Night Reign: Revelations
Kang the Abominable
Description:
Kang the Abominable
Level: 11
Class: Fighter (Defender)
Paragon Path: Glorious Myrmidon
Medium Natural Humanoid (Goliath)
Backgrounds: Parentage – Cult Raised, Necromancer’s Chattel, Early Life – Test Subject, Athlete, Occupation – Entertainer, Recent Life – Mercenary Work
Background Benefit: +2 Athletics
Initiative +9; Passive Senses Perception +16, Insight +16
HP 91; Bloodied 45
Resistance 10 Necrotic
Healing Surge 22; Surges Per Day 12
AC 29; Fortitude 28, Reflex 22, Will 19
Speed 6; Action Points 1; Benefit Points 2
Alignment Unaligned; Languages Cerian, Giant
Skills Athletics +19, Endurance +13, Intimidate +9, Nature +13, (Acrobatics) +10
Feats Weapon Expertise – Unarmed, Brutal Brawler (Bare Hand attacks to 1d6 damage; spiked gauntlets and dragon claws do 1D8 damage), Inescapable Hold (creatures attempting to break your grabs target Fortitude whether using Athletics or Acrobatics), Brawler Guard (+1 to AC and Reflex when one hand is free), Weapon Focus – Unarmed, Vampiric Heritage, Great Fortitude
Str 21 (+ 5) Dex 19 (+ 4) Wis 12 (+ 1)
Con 16 (+ 3) Int 11 (+ 0) Cha 9 (- 1)
Possessions Adventurer’s Kit, Sunrod (10), Wyvernscale Armor of Resistance +3, Sacrificial Dragon Claws +3, Vengeful Dragon Claws +2, Iron Armbands of Power, Acrobat Boots, Cloak of Resistance +2
Racial Traits Mountain’s Tenacity ( +1 to will), Powerful Athlete (Roll twice for all athletics checks to jump or climb), Stone’s Endurance (can use Stone’s Endurance power)
Class Features Combat Challenge (Mark targets you attack. They take -2 to attacks not including you. Basic Melee attack against adjacent marked enemy that shifts or makes an attack not including you), Combat Superiority (Add Wisdom modifier to opportunity attacks. Hit ends movement for this action), Brawler Style (+1 AC, +2 Fort, +4 Prof bonus to bare handed attacks, +4 bonus to grab attacks or to move a grabbed enemy.), Battle Agility (no speed or armor check penalty when wearing chain or scale), Myrmidon’s Action (On action point, shift 3 before or after attack and +2 to attacks TENT)
Basic Attacks
Sacrificial Dragon Claws +3 (standard; at-will) ✦ Weapon + 18 vs. AC; 1D8 + 12 damage.
Vengeful Dragon Claws +2 (standard; at-will) ✦ Weapon + 18 vs. AC; 1[D8 + 11 damage.
Power Descriptions
At-Will Exploits
Combat Challenge Fighter Class Feature
At-Will ✦ Martial, Weapon
Immediate Interrupt Melee
Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy.
Grappling StrikeFighter Attack 1
At-Will ✦ Martial, Weapon
Standard Action Melee Touch
Target: One Creature
Attack: + 18 vs. AC
Requirement: You must have a hand free.
Hit: 1D8 + 12 damage, and you grab the target. The grab ends automatically at the end of your next turn.
Special: When making an opportunity attack, you can use this power in place of a melee basic attack.
Threatening Rush Fighter Attack 1
At-Will ✦ Martial, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: + 18 vs. AC
Hit: 1D8 + 7 damage, and you mark each enemy adjacent to you until the end of your next turn.
Special: When charging, you can use this power in place of a melee basic attack.
Pass ForwardFighter Utility 2
At-Will ✦ Martial
Move Action Personal
Effect: You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.
Encounter Exploits
Stone’s Endurance Goliath Racial Power
Encounter
Minor Action Personal
Effect: You gain resist 10 to all damage until the end of your next turn.
Blood Drain Feat Power
Encounter ✦ Healing
Standard Action Melee Touch
Target: One living creature you have grabbed
Attack: + 14 vs. Fortitude
Hit: 2D4 + 5 damage, and you can spend a healing surge.
Bash and Pinion Fighter Attack 1
Encounter ✦ Martial, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: + 18 vs. AC
Requirement: You must have a hand free.
Hit: 1D8 +12 damage, and you slide the target 1 square to a square adjacent to you. You grab the target, and until the grab ends, it take a penalty to attack rolls equal to your dexterity modifier (+4). The grab ends automatically at the end of your next turn.
Slamming Rush Fighter Attack 3
Encounter ✦ Martial, Weapon
Standard Action Melee 1
Target: One Creature grabbed by you
Attack: + 18 vs. Fort
Effect: You move your speed. For each square you move, you slide the target 1 square to a square adjacent to you. The creature remains grabbed, and you do not provoke an opportunity attack from the target during this movement.
Hit: 1D8 + 12 damage, and you knock the target prone. If the target is adjacent to blocking terrain, add your dexterity modifier (+4) to the damage.
Makeshift Shield Fighter Utility 6
Encounter ✦ Martial
Immediate Interrupt Personal
Requirement: You must have a hand free.
Trigger: An enemy hits you with a close or a melee attack.
Effect: You gain a bonus to defenses against the attack equal to your dexterity modifier (+4).
Bludgeoning Vise Fighter Attack 7
Encounter ✦ Martial, Weapon
Standard Action Melee Weapon
Target: One Creature
Requirement: You must have a hand free.
Primary Attack: + 18 vs. AC
Hit: 1D8 + 12 damage, and the target is dazed until the end of your next turn. Make a secondary attack against the target.
Secondary Attack: + 18 vs. Fortitude
Hit: 1D8 + 6 damage, and you knock the target prone.
Body Shield Fighter Utility 10
Encounter ✦ Martial
Immediate Interrupt Melee 1
Target: One creature other than the triggering enemy.
Trigger: An enemy hits you with a melee or a ranged attack.
Requirement: You must have a hand free.
Effect: Make a grab attack against the target. If you grab the target, the triggering enemy’s attack deals half damage to you and half damage to the target.
Charge to Glory Glorious Myrmidon Attack 11
Encounter ✦ Martial, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: + 18 vs. AC
Hit: 2D8 + 12 damage.
Effect: You knock the target prone.
Special: When charging, you can use this power in place of a melee basic attack.
Daily Exploits
Seize and Stab Fighter Attack 1
Daily ✦ Martial, Reliable, Weapon
Standard Action Melee 1
Target: One Creature
Attack: + 18 vs. Reflex
Requirement: You must have a hand free.
Hit: 2D8 + 12 damage, and you grab the target. The target cannot attempt to escape the grab until the end of its next turn.
Crushing Foot Fighter Attack 5
Daily ✦ Invigorating, Martial, Weapon
Standard Action Melee weapon
Target: One Creature
Attack: + 18 vs. Fort
Hit: 2D8 + 12 damage. Until the end of the encoutner, the target cannot move if it was grabbed by you at the start of its turn.
Miss: 1D8 +12 damage.
Effect: You knock the target prone.
Fighter’s Recovery Fighter Attack 9
Daily ✦ Martial, Weapon
Standard Action Melee weapon
Target: One Creature
Attack: + 18 vs. AC
Hit: 3D8 + 12 damage.
Effect: If you have used all your encounter attack powers, you regain the use of a fighter encounter attack power you have used during the encounter.
Magic Items
Sacrificial Dragon Claws +3 Level 11
Weapon
Enhancement: +3 attack rolls and damage rolls
Critical: +3D6
Power (Daily) Free Action. Use this power when you hit with the weapon. Spend a healing surge, and instead of regaining hit points, you cause the target to become weakened until the end of your next turn.
Vengeful Dragon Claws +2 Level 10
Weapon
Enhancement: +2 attack rolls and damage rolls
Critical: +2D6 damage.
Power (Encounter): Free Action. Use this power when an attack hits a bloodied ally within 10 squares of you. Gain a +2 power bonus to attack rolls and +1D10 on damage rolls with this weapon against the attacker until the end of your next turn.
Wyrnscale Armor of Resistance +3 Level 12
Armor
Enhancement: +3
Property: Resist 10 Necrotic
Acrobat Boots Level 2
Item Slot: Feet
Property: Gain a +1 bonus to Acrobatics checks.
Power (At-Will): Minor Action. Stand up from prone.
Iron Armbands of Power Level 6
Item Slot: Arms
Property: Gain a +2 item bonus to melee damage rolls.
Cloak of Resistance +2 Level 7
Item Slot: Neck
Enhancement: +2 Fortitude, Reflex, and Will
Power (Daily): Minor Action. Gain resist 5 to all damage until the start of your next turn.
Current XP: 26,000 (Through Session 0)
Next Level: #
Bio:
Day 1: Kang was born among the miserable slaves and prisoners referred to as the ‘cattle’ in a Void Society compound in southwest Aiyia. His goliath father was long dead… just another lamb to the slaughter of the Nullmandor fighting pits. His mother was a goliath slave, kept alive only to raise children such as Kang to supply the Necromancers with fresh bodies for experimentation.
Year 1: Kang and his mother were kept in breeding pens built in the muck and refuse inside the compound. The mother (he never knew her name) was beaten so badly that all she could do was care for the infant and not much else. Kang was regularly taken to the Nullmandor for experimentation. His body was assaulted physically as well as magically, infusing him with Necromatic energy. His keepers never knew exactly what their ‘fun’ would do to the children. Many died. For Kang, it instilled in him the vampiric blood that helped him grow stronger, faster and hardier that those around him. Ironically, it was this travesty laid upon him as an infant that ensured his survival, and later the slightest bit of favor with his captors.
Year 3: A special birthday for Kang. It was deemed that he was strong enough to survive without his mother’s care any longer. Although he doesn’t remember the day, his final gift from his mother was her heart…. among other bits of her flesh mixed in with his birthday stew. It wasn’t until he was older that he realized where it was his meals came from.
Year 5: Kang’s strength was showing, and the Nullmandor keepers found entertainment in throwing him in the fighting pit against small animals and even the occasional zombie or skeleton that had become broken and of no more use due to maiming or magical mishap. Kang enjoyed the pit… it was the only open air was ever exposed to. Also his vampiric side enjoyed the brief victory celebration he was allowed.. long enough to drain the losers dry of blood…. if they had any to begin with.
Year 8: Kang conitnued to grow, and to fight. He had learned that his only way out of the ‘cattle’ pens was to prove himself strong enough in the pits to be assigned to the Void Societies ‘border guard’. In actuality they were no more than a group of brute slaves led around on a leash by several Necromancers. They lumbered around the landscape looking for innocents to slaughter for ‘cattle’ feed or to make new slaves in the pens. They were not treated any better, but at least it meant getting out of the pens regularly. Sometimes if they wandered west they would clash with Cushani patrols or hunting parties. In Kang’s reality, Cushani were demons… bogeymen, as it were. He only ever knew what his captors told him of the world around him… when they bothered to talk to him at all.
Year 12.5: The Necromancers one day planned a grand celebration. All of the ‘guardsmen’ had been sent out a few days before and the Society was planning something huge. That day, a great ritual was performed by the highest ranking mages of the Void Society. ALL of the compound was brought to bear witness, including the cattle. At the end of the ritual, they sent up a great prayer to the Moon, and everything suddenly went dark. The Moon assumed it’s permanent place obscuring the Sun’s light. The Void Society rejoiced and the celebration commenced. Even the cattle were allowed to feast with their masters on the great meal that had been brought by the guardsmen that day. This was the first time that Kang was given the honor of eating ‘Cushani Tartar’. Life didn’t change all that much after that day.. it was just darker outside. Kang never knew until much later that it wasn’t actually his Void Society keepers that caused the great Eclipse.
[more to come]