Sylas Dardragon, halfling mystic and servant of the Raven Queen.
Sylas, a sickly and unusual youth, grew up spending too much time looking to the stars, seeking to discover what the future held. Just as he came of age, he saw the rise of a powerful Lich. Not wanting to allow such arrogance as denying the Dark Lady's gift and seeking to live beyond his time, Sylas sought out heroes to take the Lich down and thus, a great adventure was begun.
In his many travels with his tribe, Sylas had met many individuals of great destiny. He sought them each out, brought them together, selected one who was meant to lead them, and aided the group as best he could...all the way until their eventual "success."
In game terms: Halfling Star-Pact Warlock with some Cleric Power-Swap Feats to represent his ties to the Raven Queen.
Stats:
Stats: 9, 10, 10, 15, 14, 17; After Racial adjustments and level-ups: Str 9, Con 10, Dex 12, Int 15, Wis 15, Cha 20
[sblock=Stat Block]
Sylas Dardragon Level 6 Warlock
Small natural humanoid, halfling warlock
Initiative +4
Senses Perception +5
HP 47;
Bloodied 23
Surge Value 11;
Surges 6
Resist Necrotic 5, Poison 5
AC 18;
Fort 15;
Ref 18;
Will 21;
+2 AC vs. OAs
Speed 6
Mace (standard; at-will)
Weapon
+4 vs. AC; 1d8-1 damage
Eldritch Blast (standard; at-will)
Arcane, Implement
Ranged 10; +10 vs. Ref; 1d10+7 damage
Dire Radiance (standard; at-will)
Arcane, Fear, Implement, Radiant
Ranged 10; +5 vs. Fort; 1d6+2 radiant damage. If the target moves nearer to you on its next turn, it takes an extra 1d6 damage.
Command (standard; encounter)
Charm, Divine, Implement
Ranged 10; +6 vs. Will; The target is dazed until the end of your next turn, In addition, you can choose to knock the target prone or slide the target 8 squares.
Dreadful Word (standard; encounter)
Arcane, Fear, Implement, Psychic
Ranged 5; +10 vs. Will; 2d8+7 psychic damage and the target takes a -3 penalty to Will defense until the end of your next turn.
Curse of the Dark Dream (standard; daily)
Arcane, Charm, Implement, Psychic
Ranged 10; +10 vs. Will; 3d8+7 psychic damage and you slide the target 3 squares; Sustain Minor: You slide the target 1 square, whether you hit or miss (save ends)
Crown of Madness (standard; daily)
Arcane, Charm, Implement, Psychic
Ranged 10; +10 vs. Will; 2d6+7 psychic damage; Miss: Half Damage; Sustain Minor: The target makes a melee basic attack against one of its adjacent allies of your choice (save ends).
Healing Word (minor; daily)
Divine, Healing
Burst 5; You or one Ally can spend a healing surge and regain an additional 2d6 hit points.
Second Chance (Interrupt; encounter)
When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it's lower.
Beguiling Tongue (minor; encounter)
Arcane
You gain a +5 power bonus to your next Bluff, Diplomacy, or Intimidate check during this encounter
Dark One's Own Luck (Free; Daily)
Arcane
When you make a roll you dislike, reroll the attack roll, skill check, ability check, or saving throw, using the higher of the two results.
Cloak of Resistance (minor; daily)
Item
Gain Resist 5 to all damage until the start of your next turn.
Deathcut Armor (Reaction; daily)
Necrotic, Item
When an enemy hits you with a melee attack deal 1d10+5 necrotic damage to that enemy.
Warlock's Curse
Once pe rturn as a minor action, place a curse on the enemy nearest you that you can see. 1/round deal an additional +1d6 damage to an enemy that is cursed.
Fate of the Void
When an enemy under your Warlock's Curse is reduced to 0 hit points or fewer, you gain a +1 bonus to any single d20 roll you make during your next turn.
Prime Shot
+1 on ranged attacks if none of your allies are closer to your target than you.
Shadow Walk
On your turn, if you move at least 3 squares away from where you started your turn, you gain concealment until the end of your next turn.
Alignment Unaligned
Languages Common, Primordial
Skills Acrobatics +6, Arcana +10, Heal +10, Insight +10, Intimidate +13, Religion +10, Thievery +11
Feats Initiate of the Faith, Ritual Caster, Novice Power, Skill Training (Heal)
Str 9 (+2)
Dex 12 (+4)
Wis 15 (+5)
Con 10 (+3)
Int 15 (+5)
Cha 20 (+8)
Equipment Cloak of Resistance +2, Magic Rod +2, Deathcut Leather Armor +1, Magic Holy Symbol +1, mace, adventurer's kit, thieve's tools, ritual book, 70 gp of Sanctified Incense, 30 gp of Mystic Salves, 5 gp
Rituals Speak with Dead, Cure Disease, Hand of Fate, Gentle Repose[/sblock]