H
Hedonist Redd
Guest
Name: Zherneboh
Level: 1
Race: Tiefling
Class: Warlock
Sex: Male
Alignment: Chaotic Neutral
Pact: Infernal
Backstory: Zherneboh, or Zhern by his closer acquaintances, was born in a rather heavily biased and skewed environment: a place used to train warlocks. It was his destiny, as he was told, for him to harness the dark powers of the world and use them as he saw fit. For good or for worse. His father was an especially powerful warlock, leaving behind quite a fair bit of a trail for Zhern to follow. He died before Zhern was born, so he never knew or met him, but had heard of him since his life began. He left after finishing his pact, thrown to the outside world. It was an akward transition, after living and breathing the dark arts day in and out. He wandered at first, not sure what to make of himself. One day, while walking through a small town, an interesting book in a shopkeeper's stall caught Zhern's eye and he went closer to inspect it, and it happened to be a book written by his own father! He read about his exploits as a warlock, most of which he heard as stories. But, what interested him most was the end. It was talking about someone named Caiphon and it named Zherneboh several times throughout. The shopkeeper stopped him as he was reading, though, complaining of his reading of unpurchased goods. Zherneboh actually attempted to explain it was his father who wrote it, but the shopkeeper would hear none of it. Zhern asked to buy it, but the shop keeper gave an impossible amount for him to make; an astral diamond! 1000 gold! When he called him out on it, he didn't budge. Zhern proceeded to use magic on the shopkeeper, sucking energy from him, leaving him rather feeble for a while. Guards came in no time, and caught him after a scuffle. Thrown in jail, and now almost addictively curious as to who or what Caiphon was and what it meant to him, as well as the possible roots of his warlock heritage, Zhern patiently waited for the right time to escape, and to grab that book...
Personality: Zherneboh is a free-spirit in many ways. He does what he thinks will benefit him most. He tries to not take sides or step on people, but if it was important enough, he'd do anything for what he needed. If he feels someone will benefit him in some way down the line, he'd be more than happy to help. Most importantly, he follows his instincts. What feels right to him he will do with little hesitation. What feels wrong, he will question quite thoroughly to avoid any hazards. Other than that, he's friendly, lecherous at rare times, and willing to help.
Backstory soon to come! Make sure and double check my skills. x_x
Level: 1
Race: Tiefling
Class: Warlock
Sex: Male
Alignment: Chaotic Neutral
Pact: Infernal
Backstory: Zherneboh, or Zhern by his closer acquaintances, was born in a rather heavily biased and skewed environment: a place used to train warlocks. It was his destiny, as he was told, for him to harness the dark powers of the world and use them as he saw fit. For good or for worse. His father was an especially powerful warlock, leaving behind quite a fair bit of a trail for Zhern to follow. He died before Zhern was born, so he never knew or met him, but had heard of him since his life began. He left after finishing his pact, thrown to the outside world. It was an akward transition, after living and breathing the dark arts day in and out. He wandered at first, not sure what to make of himself. One day, while walking through a small town, an interesting book in a shopkeeper's stall caught Zhern's eye and he went closer to inspect it, and it happened to be a book written by his own father! He read about his exploits as a warlock, most of which he heard as stories. But, what interested him most was the end. It was talking about someone named Caiphon and it named Zherneboh several times throughout. The shopkeeper stopped him as he was reading, though, complaining of his reading of unpurchased goods. Zherneboh actually attempted to explain it was his father who wrote it, but the shopkeeper would hear none of it. Zhern asked to buy it, but the shop keeper gave an impossible amount for him to make; an astral diamond! 1000 gold! When he called him out on it, he didn't budge. Zhern proceeded to use magic on the shopkeeper, sucking energy from him, leaving him rather feeble for a while. Guards came in no time, and caught him after a scuffle. Thrown in jail, and now almost addictively curious as to who or what Caiphon was and what it meant to him, as well as the possible roots of his warlock heritage, Zhern patiently waited for the right time to escape, and to grab that book...
Personality: Zherneboh is a free-spirit in many ways. He does what he thinks will benefit him most. He tries to not take sides or step on people, but if it was important enough, he'd do anything for what he needed. If he feels someone will benefit him in some way down the line, he'd be more than happy to help. Most importantly, he follows his instincts. What feels right to him he will do with little hesitation. What feels wrong, he will question quite thoroughly to avoid any hazards. Other than that, he's friendly, lecherous at rare times, and willing to help.
Strength 11 (+0)
Constitution 18 (+4)
Dexterity 10 (+0)
Intelligence 17 (+3)
Wisdom 11 (+0)
Charisma 16 (+3)
Maximum Hit Points: 30
Bloodied: 15
Surge Value: 7
Surges / Day: 10
Size: Medium
Speed: 6 squares
Vision: Low-light
Initiative: 1d20 +0
Armor Class: 15 = 10 + 3 [intelligence] + 2 [Leather]
Fortitude Defense: 14 = 10 + 4 [constitution]
Reflex Defense: 14 = 10 + 1 [warlock] + 3 [intelligence]
Will Defense: 14 = 10 + 1 [warlock] + 3 [charisma]
Armor: Leather (15 lb)
Languages: Common; Dwarven
Skills:
Acrobatics: +0 = 0 [dexterity]
Arcana: +3 = 3 [intelligence]
Athletics: +0 = 0 [strength]
Bluff: +10 = 3 [charisma] + 2 [Tiefling] +5 [class training]
Diplomacy: +3 = 3 [charisma]
Dungeoneering: +1 = 1 [wisdom]
Endurance: +4 = 4 [constitution]
Heal: +1 = 1 [wisdom]
History: +8 = 3 [intelligence] +5 [class training]
Insight: +6 = 1 [wisdom] +5 [class training]
Intimidate: +8 = 3 [charisma] +5 [class training]
Nature: +1 = 1 [wisdom]
Perception: +1 = 1 [wisdom]
Religion: +3 = 3 [intelligence]
Stealth: +2 = 0 [dexterity] + 2 [Tiefling]
Streetwise: +3 = 3 [charisma]
Thievery: +0 = 0 [dexterity]
Feats:
Sacrifice to Caiphon
Prerequisites: Constitution 13, Warlock
Benefit: When you attack with an encounter power that has targets and you miss all targets, then you can deal damage to yourself equal to the level of the power. If you do, you immediately recover the power.
At-Will:
Warlock's Curse [Warlock][minor action] [see online revision]
Eldritch Blast [Level 1][usable as basic ranged attack]
Hellish Rebuke Warlock (Infernal) Attack 1
You point your finger, and your foe is scoured in hellish flames stoked by your own anger and pain. If you are injured, the flames burst into life one more time before they fade away.
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.
Encounter Powers:
Infernal Wrath [Tiefling][minor action]
Vampiric Embrace Warlock (Infernal) Attack 1 A ribbon of twisting darkness streams from your hand to your target's heart, feeding on his vital force as you grow stronger.
Encounter ✦ Arcane, Implement, Necrotic Standard Action Ranged 5 Target: One creature Attack: Constitution vs. Will
Hit: 2d8 + Constitution modifier necrotic damage, and you gain 5 temporary hit points. Infernal Pact: You gain temporary hit points equal to 5 + your Intelligence modifier.
Daily Powers:
Flames of Phlegethos
Warlock (Infernal) Attack 1
Rivulets of clinging liquid fire appear and cascade over your target. Anything that is flammable ignites at once and burns long after the streams of magic fire fade away.
Daily ✦ Arcane, Fire, Implement Standard Action Ranged 10 Target: One creature Attack: Constitution vs. Reflex
Hit: 3d10 + Constitution modifier fire damage. Effect: The target takes ongoing 5 fire damage (save ends).
Tiefling
* +2 Charisma, +2 Constitution or Intelligence (already included; you chose Intelligence.)
* +2 Bluff, +2 Stealth
* Bloodhunt (+1 on attack rolls vs. bloodied foes)
* Fire Resistance (resist fire 5 + half your level)
* Infernal Wrath
Warlock
* Eldritch Blast
* This warlock's pact is infernal, with the Dark One's Blessing pact boon.
* Prime Shot (+1 on ranged attacks if no ally is nearer)
* Shadow Walk (if you move at least 3 squares, gain concealment until the end of your next turn)
* Warlock's Curse (extra damage to any creature you have cursed during this encounter)
Equipment:
Leather Armor
Basic rod
Adventurer's kit
Waterskin
Signal whistle
5c (5) chalk
51g 99s 95c
Constitution 18 (+4)
Dexterity 10 (+0)
Intelligence 17 (+3)
Wisdom 11 (+0)
Charisma 16 (+3)
Maximum Hit Points: 30
Bloodied: 15
Surge Value: 7
Surges / Day: 10
Size: Medium
Speed: 6 squares
Vision: Low-light
Initiative: 1d20 +0
Armor Class: 15 = 10 + 3 [intelligence] + 2 [Leather]
Fortitude Defense: 14 = 10 + 4 [constitution]
Reflex Defense: 14 = 10 + 1 [warlock] + 3 [intelligence]
Will Defense: 14 = 10 + 1 [warlock] + 3 [charisma]
Armor: Leather (15 lb)
Languages: Common; Dwarven
Skills:
Acrobatics: +0 = 0 [dexterity]
Arcana: +3 = 3 [intelligence]
Athletics: +0 = 0 [strength]
Bluff: +10 = 3 [charisma] + 2 [Tiefling] +5 [class training]
Diplomacy: +3 = 3 [charisma]
Dungeoneering: +1 = 1 [wisdom]
Endurance: +4 = 4 [constitution]
Heal: +1 = 1 [wisdom]
History: +8 = 3 [intelligence] +5 [class training]
Insight: +6 = 1 [wisdom] +5 [class training]
Intimidate: +8 = 3 [charisma] +5 [class training]
Nature: +1 = 1 [wisdom]
Perception: +1 = 1 [wisdom]
Religion: +3 = 3 [intelligence]
Stealth: +2 = 0 [dexterity] + 2 [Tiefling]
Streetwise: +3 = 3 [charisma]
Thievery: +0 = 0 [dexterity]
Feats:
Sacrifice to Caiphon
Prerequisites: Constitution 13, Warlock
Benefit: When you attack with an encounter power that has targets and you miss all targets, then you can deal damage to yourself equal to the level of the power. If you do, you immediately recover the power.
At-Will:
Warlock's Curse [Warlock][minor action] [see online revision]
Eldritch Blast [Level 1][usable as basic ranged attack]
Hellish Rebuke Warlock (Infernal) Attack 1
You point your finger, and your foe is scoured in hellish flames stoked by your own anger and pain. If you are injured, the flames burst into life one more time before they fade away.
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.
Encounter Powers:
Infernal Wrath [Tiefling][minor action]
Vampiric Embrace Warlock (Infernal) Attack 1 A ribbon of twisting darkness streams from your hand to your target's heart, feeding on his vital force as you grow stronger.
Encounter ✦ Arcane, Implement, Necrotic Standard Action Ranged 5 Target: One creature Attack: Constitution vs. Will
Hit: 2d8 + Constitution modifier necrotic damage, and you gain 5 temporary hit points. Infernal Pact: You gain temporary hit points equal to 5 + your Intelligence modifier.
Daily Powers:
Flames of Phlegethos
Warlock (Infernal) Attack 1
Rivulets of clinging liquid fire appear and cascade over your target. Anything that is flammable ignites at once and burns long after the streams of magic fire fade away.
Daily ✦ Arcane, Fire, Implement Standard Action Ranged 10 Target: One creature Attack: Constitution vs. Reflex
Hit: 3d10 + Constitution modifier fire damage. Effect: The target takes ongoing 5 fire damage (save ends).
Tiefling
* +2 Charisma, +2 Constitution or Intelligence (already included; you chose Intelligence.)
* +2 Bluff, +2 Stealth
* Bloodhunt (+1 on attack rolls vs. bloodied foes)
* Fire Resistance (resist fire 5 + half your level)
* Infernal Wrath
Warlock
* Eldritch Blast
* This warlock's pact is infernal, with the Dark One's Blessing pact boon.
* Prime Shot (+1 on ranged attacks if no ally is nearer)
* Shadow Walk (if you move at least 3 squares, gain concealment until the end of your next turn)
* Warlock's Curse (extra damage to any creature you have cursed during this encounter)
Equipment:
Leather Armor
Basic rod
Adventurer's kit
Waterskin
Signal whistle
5c (5) chalk
51g 99s 95c
Backstory soon to come! Make sure and double check my skills. x_x