Brawl for Fresh Blood — OOC

One-shot fights, PVP, or test builds are all welcome in our semi-canonical gladiatorial arena. Fight for your life!
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ratwizard
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Posts: 6003
Registered for: 11 years 11 months
Location: Hellworld

Brawl for Fresh Blood — OOC

Post by ratwizard »

Brawl for Fresh Blood

A dozen enter, a handful leave — you've heard the stories. So what makes you worthy of stepping out on those sands? Are you quicker? Stronger? More determined? Or do you have even less to lose?

Every arena day opens with the Brawl for Fresh Blood, one of the most famous events — and most gruesome. You're expected to filter in, and wait for the gong. After that, the only rule is to survive. The Overseer won't ring that gong again until at least half of you lay bleeding on the sands. Did I say half? Some days, it's more than that. I suppose it really just depends on his mood and the how bad the crowd's wanting it.

Now stop pissing around. Grab a weapon from the rack and strap on your armor. It's time to fight.

General Details

See here.

General Character Creation Rules
System: 4e
Level 1
Stats: 25pt buy.
Race: Any published, refluffed as human, elf, orc, or dwarf (or any combination of two e.g. half orc/elf, half dwarf/human, etc.).
Class: Any published.
Feats: Choice of free expertise feat.
Themes: Allowed.
Background: +2 to a skill or add a language.
Equipment: One free weapon or implement you have proficiency in, one free armor you have proficiency in, plus 50 gold to spend on other items.
Skills: There are no class skill restrictions; any class can train any skill. You still must take the mandatory/bonus skills granted by your class as usual (e.g. Arcana for a wizard). Also, if after class selection (and prior to race, feat, theme, etc. selection) you possess fewer than 4 trained skills, train as many as it takes to get to 4.
Rituals: Component costs for all rituals are reduced to ¼ their normal values to encourage ritual use. Also, Raise Dead will not be allowed in this game – dead is dead, though we hope that doesn’t have to be an issue.
Inherent Bonuses: No.
Languages: We will not be using the standard 4e languages, but instead the ones listed below. If by (mechanical) race or some other means you are granted a language other than common, pick one language from this list instead, even if you would normally have no choice in the matter (such as elves receiving Elven).
Hybrids: You will be allowed to take the feat "Hybrid Talent" as many times as you like as a hybrid character. This helps make up for the fact that most hybrids are incredibly sub-par, and it allows for some really interesting combinations if you look hard enough. The CB does not allow for this option by default, though, so you will need to house-rule it and keep track of the benefits manually.

Languages
[SHOW]

Common - Common is the term used to refer to a trade-based lingua franca of Voreld. Most people know at least some of the common tongue, and many speak it fluently, but it is not the primary language of any nation or set of peoples. Those who only know Common are typically sailors, or others who have spent most of their lives traveling rather than in one place. No society holds it in high regard, though most recognize its utility in facilitating trade with foreigners.

Tulrissian – The national language of Tulrisse, a primarily human agricultural-based kingdom. It has many regional dialects, but the nobility all speak a common variant that is viewed as its 'true' form.

Old Serran - The language spoken in the old, now-collapsed Serran Kingdom. Very few people still speak it with any amount of regularity except for the priests and priestess of the Serran gods and the Tenants, who need to know it for many old texts.

Modern Serran – The primary language spoken by the small kingdoms of an expansive arid region known as the Serran Desert, which consists mostly of humans and orcs. It evolved from the language of the region's once-great Kingdom, which is still highly regarded if rarely spoken.

Imardanian – The official language of the Church of the Goddess and, by extension, the Arch-Bishopric of Imardin. Like Modern Serran, it developed from the Old Serran language, though with more outside influence than its sister tongue. It is spoken by most in the region, and many abroad have learned it for the cultural benefits as well.

Kurnish – The language of the orc tribes of Kurnhuelde, a region primarily consisting of snowy hills on the Kurn Peninsula. Like Tulrissian it has many regional dialects, often one per clan, though there is a common version for communicating between clans.

Grystok - This language, the most widespread in the Gryst region, developed over time as a trade language between the Grystbehn member states. It formed as a mix of the various common native languages, primarily Modern Serran, Kurnish, and Elvish, though there are influences from Dwarven and a variety of smaller local dialects as well.

Andorian – A language that developed in the Andorian peninsula after it was settled by the Andor dwarves and became a prominent location in Voreld. It was originally a strange mix of Dwarven and Tulrissian, but has since grown into a distinct language of its own.

Native Andorian - The language spoken by the tribes native to Andor, who are often seen as bandits and outlaws by the northerners who have since settled the region. Each tribe has its own variant on the tongue, though they are, for the most part, mutually intelligible.

Kandorasian - An ancient, dead language once spoken by the natives of Kandoras, an island southeast of Andor. Though no one knows how it is spoken, the written version can be found scattered throughout ruins on the island and on mainland Andor. Most who know how to translate it are part of the Explorer's Guild, based in Fort Sakura.

Dwarven – The common language of the many dwarf kingdoms that occupy the mountains that run down the center of Voreld. The dwarves view their language as sacred, and so there is very little variation between the kingdoms. Andor was the great outlier, which eventually developed its own language through outside influence.

Elven – A catch-all term in Voreld for any of the many distinct dialects spoken by the elf natives of Quellam, a continent to the east. There were once many more than there are now, due to the elven population mostly assimilating into the other cultures of Voreld. Few still speak Elven outside of the few, small elf villages in the Serranak.

Gleiosian - A language spoken primarily on Gleios and the surrounding smaller islands it influences. It and Brennisian have influenced one another over the years, the two nations often at war with one another. It also has some loanwords from Akiran, due to the nations' historically close bond.

Brennisian - A language that originated on the Isle of Brennis, but spread after the small nation conquered a large region of the archipelago. It has since become much less prevalent than it once was.

Cru'unish - Cru'un has always had its own native language, though it's been conquered so many times that it has only recently been the island's official language. The language has evolved greatly over time as a result, having strong influence from both Brennisian and Gleiosian, its most common occupiers.

Gerrikan - Historically the island of Gerrik has spent much of its time under Gleiosian control. Before that, its people often traded with its larger neighbor, so they shared a language. However, an influx in orcs from Kurnhuelde caused a shift in both society and language, eventually leading to a Gerrikan language influenced by both Gleiosian and Kurnish.

Old Ghian - A language originating on Ghia, and spreading with its culture to the smaller nearby islands. In modern times it is not even spoken on Ghia, except by scholars and some members of the nobility. It has since given way to two child languages, the result of the great cultural and political schism that resulted after the Civil War.

Amkharan - After the Civil War, Amkhara began to distance itself from its neighbors in Ya-Jarang. They began to speak with new slang and picked up words from its neighbors in Visha, causing the speech of those in the east and west to begin to drift apart. Over time the differences became enough for the two to be considered two different, if superficially similar, languages.

Jarangi - While Amkhara was influenced by its neighbors to the south, Ya-Jarang began to pick up words and syntax changes from Akiro once it was finally conquered. The assimilation of the two societies caused the shift in language that finally pushed the two halves of Ghian language apart.

Akiran - Akiro has always had its own language, which has changed very little over the centuries. It is kept this way on purpose, as it has always been the script used in the writings of Akiran monks, and others who follow the religious spiritualism that has been adopted by Ghia and its surrounding territories.

Chathran - A language spoken primarily on Chathra and Cianthum. The originating on Chathra, as the name suggests, the people of their neighboring island have adopted it as their own for many centuries now. There are some regional variations, but for the most part the two islands speak identically.

Okani - A language spoken by the people of Mai'okon and the surrounding small islands under its influence. The people of Mai'kawa and Mai'okon once spoke the same language (now known as Kawani), but that language is all but dead in modern times. Okani continued to evolve over time, and though the two are similar they are no longer mutually intelligible.

Kawani - A language spoken by the native peoples of Mai'kawa, the island now known as D'armon. It was once a major language spoken by a regional power, but is now restricted to inland tribes descended from the old kingdom's inhabitants who fled to the mountains when the invasion forces arrived.

Vishan - The Vishan peoples once had many local dialects, and some speakers in some villages still speak these ultimately-unimportant languages. However, as the nation of Visha become a united and worldly place, the influences of more widely-spoken languages (such as Old Ghian and Chathran) have all-but erased the native aspects.

Language Translations
[SHOW]

When speaking in a language that is not the default one for the game (ie not Common in Blackwood's Dogs, not Serran in Amongst the Flames, etc.), translate the text of your character's speech into a language using Google Translate and use that translation in your post. Include the English translation in a spoiler at the bottom. Below are the real languages you should translate each of the server languages into:

Common - Esperanto
Tulrissian - German
Old Serran - Latin
Modern Serran - Spanish
Imardanian - French
Kurnish - Russian
Grystok - Bosnian
Andorian - Swedish
Native Andorian - Shona
Kandorasian - Kannada
Dwarven - Danish
Elven - Welsh
Gleiosian - Greek
Brennisian - Italian
Cru'unish - Corsican
Gerrikan - Bulgarian
Old Ghian - Standard Chinese
Amkharan - Korean
Jarangi - Japanese
Akiran - Thai
Chathran - Urdu
Okani - Maori
Kawani - Samoan
Vishan - Bengali

Combat Block Format
[SHOW]

Character Name (colored to their in-game text color)

Gender Race Class Level
Languages: Common, _____
Age: __
Height: __
Weight: __ lbs.

Speed: __
Initiative: +__
Passive Perception: __
Passive Insight: __
Senses: _____ Vision

AC: __
Fort: __
Reflex: __
Will: __
HP: /
Bloodied: __
Surge Value: __
Surges left: /
Action Points: __

MBA: include attack and damage rolls here (e.g. +5 vs AC, 1d6+2 damage)
RBA: include attack and damage rolls here (e.g. +5 vs AC, 1d6+2 damage)

Resistances:
List all passive resistances here. If none, then just write "None."

Vulnerabilities:
List all passive vulnerabilities here. If none, then just write "None."

Saves:
List all passive bonuses to saving throws here. If none, then just write "None."

Active Effects:
List all current, non-permanent effects here (and the permanent ones too, if you really want). This includes all effects such as being prone, blinded, etc. Make sure this is always up to date. If none, then just write "None."

Powers:

At-Will
Item At-Will


Encounter []
Item Encounter []


Daily []
Item Daily []

Consumables:

List things such as potions and other consumable items here. If none, just write "None."

Important Features:
[SHOW]

Feature: Explanation of feature. These should be any passive effects that are more than a flat increase to attack, defense, hp, or a skill (such as being able to use perception for initiative rolls), any effect that are triggered by certain other effects (such as an attack boost vs bloodied foes), and so on. If it is relevant info that is not directly represented elsewhere in the combat block or in your character sheet, it needs to go here.

Item Feature: Explanation of feature. These should be any effects listed as 'Property' on a magic item, as well as any specific traits of the item itself (such as Brutal and other effects on certain weapons, special effects from superior implements, etc.). Again, if it is relevant it needs to be listed.

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Fialova
Magical Liopleurodon
Posts: 5027
Registered for: 11 years 10 months
Location: The Great North
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Re: Brawl for Fresh Blood — OOC

Post by Fialova »

Judgement Day

Image

Character Sheet
[SHOW]

Judgement Day, level 1
Githzerai, Avenger
Avenger's Censure: Censure of Retribution
Background: Geography - Forest (+2 to Perception)
Theme: Elemental Initiate

FINAL ABILITY SCORES
Str 10, Con 10, Dex 10, Int 20, Wis 18, Cha 8.

STARTING ABILITY SCORES
Str 10, Con 10, Dex 10, Int 18, Wis 16, Cha 8.

AC: 18 Fort: 11 Reflex: 16 Will: 15
HP: 24 Surges: 7 Surge Value: 6

TRAINED SKILLS
Religion +10, Athletics +7, Insight +9, Perception +11

UNTRAINED SKILLS
Acrobatics +2, Arcana +5, Bluff -1, Diplomacy -1, Dungeoneering +4, Endurance, Heal +4, History +5, Intimidate -1, Nature +4, Stealth, Streetwise -1, Thievery

FEATS
Feat User Choice: Two-Handed Weapon Expertise
Level 1: Githzerai Blade Master

POWERS
Avenger at-will 1: Overwhelming Strike
Avenger at-will 1: Bond of Retribution
Avenger encounter 1: Avenging Echo
Avenger daily 1: Aspect of Might

ITEMS
Cloth Armor (Basic Clothing), Fullblade, Bastard sword, Ki Focus, Longsword, Dagger (5)

Combat Block
[SHOW]

Judgement Day

Gender Race Class Level
Languages: Irrelevant
Age: ??
Height: 5' 7"
Weight: 165 lbs.

Speed: 6
Initiative: +2
Passive Perception: 21
Passive Insight: 19
Senses: Normal Vision

AC: 18
Fort: 11
Reflex: 16
Will: 15
HP: 24/24
Bloodied: 12
Surge Value: 6
Surges left: 7/7
Action Points: 0

MBA: +4 vs AC, 1d12+2 damage
RBA: +3 vs AC, 1d4 damage

Resistances: none

Vulnerabilities: none

Saves:
+2 vs daze, dominate, stun

Active Effects:

  • when something other than my Oath target hits me, I gain +5 damage to my next attack against my Oath target made before the end of my next turn. This bonus is cumulative.

Powers:

Overwhelming Strike
Bond of Retribution


Second Wind []
Disciplined Counter []
Iron Mind []
Oath of Enmity []
Avenging Echo []
Abjure Undead []
Divine Guidance [_]


Aspect of Might [_]

♦ recharges when target drops to 0 hp
♣ can only use one per encounter

Consumables: none

Important Features:
[SHOW]

Class Features
Armor of Faith: while wearing cloth armor or no armor, and not wielding a shield, I have +3 AC

Censure of Retribution: when something other than my Oath target hits me, I gain +5 damage to my next attack against my Oath target made before the end of my next turn. This bonus is cumulative.

Racial Features
Defended Mind: +2 to saves vs daze, dominate, stun

Shifting Fortunes: when I use Second Wind I can shift 3 squares as a free action.

Theme Features
Elemental Initiate Lv. 1 Feature: gain +2 proficiency with unarmed attacks and do 1d6 damage with them. Can use Ki Foci.

Feat(ures)
Two-handed Weapon Expertise: +1 to charge damage with these weapons

Githzerai Blade Master: proficiency with all military heavy blades, fullblade, and bastard sword. +2 damage with such weapons

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Scratcherclaw
YUO ARE SMART
Posts: 4079
Registered for: 11 years 11 months

Re: Brawl for Fresh Blood — OOC

Post by Scratcherclaw »

Fazien the Firebranded

Image

Character Sheet
[SHOW]

Fazien, level 1
Fazien, level 1
Tiefling, Elementalist
Elemental Specialty: Fire Elementalist
Fire Elementalist: Ignition
Background: Geography - Desert (+2 to Endurance)
Theme: Infernal Prince

FINAL ABILITY SCORES
Str 10, Con 18, Dex 10, Int 10, Wis 8, Cha 20.

STARTING ABILITY SCORES
Str 10, Con 16, Dex 10, Int 10, Wis 8, Cha 18.

AC: 14 Fort: 14 Reflex: 10 Will: 17
HP: 30 Surges: 10 Surge Value: 7

TRAINED SKILLS
Arcana +5, Bluff +12, Intimidate +10, Endurance +11

UNTRAINED SKILLS
Acrobatics, Diplomacy +5, Dungeoneering -1, Heal -1, History, Insight -1, Nature -1, Perception -1, Religion, Stealth +2, Streetwise +5, Thievery, Athletics

FEATS
Feat User Choice: Staff Expertise
Level 1: Arcane Spellfury

POWERS

ITEMS
Cloth Armor (Basic Clothing), Staff Implement

Combat Block
[SHOW]

Fazien

Male Tiefling Elementalist 1
Languages: English
Age: 20-some
Height: 5' 6"
Weight: 120 lbs.

Speed: 6
Initiative: +0
Passive Perception: 9
Passive Insight: 9
Senses: Low-light

AC: 14
Fort: 14
Reflex: 10
Will: 17
HP: 30/30
Bloodied: 15
Surge Value: 7
Surges left: 10/10
Action Points: 0

MBA: +3 vs AC, 1d8 damage
RBA (Elemental Bolt): +7 vs Reflex, 1d12+1d6+9 damage
(+1 to attack if target is bloodied)

Resistances: 5 Fire

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Elemental Bolt
Ignition


Second Wind []
Hellfire Heart []
Infernal Wrath []
Elemental Escalation []

Consumables: none

Important Features:
[SHOW]

Class Features
Elemental Power: I gain a bonus to my damage rolls equal to my Con mod (+4)

Elemental Resilience: While I'm not wearing heavy armor, I can use my Con mod to determine AC

Racial Features
Bloodhunt: I gain a +1 to attack against bloodied enemies

Fire Resistance: I have resist fire 5 + 1/2 lvl

Theme Features
Infernal Prince Lv. 1 Feature: I gain a +1 bonus to fire attack rolls

Feat(ures)
Staff Expertise: +1 attack rolls & I don't provoke OAs with ranged/area attacks

Arcane Spellfury: When I hit an enemy with an at-will, I gain a +1 bonus to attack rolls against that enemy until EONT

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ratwizard
A Wan Smile
Posts: 6003
Registered for: 11 years 11 months
Location: Hellworld

Re: Brawl for Fresh Blood — OOC

Post by ratwizard »

Introducing Kikirri, the Ambitious Axemaven

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Introducing Ungart, the Dwarvish Exile

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Introducing Lym the Lanky

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Introducing Gauthier Grimpé, the Gnarled

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Introducing Muzlos Almari

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Introducing Zea the Chained

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Introducing Trunga the Terror

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Namelessjake
Plane Wings Sharp Like Katana
Posts: 4469
Registered for: 11 years 10 months
Location: Blockbuster

Re: Brawl for Fresh Blood — OOC

Post by Namelessjake »

blep

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BartNL
Swampperson Prime
Posts: 898
Registered for: 5 years 7 months
Location: Neverland
Contact:

Re: Brawl for Fresh Blood — OOC

Post by BartNL »

Kork, The Dwarf

Image

Character Sheet
[SHOW]

====== Created Using Wizards of the Coast D&D Character Builder ======
level 1
Dwarf, Cleric|Ranger
Hybrid Cleric: Battle Cleric's Lore
Hybrid Ranger: Hybrid Ranger Reflex
Dwarf Subrace: Standard Dwarf Racial Traits
Theme: Devil's pawn
Background: Dwarf - Ancestral Home Lost (+2 to Perception)

FINAL ABILITY SCORES
Str 20, Con 16, Dex 12, Int 8, Wis 12, Cha 10.

STARTING ABILITY SCORES
Str 18, Con 14, Dex 12, Int 8, Wis 12, Cha 10.

AC: 20 Fort: 15 Reflex: 12 Will: 12
HP: 28 Surges: 9 Surge Value: 7

TRAINED SKILLS
Perception +8, Stealth +6, Insight +6, Athletics +10

UNTRAINED SKILLS
Acrobatics +1, Arcana -1, Bluff, Diplomacy, Dungeoneering +3, Endurance +5, Heal +1, History -1, Intimidate, Nature +1, Religion -1, Streetwise, Thievery +1

FEATS
Feat User Choice: Axe Expertise
Level 1: Dwarven Weapon Training

POWERS
Hybrid at-will 1: Priest's Shield
Hybrid at-will 1: Twin Strike
Hybrid encounter 1: Fox's Cunning
Hybrid daily 1: Shield of the Gods
Racial encounter: Dwarven Resilience
Cleric encounter: Healing Word
Theme encounter: Hellfire and Brimstone

ITEMS
Scale Armor, Gauntlet Axe, Waraxe, Potion of Cure Light Wounds

Last edited by BartNL on Wed Dec 11, 2019 6:45 am, edited 2 times in total.
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benderfan
Posts: 70
Registered for: 5 years 4 months

Re: Brawl for Fresh Blood — OOC

Post by benderfan »

Bartholemew Smash

Image

Character Sheet
[SHOW]

Bartholemew Smash, level 1
Bugbear (dwarf), Barbarian
Build: Whirling Barbarian
Feral Might: Whirling Slayer
Background: Martial - Garrison Child (+2 to Athletics)

FINAL ABILITY SCORES
Str 18, Con 16, Dex 16, Int 8, Wis 12, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 16, Dex 14, Int 8, Wis 12, Cha 10.

AC: 17 Fort: 16 Reflex: 14 Will: 11
HP: 31 Surges: 11 Surge Value: 7

TRAINED SKILLS
Perception +6, Endurance +7, Athletics +10

UNTRAINED SKILLS
Acrobatics +2, Arcana -1, Bluff, Diplomacy, Dungeoneering +1, Heal +1, History -1, Insight +1, Intimidate +2, Nature +1, Religion -1, Stealth +4, Streetwise, Thievery +2

FEATS
Feat User Choice: Axe Expertise
Level 1: Weapon Proficiency (Waraxe)

POWERS
Barbarian at-will 1: Whirling Rend
Barbarian at-will 1: Howl of Fury
Barbarian encounter 1: Whirling Frenzy
Barbarian daily 1: Bloodhunt Rage

ITEMS
Hide Armor, Potion of Cure Light Wounds, Waraxe (Large) (2)

Last edited by benderfan on Thu Dec 12, 2019 11:07 am, edited 1 time in total.
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FinalTemplar
Omae Wa Mou Shindeiru
Posts: 1929
Registered for: 6 years 8 months

Re: Brawl for Fresh Blood — OOC

Post by FinalTemplar »

Introducing: Morthil Emberheart, the Dark Patron (#FF4080)

Image

Character Sheet
[SHOW]

Morthil Emberheart, level 1
Tiefling (reflavored to Elf), Warlock
Build: Scourge Warlock
Eldritch Pact: Infernal Pact
Eldritch Blast: Eldritch Blast Constitution
Background: Tiefling - Dark Secret (+2 to Arcana)
Theme: Vile Scholar

FINAL ABILITY SCORES
Str 8, Con 18, Dex 12, Int 16, Wis 10, Cha 16.

STARTING ABILITY SCORES
Str 8, Con 16, Dex 12, Int 16, Wis 10, Cha 14.

AC: 16 Fort: 14 Reflex: 15 Will: 14
HP: 30 Surges: 10 Surge Value: 7

TRAINED SKILLS
Bluff +10, Arcana +10, History +8, Intimidate +8

UNTRAINED SKILLS
Acrobatics +1, Diplomacy +3, Dungeoneering, Endurance +4, Heal, Insight, Nature, Perception, Religion +3, Stealth +3, Streetwise +3, Thievery +1, Athletics -1

FEATS
Feat User Choice: Rod Expertise
Level 1: Improved Initiative

POWERS
Theme Power: Dark Speech
Eldritch Blast: Eldritch Blast
Infernal Pact: Hellish Rebuke
Warlock encounter 1: Arms of Hadar
Warlock daily 1: Armor of Agathys

ITEMS
Rod Implement, Leather Armor

Combat Block
[SHOW]

Morthil

Male Tiefling Warlock Level 1
Languages: Common, Elven, Tulrissian
Age: 27
Height: 6' 2"
Weight: 190 lbs.

Speed: 6
Initiative: +5
Passive Perception: 10
Passive Insight: 10
Senses: Low-light Vision

AC: 16
Fort: 14
Reflex: 15
Will: 14
HP: 30/30
Bloodied: 15
Surge Value: 7
Surges left: 10/10
Action Points: 1

MBA (Unarmed): -1 vs AC, 1d4-1 damage
RBA (Eldritch Blast): +5 vs Reflex, 1d10+4 damage

Resistances:

  • 5 Fire

Vulnerabilities: none

Saves: none

Active Effects:

  • gain 1 THP when a Marked target dies

Powers:

Eldritch Blast
Hellish Rebuke
Dark One's Blessing
Warlock's Curse


Second Wind []
Dark Speech []
Infernal Wrath []
Arms of Hadar []


Armor of Agathys [_]

Consumables: none

Important Features:
[SHOW]
Power Descriptions
[SHOW]

Eldritch Blast - Standard Action - Ranged 10 - 5 vs Reflex - One Creature - 1d10+4 damage. This power counts as a Ranged Basic Attack.

Hellish Rebuke - Standard Action - Ranged 10 - 5 vs Reflex - One Creature - 1d6 + 4 (ConMod) fire damage. The first time I take damage before the end of my next turn, the target takes an additional 1d6+4 fire damage.

Dark One's Blessing Free Action - Personal - Trigger: When an enemy under my Warlock's Curse is reduced to 0 hit points or lower. Effect: Immediately gain THP equal to my Level.

Warlock's Curse Minor Action - Once per turn as a minor action, I can place a warlock's curse on the enemy nearest to myself that I can see. A cursed enemy is more vulnerable to my attacks, meaning once per turn if I hit that target with an attack I may decide to do bonus damage. This may only apply once per turn. The curse stays in effect until either a) the end of the encounter or b) when the target drops to 0 HP. Multiple targets may be afflicted by my curse at once, but each application takes a minor action. Any given target may only be afflicted by one Warlock's Curse.

Dark Speech Standard Action - Ranged 5 - One target who can hear me - Attack 4 (Charisma) vs Fortitude, Reflex, and Will. I make a single attack roll vs all three saves. Hit (Fortitude): Target falls prone. Hit (Reflex): Target grants CA until the end of my next turn. Hit (Will): Push the target up to it's speed.

Infernal Wrath Free Action - Close Burst 10 - Triggering Enemy In Burst - Trigger: An enemy within 10 squares of me hits me. Effect: Target takes 1d6+3 Fire damage.

Arms of Hadar Standard Action - Close Burst 2 - Each Creature in Burst - 5 vs Reflex - Hit: 1d8 + 4 damage, and push the targets hit back 4 squares.

Armor of Agathys Standard Action - Personal - Effect: Gain THP equal to 10 + 3 (Intelligence Mod). Until the End of the Encounter, an enemy that starts it's turn adjacent to me takes 1d6+4 (Con Mod) cold damage.

Class Features
Warlock Lv 1 Features: My eldritch blast scales with Constitution. By taking the Infernal Pact, I also gain "Dark One's Blessing" as an at will power, and the "Hellish Rebuke" spell. Gain the Prime Shot ability.

Prime Shot: If none of my allies are nearer to my target than I am, I receive a +1 bonus to ranged attack rolls against that target.

Shadow Walk: During my turn if I move 3 or more squares away from where I started my turn, I gain partial concealment until the end of my next turn.

Racial Features
Fire Resistance: I have resist fire 5 + 0 (one-half my level)

Skill Bonuses: +2 bonus to Stealth and Bluff.

Bloodhunt: I gain a +1 racial bonus to attack rolls against Bloodied foes.

Infernal Wrath: You can use infernal wrath as an encounter power.

Theme Features
Vile Scholar Lv1 Feature: I gain the Dark Speech power. I gain an additional language, and get a +2 bonus to Bluff, Diplomacy, and Intimidate checks when interacting with evil creatures.

Feat(ures)
Improved Initiative: gain +4 to Initiative.

Rod Expertise: Gain +1 to implement attacks with Rods; while holding a rod, gain +1 AC and +1 reflex.

Item Features

Active PCs
Caedus (#4080FF)  
Dessarius (#8e44ad)
Eridas (#4040FF)
Narciso (#FFBF00) 
Taliesin (#4040BF)
Tristan (#2980b9)
Velasco (#800000)
Deimos (#f39c12)
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