Tyron "Torn" Duskmeadow
Tyron "Torn" Duskmeadow
[SBLOCK=Background]
Current Nationality: Breland
Nation of Birth: Aerenal
Race: Half-Elf
Rank (if any) you held during the Last War: -
Pregen you're using: Half-Elf Warlock
Any modifications:
Fiery Burst instead Ray of frost (Keep on the Shadofell wizard pregen)
I would like to take this feat instead of Action Surge:
[sblock=Feats]http://www.wizards.com/default.asp?x=dnd/drdd/20071126
Alertness
Tier: Heroic
Benefit: You don’t grant enemies combat advantage in surprise rounds.
You also gain a +2 feat bonus to Perception checks.[/sblock]
Why would you go looking for Douven ir'Staul?
Torn has a kind of "relationship" with his daughter.
Running any games (on Enworld or elsewhere): WD's Base of Operation
for games I'm in, click on PbP in my signature
Torn between two worlds. This tends to sum up the life of Tyron (called "Torn"). Born of a human father and an Aerenal mother. He was raised by his father to his mothers grief. Her people live mostly in a secluded place in Aerenal and her elders didn't allow for the half-breed child to enter. Feeling the anger of his younger pure human siblings he ran away from home and survived on the streets of a small city near his fathers castle. Here he befriended a scrawny goblin called Rat-Catcher. Learning street craft and the goblin tongue from him, the friendship was broken by an "accident" with a magic trap. Mourning his friends death he once more became a loner.
Having some successes as a pretty thief and charmed some rich men's daughters with his otherworldly charm he tried to reclaim his lost inheritance. Studying all texts he could find regarding the fey, (learning a bit magic in the process,) he found old texts about the connection of his mother's people to the "true fey".
At last, standing in an ancient stone circle, near the woods his mother calls home, he performs the ancient rituals to embrace his destiny.Tyron was able to make some pacts with the wild spirit that appeared. He made a pact with the Laughing Man.[sblock=Laughing Man]
When the Demons ruled the land, for lack of more interesting targets, the Laughing Man harried them with his violent jests; some say he is the first of the fey, the others the last, others that he was not fey at all but mearly plays at being one. When the Rainbow Serpents bound the darkness into the bones he skipped through their coils and off to the other worldly wilds. He helped the Gatekeepers during the last dark hours, though no story agrees on how or why. There are old places where you can go to call him still, and make promises that only he could fulfill. Blood is his wine of chioce, but he's peculiar about the vintage, only wine fermented in a evil vessel and spilled on the battle field pleases him.[/sblock]
If he killed an enemy in the name of his patrons, they allowed him to step briefly into the feywild.
And his patron summoned other fey to teach him:
Of one of the gloom fae, close relatives to the Shadar-Kai he received the ability to vanish as he moves fast and an eldritch blast of pure dark energy.
The prismatic being Duke of the Rainbow let him blind his foes with brilliant energys.
But the greatest gift was the ability to inflict a waking nightmare in his enemies and tore their perceptions, their mind torn from this world.[/sblock]
[SBLOCK=Appearance]He got the dark-brown hair of his father and his mother's emerald eyes. He prefers dark-green clothing accentuated with scarlet.
His general appearance is (for humans) exotic enough to be attractive but without the alieness of his mother's people.
Height: 5' 9"
Weight: 185 lb.[/sblock]
[SBLOCK=Personality]Tyron is friendly and charming to everybody, because he really wants to belong to someone, but has problems letting people close to him. After the death of Rat-Catcher he is afraid to loose another friend. He is pride of his abilities as a warlock, but is afraid of some of the truths and commands in his dreams. He likes cats, but no dogs. In a tavern he will order wine and no beer.[/sblock]
[sblock=Statblock]
Code:
Race: Half-Elf Class: Warlock (Fey)
Str: 10 +0 Level: 1 XP: -
Con: 16 +3 BAB: +0 HP: 28
Dex: 11 +0 Grapple: +? Dmg Red: -
Int: 15 +2 Speed: 6 Spell Res: N/A
Wis: 8 -1 Init: +0 Spell Save: N/A
Cha: 18 +4 ACP: ? Alignment: Unaligned
AC: 15
FORT: 13
REF: 13
WILL: 15
Hit Points: 28
Bloodied: 14
Healing Surges/HP healed: 7
Healing Surges/day: 9
Second Wind:
Attacks:
Dagger +3 vs AC 1d4 Range 5/10
E.Blast +4 vs Reflex 1d10+4 10
Race and Class Features:
Group Diplomacy
(grant allies withhin 10 squares a +1 racial bonus to Diplomacy skill checks)
Fey Pact
(Misty Step - when you reduce an enemy under your Warlock's Curse to 0 hit points or fewer, you can teleport 3 squares as a free action)
Prime Shot
(if non of your allies is nearer to your target than you are, gain a +1 to ranged attacks against the target)
Shadow Walk
(move 3+ squares away on your turn, gain concealment until the end of your next turn)
Warlock's Curse
(once per turn, place a curse on the enemy nearest you; you do +1d6 damage on enemy; lasts until end of the encounter or enemy is defeated)
Low-Light Vision
Skills:
Passive Insight 16
Passive Perception 9
Acrobatics +0
Athletics +0
Bluff +9
Insight +6
Perception -1
Stealth +0
Streetwise +9
Thievery +5
Languages: Common, Elven, and Goblin
Equipment:
Leather armor, 3 daggers, wand, backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 days' trail rations, 50 ft. of hempen rope, waterskin
[sblock=Powers]
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[/sblock]
[sblock=Revised Statblock]
Code:
Race: Half-Elf Class: Warlock (Fey)
Str: 10 +0 Level: 1 XP: -
Con: 16 +3 BAB: +0 HP: 28
Dex: 11 +0 Grapple: +0 Dmg Red: -
Int: 15 +2 Speed: 6 Spell Res: N/A
Wis: 8 -1 Init: +0 Spell Save: N/A
Cha: 18 +4 ACP: - Alignment: Unaligned
AC: 15
FORT: 13
REF: 13
WILL: 15
Hit Points: 28
Bloodied: 14
Healing Surges/HP healed: 7
Healing Surges/day: 9
Second Wind:
Attacks:
Dagger +3 vs AC 1d4 Range 5/10
E.Blast +4 vs Reflex 1d10+4 10
Race and Class Features:
Group Diplomacy
(grant allies withhin 10 squares a +1 racial bonus to Diplomacy skill checks)
Dilletante: Commander's Strike
Fey Pact
(Misty Step - when you reduce an enemy under your Warlock's Curse to 0 hit points or fewer, you can teleport 3 squares as a free action)
Prime Shot
(if non of your allies is nearer to your target than you are, gain a +1 to ranged attacks against the target)
Shadow Walk
(move 3+ squares away on your turn, gain concealment until the end of your next turn)
Warlock's Curse
(once per turn, place a curse on the enemy nearest you; you do +1d6 damage on enemy; lasts until end of the encounter or enemy is defeated)
Low-Light Vision
Feats:
1 - Human Perseverance
Skills:
Passive Insight 16
Passive Perception 9
Acrobatics +0
Arcana +7
Athletics +0
Bluff +9
Insight +6
Perception -1
Stealth +0
Streetwise +9
Languages: Common, Elven, and Goblin
Equipment:
Leather armor, 3 daggers, wand, backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 days' trail rations, 50 ft. of hempen rope, waterskin
[sblock=Powers]

Eldritch Blast Warlock (All) Attack 1
You fire a bolt of dark, crackling eldritch energy at your foe.
At-Will ✦ Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma or Constitution vs. Reflex
Hit: 1d10 + Charisma or Constitution modifier damage.
Increase damage to 2d10 + Charisma or Constitution
modifier at 21st level.
Special: At 1st level. you determine whether you use Charisma
or Constitution to attack with this power. Once you
make that choice, you can’t change it later.
This power counts as a ranged basic attack. When a
power allows you to make a ranged basic attack, you can
use this power.
Eyebite Warlock (Fey) Attack 1
You glare at your enemy, and your eyes briefly gleam with brilliant
colors. Your foe reels under your mental assault, and you
vanish from his sight.
At-Will ✦ Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and you are
invisible to the target until the start of your next turn.
Increase damage to 2d6 + Charisma modifier at 21st level.
Witchfire Warlock (Fey) Attack 1
From the mystic energy of the Feywild, you draw a brilliant
white flame and set it in your enemy’s mind and body. Rivulets
of argent fire stream up into the air from his eyes, mouth, and
hands; agony disrupts his very thoughts.
Encounter ✦ Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier fire damage, and the target
takes a –2 penalty to attack rolls until the end of your next
turn.
Fey Pact: The penalty to attack rolls is equal to 2 + your
Intelligence modifier.
Dread Star Warlock (Star) Attack 1
You create a fist-sized orb of painful blue-white radiance that
whirls around your enemy, searing him. Fierce rays shoot from it
like jabbing daggers of light, fencing him in where he stands.
Daily ✦ Arcane, Fear, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d6 + Charisma modifier radiant damage, and the target
is immobilized until the end of your next turn.
Effect: The target takes a –2 penalty to Will defense (save
ends).
Commander’s Strike Warlord Attack 1
With a shout, you command an ally to attack.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: An ally of your choice makes a melee basic attack
against the target
Hit: Ally’s basic attack damage + your Intelligence modifier.
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