Difference between revisions of "Nathaniel"

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|'''Property:''' When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn.
 
|'''Property:''' When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn.
 
'''Power (Encounter):''' Minor Action. Shift 2 squares.
 
'''Power (Encounter):''' Minor Action. Shift 2 squares.
 
|-
 
|align="center"|7
 
|{{#replace:Amulet of Resolution +2| | }}
 
|AV
 
|Neck
 
|'''Power (Daily):''' No Action. Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it’s lower.
 
 
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|align="center"|7
 
|'''{{#replace:Vicious Longsword +2| | }}'''
 
|PHB
 
|Weapon
 
|'''Critical:''' +2d12.
 
 
|-
 
|align="center"|7
 
|'''{{#replace:Dwarven Scale Armor +2| | }}'''
 
|PHB
 
|Armor
 
|'''Property:''' Gain an item bonus to Endurance checks equal to the armor’s enhancement bonus.<br>
 
'''Power (Daily ✦ Healing):''' Free Action. Regain hit points as if you had spent a healing surge
 
  
 
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Revision as of 17:13, 12 March 2009

Rise of the RunelordsRise of the Runelords
Rise of the Runelords

Nathaniel is a human fighter from Sandpoint.

Background

Nathaniel Deverin.

Nathaniel Deverin is a nephew of Kendra Deverin, the mayor of Sandpoint. He lives in the family manor (location 50 on the map) with (nameless) father, his mother Vana and his siblings.

Nathan has a certain roguish charm and is well liked in Sandpoint, even if some people think that he should make something of himself. He would be the first to agree, but he has little interest in the family business. His good looks make him popular with the ladies, and some whisper that he is a "friend" of Shayliss Vinder.

Nathan is a skilled swordsman, rider, and marksman. He is a member of the Sandpoint militia, mostly because it keeps him from becoming bored. As a child, he read voraciously but showed more interest in tales of adventure and romance than ancient and boring history. Nathan enjoyed the lectures of Magister Gandethus, even if he absorbed little of the knowledge the old wizard tried to impart. Like all the children in Sandpoint, he was fascinated by the mysteries in the wizard's basement. This no doubt influenced his later career as an adventurer.

He likes the good things in life: good food, strong drink, beautiful women, fancy clothes, fast horses, killing monsters and taking their stuff.

Harrow card dealt during a recent reading.

Miscellaneous

In combat, Nathaniel might wear someting like this.

Traits

Tropes

Gear

In combat Nathan uses a cut-and-thrust sword (a heavy fencing blade; a longsword in game terms).

Inventory

Nathan is currently using the gear listed below.

Level Name Source Slot Notable Effects
2 Belt of Vigor PHB Waist Property: You gain a +1 item bonus to your healing surge value.
6 Iron Armbands of Power (heroic) AV Arms Property: Add +2 to melee damage.
7 Amulet of Resolution +2 AV Neck Power (daily): Reroll failed saving throw
7 Dwarven Scale Armor +2 PHB Armor Property: Gain a +2 item bonus to Endurance checks.

Power (Daily ✦ Healing): Free Action. Regain hit points as if you had spent a healing surge.

6 Magic Longsword +2 PHB Weapon
7 Sihederon Parrying Buckler +2 AV Weapon Power (daily): Parry versus one attack.

Wishlist

The items below are of normal treasure levels (character level +1 to +4). Colored items are of higher level than normally found. Items with name in bold type (primarily weapons and armor) are of greater importance than others.

Level Name Source Slot Notable Effects
7 Boots of the Fencing Master AV Feet Property: When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn.

Power (Encounter): Minor Action. Shift 2 squares.

9 Zephyr Horseshoes AV Mount Property: The mount ignores the effect of difficult terrain and can cross liquid surfaces as if they were solid ground
10 Dwarven Throwers AV Hands Property: Gain a +2 item bonus to thrown weapon damage rolls.

Power (Encounter): Standard Action. Make a ranged basic attack with your melee weapon, using your Strength modifier on the attack roll and damage roll, as if the weapon had the heavy thrown weapon property. Your weapon automatically returns to your grip after the ranged attack.

10 Strikebacks AV Hands Property: Gain a +1 item bonus to opportunity attacks.

Power (Encounter): Immediate Reaction. Use this power when an adjacent enemy hits you. Make a melee basic attack against that enemy.

12 Battlestrider Greaves PHB Feet Property: Gain a +1 item bonus to speed while wearing heavy armor.
12 Dwarven Scale Armor +3 PHB Armor Property: Gain an item bonus to Endurance checks equal to the armor’s enhancement bonus.

Power (Daily ✦ Healing): Free Action. Regain hit points as if you had spent a healing surge

12 Vicious Longsword +3 PHB Weapon Critical: +3d12.
15 Radiant Longsword +3 PHB Weapon Property: When this weapon is used to deal radiant damage, add its enhancement bonus as an item bonus to damage rolls.

Power (At-Will ✦ Radiant): Free Action. All damage dealt by this weapon is radiant damage. Another free action returns the damage to normal.

16 Horned Helm (paragon) PHB Head Property: Your charge attacks deal +2d6 damage.

Shopping list

These items can be enchanted by Velicia.

Level Name Source Slot Notable Effects
1 Impenetrable Barding AV Mount Property: While it is ridden, the mount gains resistance to all damage equal to its rider’s level, maximum 10.
1 Restful Bedroll AV Wondrous Power (Daily): Standard Action. Use this power when you complete an extended rest in the restful bedroll. Gain 1d8 temporary hit points that last until you take another rest (short or extended).
4 Helm of Opportunity AV Head Property: Gain a +1 item bonus to opportunity attack rolls.
4 Cloak of the Walking Wounded AV Neck Property: If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both).
5 Gauntlets of Ogre Power PHB Hands Property: Gain a +1 item bonus to Athletics checks and Strength ability checks (but not Strength attacks).

Power (Daily): Free Action. Use this power when you hit with a melee attack. Add a +5 power bonus to the damage roll.

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