Gannonbere Smeeks: Difference between revisions

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* '''Nature''' +6
* '''Nature''' +6
* '''Perception''' (trained) +11
* '''Perception''' (trained) +11
* '''Religion''' (trained) +11
* '''Religion''' (trained) +8
* '''Stealth''' +4
* '''Stealth''' +4
* '''Streetwise''' (trained) +8
* '''Streetwise''' (trained) +8

Latest revision as of 03:12, 7 May 2026

Gannonbere Smeeks[edit]

L3 Half-elf Avenger

Str 10 (+1) Con 14 (+3) Dex 14 (+3) Int 11 (+1) Wis 18 (+5) Cha 13 (+2)

HP 40 / Bloodied 20 ; Healing Surges 9 (10 HP)

AC 18 Fortitude 14 Reflex 14 Will 16

Passive Perception 20, Passive Insight 17

Basic attack +3 vs. AC, 1d12+1 (high crit)

Heritage/Class Features[edit]

  • Speed 6
  • Low-light vision
  • Dual heritage: can take human, elf, or half-elf feats
  • Dilettante: can use Visions of Blood [Invoker L1 at-will] as encounter power
  • Group Diplomacy:
  • Languages Common, Elven, Goblin
  • Armor of Faith: +3 AC when neither wearing heavy armor nor using a shield
  • Censure of Pursuit: If oath of enmity target moves away from you willingly, gain +4 to damage rolls against target until end/your next turn
  • Oath of Enmity; Channel Divinity 1/encounter

Feats[edit]

  • Bardic Dilettante [Skill training in Bluff; use majestic word 1/day]
  • Armor Proficiency: Leather

Skills[edit]

  • Acrobatics (trained) +9
  • Arcana +2
  • Athletics +2
  • Bluff (trained) +8
  • Diplomacy +4
  • Dungeoneering +6
  • Endurance +4
  • Heal +6
  • History +2
  • Insight +8
  • Intimidate +5
  • Nature +6
  • Perception (trained) +11
  • Religion (trained) +8
  • Stealth +4
  • Streetwise (trained) +8
  • Thievery +4

Note: Half-elf +2 Diplomacy & Insight, Background +2 Intimidate

Powers[edit]

At-Will[edit]

Overwhelming Strike -- +8 vs. AC, 1d12+5; you shift 1 square and slide the target 1 square into the space you occupied

Radiant Vengeance -- Range 10, +6 vs. Reflex, 1d8+5 radiant damage and gain 5 temp HP

Body of the Rat -- [theme]

Encounter[edit]

Oath of Enmity -- Minor, 1 enemy in close burst 10 you can see; when making melee attack vs. target and target is only enemy adjacent to you, make two attack rolls and use either. If the target drops to 0 HP, regain use of this power. If another affect lets you roll twice and choose the highest or forces you to roll twice and take the lowest, this power has no effect on the attack. If you miss a target and a power lets you reroll your attack, you reroll both dice.

Angelic Alacrity -- Standard, Effect: Before the attack you shift 3 squares; Melee, +8 vs. AC, 2d12+5 [E1]

Visions of Blood -- Standard, close blast 3 (creatures), +6 vs. Will, 1d6+5 psychic & target takes -1 to all defenses until start of your next turn [Dilettante]

Distracting Flare -- Move, Effect: You become invisible and move your speed; you are invisible until the end of the movement. [U2]

Deadly Stride -- Standard, Effect: Before the attack you shift half your speed, and gain phasing during this movemenent; Melee, +8 vs. AC, 2d12+5

Daily[edit]

Renewing Strike -- Standard, Range 10; +6 v. Ref; 2d10+5 lightning damage, half damage on miss, Effect: can spend a healing surge [D1]

Majestic Word -- Minor, close burst 5, you or one ally in burst can spend a healing surge and regain 1 additional HP; also slide target 1 square [multiclass]

Channel Divinity (1/enc)[edit]

Abjure Undead -- Standard, close burst 5, 1 undead creature in burst, + 6 vs. Will, 3d10+5 radiant & push target 5 squares. Target is immobilized until end/your next.

Divine Guidance -- Immediate Interrupt, Close burst 10; Trigger: An ally within 10 squares makes attack roll against your oath of enmity target; Effect: Target makes a second attack roll and uses either result.

Equipment[edit]

  • War pick (gaff-goad) +2 prof bonus, 1d12 damage, high crit
  • Leather armor
  • Holy symbol (worn ivory goddess statuette)
  • Boots of Jaunting (1/day, minor: teleport 1 square)
  • Wooden hand severed from a figurehead

Backstory[edit]

Gannonbere Smeeks comes from what was a long and increasingly unlucky line of pirates. The Smeeks family's fortunes waned with each generation, until his mother Pontova managed to lose the family's remaining ship and what was left of a loyal crew. With Pontova's forced retirement into time spent in a tavern nursing grog, grudges, and stories about how she would have been a pirate queen had things just gone the right way, Gannonbere's nautical career ended before it started. He fell in with the Dead Rats to make ends meet, and did pretty well for himself up until King Toy turned on him for some unclear and trumped-up reason. He ran for his life all the way to Neverwinter.

In many ways Gannonbere is typical of the Smeeks line: an ethically flexible miscreant who's seen more than the usual share of misfortune. He's atypical in two ways. One, he's one of the Dead Rats who was given "the gift" of a lesser strain of therianthropy. Two, he's a creature of faith. Gannonbere (sometimes "Gann", often "Smeeks") is devoted to a deity that he's seen in visions, a robed woman with an indistinguishable face who resembles the worn-down, faceless ivory idol he carries. He trusts in her blessings -- which are real, albeit far from a church's formal investiture -- and makes offerings to her in hopes that she'll restore the Smeeks to fortune and prestige. And for all that, he isn't sure who this goddess is. She hasn't said, clearly. Gann takes it as a test of his faith, that he might serve her will (which seems to involve striking down abusive would-be petty tyrants) without demanding proof of identity. That, or his goddess is Leira, the Lady of Mists, and she's not saying because honest revelations are Not Her Thing. Either way, no point asking questions.