Marlak Evenwood

A lithe and robust elf, embodying the grace of his people, but there is something off about him, a haunted look behind his eyes.

Description:
Level 5 Wood Elf Avenger (MC Ranger)
Marlak Evenwood
+4
14
Strength
+3
12
Constitution
+5
17
Dexterity
+2
11
Intelligence
+6
19
Wisdom
+1
8
Charisma
HIT POINTS
Total
50
Bloodied
25
Surges
8
Value
12
+6
Initiative
7
Speed
SKILLS
(trained) +10
Acrobatics
+2
Arcana
(trained) +9
Athletics
+1
Bluff
+1
Diplomacy
* +6
Dungeoneering
+3
Endurance
+6
Heal
+2
History
+6
Insight
+1
Intimidate
+8
Nature
(trained) +13
Perception
(trained) +7
Religion
(trained) +10
Stealth
+1
Streetwise
+5
Thievery
EQUIPMENT
+1 Vengeful Falchion
A simple, unadorned weapon. Obviously elven made, even though the weapon type is almost unheard of amongst elves.
+d6 on critical, power as above.
Broach of Shielding
An intricate gold broach shaped like a sycamore leaf. Resist and power as above.
Grey Bag of Tricks
A simple dark grey velvet pouch.
Leather Armour
Shortbow (+30 arrows)
Sling
Range 10/20, d6 damage, +2 proficiency bonus.
2 * Daggers
Magic Whetstone
Property yet to be discovered.
Climber’s kit
+2 to athletics checks to climb.
Theives Tools
+2 to thievery checks to pick locks
Fine Cloathing
Holy Symbol
Kept on a leather cord around Marlak’s neck, under his shirt.
Tent
5 Torches
Backpack
Bedroll
Flint & Steel
Belt Pouch
Journey bread (10 days supply)
Silk rope (50’)
2 * Everburning torch
Flute
Waterskin
MONEY
Platinum
0
Gold
39
Silver
9
Copper
8
20
Armor Class
Resist 10 force
16
Fortitude
17
Reflex
18
Will
RACE FEATURES
Fey Origin
For effects which relate to creature background, Marlak is considered a fey.
Group Awareness
All non-elf allies within 5 gain a +1 racial bonus to perception.
Wild Step
Marlak ignores difficult terrain when he shifts.
CLASS FEATURES
Censure of Pursuit
If Marlak’s oath of enmity target willingly moves away from him, Marlak gains a +5 bonus to all damage rolls against the target until the end of Marlak’s next turn.
Armour of Faith
While not wearing heavy armour or using a shield, Marlaks gains a +3 bonus to AC (included).
FEATS
Armour Proficency – Leather
Marlak may wear leather armour without penalty.
Warrior of the Wild
MC ranger. 1/encounter use hunter’s quarry.
Novice Power
Power swap (3rd level encounter power).
BACKGROUNDS
Vilhorn Wilds
* Re-roll any failed dungeoneering checks.
SENSES
Passive Insight – 16
Passive Perception – 23
Special Senses – Low-light
ATTACKS
2d4 + 3
+8 vs AC
Melee Basic
1d8 + 3
+7 vs AC
Ranged Basic (shortbow 15/30)
Conjured Critter
Level 8 Minion

Tiny natural beast
Initiative as Marlak
Senses Perception +8, low light vision
HP 1; a missed attack never damages a minion;
AC 18; Fortitude 17, Reflex 18, Will 16
Speed 6
Bite or claw (Standard, At-Will) ♦ Melee
+11 Vs AC; 4 damage
Alignment Unaligned ♦ Languages -
Str 6 (+2) Dex 12 (+5) Wis 11 (+4)
Con 2 (+0) Int 9 (+3) Cha 6 (+2)
Creature type When conjured, roll d8 to determine which beast is produced and modify its statistics accordingly:
1 – Bat This creature has a fly speed of 6.
2 – Rat This creature also has darkvision.
3 – Cat This creature also knocks the target prone on a hit.
4 – Weasel This creature does not provoke opportunity attacks for moving.
5 – Snake This creature also deals 2 poison damage on a hit.
6 – Badger This creature gains a +1 bonus on attack rolls.
7 – Spider This creature also has a climb speed of 6.
8 – Scorpion This creature also deals ongoing 1 poison damage (save ends) on a hit.
AT-WILL POWERS
Bond of Pursuit
Standard action, melee weapon, +10 Vs AC, 2d4 + 5 damage, high crit, on hit: If target does not end its turn adjacent to Marlak, he may shift 4 squares as a free action, but must end closer to target.
Overwhelming Strike
Standard action, melee weapon, +10 Vs AC, 2d4 + 5 damage, high crit, on hit: Marlak may shift 1 square and slide the target into the square he just vacated.
ENCOUNTER POWERS
Angelic Alacrity
Standard action, melee weapon, Shift 4, then attack at +10 Vs AC, 4d4 + 5 damage, high crit.
Disruptive strike
Immediate interrupt, melee weapon, trigger: Marlak or an ally is attacked by a creature, target: the triggering creature. Marlak makes a melee weapon attack, +8 Vs AC , 2d4 + 3 damage, high crit, and on hit the target takes a -7 penalty to the triggering attack roll. May also be used as a ranged interrupt, in which case attack is +7 Vs AC and d8 + 3 damage.
Channel Divinity: Abjure Undead
Standard action, close burst 5, targets one undead creature within burst, +6 Vs Will, 4d10 + 4 damage, on hit: pull 5, on miss: 1/2 damage & pull 1.
Channel Divinity: Divine Guidance
Immediate interrupt, close burst 10, trigger: an ally makes an attack roll against my oath of enmity target and misses, target: triggering ally, effect: ally may re-roll the attack.
Elven Accuracy
Free action, re-roll an attack roll. Use the second roll, even if it’s worse.
Hunter’s Quarry
Minor action, designate the enemy nearest me as my quarry, once per round, I deal d6 extra damage to quarry with a successful attack. Target remains my quary until the end of my next turn.
Oath of Enmity
Minor action, close burst 10, target 1 enemy in burst, effect: When Marlak would make a melee attack roll against the target and the target is the only enemy he is adjacent to, he instead makes 2 attack rolls and uses whichever he prefers. This effect lasts until the end of the encounter or until the target drops to 0hp, at which point Marlak regains the use of this power. If an effect (eg elven accuracy allows Marlak to re-roll an attack, and he rolled twice, he re-rolls both dice.
Enduring Spirit
Minor action, usable only when bloodied, Marlak gains +4 to all defences until the end of his next turn.
Vengeful Falcion
Free action, trigger: a bloodied ally within 10 is hit, effect: I gain +2 to hit and +d10 damage against triggering enemy until the end of my next turn.
DAILY POWERS
Aspect of Might
Standard action, melee weapon, +10 Vs AC, 6d4 + 5 damage, high crit, 1/2 damage on miss.
Effect: Until the end of the encounter Marlak gains a +5 power bonus to athletics checks, + 2 power bonus to speed and a +2 power bonus to the damage of melee attacks.
Executioner’s Cloak
Standard action, melee weapon, +10 Vs AC, 4d4 + 5 damage, high crit,
hit: Marlak in invisible to target (save ends),
aftereffect: Marlak is invisible to target until the end of Marlak’s next turn.
Miss: 1/2 damage & Marlak is invisible to target until the end of Marlak’s next turn.
Oath of Avenging Wrath
Minor action, Marlak gains a +2 bonus to all saving throws until the end of the encounter. (bonus power gained from Crombas’ essence)
Broach of Shielding
Immediate interrupt, trigger: Marlak is hit by an area, close or ranged attack.
Effect: Marlak gains resist 10 – all vs this attack.
Grey Bag of Tricks
Standard action, Marlak spends a healing surge to activate the bag’s power and gains no other benefit for spending the surge. A tiny minion is summoned within 5 squares and obeys Marlak’s commands until the end of the encounter. The creature acts on Marlak’s initiative, and each action it takes costs Marlak a minor action (for commanding the creature). See block to the left for the creature’s stats.
Bio:

Marlak spent most of his childhood idolising the Keepers, the guardians of the wood elf community that dwells within the Chondalwood. The keepers were holy warriors, bound to serve the seldarine and protect the elven people, and as such enjoyed great prestige.

It was this prestige that drove Marlak to become one of that elite order, but it required much effort and determination from the young elf. For although Marlak was strong and agile, even by the standards of his people, he was not quite so gifted as those who were born to this role. And so Marlak strove to master the art of the blade, not through the strength of his arm, but by the keenness of his mind. Slowly Marlak mastered the art of reading his opponent’s style to predict his moves and find the perfect opening through which to strike. Eventually, after seeing three batches of aspirants to the Keepers overtake him, Malak was deemed ready.

The final stage in his preparation was a night long vigil at the temple of the Seldarine at the heart of the forest. The temple was within the trunk of an enormous, still living oak, and was said to be a site so sacred the gods themselves had direct influence within. The vigil passed, and Marlak felt divine power imbuing him with strength. Proud that he had passed this last test, he emerged triumphant into the dawn light. However something had gone wrong, very wrong, and the elven priests recoiled from him.

Upon learning of this truth, the Keepers rejected Marlak, as none of the elves of the Chondalwood wished him to be their protector. Although he was not cast out, Marlak soon left his home to avoid the fearful gazes and cool distance that infused every aspect of interaction with his people.

For a time, Marlak wandered aimlessly, and gave himself over to the darkness within, and as he did so his power waxed strong. However, in a chance encounter with another elf, Marlak saw what it was he was becoming, and found a purpose. He would discover why the being that had corrupted him had done so, reject it’s influence, and thwart it’s aims. He has found snippets and clues that this power has some interest in the town of Eldredd, and has travelled there to investigate.

Marlak Evenwood

A Mercenary Gamble D_S