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Mortiver played by Fuego Fish
Level 1 Unaligned Kobold Fighter XP 567
STR: 16 (+3) DEX: 14 (+2) WIS: 12 (+1) Hit Points: 31
CON: 16 (+3) INT: 12 (+1) CHA: 10 (+0) Bloodied: 15
Surges: 12 Surge Value: 7 HP
Initiative: +2 Speed: 6 Deity: Pelor
AC: 15 Fort: 15 Reflex: 12 Will: 11
Fighter Class Features: Battlerager Vigor: Whenever you hit an enemy with a melee or close attack, you gain 3 temporary hit points; you gain a +2 bonus to damage rolls if you have temporary hit points. Combat Challenge: Enemies marked get -2 to attacks not including you, make basic melee attack against adjacent enemy making attack that does not include you, mark lasts until end of next turn or next mark. Combat Superiority: Add Wis mod to opportunity attacks, hit ends enemy movement.
Racial Features:
Shifty: You can use shifty as an at-will power.
Trap Sense: You gain a +2 bonus to defenses against traps.
Zombie Veteran: You gain a +2 bonus to Athletics checks to escape grabs. In addition, you gain a bonus to your sure strike power.
Languages: Common, Draconic
Skills: Athletics +7, Endurance +7, Perception +6, Stealth +5
Background: Restless Dead; Perception class skill.
Equipment: Adventurer's kit, crossbow bolts (10), crowbar, footpads, hand crossbow, hide armour, lantern, net, oil (3 pints), torch (2), war shovel.
War Shovel: +5 vs. AC; 1d8 + 3 damage.
Hand Crossbow: +4 vs. AC; 1d6 + 2 damage.


Mortiver Pazcar dan Stryskar, or "Mort" as he is more commonly known, is a grave digger. He has always been a grave digger, and he will probably always be a grave digger. He carries a reinforced shovel of his own design, in order to both dig graves and beat people until they need a grave. You could say he drums up his own business. He predominately specialises against the corporeal undead, who he sees as seeking to undo all his good work. To that end, he also carries a crossbow (for taking them out long-range) and a crowbar (for getting into crypts). While some might dismiss him as eccentric, he takes his job very seriously.

He met up with Corgyn and Kuori when they were in the small town he called home, and joined up with them when they offered to help him out with the severe undead problem the town seemed to be facing.



Combat Challenge Fighter Feature
In combat, it's dangerous to ignore a fighter.
At-Will   ✦   Martial, Weapon
Immediate Interrupt Melee
Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy.
Knockdown Assault Fighter Attack 1
You smash your weapon into your foe so hard that the enemy loses its footing.
At-Will   ✦   Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +5 vs. Fortitude
Hit: 3 damage, and you knock the target prone.
Special: When charging, you can use this power in place of a melee basic attack.


Shifty Kobold Racial Power
You skitter and scamper through the ranks of your enemies, much to their chagrin.
Minor Action Personal
Effect: You shift 1 square.
Sure Strike Fighter Attack 1
You trade power for precision
At-Will   ✦   Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +7 vs. AC
Hit: 1d8 damage.
Level 21: 2d8 damage.
Zombie Veteran: If you roll a natural 15 or higher when using this exploit against an undead enemy, your attack deals an extra 3 damage.


Passing Attack Fighter Attack 1
You strike at one foe and allow momentum to carry you forward into a second strike against a second foe.
Encounter   ✦   Martial, Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: +5 vs. AC
Hit: 1d8 + 3 damage, and you can shift one square. Make a secondary attack.
      Secondary Target: One creature other than the primary target
      Secondary Attack: +7 vs. AC
      Hit: 1d8 + 3 damage.


Knee Breaker Fighter Attack 1
By smashing into your opponent's legs, you make even the thought of moving painful for him.
Daily   ✦   Invigorating, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +5 vs. AC
Hit: 2d8 + 3 damage, and the target is slowed (save ends). If the target is already slowed, it is instead immobilized (saved ends).
Miss: Half damage, and the target is not slowed or immobilized.