Gardeners of Chaos
Drow Greatweapon Fighter [Level 14 Soldier]
Medium fey humanoid [XP 1000]
Initiative 34 hp) ○○
AC 30; Fortitude 29, Reflex 25, Will 24
[m] Falchion (standard) ✦ Weapon
+20 vs. AC; 2d4 + 11 damage (crit 22 + 4d4).
® Handaxe (standard) ✦ Weapon
Ranged 5/10; +19 vs. AC; 1d6 + 10 damage.
[M] Reaping Strike (standard) ✦ Weapon
+19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12). Miss: 5 damage.
[M] Giant’s Wake (standard) ✦ Weapon
+19 vs. AC; 2d12 + 14 damage (crit 38 + 2d12), and make a secondary attack against each enemy adjacent to the primary target and within the drow fighter’s melee reach. Secondary Attack: +19 vs. AC; 1d12 + 14 damage (crit 26 + 2d12).
© Shift the Battlefield (standard) ✦ Weapon
Close burst 1; targets visible enemies; +19 vs. AC; 2d12 + 10 damage (crit 34 + 2d12), and the drow fighter slides the target 1 square. Miss: Half damage.
© Cloud of Darkness (minor)
Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow fighter’s next turn. The cloud blocks line of sight for all creatures except the drow fighter. Any creature except the drow fighter entirely within the cloud is blinded until it exits.
® Darkfire (minor)
Ranged 10; +18 vs. Reflex; until the end of the drow fighter’s next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.
Into the Fray (minor)
The drow fighter can move 3 squares, as long as the move ends adjacent to an enemy.
Once per encounter, the drow fighter can use either the cloud of darkness or darkfire power.
Every time the drow fighter attacks an enemy, the drow fighter can mark that target, whether the attack hits or misses. The mark lasts until the end of the drow fighter’s next turn. If the marked creature makes an attack that doesn’t include the drow fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent to the drow fighter and shifts or makes an attack that does not include the drow fighter, the drow fighter can make a melee basic attack against that enemy as an immediate interrupt.
Skills Athletics 12); Dex 16 (8);
Con 18 (7); Cha 14 (+9)
Equipment scale armor +1, falcion +1, handaxe
Zefan is a dark elf with a brighter heart. He served the Magister of Loudwater for years as an assistant, troubleshooter, guard and friend. Like the Norths legendary Drizzt Do’Urden he turned his back on the drow nations, because he belives not all drow are evil.
He originates from Ched Nasad where he was a warriors apprentice, destined to join the ranks of drow warriors to guard and protect the city. But he grew wary of the ways the Lolth priestesses treated everyone, and after being on the wrong end of a snake-whip too many times for asking questions about the cruel ways of the drow, he fled the city and the Underdark as a young boy.
He made his way to the surface, half-dead and lost, but was saved (or captured) by a young man named Hardeth, who now is the magistrate of Loudwater, and Zefan’s oldest friend.