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jeudi, mai 07, 2009

poufsouffle

tu m'inspire

nom publique: poufsouffle
race: humain homme
nom réel: gael deauville
niveau: 5
class: rogue

BACKGROUND

gael was born poor though it didn't start out that way. his family were once nobles of cyre and were among the first to secretly take refuge in sharn. it was a difficult decision for his parents to take. they knew they will never go back to the way it was. they were traitors to cyre. to continue living, their secret must remain.

he was just a baby when they became citizens of sharn. he only knew this life. one of resignation. his parents tried to teach him well the ways of the court but among the things he learned growing up, only the eladrin tongue remained. he found it fascinating. but it was too much for his parents to live as humble peasants. they became very reclusive.

as a child of impoverished background, he became part of a shady group of questionable character. he began as a decoy first while the expert thieves pickpocket the audience during a street performance. until eventually he learned the ropes to become one of the best.

he became an independent thief as an adult. when the other refugees of the war started flooding the city. these were the common folks of cyre. he sympathized with their plight for like him, he had nothing ar well. he couldn't tell them who he was but it was tempting, for the risk was to his own family not just to himself.

poufsouffle then came to being. gael's alter ego. poufsouffle is a bonifide criminal in the eyes of sharn law. there exists a warrant for his arrest, for he is known to steal from the rich and give back to the poor. he is the masked hero of sorts among the cyran war refugees.

nobody knows where he comes from. some say he in league with the magistrates. some say he is but a shadow, a mystical creature born out of the collective misery and suffering of the refugees. nature's attempt to set things right, when things have gone so wrong. some say that he was a cyran refugee himself to further the propaganda and social stygma against the cyrans by sharn nobles, that is to undermine the cyran's political appeal for equality. already sharn citizens abhorred cyrans. viewing them as animals. others suspect that he is some deranged and eccentric sharn noble. either way, the law has been looking to get his head for a long time.

he was forced to live a double life because of his livelihood, apart from love and other personal pursuits. he would have brief encounters at stinky brothels nothing more. on the side and also part of his public disguise, he tutored younglings of rich families the eladrin language, as it was considered very fashionable to be able to speak eladrin. in this way he would have inconspicuous contact with the people responsible for providing him his trade.

he worked and lived in sharn for many years both as gael who teaches languages classes to the rich and as pouffsouffle the hero. he is witness to the injustice the refugees of the war are subjected to. he couldn't just stand idly by to the systematic destruction of the cyran culture and spirit.

of late, he'd seen many a youth succumbed to the dreamlily, a highly addictive herb, which is being distributed unofficially with full intent by local magistrates to the children of the refugees. poufsouffle is now occupied with exposing the magistrates and in one way or another exact justice for the cyrans.

ABILITY SCORES p.18

str: 16 +1(level) [17] +3
dex: 16 +2(race) [18] +4
cha: 12 +1(level) [13] +1
con: 11
wis: 11
int: 8
hp: 12 + 11(con) + 20(level) [43]
réligion: athée
background: criminel
fortitude: 10 +1(level) +3(str) +1(race) +1(amulet) [16]
reflex: 10 +1(level) +4(dex) +1(race) +2(class) +1(amulet) [19]
will: 10 +1(level) +1(cha) +1(race) +1(amulet) [14]
ac: 10 +1(level) +4(dex) +2(leather armor) [17]
healing surges per day: 6

initiative: +2(level) [+10]
+4(dex)
+4(feat)

attack: +3(weapon proficiency bonus)
+1(nimble blade + combat adv)
+1(rogue weapon talent, dagger)
+1(feat: weapon expertise)
+4(dex)
+2(level)
+2(magic item enhancement bonus)
+1(magic item enhancement bonus, shuriken)

dmg: +3(sneak attack dmg brutal scoundrel)
+2(magic item enhancement bonus, dagger)
+1(magic item enhancement bonus, shuriken)

weapon: dagger 1d4
shuriken 1d6

RACE p. 46

Average Height: 5´ 6˝
Average Weight: 220 lb.
Ability Scores: +2 to one ability score of your choice
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Elf

Bonus At-Will Power: You know one extra at-will power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.

CLASS p. 116

Role: Striker. You dart in to attack, do massive damage, and then retreat to safety. You do best when teamed with a defender to flank enemies.
Power Source: Martial. Your talents depend on extensive training and constant practice, innate skill, and natural coordination.
Key Abilities: Dexterity, Strength, Charisma
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Dagger, hand crossbow, shuriken, sling, short sword
Bonus to Defense: +2 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Stealth (Dex), Thievery (DeX)
Class Skills: Acrobatics (Dex), Athletics (Str), Perception (Wis), Streetwise (Cha)
Build Options: Brawny rogue

Brawny Rogue
You like powers that deal plenty of damage, aided by your Strength, and also stun, immobilize, knock down, or push your foes. Your attacks use Dexterity, so keep
that your highest ability score. Strength should be a close second—it increases your damage directly, and it can determine other effects of your attacks. Charisma
is a good third ability score, particularly if you want to dabble in powers from the other rogue build. Select the brutal scoundrel rogue tactic, and look for powers
that pack a lot of damage into every punch. Suggested Feat: Weapon Focus (Human feat:
Toughness)
Suggested Skills: Athletics, Dungeoneering,
Intimidate, Stealth, Streetwise, Thievery
Suggested At-Will Powers: piercing strike, riposte
strike
Suggested Encounter Power: torturous strike
Suggested Daily Power: easy target

CLASS FEATURES

First Strike
At the start of an encounter, you have combat advantage, against any creatures that have not yet acted in that encounter.

Brutal Scoundrel: You gain a bonus to Sneak Attack damage equal to your Strength modifier. The choice you make also provides bonuses to certain rogue powers. Individual powers detail the effects (if any) your Rogue Tactics selection has on them

Rogue Weapon Talent
When you wield a shuriken, your weapon damage die increases by one size. When you wield a dagger, you gain a +1 bonus to attack rolls.

Sneak Attack
Once per round, when you have combat advantage against an enemy and are using a weapon from the light blade, the crossbow, or the sling weapon group, an attack you make against that enemy deals extra damage if the attack hits. You decide whether to apply the extra damage after making the damage roll. Sneak attack damage: +2d8 (feat)

Total Powers Known
Ability (At-will/Encounter/
Total XP Level Scores Powers and Features Feats Known Daily/Utility)

SKILL +1(race) +1(feat)

Stealth (Dexterity) +2(level) +4(dex) +1(background)
Armor Check Penalty
Make a Stealth check to conceal yourself from enemies, slink past guards, slip away without being noticed, and sneak up on people without being seen or heard.

Acrobatics (Dexterity) +2(level) +4(dex)
Armor Check Penalty
You can perform an acrobatic stunt, keep your balance while walking on narrow or unstable surfaces, slip free of a grab or restraints, or take less damage from a fall.

Thievery (Dexterity) +2(level) +4(dex) +1(background)
Armor Check Penalty
You have picked up thieving abilities and can perform tasks that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and
sleight of hand.

Athletics (Strength) +2(level) +3(str) +1(gauntlets)
Armor Check Penalty
Make an Athletics check to attempt physical activities that rely on muscular strength, including climbing, escaping from a grab, jumping, and swimming.

Perception (Wisdom) +2(level)
Make a Perception check to notice clues, detect secret doors, spot imminent dangers, find traps, follow tracks, listen for sounds behind a closed door, or locate
hidden objects.

Streetwise (Charisma) +2(level)
When in a settlement—a village, a town, or a city—make a Streetwise check to find out what’s going on, who the movers and shakers are, where to get what you need (and how to get there), and where not to go.

Dungeoneering (Wisdom) +2(level)
You have picked up knowledge and skills related to dungeoneering, including finding your way through dungeon complexes, navigating winding caverns, recognizing
dungeon hazards, and foraging for food in the Underdark.

Bluff (Charisma) +2(level)
Gain Combat Advantage: Once per combat encounter, you can try to gain combat advantage against an adjacent enemy by feinting. As a standard action, make a Bluff check opposed by the enemy’s Insight check. If you succeed, you gain combat
advantage against the enemy until the end of your next turn.

Intimidate (Charisma) +2(level)
Make an Intimidate check to influence others through hostile actions, overt threats, and deadly persuasion

FEATS 3 + 1(race)

Nimble Blade
Prerequisite: Dex 15
Benefit: When you attack with a light blade and you have combat advantage, you gain a +1 bonus to attack rolls.

Backstabber [Rogue]
Prerequisites: Rogue, Sneak Attack class feature
Benefit: The extra damage dice from your Sneak
Attack class feature increase from d6s to d8s.

Improved Initiative
Benefit: You gain a +4 feat bonus to initiative
checks.

Weapon Expertise
Benefit: Lightblades. You gain a +1 bonus to attack rolls with lightblades.

AT WILL 2 + 1(race)

Deft Strike Rogue Attack 1
A final lunge brings you into an advantageous position.
At-Will ✦ Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Special: You can move 2 squares before the attack.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.

Riposte Strike Rogue Attack 1
With a calculated strike, you leave your foe vulnerable to an adroit riposte should he dare attack you.
At-Will ✦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt: a
Strength vs. AC attack that deals 1[W] + Strength modifier damage.

Sly Flourish Rogue Attack 1
A distracting flourish causes the enemy to forget the blade at his throat.
At-Will ✦ Martial,Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier + Charisma modifier damage.

ENCOUNTER 2

Topple Over Rogue Attack 3
Balance and momentum are your allies as you lunge forward, strike deftly, and knock your opponent to the ground.
Encounter ✦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Brutal Scoundrel: You gain a bonus to the attack roll equal to your Strength modifier.
Hit: 1[W] + Dexterity modifier damage, and the target is
knocked prone.

Torturous Strike Rogue Attack 1
If you twist the blade in the wound just so, you can make your enemy howl in pain.
Encounter ✦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Brutal Scoundrel: You gain a bonus to the damage roll equal to your Strength modifier.

DAILY 2

Easy Target Rogue Attack 1
You deal a staggering blow to your enemy, setting it up for future attacks.
Daily ✦ Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is slowed and grants combat advantage to you (save ends both).
Miss: Half damage, and the target grants combat advantage to you until the end of your next turn.

Clever Riposte Rogue Attack 5
You follow up a fierce attack with a series of quick, painful strikes woven between your enemy’s attacks.
Daily ✦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Effect: Until the end of the encounter, the target takes damage equal to your Dexterity modifier each time it attacks you, and you can shift as an immediate reaction after such an attack.

UTILITY 1

Tumble Rogue Utility 2
You tumble out of harm’s way, dodging the opportunistic attacks of your enemies.
Encounter ✦ Martial
Move Action Personal
Prerequisite: You must be trained in Acrobatics.
Effect: You can shift a number of squares equal to one-half your speed.

MAGIC ITEMS

Magic Weapon (Dagger) Level 6
A basic enchanted weapon.
Lvl 6 +2 1,800 gp Lvl 21 +5 225,000 gp
Weapon: Light Blade
Enhancement: Attack rolls and damage rolls
Critical: +2d6 damage

Gauntlets of Ogre Power Level 5
These oversized armored gloves increase your strength and can be activated to increase your damage.
Item Slot: Hands 1,000 gp
Property: Gain a +1 item bonus to Athletics checks and Strength ability checks (but not Strength attacks).
Power (Daily): Free Action. Use this power when you hit with a melee attack. Add a +5 power bonus to the damage roll.

Thunderburst Weapon (Shuriken) Level 4+
Suddenly, the projectile explodes in a burst of violent sound.
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
Weapon: Any ranged
Enhancement: Attack rolls and damage rolls
Critical: +1d6 thunder damage per plus
Power (Daily ✦ Thunder): Minor Action. The next ranged basic attack you make with this weapon before the end of your turn becomes a burst 1 centered on the target. Use
your normal attack bonus for the basic attack, but against Fortitude. Each target hit takes thunder damage equal to the normal damage you would deal with a ranged basic
attack with the weapon.

Amulet of Health Level 3+
This golden amulet increases your defenses and resists poison.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property: Gain resist 5 poison.

2 Potions of Healing Level 5
This simple potion draws on the body’s natural healing ability to cure your wounds.
Potion 50 gp
Power (Consumable ✦ Healing): Minor Action. Drink this
potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.

ITEMS

Black leather armor +2(Armor bonus) 25 gp
Standard adventurer’s kit 15 gp
Backpack (empty) 2 gp
Bedroll 1 sp
Flint and steel 1 gp
Pouch, belt 1 gp
Rations, trail (10 days) 5 gp
Rope, hempen (50 ft.) 1 gp
Sunrods (2) 4 gp
Waterskin 1 gp
Thieves’ tools 20 gp
Climber’s kit 2 gp
Grappling hook 1 gp
Hammer 5 sp
Pitons (10) 5 sp
A dark blue mask made of leather to hide his true identity ?gp