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Dungeons and Dragons 4th Edition Character Record Sheet
Character Name
Player
Class
Paragon Path
Epic Destiny
Race
Size
Age
Gender
Height
Weight
Align.
Deity
Adventure Company
XP
Next XP
Level
Ability
Score
Temp
Score
Mod
Mod+
1/2 Lv.
STR
CON
DEX
INT
WIS
CHA
Quick Look Up
Weapon / Power
Attack
Damage
Armor Bonus
Shield Bonus
Check Penalty
Speed Penalty
Armor is Heavy
INIT
Dex Mod
1/2 Lv.
Misc
Temp
=
+
+
+
Score
Base
Arm.
Item
Misc
Speed
P. Perception
P. Insight
Special Senses/Movement
Skills
Skill
Mod
Skill Name
Abil.
Train
(+5)
Mod+
.5Lv
Arm.
Misc
Temp
Total
10+
1/2Lv
Arm./
Abil.
Class
Feat
Enh.
Misc
Temp
AC
FORT
REF
WILL
Conditional Modifiers, Resistances & Action Points Note
RESISTANCES Resist 5 Necrotic, Resist 5 Poison
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=434417][size=4][B]Liame[/B][/size][/url], Human Hexblade (Fey Pact), Evermeet Warlock [B]Init[/B] +10 [B]HP[/B] 81/81 [B]Bloodied[/B] 40 [B]Healing Surge[/B] 20 (0 used /8) [B]AC[/B] 27 [B]Fort[/B] 25 [B]Reflex[/B] 26 [B]Will[/B] 29 [B]Speed[/B] 6 [B]Str[/B] 11 (0) [B]Con[/B] 14 (+2) [B]Dex[/B] 18 (+4) [B]Int[/B] 11 (0) [B]Wis[/B] 9 (-1) [B]Cha[/B] 22 (+6) [OOC='[color=green]MBA - Icy Skewer[/color]'][B][color=green]MBA - Icy Skewer[/color][/B] At-Will * Arcane, Cold, Implement, Weapon Standard Melee weapon Target: One creature Requirement: You must use this power with your Blade of Winter's Mourning. Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier (+4) cold damage. You gain a +2 power bonus to all defenses against the target's attacks until the end of your next turn. Level 21: 2[W] + Charisma modifier (+4) cold damage. Special: You can use this power as a melee basic attack.[/OOC], [OOC='[color=green]RBA - Eldritch Bolt[/color]'][B][color=green]RBA - Eldritch Bolt[/color][/B] At-Will * Arcane, Force, Implement Standard Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 1d10 + Charisma modifier (+4) force damage. Level 21: 2d10 + Charisma modifier (+4) force damage. Special: You can use this power as a ranged basic attack.[/OOC], [OOC='[color=green]Soul Step[/color]'][B][color=green]Soul Step[/color][/B] At-Will * Arcane, Teleportation Free Personal Trigger: You reduce an enemy to 0 hit points, or an enemy adjacent to you drops to 0 hit points. Effect: You teleport a number of squares up to your Dexterity modifier (+3) Special: You can use this power only once per round.[/OOC], [OOC='[color=green]Ethereal Sidestep[/color]'][B][color=green]Ethereal Sidestep[/color][/B] At-Will * Arcane, Teleportation Move Personal Effect: You teleport 1 square.[/OOC], [OOC='[color=green]Wood Woad Guardian's Attack[/color]'][B][color=green]Wood Woad Guardian's Attack[/color][/B] At-Will * Arcane, Summoning Standard Melee 1 Target: One creature Requirement: You must have summoned your wood woad guardian. Attack: Beast's attack bonus vs. Fortitude Hit: 2d8 + your Charisma modifier (+6) damage, and the target falls prone. Special: The creature lacks actions of its own. Instead, you spend actions to command it.[/OOC], [OOC='[color=red]Second Wind[/color]'][B][color=red]Second Wind[/color][/B] Effect: You spend a healing surge and regain 5 hit points. You gain a +2 bonus to all defenses until the start of your next turn. Bloodsworn Feature: When you use your second wind, you gain a +2 power bonus to attack rolls until the end of your next turn.[/OOC], [OOC='[color=red]Heroic Effort[/color]'][B][color=red]Heroic Effort[/color][/B] Encounter No Action Personal Trigger: You miss with an attack or fail a saving throw. Effect: You gain a +4 racial bonus to the attack roll or the saving throw.[/OOC], [OOC='[color=red]Solkara's Wave[/color]'][B][color=red]Solkara's Wave[/color][/B] Encounter * Arcane, Cold, Elemental, Implement Standard Close blast 3 Target: Each creature in the blast Attack: Your highest ability modifier vs. Fortitude Hit: 1d8 + your highest ability modifier cold damage, and you push the target up to 2 squares. The target is slowed and gains vulnerable 5 cold until the end of your next turn. Level 11: 2d8 + your highest ability modifier cold damage. Level 21: 3d8 + your highest ability modifier cold damage.[/OOC], [OOC='[color=red]Piercing Shard[/color]'][B][color=red]Piercing Shard[/color][/B] Encounter * Arcane, Cold, Illusion, Implement, Psychic, Weapon Standard Melee weapon Target: One creature Requirement: You must use this power with your Blade of Winter's Mourning. Attack: Charisma vs. Will Hit: 2[W] + Charisma modifier (+4) cold and psychic damage. Increase damage to 3[W] + Charisma modifier (+4) cold and psychic damage at 13th level. Increase damage to 4[W] + Charisma modifire cold and psychic damage at 23rd level. Effect: You are invisible to the target until the start of your next turn.[/OOC], [OOC='[color=red]Spider Scuttle[/color]'][B][color=red]Spider Scuttle[/color][/B] Encounter * Arcane Free Personal Effect: Until the end of your next turn, you gain a climb speed equal to your speed, and you can move at that speed when you crawl.[/OOC], [OOC='[color=red]Winter's Retributive Escape[/color]'][B][color=red]Winter's Retributive Escape[/color][/B] Encounter * Arcane, Cold, Psychic, Teleportation Immediate Reaction Melee 1 Target: The triggering enemy Requirement: You must be holding your Blade of Winter's Mourning. Trigger: An adjacent enemy attacks you. Effect: The target takes 5 + your Charisma modifer cold and psychic damage, and you teleport a number of squares up to your Dexterity modifier (+4). Level 17: 10 + your Charisma modifier (+6) cold and psychic damage. Level 27: 15 + your Charisma modifier (+6) cold and psychic damage.[/OOC], [OOC='[color=red]Blinding Beacon[/color]'][B][color=red]Blinding Beacon[/color][/B] Encounter * Arcane, Implement, Radiant Standard Ranged 20 Target: One creature Attack: Charisma vs. Reflex Hit: 1d10 + Charisma modifier (+6) radiant damage, and the target is blinded until the end of your next turn. While blinded, the target also shines, giving off bright light in a 5-square radius.[/OOC], [OOC='[color=darkslategray]Star Shackles[/color]'][B][color=darkslategray]Star Shackles[/color][/B] Daily * Arcane, Implement Standard Close burst 2 Target: Each enemy in burst Attack: Charisma vs. Fortitude Hit: 1d6 + Charisma modifier (+6) damage, and the target is grabbed. If the target attempts to escape, use your Fortitude or Reflex. Sustain Standard: Those this power still has grabbed take 1d6 + Charisma modifier (+6) damage when you sustain this power. After you sustain this power, you can use a minor action to use this power's attack on one target the power doesn't have grabbed within 2 squares of a target the power does have grabbed.[/OOC], [OOC='[color=darkslategray]Lesser Planar Ally[/color]'][B][color=darkslategray]Lesser Planar Ally[/color][/B] Daily * Arcane, Conjuration Standard Melee 1 Effect: You conjure the Tiny spirit of a planar being in a square adjacent to you. The spirit is an invisible conjuration that lasts until it is dismissed as a free action or until it completes its task, which can take no longer than 1 hour. You command the spirit to attempt one of the following tasks. -Locate and Object or a Person: The spirit can locate a specific object or creature within 5 miles of you that you have seen or touched. When it completes the task, the spirit returns to you and describes the direction, distance, and location of the object or creature. -Explore an Area: The spirit can provide a rough description of an area up to 20 squares on a side, including obvious physical features. The spirit cannot open doors or breach physical or magical barriers, so it cannot explore any area that a Tiny creature couldn't reach. It cannot notice anything that requires Perception check to detect. When it completes the task, the spirit returns to you and telepathically provides a mental image of the area.[/OOC], [OOC='[color=darkslategray]Crown of Madness[/color]'][B][color=darkslategray]Crown of Madness[/color][/B] Daily * Arcane, Charm, Implement, Psychic Standard Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 2d10 + Charisma modifier (+6) psychic damage, and the target must use a free action to make a melee basic attack against one of its adjacent allies of your choice. Miss: Half damage. Effect: The target is subjected to madness (save ends). Until the effect ends, you can use a minor action once per round, starting on your next turn, to cause the target to make a melee basic attack as a free action against one of its adjacent allies of your choice.[/OOC], [OOC='[color=darkslategray]Dark One's Own Luck[/color]'][B][color=darkslategray]Dark One's Own Luck[/color][/B] Daily Free Personal Trigger: You make a roll you dislike Effect: Reroll the attack roll, skill check, ability check, or saving throw, using the higher of the two results.[/OOC], [OOC='[color=darkslategray]Summon Warlock's Ally[/color]'][B][color=darkslategray]Summon Warlock's Ally[/color][/B] Daily * Arcane, Summoning Minor Ranged 5 Effect: You summon a creature associated with your pact in an unoccupied space within range. The creature is an ally to you and your allies. The creature lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the creature's description. You must have line of effect to the creature to command it. When you command the creature, you and the creature share knowledge but not senses. When the creature makes a check, you make the roll using your game statistics, not including any temporary bonuses or penalties. The creature lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter. Creature: Wood Woad Guardian Size: Medium Origin: Fey Type: Humanoid (plant) Hit Points: Your bloodied value. Healing Surges: None, but you can expend a healing surge for the guardian if an effect allows it to spend one. Defenses: Your defenses + 2, not including any temporary bonuses or penalties. Speed: 5 Eyes of the Woodland (Aura 2): You gain a +2 power bonus to Perception checks while you are in the aura. Special Movement (At-Will; 1/round): Minor Action. Effect: The guardian either walks, shifts, runs, stands up, squeezes, or crawls. Opportunity Action (teleportation, At-Will): Trigger: An enemy hits you with a melee attack while within 10 squares of the guardian. Effect (Immediate Interrupt): The guardian teleports to a square adjacent to the triggering enemy, the attack targets the guardian instead of you, and the attack hits it.[/OOC], [OOC='[color=darkslategray]Feylights[/color]'][B][color=darkslategray]Feylights[/color][/B] Daily * Arcane, Zone Minor Close Burst 3 Effect: You create a zone of bright light until the end of your next turn. All insubstantial creatures lose that quality while in the zone. All effects of concealment (including invisibility) are negated within the zone. Sustain Minor: The zone lasts until the end of your next turn, but its radius shrinks by 1 square (to a minimum of burst 1). Sustain Standard: The zone lasts until the end of your next turn, and its radius increases by 1 square.[/OOC], [OOC='[color=orange]Blade of Winter's Mourning[/color]'][B][color=orange]Blade of Winter's Mourning[/color][/B] SLOT: Main Hand GROUP: Light Blade PROFICIENT: +3 DAMAGE: 1d10 PROPERTIES: While you hold your implement in one hand, you can use a minor action to manifest your pact weapon in the other hand. The pact weapon you create depends on your pact. Your pact weapon persists until you no longer hold either it or the implement, or until you dismiss it as a free action. SPECIAL: You can make weapon attacks with your pact weapon, using its proficiency bonus and the appropriate damage die. Your pact weapon shares your implement's enhancement bonus, critical hit effect, properties, and powers. The weapon cannot be enchanted. When you use a power associated with your pact weapon and the power has both the weapon and the implement keyword, you are considered to be wielding both your pact weapon and your implement for the purpose of feats and other game elements.[/OOC], [OOC='[color=orange]Giantslayer Accurate Dagger +2[/color]'][B][color=orange]Giantslayer Accurate Dagger +2[/color][/B] SLOT: Off-Hand GROUP: Light Blade PROFICIENT: +3 DAMAGE: 1d4 CRITICAL: +2d8, or +2d12 against Large or larger humanoids RANGE: 5/10 ENHANCEMENT: +2 attack rolls and damage rolls PROPERTY: You gain an item bonus to damage rolls against Large or larger humanoids. The bonus equals the weapon's enhancement bonus. [COLOR=red]POWER (Encounter):[/COLOR] Immediate Interrupt. Trigger: A giant tries to push you, stun you, or knock you prone. Effect: You are immune to the push or the stun and do not fall prone.[/OOC], [OOC='[color=orange]Eladrin Braidmail Armor +3[/color]'][B][color=orange]Eladrin Braidmail Armor +3[/color][/B] SLOT: Armor AC BONUS: +8 ENHANCEMENT: +3 AC PROPERTIES: Add 2 squares to the maximum distance of any teleport you make. This armor has no speed or skill check penalties.[/OOC], [OOC='[color=orange]Cloak of Translocation +2[/color]'][B][color=orange]Cloak of Translocation +2[/color][/B] SLOT: Neck ENHANCEMENT: +2 Fortitude, Reflex, and Will PROPERTIES: When you use a teleportation power, you gain a +2 bonus to AC and Reflex until the end of your next turn. [color=darkslategray]POWER (Daily):[/color] Minor Action. You regain the use of an encounter teleportation power that you have already used during this encounter.[/OOC], [OOC='[color=orange]Iron Armbands of Power (heroic tier)[/color]'][B][color=orange]Iron Armbands of Power (heroic tier)[/color][/B] SLOT: Arms PROPERTIES: Gain a +2 item bonus to melee damage rolls.[/OOC], '[color=orange]Siberys Shard of Merciless Cold (paragon tier)[/color]' [B]Notes[/B] RESISTANCES Resist 5 Necrotic, Resist 5 Poison
Race Features
Class / Path / Destiny Features
Other Items
Current
Max HP
/
Bloodied
H. Surge
Surges Used
Surges / Day
/
Second Wind
Death ST Fail
Action Points
Attack Workspace
Ability 1:
Ability 2:
Bonus
1/2Lv
Abil.
Class
Prof
Feat
Enh
Misc
=
=
Damage Workspace
Ability 1:
Ability 2:
Bonus
Abil.
Feat
Enh
Misc
Misc
=
=
Feats
Feat Name
Loc.
Powers
At-Will * Arcane, Cold, Implement, Weapon Standard Melee weapon Target: One creature Requirement: You must use this power with your Blade of Winter's Mourning. Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier (+4) cold damage. You gain a +2 power bonus to all defenses against the target's attacks until the end of your next turn. Level 21: 2[W] + Charisma modifier (+4) cold damage. Special: You can use this power as a melee basic attack.
At-Will * Arcane, Force, Implement Standard Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 1d10 + Charisma modifier (+4) force damage. Level 21: 2d10 + Charisma modifier (+4) force damage. Special: You can use this power as a ranged basic attack.
At-Will * Arcane, Teleportation Free Personal Trigger: You reduce an enemy to 0 hit points, or an enemy adjacent to you drops to 0 hit points. Effect: You teleport a number of squares up to your Dexterity modifier (+3) Special: You can use this power only once per round.
At-Will * Arcane, Teleportation Move Personal Effect: You teleport 1 square.
At-Will * Arcane, Summoning Standard Melee 1 Target: One creature Requirement: You must have summoned your wood woad guardian. Attack: Beast's attack bonus vs. Fortitude Hit: 2d8 + your Charisma modifier (+6) damage, and the target falls prone. Special: The creature lacks actions of its own. Instead, you spend actions to command it.
Effect: You spend a healing surge and regain 5 hit points. You gain a +2 bonus to all defenses until the start of your next turn. Bloodsworn Feature: When you use your second wind, you gain a +2 power bonus to attack rolls until the end of your next turn.
Encounter No Action Personal Trigger: You miss with an attack or fail a saving throw. Effect: You gain a +4 racial bonus to the attack roll or the saving throw.
Encounter * Arcane, Cold, Elemental, Implement Standard Close blast 3 Target: Each creature in the blast Attack: Your highest ability modifier vs. Fortitude Hit: 1d8 + your highest ability modifier cold damage, and you push the target up to 2 squares. The target is slowed and gains vulnerable 5 cold until the end of your next turn. Level 11: 2d8 + your highest ability modifier cold damage. Level 21: 3d8 + your highest ability modifier cold damage.
Encounter * Arcane, Cold, Illusion, Implement, Psychic, Weapon Standard Melee weapon Target: One creature Requirement: You must use this power with your Blade of Winter's Mourning. Attack: Charisma vs. Will Hit: 2[W] + Charisma modifier (+4) cold and psychic damage. Increase damage to 3[W] + Charisma modifier (+4) cold and psychic damage at 13th level. Increase damage to 4[W] + Charisma modifire cold and psychic damage at 23rd level. Effect: You are invisible to the target until the start of your next turn.
Encounter * Arcane Free Personal Effect: Until the end of your next turn, you gain a climb speed equal to your speed, and you can move at that speed when you crawl.
Encounter * Arcane, Cold, Psychic, Teleportation Immediate Reaction Melee 1 Target: The triggering enemy Requirement: You must be holding your Blade of Winter's Mourning. Trigger: An adjacent enemy attacks you. Effect: The target takes 5 + your Charisma modifer cold and psychic damage, and you teleport a number of squares up to your Dexterity modifier (+4). Level 17: 10 + your Charisma modifier (+6) cold and psychic damage. Level 27: 15 + your Charisma modifier (+6) cold and psychic damage.
Encounter * Arcane, Implement, Radiant Standard Ranged 20 Target: One creature Attack: Charisma vs. Reflex Hit: 1d10 + Charisma modifier (+6) radiant damage, and the target is blinded until the end of your next turn. While blinded, the target also shines, giving off bright light in a 5-square radius.
Daily * Arcane, Implement Standard Close burst 2 Target: Each enemy in burst Attack: Charisma vs. Fortitude Hit: 1d6 + Charisma modifier (+6) damage, and the target is grabbed. If the target attempts to escape, use your Fortitude or Reflex. Sustain Standard: Those this power still has grabbed take 1d6 + Charisma modifier (+6) damage when you sustain this power. After you sustain this power, you can use a minor action to use this power's attack on one target the power doesn't have grabbed within 2 squares of a target the power does have grabbed.
Daily * Arcane, Conjuration Standard Melee 1 Effect: You conjure the Tiny spirit of a planar being in a square adjacent to you. The spirit is an invisible conjuration that lasts until it is dismissed as a free action or until it completes its task, which can take no longer than 1 hour. You command the spirit to attempt one of the following tasks. -Locate and Object or a Person: The spirit can locate a specific object or creature within 5 miles of you that you have seen or touched. When it completes the task, the spirit returns to you and describes the direction, distance, and location of the object or creature. -Explore an Area: The spirit can provide a rough description of an area up to 20 squares on a side, including obvious physical features. The spirit cannot open doors or breach physical or magical barriers, so it cannot explore any area that a Tiny creature couldn't reach. It cannot notice anything that requires Perception check to detect. When it completes the task, the spirit returns to you and telepathically provides a mental image of the area.
Powers
Daily * Arcane, Charm, Implement, Psychic Standard Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 2d10 + Charisma modifier (+6) psychic damage, and the target must use a free action to make a melee basic attack against one of its adjacent allies of your choice. Miss: Half damage. Effect: The target is subjected to madness (save ends). Until the effect ends, you can use a minor action once per round, starting on your next turn, to cause the target to make a melee basic attack as a free action against one of its adjacent allies of your choice.
Daily Free Personal Trigger: You make a roll you dislike Effect: Reroll the attack roll, skill check, ability check, or saving throw, using the higher of the two results.
Daily * Arcane, Summoning Minor Ranged 5 Effect: You summon a creature associated with your pact in an unoccupied space within range. The creature is an ally to you and your allies. The creature lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the creature's description. You must have line of effect to the creature to command it. When you command the creature, you and the creature share knowledge but not senses. When the creature makes a check, you make the roll using your game statistics, not including any temporary bonuses or penalties. The creature lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter. Creature: Wood Woad Guardian Size: Medium Origin: Fey Type: Humanoid (plant) Hit Points: Your bloodied value. Healing Surges: None, but you can expend a healing surge for the guardian if an effect allows it to spend one. Defenses: Your defenses + 2, not including any temporary bonuses or penalties. Speed: 5 Eyes of the Woodland (Aura 2): You gain a +2 power bonus to Perception checks while you are in the aura. Special Movement (At-Will; 1/round): Minor Action. Effect: The guardian either walks, shifts, runs, stands up, squeezes, or crawls. Opportunity Action (teleportation, At-Will): Trigger: An enemy hits you with a melee attack while within 10 squares of the guardian. Effect (Immediate Interrupt): The guardian teleports to a square adjacent to the triggering enemy, the attack targets the guardian instead of you, and the attack hits it.
Daily * Arcane, Zone Minor Close Burst 3 Effect: You create a zone of bright light until the end of your next turn. All insubstantial creatures lose that quality while in the zone. All effects of concealment (including invisibility) are negated within the zone. Sustain Minor: The zone lasts until the end of your next turn, but its radius shrinks by 1 square (to a minimum of burst 1). Sustain Standard: The zone lasts until the end of your next turn, and its radius increases by 1 square.
SLOT: Main Hand GROUP: Light Blade PROFICIENT: +3 DAMAGE: 1d10 PROPERTIES: While you hold your implement in one hand, you can use a minor action to manifest your pact weapon in the other hand. The pact weapon you create depends on your pact. Your pact weapon persists until you no longer hold either it or the implement, or until you dismiss it as a free action. SPECIAL: You can make weapon attacks with your pact weapon, using its proficiency bonus and the appropriate damage die. Your pact weapon shares your implement's enhancement bonus, critical hit effect, properties, and powers. The weapon cannot be enchanted. When you use a power associated with your pact weapon and the power has both the weapon and the implement keyword, you are considered to be wielding both your pact weapon and your implement for the purpose of feats and other game elements.
SLOT: Off-Hand GROUP: Light Blade PROFICIENT: +3 DAMAGE: 1d4 CRITICAL: +2d8, or +2d12 against Large or larger humanoids RANGE: 5/10 ENHANCEMENT: +2 attack rolls and damage rolls PROPERTY: You gain an item bonus to damage rolls against Large or larger humanoids. The bonus equals the weapon's enhancement bonus. [COLOR=red]POWER (Encounter):[/COLOR] Immediate Interrupt. Trigger: A giant tries to push you, stun you, or knock you prone. Effect: You are immune to the push or the stun and do not fall prone.
SLOT: Armor AC BONUS: +8 ENHANCEMENT: +3 AC PROPERTIES: Add 2 squares to the maximum distance of any teleport you make. This armor has no speed or skill check penalties.
SLOT: Neck ENHANCEMENT: +2 Fortitude, Reflex, and Will PROPERTIES: When you use a teleportation power, you gain a +2 bonus to AC and Reflex until the end of your next turn. [color=darkslategray]POWER (Daily):[/color] Minor Action. You regain the use of an encounter teleportation power that you have already used during this encounter.
SLOT: Arms PROPERTIES: Gain a +2 item bonus to melee damage rolls.
Magic Items & Equipment
Item Name
Use
Daily Item Powers Per Day
Heroic(1-10)
Milestone
Paragon(11-20)
Milestone
Epic(21-30)
Milestone
Rituals
Languages Known
Coins and Other Wealth
40 gp
Personality Traits
Liame's laugh is the first thing you notice. It evokes an answering smile and sets you at ease. When you speak together, you seem to have his full attention, even in the middle of a crowd. When nobody is engaging him directly, however, you have occasionally noticed a worried emptiness in his eyes. The pensive expression quickly evaporates, however, when a friend makes a remark inviting Liame's rejoinder. From then on, he's the life of the party. His early life experiences left him with continuous internal tension between ease and fear, between compassion and vindictiveness, and between earnestness and superficiality. He's a real story teller--in both senses. (That's the symbolism of the mask in his character portrait.) He tells people what he thinks they want to hear or what will be most entertaining. He does so not to deceive--not usually, anyway--but rather to secure their good will. When being caught in a lie strains the relationship, it only makes him more eager to insure pleasantness. He wears gregariousness like a cloak, hiding his fear that he doesn't really belong. Yes, he has some abandonment issues. He bears deep resentment toward any kind of giantish monster, but especially toward the trolls that killed his family and destroyed his childhood.
Mannerisms and Appearance
Liame is a handsome young man with wavy brown hair and gray-brown eyes. His clothing is attractively styled with green, brown, and gold predominant in its coloration. His high boots and his leather gauntlets are well-made and comfortably scuffed: they've certainly seen practical use, but not so much that they convey indigence or excessive labor. He carries a thin-bladed sword with a silvery-blue sheen. He dresses and acts like a young nobleman (although without arrogance), but he rarely mentions his family name. It's one more example of the ambivalence that his past has created within him.
Session and Campaign Notes
Companions and Allies
Category: Arcane Wisp Speed: Fly 8 (hover) Constant Benefits: +2 bonus to Stealth checks When you teleport, add 1 to the distance you teleport Active Benefits: Wisp's Escape: The first time the arcane wisp is attacked in an encounter, it can teleport 5 squares as an immediate interrupt.
Background & Other Notes
[LIST][*][/LIST] Liame started as a petty thief. On one job, however, he crossed an Efreet. Thinking that it was a "genie," Liame demanded a wish--which the efreet was only too happy to grant. "[B][COLOR=darkorange]Ask whatever you will, mortal. What does your heart most desire? Only [I]one[/I] wish, mind you, no matter what the tales tell.[/COLOR][/B]" Liame thought first of his young wife, and what would please her most. "[B][COLOR=#CC3300]Well, see, my wife and I have been trying to have a baby ever since we got married last year, and it just hasn't worked. I mean, the [I]trying[/I] has worked just fine,[/COLOR][/B]" he hastily added, red-faced. "[B][COLOR=#CC3300]It's just the [I]conceivin'[/I] that hasn't. So, um, I guess we'd like to have a baby.[/COLOR][/B]" The efreet frowned and looked at him sternly. "[B][COLOR=darkorange]So you'd like me to give your wife a baby. Is that correct?[/COLOR][/B]" "[B][COLOR=#CC3300]Um, yessir. That should do it.[/COLOR][/B]" The efreet howled with delight and disappeared. Bewildered and shaken by the creature's reaction, Liame packed up the rest of the night's loot and started heading to see his fence. About halfway there, he realized how his request could have been twisted; so he dropped everything and ran home. He was too late. His wife was sobbing on the floor of their small tenement, covered with sooty burns. With great difficulty, Liame pried from her the devastating story: she had been abused and mistreated by the Efreet in the manner in which babies are conceived. Her psyche fractured and broken, she withdrew into herself despite Liame's desperate attentions. She became more and more feverish over the next month, and finally died: she had been consumed from within by the fire elemental planted within her womb. Liame was beside himself. He wanted to die. He wanted to live. He wanted vengeance. He wanted protection. He didn't know what he wanted anymore. He just wanted his wife back. One of his contacts suggested that he had a way to help. Liame seized eagerly upon the suggestion, not giving it the critical evaluation that it deserved. The man was a Crushing Wave cultist. His mistress, the Primordial Solkara, would give Liame power with very few strings attached. He could do with it whatever he wanted: merely his use of her power would serve her purposes. (There was something about "soul shards," but Liame didn't understand it at the time. It didn't sound too serious. It wasn't--in the short term.) Liame hastily made the agreement, swore the oaths, and took the power. Then he went in search of a way to find and to destroy that efreet and [OOC=other word-twisters]Ironically, Liame is quite a word-twister himself.[/OOC] like him. As he wandered, his power grew. As he searched, his understanding grew, too. He learned just what it was that Solkara represented, and decided that he wouldn't want her freed from her glacial prison. He learned that these "soul shards" were portions of power reserved by every living thing, and that every time he killed with the frost-rimed blade that was her gift to him, that power went to Solkara. Individually, these souls could do little to disrupt the prison that had stood for ages uncounted; but taken together, they could have an effect. Liame refused to relinquish Solkara's power (and wasn't sure if he [I]could[/I] do so anyway), but now he had another goal beyond destroying the efreet: to change the terms of his bargain with Solkara, or to find a way to release himself from it without making meaningless everything he had sacrificed so far. Liame fears that Solkara's followers would not be pleased if they were to hear of his change of heart, so he's trying to stay one step ahead of trouble. He's not actually in trouble, but he fears that his bill might be coming due. The deal was for power, so he's not just going to go into hiding and let it all go to waste. Instead, he's trying to learn how to use that power effectively enough that he can change the terms of his 'deal.' This job with the giants was something that came along at the right time. Liame does have a soft spot for folks in trouble, though, so he's not just here as a mercenary. After all, that's sorta what got him into the deal with Solkara in the first place.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games