Erik

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Dwarven Warlock(star) 1

Contents

History

Dwarfs are a touchy lot. And honorable, and stubborn, and clannish, and they tend to have very long memories. So it was much to the misfortune of the dwarf born with the name Eberk Ironhaft that his grandfather opened the door to a hobgoblin raiding party who were using what has to be admitted was a rather simple ruse and, worse, that his grandfather didn't even have the decency to die in the defense of the holdfast his actions had endangered like so many of his compatriots had managed to do.

Eberek labored as an apprentice cooper many years under the ground, always having to endure the shame of his ancestry and his obligation to have to be always even more upright and proper than his fellow dwarfs to make up for it. But one day he was sent along with a caravan to trade with a human city on the surface. Stepping out from underground he gazed up at the stars in the heavens, and the stars told him that he was free.

Being free Erik, as he now called himself, set out to make a new life for himself. Forsaking clan and obligation he chose to wander and see the world. He managed by doing what he had to, stealing at times to support himself but mostly getting by honestly. The stars continued to talk to him, telling him secrets of the world and of himself. They often told him that his destiny lay in certain actions, deeds of which some were monstrous and some merely perplexing. Yet Erik remembered his one central truth, that he was free, and so kept himself.

Description

Dwarfs aren't supposed to be pudgy, they're supposed to be stolid and doughty and such. Nevertheless Erik is pudgy. He also wears gray robes and has a (gasp) neatly trimmed beard. Sometimes he wears leather armor (also dyed gray) over his robes and he His eyes are also gray, a darker gray than his robe, and if you look carefully you can always see stars reflected in them.

Erik is rather undwarflike in many ways. He's generally taken up with (gasp) human ways but at odd times his dwarven upbringing pokes through. He is generally cheeful, but is occassionally seen muttering things to himself like "no, I am free."

Abilities

Strength Constitution Dexterity Intelligence Wisdom Charisma
8 18 13 14 12 14
-1 +4 +1 +2 +1 +2
Fortitude Reflex Will Armor Class
14 13 13 14 (Leather)
HPMax Current HP Bloodied Surge Surges/day
30 15 7 O O O O O O O O O O

Move 5

Attacks & Powers

Used? Freq Attack Keywords Action Range To Hit To Hit mods Damage Damage mods Effect
AtWill Eldritch Blast Arc, Impl Std 10 +5/Ref closest:+1 d10+4 curse:+d6 --
AtWill Dire Radiance Arc, Impl, Fear, Rad Std 10 +5/Fort wrath:+1
closest:+1
blood:+1
d6+5 psy curse:+d6 If target moves nearer on its next turn, it takes an extra d6+4
Enc Diabolic Grasp Arc, Impl Std 10 +5/For closest:+1 2d8+6 fire curse:+d6 Slide target 2 squares
Daily Dread Star Arc, Impl, Fear, Radiant Std 10 +3/Will wrath:+1
closest:+1
blood:+1
3d6+4 radiant curse:+d6 target immobilized until start of my next turn
AtWill Mace Weapon Std 1 +0/AC d6-1
AtWill Prime Shot Free closest +1 bonus to ranged attack if no allies are closer to target.
AtWill Warlock's curse Minor LOS curse Place a curse on closest visible enemy. Once per trun, after dealing damage, add d6 damage.
Enc Ethereal Stride Arc, Teleport Move Personal Teleport 3 squares ad dget a +2 power bonus to defenses until next turn.
Enc Dwarven Resiliance Minor Personal Use a healing surge and get a +1 to defenses until next turn

Fate of the Void

Immediate: when a Cursed enemy falls to 0 HP. +1 bonus to a single d20 roll during next turn.

Shadow Walk

If I move at least 3 squares from where I started on my turn, gain concealment until end of next turn.

Low Light Vision

Cast Iron Stomach

+5 to saves vs poison

Encumbered Speed

Move at normal speed even when burdened or in heavy armor.

Stand Your Ground

Effects that move my character can optionally move them one less squear.

Skills

  • +2 Acrobatics (Dex) *armor*
  • +8 Arcana (Int) [+5 Trained]
  • +1 Athletics (Str) *armor*
  • +8 Bluff (Cha) [+5 Trained]
  • +3 Diplomacy (Cha)
  • +4 Dungeoneering (Wis) [+2 racial]
  • +7 Endurance (Con) *armor* [+2 racial]
  • +2 Heal (Wis)
  • +8 History (Int) [+5 Trained]
  • +2 Insight (Wis)
  • +3 Intimidate (Cha)
  • +2 Nature (Wis)
  • +2 Perception (Wis)
  • +3 Religion (Int)
  • +7 Stealth (Dex) [+5 Trained] *armor*
  • +8 Streetwise (Cha) [+5 Trained]
  • +7 Thievery (Dex) [+5 Trained]*armor*

Equipment

  • Leather Armor
  • Mace
  • Adventurer's kit
  • Ten Candles, half black and half white
  • Chalk
  • Wand
  • 60 Gp

Feats

  • Astral Fire, +1 Damage to abilities with Radiant or Fire keywords.
  • Skill Training, gain training in one extra skill.

Rituals

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