D&D 4th Edition – Kechak Ill-Born, Half-Dwarf Fighter

Last night I got a chance to run D&D 4th Edition for the first time in several years.  I am posting the video separately, but here is one of the PCs played in that session:

Kechak Ill-Born  Level: 2

Race: Mule (Half Dwarf)       Class: Fighter (Knight)     Theme: Seer      Background: Ill-Omened Parentage

632ccb66d7add728ca2d93d1eb38e241

The backstory sent to the player was as follows:

You knew neither your mother nor father, but what you have been told is that your father was a clanless dwarven mercenary and your mother was a “camp follower.”

The day you were born, a comet blazed brightly in the blue sky, which the superstitious mercenaries took as a bad omen.

That omen proved true, for by the time the sun set on the day you were born, both your mother and father would be dead (the former in childbirth and the latter on the battlefield).

Recognizing that you had nowhere else to be sent (your mother had no known kin and your father had been cast out of his clan), you were raised by your father’s mercenary company. Had the more-superstitious members of the company been the ones to say, you likely would have been left out for the wolves (a cursed child is no suitable mascot for a mercenary band). Fortunately, the captain of the company decided that the circumstances surrounding your birth spoke more of the fate of your parents, rather than your own. As such, you were raised by the mercenaries and, when you were old enough, you joined them.

Early on, you demonstrated uncanny oracular abilities (the mercenaries say that, as an infant, if you cried when a man held you, it meant he would die in the next battle) and as you grew to adulthood, you formally developed these skills, alongside your martial training (the captain hired a soothsayer to teach you how to read the runes and see the future and/or distant places).

Unfortunately, while you grew into a strong and able warrior, you realized that there would never be a place for you in the mercenary company (it rarely does men good to know when their time is most likely to come…it either makes them reckless or fatalistic, neither of which is good quality for a soldier).

And so, you left the company and struck out on your own.

While working as a caravan guard (which was good, stead work, if a bit boring), you met several other outcasts and, after many nights of talk, you decided to try to make your fortunes together, and set out for a Keep far to the north that seemed brimming with opportunities (or, at least, that is what Zerak, your company’s wizard, tells you).

Most of your father’s possessions were sold to pay the cost of your rearing (they are mercenaries, after all), but, out of sentiment, they kept your father’s flail and his battle standard, so that you would have some form of inheritance.

The rest of your gear was either purchased with your earnings as a mercenary/caravan guard, or scavenged from those who fell to your flail.

Initiative +0 Speed 5
Strength 18 +4 AC 21
Dexterity 8 -1 Fortitude 17
Constitution 16 +3 Reflexes 13
Intelligence 14 +2 Will 12
Wisdom 13 +1 Hit Points 37
Charisma 10 +0 Heal Srgs 13
Hit Points 37 (Bloodied 18)

Surge Value: 9

Flail Attack:

Damage:

+9 vs. AC

1d10+6

Skills: Total Bonus
Acrobatics (Dex) -2
Javelin Attack:

Damage:

+8 (10/20 Range)v AC

1d6+4

Arcana (Int) +5
Athletics (Str)* +7
Languages: Common, Dwarven

 

Bluff (Cha) +1
Diplomacy (Cha) +1
Feats:

Crushing Flail (+2 damage with Flails),

Flail Expertise (+1 to hit with Flails and when you hit with a flail and the target is pushed or slides, you can knock the target prone instead),

Flail Strike (when you use power strike, you do not do extra damage, but you knock the target prone and, when it tries to stand, you get an attack of opportunity on it)

Dungeoneering (Wis) +2
Endurance (Con)* +9
Heal (Wis)* +7
History (Int) +3
Insight (Wis) +2
Intimidate (Cha) +1
Nature (Wis) +2
Perception (Wis) +2
Religion (Int) +3
Stealth (Dex) -2
Streetwise (Cha) +3
Thievery (Dex) -2
Gear:

Flail, Heavy Shield, Plate Armor, 6 Javelins, Adventurer’s Kit, 6 Torches, Riding Horse, Battle Standard of Might

*Trained

Includes +2 to Arcana (Background), +2 to Endurance and Streetwise (Mule), and -2 Armor Check Penalty

 

 

 

Special Abilities:

Defending Aura (Aura): Use a Minor Action to activate an aura (1 square) that lasts until you end it as a Minor Action or until you fall unconscious.  While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active.  Marked enemies are not subject to this aura.

Battle Guardian (Opportunity): Use an Opportunity Action to make a melee basic attack against an enemy subject to your defender aura that either shifts or makes an attack that targets an ally of yours but not you.  You still do damage equal to your Strength modifier (4) to the target on a miss.

Cleaving Assault (Stance): Use a Minor Action to assume the cleaving assault stance. Until the stance ends, whenever you hit with a melee basic attack using a weapon, one enemy adjacent to you other than the target of that attack takes damage equal to your Constitution modifier (3).

Hammer Hands (Stance): Use a Minor Action to assume the hammer hands stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, you can use a free action to push that enemy 1 square and then shift the same distance to a square adjacent to the enemy.

Cast Fortune: Use a Standard Action to roll a d20 three times.  Note the numbers, in order.  These results replace, in order, the next three d20 rolls the target makes for any of the following types of rolls: attack rolls, saving throws, and skill checks. When all three results have been used or when you next take an extended rest, the effect ends. The target doesn’t know if his or her fortune is good or bad unless you tell the target. Once you use this ability, you must take a short rest before using it again and you may only use it on any given ally once per day.

 Incredible Toughness: When you start your turn you can end any ongoing damage or any dazed, slowed, stunned, or weakened condition currently affecting you.  This does not use an action. Once you use this ability, you must take a short rest before using it again.

 Power Strike: Use a Free Action when you hit an enemy with a melee basic attack using a weapon to do extra damage equal to the weapon used in the attack.  Once you use this ability, you must take a short rest before using it again.

Clairvoyance: Use a Standard Action.  You gain darkvision until the end of your next turn. Choose any spot within 20 squares of you. You need not have line of sight or line of effect to the spot you choose.  You can see from both your location and that spot until the end of your next turn. You can attempt Perception checks to notice small details, such as reading a letter lying on a desk near your point of observation.  Sight is the only sense your clairvoyance conveys – you can’t hear or smell from your point of observation.  You can use a Standard Action to sustain this power. Once you use this ability, you must take a long rest before using it again.

Oracular Insight: Once per day, you may cast the Read Omens ritual. When you use this ritual, you can ask one question regarding a particular action, framing the question so that the answer tells you whether the chosen action will benefit or harm you or an ally. This ritual can see only about half an hour into the future, and it deals only with the immediate effects of taking a specific action. The ritual cannot deduce long-term consequences or predict the outcome of long-term actions.

Once you ask the question, the DM secretly rolls an Arcana check or Religion check (whichever provides the higher modifier) for you against a moderate DC. Your allies cannot aid you in making this check. If you try again to predict the outcome of the same action, the ritual supplies the same check result.

Successful Check: The DM tells you that the intended action should bring one of these results.

·         Weal—a good result, such as when the reward outweighs the risk.

·         Woe—a bad result, such as when the risk outweighs the reward.

·         Weal and Woe—both good and bad, such as when the reward is equal to the risk.

·         Nothing—neither a good nor a bad result.

·         Failed Check: As per “nothing” above. You can’t tell if this “nothing” is due to a successful check or a failed check.

 Battle Standard of Might: Place this as a Standard Action in your space or one adjacent to you. It creates a zone in a close burst 5.  While within the zone, you and your allies gain a +1 power bonus on damage rolls.  This zone lasts until the end of the encounter or until removed from the ground as a Standard Action.

 

 

 

 

REACTIONS AND FREE ACTIONS
Incredible Toughness Personal When you start your turn you can end any ongoing damage or any dazed, slowed, stunned, or weakened condition currently affecting you.  This does not use an action. Use this every encounter, when you are subject to one of those effects.
Power Strike Free Use a Free Action when you hit an enemy with a melee basic attack using a weapon to do extra damage equal to the weapon used in the attack.  Use this every encounter to do some extra damage or use Flail Strike to knock it prone and then hit it again as it gets up.
Battle Guardian Melee Use an Opportunity Action to make a melee basic attack against an enemy subject to your defender aura that either shifts or makes an attack that targets an ally of yours but not you.  You still do damage equal to your Strength modifier (4) to the target on a miss. Use this when an enemy triggers an attack of opportunity.
MINOR
Defender Aura Minor Use a Minor Action to activate an aura (1 square) that lasts until you end it as a Minor Action or until you fall unconscious.  While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active.  Marked enemies are not subject to this aura. Use this at the start of the fight and keep it up to keep enemies on you.
Cleaving Assault Minor Use a Minor Action to assume the cleaving assault stance. Until the stance ends, whenever you hit with a melee basic attack using a weapon, one enemy adjacent to you other than the target of that attack takes damage equal to your Constitution modifier (4). Use this when you want to deal with minions or just spread some damage around.
Hammer Hands Minor Use a Minor Action to assume the hammer hands stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, you can use a free action to push that enemy 1 square and then shift the same distance to a square adjacent to the enemy. Use this when facing one opponent you need to reposition or knock down (using your Flail Expertise)
STANDARD ACTIONS
Clairvoyance Personal You gain darkvision until the end of your next turn. Choose any spot within 20 squares of you. You need not have line of sight or line of effect to the spot you choose.  You can see from both your location and that spot until the end of your next turn. You can attempt Perception checks to notice small details, such as reading a letter lying on a desk near your point of observation.  Sight is the only sense your clairvoyance conveys – you can’t hear or smell from your point of observation.  You can use a Standard Action to sustain this power. Use this to see where you cannot.
Cast Fortune 1 Target Ally Roll a d20 three times.  Note the numbers, in order.  These results replace, in order, the next three d20 rolls the target makes for any of the following types of rolls: attack rolls, saving throws, and skill checks. When all three results have been used or when you next take an extended rest, the effect ends. The target doesn’t know if his or her fortune is good or bad unless you tell the target. You may only use it on any given ally once per day. Use this to lend predictability to either your actions or those of an ally.
Battle Standard of Might Your square or an adjacent square Place this as a Standard Action in your space or one adjacent to you. It creates a zone in a close burst 5.  While within the zone, you and your allies gain a +1 power bonus on damage rolls.  This zone lasts until the end of the encounter or until removed from the ground as a Standard Action. Use this when your allies are all close and need a damage boost.  Use this once per day.
MOVE ACTIONS
       
Other Abilities
 

 

Advertisements
D&D 4th Edition – Kechak Ill-Born, Half-Dwarf Fighter