Beneath Deshenekh (DnD 4e introductory RP)

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.

Tiefling_by_cimoart.jpg

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

Backstory soon to come! Make sure and double check my skills. x_x
 

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Sooooo many CNs. That cinches it. We're all in it for one thing, and one thing only: THE LOOOOOOOOOOOOOOOOOOOOOOOOOOOOT!
 
Manox

Male Human Cleric
Level 1
Lawful Neutral
Deity: Ioun

[spoiler='Statty Stuff]

STR 16 (+3)
CON 11 (+0)
DEX 13 (+1)
INT 12 (+1)
WIS 18 (+4)
CHA 14 (+2)

Height: 5' 11"
Weight: 210 lb
Skin: Tan
Eyes: Hazel
Hair: Light Brown Straight; Beardless

Maximum Hit Points: 23

Bloodied: 11
Surge Value: 5
Surges / Day: 7


Size: Medium
Speed: 5 squares [includes armor penalty]
Vision: Normal

Initiative: 1d20 +1 = + 1 [dexterity]
Base Strength Attack: 1d20 +3 = + 3 [strength]
Base Dexterity Attack: 1d20 +1 = + 1 [dexterity]
Base Constitution Attack: 1d20 +0 = + 0 [constitution]
Base Intelligence Attack: 1d20 +1 = + 1 [intelligence]
Base Wisdom Attack: 1d20 +4 = + 4 [wisdom]
Base Charisma Attack: 1d20 +2 = + 2 [charisma]

Armor Class: 16 = 10 + 6 [Chainmail]
Fortitude Defense: 14 = 10 + 1 [Human] + 3 [strength]
Reflex Defense: 12 = 10 + 1 [Human] + 1 [dexterity]
Will Defense: 17 = 10 + 1 [Human] + 2 [cleric] + 4 [wisdom]


Armor: Chainmail (40 lb)

Shield: None

Attacks:

Unarmed Melee: +3 [base strength attack] vs AC; damage 1[W]=1d4+3 [strength bonus]
Mace*: +5 vs AC [+3 strength attack] [+2 proficiency]; damage 1[W]=1d8+3 [strength bonus] 6 lb (Mace) versatile
Turn Undead +4i [base wisdom attack] vs will
Lance of Faith +4i [base wisdom attack] vs reflex
Sacred Flame +4i [base wisdom attack] vs reflex
Healing Strike +3w [base strength attack] vs AC
Beacon of Hope +4i [base wisdom attack] vs will
* Versatile weapon. Add +1 to damage if using two-handed.
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.

Base Saving throw: d20 +1 [human perseverence] vs 10

Encumberance 4e

Normal Load:
Heavy Load:
Maximum Drag Load
160 lb.
320 lb.
800 lb.
Encumberance 3.5

Light load: 76 lb. or less
Medium load: 77-153 lb.
Heavy load: 154-230 lb.
Lift over head: 230 lb.
Lift off ground: 460 lb.
Push or drag: 1150 lb.

Languages: Common; Dwarven

Rituals Known:

Gentle Repose [Level 1]

Skills:

Acrobatics: +0 = 1 [dexterity] -1 [armor]
Arcana: +6 = 1 [intelligence] +5 [class training]
Athletics: +2 = 3 [strength] -1 [armor]
Bluff: +2 = 2 [charisma]
Diplomacy: +2 = 2 [charisma]
Dungeoneering: +4 = 4 [wisdom]
Endurance: -1 = 0 [constitution] -1 [armor]
Heal: +9 = 4 [wisdom] +5 [class training]
History: +6 = 1 [intelligence] +5 [class training]
Insight: +9 = 4 [wisdom] +5 [class training]
Intimidate: +2 = 2 [charisma]
Nature: +4 = 4 [wisdom]
Perception: +4 = 4 [wisdom]
Religion: +6 = 1 [intelligence] +5 [class training]
Stealth: +0 = 1 [dexterity] -1 [armor]
Streetwise: +2 = 2 [charisma]
Thievery: +0 = 1 [dexterity] -1 [armor]

Feats:

Human Perseverance
Ioun's Poise

At-Will:

Melee Basic Attack: By weapon, damage 1[W]+3 [strength bonus] [standard action]
Ranged Basic Attack: By weapon, damage 1[W]+1 [dexterity bonus] [standard action]
Bull Rush: +3 [base strength attack] vs fortitude [standard action]
Grab: +3 [base strength attack] vs reflex [standard action]
Move grabbed target: +3 [base strength attack] vs fortitude [standard action]
Escape: +0 [acrobatics] vs reflex / +2 [athletics] vs fortitude [move action]
Lance of Faith [Level 1]
Sacred Flame [Level 1]

Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);

Other Move Actions: Crawl; Run [speed 7]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action)

Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight)

Other Immediate Actions: Readied action

Other Opportunity Actions: Opportunity attack

Other Free Actions: Drop held items; End a grab; Talk

Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive

Short rest: Healing surges as available

Five minutes: Normal escape from restraints (Acrobatics)

One hour: Forage; Streetwise check

Encounter Powers:

Second Wind
Spend an Action Point [free action, not in surprise round]
Heroic Effort ["Essentials" rules human utility][no action]
Channel Divinity
Divine Fortune [free action]
Turn Undead
Ioun's Poise [minor action]
Healing Word [minor action, 2x/encounter, maximum 1x/round]
Healing Strike [Level 1]

Daily Powers:

Beacon of Hope [Level 1]

Human

One bonus feat at 1st level (already included)
One bonus skill from the skill class list (already included)
+1 to fortitude, reflex, and will defenses
This human chose the Heroic Effort human encounter utility -- +4 to any attack roll, ability check, saving throw, or skill check in order to turn a failure to a success. Forego the extra at-will class attack power to use this ability.

Cleric

Channel Divinity -- Divine Fortune
Channel Divinity -- Turn Undead (push 3+charisma modifier and damage 1d10+wisdom modifier at level 1)
Healer's Lore (add your wisdom bonus to healing granted by a power) [see online revision]
Healing Word (target spends healing surge and gains an additional1d6 at level 1)
Ritual Casting [bonus feat, not listed above]

Equipment: (30 gp)

46 lb Weapons / Armor / Shield (from above)
2 lb Backpack
5 lb Bedroll
Flint and steel
1 lb Pouch (belt) x1
10 lb Rations (1 day) x10
10 lb Rope (50', hempen) x1
2 lb Sunrods x2
4 lb Waterskins x1
1 lb Holy symbol (silver)
3 lb Ritual book x1
Ritual components

Total
_____
84 lb
[/spoiler]
 
Ah, if you want to get technical, Skinner's in it for the pardon. The loot is one hell of a bonus though.
 
Alright, defender in the house.

Name: Ramona Oven (ra-MOH-nuh OH-vhen)

Race: Half-Orc

Languages: Common, Giant

Appearance: Ramona is a young woman of amazon proportions. The curve of her hips and ample bust certainly assert that, though the rest of her body is covered with a thick layer of muscle. The 6'5" woman's shoulders are wide enough to shoulder a pony without too much effort, and her arms are thick enough to be mistaken for those of a minotaur (though they're not nearly as hairy). She lacks the beauty of most women, inheriting the nose and tusks common among half-breed orcs. Her red hair has been grown long, and has been braided with a great deal of care, reaching the middle of her back.

Personality: While one would expect such a large creature to be gruff and stoic, Ramona plays her heart on her sleeve. Quick to joke and laugh, she unknowingly plays opposite to the attitude of usual half-orcs. She treats strangers with courtesy and holds herself with honor "befitting of a warrior", though she holds no grudge against most other professions and ways of life. She is nervous around obviously "dark" individuals, like rogues and warlocks, though will tolerate their actions with minimal objection. She is an extremely determined individual: if given a goal or a job, she will pursue it with a stubbornness that would make a dwarf proud. She seems aware that everyone else is drastically smaller than she is, and does her best not to rub it in. In combat, she gives any opponent the honor of fighting to the best of her ability, though is guilty of "not taking it seriously" in many battles, providing banter despite it not helping - at all.

History:
A small party of adventurers moving to wipe out a group of orcs. A very simple, straightforward quest that even the lowliest parties of adventurers could do. Thus, it was only a matter of time before some party mucked it up. The four party members had practically grown up together: Dirge, the tiefling paladin of the Raven Queen; Tommy Meadowbrew, the halfling rogue; Perdeau, the human cleric of Pelor; and Wendel Oven, the human wizard. Upon reaching the orc encampment, they sent Tommy out to scout. When he returned, he reported that there was a ritual being held... a sacrifice.

Creeping around towards it, they noticed the orcs conducting a sacrifice to their god, Grummush. Several women of various races lay on the stone alter, including an orcish woman from another tribe. Before the dagger could fall, Tommy's crossbow bolt met the heart of the orcish shaman, felling him in a single blow. Dirge charged into the fray, backed up by the magics of Perdeau and Wendel.

While certainly heroic, the interruption of the ritual angered the god Grummush, who sent an angel to deal with the interloping adventurers. This enemy was far too powerful for the party, who fled with the intended sacrifices. This pursuing angel would continue to follow them for the rest of their lives.

They spent several months fleeing the angel, returning the captives to their homes. The final was the orc maiden: Lagazi. The wizard Wendel had been teaching her the common tongue over the journey, and with difficulty, revealed that she had no home: her tribe had been conquered and assimilated by the now-defeated tribe that had attempted to sacrifice her.

Thus, with little better to do about it, they took the orc maiden along, fleeing the angel on many adventures... until, finally, they could take no more, and turned to face the angel of vengeance at the end of the mines where their last adventure had been completed. The fierce battle lasted a great deal longer than it should have, and cost each party member... Tommy lost his right arm. Dirge's legs were crushed by a falling ceiling. Perdeau suffered mentally, retreating into the sanctity of his own mind. In it's death throes, the angel took a slice at Wendel's throat... muting him for the rest of his life. None of them could continue adventuring.

Lagazi, however, returned the favor of saving her life. She led them out of the mines and up into the mountains, where they healed... and, eventually, the lot of them built a cabin: staying there... it was not long after that Lagazi and Wendel celebrated their victory together, no longer capable of hiding their emotions. The result of their love was the child, Ramona.

Ramona grew up, never wanting for anything. Living in the house in the woods with her Momma and Poppa, and her Uncles, and her Aunt. She played hide-and-seek with Uncle Tommy, and didn't really mind when he let her win. Uncle Perdeau never said much, but when he did it was always the nicest poetry. Auntie Dirge was a little scary, but she would always give the best gifts on birthdays.

Life in the woods, so far from civilization, was hard sometimes. When it wasn't snowing, it was raining - monsters would sometimes attack, but were often swiftly dealt with. What Ramona did not realize is that with every game, every toy she was given, her family slowly pushed her to become an adventurer. On her fourteenth birthday, she was offered a special gift: she would get to go into town, accompanied by her family. It was the most exciting time of her life, and while in town, she got to taste many new things - and even witness the wedding of her Momma and Poppa, under the holy light of Pelor... a short, secret ceremony, but a lawful one.

Growing up hearing the stories of her parents, the subtle prodding of her upbringing gave her the idea that she wanted to be an adventurer. So, she was given a choice: each of her family had a specific skill. She would listen to them all, and by her sixteenth birthday, she would choose... and be trained solely by that individual.

While her father had attempted to teach her magic, he hadn't the tools to take her on as an apprentice, and what he had was designed for higher-level magics, like his own. While quick of wit, and fast of foot, Uncle Tommy's style of combat made her feel... weird. Like it wasn't being fair. She was not particularly religious, either... though the combat style that Auntie Dirge explained was definitely interesting, as was the skills of her mother. Thus, on her birthday, she decided: she would combine the talents of her fighter mother and her paladin aunt into her own style.

...This came as a shock to her family. They attempted to talk her out of it, but the young girl was so adamant about it that they had no choice but to let her. They were even more shocked when it worked. Both her mother and Dirge pushed her hard, and worked her harder. She climbed cliff faces wearing rocks, deflected stones thrown by Uncle Tommy with a makeshift shield, learned the basics of combat - of defense. Within Ramona, a new style emerged... a style she hoped to make her family proud with.

Five years of this training later, Ramona was a woman... tall, strong, and ready to leave out into the world. It was time for her family to give her one final gift... equipment for her journey. A shining suit of armor from Auntie Dirge; a hammer from her mother; a thick, heavy cloak from Uncle Tommy, a prayer of luck from Uncle Perdeau, and a backpack of supplies from her father. Kissing them all farewell, she made her way into the world...

...Blissfully ignorant to the stigma attached to half-breeds like herself.

Game Info:
Class: Knight (Fighter Variant)
Level: 1

Str: 20 | +5
Con: 16 | +3
Dex: 14 | +2
Int: 10 | +0
Wis: 10 | +0
Cha: 14 | +2

HP: 31
Bloodied: 15
Surge: 7
SPD: 12
Armor: 20 | 10 | 8 | 2
Fort: 17 | 10 | 5 | 2
Ref: 12 | 10 | 2 | 0
Will: 12 | 10 | 2 | 0

Racial:
- +2 Strength, +2 Dexterity
- Low-Light Vision
- +2 Endurance, +2 Intimidate
- Half-Orc Resilience: The first time Ramona is bloodied during an encounter, she gains 5 temporary hit points. The temporary hit points increase to 10 at 11th level and 15 at 21st level.
- Swift Charge: +2 bonus to speed when charging.
- Furious Assault 1/encounter

Class:
- Defender Aura: Fighter Utility.
- Battle Guardian: Fighter Utility.
- Weapon Talent: +1 to the attack rolls of weapons.
- Shield Finesse: Ignore the skill check penalty for wearing a shield.
- Fighter Stances: Fighter Utilities.

Feats:
- Bludgeon Expertise: +1 feat bonus to weapon attack rolls made with a hammer or mace. This increases to +2 at 11th level and +3 at 21st level. You also gain a +1 feat bonus to the number of squares you push or slide creatures with weapon attacks you make with a hammer or mace.

Skills:
Trained: Athletics (+10), Endurance (+10), Diplomacy (+7)

Powers:
AT-WILL POWERS / "Stances":
- Hammer Hands (At-Will - Martial, Stance)
Minor Action, Personal
Effect: You assume the Hammer Hands stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, you can use a free action to push that enemy 1 square and then shift the same distance to a square adjacent to the enemy.

- Cleaving Assault (At-Will - Martial, Stance)
Minor Action, Personal
Effect: You assume the cleaving assault stance. Until the stance ends, whenever you hit with a melee basic attack using a weapon, one enemy adjacent to you other than the target of your attack takes damage equal to your Constitution modifier.

ENCOUNTER POWERS:
- Power Strike (Encounter - Martial, Weapon)
Free Action, Personal
Trigger: You hit an enemy with a melee basic attack using a weapon.
Target: The enemy you hit.
Effect: The target takes 1 [W] extra damage from the triggering attack.
Level 17: The target takes 2 [W] extra damage from the triggering attack.
Level 27: The target takes 3 [W] extra damage from the triggering attack.

- Furious Assault (Encounter, Racial)
Free Action, Persona;
Trigger: You hit an enemy with an attack.
Effect: The triggering attack deals 1 [W] extra damage if it is a weapon attack, or 1d8 extra damage if it is not a weapon attack.

DAILY POWERS:
N/A

UTILITY POWERS:
- Defender Aura (At-Will - Aura)
Minor Action, Personal
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include you among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

- Battle Guardian (At-Will - Marital)
Opportunity Action, Personal
Trigger: An enemy subject to your defender aura either shifts or makes an attack that targets an ally of yours but not you or an ally who has an active defender aura.
Effect: You make a melee basic attack against the triggering enemy. If the attack misses, the target still takes damage equal to your Strength modifier.
Equipment:
No gold
Warhammer
Plate Armor
Heavy Shield
Adventurer's Kit
 
You know, if Ramona can get past Skinner's depressingly brutal worldview (and the derivatives thereof), I can see them getting along smashingly.

And I mean get past in both ways, since he's probably going to expect her to try and screw him over every chance she gets.
 
And her crime would be a street brawl started over her half ork nature (not started by her?)
 
She's definately the friendly, protective type. Good here!

Yeah, she probably either got in a fight because of he half-Orc nature or some vigilante justice defending a racial minority (whch probably sent some racist through a wall)... She went quietly when she learned this was against the law, of course.

She's likely gonna try to be a friend to everyone, inbetween snark... In a "accept my f*cling help, damnit" sort if way.

...Also, I don't blame Zayin. I'd want to hit that, too.
 
Maybe she started a fight with Kallen after he mind-groped her?
 
Seriously, Frosty, I HAVE to make you a picture of her that's less.... sex-ploitation/stripperific.
 
Actually with Frost's new character I can get this wagon rolling. Data, if shes still around/interested can be introduces en rout.

IC should be up pretty soon.
 
Prisoners sharing cells are as follows.

Celcius and Kallan.

Skinner and Ramona

Cebas and Zayin (Drunk tank)

Zherneboh and Manox
 
@Frost's character
... I'd hit that with a reverse tachyon beam. Hot damn.
Time for me to think of a backstory and personality.
And a warlock and a cleric go into a cell...
Sounds like the start of a wonderful relationship.
 
^^ Jailbreak time!

Or rather, it will be as soon as I finish rolling up my character for DnD Encounters tonight.
 
LOL in the end, vay still didn't get your name right, Mabu. XDDD

Yay, we're starting soon.

You mind grope me in prison, I'll freeze you solid, Mabu. >:D