|Twin Strike (At Will Standard Melee or Ranged weapon ✦ Martial, Weapon)|
|Target: One or Two creatures|
|Attack: +11/+11 vs AC(melee main and off-hand; battleaxes) or +9/+9(ranged main and off-hand; javelins)|
|Hit: Battleaxes: 1d10+2 (main), 1d10+1 (off-hand) Javelins: 1d6+1(main hand), 1d6(off-hand)|
|Marauder's Rush (At Will Standard Melee Weapon ✦ Martial, Weapon)|
|Target: One Creature|
|Attack: +11 vs. AC(off-hand)|
|Hit: 1d10+8 damage|
|Special: When charging, you can use this power in place of a melee basic attack. Also, when I hit an unbloodied enemy with this power it takes 2 damage if it moves more than 2 squares before the end of it's next turn.|
|Longtooth Shifting (Encounter Minor Personal ✦ Healing)|
|Effect: Until the end of the encounter or until unconscious you gain +2 damage rolls. In addition you gain regeneration 2 for as long as you are bloodied.|
|Special: You must be bloodied to use this power.|
|Off-Hand Strike (Encounter Minor Melee ✦ Martial, Weapon)|
|Target: One Creature|
|Attack: +11 vs AC (off-hand)|
|Hit: 1d10+5 damage (off-hand)|
|Disruptive Strike (Encounter Immediate Interrupt Melee or ranged ✦ Martial, Weapon)|
|Target: One Creature|
|Trigger: You or an ally is attacked by a creature|
|Attack: +11 vs AC (off-hand)|
|Hit: 1d10+5 damage and the target takes a -6 penalty to the triggering attack|
|Invigorating Stride (Encounter Move ✦ Martial)|
|Effect: Shift 3 squares and not end the shift adjacient to an enemy. I can use my second wind.|
|Weave Through the Fray (Encounter Immediate Interrupt ✦ Martial)|
|Trigger: An enemy moves adjacient to me.|
|Effect: Shift 3 squares.|
|Jaws of the Wolf (Daily Standard Melee Weapon ✦ Martial, Weapon)|
|Target: One Creature|
|Attack: +11/11 vs AC (main and off-hand), two attacks|
|Hit: 2d10+6(main hand), 2d10+5(off-hand)|
|Miss: half damage per attack|
|Snarling Wolf Stance (Daily Minor Personal ✦ Martial, Stance)|
|Effect: Until the stance ends whenever an enemy hits or misses me with a close or melee attack, I can make a melee baic attack against it as an opportunity action. I can then shift 3 squares but must not end that shift adjacient to any enemy.|
|Blood Fury battleaxe (Encounter Minor )|
|Effect: You are considered bloodied for all purposes until the end of your next turn.|
|Brooch of Shielding (Daily Immediate Interrupt )|
|Trigger: Use this power when you are hit by an area, close, or ranged attack|
|Effect: You gain Resist 10 against the triggering attack|
|Lightning battleaxe+1 (Daily Free )|
|Trigger: Use this power when you hit with this weapon|
|Effect: The target and each enemy within 2 squares take 1d6 lighting damage|
|Boots of the fencing master (Encounter Minor )|
|Effect: Shift 2 squares|
|Special: When you shift, gain a +1 item bonus to AC and Reflex until the end of your next turn.|
Rurdev grew up in a matriarchal society. He was one of his tribes great warriors, hunting down the tribes enemies and well as defending their priestess from harm. All was good for him, until he helped his patron, his mother, assault the tribes leadership. She had him convinced that they were leading them to their destruction and the only way out was to kill their corrupt leaders. Rurdev's mother was wrong, and he attempted to assassinate the old priestess that lead the tribe and he failed. She nearly killed him, and she also killed his mother in retribution for going against the wisdom of the tribe. Instead of executing Rurdev, the high priestess exiled him, sending him away, until he could trust those who he should.
Appearance and personality Edit
Weight: 164 lb.
Personality: Rurdev is a gentleman is the presence of women. He gives them the most respect and would not harm them in the slightest. When in the presence of only males, he lets himself go, thinking of ale, food, and gambling. His stutter sets him apart, but it doesn't keep him from being gentlemanly. He often licks his lips while speaking, nothing more than a nervous habit.
Appearance: Rurdev's hair is dark and worn long and loose. His dark skin, eyes and hair are in direct contrast to the light color of his finemail armor, which was taken from a band of thieves. A heavy and shining battleaxe is at each hip. One is adorned with bloodstones on the haft. The other has a lightning motif and smells of ozone. Several javelins poke over his shoulder, as well as the handles of three scimitars. Rurdev is heavily muscled but still relatively light on his feet.
- Enemy of Daunton's wererat gang
- Considered an ally of the Northtown Knicks
- Considered an ally of Captain Coppernail, of the Merchants of Baccarte
- Deemed an enemy of the Gearhouse Gang
- Declared a member of "The Five"
Rurdev was hired by a sage to retrieve a statue that was stolen from a banished member from Rurdev's tribe. The group chased off a young boy from the hovel and with further investigation found the old shifter's ancestral scimitar, which Rurdev took as a family heirloom. The shifter, along with his companions, found that their search took them into the sewers where they were set upon by abberant montrosities. After fighting through the abberant horde, they came upon a portal to an alien place and couldn't shut it. They were soon interrupted by the same boy from the shifter's home and chased him. Back on the surface a fight broke out when the boy was revealed to be a changeling. Wererats were among the opponents in the battle, but victory was on their side. The statue was recovered from the changeling and taken to the sage. The statue was the key to shutting the portal which they did.
The shifter's next adventure came when trying to do some honest work, investigate the a missing warforged near the theaterhouse. After getting inside, the adventurers were set upon by the "actors" in the play. They found the missing warforged under the stage along with strange glowing creatures of energy and goblin thieves. Upon the release of the warforged to the one who hired them, they found themselves in the middle of a gang war. The group ended the fight promptly. After the fight in the theater Coppernail hired the group to guard the theater opening night. That night, the theater was attack by more of the glowing orb creatures and cherubs. The two huge statues that were near the stage came to life as well and were fought off succesfully.
Rurdev now followed his able companion Incarnation, in aid of a quest of his, something about a warden...
Show Math Edit
Ability Scores Edit
|Attack Type||Attrib||Attrib Type||Class||Class Feature||Feat||Feat Name||Equip||Equip Name||Misc||Misc Name||Level||Total||vs?|
|str||1||Weapon Expertise(axes)||3||Lightning Battleaxe +1||3||11||AC|
|Defense||Attrib||Attrib Type||Class||Racial||Feat||Feat Name||Equip||Equip Name||Misc||Misc Name||Level||Total|
|Armor Class||+2/+0||dex/int||+1||Two-Weapon Defense||+8||Hero's Finemail +2||-2||Heavy armor||3||22|
|Fortitude||+4/+2||str/con||+1||1||Brooch of Shielding +1||3||19|
|Reflex||+2/+0||dex/int||+1||+1||Two-Weapon Defense||1||Brooch of Shielding +1||3||18|
|Will||+3/-1||wis/cha||1||Brooch of Shielding +1||3||17|
Saving Throw Bonuses none
|--||Base Class||Con||Lvl after 1st||Racial||Feat||Feat Name||Equip||Equip Name||Other||Total||Blooded||Surge|
Surges per day: 8 (6 class, +2 Con)
Languages Common, Elvish
|Skill||Trained||Attrib||Attrib Type||Racial||Feat||Feat Name||Equip||Equip Name||Level||Total|
|Athletics||5||4||str||2||2||Reaving Axe Student||-1||Chainmail armor||3||15|
- 1st: TWF
- Bonus from Ranger: Toughness
- 2nd: TWD
- 4th: Armor Proficiency: Chainmail
- 5th: Weapon Expertise(axes); free
- 6th: Reaving Axe Student
- Longtooth shifting
- Marauder's Rush
- Twin Strike
- Off- Hand Strike
- Distruptive Strike
- Invigorating Stride
- Jaws of the Wolf
- Snarling Wolf Stance
- Weave through the fray
- Ironskin Belt(Lv 5)
- Horned Helm(Lv 6)
- Amulet of Protection+2(Lv 6)
- Iron Armbands of Power(Lv 6)
- Sandals of Precise Stepping(Lv 6)
- Chainmail of Necrotic Resistance +2(Lv 7)
- Dwarven Chainmail +2 (Lv 7)
- Lightning Battleaxe+2(Lv 8)
|Hero's Finemail +2||0 g||40 lb||Reward given in Night at the Opera. http://www.enworld.org/forum/5096389-post630.html|
|Scimitar x 2||20 g||8 lb||purchased at start|
|Lightning Battleaxe +1||6 lb||reward in Sibylline Idol; bought transfer enchant to change to axe|
|Blood fury battleaxe +1||6 lb||bought|
|Javelin x 4||20 g||8 lb||purchased at start|
|Brooch of Shielding +1||reward in Sibylline Idol, gain resist force 10|
|Obsidian Steed||0 lb||reward in A Night at the Opera|
|Boots of the Fencing Master||520gp||0 lb|
|Eberron Dragonshard of Lighning||520gp||0 lb|
Total weight: 97.5
Carrying capacity: normal load up to 180 lb. Heavy load up to 360 lb.
+100g starting gold -30g hide -20g scimitar x 2 -20g javelin x 4 -15g adventurer's kit +332g http://www.enworld.org/forum/4966639-post702.html +101g http://www.enworld.org/forum/living-4th-edition/267088-adv-night-opera-judge-twoheadsbarking-post5080072.html#post5080072 +61g http://www.enworld.org/forum/5096389-post630.html +16s http://www.enworld.org/forum/5096389-post630.html +1157 gp 5 sp http://www.enworld.org/forum/5143246-post838.html - 215 gp Transfer enchantment ritual and battleaxe - 150 gp lent - 680 gp Blood fury battleaxe - 520 gp Eberron Dragonshard of Lightning +1165 gp http://www.enworld.org/forum/5334562-post528.html
1166g remaining 21s remaining
Link to xp awards here:
Total XP: 9451
Judge Comments Edit
Approval 1 Edit
1 Approval from Halford,
1.) Stealth bonus was listed as 6 up top, but should be 7 and was correctly shown as such below. Edited.
2.) Longtooth Shifting was missing the to my mind important caveat "for as long as you are bloodied.", added.
3.) The templates for Judges comments and Equipment had become oddly reversed so I cut and pasted the sections from another character sheet and retyped your information.
1.) In the description you describe his scimitars thusly, "A pair of glinting scimitars are at each hip." To my mind this makes it seem like he should have four scimitars two on each hip. Not a big deal, but you might want to rephrase it a little.
Approval 2 Edit
2. Approval from --Graf 02:22, 17 September 2008 (UTC)
Attributes cost/bonuses correct, batt OK, def ok, def ok, saves ok, senses & skills OK, feats OK, health ok, encumbrance/gold spent ok, Powers OK.
Aside: Two-Fanged Strike can technically be used with missile weapons, so you could add an extra line (like the one you have in Two-Weapon) but I don't think it's necessary.
Approval 1 for level 2Edit
Approval from --Atanatotatos
Seems fine aside from a couple minor things: -Is the 1 scimitar in your off-hand or main hand? If it's in your main hand, your dmg for twin strike should be 1d8+2/1d8(not 1d8+1/1d8+1); if it's in your off-hand, your dmg for jaws of the wolf should be 1d8+5/1d8+5(not 1d8+6/1d8+4); Hit and run would be affected, too. Your basic attack line lists 1d8+5 as your dmg. -You're missing the hp math. The hp in the summary, however, is correct. -You might want to include the lightning scimitar's power, though it's nt really important.
Nothing major, so I approve him for lvl 2. Needs one more.
Approval 2 for level 2Edit
Approval from TwoHeadsBarking
Ok, assuming I'm understanding Two Weapon Fighting and Two-Blade Fighting Style properly, and that you're always holding a melee weapon in each hand, here's how it should be:
- Since javelins are melee weapons, they fulfill Two Weapon Fighting, and your damage with them should be 1d6+5.
- If you're main handing the magic sword, your basic melee should be +8 and 1d8+6. Otherwise it should be +7 and 1d8+5.
- What Ata said about Twin Strike and Jaws of the Wolf, although for the latter I'm sure he meant those to be 2d8s.
- Also, Jaws of the Wolf attack should be +8/+7 (or +7/+8, depending on where the magic sword is).
In addition to not having the hp table, you're also missing the Senses and Reactions table. Also, since Shifters are now official player races, you get to learn another language. None of this is a big deal, so Rurdev's approved.
Approval 1 for level 3Edit
Approval from --renau1g
Approval 2 for level 3Edit
Comments from Lord Sessadore:
Removed comments that no longer apply.
Approval 1 for level 4Edit
Approval from ScorpiusRisk
Approval 2 for level 4Edit
Approval from --renau1g
Approval 1 for level 5Edit
Approval from renau1g
- Wow...Snarling Wolf Stance is an awesome power & Bloodfury lets you activate your regen right off the bat in a fight?
Approval 2 for level 5Edit
Approval from TwoHeadsBarking:
- Summary/Defenses: You should put your Force resist in the Resist fields.
- Summary: I don't understand why you aren't using your main hand for your basic attacks, Marauder's Rush, and Disruptive Strike. Aren't you just losing a point of damage? What do you gain?
- Summary: You may want to put the powers from the Lightning Axe in here too.
Minor, so approved.
Approval 1 for Level 6Edit
Approval 2 for Level 6Edit
Approved as 4th level character with 4145 xp by renau1g and ScorpiusRisk
Status: Approved as 5th level character with 6433 xp by renau1g and TwoHeadsBarking