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Summary[]

Half-orc male fighter















Maroohk Player jsb420
Half-Orc Assassin/Monk (Unaligned) Level 1 (XP 0)
Initiative +4
Passive Insight 12 Passive Perception 12; Senses low-light vision
HP 24 Bloodied 12 Surge Value 6; Surges Per-Day 7
AC 16 Fortitude 13 Reflex 14 Will 14
Speed 6 Size Medium
Str 17 (+3) Dex 18 (+4) Wis 14 (+2)
Con 13 (+1) Int 8 (-1) Cha 10 (+0)
Racial Abilities Furious Assault encounter power; Half-Orc Resilience (gain 5 temp hp when first bloodied); Swift Charge: +2 bonus to speed when charging.
Class Features Monastic Tradition: Gain flurry of blows power from a monastic tradition; Stone Fist (Hybrid): Gain Stone Fist Flurry of Blows (w/monk powers only); Hybrid Monk Will; Assassin's Shroud (Hybrid): Gain the assassin's shroud power, except target can only be subjected to a maximum of two shrouds (invoked only on assassin powers); Hybrid Assassin Will
Battack Basic Attack Ki Focused Longsword +6 vs AC 1d8+3 damage
Branged Ranged Basic Attack Dagger +7 vs AC 1d4+4
Feats Armor Proficiency: Leather - Training with leather armor
Skills Acrobatics +9, Endurance +8, Stealth +9, Thievery +9
Languages Common, Giant
Powers
Assassin's Shroud (At-Will Free Close burst 10 ✦ Shadow) Assassin
Requirement: Assassin's Shrouds can only be invoked when attacking with Assassin powers only. NOTE: 2 shrouds maximum per target.
Target: One creature in burst Maroohk can see
Effect: Maroohk subjects the target to his shroud. If any of Maroohk's shrouds are already on the target, he can subject it to an additional shroud, up to a maximum of two (hybrid). The shrouds last until Maroohk uses this power against a different enemy or until the end of the encounter. Before Maroohk makes an attack roll against the target, he can choose to invoke either all shrouds on it or none of them. If he invokes his shrouds, the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all your shrouds then vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack's damage, if any.
Special: Maroohk can use this power only on his turn and only once per turn.
Shadow Storm (At Will Standard Melee weapon ✦ Shadow, Weapon) Assassin Level 1
Target: One creature
Attack: +7 vs. AC
Weapon: Ki Focused Longsword
Hit: 1d8+4 damage, plus 1 damage for each creature adjacent to the target.
Stone Fist Flurry of Blows (At-Will Free Melee 1 ✦ Psionic) Monk
Requirement: Only usable when Maroohk hits an enemy with a Monk power.
Target: One creature
Trigger: Maroohk hits with a Monk attack power during his turn
Effect: The target takes damage equal to 3 + 3 (Str mod). If the target wasn't targeted by the triggering attack, the damage increases by 2 (4 at 11th level and 6 at 21st level).
Special: Maroohk can use this power only once per round.
Five Storms (At-Will Standard Close burst 1 ✦ Full Discipline, Implement, Psionic) Monk Level 1
Target: Each enemy Maroohk can see in burst
Attack: +4 vs. Reflex
Weapon: Ki Focused Broadsword
Hit: 1d8 + 4 damage
Five Storms (Movement) (At-Will Move ✦ Full Discipline, Psionic) Monk Level 1
Effect: Maroohk shifts 2 squares.
Furious Assault (Encounter Free )
Trigger: Maroohk hits an enemy
Effect: The attack deals 1[W] extra damage if it is a weapon attack or 1d8 extra damage if it isn't.
Open the Gates of Battle (Encounter Standard One Creature ✦ Full Discipline, Implement, Psionic) Monk Level 1
Target: One creature
Attack: +4 vs. Reflex
Weapon: Ki Focused Longsword
Hit: 2d10+4 damage. The target takes 1d10 extra damage if it was at full hit points when you hit it with this attack.
Open the Gates of Battle (Movement) (Encounter Move ✦ Full Discipline, Psionic) Monk Level 1
Effect: Maroohk moves his speed +2. During this movement, he doesn't provoke opportunity attacks from the first enemy he move away from.
Steel Avalanche (Daily Standard Close blast 3 ✦ Implement, Psionic) Monk Level 1
Target: Each enemy in blast
Attack: +4 vs. Reflex
Weapon: Ki Focused Longsword
Hit: 3d8+4 damage, and the target takes a -2 penalty to attack rolls (save ends).
Miss: Half damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Effect: Maroohk shifts 4 squares to any square adjacent to the blast.

Fluff[]

Background[]

Maroohk had to escape from his former life.

He was orphaned while still an infant. He was found and brought to the Shadow Fist Monastery high in the [mountains] by an assassin-monk returning from a successful contract. Maroohk was raised with a rigid discipline that shaped his life. As a child, he was always picked on by the other children due to his smaller stature. By the time he was a young adolescent, and fully developed, he was singled out by the monastery leaders, due to his propensity to inflict violence (upon those same children who teased him in his early life). Thereafter he entered specialized training, consisting of lessons on anatomy (for knowing where to strike his opponent's vital areas), drilling with military blades and fighting techniques, lessons on herbology (to better craft his poisons), woodcraft (for survival skills and trap-making), schooling in common traps and how to disarm them, and similar subjects, essentially the neccessary skill in order to become a powerful assassin.

Before his first assignment, his mentor, a scarred half-elf named Jolf, voiced his doubt about Maroohk isn't ready, but the monastery elders overruled him. Maroohk ventured out to [CITY] to take out a merchant leader. Unbeknownst to him, the elders planned to kill both Maroohk and his mentor, as they have been stirring up unrest against the monastery's - and therefore the elder's - authority. Maroohk's own peers were sent to take him down. Though they tried, ambushing Maroohk, Jolf arrived to help Maroohk avoid certain death, but was fatally wounded in the process. With the local watch quickly approaching, Jolf tells Maroohk of the monestery's duplicity and greed among the ruling elders, and makes Maroohk promise never to return. After Jolf expires, arrows protruding from his chest, Maroohk reverently grasping Jolf's broadsword and quietly vanishes into the night. The only promise he plans to keep is to return when he is stronger to bring down the leaders of the Shadow Hand Monk assassins.

So now Maroohk travels to Daunton in order to game some coins to begin his promise of vengence.

Background: Foundling - +2 bonus to Streetwise checks.

Appearance and personality[]

Age: 19
Gender: Male
Height: 6'1"
Weight: 180 lb.
Alignment: Unaligned
Personality: Maroohk is confident, although his confidence is a mask for a bit of self doubt about his abilities as he is quite inexperienced in adventure despite having spent years learning and studying about all manner of fantastic creatures and methods for combating them.


Region[]

???

Hooks[]

  • Hook 1 - Assassins still searching for Maroohk even after a couple of years. He can be sought out during an adventure, causing disruption between Maroohk and his allies.
  • Hook 2 - Maroohk is always searching for powerful magic items to advance his time table to take down the Shadow Hand Monastery and their Elders.


[sblock=Stats]

Status:



[ url=http://l4w.wikia.com/wiki/PC:Maroohk_%28jsb420%29]Maroohk[/url]

Level 1 Assassin/Monk

Init: +4; Passive Perception: 12; Passive Insight: 12

AC 16; Fort 13; Ref 14; Will 14

HP: [color=green]24[/color]/24; Surges: 7/7; Surge Value: 6

Action Point: 1; Speed: 6



Languages: Common, giant

Str:17; Dex:18; Wis:14; Con:13; Int:8; Cha:10



Powers:

[color=green]Stone Fist Flurry of Blows, Five Storms, Assassin's Shroud, Shadow Storm[/color]

[color=red] Furious Assault, Open the Gates of Battle, Second Wind[/color]

[color=gray]Steel Avalanche[/color][/sblock]

Show Math[]

Stats[]

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 6 15 +2 0 17 3
Con 2 13 0 0 13 1
Dex 12 16 +2 0 18 4
Int 0 8 0 0 8 -1
Wis 5 14 0 0 14 2
Cha 0 10 0 0 10 0
Totals 25   9



Attacks[]

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

3

str 0000+3Ki Focused Longsword0006AC
Basic Ranged

4

dex0000+3Dagger0007AC


Defenses[]

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +4/-1 dex/int 2 Leather Armor 0 16
Fortitude+3/+0str/con00 13
Reflex+4/-1dex/int0 0 14
Will+0/+2wis/cha20 0 14



Senses and Reactions[]

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 4 0 0 0 0 0 0 0 0 0 4
Passive Insight 2 0 0 0 0 0 0 0 0 0 12
Passive Perception 2 0 0 0 0 0 0 0 0 0 12


Health[]

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 11 13 4 0 0 0 0 0 24 12 6


Surges per Day 7 (Class 6 + Con 1)

Speed and Movement[]

Speed: 6 (Race 6 - Equipment 0)

Features[]

Racial Features[]

Skill Bonuses: +2 Endurance, +2 Intimidate

Furious Assault: encounter power

Half-Orc Resilience: The first time Maroohk is bloodied during an encounter, he gains 5 temporary hit points. The temporary hit points increase to 10 at 11th level and to 15 at 21st level.

Swift Charge: Maroohk gains a +2 bonus to speed when charging.

Size: Medium

Speed: 6

Vision: Low-light vision

Class Features[]

Assassin

  • +1 Will (Hybrid Assassin)
  • Assassin's Shroud (Hybrid) - Gain the assassin's shroud power, except the target can only be subject to a maximum of two shrouds. (NOTE: shroud(s) can only be invoked using assassin powers)

Monk

  • +1 Will (Hybrid Monk)
  • Stone Fist (Hybrid) - Gain Stone Fist Flurry of Blows (NOTE: Flurry of Blows can only be used when using monk powers).

Feats

  • Leather Armor Proficiency

Languages & Skills[]

Languages: Common,Giant


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics54dex0000009
Arcana 0 -1 int 0 0 0 0 0 0 -1
Athletics03str0000003
Bluff00cha0000000
Diplomacy00cha0000000
Dungeoneering02wis0000002
Endurance51con2000008
Heal02wis0000002
History0-1int000000-1
Insight02wis0000002
Intimidate00cha2000002
Nature02wis0000002
Perception02wis0000002
Religion0-1int000000-1
Stealth54dex0000009
Streetwise00cha2000002
Thievery54dex0000009



Powers[]

Powers Known[]

Assassin/Monk

At-Will - 1st Level

Shadow Storm
Five Storms

Encounter - 1st Level

Open the Gate of Battle

Daily - 1st Level

Steel Avalanche

Equipment/Items[]

Adventurer's Kit 15 gp 33lbs
Thieves' Tools 20 gp 1 lb
Ki Focus - gp -
Longsword 15 gp 4 lbs
Dagger (x2) 2 gp 2 lbs
Leather Armor 25 gp 15 lbs
Totals 77 gp 55 lbs.

Gold 23gp, Silver 0, Copper 0 Weight 55 lbs

Tracking Wish List

    1. Blood-Fury Longsword +1 (Level 3)
    2. Rhythm Blade Dagger +1 (Level 3)
    2. Repulsion Leather Armor +1 (Level 2)
    3. Badge of the Berserker +1 (Level 2)
    4. Accurate Rain of Hammers Ki Focus +1 (Level 3)
    5. Iron Armbands of Power (Level 6)

Purchases

    None

Treasure

    None

XP[]

    None

Changes[]

    4/5/11 - made changes as per THB's second edit. Awaiting 2nd approval.

    4/28/11 - made changes as per Horticulture's edit. Approved Level 1

    5/31/11 - minor format changes, updated wishlist, changed weapon broadsword>longsword

Judge Comments[]

Level 1[]

Approval 1[]

Approval from TwoHeadsBarking:

  • Attributes: Your Con should probably still be 13, as it only takes 12 points to raise Dex to 17.
  • Summary: Your Endurance should be +8.
  • Summary: You should update Stone Fist Flurry of Blows and Assassin's Shroud in the power blocks, regarding what triggers them and the max number of shrouds.

Minor issues, so approved.


Approval 2[]

  • Summary: Endurance still shows +7, should be +8
  • Math Section: Constitution ability score still shows 12, when should be 13.

Minor, so approved by horticulture

Status[]

Approved for level 1

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