Character Name: Corlin Fenner
Character Race: Halfling (Halfling Pg44)
Character Class: Warlock (Warlock Pg129)
Tier: Heroic
Alignment: Good (pg 19)
Deity: Avandra (pg 20)
Size: S
Gender: M
Age: 20
Height: 48"
Weight: 90
Eyes: Brown
Hair: Brown
Skin: Medium
Character Region: Ountsy
GM(s): Jonathan
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Character Level: 1
EXP Points Gained: 250
EXP Needed For Next Level: 1000 (750 needed) (Level advancement pg 27)
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Abilities:
Racial Modifiers: +2 Dex, +2 Cha
Strength: 11 (+0)
Dexterity: 13 (+1)
Constitution: 16 (+3)
Intelligence: 16 (+3)
Wisdom: 12 (+1)
Charisma: 16 (+3)
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Hit points: 28 [ HD: Class (12) + Con Score (16) +Feat (0) at Level 1 / Class (5) HP Gained Per Level
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Bloodied: 14 [ Hit points at half rounded down ]
Death: -14 [ Bloodied at negative number ]
Second Wind: Once Per Encounter
Death Saving throws:
Healing surges per day: 9 [ Class (0) + CON Mod (0) ]
Healing surge value: 7 [ ¼ of your total Hit Points ]
Regeneration: +0 (pg 293)
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Initiative: +3 [ 1/2 your level + Dex (1) + Misc (2) ]
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Speed: 6 Sq. (Run +2)
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Action Points: 1
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Defences: (pg 297)
Armor Class: 15/17 (vs attack of opportunity) = Base (10) + DEX/INT (3) + Armor (2) + Shield Bns. (0) + Race (0) + Feat (0) + Enhancement Bns. (0) + Item Bns. (0) + Power Bns. (0) + Misc (2)
AC Penalty: -0 [-0 Armor type, -0 Shield type] (pg 214)
Fortitude: 13 = 10 + ½ Lvl. (+0) + Str/Con Mod. (+3) + Class (+0) + Feat (+0) + Enhancement (+0) + Misc (+0)
Reflex: 14 = 10 + ½ Lvl. (+0) + Dex/Int Mod. (+3) + Class (+1) + Feat (+0) + Enhancement (+0) + Misc (+0) + Shield Bns. (+0)
Will: 14/19 (vs. fear)= 10 + ½ Lvl. (+0) + Wis/Cha Mod. (+3) + Class (+1) + Feat (+0) + Enhancement (+0) + Misc (+5)
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Base Attack Bonus (BaB): +0 [ 1/2 your level rounded down ] (pg 274 & 287)
Melee
Dagger : +3 = BaB (0) + STR (+0) + WP Bns. (+3) + Racial Bns. (+0) + Feat Bns. (+0) + Weapon Enhancement Bns. (+0) + Item Bns. (+0) + Power Bns. (+0) + Misc Bns. (+0) | Dmg.: 1d4 | Rg.: n/a | Grp.: light blade | Prop.: off hand, light thrown
Ranged
Hand Crossbow : +3 = BaB (0) + DEX (+1) + WP Bns. (+2) + Racial Bns. (+0) + Feat Bns. (+0) + Weapon Enhancement Bns. (+0) + Item Bns. (+0) + Power Bns. (+0) + Misc Bns. (+0) | Dmg.: 1d6 | Rg.: 10/20 | Grp.: crossbow | Prop.: Load free
Dagger: +4 = BaB (0) + DEX (+1) + WP Bns. (+3) + Racial Bns. (+0) + Feat Bns. (+0) + Weapon Enhancement Bns. (+0) + Item Bns. (+0) + Power Bns. (+0) + Misc Bns. (+0) | Dmg.: 1d4 | Rg.: 5/10 | Grp.: light blade | Prop.: Load **
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Skills: (pg 176)
Total Skill Points Earned = 4 [ Class: 4 = No skill required + 4 / Racial Bns. +0 ]
Acrobatics: +3 = 1 (Dex) + 0 (½ Lvl.) + 0 (UnTrained) + 2(Misc) - 0 (Armor Penalty)
Arcana: +8 = 3 (Int) + 0 (½ Lvl.) + 5 (Trained) + 0 (Misc)
Athletics: +0 = 0 (Str) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc) - 0 (Armor Penalty)
Bluff: +3 = 3 (Cha) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc)
Diplomacy: +3 = 3 (Cha) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc)
Dungeoneering: +3 = 3 (Wis) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc)
Endurance: +3 = 3 (Con) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc) - 0 (Armor Penalty)
Heal: +1 = 1 (Wis) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc)
History: +6 = 1 (Int) + 0 (½ Lvl.) + 5 (Trained) + 0 (Misc)
Insight: +6 = 0 (Wis) + 0 (½ Lvl.) + 5 (Trained) + 0 (Misc)
Intimidate: +3 = 3 (Cha) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc)
Nature: +1 = 1 (Wis) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc)
Perception: +1 = 1 (Wis) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc)
Religion: +1 = 1 (Int) + 0 (½ Lvl.) + 0 (UnTrained) + 2 (Misc)
Stealth: +1 = 1 (Dex) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc) - 0 (Armor Penalty)
Streetwise: +8 = 3 (Cha) + 0 (½ Lvl.) + 5 (Trained) + 0 (Misc)
Thievery: +3 = 1 (Int) + 0 (½ Lvl.) + 0 (UnTrained) + 2 (Misc) - 0 (Armor Penalty)
Skill Checks Reference
Acrobatics: Acrobatic stunt, Balance, Escape from a grab, Escape from restraints, reduce falling damage (trained only)
Arcana: Arcana knowledge, Monster Knowledge, Detect magic (trained only)
Athletics: Climb, Escape from a grab, Jump, Swim
Bluff: (Pg 183)
Diplomacy: (Pg 183)
Dungeoneering: Dungeoneering knowledge, Forage, Monster Knowledge
Endurance: (Pg 184)
Heal: First aid, treat disease
History: (Pg 185)
Insight: Comprehend motives, discern intent
Intimidate: (Pg 186)
Nature: Forage, handle animal, nature knowledge, monster knowledge
Perception: (pg 186)
Religion: Religion knowledge, monster knowledge
Stealth: (Pg 188)
Streetwise: (Pg 188)
Thievery: Disable trap, open lock, pick pocket, sleight of hand
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Languages:
Common, halfling
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Feats:
Quick Draw
Prerequisite: Dex 13
Benefit: You can draw a weapon (or an object stored in a belt pouch, bandolier, or similar container, such as a potion) as part of the same action used to attack with the weapon or use the object.
You also gain a +2 feat bonus to initiative checks.
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Racial Abilities:
Ability Scores: +2 Dexterity, +2 Charisma
Size: Small
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other
Skill Bonuses: +2 Acrobatics, +2 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.
Encounter
Immediate Interrupt Personal
Effect: When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it's lower.
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Class Features:
Eldritch Blast
Star Pact
You have mastered the astrologer's art, learning the\ secret names of the stars and gazing into the Far Realm beyond, gaining great power thereby. You can call upon powers that madden or terrify your enemies, manipulate chance and fate, or scour your foes with icy banes and curses drawn from beyond the night sky.
Dire Radiance: You know the dire radiance at-will spell.
Fate of the Void: You have the Fate of the Void pact boon. Your curse intermingles with the lost vitality of a cursed enemy to reveal a glimpse of the future to you. When an enemy under your Warlock's Curse is reduced to 0 hit points or fewer, 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.
Prime Shot: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.
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 as a minor action, you can place a Warlock's Curse on the enemy nearest to you that you can see. A cursed enemy is more vulnerable to extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage once per round.
A Warlock's Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer.
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.
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Powers / Exploits / Prayers / Spells:
At-Will:
*Eldritch Blast
Standard Action Ranged 10
Target: One creature
Attack: Charisma or Constitution vs. Reflex
Hit: 1d10 + Charisma or Constitution modifier damage. Increase damage to 2d10 + Charisma or Constitution 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.
*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.
Eyebite
At-Will : Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and you areinvisible to the target until the start of your next turn. Increase damage to 2d6 + Charisma modifier at 21st level.
Hellish Rebuke
Warlock (Infernal) Attack 1
At-Will : Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 1d6 + Constitution modifier fire damage. If you take damage before the end of your next turn, the target takes an extra 1d6 + Constitution modifier fire damage. Increase damage and extra damage to 2d6 + Constitution modifier at 21st level.
*Class Bonus
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Encounter:
Dreadful Word
Warlock (Star) Attack 1
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 penalty to Will defense is equal to 1 + your Intelligence modifier.
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Daily
Dread Star
Daily - Arcane, Fear, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d6 + Charisma modifier radiant damage, and the target is immobilized until the end of your next turn.
Effect: The target takes a -2 penalty to Will defense (save ends).
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Utility
None at Level 1
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Rituals: (pg 296)
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Magic Items: (pg 223)
Weapon:
Armor:
Arms:
Feet:
Hands:
Head:
Neck:
Ring(s):
Waist:
Daily Item Powers: (pg 224)
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Equipment: (pg 221)
* (1) Travelors Garb (8.0 lbs) [Weight does not count towards encumbrance] (second free set is located in the backpack)
- (1) Linen Shirt (0.5 lbs.)
- (1) Leather Jerkin (3.0 lbs.)
- (1) Leather Belt (0.0 lbs.)
- (1) Loin Cloth (0.0 lbs.)
- (1) Woolen Breeches (1.0 lbs.)
- (1) Woolen Cloak (3.0 lbs.)
- (1) Leather Gloves (0.0 lbs.)
- (1) Low Leather Boots (0.5 lbs.)
*Standard Adventurers Kit
(1) *Backpack (2.0 lbs.)
- (1) *Travelors Garb (8.0 lbs)
- (1) *Bedroll (5.0 lbs.)
- (1) *Waterskin (4.0 lbs.)
- (10) *Trail Rations (10.0 lbs.)
- (1) *Rope, hemp (50 ft) (10 lbs)
(1) *Belt Pouch (0.5 lbs.)
- (1) *Flint & Steel (0.0 lbs.)
- (2) *Sunrods (2lbs, 1 lb each)
Armor: (pg 212)
(1) Leather Armor (15 lbs)
Weapons: (pg 215)
(2) Daggers (2lbs)
(1) Hand Crossbow (2 lbs)
(40) Bolts (4 lbs)
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Coins:
Coins weight 1/50th of a pound
Astral Diamonds 1/500th of a pound
Astral Diamond (AD): 0 (10,000 gp)
Electrum Piece (EP): 0 (100 GP)
Platinum Piece (PP): 0 (10 GP)
Gold Piece (GP): 183 (Money standard)
Silver Piece (SP): 0 (1/10 GP)
Copper (CP): 0 (1/100 GP)
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Weight:
Total Gear Weight Carried: 62.0 lbs.
Total Weapon Weight Carried: 10.0 lbs.
Total Armor Weight Carried: 15.0 lbs.
Total Coin Weight Carried: 3.66 lbs. (0.02 lbs. per coin)
Total Weight Carried: 90.66 lbs.
Total Weight on Mount: 0.0 lbs. (doesn't count towards character weight or encumbrance)
Normal Load: 110 [ Str x 10 lbs. ] (pg 222)
Heavy Load: 220 [ Str x 20 lbs. ] (encumbered movement ½ normal speed)
Max Load: 550 [ Str X 50 lbs. ] (fully encumbered speed 0)
Max overhead press: 550 (Max heavy load)
Max lift off ground: 550 (max heavy load, cannot move with it)
Max push, pull or Drag: 550 (max heavy load , speed ¼ normal speed)
Base Movement: 6 (+2 Run) (pg 261)
Base Overland Speed: 30 Per Day / 3 Per Hour / 300 Per Minute
Current Adjusted Movement: 6 (adjusted for armor or encumbrance)
Base Overland Speed: 30 Per Day / 3 Per Hour / 300 Per Minute
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Physical Appearance:
This four foot tall, 90 lb slender halfling with his mop of curly unkempt red hair brightens most places he goes a wide grin, and graceful movement, until he stumbles over is own feet, and even then draws upon the humor.
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Personality:
Social Interactions:
Q: How do others perceive you in social interactions?
A: Cheerful, Charming, Talkative, Witty, Reserved, and Relaxed all apply
Q: How optimistic are you?
A: Always looking on the bright side
Q: How Trusting are you?
A: Open minded, until given reason to not be, and even then second chances should be given to those who may have erred on the wrong side. (Perhaps third and fourth chances too . . .)
Decision points:
Q: How assertive are you at a decision point?
A: Adaptable, not commanding, but can take charge if needs apply.
Q: How conscious are you about following the rules?
A: Rules can be bent, but only so far as a persons morals will allow. (everyone has their own limits)
Q: How empathetic are you?
A: Kind
Dire Straits:
Q: How courageous are you in dire straits?
A: Recklessly brave.
Q: How do you feel when faced with setbacks?
A: Stoic, everything will work out in the end.
Q: How are your nerves?
A: Calm with occasional bouts of stress.
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Character History:
Since the day of his birth, the stars have always been good to Corlin, and he has wandered his life underneath them for the last three years on his own. Every dire strait that he ever found himself in miraculously worked out to fortuitous ends, always in his favor, but not necessarily for him, but he has thanked the stars every time.
In and out of cities and towns a life on the road has brought him across may people. Those is need received the best assistance that he could provide. Lost animals, children, items of importance, he was always good at finding things for people. He has never questioned his existence or the directions the stars have led him to, but he does wonder if there is something greater in store for him somewhere, a larger purpose to his gifted life.
Sure that his bright evening guardians will bear him where they need, he travels on, waiting for whatever goal they will provide him to earn next.
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Player Notes:
** Things to consider**
Family
Friends
Mentors
Tattoos
Piercings
Goals
Habits (Good or Bad)
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Experience Rewards: (Laundry list XP, oldest on bottom)
Date - Moderator - XP/GP/Treasure earned - Where; Why (linking the adventure thread is a good idea)
19 Dec 2008 - SGM Crow - 250 XP - Character History
Character Race: Halfling (Halfling Pg44)
Character Class: Warlock (Warlock Pg129)
Tier: Heroic
Alignment: Good (pg 19)
Deity: Avandra (pg 20)
Size: S
Gender: M
Age: 20
Height: 48"
Weight: 90
Eyes: Brown
Hair: Brown
Skin: Medium
Character Region: Ountsy
GM(s): Jonathan
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Character Level: 1
EXP Points Gained: 250
EXP Needed For Next Level: 1000 (750 needed) (Level advancement pg 27)
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Abilities:
Racial Modifiers: +2 Dex, +2 Cha
Strength: 11 (+0)
Dexterity: 13 (+1)
Constitution: 16 (+3)
Intelligence: 16 (+3)
Wisdom: 12 (+1)
Charisma: 16 (+3)
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Hit points: 28 [ HD: Class (12) + Con Score (16) +Feat (0) at Level 1 / Class (5) HP Gained Per Level
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Bloodied: 14 [ Hit points at half rounded down ]
Death: -14 [ Bloodied at negative number ]
Second Wind: Once Per Encounter
Death Saving throws:
Healing surges per day: 9 [ Class (0) + CON Mod (0) ]
Healing surge value: 7 [ ¼ of your total Hit Points ]
Regeneration: +0 (pg 293)
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Initiative: +3 [ 1/2 your level + Dex (1) + Misc (2) ]
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Speed: 6 Sq. (Run +2)
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Action Points: 1
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Defences: (pg 297)
Armor Class: 15/17 (vs attack of opportunity) = Base (10) + DEX/INT (3) + Armor (2) + Shield Bns. (0) + Race (0) + Feat (0) + Enhancement Bns. (0) + Item Bns. (0) + Power Bns. (0) + Misc (2)
AC Penalty: -0 [-0 Armor type, -0 Shield type] (pg 214)
Fortitude: 13 = 10 + ½ Lvl. (+0) + Str/Con Mod. (+3) + Class (+0) + Feat (+0) + Enhancement (+0) + Misc (+0)
Reflex: 14 = 10 + ½ Lvl. (+0) + Dex/Int Mod. (+3) + Class (+1) + Feat (+0) + Enhancement (+0) + Misc (+0) + Shield Bns. (+0)
Will: 14/19 (vs. fear)= 10 + ½ Lvl. (+0) + Wis/Cha Mod. (+3) + Class (+1) + Feat (+0) + Enhancement (+0) + Misc (+5)
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Base Attack Bonus (BaB): +0 [ 1/2 your level rounded down ] (pg 274 & 287)
Melee
Dagger : +3 = BaB (0) + STR (+0) + WP Bns. (+3) + Racial Bns. (+0) + Feat Bns. (+0) + Weapon Enhancement Bns. (+0) + Item Bns. (+0) + Power Bns. (+0) + Misc Bns. (+0) | Dmg.: 1d4 | Rg.: n/a | Grp.: light blade | Prop.: off hand, light thrown
Ranged
Hand Crossbow : +3 = BaB (0) + DEX (+1) + WP Bns. (+2) + Racial Bns. (+0) + Feat Bns. (+0) + Weapon Enhancement Bns. (+0) + Item Bns. (+0) + Power Bns. (+0) + Misc Bns. (+0) | Dmg.: 1d6 | Rg.: 10/20 | Grp.: crossbow | Prop.: Load free
Dagger: +4 = BaB (0) + DEX (+1) + WP Bns. (+3) + Racial Bns. (+0) + Feat Bns. (+0) + Weapon Enhancement Bns. (+0) + Item Bns. (+0) + Power Bns. (+0) + Misc Bns. (+0) | Dmg.: 1d4 | Rg.: 5/10 | Grp.: light blade | Prop.: Load **
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Skills: (pg 176)
Total Skill Points Earned = 4 [ Class: 4 = No skill required + 4 / Racial Bns. +0 ]
Acrobatics: +3 = 1 (Dex) + 0 (½ Lvl.) + 0 (UnTrained) + 2(Misc) - 0 (Armor Penalty)
Arcana: +8 = 3 (Int) + 0 (½ Lvl.) + 5 (Trained) + 0 (Misc)
Athletics: +0 = 0 (Str) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc) - 0 (Armor Penalty)
Bluff: +3 = 3 (Cha) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc)
Diplomacy: +3 = 3 (Cha) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc)
Dungeoneering: +3 = 3 (Wis) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc)
Endurance: +3 = 3 (Con) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc) - 0 (Armor Penalty)
Heal: +1 = 1 (Wis) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc)
History: +6 = 1 (Int) + 0 (½ Lvl.) + 5 (Trained) + 0 (Misc)
Insight: +6 = 0 (Wis) + 0 (½ Lvl.) + 5 (Trained) + 0 (Misc)
Intimidate: +3 = 3 (Cha) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc)
Nature: +1 = 1 (Wis) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc)
Perception: +1 = 1 (Wis) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc)
Religion: +1 = 1 (Int) + 0 (½ Lvl.) + 0 (UnTrained) + 2 (Misc)
Stealth: +1 = 1 (Dex) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc) - 0 (Armor Penalty)
Streetwise: +8 = 3 (Cha) + 0 (½ Lvl.) + 5 (Trained) + 0 (Misc)
Thievery: +3 = 1 (Int) + 0 (½ Lvl.) + 0 (UnTrained) + 2 (Misc) - 0 (Armor Penalty)
Skill Checks Reference
Acrobatics: Acrobatic stunt, Balance, Escape from a grab, Escape from restraints, reduce falling damage (trained only)
Arcana: Arcana knowledge, Monster Knowledge, Detect magic (trained only)
Athletics: Climb, Escape from a grab, Jump, Swim
Bluff: (Pg 183)
Diplomacy: (Pg 183)
Dungeoneering: Dungeoneering knowledge, Forage, Monster Knowledge
Endurance: (Pg 184)
Heal: First aid, treat disease
History: (Pg 185)
Insight: Comprehend motives, discern intent
Intimidate: (Pg 186)
Nature: Forage, handle animal, nature knowledge, monster knowledge
Perception: (pg 186)
Religion: Religion knowledge, monster knowledge
Stealth: (Pg 188)
Streetwise: (Pg 188)
Thievery: Disable trap, open lock, pick pocket, sleight of hand
================================================== H
Languages:
Common, halfling
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Feats:
Quick Draw
Prerequisite: Dex 13
Benefit: You can draw a weapon (or an object stored in a belt pouch, bandolier, or similar container, such as a potion) as part of the same action used to attack with the weapon or use the object.
You also gain a +2 feat bonus to initiative checks.
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Racial Abilities:
Ability Scores: +2 Dexterity, +2 Charisma
Size: Small
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other
Skill Bonuses: +2 Acrobatics, +2 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.
Encounter
Immediate Interrupt Personal
Effect: When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it's lower.
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Class Features:
Eldritch Blast
Star Pact
You have mastered the astrologer's art, learning the\ secret names of the stars and gazing into the Far Realm beyond, gaining great power thereby. You can call upon powers that madden or terrify your enemies, manipulate chance and fate, or scour your foes with icy banes and curses drawn from beyond the night sky.
Dire Radiance: You know the dire radiance at-will spell.
Fate of the Void: You have the Fate of the Void pact boon. Your curse intermingles with the lost vitality of a cursed enemy to reveal a glimpse of the future to you. When an enemy under your Warlock's Curse is reduced to 0 hit points or fewer, 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.
Prime Shot: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.
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 as a minor action, you can place a Warlock's Curse on the enemy nearest to you that you can see. A cursed enemy is more vulnerable to extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage once per round.
A Warlock's Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer.
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.
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Powers / Exploits / Prayers / Spells:
At-Will:
*Eldritch Blast
Standard Action Ranged 10
Target: One creature
Attack: Charisma or Constitution vs. Reflex
Hit: 1d10 + Charisma or Constitution modifier damage. Increase damage to 2d10 + Charisma or Constitution 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.
*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.
Eyebite
At-Will : Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and you areinvisible to the target until the start of your next turn. Increase damage to 2d6 + Charisma modifier at 21st level.
Hellish Rebuke
Warlock (Infernal) Attack 1
At-Will : Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 1d6 + Constitution modifier fire damage. If you take damage before the end of your next turn, the target takes an extra 1d6 + Constitution modifier fire damage. Increase damage and extra damage to 2d6 + Constitution modifier at 21st level.
*Class Bonus
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Encounter:
Dreadful Word
Warlock (Star) Attack 1
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 penalty to Will defense is equal to 1 + your Intelligence modifier.
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Daily
Dread Star
Daily - Arcane, Fear, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d6 + Charisma modifier radiant damage, and the target is immobilized until the end of your next turn.
Effect: The target takes a -2 penalty to Will defense (save ends).
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Utility
None at Level 1
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Rituals: (pg 296)
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Magic Items: (pg 223)
Weapon:
Armor:
Arms:
Feet:
Hands:
Head:
Neck:
Ring(s):
Waist:
Daily Item Powers: (pg 224)
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Equipment: (pg 221)
* (1) Travelors Garb (8.0 lbs) [Weight does not count towards encumbrance] (second free set is located in the backpack)
- (1) Linen Shirt (0.5 lbs.)
- (1) Leather Jerkin (3.0 lbs.)
- (1) Leather Belt (0.0 lbs.)
- (1) Loin Cloth (0.0 lbs.)
- (1) Woolen Breeches (1.0 lbs.)
- (1) Woolen Cloak (3.0 lbs.)
- (1) Leather Gloves (0.0 lbs.)
- (1) Low Leather Boots (0.5 lbs.)
*Standard Adventurers Kit
(1) *Backpack (2.0 lbs.)
- (1) *Travelors Garb (8.0 lbs)
- (1) *Bedroll (5.0 lbs.)
- (1) *Waterskin (4.0 lbs.)
- (10) *Trail Rations (10.0 lbs.)
- (1) *Rope, hemp (50 ft) (10 lbs)
(1) *Belt Pouch (0.5 lbs.)
- (1) *Flint & Steel (0.0 lbs.)
- (2) *Sunrods (2lbs, 1 lb each)
Armor: (pg 212)
(1) Leather Armor (15 lbs)
Weapons: (pg 215)
(2) Daggers (2lbs)
(1) Hand Crossbow (2 lbs)
(40) Bolts (4 lbs)
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Coins:
Coins weight 1/50th of a pound
Astral Diamonds 1/500th of a pound
Astral Diamond (AD): 0 (10,000 gp)
Electrum Piece (EP): 0 (100 GP)
Platinum Piece (PP): 0 (10 GP)
Gold Piece (GP): 183 (Money standard)
Silver Piece (SP): 0 (1/10 GP)
Copper (CP): 0 (1/100 GP)
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Weight:
Total Gear Weight Carried: 62.0 lbs.
Total Weapon Weight Carried: 10.0 lbs.
Total Armor Weight Carried: 15.0 lbs.
Total Coin Weight Carried: 3.66 lbs. (0.02 lbs. per coin)
Total Weight Carried: 90.66 lbs.
Total Weight on Mount: 0.0 lbs. (doesn't count towards character weight or encumbrance)
Normal Load: 110 [ Str x 10 lbs. ] (pg 222)
Heavy Load: 220 [ Str x 20 lbs. ] (encumbered movement ½ normal speed)
Max Load: 550 [ Str X 50 lbs. ] (fully encumbered speed 0)
Max overhead press: 550 (Max heavy load)
Max lift off ground: 550 (max heavy load, cannot move with it)
Max push, pull or Drag: 550 (max heavy load , speed ¼ normal speed)
Base Movement: 6 (+2 Run) (pg 261)
Base Overland Speed: 30 Per Day / 3 Per Hour / 300 Per Minute
Current Adjusted Movement: 6 (adjusted for armor or encumbrance)
Base Overland Speed: 30 Per Day / 3 Per Hour / 300 Per Minute
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Physical Appearance:
This four foot tall, 90 lb slender halfling with his mop of curly unkempt red hair brightens most places he goes a wide grin, and graceful movement, until he stumbles over is own feet, and even then draws upon the humor.
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Personality:
Social Interactions:
Q: How do others perceive you in social interactions?
A: Cheerful, Charming, Talkative, Witty, Reserved, and Relaxed all apply
Q: How optimistic are you?
A: Always looking on the bright side
Q: How Trusting are you?
A: Open minded, until given reason to not be, and even then second chances should be given to those who may have erred on the wrong side. (Perhaps third and fourth chances too . . .)
Decision points:
Q: How assertive are you at a decision point?
A: Adaptable, not commanding, but can take charge if needs apply.
Q: How conscious are you about following the rules?
A: Rules can be bent, but only so far as a persons morals will allow. (everyone has their own limits)
Q: How empathetic are you?
A: Kind
Dire Straits:
Q: How courageous are you in dire straits?
A: Recklessly brave.
Q: How do you feel when faced with setbacks?
A: Stoic, everything will work out in the end.
Q: How are your nerves?
A: Calm with occasional bouts of stress.
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Character History:
Since the day of his birth, the stars have always been good to Corlin, and he has wandered his life underneath them for the last three years on his own. Every dire strait that he ever found himself in miraculously worked out to fortuitous ends, always in his favor, but not necessarily for him, but he has thanked the stars every time.
In and out of cities and towns a life on the road has brought him across may people. Those is need received the best assistance that he could provide. Lost animals, children, items of importance, he was always good at finding things for people. He has never questioned his existence or the directions the stars have led him to, but he does wonder if there is something greater in store for him somewhere, a larger purpose to his gifted life.
Sure that his bright evening guardians will bear him where they need, he travels on, waiting for whatever goal they will provide him to earn next.
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Player Notes:
** Things to consider**
Family
Friends
Mentors
Tattoos
Piercings
Goals
Habits (Good or Bad)
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Experience Rewards: (Laundry list XP, oldest on bottom)
Date - Moderator - XP/GP/Treasure earned - Where; Why (linking the adventure thread is a good idea)
19 Dec 2008 - SGM Crow - 250 XP - Character History

