![]()
About Adar RevicDESCRIPTION
BACKGROUND
Spoiler:
Adar has spent most of his life in Woodcroft. A happy and carefree soul, he had the misfortune on a particular day to wander into the woods. His parents searched the woods for him, but he had listlessly strayed far further than anyone might have expected of a ten year old boy. Unfortunately, his parents were spotted by goblin scouts - spotted, killed, and cooked for dinner in a banquet that the boy managed to unwittingly stumble upon.
There, under the starlight, the heavens revealed to him a dire purpose, and in fear he used that power on the first goblin to approach him, filling the creatures mind with secrets no man was meant to know. The goblin died instantly, but the rest - always a superstitious bunch - were too afraid to kill the boy, instead gifting him as a slave to their vile shaman. The shaman, perhaps out of curiousity, decided to keep the boy as a pet. From him Adar learned many secrets, including the Goblin tongue and the forbidden art of written goblin that only the arcane practitioners practice (and then only carefully, for their tribes would kill them if they knew). He lived, the slave and plaything of the shaman Grrtak, for over a year before the goblins were slain and he was rescued by men of Woodcroft led by Yurk. The boy barely spoke to anyone for over a year, except for some uncomfortable very one sided talks with Yurk. It was only with the arrival of the followers of Desna that Adar once again openned up and began to speak again. Goodman Gareth, one of the first devotees of Desna in Woodcroft, took the boy in - seeing the spark of a dreamer in him. Once he broke through the trauma enough to speak, the boy began to study Desna's lore, and spent hours staring into the sky in the late hours of evening. He knew he somehow stumbled upon the workings of the stars, the secrets of the universe - and more that he could tap into them. His strange gifts have given him an odd magnatism, something that Adar doesn't hesitate to take advantage of with his peers, and in his better moods he enjoys the company of several of village's aspiring leaders, both men and women. While many in the village don't approve, no one is willing to say anything to the moody young man, mostly due to an unwillingness to bring more misery into the life of someone just pulling themselves out of despair. Adar has had something of an illicit off-again on-again affair, this one quite serious unlike his other dalliances, with Algrim Bray's middle son, Aerith, who is of a similar age. The headman doesn't exactly approve, but his own son shares some of his stubborness and has stood up for the relationship - at least in its better moments. Adar greatly respects both Narwyn and Khronos for their shared faith in Desna, and will often take their lead. Varlis he knows only from the shared schooling he does with the headman's wife... schooling that has grown uncomfortable for Adar lately due to the headman's feelings over the warlock's relationship with Aerith Bray. Adar's adopted father, Gareth Revic, has supported the boy and even sponsored him for the barge visits to the nearest lakeport community. Privately, Adar suspects that Algrim resents his adopted father for that sponsorship, since that is how the boy became close to Aerith. None-the-less, he has proven himself a valuable member of the community on numerous occassions... both for his deep faith in Desna, and for his ability to help protect the village at need - perhaps in spite of his history, Adar functions well under pressure. Hit Points: 28
DEFENSES
ATTACKS
RACIAL TRAITS
AT-WILL POWERS
Spoiler:
Arcane, Fear, Implement, Radiant
Standard Action - Ranged: 10 Target: 1 creature Hit: 1d6+3 radiant damage. If target moves nearer to you on its next turn, it takes an extra 1d6+3 damage. Eldritch Blast +3 (Cha) vs Ref Spoiler:
Arcane, Implement
Standard Action - Ranged 10 Target: 1 creature Hit: 1d10+3 (Cha) Eyebite +3 vs Will Spoiler:
Arcane, Charm, Implement, Psychic
Standard Action - Ranged 10 Target: 1 creature Hit: 1d6+3 psychic damage, and you are invisible to target until the start of your next turn. ENCOUNTER POWERS
Spoiler:
Arcane, Fear, Implement, Psychic
Standard Action - Ranged 5 Target: 1 creature Hit: 2d8+3 psychic damage and target takes -3 penalty to Will defense until the end of your next turn DAILY POWERS
Spoiler:
Arcane, Fire, Implement
Standard Action - Ranged 10 Target: 1 creature Hit: 3d10+3 fire damage. Effect: The target takes ongoing 5 fire damage (save ends) CLASS FEATURES
Spoiler:
When an enemy that you have cursed is reduced to 0 hit points or fewer, you gain a +1 bonus on a single d20 die roll during your next turn. This bonus is cumulative. Prime Shot Spoiler:
If none of your allies are closer to your target than you, you receive a +1 bonus to ranged attack roles against the target Shadow Walk Spoiler:
If you move at least 3 squares from your starting square on your turn, you gain concealment until the end of your next turn Warlock's Curse Spoiler:
As a minor action, you may place a curse on the nearest enemy to you that you have a line of sight to. If you damage a cursed enemy, you may choose to deal an additional 1d6 damage, but you can only deal this extra damage once in any round. This curse lasts for the duration of the encounter and you may curse multiple targets, but each target requires a separate minor action in order to place the curse. FEATS
GEAR
SKILLS
Spoiler:
Acrobatics (Dex) +1
Arcana (Int) +2 Athletics (Str) +0 Bluff (Cha) +8 T Diplomacy (Cha) +3 Dungeoneering (Wis) -1 Endurance (Con) +3 Heal (Wis) -1 History (Int) +2 Insight (Wis) -1 Intimidate (Cha) +8 T Nature (Wis) -1 Perception (Wis) -1 Religion (Int) +7 T Stealth (Dex) +1 Streetwise (Cha) +8 T Thievery (Dex) +9 T . (skill focus, human bonus skill) |