The 13 Masters of Evil

Teleria D'Riciel

Appearance: Slightly shorter than average for a female half elf; Toned rather than heavily muscled; large, bright, uncannily green eyes; brown hair with a chunk dyed red Mannerisms: Fidgety if not occupied with a task; difficult to distract when smithing

Teleria D'Riciel

Description

Teleria D’Riciel, level 3

Half-Elf, Warlord|Rogue

Warlord Leadership: Canny Leader (Hybrid)

Hybrid Warlord: Hybrid Warlord Will

Hybrid Talent: Rogue Tactics (Hybrid)

Rogue Tactics (Hybrid): Brutal Scoundrel (Hybrid)

Background: Warsmith, Society – Wealthy, Early Life – Isolated (Warsmith Benefit)

FINAL ABILITY SCORES
Str 14, Con 13, Dex 16, Int 14, Wis 10, Cha 12.

STARTING ABILITY SCORES
Str 14, Con 11, Dex 16, Int 14, Wis 10, Cha 10.

AC: 16 Fort: 13 Reflex: 15 Will: 13
HP: 35 Surges: 7 Surge Value: 8

TRAINED SKILLS

Thievery +9

Stealth +9

Insight +10

Athletics +8

Perception +8

UNTRAINED SKILLS
Acrobatics +4

Arcana +3

Bluff +2

Diplomacy +4

Dungeoneering +1

Endurance +2

Heal +1

History +3

Intimidate +2

Nature +1

Religion +3

Streetwise +2

FEATS

Level 1: Hybrid Talent

Level 2: Backstabber

POWERS

Dilettante: Twin Strike

Hybrid at-will 1: Sly Flourish

Hybrid at-will 1: Risky Shot (retrained to Wolf Pack Tactics at Level 2, retrained to Duelist’s Flurry at Level 3)

Hybrid encounter 1: Torturous Strike

Hybrid daily 1: Easy Target

Hybrid utility 2: Aid the Injured

Hybrid encounter 3: Bloody Ending

ITEMS

Adventurer’s Kit

Leather Armor

Dagger (5)

Short sword

Thieves’ Tools

Hand Crossbow

Crossbow Bolts (60)

Shuriken (5)

Psychokinetic Short sword +1

Lucky Charm +1

Bolt of Transit +2

Lifedrinker Dagger +1

Climber’s Kit

Lock & Key

Bio

Birthdate – 12th of Chilled Crow

Teleria was born into a small religious community located within the city of NaVol. The community, known to outsiders as Benthamites and within as Vistolic’s Own, is dedicated to the worship of Vistolic, the good god of death. The Benthamites believe that the best way to honor their chosen god is to live each day conscious of the inevitability of death, and to therefore embrace each day as a gift. They do not partake of any substance which would dull their sense of life, or which could be construed as an escape from the world as it is. They embrace a consequentialist morality, and believe that the moral worth of an action is determined solely by its utility in providing happiness or pleasure as summed among all sentient beings. However, their personal code equates simplicity with pleasure, and their plain dress and solemn behavior makes them stand out among their more worldly neighbors in NaVol.

Teleria, however, never quite seemed to fit in within the community. Although she tried hard to behave, she found the colorless clothes and plain life of being a Benthamite merchant’s daughter too constricting. She always seemed to burst into laughter at the wrong time, and her parents despaired that she would never outgrow her loudness and inability to sit still.

At fifteen, her parents concluded that she wouldn’t be able to make a good marriage match, and instead sent her to become an apprentice to Zanben Ironhouse, a blacksmith and telormar of the Fraternal Order of the Inner Vault. After a year of training, Master Ironhouse decided she was suitable to join the order, and presented her with the iron key that signifies her place as a dormark of the Inner Vault.

Teleria spent the next six years in training with Master Ironhouse, learning to create weapons, locks and security systems, and use the weapons and tools she was making. On her twenty-second birthday, seven years after she had come to apprentice with Master Ironhouse, he released her to begin her journeyman travels.

Upon being released as a journeyman, Teleria immediately headed to Duntroon to experience urban life. A week’s journey took her to Gatequest, where she stopped for two days to assist at the telormar of Master Neris Carter (human) before continuing on. Another week brought her to Duntroon, the largest of the cities in the Middle of the World.

After arriving in Duntroon, she met with Master Leokul Lighttouch (gnome) and his dormark, Norfire Brushtracker (gnome), who had received word from Master Ironhouse to expect her. Master Lighttouch set her up with a job to recover a lost shipment for one of his patrons, Lord Davkul Droverson (human). Lord Droverson hired three other adventurers to recover his lost goods, Kriv Ironclaw, Cameo the Ranger, and Belaros Firehide. The four adventurers found that they worked well together, and after two weeks of work recovering the goods from a small group of bandits who had intercepted them, returned to Duntroon and took lodging together at Bad Broil’s Inn to fritter away their newly earned gold and wait for another job to turn up.

Character Name Level Class Paragon Path Epic Destiny Total XP Race Size Age Gender Height Weight Alignment Deity Affiliation
INITIATIVE
Score Dex ½Lv Misc
Initiative
Conditional Modifiers +
ABILITY SCORES
Score Mod M+½
Strength
Constitution
Score Mod M+½
Dexterity
Intelligence
Score Mod M+½
Wisdom
Charisma
HIT POINTS
Max HP Bloodied Surge Value Surges Current HP Temp HP Surges Used Death Saves Resistances +
SAVE MODIFIERS
Modifiers +
SKILLS
Bonus A+½ Trnd Arm Misc
Acrobatics Dex
Arcana Int
Athletics Str
Bluff Cha
Diplomacy Cha
Dungeoneering Wis
Endurance Con
Heal Wis
History Int
Insight Wis
Intimidate Cha
Nature Wis
Perception Wis
Religion Int
Stealth Dex
Streetwise Cha
Thievery Dex
NOTES
Note +
DEFENSES
Score 10+½ Abil Cls Feat Enh Misc Misc
AC
Conditional Bonuses +
Score 10+½ Abil Cls Feat Enh Misc Misc
Fort
Conditional Bonuses +
Score 10+½ Abil Cls Feat Enh Misc Misc
Ref
Conditional Bonuses +
Score 10+½ Abil Cls Feat Enh Misc Misc
Will
Conditional Bonuses +
ACTION POINTS
Points MSs
Action Points
Additional Action Point Effects +
RACE FEATURES
Feature +
CLASS FEATURES
Feature +
FEATS
Feat +
LANGUAGES KNOWN
Language +
BACKGROUNDS
Background +
MOVEMENT
Speed Base Arm Item Misc
Speed
Special Movement +
SENSES
Score Base Skill
Passive Insight 10 +
Passive Perception 10 +
Special Senses +
COMBAT WORKSPACE
+
Attack Type
Attack
½Lv
Abil
Cls
Prof
Feat
Enh
Misc
Damage
Abil
Feat
Enh
Misc
Misc
 
AT-WILL POWERS
Power +
ENCOUNTER POWERS
Power +
DAILY POWERS
Power +
EQUIPMENT
Item +
Character By • Sheet By