Jin, Farmer (#40FF00)
[sblock=Appearance][/sblock]
[sblock=10 Minute Background][sblock2=Background and Concept Elements]1)Personality: Stoic, not really against-fun but he's a man with a mission, and his mind is focused on that. Now that he thinks he's assured of his place in the war, he will use acts of intimidation liberally if he thinks it will get him what he wants. When caught alone or in a moment of peace, will speak lovingly of his wife and children, and you might even catch a smile.
2)Appearance: Tall, thick, and pale, Jin spends his days working the fields, which has led to him building up muscle over the many years he's been alive. He sports short black hair that is fairly messy, and dark brown eyes that rarely betray his true emotions. As typical for men in his family, he will never grow facial hair and will be clean shaven from the day he is born until the day he dies.
3)Early Life: Raised by both of his parents, Jin had a happy childhood. His father taught him the ways of the land and also the basics of how to wield a sword. This was meant to be a double lesson, as it could help him to not only protect his fields from wild animals, but also to protect himself if it came down to it. Around the age of twelve, his parents introduced him to a young woman by the name of Zhihao, with the hopes that he would marry her.
4)Teens: Jin spent the next few years spending a lot of time with her, at least, as much as possible. He continued to work the fields primarily, more and more having to take over for his parents as they got older in years. Finally, shortly after Jin's 16th birthday, his parents finally passed away leaving the farm to him. A year later, Jin and Zhihao make their relationship official, and get to making kids he's going to need help keeping the farm going.
5)Recent Years: Jin's wife gives birth to their first two children in the 5 years after his parent's death. His life on the farm continues to go well, until a group of Loyalist soldiers appeared on his doorstep early one morning, intimidating them to join their side in the war against the Rebels. He refused, not wanting to take a side. In response, the Loyalists burned his fields to force him off of the land. After getting his wife and kids to safety, he donned his ancestor's armor, picked up his sword and shield, and walked on down the road towards the nearest Rebel camp, planning to pledge allegiance to their side against the Loyalists, to get the fields back for him and his family.[/sblock2]
[sblock3=Goals]1) Come to terms with the loss of his family.
2) Realize that War isn't always black and white.[/sblock3]
[sblock4=Secrets]1) Jin's wife and children were murdered when the loyalists attacked his farm, and being unable to cope with it, convinced himself that they were still alive, waiting for him to return home.
2) Jin has used his ancestor's blade for murder prior to joining the caravan, which has slightly dulled him to the idea of killing.[/sblock4]
[sblock2=People Tied to Character]1) Zhihao - Wife - Very bright and bubbly, was incredibly enthusiastic about helping around the farm.
2) Mei - Daughter (Younger) - Even though she was still a young baby when the rebels attacked, she had a definite fondness for her father and enjoyed being taken outside to watch Jin practice sword fighting. It is likely she would grow up to be like him.
3) Jian - Son (Older) - Just barely was old enough to begin learning about helping on the farm before the rebels attacked. He seemed to take after his mother, being very enthusiastic and almost impossibly happy.
4) Syaoran - A rival farmer, Jin and Syaoran have come into conflict multiple times over plots of land as the end of Jin's farm and the start of Syaoran's have very loose borders, so it can be hard to tell the exact area. They never quite broke out into violence, but they got very heated arguments over land.[/sblock2]
[sblock3=Memories, Mannerisms, and Quirks]1) Sparring with his father as a young child. (Mem1)
2) Uses his hands as well as his speech to convey ideas. (Mannerisms)
3) Reacts strangely to death. Sometimes it will hit him like a truck, othertimes he shoves it off.(Quirks)[/sblock3]
[sblock4=Family/Class/Profession/Institutions]Family: Wife, Son, and Daughter
Class: Peasant
Profession: Farmer
Institution: None[/sblock4]
[sblock2=Drives]1) Win their farm back by taking the fight to the "enemy".
2) Stay alive to return to his wife and daughter.
3) Become stronger so he won't lose them again.[/sblock2]
[sblock3=Goals]1) Get farm, live happily (long)
2) Help the Rebels beat the Loyalists. (Medium)
3) Join the Rebels. (Short)[/sblock3][/sblock]
[sblock=Character Sheet]Jin
Warforged, Knight 3 (Reflavor to HUMAN)
Knight Feature: Shield Finesse
Background: Occupation - Farmer (+2 to Endurance)
Theme: Guardian
FINAL ABILITY SCORES
Str 20, Con 17, Dex 10, Int 8, Wis 12, Cha 10.
STARTING ABILITY SCORES
Str 18, Con 15, Dex 10, Int 8, Wis 12, Cha 10.
AC: 21 Fort: 18 Reflex: 13 Will: 14
HP: 44 Surges: 12 Surge Value: 11
TRAINED SKILLS
Endurance +11, Athletics +9, Intimidate +8, Perception +7,
UNTRAINED SKILLS
Acrobatics -1, Bluff +1, Diplomacy +1, Dungeoneering +2, Heal +2, History 0, Insight +2, Nature +2, Religion 0, Stealth -1, Streetwise +1, Thievery -1
FEATS
Feat User Choice: Heavy Blade Expertise
Level 1: Encouraging Shield
Level 2: Weapon Proficiency (Bastard sword)
POWERS
Knight at-will 1: Battle Guardian
Knight utility 1: Defend the Line
Knight utility 1: Battle Wrath
Knight utility 2: Glowering Threat
ITEMS
Plate Armor, Heavy Shield, Belt Pouch (empty) (2), Shovel, Backpack (empty), Waterskin, Trail Rations (10), Torch (20), Flint and Steel, Hempen Rope (50 ft.), Ten-foot pole, Crowbar, Cloth Armor (Basic Clothing), Lantern, Bull's-Eye, Bell and whistle, Listening Cone, Oil (1 pint) (7), Hammer, Bastard sword
Code: Select all
Main Hand: Bastard Sword
Offhand: Heavy Shield
Body: Plate Armor
Head: ---
Neck: ---
Arms: ---
Hands: ---
Waist: ---
Feet: ---
Symbol: ---
Ki Focus: ---
Ring: ---
Ring: ---
Tattoo: ---
Boon: ---
[/sblock]
[sblock=Combat Block]Jin
Male Human Knight 3
Languages: Ghian, Common
Age: 21
Height: 6'4"
Weight: 235 lbs.
Speed: 6 (5 when wearing armor)
Initiative: +1
Passive Perception: 12
Passive Insight: 12
Senses: Normal Vision
AC: 21 (+2 VS Opportunity Attacks)
Fort: 18
Reflex: 13
Will: 15
HP: 44/44
Bloodied: 22
Surge Value: 11
Surges left: 12
Action Points: 1
MBA: Bastard Sword +12 vs AC, 1d10+6 Slashing
RBA: N/a
Resistances: None
Vulnerabilities: None
Saves: +2 Racial bonus against ongoing damage.
Active Effects: None
Powers:
Bull Rush Attack
Grab Attack
Opportunity Attack
Battle Guardian
Defender Aura
Battle Wrath
Defend the Line
Second Wind []
Guardian's Counter []
Power Strike [_]
Warforged Resolve
Glowering Threat
[_]
Consumables:
None.
[sblock2=Important Features:][sblock3=Power Details]At-Will Powers:
Defender Aura - Aura - Minor Action - Personal - Effect: I activate an aura 1 that lasts until I end it as a minor action or fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include either myself or an ally who also has this aura active. Marked enemies are not subject to this aura.
Battle Guardian - Opportunity Action - Personal - Trigger: An enemy subject to my defender aura makes an attack that either targets an ally but not myself or one who has a defender aura of their own active. - Effect: I make a melee basic attack against the triggering enemy. If the attack misses, the target still takes damage equal to my strength modifier (+5).
Battle Wrath - Minor Action - Personal - Effect: I assume the battle wrath stance. Until the stance ends, I gain a +2 power bonus to the damage rolls of basic attacks using a weapon.
Defend the Line - Minor Action - Personal - Effect: I assume the defend the line stance. Until the stance ends, whenever I hit an enemy with a melee basic attack using a weapon, that enemy is slowed until the end of my next turn.
Encounter Powers:
Second Wind - Standard Action - Personal - Effect: Spend a healing surge and gain a +2 bonus to all defenses until the start of my next turn.
Power Strike - No Action - Target: The enemy I hit - Trigger: I hit an enemy with a melee basic attack using a weapon. - Effect: The target takes 1[w] extra damage from the triggering attack. Special: I may use this ability twice per encounter but only once per turn.
Glowering Threat - Minor Action - Close burst 2 - Target: Each enemy in the burst - Effect: Until the ent of my next turn, each target takes a -5 penalty to attack rolls against any creature other than me.
Guardian's Counter - Immediate Interrupt - Close burst 2 - Trigger: An ally within 2 squares of me is hit with an attack and I am not included in the attack - Effect: The ally and I shift 2 squares as a free action, swapping places. I become the target of the triggering attack, in place of the ally. After the attack is resolved, I can make a basic attack against the attacker.
Warforged Resolve - Minor Action - Effect: I gain a number of temporary hit points equal to (3+1/2 of my level) and can make a saving throw against one effect on me that deals ongoing damage. If I am bloodied, I also regain hit points equal to (3+1/2 of my level).[/sblock3]
Race: Warforged
Living Construct: As I am a living construct, I no longer need to eat, drink, breathe, or sleep. Never make Endurance checks to resist starvation, thirst, or suffocation. All other conditions I will suffer normally.
Unsleeping Watcher: I do not sleep and instead enter a state of inactivity for 4 hours to gain the benefits of an extended rest. While in this state, I am fully aware of my surroundings and notice approaching enemies and other events as normal.
Warforged Mind: Gain a +1 racial bonus to Will.
Warforged Resilience: I gain a +2 racial bonus to saving throws against ongoing damage. Also, when I make a death saving throw, I can take the better result of my die roll or 10.
Warforged Resolve: Gain the Warforged Resolve power.
Theme: Guardian
Level 1: Gain the Guardian's Counter power.[/sblock2][/sblock]