Zecht Tribal


“Don’t worry pal, there’s no shame in losing to me!”

Player: Time_Tiki
Game System: D&D 4E
Born: 1204 (Age 47)
Theme Song

Biography

He spend his childhood as an orphan, and so Zecht had to learn everything on his own, especially how to fight, and because of that, he never received any proper education, leaving his intellect a bit lacking. He prides himself on his strength and quickly used his superior strength and ruthlessness to become a sports star on his tropic island home called Abel Island. He soon found a wife, named Elanor, and had a son named Edward. Because of his new responsibilities to his family, he was forced to retire and spend more time at home.

His son, Edward, was more fortunate than Zecht himself and as such received a full education, using his brain more than his brawn, and because of this, Zecht constantly viewed his son as a weakling and crybaby. Disappointed in his son’s strength, Zecht soon developed a drinking problem which led to problems at home and spent more than one night sleeping on the sofa. Fed up with his now boring life, Zecht secretly began training for his great comeback into the sporting world, despite his wife and brother-in-law’s refusals. One day when he was training out at sea at the back of the island in a cove no one visited much, he was dragged down into the water by a strange force. He struggled with all his might but could not escape and blacked out after being dragged deeper and deeper into the ocean.

When he awoke, it was on a strange shore, one that he had not seen, and was found by local law enforcements. He explained who he was and where he came from to the officers, but his island home of Abel Island was known to have been destroyed by a horrific hurricane storm 500 years ago, and has been uninhabited since. His ravings soon led him to be locked in the asylum of Nailo Harbor, where his mind steadily became more crazed as his wish to return to his home and his family were denied. After 3 months in the asylum, Zecht finally escaped, brutally injuring several of the guards in the process, and escaped and found sanctuary in Winterhaven, where he nursed his physical and mental wounds. He told his story to the local wizard, Valthrun, whom told Zecht that in order to find a way home, he will need the help of a powerful arcanic user, one more powerful than himself. Zecht understood, and began his search across Ashen for one who could help him, and sought wizards, sorcerers, bards, and warlocks of all kinds, but all his ventures were fruitless. His determination has not wavered, and he continues his search for a way home.

Currently
Now searching the southern half of Ashen, Zecht read from a newspaper he found on the street that the small town of Noryn had recently been taken over by a mysterious group of villains. He decided to try his luck, and within a few days, wandered into Noryn looking for this “Black Dragon Company” only to find their pub in ruins and the company itself gone looking for an ancient city filled with treasure. He learned the group was led by one Wilward Jones, a powerful arcanic user and was accompanied by a murderous Clare Trannyth and Winfrey Airalin, who seemed out of place with the other two.

His searching this time bore some fruit, as he found the Black Dragon Company resting at an oasis in the middle of the dessert, with a new member, a strange looking dog-man thing, he ignored him and was approached by Winfrey, and soon by Wilward himself. He demanded Wilward help and if he would not or could not, direct him to someone who could. Wilward marked a place on Zecht’s map with a single name written underneath, Coheed, and Wilward warned him not to seek out this person, Zecht still took the map, and with careful consideration, learned from the pig-headed Clare that another group, calling themselves the Tiki Company, had another powerful wizard within its group.

He takes the information about Coheed with a grain of salt, and will seek him out only if all else fails, and now moves back to the north, towards Goothum, where this Tiki Company is said to make headquarters.

Stats

Level 14 Half-Orc Warden
Zecht Tribal
+6
22
Strength
+3
17
Constitution
+2
15
Dexterity
+1
12
Intelligence
+4
18
Wisdom
+2
14
Charisma
HIT POINTS
Total
135
Bloodied
67
Surges
12
Value
33
+9
Initiative
6
Speed
SKILLS
+9
Acrobatics
+8
Arcana
+18
Athletics
+9
Bluff
+9
Diplomacy
+11
Dungeoneering
+12
Endurance
+16
Heal
+8
History
+11
Insight
+11
Intimidate
+16
Nature
+16
Perception
+8
Religion
+14
Stealth
+9
Streetwise
+9
Thievery
28
Armor Class
24
Fortitude
19
Reflex
22
Will
RACE FEATURES
+2 Strength, +2 Dexterity
+2 Endurance, +2 Intimidate
Half-Orc Resilience
The first time you are bloodied during an encounter, gain 10 temporary HP.
Swift Charge
Gain a +2 bonus to speed when charging.
Furious Assault
You hit an enemy.
The attack deals 1[W] extra damage if with a weapon or 1d8 if not a weapon.
CLASS FEATURES
Font of Life
At the start of your turn, you can make a saving throw against an effect a save can end, and you avoid what it entails, if you fail, you still make a saving throw at the end of your turn.
Guardian Might (Wildblood)
While not wearing heavy armor, use Wis instead of Dex/Int for AC.
When you use Second Wind, each creature marked by you takes an additional penalty to attack rolls that don't include you equal to your Wis mod.
Nature's Wrath
At the end of your turn you can mark each enemy adjacent to you as a free action.
Allied Champions (Paragon)
When you use Second Wind as a standard, each enemy marked by you takes psychic damage = 1/2 level + Str mod
If as a minor one enemy takes the damage.
Tribal Champion Action (Paragon)
When you spend an action point, you can assume one of the forms that a daily power grants you, but you do not use the attack and do not expend the power.
FEATS
Warrior of the Wild (Multiclass Ranger)
Once per encounter, you can use the Ranger's Hunter's Quarry class feature.
Wildblood Cunning
When you use Second Wind, you can shift a number of squares equal to your Wis mod as a free action.
Weapon Proficiency
Gain proficiency with the weapon of your choice.
Weapon Focus
Gain +2 to damage with the weapon of your choice.
Toughness
Gain an additional 5 HP per tier.
Wildblood Fury
When you use Second Wind, you gain a bonus to damage rolls against enemies marked by you equal to your Wis mod.
Wildblood Speed
When an enemy marked by you attacks an ally, you can shift a number of squares equal to your Wis mod as a free action.
Uncanny Dodge
Enemies do not gain the bonus to attack rolls from combat advantage.
Strength from Pain
+5 bonus to damage rolls for 1 round after becoming bloodied.
AT-WILL POWERS
Warden's Fury
An enemy marked by you makes an attack that doesn't include you.
Str vs. Fort
1[W] + Str mod damage and the target grants combat advantage to you and your allies until the end of your next turn
Warden's Grasp
Close burst 5
An enemy within 5 squares of you makes an attack that doesn't include you.
You slide the target 1 square and is slowed and cannot shift until the end of its turn.
Weight of Earth
Str vs. AC
1[W] + Str mod damage and the target is slowed until the end of your next turn.
Tempest Assault
Str vs. AC
1[W] + Str mod damage and another enemy marked by you in 2 squares takes thunder damage = Con mod.
ENCOUNTER POWERS
Healing Harvest
Str vs. AC
3[W] + Str mod damage and when an ally hits that enemy, they regain 2 + Wis mod HP.
Earthgrasp Strike
Str vs. AC
1[W] + Str mod damage and you knock the target prone, the first time it stands up before the end of your next turn, it takes 1d10 + Str mod damage.
Stalker's Positioning
Str vs. AC
2[W] + Str mod damage and you slide the target one square and can slide the target into another creature's square and the second creature one square, both take psychic damage = Wis mod.
Fell the Mighty
Str vs. AC, if the enemy has more HP than you, you can crit on 19-20
2[W] + Str mod damage, if this makes the target's HP lower than yours, you also knock it prone.
DAILY POWERS
Form of the Relentless Panther
Gain a +2 to Reflex and a +1 to attack rolls against creatures marked by you and can shift 2 squares as a move action.
Before the attack, shift your speed
Str vs. Ref
2[W] + Str mod damage and ongoing 5 damage (save ends)
Miss - Half damage, and ongoing 2 damage (save ends)
Lifebind Attack
Str vs. AC
3[W] + Str mod damage
Miss - Half damage
Targets marked by you take a -5 to attack rolls instead of -2
Form of the Oak Sentinel
Melee reach increases by one and when an enemy attacks you they take damage equal to your Str mod
An enemy within reach makes an attack against your ally
Str vs. AC
2[W] + Str mod damage
Miss - Half damage
You become the target of the triggering attack.
Triumphant Vigor (Utility)
You have reduced an enemy to 0 HP
You regain HP = 1d6 + Str mod + Con mod
Wrathful Mastery (Utility)
An enemy's attack hits and damages you
You take extra damage equal to half your level and the next time you attack a marked enemy you gain a bonus to the attack and damage rolls = Con mod.
Guardian's Attack (Utility)
You regain the use of a guardian form attack you have used this encounter.
Pure Power (Utility)
You hit with a guardian form attack, the attack deals an extra 2[W] damage.

Zecht Tribal

The Tiki Company's Epic adventure Great Job! Iron_Tiki