Drow

Yuriel Gard's page

127 posts. Alias of Will Cooper (RPG Superstar 2012 Top 16).


Full Name

Yuriel Gard

Race

Water Elf (Genasi)

Classes/Levels

Fighter 1

Gender

Male

Strength 18
Dexterity 14
Constitution 13
Intelligence 12
Wisdom 14
Charisma 8

About Yuriel Gard

Appearance:

Spoiler:

Yuriel is tall and lean, with distinctive blue skin the colour of the deep sea. In combat or when excited his face and body become etched with lines of energy glowing sea-foam green, aqua or turquoise. He wears distinctive bronzed scale armour, reminiscent of fishes scales. His keen spear and round shield are also of bronze, and the shield is embossed with the symbol of a breaking wave.

Background:

Spoiler:

Yuriel Gard was born on the small central isle of Palarius in the midst of a great storm. His mother, a priestess of Lariss, prophesied at his birth that he would "break like a tsunami on the world". As a growing youth he excelled at war-play, at arms, and in the athletic competitions. For a time he believed and hoped that his destiny was to lead the armies of Palarius in war. This was not to be. Despite his prowess with the spear and the javelin, he could not inspire men to glory. Despite his personal bravery he could not lead others - too aloof, too different, too lacking the myriad small graces that bind men together.

He now wanders, and fights, and searches for his destiny. A mercenary attached to the Legio Sus, for the first time since his youth he can feel his fate gathering behind him like a vast wave, rising, rising...

Basics:

Spoiler:

AC: 19
Fort: 18
Ref: 15
Will: 14
+2 saving throws against ongoing damage

Init: +3
Speed: 5

Passive Perception: 13
Passive Insight: 13

HP: 34
Bloodied value: 17
Surges p/day: 10
Per surge: 8
Temp hp: 0
Action points: 1

Basic melee attack: Spear / Attack +10 v AC / 1d8+5 damage
Basic ranged attack: Javelin / Attack +10 v AC / 1d6+5 damage

Features:

Spoiler:

Racial Features:
Elemental origins
Water soul(Breathe underwater, +2 save against ongoing damage swiftcurrent power)
Bonus to Endurance and Nature (included)

Class features:
Combat challenge: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy.
Combat superiority: Add Wis mod (+1) to opportunity attacks. Hit ends foe's movement (if any) this action.
One-handed Weapon Talent: +1 on attacks with one-handed weapons.

Feats:
Weapon Expertise (Spear): +1 on attacks with spears.
Improved Defenses: +1 to Fort, Ref, Will

Appearance: 14

Powers:

Spoiler:

At will powers:
Cleave: +10 vs AC, 1d8+5 damage, and an enemy adjacent to me other than the target takes 4 damage. Martial, Weapon.
Tide of Iron: +10 vs AC, 1d8+4 damage, push target one square. Can shift into target's space. Must be using a shield. Martial, Weapon.

Encounter powers:
Shield Bash: +8 vs. Reflex, 1d10+5 damage; and I push the target 1 square and knock it prone. Must be using a shield. Martial.
Shielded Sides: Until the end of my next turn, I gain a +2 bonus to AC and Red, and do not grant combat advantage to creatures flanking me. Must be using a shield. Martial.
Swiftcurrent: I can shift up to my speed over ground or liquid terrain. I take no penalties for squeezing during this movement, can move through enemy spaces, ignore difficult terrain, and take no damage if the surface or substance you move across would ordinarily deal damage to me.

Daily powers:
Comeback strike: +10 vs AC, 2d8+5 damage; and I can spend a healing surge. Healing, Martial, Reliable, Weapon.

Skills:

Spoiler:

Trained: Athletics, Endurance, Heal
Acrobatics 2
Arcana +1
Athletics +9
Bluff -1
Diplomacy -1
Dungeoneering +2
Endurance +8
Heal +7
History +3
Insight +2
Intimidate -1
Nature +4
Perception +2
Religion +1
Stealth +2
Streetwise -1
Thievery +2

Gear:

Spoiler:

Spear
Light shield
Scale armor
2 javelins
Adventurer's kit
20gp

Total weight: 94 lb
Capacity: Normal 180lb; Heavy 360lb; Max 900lb

Plot Twist(s):

Title: Sanity Check.
Effect: Target becomes confused for 3 rounds.
Examples of why the target is confused: An opponent does something surprising, Voices in its head suggest horrible deeds, The room shifts surreally, Where'd that tentacle come from.

Rolls:

Spoiler:

Basic attack roll: [dice]1d20+8[/dice] v AC / [dice]1d8+4[/dice] damage.
Basic ranged roll: [dice]1d20+8[/dice] v AC / [dice]1d6+4[/dice] damage.
Cleave attack roll: [dice]1d20+8[/dice] v AC / [dice]1d8+4[/dice] damage.
Knockdown assault attack roll: [dice]1d20+8[/dice] v Fortitude / 4 damage.
Steel Serpent Strike attack roll: [dice]1d20+8[/dice] v AC / [dice]2d8+4[/dice] damage.
Firepulse attack roll: [dice]1d20+5[/dice] v Reflex / [dice]1d6+4[/dice] damage.
Comeback strike attack roll: [dice]1d20+8[/dice] v AC / [dice]2d8+4[/dice] damage.
Attack of opportunity roll: [dice]1d20+10[/dice] v AC / [dice]1d8+4[/dice] damage.