PC: Lloyd Avertin


Lloyd Avertin was born in Magnimar to old sheriff Casp Avertin and his elven wife. Casp Avertin was a city watch officer in Magnimar but transferred to Sandpoint after his wife died. Life was normal for Lloyd while he was growing up in town. During his childhood, his close friends include that of Jarek Turronben (who's the son of one of border patrol who lives outside of Sandpoint and works for Sheriff Avertin) and Gryffin Dayereth (who lives in the houses just beside the garrison). Back then, he would either be found studying with his father, at the beach by the old lighthouse or in the woods.

Lloyd studied and worked for his father up until the latter was killed five years ago. Now as 24, he serves as Sheriff Belor Hemlock's second in command and takes his duty quite seriously.


Lloyd Avertin, Half-elf Fighter/Ranger 3

Hit Points 41
Bloodied 20
Healing Surge 8
Surges Per Day 11

Initiative +2
Action Points 1

Defenses
AC 17
Fortitude 16
Reflex 14
Will 12

Attacks
Melee Basic Attack: +9 (parrying shortsword +1) Damage: 1d6+8
Ranged Basic Attack: +5 (dagger) Damage: 1d4+1


Racial Traits
Height: 5'11"
Weight: 160 lb.
Size: Medium
Speed: 5 squares
Vision: Low-light
Languages: Common, Elven, Goblin
Alignment: Good
Skill Bonus: +2 Diplomacy, +2 Insight
Dilettante: At 1st level, you choose an at-will power from a class different from yours. You can use that power as an encounter power.
Dual Heritage: You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements.
Group Diplomacy: You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.


Class Features

Combat Challenge: In combat, it’s dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.

Combat Superiority: You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.

Hunter’s Quarry: Once per turn as a minor action, you can designate the enemy nearest to you as your quarry.
Once per encounter, you deal +1d6 extra damage to your quarry. The extra damage is based on your level. If you can make multiple attacks in a round, you decide
which attack to apply the extra damage to after all the attacks are rolled.
The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.
You can designate one enemy as your quarry at a time.

Tempest Technique: When you wield two melee weapons, you gain a +1 bonus to attack rolls with weapons that have the offhand property.

You gain Two-Weapon Defense as a bonus feat, even if you don’t meet the prerequisites.

When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks when you are wielding two weapons. This bonus increases to +2 with weapons that have the off-hand property.


Feats

Two-Weapon Defense
Prerequisites: Dex 13, Two-Weapon Fighting
Benefit: While holding a melee weapon in each hand, you gain a +1 shield bonus to AC and Reflex.

Warrior of the Wild
[Multiclass Ranger]
Prerequisite: Str 13 or Dex 13
Benefit: You gain training in one skill from the ranger’s class skill list.
Once per encounter, you can use the ranger’s Hunter’s Quarry class feature.

Weapon Focus
Benefit: Choose a specific weapon group (light blades). You gain a +1 feat bonus to damage rolls with your chosen weapon group.


Skill (Ability)

Trained

Modifier

Acrobatics (Dex)

+2

Arcana (Int)

+5

Athletics (Str)

Yes

+9

Bluff (Cha)

+2

Diplomacy (Cha)

+4

Dungeoneering (Wis)

+2

Endurance (Con)

+4

Heal (Wis)

Yes

+7

History (Int)

+3

Insight (Wis)

+4

Intimidate (Cha)

+2

Nature (Wis)

+2

Perception (Wis)

+2

Religion (Int)

+3

Stealth (Dex)

Yes

+7

Street Wise (Cha)

Yes

+7

Thievery (Dex)

+2



Gear
Armor: Leather.
Weapon: Shortswords (2). Daggers (2). Your dagger has a range of 5/10.
Adventurer's Kit: This kit includes: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50 feet of hempen rope, and a waterskin.
Gold: 25 gp



Ability
Score

Check
Modifier

Strength

16

+3

Constitution

14

+2

Dexterity

12

+1

Intelligence

14

+2

Wisdom

12

+1

Charisma

12

+1



At-will Powers

Cleave Fighter Attack 1
You hit one enemy, then cleave into another.
At-Will Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and an enemy adjacent to you takes damage equal to your Strength modifier.

Dual Strike Fighter Attack 1
You lash out quickly and follow up faster, delivering two small wounds.
At-Will Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks
Hit: 1[W] damage per attack.


Encounter Powers

Distracting Spate Attack 1
Your flurry of feints and strikes leaves your foe’s defenses
unsteady.

Encounter Martial,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target grants combat advantage to you until the end of your next turn.
Weapon: If you’re wielding two melee weapons, the attack deals extra damage equal to your Dexterity modifier.

Twin Strike Ranger Attack 1
If the first attack doesn’t kill it, the second one might.
Encounter
Martial,Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Targets: One or two creatures
Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks
Hit: 1[W] damage per attack.

Advance Lunge Fighter Attack 3
You spring forward to make a quick attack.
Encounter Martial,Weapon
Standard Action Melee weapon
Effect: Before the attack, you can shift 1 square.
Weapon: If you’re wielding a light blade or a spear, you can either shift 2 squares before the attack or shift 1 square before and 1 square after.
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. If you have combat advantage against the target, the attack deals extra damage equal to your Dexterity modifier.


Daily Power

Villain’s Menace Fighter Attack 1
You strike your enemy hard and hound him with skilled parries
and stern reprisals.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against the target until the end of the encounter.
Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter


Utility Power

Defensive Stance Fighter Utility 2
Dropping into a cautious stance, you maneuver around your
opponent’s attacks to get into position.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, you are slowed and gain a +2 power bonus to AC. Whenever an enemy misses you with a melee attack, you can shift 1 square as an immediate reaction. You can end this stance as a free action.


Magic Items

Delver’s Leather Armor +1
A popular armor among adventurers, it is relatively easy to
make.
Armor: Leather
Enhancement: AC
Power (Daily): Free Action. Gain a +2 power bonus to a saving throw you just rolled; use the new result.

(2) Parrying Short Swords +1
A wielder of this weapon never truly lowers his or her defenses.
Weapon: Short Swords
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily): Immediate Reaction. Use this power when an enemy makes a melee attack against you.
Make a melee basic attack against that enemy, with a power bonus on your attack roll equal to this weapon’s enhancement bonus; if your result exceeds that of the attack roll against you, the enemy’s attack misses. The melee basic attack you make to block your enemy’s attack has no other effect and does not deal damage.

Bracers of Mighty Striking
These enchanted armbands increase the damage you deal with a melee attack.
Item Slot: Arms
Property: When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.

(2) Potion of Healing
This simple potion draws on the body's natural healing ability to cure your wounds.
Power (Consumable Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.

4 comments:

Chris Fox said...

what is lloyd's dilettante power?

Miguel Enrico Gonzales said...

what is lloyd's dilettante power?

OOC: Tide of Iron, fron fighter level 1

Chris Fox said...

is lloyd's pic the bida from the tower of duraga? wahehe that episode was totally hilarious! :D

Miguel Enrico Gonzales said...

OOC: Whahehe! Ok, ok. was just testing stuff. Changed the pic once more.