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Summary

VanderLegionVander Legion
XP 3750Male Human Adventurer Hybrid Monk/Assassin 4
Medium natural humanoid
Initiative +6; Senses Passive Insight 13, Passive Perception 18
HP 35, Bloodied 17, Surge Value 8, Surges 7
AC 19; Fortitude 17, Reflex 18, Will 14
Speed 6
BasicMeleeTranscendent Ki Focused Spear +1 (Standard; at-will)
+8 vs AC; 1d8+6
BasicRangedTranscendent Ki Focused Shuriken +1 (Standard; at-will)
+10 vs AC; 1d4+5
MeleeFallen Needle (Standard; at-will) ✦ Full Discipline, Implement, Psionic
Melee Touch, +7 vs Reflex, 1d10+7 damage, and the target takes a -2 penalty to attack rolls against Vander until the end of Vander's next turn.
Fallen Needle (Minor; at-will) ✦ Full Discipline, Psionic
Vander shifts 1 square or moves 3 squares.
CloseFive Storms (Standard; at-will) ✦ Full Discipline, Implement, Psionic
Close Burst 1; +7 vs Reflex; 1d8+5 damage.
Five Storms (Move; at-will) ✦ Full Discipline, Psionic
Vander shifts 2 squares.
RangedExecutioner's Noose (Standard; at-will) ✦ Force, Implement, Shadow
Ranged 5, +7 vs Fortitude, 1d6+5 damage, and Vander pulls the target two squares. The target is slowed until the end of Vander's next turn.
CloseAssassin's Shroud (Free; at-will) ✦ Shadow
Close Burst 10. Vander subjects the target to his shroud, up to a maximum of two. Before making an attack roll for an assassin power against the target, Vander can choose to invoke either all of the shrouds or none of them. If he invokes the shroud, the attack does an extra 1d6 damage per shroud, minus one shroud if the attack misses, and all of his shrouds vanish from the target. Limit once per turn.
MeleeStone Fist Flurry of Blows (No Action when Vander hits with a monk attack during his turn.; at-will) ✦ Psionic
Melee 1; The target takes 6 damage, or 8 damage if they weren't the target of the original attack. Limit once per round.
Shadow Step (Move; Vander must be adjacent to a creature.; at-will) ✦ Shadow, Teleportation
Vander teleports 3 squares to a square adjacent to a different creature.
Body of the Wolf (Minor; Vander must be adjacent to a creature.; at-will) ✦ Polymorph, Primal
Effect: Vander change from his humanoid form to the form

of a wolf, or vice versa. When he changes from wolf form to humanoid form, he can shift 1 square. While in wolf form, he retains his normal game statistics and size, but gains a +1 bonus to speed. His equipment becomes part of his wolf form. He continues to gain the benefits of the equipment he wears, except shields and item powers. While equipment is part of his wolf form, it cannot be removed, and anything in a container that is part of his wolf form is inaccessible.

Vander gains proficiency with his bite while in wolf form. Treat his bite as a melee weapon with a +3 proficiency bonus, a 1d8 damage die, and the enhancement bonus of your primary weapon.
MeleeEagle Claw Strike (Standard; encounter) ✦ Full Discipline, Implement, Psionic
Melee Touch - One creature or unattended object. +7 vs Fort, 2d8+7 damage, and the target takes a -3 penalty to AC until the end of Vander's next turn. Against an object this attack deals an additional 2d8 damage.
Eagle Claw Strike (Move; encounter) ✦ Full Discipline, Psionic
Vander flies his speed. If he doesn't land at the end of the movement, he falls.
MeleeInescapable Shadow (Standard; encounter) ✦ Shadow, Teleportation, Weapon
Melee 1 against Assassin's Shroud target. Before the attack, Vander teleports 5 squares to a square adjacent to his assassin's shroud target. +9 vs AC, 2d8+7 damage.
RangedMasterful Spiral (Standard; daily) ✦ Force, Implement, Psionic, Stance
Close Burst 2 - each enemy in burst. +7 vs Reflex, 3d8+5 damage, and Vander assumes the spiral stance. Until the stance ends, his reach with melee touch attacks increases by 1.
RangedSupreme Flurry (Free when Vander uses his flurry of blows power and resolves the effects of the power that triggered it.; daily) ✦ Psionic
Vander shifts half his speed and uses his flurry of blows power again.
Transcendent Abduction Ki Focus +1
Critical: +1d6. Properties: Blinking, Reaching. Whenever Vander hits an enemy with a melee basic attack with this ki focus, he can slide the target 1 square as a free action. Power (Daily): Free action when Vander hits an enemy with a melee attack using this ki focus; Vander teleports 5 squares and teleports the enemy 5 squares to a square adjacent to him.
Ki Shuriken +1
Critical: +1d8. Properties: Once per turn when Vander uses his flurry of blows power, it deals 2 extra damage to its targets.
Iron Armbands of Power
Properties: Gain a +2 item bonus to melee damage rolls.
Alignment Unaligned; Languages Common
Str 17 (+3)Dex 19 (+4)Wis 12 (+1)
Con 12 (+1)Int 8 (-1)Cha 10 (0)
Skills Acrobatics +11, Bluff +7, Perception +8, Stealth +13, Thievery +11
Feats Hybrid Talent (Shadow Step), Unarmored Agility, Pointed Step Style, Superior Implement Training (Transcendent Ki Focus)
Equipment Spear, Ki Shuriken +1, Magic Cloth Armor +1, Transcendent Abduction Ki Focus +1, Iron Armbands of Power, Adventurer's Kit, Thieves' Tools; 12gp



Character Information

Background

Vander had no father growing up. His father left his mother while Vander was still an infant, and she wound up falling in with a religious sect. They had a good reputation in the area, and it seemed like an ideal place for her to go, where she would have plenty of support in raising her child and taking care of them both. It was not until later that she learned the true horror of the predicament she had created for herself and her son. The religious 'sect' was in truth a cult dedicated to the worship of the the Keeper. They were devoted to Death, and routinely performed human sacrifices. By the time she learned of this, it was already too late. Members were not allowed to simply walk away. For the safety of her son, she determined to attempt to escape with him anyway. Vander was ten when his mother decided the time had come.

They snuck away in the dead of night, and for a time it appeared the escape was successful, but they were set upon in the middle of the night, two nights after leaving. They had enough warning from the noise of their hunter's arrival for Vander's mother to hide him away so he would not be found. She warned him to stay silent, no matter what happened. She attempted to fight, but was quickly subdued by the men who were sent to retrieve her, and was tied onto a horseback to be dragged back to the compound. Vander heard the men talking and laughing as they retreated, but the only two words he could make out just before they got out of earshot were "next sacrifice". Vander spent the rest of the night, as well as the entire next day and night, huddled in his hiding place crying silently to himself, hoping in vain that his mother would somehow escape and return to him.

When she had not come back by the second morning, he finally struck out on his own. He made his way back to the road and, not knowing where he was going, picked a direction and started walking. As he stumbled along the road two days later, almost ready to pass out from lack of food and water, he came across an elderly monk. The monk took in Vander's state and quickly offered him some water as well as some bread and dried meat. He asked the boy where his parents were. After hearing that he didn't know his father and his mother was dead, the monk offered to take Vander back to his monastery. Having nowhere else to go, Vander agreed, and they continued on. When they arrived at the monastery, Vander was informed that he was welcome to stay there, and would be given a chamber, but he would be expected to work, as was everyone at the monastery.

He was given basic jobs at first, cleaning and carrying, etc. He soon learned that the monks at the monastery were adherents to the Traveler. For the next eight years Vander remained at the monastery, training in the ways of the monks and the Traveler. He learned to make use of all of his senses, to read others in order to determine the truth of their words, and the ways of combat and stealth. On his eighteenth birthday, Vander decided it was time to leave the monastery. He wanted to avenge his mother's death, and felt that he was now ready. He began to make preparations to leave. After some days of traveling, he made his way back to the compound he remembered and insinuated his way back into the cult.

No one recognized him after the many years he had been gone. In the months after Vander’s arrival, others of the cultists began to die. There was nothing suspicious about the deaths, they always appeared natural. One fell down the stairs and broke his neck, another was crossing an old bridge when the ropes gave way, leaving him to fall to his death. Over the next few years, Vander slowly thinned out the ranks of the cult, always killing one at a time, and always making the deaths appear natural. Finally, he decided the time had come to end it. He waited until the middle of the night and began the grisly work of slaughtering the remaining cultists. He moved from chamber to chamber, slitting their throats as they slept.


Unfortunately not everyone was asleep, and some of the deaths were discovered. The alarm was raised, and while Vander was able to avoid suspicion and was not caught, the remaining cultists were terrified and decided the compound was no longer safe. They fled the compound and scattered, bringing an end to the cult, but not to Vander’s task. He spent the next several years hunting down the scattered cultists, as well as taking the occasional side job in between, until only two remained, the leader and his right hand man. In all the time he had been searching, he had never found any trace of those two, until just recently, when he learned that a man fitting the description of the leader’s second had been seen recently in Sharn, so he made his way there to continue his search. Unfortunately, by the time Vander reached the city, he could find no trace of the man, nor any clues of where he had gone. Unsure what to do next, he made his way into the Tower's Shard, having heard that it was a good place to go when looking for work.

Appearance

Vander is a non-descript human of average height and build. He has the kind of face you forget almost as soon as you look away. His clothes are equally plain in appearance, leaving nothing to stand out in you rmemory later.

Age: 26 Gender: Male Height: 5'10" Weight: 170 lbs.

Personality

Alignment: Unaligned

Hooks

  • Grew up during early years in a cult, mother killed by cultists after escape attempt
  • Hunting for the leader of the cult and his right hand man

Kicker

Decided it was time to wipe out the cult that killed his mother.

Other Sections

Equipment

Equipment Name Price Weight
Magic Cloth Armor +1 360gp 4lbs
Transcendent Abduction Ki Focus +1 840gp 0lbs
Adventurer's Kit 15gp 33lbs
Spear 5gp 6lbs
Thieves' Tools 20gp 1lb
Ki Shuriken +1 680gp 0lbs
Iron Armbands of Power 1800gp 0lbs

Coins: 12gp

Encumbrance: 44lbs Normal Load: 170lbs Heavy Load: 340lbs Maximum Drag Load: 850lbs


Wishlist (Parcel per level format)

  • Level 4: Elven Cloak +2 (level 7) (n+3)
  • Level 5: 1000gp (n level gold) (unless I could get my psionic talent - mercurial mind lvl 3 - instead of some or all of it)
  • Level 6: Boots of Striding +2 (level 9) (n+3)
  • Level 7: Transcendent Abduction Ki Focus +2 (level 9) (n+2)
  • Level 8: 3400 gp (n level gold, to buy Breaching Cloth Armor +2)
  • Level 9: Mercurial Mind (level 13) (n+4)

Math

Attributes

See the Attributes template for assistance.


Attributes
AbilityCostInitialRacialLevelFinalMod
Str 9 16 0 1 17 3
Con 2 12 0 0 12 1
Dex 9 16 2 1 19 4
Int 0 8 0 0 8 -1
Wis 2 12 0 0 12 1
Cha 0 10 0 0 10 0
Totals 22   8


Attacks

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee

3

str 2Spear1Transcendant Abduction Ki Focus +128AC
Basic Ranged

4

dex4Ki Shuriken +1210AC


Defenses

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +4/=1 dex/int 0 2 Unarmored Agility 1 Magic Cloth Armor +1 2 19
Fortitude+3/+0str/con112 17
Reflex+4/=1dex/int11 2 18
Will+1/-0wis/cha01 2 14


Senses and Reactions

====


Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 4 0 0 0 0 0 0 0 2 0 6
Passive Insight 1 0 0 0 0 0 0 0 2 0 13
Passive Perception 1 0 0 0 0 0 0 0 2 5 18
Senses: None ====

Health

====


Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherTotalBloodedSurge
Hit Points 11 12 4 0 0 0 35 17 8
Surges per day: 7 ====

Speed and Movement

Speed: 6

Racial Features

Human (PHB)

  • +2 Dex
  • Languages: Common
  • Bonus Feat
  • Bonus Skill
  • Bonus At-Will Power
  • Size: Medium
  • Speed: 6

Class Features

Hybrid Monk

  • Monastic Tradition (Hybrid): Stone Fist
  • Stone Fist Flurry of Blows: Once per round after hitting with a monk attack

Hybrid Assassin

  • Assassin's Shroud (Hybrid): Limit two per target instead of four, can only invoke after using assassin powers.
  • Shadow Step (Hybrid Talent feat): Teleport 3 squares from adjacent to one creature to be adjacent to different one.

Theme

Pack Outcast (D399)
Starting Feature
Benefit: Body of the Wolf

Feats

Background

Followed a Cult (PH2): +2 Stealth.

Skills and Languages

Languages: Common, Goblin



Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics54dex211
Arcana -1 int 2 1
Athletics3str25
Bluff50cha27
Diplomacy0cha22
Dungeoneering1wis0000023
Endurance1con23
Heal1wis23
History-1int21
Insight1wis23
Intimidate0cha22
Nature1wis23
Perception51wis28
Religion-1int21
Stealth54dex2Background: Followed a Cult213
Streetwise0cha22
Thievery54dex211


Powers

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Fallen Needle +4 Dex 1 Transcendent Abduction Ki Focus +1 0 0 2 7 Reflex
Five Storms +4 Dex 0 1 Transcendent Abduction Ki Focus +1 0 0 2 7 Reflex
Executioner's Noose +4 Dex 1 Transcendent Abduction Ki Focus +1 0 0 2 7 Fortitude
Eagle Claw Strike +4 Dex 0 1 Transcendent Abduction Ki Focus +1 0 0 2 7 Fortitude
Inescapable Shadow +4 Dex 0 3 Transcendent Abduction Ki Focus +1, Spear 0 0 2 9 AC
[Masterful Spiral] +4 Dex 0 1 Transcendent Abduction Ki Focus +1 0 0 2 7 Reflex


Tracking

Money

+100 gp starting gold
+312 gp Level 1-3 Parcels
-400 gp starting equipment
--------
  12 gp remaining

Treasure

XP

  • 3750 XP from starting at Level 4

Total XP: 3750

Changes

  • 12/14/2011 Created

Judge Comments

Level 1

Approval 1

Comments from renau1g:

  • You can select a theme if you'd like.
  • Summary/Skills and Languages - missing 2nd language
  • Summary - Assassin's Shroud. Need to note that you can only place 2 of them on a target and that you must use an assassin power to trigger them
  • Summary - Flurry of blows are only triggered on a monk power.
  • Math - Need to fill out the Basic Attacks section
  • Math - Defenses - please add the feat name to the table
  • Math - Skills - humans don't get a +2 racial bonus to endurance

Vander: Should all be fixed now.

Approval 2

Status

Status: Awaiting Approval [[Category:[LEB:Human]]

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