Full Name |
Shamash |
Race |
Dray |
Classes/Levels |
Swordmage 1 |
Gender |
Male |
Size |
M |
Age |
29 |
Alignment |
Evil |
Languages |
Common, Draconic |
About Shamash
STR 13
CON 16
DEX 10
INT 16
WIS 10
CHA 15
AC: 16 (18 if using Longsword)
Fort: 13
Ref: 13
Will: 14
Init: +0
Speed: 6
Passive Perception: 10
Passive Insight: 15
HP: 31/31
Bloodied value: 15
Surges p/day: 11
Surges remaining: 10
Per surge: 10
Temp hp: 0
Action points: 1
XP: 539
Basic melee attack: Fullblade / Attack +4 v AC / 1d12+1 damage
Basic melee attack: Longsword / Attack +4 v AC / 1d8+1 damage
Basic ranged attack: Javelin / Attack +3 v AC / 1d6+1 damage / 10/20
Racial Features:
Dragonborn Fury (+1 to hit while bloodied)
Draconic Heritage (already included)
Dragon Breath (CON, poison)
+2 to History, Intimidate (already included)
+2 to CON, CHA (already included)
Class Features:
Sword Bond (bond with one blade (takes 1 hour), can call blade to hand from 10 squares, can fix blade in 1 hour)
Aegis of Assault (already included)
Swordmage Warding (+1 to AC, +3 if one hand free, ends if unconscious)
Theme:
Dune Trader
Background:
Spellscale (+2 Intimidate)
Feats:
Weapon Proficiency (Fullblade)
Skills (trained: Arcana, Diplomacy, Insight, Intimidate):
Acrobatics +0
Arcana +8
Athletics +1
Bluff +2
Diplomacy +7
Dungeoneering +0
Endurance +3
Heal +0
History +5
Insight +5
Intimidate +11
Nature +0
Perception +0
Religion +3
Stealth +0
Streetwise +2
Thievery +0
Powers:
At Will:
Body Equilibrium: (Move, Psionic) Move speed (5). During move, gain +5 bonus to Acrobatics checks to balance and do not sink moving over soft or brittle terrain (e.g. dust, silt, mud, snow etc.).
Aegis of Assault: (Minor, Arcane, Teleportation, Close Burst 2) One creature in burst. You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. 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 reaction to teleport to a square adjacent to the target and make a melee basic attack against it. If no unoccupied space exists adjacent to the target, you can’t use this immediate reaction.
Arcane Defiling: (Free, Personal, Arcane, Necrotic) Trigger: you make an attack or damage roll as part of a daily arcane attack power. You can reroll the triggering roll but must use the second result. In addition, each ally within 20 squares takes necrotic damage equal to half their healing surge value. This damage ignores immunities and cannot be reduced in any way. You can use this effect only once for each daily attack power, affecting either the attack or damage roll.
Sword Burst: (Standard, Arcane, Force, Implement, Close Burst 1) Each enemy in burst, +3 to hit v Reflex, 1d6+3 force damage.
Greenflame Blade (Standard, Arcane, Fire, Weapon, Melee Weapon) One creature, +6 to hit vs AC, 1d12+3 damage and deal STR (1) damage to all enemies adjacent to target.
Encounter:
Dragon Breath: (Minor, Poison, Close Blast 3) Each creature in blast, +5 to hit v Reflex, 1d6+3 poison damage
Quick Formation: (Standard, Weapon, Martial, Melee or Ranged Weapon) Targets one creature, +6 to hit v AC, 1d12+3 damage (or +5 to hit v AC, 1d6+3 damage with javelin) and either you can shift 4, or each ally within five squares can shift 2 as a free action.
Foesnare: (Standard, Arcane, Weapon, Melee Weapon) Targets one creature, +6 to hit v AC, 1d12+3 damage and the target is immobilised until the end of your next turn. Can be used instead of a melee basic attack when charging.
Second Wind: (Standard)
Daily:
Whirling Blade: (Standard, Arcane, Weapon, Ranged 5) Must throw your melee weapon at target. One creature, +6 to hit v AC, 2d12+3 damage and the weapon returns to your hand. On a miss, repeat the attack against another enemy within 5 squares of the first. If you miss, repeat the attack against a third enemy within 5 squares of the second. If you miss, repeat the attack against a fourth enemy within 5 squares of the third. Your weapon then returns to your hand.
Equipment:
Leather Armour, Fullblade, Longsword, 3 Javelins, Backpack, Bedroll, Filter Mask, Fire Kit
Survival days: 1
Weight: 54
Capacity: 130
Money:
4gp 9sp
Shamash is an opportunist, moving from place to place, always happy to take whatever comes along to make some easy money. Roughing up rivals, raiding caravans, peddling slaves – all are fair game for him. Ethics are for the squeamish, and morals for the weak – Shamash is neither. He will exploit, lie, steal and, if necessary, kill if it is in his own benefit.
But Shamash is not an idiot - far from it - and knows that he can achieve more with others than by himself. He is no deranged murderer, and anyway he doesn’t really need a well-known reputation for double-dealing in his business. He often teams up with others for difficult projects, and knows the value of suitable back-up. He keeps to the bargains he has struck when it suits him, at least at first, especially where he wants to continue his association with a particularly useful contact or mark. But, in the end, he’ll usually end up betraying someone and moving on, normally with his purse the heavier.
But Shamash isn’t the only tricky customer out there, and he was recently outmanoeuvred in a deal. A business arrangement with a senior templar in Urik turned sour, and for once Shamash was on the receiving end. His partner decided that Shamash was surplus to requirements and decided to downsize the organisation using a few hired goons. Shamash was lucky to get out of town with his life, and is now a wanted man in Urik (ironically, he wasn’t even guilty for once). Striking out across the desert, he fell in with a slave tribe and, using his gift of the gab, was able to find a place among them (obviously neglecting to mention his former slave-trading activities). At the moment he is stuck, with little capital and fewer options, in one of the bleaker parts of Athas. Naturally enough, he burns with a desire for revenge on his former business partner, who is all but untouchable in Urik and under the protection of the Sorcerer-King.
Shamash is about average size for a dray, with pale grey scales and a somewhat cadaverous look. He wears leather armour of a similar shade, the skin of some desert reptile. His most notable possession is a huge sword, carefully shaped from wood, alchemically treated to give it the heaviness and toughness almost of stone, with carefully sharpened obsidian blades running along its sides to give it a deadly cutting edge. Needles to say, such a weapon if difficult to use and Shamash has only mastered it with years of practice. He wears it on a harness over his back, with a similar, though smaller, sword at his waist. Three javelins complete his arsenal.
Shamash is generally cordial, though sarcastic, but he is capable of sounding very reasonable when he needs it. He prefers to negotiate if possible, but is quite capable of violence where he deems it necessary. He is aware that most people in Athas consider arcane magic an abomination, and so claims that his powers are psionic. However, if he can get away with it, he has no qualms about defiling, but generally won’t be obvious about it unless he expects there to be no comeback. He spends a lot of time people-watching, looking for an advantage he can exploit.