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Alex Deidland Human Elemental Pact Hexblade Warlock


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Name: Alex Deidland (Sheet)

 

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Race: Human

-Size: Medium

-Ability Scores: +2 to one ability score of your choice (Charisma chosen)

-Speed: 6 squares

-Vision: Low-light Vision (from Lv. 6 feat)

-Bonus Feat: Rod Expertise

-Bonus Skill: Arcana chosen

-Human Defense Bonus: Gain +1 racial bonus to Fortitude, Reflex and Will

-Heroic Effort: Gain Heroic Effort power

-Languages: Common, Primordial (Bonus from feat) and choice of one other

 

Level: 6

 

Ability Scores:

-Strength: 10

-Dexterity: 10

-Constitution: 15 (+2) = 10 (base) + 4 + 1 (Lv. 4 ability score increase)

-Intelligence: 14 (+2) = 10 (base) + 4

-Wisdom: 10

-Charisma: 19 (+4) = 10 (base) + 6 + 2 (ability score bonus chosen) + 1 (Lv. 4 ability score increase)

 

Class: Hexblade Warlock

-Hit Points: Start with 12 + Constitution score = 12 + 14 = 26 Hit Points total. Max HP is 26 + (5 hp *5 lvl) = 26 +25 = 51 Hit Points Total

-Bonuses to Defenses: +1 to Fortitude, +1 to Will

-Healing Surges per day: 6 + Constitution modifier = 6 + 2 = 8 Healing Surges

-Armor Proficiencies: Cloth, Leather, Hide, Chainmail, Scale (Pact Reward)

-Weapon Proficiencies: Simple melee, Military melee, simple ranged

-Implement Proficiencies: Rods, Wands

 

Class Skills:

-Arcana (Int)

-Bluff (Cha)

-History (Int)

-Insight (Wis)

-Intimidate (Cha)

-Religion (Int)

-Stealth (Dex)

-Streetwise (Cha)

-Thievery (Dex)

 

Trained Skills: Bluff, Intimidate, Streetwise, Thievery, Arcana (Bonus Skill)

 

Class Features and Powers:

-Eldritch Bolt: Gain Eldritch Bolt power

-Pact Reward: Gain proficiency with scale armor. Also gain bonus to damage rolls of your warlock and warlock paragon attack powers. The bonus equals your Constitution modifier (2). At 5th level, the bonus increases to 2 + your Constitution modifier (2) = 2 + 2 = 4.

-Pact Boon: Gain Warding Chaos power

-Pact Weapon (Blade of Chaos): While holding an implement in one hand, you can use a minor action to manifest your pact weapon. It persists until you no longer hold either it or the implement, or until you dismiss it as a free action. Your pact weapon shares your implement's enhancement bonus, critical hit effect, properties and powers. You can make weapon attacks with your pact weapon, using it's proficiency bonus and the appropriate damage die. When using a power associated with your pact weapon and the power has both the weapon and implement keyword, you are considered to be wielding both your pact weapon and your implement for the purposes of feats and other game elements. You also gain the Unraveling Strike and Elemental Wrath powers.

-Daily Power (Lv.1): Gain Yan-C Bin's Breath Daily power.

-Utility Power (Lv. 2): Gain Spider Scuttle Utility power

-Improved Pact Weapon (Lv. 3): Gain one more use of Elemental Wrath power, but can only use it once per turn

-Ability Score Increase (Lv. 4): Increase two ability scores of your choice by 1 (Charisma and Constitution chosen)

-Lesser Planar Ally (Lv. 4): Gain Lesser Planar Ally Daily utility power

-Daily Power (Lv. 5): Gain Tentacles of Cryonax Daily power

-Utility Power (Lv. 6): Gain Chaos Armor Daily utility power.

 

Theme: Tuathan

-Continue the Story (Starting Feature): You gain a +1 bonus to death saving throws. In addition, whenever you make an Endurance check, you can roll twice and use either result.

-Heightened Senses (Lv. 5 Feature): When you use your second wind, enemies gain no benefit from any cover or concealment against you until the end of your next turn.

 

Feats:

-Jack of All Trades (Lv. 1): You gain a +2 feat bonus to untrained skill checks.

-Rod Expertise (Bonus Feat): You gain a +1 feat bonus to attack rolls that you make with a rod. When you hold a rod, you gain a +1 shield bonus to AC and Reflex.

-Born of the Elements (Lv. 2): You gain a +2 feat bonus to Endurance checks and Intimidate checks. In addition, you can speak, read and write Primordial.

-Resilient Focus (Lv. 4): You gain a +2 feat bonus to saving throws.

-Low-Light Adaptation (Lv. 6): You gain low-light vision.

 

Equipment: 1800 gp to spend (1555 gp spent, 245 gp left)

-Reading Spectacles (Lv. 2, 520 gp): You can read any language while wearing this item.

-1 level 5 item (Gloves of Agility chosen): You gain a +1 item bonus to Acrobatics checks, Stealth checks, and Dexterity ability checks.

-Cape of the Mountebank (Lv. 5, 1000 gp): Daily Power, Teleportation (Immediate Reaction. Use this power when you are hit by an attack. Teleport 5 squares and gain combat advantage against the attacker until the end of your next turn.)

-1 level 6 item (Magic Rod chosen)

-1 level 7 item (Veteran's Armor scale armor chosen): When you spend an action point, you gain a +1 item bonus to attack rolls and all defenses until the end of your next turn.

-Adventurer's kit (15 gp, 33 lbs.): Contains a backpack (empty), bedroll, flint and steel, belt pouch (empty), trail rations (10 days), hempen rope (50 ft), sunrods (2) and waterskin.

-Thieves' Tools (20 gp, 1 lb.): Grants a +2 bonus to Thievery checks to open a lock or to disable a trap.

 

Age: 26

 

Alignment: Unaligned

 

Sin: Lust

 

Supreme Curse: When feeling a strong, positive emotion towards someone that involves a bond with said person, his right eye changes color to deep purple and his personality changes. While under said curse, he becomes more dominant and pushy in growing closer to the individual, depending on the kind of bond that's being built. If camaraderie, it'd be something like drinking excessively, loud boasting and story telling or such, as an example. He returns to normal after generally an hour, when his emotions calm down from the moment. And Alex can remember everything he did while under his curse.

 

Base: Alex lives on the second floor, the room closest to the attic and with a window. His room is of reasonable size with a small table with two chairs in the corner, a bookcase besides the door (an intentional choice in his part in case something happens), a medium size bed that could fit to, maybe three if they work for it and a mirror on the wall to the opposite of the bed. On the roof of the room is a secret entrance to the attic, known to the higher ups and more experienced Sinners (Oswald having been the one to tell him of it).

 

Appearance: Alex is a young man of the age of 26 with slightly pale skin, standing at a height of 6'1" feet and weights 169 lbs. He has light green eyes and sandy brown hair that falls down to his neck. Alex also wears a simple gray shirt with a brown coat over it, big enough to cover scale armor also worn on the body, on his belt, he carries his rod, tied around a pair of black pants and wearing brown traveling boots on his feet. He also wears a pair of black gloves, missing the fingers on the ring and middle finger parts and has a pair of magical reading spectacles for whenever he needs to read.

 

Personality: Alex is a very playful person, always with a cheeky smile on his face. He's a prankster by nature, enjoying messing with people if the moods suits him. However, who he messes with and how much depends on whether he likes the person or not. If he doesn't, he simply ignores them, feeling avoiding people he doesn't like to be better for avoiding conflict. That doesn't mean he isn't afraid to fight, since he's all too willing to do so and cheat in the process. It's better to be alive than dead in his opinion.

 

He enjoys styling himself as a jack of all trades but in truth, just uses his street smarts and the arcane knowledge from his pact with the goddess Ytar. Those who are close to him knows that he just desires somewhere to belong, where someone can say he matters to them, genuinely matters like a person, not like a tool or something unclean that should be erased. Not an easy thing considering he's a Sinner, and bearing the sin of lust makes interactions worse when people figure out what his sin was.

 

Background: Alex was born to a couple of simple farmers, in a farm in one of the outlying villages on the outskirts of Bewold. It was one of the villages to the northwest of the city itself. The boy lived a simple but uneventful life, far away from those who used magics, curses and the like. And yet, he never imagined that his first visit to the city of Bewold itself would change his life forever, and not for the best.

 

At the age of 8, Alex was finally allowed to accompany his father to the city itself, carrying the harvest of the season to sell the crops and buy the necessities for the farm and home. He was in awe when they first arrived and looked at the buildings and people in wonder. But that afternoon, after having done the trading, the boy went with his father to get a room for the night and went through one of its alleys. Then three thieves attempted to rob them and the end result was a dead father, no coins to spend and now he was alone in the city of Bewold, and the guard made no appearance nor reaction to what happened.

 

Alex was now alone, far away from home and forced to live on the streets. At first, he begged for someone to take him away but as time passed and he grew weaker, he started begging for food. Forced to eat scraps of trash, the boy had no choice but to learn and adapt to survive. So he stole, he snuck, and even joined a gang of like-minded child pickpockets, sticking together to survive the cold, heartless streets of Bewold.

 

His role with the burgeoning gang was distraction, having found he was good at talking, knowing the streets and even lockpicking. So when they caught the attention of the thieves' guild, the boss convinced everyone to join and he found himself actually rising in ranks to be a respectable member. However, Alex had no illusions about the group, knowing that they'd get rid of him if he became a liability. Twelve years he spent as a thief, yet the guild did have better thieves than him, despite being a respectable member. It all went to hell at the age of 21, when he met his mark, the daughter of a moderately wealthy merchant family.

 

It was a simple con, get in with the family through her, gather information then the guild sends a gang to rob them after he managed to get away. Yet Alex made the biggest mistake one does in his line of work. He fell for the mark. And the situation became more complex when he caught the eye of a minor knight's daughter. Alex was forced to spend time with her as well so she wouldn't caught on to his mission. Just when things seemed to be okay so far, the whole thing came crashing down. A combination of a servant of the merchant family overhearing him and attempting to blackmail him, an ambitious, impulsive member of the guild jumping the gun and both girls running into Alex at an inopportune time, when he was not in his guise.

 

The end result? The merchant's daughter died, the other girl ended up in a coma, half of the gang sent on the mission dead or arrested by the guard. As for Alex? The ambitious guild member laid the blame on him and unfortunately, the argument between both girls lent credence to the false story of him being exposed because he was two-timing. The young man had no choice but to go on the run and leave the city. He had no other destination in mind except for one....

 

So Alex returned to his old village, only to find a lot has changed. There were less houses and different people living in some of them. So he hurried to his old farm home and found it.... destroyed, abandoned, desolate, and it had been like this for years, not just recent. An old farmer walking by noticed him and Alex asked him what happened to the farm. Turns out the rest of his family fell apart when neither he nor his father came home and everything went to shite for them. His mother had to live with rumors that his father cheated on her with a younger woman and took all the money and him across the sea. The family ended up in debt and his uncle was dumb enough to take a loan from some crooked thieves.

 

Wanting answers, Alex left to find their hideout, a cave deep in the forest. He was able to sneak inside and stay hidden. But then came the shock when he recognized the leader of these bandits. It was Bewold's guild Cloakmaster, the thieves' guild version of the headmaster. Unfortunately the young man let his guard down and got knocked out by a passing guard. He was woken up hours later by having a bucket of water dumped on him. Coughing, he heard the Cloakmaster say he didn't think Alex was stupid enough to just walk into his grasp. And while he would loved to send him back to the Guild to be made an example of. Yet the young man was to be kept alive for something the Cloakmaster has planned. He still had the guards give him a massive beating before tossing him back to his cell.

 

Alex was left in nothing but bruises, rags and his thoughts in the dark, makeshift cell in the cave. With no view of the outside world, time seemed to stay the same to him. He was at least fed but when he asked why he's still alive, they only said the Cloakmaster has plans for him. All he could do was wait and gather information, but his guards were unusually tight-lipped. Alex figured the Cloakmaster forbade them from talking within earshot of him.

 

One day, he was finally dragged out of his cell and taken further into the caves. The former thief raised his head and saw where they had taken him. An altar, dedicated to Edia, and he was to be used as a sacrifice for a ritual. The Cloakmaster essentially confirmed his guess and added that he was preparing the ritual for the Supreme Curse. While it was true Sinners were hated, it was by some and they were also respected as well, given a lot of power and status protecting them within the kingdom. The chaos from two years ago, those words surprising Alex, had given him the opportunity to make a power play. He just needed the perfect sacrifice, someone no one will miss and he could use in case the ritual failed.

 

The captive young man tried palming something, anything he could use to try to escape, yet was only able to grab a holy symbol and hide it before being tied up to the center of the ritual circle. Alex did one last thing as the ritual began. He prayed, for the first time in years. To Ytar, to Edia, to anyone that he hopes is listening, to save him. As his death came closer, he started caring less that his body is saved and more his soul, even offering any price. Then a voice replied, asking if he was willing to do anything to live. Answering in the positive, the female voice claimed that he will be given part of Ytar's power and his soul belo-

 

That was when he suddenly woke up, yelling in pain. Panting, he looked around and saw a shocking sight. The other thieves and the Cloakmaster were all dead, with him being the only one alive. Alex managed to free himself and get himself better clothes, after which he relieved his dead captors of their belongings he could take. But as he reached the mouth of the cave and sunlight, he was forced to duck into cover, after avoiding a close arrow to the face. Taking a peek, he saw a half-elf walk into the cave, accompanied by a dire wolf of all things, a monster.

 

The stranger identified himself as a knight of the Orange Glove. Wondering what a Sinner was doing there, Alex asked that question and got his answer. Another Sinner has come to this world. Raising his hands in surrender, he explained to the Sinner the whole situation. The knight asked him to lead the way to the ritual site and he took the half-elf there. After a search of the area, the knight asked Alex to accompany him back to Bewold. The half-elf was quick to offer protection and if his suspicion was correct, Alex would definitely benefit from this. With no choice and deciding to trust the knight's words, he followed him back to the city, and was lead straight to a large villa.

 

It was the base for the Society of Seven Roses and there, Alex learned the specifics of the ritual, it was a illegally modified one, where sacrifices were used in lieu of dedicating their own soul to Etia. This modification had been deemed a blasphemy and the knight, Oswald as he learned his name, backfired. Instead, it seemed Alex became the recipient of the ritual and he had willingly dedicated himself to Etia. But when the young man explained that he did hear a voice and said he'd be given Ytar's power, one of the wizard Sinners, asked him to use the rod he was carrying.

 

Alex was surprised when he brought forth a curved chopping sword with a serrated edge. A weapon born from a pact he made with the goddess Ytar. And here he was as a rarity, a person who dedicated himself to both goddesses and the irony was it was completely unintentional. The young man almost panicked before being assured that he won't be smited for this, not when it happened in such a desperate moment for it. His sin was soon identified to be lust, something that didn't surprise him.

 

Alex was alone now, no friends, no family nor comrades and loved ones. He still remembered his desire to live, so he could belong, be around people who said he existed, he lived. His Supreme Curse manifested then when Oswald assured him he did have people he could count on, right here. What happened next was uncomfortable, but Alex's personality had changed to be more dominant, and wanting of companionship. Thankfully, it was him insisting on bringing Oswald to a tavern to drink and be merry for the whole night until they woke up wasted. The young man had been embarrassed when that moment passed and he recalled everything.

 

Still, for the next three years, Alex lived within the base of the society, working as a Sinner for the country. He was no stranger to discrimination and the issues with it though, having been a street urchin in his youth, an orphan and also a country boy. Still, he managed to learn to be an effective warlock. Now at the age of 26, Alex readies himself for yet another day as a Sinner, still worried that the thieves' guild had not forgotten about him and are simply keeping an eye on him. Still, despite everything he went through, he still moves on.

Edited by Trigun (see edit history)
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  • 3 weeks later...

Here my thoughts

About the mechanics:

-Your character hp calculation is incorrect, you gain +5 hp each level after the first, so your character hp should be 26+(5*5) =51

-Your feats are valid but a few are ..emm..obsolete?, if you have chosen them because you like them great, no objections, but i have the feeling that maybe you arent aware of the alternatives so i'll list here:

Implement focus(rod) ->rod expertise(does the same thing and, in addition, grant a +1 shield bonus to ac and reflex)

Child of storm(+2 bonus to save after taking typed damaged)->Resilient focus(+2 feat bonus to saves all the times)

-Your character sheet is missing the cape of mountebank, remember that this item also give your character +1 enhancement bonus to ref/fort/will defenses, the skill section also lack the bonus from jack of all trades(note that endurance doesnt get both this bonus and the one from born of the elements since both are feat bonuses)

 

The rest:

I like Alex, i must say the background go in a direction i didnt think about (an illegal ritual to become a sinner...it give me the sensation of a Machiavellian plot) thats not a negative thing, theres plenty of material to work on.

Theres one thing i'd like to ask, Alex has been a sinner for 3 years now and begun right at the Seven Roses, he is not a rookie, he know well the pros and cons of being a sinner, for example he is a lesser noble now(and has a lesser religious rank too, to Edia) enough to be above the common rabble, who (by law) should refer to him with some honorific title(es. sir Deidland or Noble Deidland, honorable Deidland or whatever crazy stuff your average ignorant peasant can come up) something that he had to do too when he was a young farmer(not that meeting nobles is a common thing but even a little village would see a sinner every couple of months, a village that go without sinners for too long become crippled by curses and...well, die)

my question is, how does Alex handle this new status? there may be an abyss between him and a real noble..but there is also an abyss between him and a commoner

 

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Let me go in order:

 

1. On HP, oops I checked and you were right, It should be 51 hit points.

2. On feats, I was building my character based on how I saw him thematically, but yes, I did not notice the better alternatives until you mentioned them. I'll change both Implement Focus and Child of the Storm for Rod Expertise and Resilient Focus.

3. On Sheet, I forgot about the Cape of the Mountebank. I was way too focused on finishing my app. I'll add that, the bonuses from the cape and from jack of all trades.

 

As for the question, the answer is he's still getting used to it. He's been a sinner long enough to not be put off nor nervous about being referred to with an honorific nor with the respect he now gets due to his new status. But Alex still has some of his old habits from his life as a commoner and a former thief (the latter being the reason he chose his room, for instance). That said, he knows he's in a position where he doesn't fit in with either side but like always, he does the best he can to adapt.

 

And thanks for letting me know what I didn't notice so I could fix it.

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