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About Cog31 HP; 15 blooded; 7 surge value; 8 surges/day 16 AC
Defense Breakdowns:
15 AC = 11 + 2(dex) + 2(Leather) 13 For = 11 + 2(con) 14 Ref = 11 + 2(dex) + 1(Class) 16 Wil = 11 + 4(cha) + 1(Class) Saves: +5 bonus vs fear 6 Speed +3 Initiative 16 passive Insight 11 passive Perception Normal Vision Languages: Common, Primordial Trained Skills: Arcana, History, Insight, Religion Skills:
Acrobatics +5 Arcana +8 Athletics +1 Bluff +5 Diplomacy +5 Dungeoneering +1 Endurance +3 Heal +1 History +6 Insight +6 Intimidate +5 Nature +6 Perception +1 Religion +1 Stealth +3 Streetwise +5 Thievery +5 Background: Raised by Nomadic Shamans (+2 to Arcana) <<RACIAL ABILITIES>>:
Bonus to Acrobatics and Thievery Bold: You gain a +5 racial bonus to saving throws against fear. Nimble Reaction: You gain a +2 racial bonus to AC against opportunity attacks. Second Chance: You can use second chance as an encounter power. <<CLASS ABILITIES>>:
Shadow Walk: On your turn, if you move at least 3 squares away from where you started your turn, you gain concealment until the end of your next turn. Warlock's Curse: Once per turn you can use the Warlock's Curse power. Warlock Pack: Star Pact (Dire Randiance and Fate of the Void) Eldritch Blast: You gain the Eldritch Blast power, and can use it as a Ranged Basic Attack (Quarterstaff) +3 vs AC, 1d8 damage (Sling) +5 vs AC, 1d6+2 damage, Range 10/20 (Eldritch Blast) +4 vs Ref, 1d10+4 damage, Range 10 <<POWERS>> At Will (lvl 1) Minor: you curse the nearest enemy (gaining +1d6 damage against it) Warlock's Curse:
Once per turn you can use the Warlock's Curse power. At-Will Minor Action Effect: You can place a Warlock’s Curse on the enemy nearest to you that you can see. A cursed enemy is more vulnerable to your attacks. If you hit a cursed enemy with an attack, you deal extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage once per round, so if you have dealt Warlock’s Curse damage since the start of your turn, you cannot deal it again until the start of your next turn. A Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy is defeated. You can place a Warlock’s Curse on multiple targets over the course of an encounter; each curse requires the use of a minor action. You can’t place a Warlock’s Curse on a creature that is already affected by your or another character’s Warlock’s Curse. As you advance in level, your extra damage increases. Level Warlock’s Curse Extra Damage 1st–10th +1d6 11th–20th +2d6 21st–30th +3d6 At Will (lvl 1) Standard: +4 vs Ref, 1d10 + 4
Eldritch Blast:
At-Will; Arcane, Implement Standard Action; Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 1d10 + Charisma modifier damage. Increase damage to 2d10 + Charisma modifier at 21st level. Special: At 1st level, you determine whether you use Charisma or Constitution to attack with this power. Once you make that choice, you can’t change it later. This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power. At Will (lvl 1) Standard: +2 vs Fort, 1d6 + 2 Radiant (and a potential +1d6+2 Radiant damage later)
Dire Radiance:
At-Will; Arcane, Fear, Implement, Radiant Standard Action; Ranged 10 Target: One creature Attack: Constitution vs. Fortitude Hit: 1d6 + Constitution modifier radiant damage. If the target moves nearer to you on its next turn, it takes an extra 1d6 + Constitution modifier damage. Increase damage and extra damage to 2d6 + Constitution modifier at 21st level. At Will (lvl 1) Free: if a cursed enemy dies, gain +1 to a d20 roll
Fate of the Void:
At-Will Free Action; Personal Prerequisite: Star Pact Trigger: An enemy under your Warlock’s Curse is reduced to 0 hit points or fewer Effect: You gain a +1 bonus to any single d20 roll you make during your next turn (attack roll, saving throw, skill check, or ability check). If you don’t use this bonus by the end of your turn, it is lost. This bonus is cumulative; if three cursed enemies drop to 0 hit points or fewer before your next turn, you gain a +3 bonus to a d20 roll during your turn. Encounter (Ability)
Second Wind:
Second Wind Encounter; Standard Action; I spend a healing surge and regain hit points (6). I also gain a +2 bonus to all defenses until the start of my next turn Encounter (Racial) Imm. Interrupt: force an enemy ro reroll
Second Chance:
Encounter Immediate Interrupt; Personal Trigger: You are hit by an attack. Effect: The attacker must reroll the attack and use the second roll, even if it is lower. Encounter (lvl 1) Standard: +4 vs Will, 2d8 + 4 and target takes a -1 to Will defense
Dreadful Word:
Encounter; Arcane, Fear, Implement, Psychic Standard Action; Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: 2d8 + Charisma modifier psychic damage, and the target takes a –1 penalty to Will defense until the end of your next turn. Star Pact: The penalty to Will defense is equal to 1 + your Intelligence modifier. Encounter (lvl 2) Standard: Move Action: You can teleport 3 squares, and you gain +2 power bonus to all defenses until the end of your next turn
Ethereal Stride:
Encounter; Arcane, Teleportation Move Action; Move up to 3 squares Target: Personal Effect: You can teleport 3 squares, and you gain +2 power bonus to all defenses until the end of your next turn Daily (lvl 1) Standard: +4 vs Will, 3d8 + 4 psychic damage and slides 3 squares
Curse of the Dark Dream:
Daily; Arcane, Charm, Implement, Psychic Standard Action; Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 3d8 + Charisma modifier psychic damage, and you slide the target 3 squares. Sustain Minor: You slide the target 1 square, whether you hit or miss (save ends). <<FEATS>>
<<EQUIPMENT AND MONEY>>
kit contains:
backpack bedroll flint and steel belt pouch 2 x sunrod 10 x trail rations 50' hempen rope waterskin 15 Residuum Ritual Book book contains:
1: Create Campsite (lvl 1 = 15gp) cast = 10min (Nature check) tiny nature spirits create your campsite for you, your Nature check is the the Stealth roll for the camp (camp lasts 8 hours, then the spirits break it down removing any trace) 1: Explorer's Fire (lvl 1 = 10gp) cast = 10min (no check) Hides the light from one fire - it cannot be seen past 5 squares; does not diminish the heat or sounds of the fire. 11 gp 62/100 Encumbrance
DESCRIPTION: He is small and slender but muscular, with long dirty white and gray hair and a dirty white and gray beard, unusual for a relatively young halfling. He is rather wild looking and wears ornate leather armor which is usually concealed by a worn brown cloak. He has what would appear to most as "tribal piercings" and the few that would get to know him well would see ornate "tribal markings" appearing to be a compilation of tatoos and brandings, ordinarily concealed by his armor and cloak. BACKGROUND: Both of his parents were killed during warring times when he was young and he has fond but few memories of them. His father was an arcane ritualist which was rather frowned upon by most in their tribe as un-natural. He was taken in by the clan's shaman after his parents death and trained in natural magic, however he used this knowledge in tandum with his father's teaching and journals which his father had kept, to cultivate his shamanic teachings into an unusual form of arcane magic based in the forces of the stars and moons (Star Pact Warlock). After maturing into adulthood and into a mage of his own rite he respectfully left his clan to pursue the cultivation of his own form of magic and to try and "find" himself and make peace with the loss of his parents. He has however maintained a distant yet mutually respected relationship with his clan. CHARACTERISTICS: He is calm and reserved, yet self assured. He is wild and adaptable, yet remains cautious and patient. He is eager to learn but quite skeptical. It is hard to gain his trust but once had he would go to any length to help those he considers friends. |