Lerkeeb
Lerkeeb Level 1 Eladrin Warlock (Fey Pact)
Theme: Infernal Witchfire Prince.

Initiative +0, Perception 10, Insight 10, Low-Light Vision.
HP: 25; Bloodied 12; Surges 6, Value 7
AC: 16; Fort 11, Reflex 15, Will 16
Speed: 6
Resists: N/A
Saves: +5 Racial Vs Charm.

[M] Melee Basic (Standard; At-Will) * Melee Basic
Dagger: +3 Vs. AC; 1d4-1 DMG.
Longsword: +2 Vs. AC; 1d8-1 DMG.

[R] Ranged Basic (Standard; At-Will) * Ranged Basic
Dagger: +4 Vs. AC; 1d4+6 DMG, Range 5/10
Eldritch Blast

[R] Eldritch Blast (Standard; At-Will) LV 1 * Arcane, Implement
Rod: +5 Vs. Reflex; 1d10+8 DMG, Range 10.
Gifted Death Dealer: I can add INT(4) as Feat DMG.

[R] Eyebite (Standard; At-Will) LV 1 * Arcane, Charm, Implement
Rod +5 Vs. Will; 1d6+4 Psychic DMG, Range 10
Hit: I am Invisible to my Target, until Start of My Next Turn.

[R] Witchfire (Standard; Encounter) LV 1 * Arcane, Fire, Implement
Rod: +5 Vs. Reflex; 2d6+4 Fire DMG, Range 10
Hit: Target takes 2+INT(4) = -6 Penalty To-Hit, until End Of My Next Turn.
Fey Pact: Penalty is 2+INT, instead of 2.

[R] Malicious Shadow (Standard; Day) LV 1 * Arcane, Cold, Conjuration, Implement, Necrotic, Shadow.
Rod: +5 Vs. Reflex; 3d8+4 Cold AND Necro DMG.
Miss: Half DMG.
Effect: I Conjure a shadow in an unoccupied tile next to target.
Shadow lasts until end of my next turn. Enemies next to Shadow grant CA.
While Shadow persists, I can use Secondary attack through shadow.
Sustain Minor: Shadow persists until End Of My Next Turn.
  [M] Secondary: Immediate Interrupt. Arcane, Cold, Implement, Necro, Shadow.
Trigger: Enemy willingly leaves tile next to shadow on it's turn.
Attack: +5 Vs. Reflex; 10 Cold AND Necro DMG, Immobilized until end of it's next turn.


Alignment: Unaligned
Languages; Common, Elven. Deep Speech.
 0 Acrobatics, 11 Arcana*, -1 Athletics, 9 Bluff*, 9 Diplomacy*, 0 Dungeoneering,
 1 Endurance, 0 Heal, 11 Hist*, 0 Insight, 4 Intimidate, 0 Nature, 0 Percep,
 9 Religion*, 0 Stealth, 4 Streetwise, 0 Thievery
STR  8(-1/+1)  DEX 11(+0/+0)  WIS 10(+0/+0)
CON 13(+1/+1)  INT 18(+4/+4)  CHA 18(+4/+4)
Equipment:  Rods. Daggers. Longsword. Leather Armor.



Racial Attributes: Eladrin. Medium. 6 Speed. Low-light Vision. Fey Origin.  Elven.
Stats: +2 INT, Choice of +2 CHA/DEX.  Picked CHA.
Skill Bonus: +2 Racial Arcana, History.
Eladrin Education: Gain training in one skill of choice.  Picked Diplomacy.
Eladrin Weapon Proficiency: Proficient with Longsword.
Eladrin Will: +1 Racial bonus to Will Defense, and +5 Racial bonus to save Vs. charm.
Fey Step: Move ; Encounter. Teleportation.  I teleport up to 5 Tiles.
Trance: Instead of sleeping, only need 4 hours of meditation.  Also fully aware during trance.

Class Attributes:
Warlock
Armor Proficiencies: Cloth, Leather.
Weapon Proficiencies: Simple Melee, Simple Ranged.
Implements: Rods, Wands.
Defense Bonus: +1 Reflex, +1 Will.
Eldritch Pact ; Fey Pact: Fey pact gives the Eyebite At-Will.  As well as the Misty Step pact boon.
Prime Shot: +1 Bonus to targets no Allies are closer to than me.
Shadow Walk: On my turn, if I move at least 3 away from my starting position, I gain Concealment until end of my next turn.
Warlock's Curse: Once per turn as a minor action, I can place a Warlock's curse on the nearest enemy I can see.  Can be placed on multiple enemies. Once per turn I can deal extra curse Damage when I hit cursed with an attack.  1d6/2d6/3d6 Per Tier.
Misty Step: When an enemy I have cursed is dropped, I can immediately teleport 3 as a free action.

Theme Details:
Infernal Witchfire Prince:
  Level 1: +1 Power bonus to  Fire attack rolls.  Hellfire Heart power.
  Hellfire Heart. Encounter ; NO ACTION.  Divine, Fear, Fire.  Trigger; I hit an enemy with an attack.
Effect: Triggering target takes 1/3/5+Best Mod Fire DMG. 1+INT(4)= 5 Fire DMG.  Until Start of my next turn, enemy takes -2 to-hit rolls to any attack that includes me as a target.
  Level 5: +2 Power bonus to Bluff, Diplo.  I can also on a roll of 5 or less against Humanoid, or natural targets, Reroll and take second Bluff or Diplo.
  Level 10:  The first time I become bloodied in an encounter, Hellfire Heart recharges.  Also, +5 extra damage if Hellfire Heart is used on the enemy who bloodied me.

Background Benefit: High Imaskar.  Can Reroll any Arcana Check, but must keep second roll.  Also learn Deep Speech.

Critical: N/A

Special:
  +INT(4) FEAT DMG bonus to Eldritch Blast (Feat Lv1).

Feats:  Gifted Death Dealer(Lv1).

Additional Equipment: Whatever.

Pile of cash

Char BG: