodied 32
Speed 6
AC 16; Fort 20, Ref 17, Will 17
Quarter Staff (standard; at-will) ✦ Weapon
+10 vs AC; 1d8+5 damage
No Mercy (standard; at-will) ✦ Weapon
Target must be bloodied; +10 vs. AC; 2d8 + 5 damage, and Lissan’s allies gain a +2 bonus to attack rolls until the end of Lissan’s next turn.
Gladiator’s Strike
When Lissan hits an enemy with an opportunity attack, the target is knocked prone and Lissan can make a basic attack against the target as a free action with a +2 bonus to damage rolls.

Alignment Unaligned Languages Common, Tyrian
Skills: Athletics +12, Endurance +11, Intimidate +11
Str 18 (+7) Dex 16 (+6) Wis 16 (+6)
Con 16 (+6) Int 15 (+5) Cha 16 (+6)
Equipment quarter staff

Lissan, is a lifelong slave who turned out to be a good gladiator, although she is fiercely independent. Only her tenacity kept her alive in the Asticles slave farms and gladiator pits where she grew up. Her cruel masters´ cunning ambition equalled that of their kinsman, Templar Tithian, and they tolerated no lazy slaves or losing gladiators. Since childhood, Lissan has longed to prove herself in the arena. Now she is becoming a formidable gladiator, a people´s favorite in the blood-sports.

Though Lissan is generally honest and optimistic, she enjoys needling those in authority. If sparring partners or even trainers treat her with disrespect, she unhesitatingly lashes back to teach them otherwise. Such outbursts have made her unpopular with handlers and gladiators alike, particularly those who answer to Tithian. If not for her fighting prowess, Lissan would have been returned to the slave pens long ago.

As a gladiator, Lissan loves battle. Unlike most others of her ilk, though, she limits her fighting to appropriate times and places. Lissan never initiates fights outside the arena, but willingly dismantles those who do. Still, if she must risk injury and death, she intends to do so before a crowd; the day she loses her fighting edge is the day she returns to the pens.

Lissan 2nd edition attributes
Str 15, Con 16, Dex 15, Int 15, Wis 16, Cha 16


Complete

Eramas Level 3 Soldier
Medium natural humanoid, human
Initiative +2 Senses Perception -1
HP 39, Bloodied 19
Speed 6
AC 16; Fort 19, Ref 15, Will 11
Wrist Razor (standard; at-will) ✦ Weapon
+10 vs AC; 1d6+ 7 damage
Double Slash (standard; at-will) ✦ Weapon
Requires two weapons; +10 vs. AC, two attacks; 1d6 + 7 damage per attack. If both attacks hit the same target, the target is also pushed 1 square.
Dirty Tactics
Eramas gains combat advantage against a target adjacent to one or more creatures.

Alignment Good Languages Common, Urikite
Skills: Athletics +11, Endurance +9
Str 20 (+6) Dex 13 (+2) Wis 7 (-1)
Con 15 (+4) Int 14 (+3) Cha 8 (+0)
Equipment bone wrist razor, inix leather armor

Eramas came to Tyr´s dusty alleys to seek refuge from his gladiatorial life in Urik. The brutal city of Tyr seemed like a good refuge after the bloody crucible of Urik´s arena. There, Eramas was a slave and novice gladiator. Slavery had its draw-backs, but being ordered to kill (or die) for profit and amusement convinced Eramas to escape. Slipping away from his master´s villa, he fled to the wastes. A perilous journey brought him to Tyr and taught him much of the lands between the cities.

Since his arrival to Tyr, Eramas remained hidden, selling his skills to various and highly questionable jobs. Now Eramas carefully chooses his work. He dislikes killing, especially killing for profit and he despises slavers and their ilk. When he encounters a brawl, Eramas customarily sides with the weak or helpless. Indeed, his sense of justice has even pitted him against the powerful templars of Tyr. Though Eramas lightly dismisses the hardships such adventures cause, he is in no hurry to die. Eramas projects an impulsive, devil-may-care attitude that borders on rash foolishness. Unless dissuaded by friends, he flies into a rage over slight offenses and attacks with fists and words. For those who can tolerate such idiosyncrasies, Eramas proves a loyal and fearless friend.

Eramas 2nd edition attributes
Str 18, Con 15, Dex 13, Int 14, Wis 7, Cha 8

  • Wrist Razor: Template weapon used - Katar

originally posted by ishan_wh

From the sourcebook Slave Tribes of the 2nd edition campaign setting I´ll be posting all the human slaves that are not Templars, Preservers/ Defilers or Bards and Clerics. This is gonna be a long thread hehehe keep checking.

Complete

The Free

Bartras, the leader of the Free Level 8 Soldier (Leader)
Medium natural humanoid, human
Initiative +6 Senses Perception +5
HP 81, Bloodied 40
Speed 5
AC 21; Fort 21, Ref 17, Will 17
Longsword (standard; at-will) ✦ Weapon
+13 vs AC; 1d8 + 5 damage and the target is marked until the end of Bartras next turn.
Deft Slice (standard at will) ✦ Weapon
Requires longsword; affects a target marked by Bartras; +13 vs. AC; 1d8 + 6 damage, and the target is slowed (save
ends).
Tactical Switch (standard; recharge 4-5-6) ✦ Weapon
Bartras makes a melee basic attack. On a hit, the target slides 1 square, and Bartras or an ally within 10 squares of him shifts 1 square.
Freedom in the Field
Bartras gains a +1 bonus to melee attacks if it has an ally adjacent to the target.
Will of the Free
Bartras deals an extra 1d4 damage on all attacks against a target that is marked by him.

Alignment Good Languages Common, Balican
Skills: Athletics +13, Endurance +12
Str 19 (+8) Dex 14 (+6) Wis 12 (+5)
Con 17 (+7) Int 13 (+5) Cha 15 (+6)
Equipment obsidian longsword, kank scale armor

Bartras, grew up as a play slave in the house of a Balic patrician. The slave child learned much at the side of his master/playmate, participating in almost all of the lessons assigned to the patrician´s son. When Bartras was nine years old, it was decided that he would serve as a soldier slave in the patrician´s personal army. He was given over to the patrician´s sergeant to begin his military training. Bartras excelled at armed and unarmed combat, easily besting larger, stronger foes. He gained an appreciation for strategy and planning, paying extra attention to lessons concerning military tactics.

As Bartras came of age, he took his place among the best and highest ranking soldier slaves in his patrician´s militia. But Bartras was not content. Why should slaves have to settle at best for near equality and at worst for status as property to be used and abused as an owner pleased? There had to be more for Bartras, and for slaves throughout Athas. Something was missing, and the hole it left within the young soldier slave burned like his throat did when he was thirsty.

Years went by, and Bartras served the patrician´s family well. His undefined desires never interfered with his duties or his loyalty. They just left him feeling hollow and incomplete. Disaster struck while Bartras was accompanying his one-time playmate into the patrician´s fields outside of Balic´s protective walls. The noble´s son was making a routine check of his family´s holdings, and Bartras and his soldier slaves were along to protect him. The raiders struck without warning, ambushing the small party as it traveled the path toward the olive orchards. When the painfully quick skirmish ended, the soldiers and the noble´s son were dead. Bartras alone survived, though unconsciousness and bloody wounds made the raiders believe that he also was dead.

Bartras had a choice to make when he regained consciousness. He could return to Balic and explain to his patrician why he had failed to protect the noble´s son, or he could walk away into the desert and disappear. Either choice seemed to end in death, as far as the young man could see, but at least in the desert he could die free. Bartras struck out into the wastes. In the desert, death did not find the ex-slave. Instead, he wandered alone and soon discovered that the hollow feeling within him had been filled. It was freedom that he had craved, and now that he could go where he chose to go, do what he wanted to do, he felt almost complete. In the desert, it was more than just his body that Bartras let wander. He also freed his mind, letting it explore inner thoughts that he once shied away from. He realized that freedom was a constant battle, waged against the masters of Athas who took pleasure in enslaving the masses.

It took several years, but he eventually gathered enough followers (every one of them an escaped slave) to start his own tribe. The Free was born in the heat of the desert, and it quickly blossomed in a shower of raids against slave holders everywhere.

Bartras 2nd edition attributes
Str 15, Con 15, Dex 14, Int 13, Wis 12, Cha 15
Wild Talent: Daydream


Complete

Selanu, the thief Level 5 Skirmisher
Medium natural humanoid, human
Initiative +7 Senses Perception +9
HP 55, Bloodied 27
Speed 6
AC 19; Fort 16, Ref 20, Will 15
Club (standard; at-will) ✦Weapon
+10 vs AC; 1d6 + 6 damage
Dazing Strike (standard; encounter) ✦ Weapon
Requires mace; +10 vs. AC; 1d6 + 9 damage, and Selanu shifts 1 square, the target is dazed (save ends).
Kneel Foe (standard; at-will) ✦ Weapon
Requires mace; +10 vs. AC; 2d6 + 9 damage, and the target is knocked prone.
Combat Advantage
Selanu the thief deals an extra 2d6 damage on melee attacks against any target it has combat advantage against.
Ruthless Ruffian
Selanu the thief is proficient with the club and the mace, and can use those weapons with Sneak Attack or any rogue power that requires a light blade.

Alignment Unaligned Languages Common, Balican
Skills: Acrobatics +12, Perception +9, Stealth +12, Thievery +12
Str 17 (+5) Dex 20 (+7) Wis 14 (+4)
Con 15 (+4) Int 10 (+2) Cha 3 (-2)
Equipment bone club, carru leather armor

Selanu, once served as an artist slave in the templar court of Balic. Her specialty had been bone carving, but she developed a few additional skills to help her get around the court unseen. Her fledgling thieving talents found full expression under the tutelage of another artist slave who once made a living as a rogue (before his talents earned him a place as a slave).

After gaining her freedom due to the efforts of the Free, Selanu asked to join the tribe. She now puts her talents to work as a raider and as a thief when she is assigned to a trade caravan. She enjoys stealing additional goods and ceramic pieces while wandering a village in the guise of a merchant from some fictitious house on the other side of the Tyr region.

Selanu 2nd edition attributes
Str 16, Con 14, Dex 18, Int 10, Wis 14, Cha 3
Wild Talent: Graft Weapon


Complete

The Black Sand tribe

Zeburon, the leader of the Black Sand tribe Level 7 Elite Soldier (Leader)
Medium natural humanoid, human
Initiative +8 Senses Perception +6
HP 129, Bloodied 64
Speed 5
AC 22; Fort 23, Ref 19, Will 18
Saving Throws +2
Action Points 1
Longsword (standard; at-will) ✦ Weapon
+13 vs AC; 1d8 + 6 damage
Pinning Strike (standard; recharge 6) ✦ Weapon
+13 vs. AC; 2d8 + 6 damage, and the target is marked, immobilized, and takes ongoing 5 damage (save ends all).
No Mercy (standard; at-will) ✦ Weapon
Target must be bloodied; +13 vs. AC; 2d8 + 6 damage, and Zeburon’s allies gain a +2 bonus to attack rolls until the end of Zeburon’s next turn.
Strike of the Black Sand (standard; usable only while bloodied; inmediate reaction) ✦ Weapon
Requires longsword; +15 vs. AC; 3d8 + 7 damage. And Zeburon regains 20 hit points.
Vorpal Swing (standard; recharge 6) ✦ Weapon
Close burst 2; +17 vs. AC; 2d8 + 6 damage, and ongoing 10 damage (save ends).
Danger Sense
Zeburon innate psionic talent grants him a +2 psychic bonus to initiative and perception roles.

Alignment Chaotic Evil Languages Common, Urikite
Skills:
Str 20 (+8) Dex 16 (+6) Wis 12 (+4)
Con 17 (+6) Int 14 (+5) Cha 14 (+5)
Equipment bone longsword, chitin scale mail, iron helm, iron gauntlets

Zeburon, a human gladiator from Urik became leader of the Black Sand Raiders in much the same way as all of its members joined the tribe: he survived the tests of the caverns beneath the Black Sand ruins. While he is the leader of the tribe, which he rules through the strength of his iron-gloved fists, he follows the advice of the defiler, Fevil. The ex-gladiator approaches all situations from the perspective of the arena. Everything is a game, but a deadly game. The winner of the game lives to fight again, while the loser simply dies. He sees all opponents in these terms, believing that if he does not kill them first, they will surely kill him. He rules the raiders in the same way. If any of his followers question his orders, he swiftly kills them and asks if anyone else cares to disagree.

Zeburon does not talk about his encounters beneath the ruins, but he proudly wears the trophies he won in the depths. The iron helm covers his entire head. His eyes sparkle malevolently from within the shadows of the thin, menacing slit that cuts across the helm´s front. Strange designs etched into its sides mark it as something from another age. The designs may be magical in nature, but so far there have been no special powers attributed to the helm or its matching gloves. The gloves are iron gauntlets that fit snugly over Zeburon´s hands. He wears no other armor or clothing, save a breechcloth, sandals, and a short black cloak. He wields a sword of sharpened bone.

The ex-gladiator is quite mad, but that does not hamper his ability to lead. Of course, he leads his tribe down his own dark paths of madness. Zeburon craves battle and has a fierce blood lust that must constantly be sated. He hates all those who are not slaves, for they turned him into what he has become. He hates all slaves, for that was what he learned in the arena. Consequently, Zeburon hates everyone and everything. Someday that hatred will consume him, but until then he satisfies some of his foul urges through the actions of the Black Sand Raiders.

Zeburon 2nd edition attributes
Str 17, Con 16, Dex 16, Int 14, Wis 12, Cha 14
Wild Talent: Danger Sense


Sortar´s Army

Sortar, the leader of the army Level 10 Soldier (Leader)
Medium natural humanoid, human
Initiative +8 Senses Perception +6
HP 98, Bloodied 49
Speed 6
AC 21; Fort 24, Ref 19, Will 18
Longsword (standard; at-will) ✦ Weapon

  • 16 vs AC; 1d8 + 7 damage
    Double Cut (standard; at-will) ✦ Weapon
    Sortar makes two longsword attacks, dealing an extra 2d8 damage on a hit against a target.
    Formation Strike (standard; at-will) ✦ Weapon
    +16 vs. AC; 1d8 + 7 damage, and Sortar shifts 1 square provided it ends in a space adjacent to an ally.
    POW

Alignment Unaligned Languages Common, Balican
Skills: Athletics +15, Endurance +13, Intimidate +12
Str 22 (+11) Dex 16 (+8) Wis 13 (+6)
Con 18 (+9) Int 15 (+7) Cha 14 (+7)
Equipment bone longsword, mekillot hide armor

Sortar, was born a slave in the City-State of Balic. His combat skills earned him a place as a soldier slave, during this period of his life that he came to understand the mission he was destined to undertake. The tales of slave revolts in client villages inspired him to seek his own freedom. Shortly thereafter, he began gathering a tribe of followers to serve as his army against the city-states. Some call Sortar´s quest a fool´s dream but they do not call it that when he is close enough to hear.

The huge and powerfully built human has dedicated himself and his tribe to a war they cannot hope to win. Sortar´s Army has made its main course of action to battle and destroy whatever belongs to the templars and nobles. This includes caravans, client villages, and outposts across the Tyr region.

Recently the fearsome warlord has become very close to an ex-templar named Caletta. Some say they are even in
love- or at least that he is. But while he has become very fond of her and even loves her in his own way, there is little room in his life for a true commitment, other than the one he has already made to his private little war.
Sortar is obsessed with his war. His thrill for combat and his hatred of the templars and nobles have combined to drive him in reckless attempts, heroic, and often crazy feats that no sane man would try. As a result, he is respected and loved by his followers, and a little feared.

Sortar´s bone long sword never leaves his side, and wears a burn out-hardened mekillot hide armor.

Sortar 2nd edition attributes
Str 20, Con 16, Dex 16, Int 15, Wis 13, Cha 14


Complete

Caletta Level 7 Soldier
Medium natural humanoid, human
Initiative +6 Senses Perception +6
HP 71, Bloodied 35
Speed 6
AC 19; Fort 21, Ref 18, Will 18
Gythka (standard; at-will) ✦ Weapon
Reach 2; +11 vs AC; 2d4 + 5 damage
Press the Attack (standard; at-will) ✦ Weapon
Reach 2; targets an enemy marked by Caletta; +11 vs. AC; 2d4 + 5 damage, and the target is knocked prone.
Gythka Slash (standard; at-will)
Caletta makes gythka attacks, each against a different target.
Inflict Pain (standard; recharge 5-6) ✦ Psychic, Weapon
Reach 2; +11 vs. AC; 2d4 + 5 plus 1d6 psychic damage, plus an extra 3d6 + 4 psychic damage if the target is bloodied.

Alignment Evil Languages Common, Nibenesse
Skills: Athletics +12,
Str 18 (+7) Dex 17 (+6) Wis 16 (+6)
Con 15 (+5) Int 18 (+7) Cha 18 (+7)
Equipment gythka, carru leather armor

Caletta, once was a Templar wife of Nibenay but circumstances made her a fighter. She served her master well in his walled sub-city, even submitting to his occasional carnal desires. Her love of evil was surpassed only by her love of power; serving Nibenay provided her with plenty of power and the opportunity to use it for evil. She reveled in physical power, commanding large numbers of lesser templars and slaves. She also reveled in priestly power, using all of the energy that Nibenay provided with wild abandon. She thought her course in life was set, but then everything changed. A minor misunderstanding (at least from Caletta´s point of view) led to a major mistake as far as the sorcerer-king was concerned. Caletta´s slaves brought back only a dozen agafari trees from the Crescent Forest instead of the score Nibenay had demanded. For their mistake, the entire slave work detail was slain. Caletta the templar overseer in charge of the detail, suffered a worse fate. She was stripped of her templar powers and station, then assigned to another work detail bound for the forest. She was made a slave.

Caletta learned to hate the sorcerer-king and her sister templars over the two years she spent as a slave. Every day she toiled in the forest, cutting down trees and hauling wood. Every night she returned to the city-state where a crowded slave pen and a barely life-sustaining meal waited for her. She contemplated ways to get back at them all, but every dream ended when the gate on the pen slammed shut behind her. One day while laboring in the forest, an opportunity for escape presented itself. Caletta took it greedily. Her chance to leave slavery behind came when a thri-kreen hunting pack appeared in the forest. The mantis warriors decided to prey upon the slaves and their templar guards. In the heat of battle, Caletta ran. The only thing she took with her (besides the clothes on her back) was a gythka from a fallen thri-kreen. She has used the polearm with the wicked blades as her personal weapon ever since, in tribute to the thri-kreen who inadvertently helped her gain freedom.

In the wilderness, the combat training she received in her first years as a templar came back to serve her. Without clerical magic to aid her, she had to rely on her own combat skills to protect her. While survival was her major concern, Caletta allowed the dreams of revenge against Nibenay and his templars to once again occupy her thoughts. She would later find realization of these dreams-at least in some small part as a member of Sortar´s Army.
Caletta´s one-time status as a templar made it hard for her to find a place outside of the city-states, but she knew that the only place for her within the walls of civilization was in the slave pens-or worse. When she thought all of her options were used up, Caletta met Sortar´s tribe. It was by the grace of the powerful warlord that Caletta found acceptance in the tribe. Now the two are lovers, at least in the physical sense, though many say she is simply using
Sortar´s feelings to achieve her own ends. To some extent that is true, but she also feels a special bond to the man that goes beyond her personal schemes and that bothers her…

Caletta 2nd edition attributes
Str 15, Con 15, Dex 17, Int 17, Wis 16, Cha 18
Wild Talent: Inflict Pain

  • Gythka: Template weapon used - Glaive

originally posted by ishan_wh

From the City State of Tyr and the Freedom module I bring the most ruthless merchant leader…

Complete

Master Sintha Level 7 Skirmisher
Medium natural humanoid, human
Initiative +7 Senses Perception +9
HP 70, Bloodied 35
Speed 6
AC 20; Fort 16, Ref 20, Will 17
Dagger (standard; at-will) ✦ Weapon
+13 vs AC; 1d4 + 5 damage
Dazzling Blade (standard; at-will) ✦ Weapon
+13 vs. AC; 2d4 + 5 damage, and the target takes a -3 penalty to attack rolls against Master Sintha until the end of the Sintha’s next turn.
Conman Sintha (standard; at-will) ✦ Charm
+11 vs. Will; the target makes a basic attack against one of its allies of Master Sintha’s choice.
Deceptive Appeal (standard; encounter) ✦ Charm
Close burst 5; +11 vs. Will; targets enemies; the target cannot attack Master Sintha (save ends). If Master Sintha makes an attack roll against the target, that target makes a saving throw against this effect.
Shadowform (move; at-will) ✦ Illusion, Psychic
Master Sintha turns invisible and moves up to his speed. Sintha cannot use this power while bloodied.
Combat Advantage
Master Sintha deals 2d6 extra damage against any creature granting combat advantage to it.

Alignment Unaligned Languages Common, Tyrian
Skills: Bluff +11, Diplomacy +11, Insight +9, Perception +9, Stealth +12, Streewise +11
Str 13 (+4) Dex 19 (+7) Wis 12 (+4)
Con 14 (+5) Int 17 (+6) Cha 16 (+6)
Equipment iron dagger +1, leather armor +1

Master Sintha was born the fourth son in the House of Valex, Sintha has worked hard and has risen to Master
of the trading company. A shrewd and competent trader, Master Sintha knows what it takes, legal or not, to run one of the most profitable trading houses in the Tablelands. Now Sintha wields considerable power in the Merchant´s District. His ownership of several of the larger warehouses in the district makes him an invaluable contact to any merchant who needs to store large quantities of raw material for manufacture. Frequently small quantities
of the raw material are “seeming lost” in the warehouse. Sintha sells the goods to outgoing caravans to be sold in other cities of the Tablelands.

Master Sintha´s piercing eyes and tight, angular features intimidate almost all humanoids he meets. He has the face of a cruel but determined man. Sintha can be vicious and cruel to those outside the House of Valex. His vast power base makes even the Templars of Tyr think twice before crossing him. Any interference by PC´s in his trading enterprises will not be tolerated.

Master Sintha 2nd edition attributes
Str 13, Con 13, Dex 16, Int 17, Wis 12, Cha 16
Wild Talent: Shadowform

originally posted by ishan_wh

From… the accessory City by the Sea of Silt.

The House Shom has one pier dedicated exclusively to their business and its trading partners. There are always at least two guards here, who remain constantly on alert due to Cromlin´s rowdy inhabitants. The Firewind, a huge skimmer, one of the largest in the Tyr region, can be found here whenever it isn´t sailing through the silt shoals.

Firewind´s captain is the human fighter Gaff. He commands the complete respect and loyalty of his able crew. He fights with an enchanted bone long sword, a gift from elves of the Sky Singers tribe.

The Firewind

Captain Gaff Level 5 Soldier (Leader)
Medium natural humanoid, human
Initiative +4 Senses Perception +4
HP 56, Bloodied 28
Speed 6
AC 17; Fort 19, Ref 15, Will 15
Longsword (standard; at-will) ✦ Weapon
+12 vs AC; 1d8 + 6 damage
Protective Slash (standard; recharge 5-6) ✦ Weapon
+12 vs. AC; 3d8 + 6 damage and the target is stuned until the end of Captain Gaff next turn.
Call to Arms (when first bloodied; encounter)
Close burst 10; targets allies; the target makes a melee basic attack or shifts 3 squares as a free action.
Deck Dash (minor; encounter)
Captain Gaff shifts 3 squares.

Alignment Unaligned Languages Common, X
Skills: Acrobatics +9, Athletics +11, Diplomacy +7, Endurance +10,
Str 18 (+6) Dex 14 (+4) Wis 14 (+4)
Con 16 (+5) Int 15 (+4) Cha 10 (+2)
Equipment bone longsword +1, leather armor +1

Captain Gaff,

Captain Gaff 2nd edition attributes
Str 16, Con 16, Dex 13, Int 15, Wis 13, Cha 10


Pier of House M´Ke

Garreth Brodden, House M´ke Master Trader Level 5 Skirmisher
Medium natural humanoid, human
Initiative +4 Senses Perception +4
HP 52, Bloodied 26
Speed 6
AC 19; Fort 15, Ref 18, Will 16
Longsword (standard; at-will) ✦ Weapon
+8 vs AC; 1d8 + 3 damage
POW
POW
Displacement ✦ Psychic, Illusion
All melee and ranged attacks have a 50% chance to miss Garreth. The effect ends when Garreth is hit by an attack, if Garreth moves 3 or more squares on its turn (recharge 5-6). Critical hits ignores Garreth displacement.

Alignment Unaligned Languages Common, X
Skills: Bluff +10, Diplomacy +10, Insight +9, Stealth +9, Streewise +10
Str 14 (+4) Dex 14 (+4) Wis 14 (+4)
Con 12 (+3) Int 16 (+5) Cha 16 (+5)
Equipment iron longsword +1, leather armor +2

Garreth Brodden runs the pier of House M´ke as its representative and is also a Master Trader in Cromlin. Garreth respects Crost and the employees of House Shom, and he engages in no activity that would anger the village´s controlling merchant house. At least not openly. What he gets away with in secret is simply seen as good business.

Though trade with House Shom is the most profitable side of the operation, the construction and maintenance of silt skimmers is a close second. Few of these vehicles are made each year, but the high price commanded for the commission of a single vessel earns lucrative profits for House M´ke. The skimmers are built by an extremely talented group of slave-crafters. Prices demanded for the work of these slaves depends on the size and options desired by the client.

Garreth Brodden 2nd edition attributes
Str 14, Con 12, Dex 13, Int 16, Wis 14, Cha 13
Wild Talent: Displacement

originally posted by ishan_wh

Road to Urik

Salovar, the Army Commander Level 7 Elite Soldier (Leader)
Medium natural humanoid, human
Initiative + Senses Perception +
HP 126, Bloodied 63
Speed
AC ; Fort , Ref , Will
Saving Throws +2
Action Points 1
Long sword (standard; at-will) ✦ Weapon
+10 vs AC; 1d8 + 4 damage
Hamanu´s Roar (standard; at-will) ✦ Divine, Weapon
Requires longsword; +12 vs. AC; 2d8 + 7 radiant damage; Salovar gains a bonus to the attack and damage roll equal to +1 per enemy adjacent to him.
Templar´s Slash (standard; encounter) ✦ Weapon
Salovar makes a longsword attack. If the attack hits, it makes a secondary attack against the same target. Secondary Attack: +7 vs. Reflex; the target is slowed (save ends).
Chant of Warrior´s renewal (standard; recharge 4 5 6) ✦ Healing
Close burst 5; bloodied allies in the burst regain 15 hit points.
Wrath of Hamanu (standard;recharge 5 6) ✦ Fire
Close burst 2; +9 vs. Reflex; 3d6 + 5 fire damage, and the target is pushed 1 square and knocked prone. Miss: Half
damage, and the target is neither pushed nor knocked prone.
Mountain King Bravery (immediate reaction, when an ally causes an opportunity attack; at-will)
Range 10; the targeted ally can shift 2 squares and make an attack.

Alignment Evil Languages Common, Urikite
Skills: Athletics +10, Diplomacy +12, Endurance +10, Intimidate +12
Str 14 (+5) Dex 12 (+4) Wis 15 (+5)
Con 14 (+5) Int 13 (+4) Cha 19 (+7)
Equipment steel long sword +1, templar medallion +1, armor

Salovar, is the urikite´s army commander

Salovar 2nd edition attributes
Str 14, Con 13, Dex 12, Int 13, Wis 15, Cha 19
Wild Talent: Know direction
Templar Spells: 1) command, cure light wounds; 2) augury, chant, hold person; 3) animate dead, summon insects; 4) repel insects

originally posted by ishan_wh

Dragon´s Crown

Atasha, the thief Level 8 Skirmisher
Medium natural humanoid, human
Initiative +7 Senses Perception +9
HP 79, Bloodied 39
Speed 6
AC 21; Fort 17, Ref 20, Will 18
Dagger (standard; at-will) ✦ Weapon
+14 vs AC; 1d4 + 6 damage
POW
POW
Dancing Blade (standard; recharge 5 6) ✦ Weapon
+14 vs. AC (crit 19-20); 1d6 + 6 damage (crit 1d6 + 12).
Atasha shifts 2 squares after the attack and makes one more attack against the same target or a different one.
Combat Advantage
Atasha deals 2d6 extra damage against any target granting combat advantage to her.
Dimension Door (move; encounter) ✦ Psychic, Teleportation
Atasha can teleport 5 squares.

Alignment Unaligned Languages Common, Nibenesse
Skills: Acrobatics +12, Stealth +12, Perception +9, Thievery +12
Str 12 (+5) Dex 17 (+7) Wis 10 (+4)
Con 15 (+6) Int 14 (+6) Cha 16 (+7)
Equipment steel dagger +2, carru leather armor +2, short bow +1, iron tipped arrows

Atasha, is a human rogue from the city of Nibenay. She joined the Black Sand Raiders a year ago, and quickly found a place at Zeburon´s side. Atasha realized that no one is safe around the lunatic leader, but she feels confident in the use of her skills to control him.

Atasha 2nd edition attributes
Str 12, Con 15, Dex 13, Int 14, Wis 10, Cha 14
Wild Talent: Dimension Door

Fresiva the Templar Level 8 Divine Soldier (Leader)
Medium natural humanoid, human
Initiative +7 Senses Perception +6
HP 79, Bloodied 39
Speed 6
AC 19; Fort 20, Ref 19, Will 19
Longsword (standard; at-will) ✦ Weapon
+11 vs AC; 1d8 + 4 damage
POW
Templar´s Slash (standard; recharge 5 6) ✦ Weapon
Fresiva makes a longsword attack. If the attack hits, it makes a secondary attack against the same target. Secondary Attack: +8 vs. Reflex; the target is slowed (save ends).
Chant of Warrior´s renewal (standard; recharge 4 5 6) ✦ Healing
Close burst 5; bloodied allies in the burst regain 15 hit points.
Flameblade

Alignment Unaligned Languages Common, Urikite
Skills: Athletics +12, Diplomacy +11, Religion +, Insight +11
Str 16 (+7) Dex 16 (+7) Wis 14 (+6)
Con 15 (+6) Int 13 (+5) Cha 15 (+6)
Equipment obsidian longsword, carru leather armor, Templar medallion +1

Fresiva,

Fresiva 2nd edition attributes
Str 14, Con 15, Dex 16, Int 13, Wis 14, Cha 11