4e Faces of SIgil Stats

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4e Faces of SIgil Stats

Here they are my first conversions of important faces of Sigil.

Estavan Level 15 Elite Lurker
Large natural humanoid XP 2.400
Initiative +13 Senses Perception +10; darkvision
HP 236; Bloodied 118
Regeneration 5
AC 31; Fortitude 31; Reflex 29; Will 29
Saving Throws +2
Speed 7, fly 8 (clumsy)
Action Points 1
m Whip (standard; at-will) • Weapon
Reach 2; +20 vs. AC; 1d4 + 7 damage, and the target is pulled 1 square
C Freezing Blast (standard; recharge 6) • Cold
Close blast 5; +20 vs. Fortitude; 1d10 + 7 cold damage, and the target is slowed (save ends)
A Lightning Storm (standard; recharge 5 6) • Lightning
Area burst 2 within 10; +20 vs. Reflex; 2d8 + 5 lightning damage
Combat Advantage
Estavan deals an extra 1d6 damage on melee attacks against any target it has combat advantage against.
Deceptive Veil (minor; at-will) • Illusion
Estavan can disguise itself to appear as any Medium or Large humanoid. A successful Insight check (opposed by the oni’s Bluff check) pierces the disguise.
Invisibility (standard; at-will) • Illusion
Estavan turns invisible until it attacks.
Probability Manipulation (immediate interrupt; encounter) • Belief
Estavan add a +2 or -2 to any attack roll, damage roll, or skill check..
Alignment Lawful Evil Languages Common, Giant, Legalspeak
Skills Arcana +19, Bluff +18, Insight +15, Dungeoneering +12, History +14, Nature +12, Religion +14, Streetwise +15
Str 24 (+14) Dex 15 (+9) Wis 16 (+10)
Con 22 (+13) Int 20 (+12) Cha 23 (+13)
Equipment Chainmail, Whip

Autochon the Bellringer Level 13 Elite Skirmisher (Leader)
Medium natural humanoid (human) XP 1.600
Initiative +13 Senses Perception +15
HP 254; Bloodied 127
AC 30; Fortitude 23; Reflex 26; Will 28
Saving Throws +2
Speed 6
Action Points 1
m Scimitar (standard; at-will) • Weapon
+18 vs. AC; 1d10 + 8 damage (crit 1d8+15)
r Hand Crossbow (standard; at-will) • Weapon
Ranged 10/20; +18 vs. AC; 2d8 + 9 damage
M Eviscerating Slash (standard; requires a scimitar; encounter) • Weapon
+18 vs. AC; 3d10 + 8 damage (crit 1d8 + 30), and ongoing 10 damage (save ends)
R Information Is Power (minor; at-will)
Ranged 5; +16 vs. Will; 1 the target grants combat advantage to the elite agent until the end of its next turn
No Persecutions (immedate reaction: when autochon hit by an melee or ranged attack; at-will)
If Autochon the Bellringer is marked, that condition ends. In addition, Autochon shifts 2 squares and makes a basic attack as a free action against the triggering target at any point during this movement.
Combat Advantage
Autochon the Bellringer deals 3d6 extra damage on melee and ranged attacks against any creature granting combat advantage to it.
Disguise Trick (standard; at-will) • Illusion
Autochon the Bellringer takes on the appearance of any Medium humanoid race. Its clothing and equipment alter appearance to reflect this change. The illusion does not adjust sound or texture, so a creature listening to or touching Autochon might detect the illusion.
Independent Mind (immediate interrupt; encounter) • Belief
When successfully attacked by a power targeting will, you can cause the attacker to reroll the attack.
Alignment Evil Languages Common
Skills Acrobatics +16, Bluff +19, History +14, Insight +15, Streetwise +21, Thievery +16
Str 13 (+7) Dex 21 (+11) Wis 18 (+10)
Con 15 (+8) Int 16 (+9) Cha 26 (+14)
Equipment Plate Armor, Scimitar, Hand Crossbow

Factol Arwyl Swan’s Son Level 17 Elite Soldier (Leader)
Medium natural humanoid XP 3.200
Initiative +12 Senses Perception +12
HP 328; Bloodied 164
AC 35; Fortitude 33; Reflex 29; Will 31
Saving Throws +2
Speed 5
Action Points 1
m Sword of Justice (standard; at-will) • Radiant, Weapon
+24 vs. AC; 2d8 + 7 damage, and until the end of Arwyl’s next turn, if the target makes an attack that does not include Arwyl, it takes 10 radiant damage
M Double Attack (standard; at-will) • Weapon
Arwyl makes two sword of justice attacks.; 2d8 + 7
M Mete Justice (immediate reaction, when hit by a melee attack; recharge 4 5 6) • Weapon
Requires sword of justice; +24 vs. AC; 3d8 + 7 damage, and the target slides 1 square
M Purifying Smite (standard; encounter)
Requires sword of justice; +24 vs. AC; 4d8 + 7 damage, and the target can use only at-will powers when it attacks (save ends)
C Righteous Arc (standard; requires sword of justice; at-will)
Close burst 1; +24 vs. AC; 2d8 + 7 damage, and the target is marked until the end of Arwyl’s next turn
M Merciful Strike (standard; encounter) • Belief, Weapon
+24 vs. AC; If the target hits or misses with an attack before the start of your next turn, it is stunned until the end of its next turn.
Alignment Lawful Good Languages Common, Supernal
Skills Diplomacy +21, Insight +19, Religion +17, Streetwise +19
Str 25 (+15) Dex 14 (+10) Wis 18 (+12)
Con 20 (+13) Int 19 (+12) Cha 23 (+14)
Equipment Plate Armor, Heavy Shield

Kesto Brigheyes Level 12 Elite Controller (Leader)
Small fey humanoid (gnome) XP 2.800
Initiative +7 Senses Perception +8; low-light vision
HP 246; Bloodied 123
AC 26; Fortitude 24; Reflex 23; Will 25
Saving Throws +2
Speed 5
Action Points 1
m Dagger (standard; at-will) • Weapon
+16 vs. Reflex; 2d8 + 5 damage
R Word of Stasis (standard; at-will) • Charm, Psychic
Ranged 10; +16 vs. Will; 2d8 psychic damage, and the target is dazed (save ends)
R Frightful Phantom (standard; recharge 5 6) • Fear
Ranged 5; +16 vs. Will; 4d8 + 3 psychic damage, Kesto Brigheyes pushes the target 5 squares, and the target is stunned (save ends). Miss: Half damage, and the target is dazed (save ends)
R Phantom Harrier (minor; at-will) • Fear, Illusion
Ranged 10; +17 vs. Will; -1 the target takes a -2 penalty to attack rolls until the end of the mirage dragon's next turn
Blur (minor; daily) • Arcane, Illusion
Until the end of the encounter, Kesto Brigheyes gains a +2 power bonus to all defenses, and enemies 5 or more squares away cannot see him.
Disguise Self (minor; daily)
Personal; Kesto Brigheyes takes on the appearance of another humanoid creature of the same size previously seen; the illusion lasts for 1 hour. Anyone attempting to see through the disguise makes a DC 28 Insight check to succeed.
Fade Away (immediate reaction, when the wordsmith takes damage; encounter) • Illusion
Kesto Brigheyes becomes invisible until after he or she attacks or until the end of his or her next turn.
Reactive Stealth
If Kesto Brigheyes has cover or concealment when he or she makes an initiative check at the start of an encounter, he or she can make a Stealth check to remain hidden.
Alignment Unaligned Languages Common, Elven, Draconic, Giant, Supernal, Abyssal, Primordial
Skills Arcana +18, History +16, Religion +18, Stealth +9, Intimidate +14
Str 8 (+5) Dex 13 (+7) Wis 15 (+8)
Con 19 (+10) Int 20 (+11) Cha 22 (+12)
Equipment Dagger, Implement, Wand, Ritual Book

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