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DanteAndVirgil


Dante Player Iron Sky
Human Ranger (Unaligned) Level 12 (XP 27219)
Initiative +9
Passive Insight 18 Passive Perception 23; Senses Normal
HP 67 Bloodied 33 Surge Value 17; Surges Per-Day 6
AC 24 Fortitude 25 Reflex 24 Will 23
Speed 6 Size Medium
Str 20 (+10) Dex 17 (+8) Wis 16 (+8)
Con 10 (+5) Int 10 (+5) Cha 8 (+4)
Racial Abilities Heroic Effort, Bonus Skill, Bonus Feat, Human Defenses
Class Features Beast Mastery, Hunter's Quarry (+1d6)
Battack Basic Attack +16 vs. AC, 2d4+11 damage
Branged Ranged Basic Attack Range 5/10, +16 vs. AC, 2d4+9 damage
Feats Spiked Chain Training, Beast Protector, Weapon Focus: Light Blade, Two Weapon Fighting, Light Blade Expertise, Improved Defenses, Two Weapon Defense
Skills Acrobatics +12, Arcana +5, Athletics +14, Bluff +4, Diplomacy +4, Dungeoneering +13, Endurance +4, Heal +8, History +5, Insight +8, Intimidate +6 Nature +13, Perception +13, Religion +5, Stealth +12, Streetwise, +6, Thievery +7
Languages Allarian, Giant, Supernal
Rituals Raise Beast (Nature)
Twin Strike (At Will Standard Melee ✦ Martial, Weapon)
Target: One or two creatures
Attack: +16 vs. AC, two attacks (+14 Ranged)
Hit: 2d4+6(+2 Ranged) damage, Crit 2d6+14(+10 Ranged)
Throw and Stab (At Will Standard Ranged ✦ Martial, Weapon)
Target: One creature
Attack: +16 vs. AC
Hit: 2d4+4 damage, Crit 2d6+12
Effect: Dante can move up to his speed and make a melee basic attack against a creature other than the original target
Off-Hand Strike (Encounter Minor Melee ✦ Martial, Weapon)
Target: One creature
Attack: +16 vs. AC
Hit: 2d4+11 damage, Crit 2d6+19
Disruptive Strike (Encounter Immediate Interrupt Melee or Ranged ✦ Martial, Weapon)
Target: The attacking creature
Trigger: Dante or an Ally is targeted by an attack
Attack: +16 vs. AC (ranged +14)
Hit: 2d4+11 damage(ranged +7), Crit 2d12+19(ranged +15), and the target takes a -6 penalty to the attack
Ruffling Sting (Encounter Minor Melee ✦ Martial, Weapon)
Target: One Creature
Attack: +16 vs. AC
Hit: 2d4+11 damage, Crit 2d12+19, and the target grants CA to Dante until the end of his next turn.
Takedown Strike (Encounter No Action Melee 1 )
Trigger: Dante hits an adjacent enemy.
Effect: Dante deals 5 damage and the enemy is knocked prone.
Invigorating Stride (Encounter Move ✦ Healing, Martial)
Effect: Dante can shift 3 and Second Wind. Dante can't end the shift adjacent to an enemy.
Heroic Effort (Encounter No Action )
Trigger: Dante misses with an attack or fails a saving throw.
Effect: Dante gains a +4 racial bonus to the roll.
Boots of the Fencing Master (Encounter Minor )
Effect: Dante shifts 2 squares.
Hunter's Thorn Trap (Encounter Minor Ranged 10 )
Effect: Dante create's a Thorn Trap in one square. Enemies must beat DC23 Perception to notice the trap or Dante's creation of it. The first creature to open the square takes 8 damage and is immobilized until the end of Dante's next turn.
Jaws of the Wolf (Daily Standard Melee ✦ Martial, Weapon)
Target: One creature
Attack: +16 vs. AC, two attacks
Hit: 4d4+11 damage, Crit 2d6+27
Miss: Half damage per attack
Snarling Wolf Stance (Daily Minor ✦ Martial, Stance)
Effect: Dante makes a melee basic attack as an immediate reaction against any enemy that hits or misses him with a melee or close attack, then may shift 3 squares as long as he doesn't end the shift adjacent to an enemy.
Attacks on the Run (Daily Standard Melee ✦ Martial, Weapon)
Target: One creature
Attack: +16 vs. AC
Hit: 6d4+11 damage, Crit 2d6+35
Miss: Half damage per attack
Effect: Dante may move up to his speed and make two attacks at any point during the move.
Healing Lore (Daily Minor Close Burst )
Target: Dante or one ally in burst 5
Effect: The target can spend a healing surge
Vanous' Combined Awareness (Daily No Action )
Trigger: Dante would roll initiative while within 5 of Virgil
Effect: Dante rolls initiative twice and takes the higher result.
Power Jewel (Daily Minor Action )
Effect: Dante regains a level 1 or 3 encounter power (must have reached a milestone to use).
Casque of Tactics (Daily No Action )
Trigger: Dante rolls initiative
Effect: Dante can swap initiative with a willing ally he can see.
Powers


Virgil Player Iron Sky
Lizard Beast Companion (Dante) Level 10 (XP As Dante)
Initiative As Dante
Passive Insight 16 Passive Perception 16; Senses Low Light Vision
HP 94 Bloodied 47 Surge Value 23(28); Surges Per-Day 2
AC 25 Fortitude 22 Reflex 22 Will 20
Speed 6 Size Medium
Str 18 (+9) Dex 16 (+8) Wis 12 (+6)
Con 16 (+8) Int 6 (+3) Cha 6 (+3)
Racial Abilities +2 bonus to attack rolls when making opportunity attacks
Class Features
Battack Basic Attack +14, 1d8+4
Branged Ranged Basic Attack
Feats See Beast Protector
Skills Athletics +14, Endurance +13
Languages Lizard
Powers


Mini Stat BlocksEdit

[sblock=Statblocks]Dante, Male Human Ranger 10
Passive Perception:23, Passive Insight:18
AC:24, Fort:25, Reflex:24, Will:23 -- Speed:6
HP:67/67, Bloodied:33, Surge Value:17, Surges left:6/6
Initiative +9, Action Points:1
Powers: [color=Green]Twin Strike[/color], [color=green]Throw and Stab[/color], [color=red]Off-Hand Strike[/color], [color=red]Disruptive Strike[/color], [color=red]Ruffling Sting[/color], [color=red]Thorn Ward[/color], [color=red]Heroic Effort[/color], [color=red]Takedown Strike[/color], [color=red]Invigorating Stride[/color], [color=red]Second Wind[/color], [color=gray]Jaws of the Wolf[/color], [color=gray]Snarling Wolf Stance[/color], [color=gray]Attacks on the Run[/color] [color=gray]Healing Lore[/color]
Items: [color=red]Boots of the Fencing Master[/color], [color=red]Ruby Scabbard[/color], [color=gray]Vanous' Combined Awareness[/color], [color=gray]Casque of Tactics[/color], [color=gray]Power Jewel[/color]

MBA: +16 vs. AC, 2d4+11 damage (Crit 2d6+19)
Notes: *OA on any enemy melee attacking Virgil if enemy is in reach 2 of Dante or Virgil adjacent to Dante. *+1 damage with CA. *+2 damage vs bloodied. *+1 AC/Ref on shift. *Draw spiked chain as part of attack.. *First enemy hitting Dante takes 5 ongoing damage(save ends). *Gain 5 THP on AP. *Virgil gains 5 THP on Second Wind. *Dante has +1 defenses when bloodied.

Virgil, Beast Companion(Lizard) 10
Passive Perception:16, Passive Insight:16
AC:25, Fort:22, Reflex:22, Will:20 -- Speed:6
HP:94/94, Bloodied:47, Surge Value:23(28), Surges left:2/2

MBA: +14(+16 if OA) vs. AC, 1d8+4 damage.
Note: Virgil's OA uses Dante's Immediate Reaction.[/sblock]


FluffEdit

Description:See picture above. He is a slender man wearing ash-gray shinobi shozoku[1], complete with loose pants, sleeveless jacket, sandals, metal bracers, and mask. A length of thin metal chain wraps around his waist, ending in two kama crossed on the small of his back. Two more crossed pairs of kama are sheathed on his back. Always somewhere near him is a squat black lizard creature about the size of a small bear traced with arcane yellow markings. The lizard seems to always be smoking slightly and smells strongly of brimstone.

Background:Dante spent most of his life as a slave - most recently a slave assassin - in the Nine Hells. While on a mission in the Transitive Isles for his master Archaxil, an enemy's axe broke the magical slave-collar designed kill him if he didn't obey Archaxil's commands. Dante now wanders the Material Plane along with the trusty devil-lizard Virgil that started following him when he was traveling through Dis years before, trying not to stay in one place too long lest one of Archaxil's other agents finds him.

Hooks:

  • Dante has only been to the Material Plane a handful of times until his escape here and is fascinated by some things that others find mundane, such as fruit and blue sky.
  • Wants to keep moving in case his old master, Archaxil the Fiend, is trying to track Dante down.
  • Dante will never be a slave again. Ever.
  • While the streets of Dis taught him to never trust anyone but himself - and now Virgil - he does have a slight soft spot for the plight of slaves of any kind.
  • Having lived amongst them his whole life, Dante has developed a smoldering hatred for devils and anyone who would willingly associate with them. In that, at least, he didn't mind most of his assassinations.
  • Dante was used by Archaxil to assassinate several "minor partners" on the Material Plane (where Dante would fit in slightly better than, say, a Bearded Devil). Some of those he killed had associates that might remember Dante.
  • Virgil is generally a grumpy customer to everyone except Dante. However, sometimes the devil lizard takes a fancy to people for no apparent reason, as it did with Dante.
  • Virgil can digest almost anything organic, occasionally including chairs, flowers, bodies. This occasionally gets Dante into trouble since when Virgil gets hungry enough, he just eats whatever is on hand.



Kicker:

  • Dante knows Archaxil, proud of having never lost a slave to escape, will eventually come looking for him(or send someone or something to find him). When that day comes, he seeks to be powerful enough to handle the situation and some day face Archaxil on Dante's terms, not Archaxil's.

MathEdit

AttributesEdit

  • Strength: 16 Base +2 (Human) +1(Level 4) +1(Level 8) = 20
  • Dex: 16 Base + 1(Level 8) = 17
  • Con: 10 Base
  • Int: 10 Base
  • Wis: 15 Base + 1(Level 4) = 16
  • Cha: 8 Base

DefensesEdit

  • AC: 10 Base + 5 Level + 3 Armor + 3 Dex +2 Enhancement +1 Shield = 24
  • Fort: 10 Base + 5 Level + 5 Strength + 1 Ranger + 1 Human +1 Feat +2 Enhancement = 25
  • Reflex: 10 Base + 5 Level + 3 Dexterity + 1 Ranger + 1 Human +1 Feat +2 Enhancement +1 Shield = 24
  • Will: 10 Base + 5 Level + 3 Wisdom + 1 Human +2 Enhancement +2 Feat = 23

InitiativeEdit

  • +5 level +3 Dex +1 item = +9

HitpointsEdit

  • 12 Base + 10 Constitution + 45 Level = 67hp
  • Surges: 6 Base
  • Surge Value = 67 hp / 4 = 16 + 1(Belt of Vigor) = 17

Saving ThrowsEdit

AttacksEdit

BasicEdit

  • Melee Attack: +5 Level + 5 Strength + 3 Proficiency + 1 Feat + 2 Enhancement = +16
  • Melee Damage: 2d4 Spiked Chain + 5 Strength +1 Weapon Focus +1 Two-weapon Fighting +2 Enhancement +2 Item = 2d4+11
  • Ranged Attack: +5 Level +5 Strength +3 Proficiency + 1 Feat + 2 Enhancement = +16
  • Ranged Damage: 2d4 Spiked Chain + 5 Strength +1 Weapon Focus +1 Two-weapon Fighting +2 Enhancement = 2d4+9

PowersEdit

  • Twin Strike Attack: +5 Level + 5 Strength + 3 Proficiency + 1 Feat + 2 Enhancement = +16
  • Twin Strike Damage: 1[W] (2d4) +1 Weapon Focus +1 Two-weapon Fighting +2 Enhancement +2 Item = 2d4+6
  • Ranged Twin Strike: +3 Dex vs +5 Str, no +2 Item Bonus to damage
  • Throw and Stab Attack: +5 Level + 5 Strength + 3 Proficiency +1 Feat + 2 Enhancement = +16
  • Throw and Stab Damage: 1[W] (2d4) +1 Weapon Focus +1 Two-weapon Fighting +2 Enhancement = 2d4+4
  • Off-Hand Strike Attack: +5 Level + 5 Strength + 3 Proficiency +1 Feat + 2 Enhancement = +16
  • Off-Hand Strike Damage: 1[W] (2d4) + 5 Strength + 1 Weapon Focus +1 Two-weapon Fighting +1 Enhancement +2 Item = 2d4+11
  • Disruptive Strike Attack: +5 Level + 5 Strength + 3 Proficiency +1 Feat + 2 Enhancement = +16
  • Disruptive Strike Damage: 1[W] (2d4) + 5 Strength + 1 Weapon Focus +1 Two-weapon Fighting +1 Enhancement +2 Item = 2d4+11
  • Ranged Disruptive Strike: +3 Dex vs +5 Str, no +2 Item Bonus to damage
  • Jaws of the Wolf Attack: +5 Level + 5 Strength + 3 Proficiency +1 Feat + 2 Enhancement = +16
  • Jaws of the Wolf Damage: 2[W] (4d4) + 5 Strength +1 Weapon Focus +1 Two-weapon Fighting +1 Enhancement +2 Item = 4d4+11

Class Features Edit

  • Beastmaster
  • Hunters Quarry(+1d6)

Theme Features Edit

Mercenary Theme:

  • Level 1: Takedown Strike power(above)
  • Level 5: +2 power bonus to Intimidate and Streetwise
  • Level 10: +1 defenses when bloodied

Racial Features Edit

  • Heroic Surge
  • Bonus Skill
  • Bonus Feat
  • Human Defenses(+1 Fortitude/Reflex/Will)

Skills Edit

  • Acrobatics: +5 Level +3 Dexterity +5 Trained -1 Armor = +12
  • Arcana: +5 Level = +5
  • Athletics: +5 Level +5 Strength +5 Trained -1 Armor = +14
  • Bluff: +5 Level -1 Charisma = +4
  • Diplomacy: +5 Level -1 Charisma = +4
  • Dungeoneering: +5 Level +3 Wisdom +5 Trained = +13
  • Endurance: +5 Level -1 Armor = +4
  • Heal: +5 Level +3 Wisdom = +8
  • History: +5 Level = +5
  • Insight: +5 Level +3 Wisdom = +8
  • Intimidate: +5 Level -1 Charisma +2 Power = +6
  • Nature: +5 Level +3 Wisdom +5 Trained = +13
  • Perception: +5 Level +3 Wisdom +5 Trained = +13
  • Religion: +5 Level = +5
  • Stealth: +5 Level +3 Dexterity +5 Trained -1 Armor = +12
  • Streetwise: +5 Level -1 Charisma +2 Power = +6
  • Thievery: +5 Level +3 Dexterity -1 Armor = +7

Feats Edit

  • Human Bonus Feat: Beast Protector (melee attacks on Beast draw OAs)
  • Level 1 Feat: Spiked Chain Training (proficient with Spiked Chain, both ends are light blades with reach 2)
  • Level 2 Feat: Weapon Focus(Light Blade, +1/2/3 damage w/ light blades)
  • Level 4 Feat: Two-weapon Fighting(+1 damage w/ two weapons)
  • Level 5 Bonus Feat: Light Blade Expertise(+1/2/3 hit w/ light blades, +1/2/3 damage w/ CA)
  • Level 6 Feat: Improved Defenses (+1/2/3 Fort/Ref/Will)
  • Level 8 Feat: Two Weapon Defense(+1 shield bonus to AC/Ref)
  • Level 10 Feat: Superior Will(+2 feat bonus to Will, save at start of round to negate daze/stun)

Regional BenefitsEdit

Background: Occupation - Foe Killer (Devils). Background benefit: Learn Supernal. (Dragon #373)

EquipmentEdit

Equipment Name Notes Weight
Farbond Spellblade Spiked Chain +2 Functions as a Heavy Thrown Weapon, range 5/10, +2d6 critical
Counterstrike Hide Armor +2 First enemy to hit Dante takes 5 ongoing damage(save ends) 25 lbs.
Iron Armbands of Power +2 item damage with melee attacks
Cloak of Distortion +2 Enemies further than 5 squares away from Dante suffer -2 on ranged attacks against him
Belt of Vigor(Heroic Tier) +1 healing surge value
Gauntlets of Blood(Heroic Tier) +2 damage vs bloodied enemies
Ruby Scabbard(Heroic Tier) Draw Spiked chain as part of an attack made with it, +1 damage on one attack per combat.
Fireheart Tattoo Gain 5 THP when spending an AP
Power Jewel daily power above
Casque of Tactics +1 initiative, daily power above
Boots of the Fencing Master Gain +1 item bonus to AC/Reflex after shifting. Encounter power above.
Friend's Gift Virgil heals an additional 5 hp when Dante or Virgil triggers Virgil's healing surges.
Vanous Combined Awareness / Savage Assault Boons Virgil gains 5 THP when Dante uses Second Wind, Dante gains +2 Perception while within 5 of Virgil. Daily power above.
Standard Adventurer's Kit Backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 days rations, 50' rope, waterskin 33 lbs.
2 x Healing Potion Spend a surge for 10hp
1 x Regeneration Potion Spend a surge for regen 5 bloodied
Money 105gp

Wish List In order of priority

  • Farbond Spellblade +3 (Level 12)
  • Earthhide Predator Armor +3(Level 13)
  • Totemic Belt - Paragon Tier(Level 11)

Tracking Edit

Treasure Edit

  • 100gp Level 1 gold
  • -95gp from Hide Armor(30gp), Spiked Chain(30gp), 4 Handaxes(20gp), Adventurer's kit(15gp) = 5gp
  • +234gp, 1 Potion of Healing, +1 Battle Harness Hide Armor from A Fish Story = 239gp
  • +6gp selling Hide Armor at 20% between adventures = 245gp
  • +1 Vicious Spiked Chain and Friend's Gift(Companion Slot Item) from Into the Wild
  • +762gp (3 DM Credits at 254gp each) = 1007gp
  • +451gp from Into the Wild = 1458gp
  • +700gp (2 DM Credits at 350gp each) = 2158gp
  • +466gp (1 DM Credit at 466gp) = 2624gp
  • -2496gp, buying Farbond Spellblade Spiked Chain +2(2600gp) and selling Spiked Chain(6gp), 4 Hand Axes(4gp), and a Vicious Spiked Chain +1(104) = 138gp
  • +600gp from Into the Wild = 738gp
  • +737gp, Gloves of Piercing, and Counterstrike Hide Armor +2 from IInto the Wild = 1475gp
  • +1252gp (2 DM Credits at 626gp each) = 2727gp
  • +304gp, selling Battle Harness Hide Armor +1(168gp) + Gloves of Piercing(136gp) = 3031gp
  • Bought Iron Armbands of Power(1800gp) + Gauntlets of Blood(840gp) =391gp
  • +3394gp, Vanous Combined Awareness Boon, Vanous Savage Spirits Boon from Into the Wild = 3785gp
  • -3600gp gp buying Ruby Scabbard(1000gp), Boots of the Fencing Master(2600gp) = 185gp
  • +1982gp and Cloak of Distortion +2 from Dungeons and Them = 2167gp
  • +814gp from Dungeons and Them = 2981gp
  • -1576 selling Amulet of Resolution +1(104gp), buying a Casque of Tactics(840gp), a Fireheart Tattoo(840gp), Power Jewel(1000gp), Potion of Regeneration(200gp), 2 Healing Potions(100gp)=105gp

XP Edit

Changes Edit

  • Level 1 Retraining: Changed Careful Strike to Marauder's Rush, Changed Predator's Strike to Throw and Stab
  • Level 2: Gain Two Weapon Fighting Feat and Invigorating Stride Level 2 Utility power
  • Level 3: Gain Disruptive Strike, change Two Weapon Fighting to Weapon Focus Spiked Chain
  • Level 4: +1 Strength, +1 Wisdom, gain Two-weapon Fighting
  • Level 5: Gain free Light Blade Expertise, gain Spitting Cobra Stance, switch Bonus Human At-will for Heroic Effort
  • Level 6: Gain Durable(+2 surges), gain Healing Lore
  • Level 7: Gain Ruffling Sting, replace Spitting Cobra Stance with Snarling Wolf Stance
  • Level 8: +1 Strength, +1 Dexterity, gain Two-Weapon Defense, retrain Durable for Improved Defenses
  • Level 9: Gain Attacks on the Run
  • Level 10: Gain Hunter's Thorn Trap, Superior Will

Judge Comments Edit

Level 1 Edit

Approval 1 Edit

Approval from renau1g

Approved.

Approval 2 Edit

Approval from ScorpiusRisk


Level 2 Edit

Approval 1 Edit

Approval from TwoHeadsBarking

Approved.

Approval 2 Edit

Approval from renau1g:

Status Edit

Approved for level 2 with 1246 xp by renau1g and TwoHeadsBarking ₤ ki


Level 10 Edit

Approved -Luinnar

Approved MeepoLives 16:22, December 14, 2011 (UTC)


Approved for level 10 by Luinnar and MeepoLives


Retired at Level 12 Edit

Replaced by Seraph

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