In the Halls of Undermountain: Janduvar

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Character Summary[edit]

Janduvar Cindersteel
Age: 34
Gender: Male
Race: Dwarf (Gold)
Class: Fighter (Tempest)

Quote: “Good drink, good fight, dwarf friend for life. Steal or slight, with honor gone rotten, a Cindersteel’s grudge is not forgotten.”


Description: Like many gold dwarves, Janduvar is short and sturdy, with a tanned complexion and reddish-brown hair. He keeps the sides of his head shaved and has a modest beard (for a dwarf) with two short hanging braids. Unusually, his eyes are heterochromatic: one hazel, the other a pale greenish-gold. He dresses in hides or chainmail armor and wears a pair of strange, lethal-looking bladed gauntlets on his hands.


Personality: Janduvar can be boisterous and proud to the point of arrogance. However, he is usually very focused on his mission and is not easily distracted. As a result, he has a tendency to disregard the personalities and problems of others unless they have an impact on his goals; namely, vengeance on his ancestral enemies and proving himself to the clan. In other respects, he has a traditional dwarven outlook.


Background: Approximately a hundred years ago, two liches of the Twisted Rune conspired to kidnap Halaster Blackcloak and scour his mind for knowledge of magical portals. They were successful; however, the temporary removal of Halaster from Undermountain had unforeseen consequences. In his absence, gates to the dungeon began to open randomly throughout the Realms, disgorging hordes of its denizens and causing widespread havoc in an event known as Halaster’s Higharvestide. Amidst the chaos, the sudden appearance of strange creatures in the distant volcanic range of the Smoking Mountains, and the subsequent decimation of a small dwarven hold located there, was to pass largely unnoticed.

To the surviving members of the Cindersteel clan, however, the events of that day are an obsession. The deaths of their ancestors and the loss of the clanhold is a grudge that must be avenged until every remnant of the monstrous invaders has been wiped out. The cataclysm of the Spellplague delayed this task, but in recent years it has become a rite of passage for warriors of the clan to venture into the Smoking Mountains and exact vengeance upon their ancestral enemies (or more commonly, the descendants of said enemies).

Janduvar is the youngest son of the current Cindersteel clan leader. His brothers have all long since distinguished themselves, both in combat and by working to return the clan to prosperity. However, he has come across information that they did not: that the strange creatures unleashed on them a hundred years ago had their origins in Undermountain. Furthermore, one of the liches responsible for the entire disaster was captured prior to the Spellplague, and might still be imprisoned within the dungeon. By traveling to Undermountain and eliminating the clan’s enemies at their source, Janduvar has an opportunity to prove himself in a way that no other warrior of the clan can match. The Cindersteel will have their vengeance.



Character Sheet[edit]

Janduvar Cindersteel
Male Dwarf Fighter (Tempest), level 2

Background: East Rift
Theme: Bloodsworn

Initiative: +4
Senses: Perception +0, Insight +0, low-light vision
Hit Points: 34, bloodied value 17, surge value 8. Surges per day: 10
AC 19, Fort 18, Ref 16, Will 12
Speed 5


Class features:

  • Combat Challenge: When you attack an enemy, you can choose to mark it. Whenever an adjacent enemy marked by you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an at-will immediate interrupt.
  • Combat Superiority: You gain a bonus to opportunity attacks equal to your Dexterity modifier (+3). Enemies struck by your opportunity attack stop moving, if a move provoked the attack.
  • Tempest Technique: When wielding two melee weapons, you gain a +1 bonus to weapon attack rolls with weapons that have the off-hand property. You gain Two-Weapon Defense as a bonus feat. When wearing light armor or chainmail and wielding two weapons, you gain a +1 bonus to damage rolls with melee and close weapon attacks. This bonus increases to +2 with weapons that have the off-hand property.


Dwarven Racial traits:

  • +2 Str, +2 Con
  • Medium, speed 5, low-light vision
  • +2 Dungeoneering, +2 Endurance
  • Dwarven Resilience: Minor action, Effect: Use your second wind.
  • Dwarven Weapon Proficiency: Throwing hammer and warhammer.
  • Cast-iron Stomach: +5 racial bonus to saving throws vs poison.
  • Encumbered Speed: You move at normal speed when it would be reduced by armor or heavy load.
  • Stand Your Ground: You can reduce forced movement by 1 square. When an attack would knock you prone, you can make a saving throw to avoid falling prone.


Powers:
Melee: +1 half level, +4 strength, +1 (tempest technique), +1 feat (expertise), +2 proficiency = +9
Ranged: +1 half level, +4 strength, +1 feat (expertise), +2 proficiency = +8


At-will:

  • Dual Strike
    • Standard action, melee weapon. Requirement: You must be wielding two melee weapons. Primary attack: One creature, +9 vs AC, 1d8+4. Effect: Make a secondary attack. Secondary attack: One creature other than the primary target, +9 vs AC, 1d8+4.
  • Grappling Strike
    • Standard action, melee touch, one creature. Requirement: You must have a hand free. +9 vs AC, 1d8+8 and you grab the target. The grab ends automatically at the end of your next turn.
  • Pass Forward
    • Move action, personal. Effect: Pick an adjacent enemy and move your speed. As long as you end your movement in a space adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.


Encounter:

  • Takedown Attack
    • Standard action, melee 1, one creature. Requirement: You must have a hand free. +9 vs Fort, 1d8+8 and you knock the target prone. Special: When charging, you can use this power in place of a melee basic attack.
  • Bloodied Determination
    • Free action. Trigger: You miss with an at-will power while bloodied. Effect: You reroll the missed attack roll.


Daily:

  • Tempest Dance
    • Standard action, melee weapon, one creature. +9 vs AC, 1d8+8. If you have combat advantage against the target, you deal extra damage equal to your Dex modifier (+3). Effect: You can shift one square and repeat the attack against a second target, then shift one square and repeat the attack against a third target.


Alignment: Unaligned, Deity: Moradin
Languages: Common, Dwarven, Deep Speech

Ability Scores:
Str 19 (+4); Con 13 (+1); Dex 16 (+3); Int 10 (+0); Wis 10 (+0); Cha 8 (-1)

Skills:
Acrobatics +3, Arcana +1, Athletics +9, Bluff +0, Diplomacy +0, Dungeoneering +10, Endurance +8, Heal +1, History +1, Insight +1, Intimidate +0, Nature +1, Perception +1, Religion* +1, Stealth +3, Streetwise +0, Thievery +3.

Feats:
Axe Expertise, Improved Defenses, Two Weapon Defense, Dwarven Weapon Training, Agile Superiority

Possessions:
Hide armor, 2 gauntlet axes, 3 javelins, standard adventurer’s kit, 94 gp