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Summary Edit

See the PC Stat Block template for assistance.

FourMonosMarshal Jayce Rikkert
XP 3750Male Human Sentinel Marshal Fighter (Slayer) 4
Medium Natural humanoid
Initiative +4; Senses Passive Insight 12, Passive Perception 19
HP 43, Bloodied 21, Surge Value 10, Surges 9
AC 21 (20); Fortitude 21, Reflex 16, Will 15; +1 to AC unless bloodied
Resist 0
Saving Throws +0
Speed 5
MeleeMelee Basic Attack
(Standard; at-will) ✦ Weapon
Longsword, Shortsword, Dagger, Whip

Target: One creature
+13 vs AC

Hit: Weapon (1 [W]) +11 damage
RangedRanged Basic Attack
(Standard; at-will) ✦ Weapon
Ranged 5/10 (Handaxe)

Target: One creature
+12 vs AC

Hit: 1d6 + 9 damage
Battle Wrath
Slayer Battle Stance
(Minor Action; At-Will) ✦ Martial, Stance
Personal
Effect: Jayce assumes the battle wrath stance. Until the stance ends, he gains a +2 power bonus to the damage rolls of basic attacks using a weapon.
Bezerker's Charge
Slayer Battle Stance
(Minor Action; At-Will) ✦ Martial, Stance
Personal
Effect: Jayce assumes the battle charger stance. Until the stance ends, he gains a +2 power bonus to speed while charging and a +2 power bonus to the attack rolls of your charge attacks.
Power Strike
Slayer Class Power
(No Action; Encounter) ✦ Martial, Weapon
Personal

Trigger: Jayce hits an enemy with a melee basic attack using a weapon.

Effect:The target takes 1 [W] extra damage from the triggering attack.
MeleeRain of Blows
Fighter Attack
(Standard; Encounter) ✦ Martial, Weapon
Melee

Target: One creature.
Attack: Two attacks vs. AC.
Hit: 1 [W] + 6 damage.

Special: If Jayce is using a flail, light blade or spear, he can make a third attack against either the target or a different creature.
Stone Fist Fury of Blows
MultiClass Monk Feature
(No Action; Encounter) ✦ Psionic
Melee 1

Target: One creature.
Trigger: Jayce hits with an attack during his turn.
Effect: The target takes 8 damage. If the target wasn't targeted by the triggering attack, the damage is increased to 10 damage.

Special: Jayce can only use this power once per turn.
Marshal's Interdiction
Marshal Power
(No Action; Encounter)
Special

Trigger You hit an enemy with an attack.
Target: The enemy you hit.

Effect: The target is immobilized until the end of your next turn. You also mark the target until you end your turn without hitting or missing it with an attack. In addition, you designate the target as your marshal's quarry until the end of the encounter.
Heroic Effort
Human Racial Feature
(No Action; Encounter)
Personal

Trigger: You miss with an attack or fail a saving throw

Effect: You gain a +4 racial bonus to the attack roll or the saving throw.
Crowd Fighting
Fighter Utility 2
(Immediate Reaction; Encounter) ✦ Martial

Prerequisite: You must have training in Streetwise.
Target: One creature other than the triggering enemy.
Trigger: An enemy misses you with a melee attack.

Effect: The target takes 5 damage.
Ghost Strike Ki Focus +2
Ki Focus ✦ Level 7

Enhancement: +2 attack rolls and damage rolls
Critical: +2d6 damage

Properties: Whenever you make make a melee attack against an insubstantial creature granting combat advantage to you, the attack ignores the insubstantial quality.
Agile Scalemail +1
Armor ✦ Level 5
Armor Bonus: 7

Check: 0
Speed: -1
Enhancement: +1 AC

Magic Properties: While you are not bloodied, you gain a item bonus to AC equal to your Dexterity modifier up to a maximal of +1.
Bracers of Mighty Striking
Arm Slot Item ✦ Level 2

Magic Properties: When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.
Amulet of Protection +1
Neck Slot Item ✦ Level 1
Enhancement: +1 Fortitude, Reflex, and Will
Bonus Skill ✦ Human Feature
Trained in one additional class skill.
Bonus Feat ✦ Human Feature
Choose an extra feat at 1st level
Human Defense Bonus ✦ Human Feature
+1 to Fortitude, Reflex, and Will.
Heroic Effort ✦ Human Feature
Gain the Heroic Effort power.
Sentinel Marshal Starting Feature ✦ Level 1 Theme Feature
Jayce gains the Marshal's Interdiction power and +2 bonus to Diplomacy and Intimidate against subjects that fear or respect the Marshals.
Quick Swap ✦ Level 4 Fighter Feature
Once per turn, Jayce may draw or stow a weapon as a free action, then draw another weapon.
{{{Feature Name}}}
Jayce can use the rituals Eye of Alarm, Eye of Detection and Magic Circle as if he possessed the Ritual Caster feat.
Mark of Sentinel ✦ Feat Feature
Jayce can shift before or after using an opportunity attack.
Alignment Unaligned.; Languages Human, Goblin
Str 20 (+7)Dex 15 (+4)Wis 10 (+2)
Con 10 (+2)Int 10 (+2)Cha 13 (+3)
Skills Athletics +12*, Endurance +7*, Intimidate +8*, Perception +9*, Streetwise +8*
Feats Mark of Sentinel, Monastic Disciple, Whip Training, Martial Cross Training
Equipment Ghost Strike ki focus +2, Agile Scale Armor +1, Bracers of Mighty Striking, Amulet of Protection +1; Longsword, Short Sword, Dagger, Whip, Hand Crossbow, Handaxe (two) A27 gp

* Trained Skill



Character Information Edit

=== Background ===
Born in the town of Lakeside near Dark Lake in Karrnath, Jayce was a typical Karrnath child.  Discipline was strict and the boys were men.  Jayce worked the local fields as early as was allowed until the time when he would join the army.  As Karrnath had felt the bite of war severly, enrollment in the military came quickly.  Jayce served two years in the IV Karrnath Assault Force before his Mark manifested.  After manifestation, his commanding officer immediately alerted House Deneith.  Jayce was taken immediately for training.

The next chapter of Jayce's life consisted of rigorous training at Karrlakton.  Jayce became a master of weapons of all types.  He also elected to train under Master Hewu, a kalashtar monk seeking refuge.  From whom he declined to say.  The path of monastic study was not popluar amoung his comrades due to the time intensive meditation and physical training.  Jayce became close to his Master Hewu and it was no surprise that when Jayce was promoted to Deneith Bodyguard, his first mission was to take Hewu from Karrlakton to Cyre to observe a meeting of generals.

Jayce knew something was wrong from the moment they entered Cyre.  The patrol along the road was missing.  The mission house had a quarter of the normal garrison.  The non-Deneith corporal related the possible raid and emergency patrols that were called out of the small fort.  Jayce sent the corporal for reinforcements and secured the fort as best he could.  Even with his suspicions raised, he did not suspect the food to be poisoned.  With the evening meal, he and Master Hewu became stuporous and slow.

The attack came in the middle of the night.  The dark clad attackers were relentless, overwhelming the small forts defenders and coming for Jayce and Master Hewu.  In his weakened state, Jayce was incapacitated.  Laying bloodied on the floor, he watched as Master Hewu fought courageously, but in the end, was overwhelmed.  With his death, the attackers retreated.

Turned bitter by the loss of his friend and teacher, Jayce requested time to recover from his wounds.  Instead of rest, he relentlessly pursued the attackers.  Although they were stealthy, they were trackable.  Jayce discovered they were not an armed force from Khorvaire.  He tracked them to the coast, finding and killing any accomplices that helped these dark warriors with their mission to kill the monk.  While the majority escaped on their ship to the sea, Jayce did capture one long enough to obtain the information he wanted.  They were a force of the Dreaming Dark.  Bribes were paid to remove as much protection from Master Hewu as possible.

Armed with this knowledge, Jayce returned to Karrlakton.  Scandal rocked through House Deneith.  Important men were placed in custody and tried for treason.  Many enemies were made.  Now made to feel an outsider in his own House, Jayce pursued the only option available to him.  He became a Sentinel Marshal.  Traveling alone, he had no one to betray him.  His journies taking him across Khorvaire, pursuing criminals and fugitives from justice.  Over the years, there were attempts were made on his life, which he knew stemmed from the enemies he made during the war.   When the last attempt to remove him happened when his last mission ended in Sharn, Jayce decided to pursue strengthening his abilites and perhaps gaining allies outside House Deneith.  He headed for the Tavern Shard.

Appearance Edit

Clint.eastwood

Marshal Jayce Rikkert

Age: 30 Gender: Male
Height: 6'2"
Weight: 190 lbs.

The man commonly called 'Marshal' presents an imposing figure.  He is tall and thin, but not lanky.  He scale armor is mostly covered by his worn and dusty traveling tunic.  His piercing eyes, perpetually squinted, peer out from under his wide brimmed traveling hat.  His stare alone has broken men of little resolve.  His Marshal's badge is scarcely concealed under his cloak.  His face is thin and covered with a scruff of a beard.

Personality Edit

Alignment: Unaligned

As a Sentinel of House Deneith, Jayce portrays a stony exterior.  He is slow to trust, but loyal to his word.

Jayce has picked up a habit of smoking the tobac weed from the Talenta plains.  He rolls his own smoke sticks and often has an unlit remnant of a smoke stick in the corner of his mouth.

Hooks Edit

  • Marshal is bound by the Code of Galifar.  He won't be party to any illegal activity.
  • As a Marshal, he could be called upon to perform a duty for the Sentinel's or hunt down a wanted convict.

Kicker Edit

  • Marshal Rikkert has made some enemies in the Sentinel Marshals, which is why his next mission is delayed.  Realizing he may have made some dangerous enemies out of former allies, Jayce has decided to spend his 'down time' honing his skills and possibly forming allies outside the Marshals.

Other Sections Edit

Adventuring Group: Edit

Equipment Edit

Equipment Name Price Weight
Ghost Strike Ki Focus +2 (level 7 Ki Focus) 2600 gp

0 lb.

Agile Scalemail Armor +1 (level 5 Armor) 1000 gp 45 lbs.
Bracers of Mighty Striking (Level 2 Arm Slot Item) 520 gp 0 lbs.
Amulet of Protection +1 (Level 1 Neck Slot Item) 320 gp 0 lbs.
Adventurer's Kit 15 gp 33 lbs.
Longsword 15 gp 4 lbs.
Whip 1 gp 2 lbs.
Dagger 1 gp 1 lbs.
Handaxe 5 gp 3 lbs.
Hand Crossbow 25 gp 2 lbs.

Coins: 37gp

Encumbrance: 90 lbs Normal Load: 200 lbs Heavy Load: 400 lbs Maximum Drag Load: 1000 lbs

Math Edit

==== Attributes ====


Attributes
AbilityCostInitialRacialLevelFinalMod
Str 12 17 2 1 20 5
Con 0 10 0 0 10 0
Dex 5 14 0 1 15 2
Int 0 10 0 0 10 0
Wis 0 10 0 0 10 0
Cha 3 13 0 0 13 1
Totals 20   8


Attacks Edit

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee

5

str 1Weapon Talent5Longsword, +2 ki focus213AC
Basic Ranged

5

str1Weapon Talent4Handax, +2 ki focus0212AC


Defenses Edit

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class 2/0 dex/int 0 0 0 0 8 Agile Scale Armor +1 0 0 2 20
Fortitude5/0str/con21001Amulet of Protection +1002 21
Reflex2/0dex/int010 1Amulet of Protection +102 16
Will0/1wis/cha010 1Amulet of Protection +102 15


==== Senses and Reactions ====


Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 2 0 0 0 0 0 0 2 0 4
Passive Insight 0 0 0 0 0 0 0 0 2 0 12
Passive Perception 0 0 0 0 2 Background: Deneith Bodyguard 0 0 2 5 19


Senses: Normal Vision

Health Edit

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherTotalBloodedSurge
Hit Points 15 10 6 0 0 0 0 0 0 43 21 10


Surges per day: 9 (9 class, +0 Con)

Speed and Movement Edit

Speed: 5

Racial Features Edit

Human

  1. +2 bonus to any one ability score.
  2. Bonus Feat: Gain bonus feat at first level.
  3. Bonus Skill: Gain training in one additional skill from your class skill list.
  4. Human Defense Bonus: +1 racial bonus to Fortitude, Reflex and Will defenses
  5. Human Power Selection: Bonus At Will power selection
  6. Languages: Common, Choice of one other.
  7. Size: Medium
  8. Speed: 6

Class Features Edit

[Fighter: Slayer] (HotFL)

  1. Heroic Slayer: (level 1) Gain a bonus to damage roll of weapon attacks equal to Dexterity modifier.
  2. Weapon Talent: (level 1) Gain a +1 bonus to the attack rolls of weapon attacks.
  3. Fighter Stances: (level 1) Gain two fighter stance powers (Battle Wrath, Bezerker's Charge).
  4. Power Strike: (level 1) Gain the Power Strike power.
  5. Utility Power: (level 2) Gain Crowd Fighting Encounter Utility Power.
  6. Improved Power Strike: (level 3): Gain an additional use of Power Strike per encounter, but you can still use it only once per turn.
  7. Quick Swap: (level 4) Once during each of your turns, you can draw or stow a weapon as a free action instead of a minor action.

Feats Edit

  • 1st: Monastic Disciple: Gain class skill with Perception.  May use Stone Fist Fury of Blows once/encounter.  Gain proficiency with ki focus.
  • Human Bonus Feat: Mark of Sentinel: Shift before or after attack when making Opportunity Attack.  Able to use rituals: Eye of Warning, Eye of Alarm, Magic Circle.
  • 2nd: Whip Training: Gain proficiency in whip.  Once per round, on a hit, impose a -2 to attack rolls vs. a target of your choice.
  • 4th: Martial Cross Training: Lose one use of Power Strike in exchange for an encounter attack power of your level or lower.

Theme:Edit

Sentinel Marshal

  1. 1st: +2 to Diplomacy and Intimidate checks on subjects who know Jayce is a Sentinel Marshal and respects or fears members of that group.
  2. 1st: Marshal's Interdiction: Encounter Power
  3. 5th: +2 to Insight and Perception checks


==== Background ====
* Deneith Bodyguard: - Jayce served as a bodyguard during the last war.  Class Bonus: Perception +2.

Skills:Edit

Skill Trained Attrib Attrib Type Racial Feat Feat Name Equip Level Total
Acrobatics -- +2 dex -- -- NA -- +2 +4
Arcana -- +0 int -- -- NA -- +2 +2
Athletics +5 +5 str -- -- NA -- +2 +12
Bluff -- +1 cha -- -- NA -- +2 +3
Diplomacy -- +1 cha -- -- NA -- +2 +3
Dungeoneering -- +0 wis -- -- NA -- +2 +2
Endurance +5 +0 con -- -- NA -- +2 +7
Heal -- +0 wis -- -- NA -- +2 +2
History -- +0 int -- -- NA -- +2 +2
Insight -- +0 wis -- -- NA -- +2 +2
Intimidate +5 +1 cha -- -- NA -- +2 +8
Nature -- +0 wis -- -- NA -- +2 +2
Perception +5 +0 wis -- +2 Background -- +2 +9
Religion -- +0 int -- -- NA -- +2 +2
Stealth -- +2 dex -- -- NA -- +2 +4
Streetwise +5 +1 cha -- -- NA -- +2 +8
Thievery -- +2 dex -- -- NA -- +2 +4
Totals 5 trained



Skills and Languages Edit

Languages: Common, Goblin

Tracking Edit

Money Edit

+412 gp starting gold (100 gp starting + 312 for level 4)
- 15 gp Adventurer's Kit
- 360 gp Amulet of Protection +1

37 gp
==== ====

Treasure Edit

Level 1: Parcel lvl+1

Bracers of Mighty Striking

Level 2: Parcel lvl+3

Agile Scale Armor +1

Level 3: Parcel lvl+4

Ghost Strike Ki Focus +2

==== ====

Wish List: Edit

Arms:

Iron Armbands of Power (level 6 item)

Feet:

Boots of the Fencing Master (level 7 item)

Neck:

Badge of the Bezerker +2 (leve 7 item)

Hands:

Gauntlets of Blood (level 4 item)

Head:

Horned Helm (level 6 item)

==== XP ====
Starting XP: 3750
Total XP: 3750

Changes Edit

  • 2/18/2013: Created


=== STAT BLOCK LIST:===
[sblock=ministats] Marshal Rikkert, level 4 Human Fighter
Edit

Status:

Init: +5 Speed: 5 Perception:19 Insight: 12

AC: 21 (20)  F: 21  R:16  W:15

HP: 43/43 Surges: 9/9 Surge Value: 10

AP: 1

Languages: Human, Goblin

Str: 20 Dex: 15 Wis: 10 Con: 10 Int: 10 Cha: 13

MBA: +13 vs. AC, 1d8 +11 (longsword)

Powers: [ ] Marshal's Interdiction [ ] Stone Fist Fury of Blows [ ] Power Strike [ ] Rain of Blows [ ] Heroic Effort [ ] Crowd Fighting

[/sblock]

Judge Comments Edit

Level 4 Edit

Approval 1:Edit

Approval 2:Edit

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