Vyrdaan Djirn



Vyrdaan Djirn

Male Dragonborn Warlord
Hit Points.....25....Bloodied....14
Healing Surge...7....Surges/day..8
Passive Perception...9
Passive Insight......9

Ability Scores

STR 18....+4......INT 14....+2
CON 13....+1......WIS 08....-1
DEX 10....+0......CHA 16....+3



Melee Basic...+6(Maul).........Damage: 2d6+4
Range Basic...+6(Thr. Hammer)..Damage: 1d6+4..Range: 5/10

At-Will Powers:

* Vipers Strike
Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.
Effect: If the target shifts before the start of your next turn,
it provokes an opportunity attack from an ally of your

* Wolf Pack Tactics
Standard Action Melee weapon
Target: One creature
Special: Before you attack, you let one ally adjacent to either
you or the target shift 1 square as a free action.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.

Encounter Powers:

* Inspiring Word
Martial, Healing
Special: You can use this power twice per encounter, but only
once per round. At 16th level, you can use inspiring word
three times per encounter.
Minor Action Close burst 5
(10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an
additional 1d6 hit points.

* Guarding Attack
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Until the end of your
next turn, one ally adjacent to either you or the target
gains a +2 power bonus to AC against the targets attacks.
Inspiring Presence: The power bonus to AC equals 1 + your Charisma modifier.

Daily Powers:

* Bastion of Defense
Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Allies within 5
squares of you gain a +1 power bonus to all defenses until
the end of the encounter.
Effect: Allies within 5 squares of you gain temporary hit points equal to 5 + your Charisma modifier.


* Armor Proficiency (Scale)

Class Features:

* Combat Leader - You and each ally within 10 squares who can see and
hear you gain a +2 power bonus to initiative.
* Inspiring Presence -When an ally who can see you spends an action
point to take an extra action, that ally also regains lost hit points
equal to one-half your level + your Charisma modifier.
* Inspiring Word Encounter Power
* +1 Fortitude, +1 Will

Racial Features:

* Dragonborn Fury - When you are bloodied, you gain a +1
racial bonus to attack rolls.
* Draconic Heritage - Your healing surge value is equal
to one-quarter of your maximum hit points + your
Constitution modifier.
* Dragon Breath

Encounter Lightning
Minor Action Close blast 3
Targets: All creatures in area
Attack: Strength + 2 vs. Reflex
Hit: 1d6 + Constitution modifier damage.
Increase to +4 bonus and 2d6 + Constitution modifier
damage at 11th level, and to +6 bonus and 3d6 +
Constitution modifier damage at 21st level.
* +2 History, +2 Intimidate


Arcana .........+2
Athletics (T)...+9
Endurance (T)...+1
Heal (T)........-1
History ........+9
Nature .........-1
Religion .......-1


+1 Battleforged Scale Armor
Standard adventurers kit
Throwing Hammer (x1)

Armor Check Penalty: -1
Money: 5 gp

Age...23...Height...6ft. 5in. ...Weight...240 lbs.
Languages...Common, Draconic



Average height for a Dragonborn, Vyrdaan is very well toned and fit. His scales are a deep Cobalt Blue, as are his eyes.
He wears extremely well crafted scale armor, clean and silver, and a rather large Maul fits tightly strapped to his back,
the handle just visible over his left shoulder. Almost a miniaturized version of what's on his back, a throwing hammer
hangs from his belt. For the first and hopefully only time ever, his scales and face are hidden behind a cloak, something
most shameful for such a proud and noble visage.



50 years before the ships stopped coming, House Djirn was well established as a powerful house in support of the lands
military strength. Great, great, great grandfathers of Vyrdaan paved the way for this country, trying hard to create an
environment where the people could thrive in peace. People focused on making strong defenses of their boundaries, not
imposing too far inland as their small population had no need for the extra land and resources were rich on the coast.
People were happy, people were safe. When the boats stopped coming people became fearful. Afraid of what was happening
behind them, across the waters where they could not see, political officials manipulated the peoples fear to attempt to
expand their boundaries. Wars raged and many were lost, but no progress was made… and once strong defenses now became
broken and weak. The politicians finally raised the white flags and across the coast peace was reached once again, although
in a much more delicate and dangerous balance. By 40 PS (Post Solitude) people began to accept the situation more readily
and focus shifted from group fear to personal survival. House Djirn was unable to avoid the shift, as military strength
dwindled. The ancestors of this time fought with everything they had to retain whatever solidarity within the military they
could. Armies decreased in size and strength, but at least the leadership was still strong and trustworthy. By the year 150
House Djirn found itself entrenched in desperation, losing grip on any and all influence that they had within society.
Military strength was now valued akin to slave labor and commanders held little prestige. Paarth Djirn, Vyrdaan's father,
overwhelmed with fear of losing influence became desperate, clinging to the iron grip that he had on the military and the
fears of the people… influential advisor's that once confided in him (the once great Helstaf Re'zel and others) now left
him, disappointed in the man he had become. He was able to hold on to power for longer, but the military was still dwindling.

Vyrdaan was raised from birth to command an army. His tutors were strict and his lessons were harsh. He trained most heavily
in the art of combat, and what he learned of diplomacy and history were for the purposes of better leading troops and
learning from history on the battlefield. It wasn't until he was sent off to military academy at the age of 16 that he made
friends. An elven boy, Dafydd, they came to rely on each other on the field in little time at all. Three years of basic
training flew by in an instant and they had spent only one year in officers training before Vyrdaan was given his own unit.

It was three years ago from today that Vyrdaan was first assigned his guard.
He appointed Dafydd his second in command, pulling him early from officers training as well. His Guard was a very small unit
consisting of less than 20 men. This ended up being a benefit as it was easier to motivate them away from the standards of
todays military (an apathetic, underused and quickly corrupting organization) and make them into an outfit worth having some
pride in. The Cobalt Guard (named for the color of Vyrdaan's scales) had yet to see any active duty, but they were far better
trained than most. Members of the Cobalt Guard carry a tattoo somewhere on them, a single Cobalt Scale, signifying that they
are brothers of Vyrdaan.

In these three years Vyrdaan trained his men rigorously and watched his father fall from grace. He saw him forced into
retirement, losing command of the only source of power he had left, enforcing control over the only things he still could;
his wife, his children, his friends. Vyrdaan felt sorry for his father and tolerated a great deal of family strife for him.
He tried hard to excel in the thing his father had been forced out of as if to prove the birthright and legacy were still
alive. He still loved and believe in his father; that was, until his father suddenly had power once more. His father, a man
thrown out from all of society, suddenly came into political power far greater than he should have been capable himself. He
believed it to be a good sign, a changing of the times perhaps.

Three days changed everything and he was now on a boat to South Port, snuck out of his home and hidden from the world he
once knew. In one day he saw money trade hands and a man murdered, but his father, whom he confronted, spoke well reasoned
and calmed Vyrdaan into trusting him. The next day money must have traded hands again and Vyrdaan was now the one to be
murdered. This trust could not be rebuilt. Had it not been for Dafydd, Vyrdaan might not have been alive to see the third
day, when old contacts came to assist him and Dafydd in disappearing forever. At one point Vyrdaan's whole life had been
listed before him, but in three short days his list now was—

Step 1: Disappear
Step 2: Live

Vyrdaan Djirn

Abandoned Coast Salzorin