Difference between revisions of "Alishia Mesbet d'Orien"

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Initiative: 9<br>
 
Initiative: 9<br>
 
Passive Perception: 13<br>
 
Passive Perception: 13<br>
Passive Insight: 13
+
Passive Insight: 13<br>
 
Flurry of Blows: 7 damage against the same target as the original attack, 9 damage against a different target (+2 when wielding clubs)
 
Flurry of Blows: 7 damage against the same target as the original attack, 9 damage against a different target (+2 when wielding clubs)
  

Revision as of 19:40, 17 September 2014

Portrait provided by Mori C. McLamb.

Alishia is a player character in Morgrave High: Passing Marks


Name: Alishia Mesbet d'Orien

Quote: "C'mon, this'll be way more fun than Heraldic Studies!"

Sex: Female

Age: 16

Race: Human

Class: Monk

Personality: Brash, impulsive, upbeat, and exuberant. Enjoys fighting, exploring new places, and doing things people tell her not to do.

High School Archetype: One part Tomboy, one part Troublemaker.

Theme Music:

Momma Said Knock You Out by LL Cool J

Spitfire by The Prodigy

Vital Force by Yoko Kanno

Gold Fish by Yoko Kanno (Alishia/Sandovish theme)

Parents: Lord Jarrod and Lady Adreanna d'Orien

Backstory: As a young, Dragonmarked scion of House Orien, Alishia's destiny was to master her innate gifts, learn all she could about the history of her august and noble House, and one day assume the responsibilities due an heir of Orien's nation-spanning guild of couriers and transportation networks.

Of course, things would have gone smoother if Alishia hadn't found all of this to be incredibly dull. Business etiquette, international economics, courtly manners...boring, all of it.

But those stories that she found in the House library? The ones about famous soldiers and rakish duelists? Those were exciting. And those other books, the ones in the secret shelves that she wasn't supposed to know about, the ones about the "clandestine" couriers her House employed? Those were fun too. She managed to convince one of the sergeants in the House Guard to give her some lessons in swordfighting...but her parents quickly put a stop to it when they found out. She was too young, they said. It was too dangerous. And she had more important things to do.

She managed to spend an entire six months training with one of the House's couriermasters, learning how to get from any one point to another in the quickest possible fashion, before her parents put a stop to it.

Her lessons in how to bypass locked doors lasted only four months. Her mother had been quite cross.

And so it went...everything that Alishia wanted to learn about, her parents forbade her from pursuing, and everything that they wanted her to learn, she found insufferably dull. To alleviate her boredom, she took to sneaking out of her house when she was supposed to be studying and wandering the streets of Fairhaven, dashing through alleyways, climbing up onto buildings, sneaking in and out of stores, and dueling imaginary bandits.

It was on one of these expeditions that she saw a man accosted by muggers in a remote alleyway. Rather than surrender his belongings or attempt to flee, she watched as the man dispatched every assailant, a half dozen in total, using only his fists and feet.

It was the coolest thing she'd ever seen.

Naturally, she had to follow him once he was finished...though she didn't expect him to notice her quite as quickly as he did. But still, she had to know where he'd learned to fight like that. He walked with her while she told him her story, listening to her unlike her parents...and when they reached his destination, a small building on the outskirts of the city, Master Ryven of the Iron Palm Academy (current enrollment: 6) made her a deal. If she made every effort to attend to her studies at home, then he would take her on as a student. Alisha couldn't agree quicker.

She made it four years. Her parents were so amazed by the improvement in her studies that they hardly noticed how much time Alisha spent studying in her "room." They were especially pleased that she showed no further interest in swordplay.

She might have made it even longer, if not for the incident at the marketplace. It wasn't her fault that those bullies decided to start a fight just as the Prince and his entourage thought it would be a good idea to look for a gift for the Queen. It's not like she meant to hit him...he got in the way is all. It was only a black eye. Besides, she apologized for hitting him. What else did they want?

What they wanted was a well-mannered successor to the House's business affairs, but by this point the damage was done. In resignation, her parents, no longer sure what to do with their headstrong daughter, accepted the suggestion of a family friend. That next autumn, rather than resume her studies with the House, Alisha would be enrolled in Morgrave University's Junior Associates program. At the very least, she'd be able to do less damage there.

They hope.




Alishia Mesbet d'Orien, level 7

Human, Monk

Monastic Tradition: Stone Fist

Background: Orien Smuggler (+2 to Acrobatics)


FINAL ABILITY SCORES
Str 18, Con 11, Dex 20, Int 10, Wis 8, Cha 13.

STARTING ABILITY SCORES
Str 16, Con 11, Dex 16, Int 10, Wis 8, Cha 13.


AC: 24 Fort: 21 Reflex: 22 Will: 19
HP: 58 Surges: 7 Surge Value: 14
Initiative: 9
Passive Perception: 13
Passive Insight: 13
Flurry of Blows: 7 damage against the same target as the original attack, 9 damage against a different target (+2 when wielding clubs)


TRAINED SKILLS
Thievery +14, Diplomacy +10, Stealth +14, Acrobatics +16, Athletics +13, Endurance +11, Intimidate +10

UNTRAINED SKILLS
Arcana +4, Bluff +5, Dungeoneering +3, Heal +3, History +4, Insight +3, Nature +3, Perception +3, Religion +4, Streetwise +5


THEME
Explorer:

  • Level 1: You can tell which way is north, and you gain a +5 bonus to any skill check to avoid becoming lost, find your way to a specific location, or spot a distant landmark. Explorer utility: Surefooted Stride (Move Action, move your speed and ignore difficult terrain. Until the end of your next turn as long as you are in difficult terrain you gain a +2 bonus to AC and Reflex and you gain Combat Advantage against enemies in difficult terrain.)
  • Level 5: You gain a +2 power bonus to Endurance checks. In addition, for the purpose of determining how far you and up to ten companions can travel in an hour or a day, treat the group's speed as the slowest member's speed + 1. While the group travels with you, its members also gain a +2 power bonus to Endurance checks.


FEATS

  • Human: Mark of Passage
  • Level 1: Unarmored Agility
  • Level 2: Action Surge
  • Feat User Choice: Versatile Expertise (Ki Focuses, Unarmed)
  • Level 4: Brawling Warrior
  • Level 6: Skill Power (Agile Resolve)
  • Level 8: Crashing Tempest Style


POWERS

  • Melee Basic Attack (+12 Attack versus AC, 1d8+7 damage)
  • Bonus At-Will Power: Crane's Wings (+10 Attack versus Fortitude, 1d10+8 damage)
  • Monk at-will 1: Fallen Needle (+10 Attack versus Reflex, 1d10+8 damage)
  • Monk at-will 1: Five Storms (+10 Attack versus Reflex, 1d8+6 damage)
  • Monk encounter 1: Open the Gate of Battle (+10 Attack versus Reflex, 2d10/3d10+8 damage)
  • Monk daily 1: Spinning Leopard Maneuver (+10 Attack versus Reflex, 2d6+8 damage)
  • Explorer utility: Surefooted Stride
  • Skill utility 2: Agile Resolve
  • Theme utility 2: Stag's Bound
  • Monk encounter 3: Enduring Mountain (+10 Attack versus Fortitude, 2d8+6 damage)
  • Monk daily 5: Supreme Avalanche Combination (+10 Attack versus Fortitude, 3d10+8 damage)
  • Monk utility 6: Quicksilver Momentum
  • Monk encounter 7: Arc of the Flashing Storm (+10 Attack versus Reflex, 2d10+8 lightning damage)
  • Abberant Mark encounter: Dark Conduit (+10 Attack versus Fortitude, 2d6+6 damage)
Dark Conduit
Clouds of animate darkness roil around your foes both close and far, your power drawing
you from one cloud to the other in the blink of an eye.
Encounter, Arcane, Implement, Necrotic, Shadow, Teleportation
Standard Action, Area burst 1 within 10 squares
Special: As a Free Action, as the cost for using this power, you must spend one
healing surge and expend the use of one of your encounter attack powers. You gain no
hitpoints from the healing surge and lose the use of that encounter attack power until you
would normally regain it.
Target: Each creature in the burst
Attack: Dexterity vs. Fortitude
Hit: 2d6 + 6 necrotic damage, and the target is blinded (save ends).
Miss: Half damage.
Effect: Each creature adjacent to you takes 10 necrotic damage, and you can teleport to an unoccupied square in the burst.


BOONS

  • Basic Aeronautics: You are considered qualified to pilot an airship. You gain a +2 bonus to checks made to navigate while on a ship, or to checks made to cause a ship to go faster.
  • Unorthodox Combat Techniques: When you spend an action point to gain an extra action, you gain +1 to all attack rolls until the end of your turn.
  • Litany of the Pattern: Once per day, when performing a ritual you know with a component cost of 100gp (+10Gp per character level) or less, you may perform that ritual without expending any components.
  • Obscure Languages: Gain the ability to read, speak, and write one language (Goblin).


RITUALS

  • Portal Jump


ITEMS
Monk Unarmed Strike, Cascading Strikes Ki Focus +2, Boots of the Fencing Master (heroic tier), Safewing Amulet +1, Agile Resolve Vestments (Cloth) +1, Iron Armbands of Power (heroic tier), Arcane Signet Ring, Fine Clothing, Identification Papers with Portrait, Silk Rope (50 ft.), Backpack (empty), Grappling Hook, Chest (empty), 1 Potion of Healing, 2 Potions of Poison Resistance, 3 Doses of Clearwater Solution, Thieves' Tools, 150gp worth of arcane ritual components, 4 Sunrods (6 total), 370gp