Richard Mayhew

Wam, Bam, Thank You Ma'am -Sufragette City (David Bowie)

Description:

Style Guide Forthcoming: I will not be using the usual descriptions, but I will not be altering any game content.

Warlock 1 INIT+0

Str 9 Con 18 Dex 10 Int 16 Wis 10 Cha 16

Defenses: AC 10+0+0+2+x=12 FORT 10+0+4=14 REF 10+0+3+1=14 WILL 10+0+3+1=14

HP=30 Bloodied: 15, Surge 7 Surges:10

Feats: Improved Dark One’s Blessing

Skills: Bluff 5+3=8, Insight 5+0+2=7, Streetwise 5=3=8, Arcana 5+3=8, Diplomacy 0+2+3=5

Race Abilities: Low-Light Vision, Dilettante(Thunderwave) Class Abilities: Prime shot, Shadow Walk, Warlock’s Curse, Eldritch blast Path: Infernal Pact—Granted Abilities: Hellish Rebuke, Dark One’s Blessing Equipment: Leather Armor, Sling, Standard Adventurer’s kit, 59 GP

Ability details for reference: Dilettante: At 1st level, you choose an at-will power from a class different from yours. You can use that power as an encounter power. CHOICE FORTHCOMING

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.

Dark One’s Blessing: When an enemy under your Warlock’s Curse is reduced to 0 hit points or fewer, you immediately gain temporary hit points equal to your level. (TOTAL FOUR)

AT WILL AT WILL AT WILL

Hellish Rebuke: [MATH +4 vrs ref]1d6+4 + recurrence if i get hit 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.

Eldritch Blast: [ CHOICE-CON, +4 vrs REF]1d10+4 dmg At-Will ✦ Arcane, Implement Standard Action Ranged 10 Target: One creature Attack: Charisma or Constitution vs. Reflex Hit: 1d10 + Charisma or Constitution modifier damage. Special:This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

Warlock’s Curse: [NOTE: MINOR ACTION, +1d6 DMG]-triggers tank mode 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 your attacks. If you damage a cursed enemy, 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. 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.

ENCOUNTER ENCOUNTER ENCOUNTER

Half-Elf: Thunder Wave NOTE: +3 vrs fort, 1d6+3 dmg, (Need atleast 12 wisdom later) Arcane, Implement, Thunder Standard Action Close blast 3 Target: Each creature in blast Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier thunder damage, and you push the target a number of squares equal to your Wisdom modifier.

Diabolic Grasp [ +4 vrs fort, 2d8+4, 4 square slide] Encounter ✦ Arcane, Implement Standard Action Ranged 10 Target: One creature of size Large or smaller Attack: Constitution vs. Fortitude Hit: 2d8 + Constitution modifier damage, and you slide the target 4 squares.

DAILY DAILY DAILY

Armor of Agythys [STD ACTION, GOD MODE] 13 hp, 1d6+4 dmg for people next to me at start of turn. Daily ✦ Arcane, Cold Standard Action Personal Effect: You gain temporary hit points equal to 10 + your Intelligence modifier. Until the end of the encounter, an enemy that starts its turn adjacent to you takes 1d6 + Constitution modifier cold damage.

Equipment Details: Leather armor +2AC — — — 25GP 15 lb. Sling +2 1d6 10/20 1 gp 0 lb. Sling Load free Standard Adventurer’s Kit: This kit includes all the items grouped beneath its entry on the table: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin.

Level 2 version 1 _)))_)))_)))_)))_)))_)))_)))_)))_)))_)))_)))_)))_)))_))_ Warlock 2 INIT+0 Str 9 Con 18 Dex 10 Int 16 Wis 10 Cha 16 Defenses: AC 10+1+0+2+x=13 FORT 10+1+4=15 REF 10+1+3+1=15 WILL 10+1+3+1=15 HP=35 Bloodied: 17, Surge 8 Surges:10

Feats: Improved Dark One’s Blessing, Linguist

Skills: Bluff 5+3+1=9, Insight 5+1+2=8, Streetwise 5+1+3=9, Arcana 5+1+3=9, Diplomacy 0+1+2+3=6

Race Abilities: Low-Light Vision, Dilettante(Thunderwave) Class Abilities: Prime shot, Shadow Walk, Warlock’s Curse, Eldritch blast Path: Infernal Pact—Granted Abilities: Hellish Rebuke, Dark One’s Blessing Equipment: Leather Armor, Sling, Standard Adventurer’s kit, 59 GP

Ability details for reference: Dilettante: At 1st level, you choose an at-will power from a class different from yours. You can use that power as an encounter power.

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. Dark One’s Blessing: When an enemy under your Warlock’s Curse is reduced to 0 hit points or fewer, you immediately gain temporary hit points equal to your level. (TOTAL FIVE)

AT WILL AT WILL AT WILL

Hellish Rebuke: [MATH +5 vrs ref]1d6+4 + recurrence if i get hit 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.

Eldritch Blast: [ CHOICE-CON, +5 vrs REF]1d10+4 dmg At-Will ✦ Arcane, Implement Standard Action Ranged 10 Target: One creature Attack: Charisma or Constitution vs. Reflex Hit: 1d10 + Charisma or Constitution modifier damage. Special:This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

Warlock’s Curse: [NOTE: MINOR ACTION, +1d6 DMG]-triggers tank mode 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 your attacks. If you damage a cursed enemy, 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. 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.

ENCOUNTER ENCOUNTER ENCOUNTER

Half-Elf: Thunder Wave NOTE: +4 vrs fort, 1d6+3 dmg, (Need atleast 12 wisdom later) Arcane, Implement, Thunder Standard Action Close blast 3 Target: Each creature in blast Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier thunder damage, and you push the target a number of squares equal to your Wisdom modifier. Diabolic Grasp [ +5 vrs fort, 2d8+4, 4 square slide] Encounter ✦ Arcane, Implement Standard Action Ranged 10 Target: One creature of size Large or smaller Attack: Constitution vs. Fortitude Hit: 2d8 + Constitution modifier damage, and you slide the target 4 squares.

DAILY DAILY DAILY

Armor of Agythys [STD ACTION, GOD MODE] 13 hp, 1d6+4 dmg for people next to me at start of turn. Daily ✦ Arcane, Cold Standard Action Personal Effect: You gain temporary hit points equal to 10 + your Intelligence modifier. Until the end of the encounter, an enemy that starts its turn adjacent to you takes 1d6 + Constitution modifier cold damage.

Equipment Details: Leather armor +2AC — — — 25GP 15 lb. Sling +2 1d6 10/20 1 gp 0 lb. Sling Load free Standard Adventurer’s Kit: This kit includes all the items grouped beneath its entry on the table: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin.

Utility Power: Beguiling Tongue Warlock (Fey) Utility 2 You channel the grace and glibness of your fey patrons for a time. Your voice gains great power and eloquence. Encounter ✦ Arcane Minor Action Personal Effect: You gain a +5 power bonus to your next Bluff, Diplomacy, or Intimidate check during this encounter.

LANGUAGES LANGUAGES LANGUAGES Common, Elven, Giant Deep Speech, Goblin, Dwarven

Level 2 Version 2 Str 9 Con 18 Dex 16 Int 10 Wis 10 Cha 16 Defenses: AC 10+1+3+2+x=16 FORT 10+1+4=15 REF 10+1+3+1=15 WILL 10+1+3+1=15 HP=35 Bloodied: 17, Surge 8 Surges:10

Warlock 2 INIT+3

Feats: Improved Dark One’s Blessing, Skill Training Stealth

Skills: Bluff 5+3+1=9, Insight 5+1+2=8, Streetwise 5+1+3=9, Arcana 5+1+3=9, Diplomacy 0+1+2+3=6 Stealth 5+3+1 (+5) = 9(14)

Race Abilities: Low-Light Vision, Dilettante(Thunderwave) Class Abilities: Prime shot, Shadow Walk, Warlock’s Curse, Eldritch blast Path: Infernal Pact—Granted Abilities: Hellish Rebuke, Dark One’s Blessing Equipment: Leather Armor, Sling, Standard Adventurer’s kit, 59 GP

Ability details for reference: Dilettante: At 1st level, you choose an at-will power from a class different from yours. You can use that power as an encounter power.

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.

Dark One’s Blessing: When an enemy under your Warlock’s Curse is reduced to 0 hit points or fewer, you immediately gain temporary hit points equal to your level. (TOTAL FIVE)

AT WILL AT WILL AT WILL

Hellish Rebuke: [MATH +5 vrs ref]1d6+4 + recurrence if i get hit 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.

Eldritch Blast: [ CHOICE-CON, +5 vrs REF]1d10+4 dmg At-Will ✦ Arcane, Implement Standard Action Ranged 10 Target: One creature Attack: Charisma or Constitution vs. Reflex Hit: 1d10 + Charisma or Constitution modifier damage. Special:This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

Warlock’s Curse: [NOTE: MINOR ACTION, +1d6 DMG]-triggers tank mode 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 your attacks. If you damage a cursed enemy, 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. 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.

ENCOUNTER ENCOUNTER ENCOUNTER

Half-Elf: Thunder Wave NOTE: +1 vrs fort, 1d6+0 dmg, (Need atleast 12 wisdom later) Arcane, Implement, Thunder Standard Action Close blast 3 Target: Each creature in blast Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier thunder damage, and you push the target a number of squares equal to your Wisdom modifier. Diabolic Grasp [ +5 vrs fort, 2d8+4, 1 square slide] Encounter ✦ Arcane, Implement Standard Action Ranged 10 Target: One creature of size Large or smaller Attack: Constitution vs. Fortitude Hit: 2d8 + Constitution modifier damage, and you slide the target 1 squares.

DAILY DAILY DAILY

Armor of Agythys [STD ACTION, GOD MODE] 10 hp, 1d6+4 dmg for people next to me at start of turn. Daily ✦ Arcane, Cold Standard Action Personal Effect: You gain temporary hit points equal to 10 + your Intelligence modifier. Until the end of the encounter, an enemy that starts its turn adjacent to you takes 1d6 + Constitution modifier cold damage.

Equipment Details: Leather armor +2AC — — — 25GP 15 lb. Sling +2 1d6 10/20 1 gp 0 lb. Sling Load free Standard Adventurer’s Kit: This kit includes all the items grouped beneath its entry on the table: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin.

Shadow Veil Warlock (Star) Utility 2 You garb yourself in a pall of murky darkness. While it lasts, you are difficult to see or hear. Encounter ✦ Arcane, Illusion Minor Action Personal Effect: You gain a +5 power bonus to Stealth checks until the end of your next turn.

Bio:

Quote to live by: “The Gods envy us. They envy us because we’re mortal, because any moment may be our last. Everything is more beautiful because we’re doomed. You will never be more lovely than you are now. We will never be here again.”

Spark Notes History: Merchant Parents, father dislikes the natural weakness, 3 brothers, 2 sisters All alive and well. None have reached age of majority yet. Mage School Drop Out-If it fits the setting. Natural Scum-Bag. Could be a professional street vendor. Wants to Make A Mark before he dies (Homer yeah yeah)

Alignment: Neutral-Good (ish) The goal is to play a reliable, loyal character who will back up friends, or spite enemies at every turn. Childish spite of enemies and attachment to friends. Hopefully the good outweighs.

Sexuality: Let’s go with 80% Straight. The Elf-Half shows through. The naturally weak, yes attractive man often gets mistaken for a gay-man. However, this does not change his natural tastes in women. When in Rome… and, well we have all heard about Rome. Currently Single Dislikes: 1.__ (left blank for use of plot hook etc fill in if you want it) 2. Bureaucrats 3. Being interrupted 4. Goblins 5. Being mislead/played/used

The electricity danced between the two casters as they flung spells back and forth, trying to grind out an advantage over the other. But, so far each had matched the other turning aside magical strikes. The dodge, parry, and thrust of magicks. Richard’s mentor was screaming about something in the back ground. But, Sir James as he preferred to be called was always screaming about something: grades, tea, politics. Today, Sir James was behind invisible barriers, preventing intervention. Richard raised similar barriers in his mind, ignored him and continued to concentrate. This exercise would finally release him from his years of drudgery under Sir James. The last obstacle was wisely chosen, Richard’s own most hated class mate.

Richard’s Opponent was a third year, a prodigal son. Only two people have ever graduated after only three years at “the School.” It was called the school much like where it stood was called “the City” there was just no comparison, therefore no need for a name. But, those things could not distract him now. Richard moved abruptly, breaking off the test of wills. The lightning spun wildly burning leaves and leaving a faint stench in the night air.

Crouching, Richard tried once again to call the most basic of attack spells. “Magic Missile, Magic Missile.” Nothing. In answer to the failed cast, a crackle of lighting lashed out pushing Richard back. His clothes started to smoke lightly. Again, Screaming this time, trying the most basic of cantrips, Prestidigitation! Nothing.

Mockingly, his opponents magic missile flashed brightly before striking Richard in the face. Blacking out for a moment, Richard’s world became a visual slur; a haze of leaves, small fires, and his young opponent coming closer to finish him. Richard hated his opponent all the more. Hated him now as he walked, how good he was with magic, and how by defeating Richard his opponent would be hailed (and rightly so) as a prodigy and given all the opportunities a mage could want.

“Move.”

A voice echoed inside Richard’s mind, and he obeyed. As Richard moved, his vision cleared. A second missile flew right by him, striking instead a nearby tree.

“That’s a neat trick, blurring yourself, too bad you could never handle the basics.”- His opponent was mocking him again. Of course Richard couldn’t blur himself or obscure in any shape. Those affects were not taught to failures such as Richard.

Again, Richard tried to draw on magic. But, this time something changed within him. “Burn Him” And, Richard reached out a hand, and Burned his opponent. There really was no better description. It wasn’t intellectual or studied, just pure internal hate burning away at his opponents face.

Startled, the young prodigy stopped, dropped, and rolled; trying painfully to put out the fire that caught him full in the face.

“Burn Him”

The voice was excited now. Richard Obliged, putting out his hand and letting his hate ignite his prone opponent.

The ground caught fire as Richard kept a steady stream of fire. The instructors watched on as their most promising pupil burned alive. Screaming, screaming, but unable to interrupt the sacred task. When the barriers came down, the instructors rushed in to tend the burned husk of their former pupil.

Richard Mayhew

The Faded Lands [4E] BobDole