Nethys

Brujo's page

506 posts. Alias of Lazaro.


About Brujo

Moon Elf(Eladrin) Swordmage Level 8
Male Medium fey humanoid
Initiative +5 Senses Passive Perception 19; Passive Insight 14; Perception +9; low-light vision
HP 76 (34+42), Currently 76, Temp ; Bloodied 38
Healing Surges 10/day, Currently 10; Regain 19 hit points
AC 26; Fortitude 17, Reflex 18, Will 15; see barbarian armored
agility
and eladrin will
Speed 6
Action Points 1, Currently 1
THAY REGIONAL BENEFIT
Brujo adds the higher of his Intelligence score or your
Constitution score to your starting hit points.

+2 frost scimitar (At-Will) * Weapon, High crit, Cold
+11 vs. AC; 1d8 + 5 cold damage
Critical: +1d8 damage
Critical: +2d6 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 10/15; +7 vs. AC; 1d6 + 1 damage.

Harrak's dagger (+2 subtle dagger) (At-Will) * Weapon
Range 5/10; +12 vs AC; 1d4 + 5 damage.

Unarmed (At-Will) * Weapon
+7 vs AC; 1d4 + 3 damage.

+1 Shared Suffering Armour (Hide)
Power (Encounter): Immediate Reaction. Use this power
when an attack gives you ongoing damage. The attacker gains
an equal amount of untyped ongoing damage.

Greenflame Blade (At-Will) * Arcane, Fire, Weapon
+12 vs. AC; 1d8 + 6 fire damage, and you deal 5 fire damage
to all enemies adjacent to the target.

Pressing Strike (At-Will) * Primal, Weapon
Effect: Before the attack, you shift 2 squares.
You can move through an enemy’s space during
the shift, but you can’t end there.
+11 vs. AC; 1d8 + 5, and you push the target 1
square. If you are raging, the attack deals 1d6
extra damage.

Changing Ray (Encounter) * Force, Implement, Polymorph
Ranged 10; +10 vs. Will ; 1d8 + 6 force damage, and the target is dazed until the end of your next turn.

Avalanche Strike (Encounter) * Primal, Weapon
+11 vs. AC; Hit: 3d8 + 6.
Rageblood Vigor: The attack deals extra damage equal to
your Constitution modifier.
Effect: Until the start of your next turn, any attacker gains
a +4 bonus to attack rolls against you.

Incendiary Sword (Encounter) * Fire, Implement
Area burst 1 within 5 squares
Requirement You must throw your melee weapon at the origin square.
Each creature in burst; +10 vs. Will; 2d6 + 6 fire damage, and the target takes 7 fire damage if it makes an attack that does not include you on its next turn.
Effect Your weapon reforms in your hand.

Spikes of Agony (Encounter) * Arcane, Force, Weapon
+12 vs. AC; 2d8 + 6 force damage. If the target moves before the end of its next turn, it takes 10 force damage.

Swift Panther Rage (Daily) * Primal, Rage, Weapon
+11 vs. AC; 3d8 + 6
Miss: Half damage.
Effect: You enter the rage of the swift panther. Until the
rage ends, you gain a +2 bonus to speed and can shift 2
squares as a move action.

Shielding Fire (Daily) * Arcane, Fire, Implement
Close burst 10; One creature in burst; +10 vs. Fortitude;
2d10 + 4 fire damage, and the creature is marked as if from
your Swordmage Aegis power until the end of the encounter.
This does not end existing marks placed by your Swordmage
Aegis power, and using your Swordmage Aegis power to mark
another enemy does not end this mark. Another creature’s
mark supersedes this one.
Miss: The creature is marked as if from your Swordmage
Aegis power until the end of the encounter. This does not end
existing marks placed by your Swordmage Aegis power, and using
your Swordmage Aegis power to mark another enemy does not end
this mark. Another creature’s mark supersedes this one.
Aegis of Shielding: Until the end of the encounter,
when you reduce the damage the target deals using aegis of
shielding, the target takes 9 fire damage.

Combat Sprint (Encounter, Move) * Primal
Effect: You move your speed + 4. You gain a +4 bonus to
all defenses against any opportunity attack you provoke
with this movement.

Armathor’s Step (Encounter) * Arcane, Teleportation
Effect: Teleport 5 squares. If you end this move adjacent to
an enemy, you gain a +2 power bonus to the next attack
roll you make against that enemy during your turn.

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.
Special: You can use this power only once per encounter.
However, you regain the use of the power when it's target drops to
0 hit points or when its mark is superseded by another.

Second Wind (standard; encounter) * Healing
Spend a healing surge and regains 13 hit points. Gain a +2 bonus to
all defenses until the start of its next turn.

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

Eladrin Will: You gain a +1 racial bonus to your Will
defense.
In addition, you gain a +5 racial bonus to saving
throws against charm effects.

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.

Rampage
Once per round, when you score a critical hit with a
barbarian attack power, you can immediately make
a melee basic attack as a free action. You do not have
to attack the same target that you scored a critical
hit against.

Barbarian Armored Agility
While you are not wearing heavy armor, you gain a
+1 bonus to AC and Reflex. You also gain
proficiency with leather armor and hide armor.

Spellscarred Susceptibility A spellscarred
creature takes a –2 penalty to all defenses and saving
throws against the Spellplague and the same penalty
against plaguechanged or spellscarred creatures.

Spellplague Sense A spellscarred creature
knows when an area of Spellplague, or a
plaguechanged or spellscarred creature, is within 5
squares of him or her.

Feats student of the plague, hybrid talent (swordmage warding), hybrid talent (barbarian armored agility), white lotus evasion, *
Alignment Unaligned Languages Common, Elven
Skills Arcana +14, Athletics +11, History +9, Perception +8
Str 17 Dex 12 Wis 10
Con 14 Int 20 Cha 10
Equipment 175gp, everburning torch, +2 frost scimitar, +1 shared suffering hide armour, hand crossbow w/37 bolts, harrak's dagger, standard adventurer's kit

BACKGROUND

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.

PHYSICAL DESCRIPTION & PERSONALITY

Spoiler:

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 and distant. 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.