The Night Angels
====== Created Using Wizards of the Coast D&D Character Builder ======
Howling Death, level 16
Warforged, Barbarian, Warforged Juggernaut
Build: Rageblood Barbarian
Feral Might: Rageblood Vigor
Background: Occupation – Criminal (Stealth class skill)
FINAL ABILITY SCORES
Str 22, Con 22, Dex 14, Int 9, Wis 14, Cha 11.
STARTING ABILITY SCORES
Str 16, Con 16, Dex 13, Int 8, Wis 13, Cha 10.
AC: 32 Fort: 30 Reflex: 25 Will: 24
HP: 137 Surges: 14 Surge Value: 34
Perception +15, Athletics +18, Stealth +16, Intimidate +21
Acrobatics +9, Arcana +7, Bluff +8, Diplomacy +8, Dungeoneering +10, Endurance +17, Heal +10, History +7, Insight +10, Nature +10, Religion +7, Streetwise +8, Thievery +9
Level 1: Hide Armor Expertise
Level 2: Warforged Tactics
Level 4: Battle Awareness
Level 6: Silent Shadows
Level 8: Weapon Focus (Axe)
Level 10: Toughness
Level 11: Power Attack
Level 12: Charging Rampage
Level 14: Weapon Proficiency (Execution axe)
Feat User Choice: Weapon Expertise (Axe)
Feat User Choice: Mark of Detection
Level 16: Powerful Charge
Barbarian at-will 1: Howling Strike
Barbarian at-will 1: Pressing Strike
Barbarian encounter 1: Bloodletting
Barbarian daily 1: Bloodhunt Rage
Barbarian utility 2: Shrug It Off
Barbarian encounter 3: Brutal Slam
Barbarian daily 5: Thunder Hawk Rage
Barbarian utility 6: Laugh it Off
Barbarian encounter 7: Looming Threat
Barbarian daily 9: Oak Hammer Rage
Barbarian utility 10: Wellspring of Renewal
Barbarian encounter 13: Storm of Blades (replaces Bloodletting)
Barbarian daily 15: Flameheart Rage (replaces Bloodhunt Rage)
Jagged Execution axe +3, Horned Helm (heroic tier), Iron Armbands of Power (heroic tier), Boots of Adept Charging (heroic tier), Assassin's Cloak +3, Displacer Earthhide Armor +3, Backlash Tattoo (heroic tier), Strikebacks (heroic tier), Cincture of the Dragon Spirit (heroic tier), Bag of Holding (heroic tier), Solitaire (Aquamarine) (paragon tier), Salve of Power (heroic tier), Potion of Clarity (level 10), Potion of Clarity (level 5) (4)
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Paragon Tier Horned Helm & Iron Armband of Power. +4 Jagged Weapon. +4 Displacer Armor. +4 Badge of the Berserker
Thousands of years ago, during the age of monsters, there were a sect of druids that lived in the forest of what is now the Mournlands. These druids practiced a dark shamanism drawing the primal spirits out and capturing them, using them for slaves. When nature itself rose against them, it sent a powerful spirit of rage to crush these druids. These druids were prepared, and bound the rage spirit to tree. There the spirit lay dormant, trapped, slowly going mad until nothing but the rage remained.
6 years ago the agents of House Cannith began to search the forest of Cyre looking for trees to use as raw materials for their mass production of warforged. They came across this tree; they saw the great power in it. So they cut it down, used all the wood for one warforged, covered it in metal, and sent it out into combat with a squad of other warforged. The squad was a lethal force, destroying everything in its wake. The warforged made from the sacred tree was particularly vicious, and was said to howl like a demon wolf before battle. This squad was House Cannith’s private death squad, until the day of Mourning.
The day of Mourning, the day that Cyre turned into the Mournlands, became a day of great change. The warforged death squad was out hunting enemies of house Cannith when the mist rolled in. Most of them were destroyed, except for the one with the primal spirit. While the others disintegrated in the mist, the primal spirit awoke within this warforged. It hardened the wood inside the warforged to stone that the mist could destroy. When it turned back to wood, it noticed all of its friends were gone. Also, there was now an active presence with itself, sending subtle feelings into it. There was also a deep, clear power within him that it could tap into for extra strength. But most importantly, there was a dragonmark carved into the living wood of his being, which would have greater ramifications later.
After the war, it had no place to go. He was a warrior without a war. The other warforged rejected it because he had a dragonmark, which made him a freak. House Cannith wanted no interest with an aberrant marked warforged. And the primal spirit within kept pressuring it to kill. At its wits end, it went to Sharn to seek answers, figuring the big metropolis was a great place to find answers. In order to keep itself busy, it turned to a life of crime. From this criminal underworld, he found the others of the party, aberrant marked like him. With this new group of friends, “Howler” now had purpose and could move forward.
Big Ideas: Howler is the conscience form of the warforged as he was created; he is not the Primal spirit.
The primal spirit lives within him (think Naruto). It doesn’t talk to him per say, but it can put feelings into Howler’s brain. He can push them back down, but he can’t ignore them.
Howler is a warrior in his mindset of all things. He was created for war, and that is how he lives. He views everything in terms of conflict, and how things must be defeated/he must be victorious.
He is ok with running away if it is a strategic retreat, but cannot stand abandoning goals. If he does have to run away, he will make sure to kill whatever it is when he gets strong enough.
He trusts the party more than anyone. The abarrent marks as a sign of strength and he views them as his new squad. He would never turn on them and he cannot fathom any one of them betraying him.
His dragonmark is on the wood on the inside of his right forarm. Most motals don't notice it, but other warforged pick up on it right away.
He never laughs. He understands wit, but does not appreciate it the same way the breathers do.