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Nethys

Brujo's page

505 posts. Alias of Lazaro.

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Picking himself off the wet earth, Brujo forces himself to move. He staggers as he makes his way toward the flickering torches and lanterns of the monastery.


Tired, beat and wet, Brujo lays on the cold wet earth. Knowing he should find shelter, he takes comfort in falling rain. He opens his mouth letting the fresh water fill his mouth, and cool his aching muscles.

"Finally made it", He remarks to himself. He turns and rubs his left arm, "One step closer to finding an answer"


Look forward to getting the show on the road. I did purchase a Everburing Torch.


Updated with regional benefit.

Can't wait to start the game


Ok so here's my stats...

Spoiler:

Moon Elf(Eladrin) Swordmage Level 2
Male Medium fey humanoid
Initiative +3 Senses Perception +2;low-light vision
HP 35 (15+20); Bloodied 17
Healing Surges 10/day; Regain 8 hit points
AC 20; Fortitude 13, Reflex 15, Will 12
Speed 6
Action Points 1

+1 frost scimitar (At-Will) * Weapon, High crit
+4 vs. AC; 1d8+5 cold damage
Critical: +1d8 damage
Critical: +1d6 cold damage per plus
Power (At-Will * Cold): Free Action. All damage dealt by
this weapon is cold damage. Another free action returns
the damage to normal.
Power (Daily * Cold): Free Action. Use this power when you
hit with the weapon. The target takes an extra 1d8 cold
damage and is slowed until the end of your next turn.

hand crossbow (At-Will) * Weapon
Range 10; +5 vs. AC; 1d6 damage.

Booming Blade (At-Will) * Arcane, Thunder, Weapon
+6 vs. AC; 2d8+7 cold damage, and if the target is adjacent to you at the start of its turn and moves away, it takes 1d6+3 thunder damage.

Lightning Lure (At-Will) * Arcane, Implement, Lightning
Ranged 3; +5 vs. Fortitude; 1d6+6 lightning damage, and you pull the target to the nearest unoccupied space adjacent to you.
Special If you cannot pull the target to an adjacent square,
this power fails and deals no damage.

Chilling Blow (Encounter) * Arcane, Cold, Weapon
+6 vs. AC; 1d8+7 cold damage, and the target takes 2 points cold damage each time it attacks until the start of your next turn.

Whirling Blade (Daily) * Arcane, Weapon
Ranged 5; +6 vs. AC; 2d8+7 cold damage, and your weapon returns to your hand.
Miss Repeat the attack against a second target within 5
squares of the first. If you miss, repeat the attack against
a third target within 5 squares of the second. If you miss
again, repeat the attack against a fourth target within 5
squares of the third. Your weapon then returns to your
hand.

Dimensional Warp (Encounter; Minor Action) * Arcane,Teleportation
Close burst 3; You and one ally in burst or two allies in burst; Each target teleports into the other’s space.

Swordmage Warding
This field provides a +1 bonus to AC, or a +3 bonus
if you are wielding a blade in one hand and have your
other hand free.

Aegis of Shielding (Minor Action; At-Will) * Arcane
Close burst 2
If your marked target makes an attack that doesn’t
include you as a target, it takes a –2 penalty to attack
rolls. If that attack hits and the marked target is within 10
squares of you, you can use an immediate interrupt to reduce
the damage dealt by that attack to any one creature
by an amount equal to 7.

Swordbond
By spending 1 hour of meditation with a chosen
light or heavy blade, you forge a special bond with
the weapon. As a standard action, you can call your
bonded weapon to your hand from up to 10 squares
away.
You can forge a bond with a different blade using
the same meditation process.
If your bonded weapon is broken or damaged,
you can spend 1 hour of meditation to recreate the
weapon from a fragment.

Second Wind (standard; encounter) * Healing
Spend a healing surge and regains 8 hit points. Gain a +2 bonus to all defenses until the start of its next turn.

Fey Step (Move; Encounter) * Teleportation
Teleport 5 squares.

Feats jack of all trades, weapon focus(heavy blades)
Alignment Unaligned Languages Common, Elven
Skills Arcana +12, Athletics +8, Endurance +8, History +12
Str 14 Dex 15 Wis 8
Con 14 Int 18 Cha 10
Equipment 225gp, +1 frost scimitar, hand crossbow w/40 bolts, leather armor, standard adventurer's kit

Updated background and physical description...

Spoiler:
run...Run...RUN

That word is what drove him since the night he escaped. Escaped the cage. The unearthly of moans and shrieks. The stench of undeath

Brujo was to the best of his knowledge born and raised as a slave to Thay. One of very few elves brought into this kind of life. As he grew he saw many atrocities, but the worse came In the Year of Blue Fire (1385 DR). What once a living land, became a towering plateau inhabited by the undead. The Spellplague not only warped the land and people of Thay, but brought an end to the civil war and saw Szass Tam become regant of Thay.

Eltabbarr, former capital of Thay, survived the changes to the land, and became one of the few refuges to the living. It’s here that Brujo made his escape. Decades after the Spellplague ran it’s course Brujo was left changed. Occasionally jagged cracks of blue flame would spread from his left hand, up to the left side of face.

During a day of grueling labor the marks appeared. The other slaves, the overseen gasped and cried out. Many of them were frightened of being “infected” and turning into a monster. After the everthing settled, his master had him beaten and placed in one of the many crow cages along the roads; Leaving him there to rot and to eventually be raised by necromatic energies of Thay.

Everything after that is a blur. The next thing ragged Moon Elf knew he was outside one of the many tunnels that lead into the Plateau of Thay. Behind him he could hear the sounds of pursuers. Since then Brujo has been on the run trying to allude members of the Dread Legion, who seek his capture and death. And find answers to why he is the way he is.

----------

Brujo stands 5'9" and weighs 142 pounds. He has fairly muscular, but lithe physique. His hair is long and a dull platinum color. His eyes are blue with flecks of gold, but when his "scar" is active they blaze with spellfire.

He's normally depressed, distant and sheltered. In combat he's been known to have suicidal tendencies, and flings himself into a fight. This is especially true if the foe is from Thay.

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