Friendly Fighter

Cog's page

156 posts. Alias of Wolfwhisker.


Full Name

Cog

Race

Halfling

Classes/Levels

Warlock / 2

Gender

Male

Size

Small

Age

45

Special Abilities

Ritual Caster

Alignment

Unaligned

Deity

Sovereign Host

Location

Talenta Plains

Languages

Common, Primordial

Occupation

Herbalist and Ritualist

Strength 10
Dexterity 14
Constitution 14
Intelligence 11
Wisdom 10
Charisma 19

About Cog

31 HP; 15 blooded; 7 surge value; 8 surges/day

16 AC
14 Fort
14 Ref
16 Will
+2 racial bonus to AC vs Opportunity Attacks

Defense Breakdowns:

15 AC = 11 + 2(dex) + 2(Leather)
13 For = 11 + 2(con)
14 Ref = 11 + 2(dex) + 1(Class)
16 Wil = 11 + 4(cha) + 1(Class)

Saves: +5 bonus vs fear
6 Speed
+3 Initiative
16 passive Insight
11 passive Perception
Normal Vision
Languages: Common, Primordial
Trained Skills: Arcana, History, Insight, Religion
Skills:

Acrobatics +5
Arcana +8
Athletics +1
Bluff +5
Diplomacy +5
Dungeoneering +1
Endurance +3
Heal +1
History +6
Insight +6
Intimidate +5
Nature +6
Perception +1
Religion +1
Stealth +3
Streetwise +5
Thievery +5

Background: Raised by Nomadic Shamans (+2 to Arcana)

<<RACIAL ABILITIES>>:

Bonus to Acrobatics and Thievery
Bold: You gain a +5 racial bonus to saving throws against fear.
Nimble Reaction: You gain a +2 racial bonus to AC against opportunity attacks.
Second Chance: You can use second chance as an encounter power.

<<CLASS ABILITIES>>:

Shadow Walk: On your turn, if you move at least 3 squares away from where you started your turn, you gain concealment until the end of your next turn.
Warlock's Curse: Once per turn you can use the Warlock's Curse power.
Warlock Pack: Star Pact (Dire Randiance and Fate of the Void)
Eldritch Blast: You gain the Eldritch Blast power, and can use it as a Ranged Basic Attack

  • Melee Basic:
    (Quarterstaff) +3 vs AC, 1d8 damage
  • Ranged Basic:
    (Sling) +5 vs AC, 1d6+2 damage, Range 10/20
    (Eldritch Blast) +4 vs Ref, 1d10+4 damage, Range 10

    <<POWERS>>


      At Will (lvl 1) Minor: you curse the nearest enemy (gaining +1d6 damage against it)
      Warlock's Curse:

      Once per turn you can use the Warlock's Curse power.
      At-Will
      Minor Action
      Effect: You can place a Warlock’s Curse on the enemy nearest to you that you can see. A cursed enemy is more vulnerable to your attacks. If you hit a cursed enemy with an attack, you deal extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage once per round, so if you have dealt Warlock’s Curse damage since the start of your turn, you cannot deal it again until the start of your next turn.
      A Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy is defeated.
      You can place a Warlock’s Curse on multiple targets over the course of an encounter; each curse requires the use of a minor action. You can’t place a Warlock’s Curse on a creature that is already affected by your or another character’s Warlock’s Curse.
      As you advance in level, your extra damage increases.
      Level Warlock’s Curse Extra Damage
      1st–10th +1d6
      11th–20th +2d6
      21st–30th +3d6

      At Will (lvl 1) Standard: +4 vs Ref, 1d10 + 4

      Eldritch Blast:

      At-Will; Arcane, Implement
      Standard Action; Ranged 10
      Target: One creature
      Attack: Charisma vs. Reflex
      Hit: 1d10 + Charisma modifier damage.
      Increase damage to 2d10 + Charisma modifier at 21st level.
      Special: At 1st level, you determine whether you use Charisma or Constitution to attack with this power. Once you make that choice, you can’t change it later.
      This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

      At Will (lvl 1) Standard: +2 vs Fort, 1d6 + 2 Radiant (and a potential +1d6+2 Radiant damage later)

      Dire Radiance:

      At-Will; Arcane, Fear, Implement, Radiant
      Standard Action; Ranged 10
      Target: One creature
      Attack: Constitution vs. Fortitude
      Hit: 1d6 + Constitution modifier radiant damage. If the target moves nearer to you on its next turn, it takes an extra 1d6 + Constitution modifier damage.
      Increase damage and extra damage to 2d6 + Constitution modifier at 21st level.

      At Will (lvl 1) Free: if a cursed enemy dies, gain +1 to a d20 roll

      Fate of the Void:

      At-Will
      Free Action; Personal
      Prerequisite: Star Pact
      Trigger: An enemy under your Warlock’s Curse is reduced to 0 hit points or fewer
      Effect: You gain a +1 bonus to any single d20 roll you make during your next turn (attack roll, saving throw, skill check, or ability check). If you don’t use this bonus by the end of your turn, it is lost.
      This bonus is cumulative; if three cursed enemies drop to 0 hit points or fewer before your next turn, you gain a +3 bonus to a d20 roll during your turn.

      Encounter (Ability)

      Second Wind:

      Second Wind
      Encounter; Standard Action;
      I spend a healing surge and regain hit points (6). I also gain a +2 bonus to all defenses until the start of my next turn

      Encounter (Racial) Imm. Interrupt: force an enemy ro reroll

      Second Chance:

      Encounter
      Immediate Interrupt; Personal
      Trigger: You are hit by an attack.
      Effect: The attacker must reroll the attack and use the second roll, even if it is lower.

      Encounter (lvl 1) Standard: +4 vs Will, 2d8 + 4 and target takes a -1 to Will defense

      Dreadful Word:

      Encounter; Arcane, Fear, Implement, Psychic
      Standard Action; Ranged 5
      Target: One creature
      Attack: Charisma vs. Will
      Hit: 2d8 + Charisma modifier psychic damage, and the target takes a –1 penalty to Will defense until the end of your next turn.
      Star Pact: The penalty to Will defense is equal to 1 + your Intelligence modifier.

      Encounter (lvl 2) Standard: Move Action: You can teleport 3 squares, and you gain +2 power bonus to all defenses until the end of your next turn

      Ethereal Stride:

      Encounter; Arcane, Teleportation
      Move Action; Move up to 3 squares
      Target: Personal
      Effect: You can teleport 3 squares, and you gain +2 power bonus to all defenses until the end of your next turn

      Daily (lvl 1) Standard: +4 vs Will, 3d8 + 4 psychic damage and slides 3 squares

      Curse of the Dark Dream:

      Daily; Arcane, Charm, Implement, Psychic
      Standard Action; Ranged 10
      Target: One creature
      Attack: Charisma vs. Will
      Hit: 3d8 + Charisma modifier psychic damage, and you slide the target 3 squares.
      Sustain Minor: You slide the target 1 square, whether you hit or miss (save ends).

    <<FEATS>>
    Lvl 1: Ritual Caster
    Lvl 2: Halfling Agility

    <<EQUIPMENT AND MONEY>>
    +1 magic leather, Rat Killer's Coat (resist 5 vs swarms).
    +1 cloak of fortitude (+1 to Fort ONLY)
    Quarterstaff
    Sling and 20 bullets
    Rod Implement
    Adventurer's Kit

    kit contains:

    backpack
    bedroll
    flint and steel
    belt pouch
    2 x sunrod
    10 x trail rations
    50' hempen rope
    waterskin

    15 Residuum
    Ritual Book
    book contains:

    1: Create Campsite (lvl 1 = 15gp) cast = 10min (Nature check) tiny nature spirits create your campsite for you, your Nature check is the the Stealth roll for the camp (camp lasts 8 hours, then the spirits break it down removing any trace)
    1: Explorer's Fire (lvl 1 = 10gp) cast = 10min (no check) Hides the light from one fire - it cannot be seen past 5 squares; does not diminish the heat or sounds of the fire.

    11 gp 62/100 Encumbrance
    XP: 1045

    DESCRIPTION: He is small and slender but muscular, with long dirty white and gray hair and a dirty white and gray beard, unusual for a relatively young halfling. He is rather wild looking and wears ornate leather armor which is usually concealed by a worn brown cloak. He has what would appear to most as "tribal piercings" and the few that would get to know him well would see ornate "tribal markings" appearing to be a compilation of tatoos and brandings, ordinarily concealed by his armor and cloak.

    BACKGROUND: Both of his parents were killed during warring times when he was young and he has fond but few memories of them. His father was an arcane ritualist which was rather frowned upon by most in their tribe as un-natural. He was taken in by the clan's shaman after his parents death and trained in natural magic, however he used this knowledge in tandum with his father's teaching and journals which his father had kept, to cultivate his shamanic teachings into an unusual form of arcane magic based in the forces of the stars and moons (Star Pact Warlock). After maturing into adulthood and into a mage of his own rite he respectfully left his clan to pursue the cultivation of his own form of magic and to try and "find" himself and make peace with the loss of his parents. He has however maintained a distant yet mutually respected relationship with his clan.

    CHARACTERISTICS: He is calm and reserved, yet self assured. He is wild and adaptable, yet remains cautious and patient. He is eager to learn but quite skeptical. It is hard to gain his trust but once had he would go to any length to help those he considers friends.