Mannerisms & Appearance
Tor is a fair-sized, toned Razorclaw Shifter clad in dark, soil colored leather armor that is faded by weather and use. His frame is draped in a dark cloak, it's hood drawn up over his head to obscure his face in shadows. His dark yellow eyes glare out from the darkness, and his mouth seems always curled in a snarl. His hair is dark, and pulled back into a ponytail. Located on his hip is his sword scabbard, where his well-used greatsword sits, ready to be drawn at any time. Finally, around his neck hangs what appears to be some sort of holy symbol, a dragon's head impaled on a miniture sword.
Tor is a quiet individual, mostly keeping to himself unless the situation requires his input. His deep, gravely voice is puncuated by throaty growls when he is angered. His eyes constantly dart around, as he observes every situation for it's potential to break down into combat. While in groups, he is confident in his allies' ability to defend themselves, while at the same time desiring to contribute to the group as a whole. Tor draws his power from his belief in his sword, and his sword-fighting abilities. He will often be seen whispering inaudibly to his sword, as if seeking guidance from it.
Character Background
Originally from the Eldeen Reaches, Tor was ostracized from his people at a young age due to a sickness that affected his appearance, making him look quite different from the others. Beleiving him to be cursed, they abandoned, leaving him to fend for himself. After wandering cold and hungry for some time, he came upon a hidden monastery who took him in. This monastery was far from the usual temples and churches elsewhere, as it was run by a group of warriors trained in ancient techniques long thought forgotten. They drew their strength from the convictions, and their belief in their sword's power to change the world.
From that point on, Tor was brought into their fold, trained in their deadly arts. As he grew, he began to believe in the strength of his sword as well, training day and night in the art of swordplay, as well as focusing his mind to draw mystic power from the blade. He completed his training at 18 years of age, and was initated into the role of Avenger by his comrades. Now with the strength and wisdom to defend himself against the harshness of the world, he ventured out on his quest to destroy all evil he comes across, as well as proving to himself that his people were wrong about abandoning him.
Fighting Style & Abilities
Tor skillfully weaves through the battlefield, focusing on an enemy and bringing his wrath down to bare on it. His tactics focus on forcing his opponents to retreat, only to unleash more of his skills on them. He treats his sword as an extention of his body, moving as if he were one with it. Though lacking heavy armor or a shield, his own strong belief offers him mystical protection.
General Stats
- Name: Tor Redthorn
- Level: 1
- Class: Avenger
- Total EXP: 0/100
- Race: Shifter (Razorclaw)
- Size: Medium
- Age: 22
- Gender: Male
- Height: 6'
- Weight: 180 lb.
- Alignment: Good
- Deity: None
- Languages: Common, Elven
Ability Scores
| |
Score |
Mod |
Mod +1/2 lv |
| STR |
12
|
+1
|
+1 |
| CON |
12 |
+1
|
+1 |
| DEX |
18 |
+4 |
+4 |
| INT |
10 |
0 |
0 |
| WIS |
18 |
+4 |
+4 |
| CHA |
8 |
0 |
-1 |
Combat Parameters
Hit Points
- Max HP: 26 (Bloodied: 13)
- Surge value: 6
- Surges/day: 8
Defenses
| |
Total |
Base |
1/2 lv |
Stat |
Class |
Equipment |
Race |
| AC |
19 |
10 |
0 |
4 DEX |
3 |
2 |
0 |
| Fortitude |
12 |
10 |
0 |
1 STR |
1 |
0 |
0 |
| Reflex |
15 |
10 |
0 |
4 DEX |
1 |
0 |
0 |
| Will |
15 |
10 |
0 |
4 WIS |
1 |
0 |
0 |
Initiative
| |
Total |
DEX |
1/2 lv
|
Misc |
| Initiative |
+4 |
4 |
0 |
0 |
Movement
| |
Total |
Base |
Armor |
Item |
Misc |
| Movement |
6 |
6 |
0 |
0 |
0 |
Basic Attacks
| |
Attack |
Defense |
Damage |
Range |
| Greatsword |
+4 |
AC |
1d10+1 |
M |
|
|
|
|
|
|
| |
|
|
|
|
Senses
| |
Total |
Base |
Skill Bonus |
| Passive Insight |
14 |
10 |
4 |
| Passive Perception |
19 |
10 |
9 |
Features
Racial (Razorclaw Shifter)
Class (Avenger)
- Armor Proficiencies: Cloth
- Weapon Proficiencies: Simple melee, military melee, simple ranged
- Implements: Holy Symbol
- Armor of Faith: The favor of your deity wards you from harm. Whileyou are neither wearing heavy armor nor using a shield, you gain a +3 bonus to AC.
- Censure of Pursuit: If your oath of enmity target moves away from you willingly, you gain a bonus to damage rolls against the target equal to 2 + your Dexterity modifier until the end of your next turn. The bonus increases to 4 + your Dexterity modifier at 11th level and 6 + your Dexterity modifier at 21st level.
- Channel Divinity: Once per encounter, you can use a Channel Divinity power. You start with two Channel Divinity powers: abjure undead and divine guidance. You can gain additional Channel Divinity powers by taking divinity feats.
- Oath of Enmity: Your god gives you the power to strike down your chosen prey. You gain the oath of enmity power.
Skills
| |
Total |
Training |
1/2 lv
|
Ability Mod |
Check |
Other |
| Acrobatics (DEX) |
11 |
5 |
0 |
4 |
|
+2 |
| Arcana (INT) |
0 |
|
0 |
0 |
|
|
| Athletics (STR) |
1 |
|
0 |
1 |
|
|
| Bluff (CHA) |
-1 |
|
0 |
-1 |
|
|
| Diplomacy (CHA) |
-1 |
|
0 |
-1 |
|
|
| Dungeoneering (WIS) |
4 |
|
0 |
4 |
|
|
| Endurance (CON) |
1 |
|
0 |
1 |
|
|
| Heal (WIS) |
4 |
|
0 |
4 |
|
|
| History (INT) |
0 |
|
0 |
0 |
|
|
| Insight (WIS) |
4 |
|
0 |
4 |
|
|
| Intimidate (CHA) |
-1 |
|
0 |
-1 |
|
|
| Nature (WIS) |
4 |
|
0 |
4 |
|
|
| Perception (WIS) |
9 |
5 |
0 |
4 |
|
|
| Religion (INT) |
5 |
5 |
0 |
0 |
|
|
| Stealth (DEX) |
11 |
5 |
0 |
4 |
|
+2 |
| Streetwise (CHA) |
-1 |
|
0 |
-1 |
|
|
| Thievery (DEX) |
4 |
|
0 |
4 |
|
|
Feats
- Armor Proficiency (Leather) (Level 1 Feat)
- You gain training with leather armor.
Powers
Racial
- Razorclaw Shifting (Shifter Racial Power)
- Encounter
- Minor Action Personal
- Requirement: You must be bloodied
- Effect: Until the end of the encounter, your speed increases by 2, and you gain a +1 bonus to AC and Reflex.
At-Will
- Bond of Pursuit (Avenger Attack 1)
- At-Will ✦ Divine, Weapon
- Standard; Melee Weapon vs 1 creature
- Attack: Wisdom vs. AC
- Hit: 1[W] + Wisdom modifier damage. If the target doesn’t end its next turn adjacent to you, you can shift a number of squares equal to 1 + your Dexterity modifier as a free action, and you must end that shift closer to the target. Level 21: 2[W] + Wisdom modifier damage.
- Overwhelming Strike (Avenger Attack 1)
- At-Will ✦ Divine, Weapon
- Standard; Melee Weapon vs 1 creature
- Attack: Wisdom vs. AC
- Hit: 1[W] + Wisdom modifier damage. You shift 1 square and slide the target 1 square into the space you occupied. Level 21: 2[W] + Wisdom modifier damage.
Encounter
- Oath of Enmity (Avenger Feature)
- Encounter (Special) ✦ Divine
- Minor Action; Close Burst 10 vs. One Enemy seen in burst
- Effect: When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point you regain the use of this power. If another effect lets you roll twice and use the higher result when making an attack roll, this power has no effect on that attack. If an effect forces you to roll twice and use the lower result when making an attack roll, this power has no effect on that attack either. If an effect lets you reroll an attack roll and you rolled twice because of this power, you reroll both dice.
- Channel Divinity: Abjure Undead (Avenger Feature)
- Encounter ✦ Divine, Implement, Radiant
- Standard; Close burst 5 vs 1 undead creature in burst
- Attack: Wisdom vs. Will
- Hit: 3d10 + Wisdom modifier radiant damage, and you pull the target a number of squares equal to 1 + your Wisdom modifier. The target is also immobilized until the end of your next turn.
Level 5: 4d10 + Wisdom modifier damage.
Level 11: 5d10 + Wisdom modifier damage.
Level 15: 6d10 + Wisdom modifier damage.
Level 21: 7d10 + Wisdom modifier damage.
Level 25: 8d10 + Wisdom modifier damage.
- Miss: Half damage, and you pull the target 1 square.
- Channel Divinity: Divine Guidance (Avenger Feature)
- Encounter (Special) ✦ Divine
- Immediete Interrupt; Close Burst 10 vs, triggering ally
- Trigger: An ally within 10 squares of you makes an attackroll against your oath of enmity target.
- Effect: The target makes a second attack roll and uses either result.
- Avenging Echo (Avenger Attack 1)
- Encounter ✦ Divine, Radiant, Weapon
- Standard; Melee weapon vs 1 creature
- Attack: Wisdom vs. AC
- Hit: 1[W] + Wisdom modifier damage. Until the end of your next turn, any enemy that ends its turn adjacent to you or that hits or misses you takes 5 radiant damage.
Daily
- Oath of the Final Duel (Avenger Attack 1)
- Daily ✦ Divine, Teleportation, Weapon
- Standard; Melee weapon vs 1 creature
- Attack: Wisdom vs. AC
- Hit: 2[W] + Wisdom modifier damage.
- Miss: Half Damage
- Effect: Until the end of the encounter, if the target is more than 3 squares away from you at the start of your turn, you can teleport to a space within 3 squares of it as a minor action. This effect ends if you end your turn more than 3 squares away from the target.
Equipment
-
Money: 20 GP
-
Weight:
- Normal load 120 lb.
- Heavy load 240 lb.
- Max drag 600 lb.
Worn Items
-
Armor: Leather Armor (+2 AC, 25 GP, 15lb)
-
Weapon: Greatsword (+3 Proficiency, 1d10 damage, 30 GP, 8lb, Heavy Blade, Two-handed)
Other Items
-
Adventurer's kit (33 lb., 15 GP)
-
Holy Symbol (1 lb., 10 GP)
Road to Bimini
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