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 Asarlai .

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maalvi



Posts : 14
Join date : 2008-08-27

PostSubject: Asarlai .   Fri Sep 12, 2008 9:45 am

Asarlai is an 80 year old grouchy half elf warlock (star pact) that has lived his life as safe and sheltered as possible. On his 80th birthday sitting alone in his single room dwelling reflecting on his life he realizes that he has not really lived.

His father he was told was a merchant that passed through the port. His mother was a daughter of a wealthy family from the Medallion district who was disowned once they found out she was with child. Growing up he and his mother moved place to place living at some point in almost every district depending on what work she could find.

As soon as he could he started working in the Five Fathoms Market along Ritual Row as a stable boy for an Eladrin wizard by the name of Erevan. Because of his dedication and hard work he started working in the store doing odd jobs. After a while he started tending shop for the owner. One day 10 years ago, reporting for work, he found his employer laying face down on a book dead. Going through Erevan’s files he came across his will which much to the shock of all named Asarlai the sole beneficiary. Being somewhat old he decided to sell the store and its contents.

Having money and nothing to do he decided to attend the university and received a degree in history and another in arcane studies, which is when he found he had enough talent to become a warlock.

After sitting at the table for a while being depressed about his life he decided that since he already had one foot in the grave he might as well see if he could have fun putting the other in. He got up, finished taking the steps needed to connect him to his powers, packed up and left the safety of his home to see what he might find.


Appearance and characteristics

He is 5’6” 150 lbs, bald, with violet eyes. He is somewhat grouchy, overly curious feeling that he has to make up for a lifetime of inactivity in as little time as possible and has reached that age when he says what he is thinking regardless of others feelings or if he is right.

10 str, 14 con, 11 dex, 14 int, 13 wis, 18 cha. 13 ac, 13 fort, 14 ref, 16 will, 31 hp speed 6, low light vision

Feats/abilities

Armor: cloth and leather
Weapon: simple melee and ranged
Improved fate of the void
Group diplomacy
ritual casting

Skills
Arcane 8, bluff 10, diplomacy 7, history 8, insight 4, streetwise 10

Languages: common, elven, supernal.


At will powers: dire radiance, eldritch blast
Encounter powers: dreadful word, commander’s strike
Daily powers: dread star

Equipment

Standard adventurer’s kt
A cane that doubles as a rod or wand holder (+1 wand)
Norm clothing x2
Fine clothing
41gp
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shilsen

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Posts : 1078
Join date : 2008-08-21

PostSubject: Re: Asarlai .   Sat Feb 14, 2009 11:56 pm

Half Elf Warlock (Star Pact) 5
Initiative +4. Speed 6
Str 8, Con 17, Dex 11, Int 14, Wis 12, Cha 19
HP 49 (Bloodied 24). Healing surges/day 9 (12 hp).
AC 14, Fort 15, Ref 15, Will 17

Feats: Action Surge, Improved Fate of the Void, Ritual Casting
Skills: Arcana +9, Bluff +11, Diplomacy +13, Insight +5, Streetwise +11
Equipment: Wand +1

Special abilities
• Fate of the Void: Cumulative +1 to one d20 roll on next turn when cursed enemy drops (w. +1 due to Improved Feat)
• Group Diplomacy: Give allies +1 racial bonus to Diplomacy
• Prime Shot: +1 to ranged attack if no ally is closer to target
• Shadow Walk: Move 3 squares away from where you start turn to gain concealment
• Warlock’s Curse: Minor, curse closest enemy, +1d6 dmg 1/rd

At-Will Powers
• Dire Radiance – Con vs. Fort, +6/1d6+4 radiant, ranged 10; if target moves nearer you on next turn, takes 1d6+4 again
• Eldritch Blast – Cha vs. Ref, +7/1d10+5, ranged 10 (counts as ranged basic attack)

Encounter powers
• Commander's Strike – Ally of your choice makes a melee basic attack against the target, gaining +2 to damage
• Dreadful Word – Cha vs. Will, +7/2d8+5 psychic and target takes -3 to Will until end of your next turn, ranged 5
• Ethereal Stride – Move, teleport 3 squares and gain +2 power bonus to all defenses until the end of your next turn
• Frigid Darkness – Con vs. Fort, +6/2d8+8 cold damage and target grants combat advantage to all your allies until the end of your next turn and takes -2 to AC, ranged 10

Daily powers
• Avernian Eruption – Each creature in burst 1 within 10, Con vs. Ref, +6/2d10+4 fire damage (Effect: The targets take ongoing 5 fire damage; save ends)
• Dread Star – Cha vs. Will, +7/3d6+5 radiant and target is immobilized until end of your next turn (effect: takes -2 to Will even on miss; save ends), ranged 10

Item List:
Wand +1
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shilsen

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Posts : 1078
Join date : 2008-08-21

PostSubject: Re: Asarlai .   Mon Feb 16, 2009 7:34 pm

Transfer Enchantment

With great care and concentration, you carefully strip magical power from one object to imbue it in another.

Level: 4
Category: Creation
Time: 1 hour
Duration: Permanent
Component Cost: 25 gp
Market Price: 175 gp
Key Skill: Arcana (no check)

You transfer the magical qualities (properties, powers, and enhancement bonus) of an enchanted item into another object. You must maintain physical contact with both items for the duration of the ritual. The receiving item must occupy the same magic item slot (head, waist, armor, and so on) and be the same type (wand, rod, weapon, and so on) as the original item. The enchantment to be moved must be valid for the receiving item, so that you cannot transfer ranged weapon properties to melee weapons, cloth-only armor properties to chainmail, and so on.

You can transfer an enchantment to an item that already contains a lower-level enchantment, but the receiving item’s previous magic is lost. For example, the enhancement bonus and power of a suit of +1 barkskin hide (5th level) could be placed into a suit of +1 curseforged scale (3rd level), but the scale armor’s existing power is lost in doing so. You cannot transfer an enchantment to an item that already has a higher-level enchantment.
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