Cheysuli Neo


Cheysuli Sage Player Fragsie
Tiefling Warlock (Fey Pact) (Unaligned) Level 4 (XP 3856)
Initiative +3
Passive Insight 18 Passive Perception 15; Senses Low-light
HP 41 Bloodied 20 Surge Value 10; Surges Per-Day 8
AC 17 Fortitude 16 Reflex 18 Will 19
Resist [Fire 7]
Speed 6 Size Medium
Str 10(+0) Dex 12(+1) Wis 12(+1)
Con 14(+2) Int 17(+3) Cha 19(+4)
Racial Abilities Bloodhunt, Fire resistance, Infernal Wrath
Class Features Eldritch Blast, Eldritch Pact (Fey), Prime Shot, Shadow Walk, Warlock's Curse
Battack Basic Attack - Spear +4 vs. AC; 1d8 + 0 damage
Branged Ranged Basic Attack - Eldritch Blast +7 vs. Reflex; 1d10 + 5 damage
Feats Impr. Misty Step, Jack of All Trades, Arcane Familiar
Skills Acrobatics +9, Arcana +10, Athletics +6, Bluff +15, Diplomacy +8, Dungeoneering +5, Endurance +6, Heal +5, History +7, Insight +8, Intimidate +11, Nature +6, Perception +5, Religion +7, Stealth +8, Streetwise +8, Thievery +5
Languages Allarian, Eladrin
Misty Step (At Will Free Personal )
Requirement: Fey Pact
Trigger: An enemy under your Warlock’s Curse is reduced to 0 hit points or fewer
Effect: You can immediately teleport 5 squares as a free action (3 squares +2 from feat: impr. misty step).
Warlock's Curse (At Will Minor )
Effect: You can place a Warlock’s Curse on the enemy nearest to you that you can see. A cursed enemy is more vulnerable to your attacks. If you hit a cursed enemy with an attack, you deal extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage once per round, so if you have dealt Warlock’s Curse damage since the start of your turn, you cannot deal it again until the start of your next turn.
A Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy is defeated.
You can place a Warlock’s Curse on multiple targets over the course of an encounter; each curse requires the use of a minor action. You can’t place a Warlock’s Curse on a creature that is already affected by your or another character’s Warlock’s Curse.
As you advance in level, your extra damage increases.
1st–10th +1d8
11th–20th +2d8
21st–30th +3d8
Special: You can only place a warlocks curse once per turn (damage increased by Vicious Rod).
Eldritch Blast (At Will Standard Ranged 10 ✦ Arcane, Implement)
Target: One creature
Attack: +7 vs. Reflex
Hit: 1d10 +5 damage
Special: This power counts as a ranged basic attack.
Eyebite (At Will Standard Ranged 10 ✦ Arcane, Charm, Implement, Psychic)
Target: One creature
Attack: +7 vs. Will
Hit: 1d6 +5 psychic damage, and you are invisible to the target until the start of your next turn.
Infernal Wrath (Encounter Free Close Burst 10 ✦ Fire)
Target: The triggering enemy in burst
Trigger: An enemy within 10 squares hits Cheysuli
Effect: The target takes 1d6+4 fire damage.
Witchfire (Encounter Standard Ranged 10 ✦ Arcane, Fire, Implement)
Target: One creature
Attack: +7 vs. Reflex
Hit: 2d6 +5 fire damage, and the target takes a -5 penalty to attack rolls until the end of your next turn.
Ethereal Stride (Encounter Move Personal ✦ Arcane, Teleportation)
Effect: You can teleport 3 squares, and you gain a +2 power bonus to all defenses until the end of your next turn.
Otherwind Stride (Encounter Standard Close Burst 1 ✦ Arcane, Implement, Teleportation)
Target: Each creature in burst
Attack: +7 vs. Fortitude
Hit: 1d8 + 5 and the target is immobalised until the end of Cheysuli's next turn.
Effect: Cheysuli teleports 8 squares.
Curse of the Dark Dream (Daily Standard Ranged 10 ✦ Arcane, Charm, Implement, Psychic)
Target: One creature
Attack: +7 vs. Will
Hit: 3d8 +5 psychic damage, and you slide the target 3 squares.
Sustain: Minor. You slide the target 1 square whether you hit or miss (save ends).



Rascal Weasel Familiar

Masters of weasel familiars are regarded as both quick-witted and quick-footed.

HP: 1 (a miss never damages a familiar)
AC: 17 Fort: 14 Ref: 16 Will: 17

Senses: low-light vision
Speed: 6
Size: Tiny

Constant Benefits

You gain a +2 bonus to Acrobatics and Bluff checks.

Active Benefits

Silent Predator: A weasel gains a +5 bonus to Stealth checks. (+14)

Weasel’s Sleekness: The weasel gains a +5 bonus to AC against opportunity attacks. (22)



Cheysuli Sage stands 5' 7" tall, 150lbs and has a curvy build. She Has pale human-coloured skin with mottled patches here and there that are reminicent of scales. She has bone coloured horns that rise upward from her forehead, She has long purple hair that she often braids and wears up. Her eyes are a shimmering silver, and her face is tattooed with fey markings.


Cheysuli is by her nature an inquisitive creature; very little in the natural world scares or daunts her. In fact she feels the most at ease, and oft times; merry, when she is under the boughs of a forest, or exploring grasslands and wild places. She feels a great connection, and perhaps a debt of gratitude to the spirits of nature. Now in a new place that is unfamiliar (towns and cities) she is perhaps a bit more reserved, and being far from the trees puts her a little on edge; wary. Once she has formed a bond of friendship however, she is a staunch ally that is sometimes difficult to keep quiet. Her keen eyes and curiosity provoke a lot of questions, always eager to learn, but being unused to civilisation; she is unaware of social taboos and can often say the wrong thing at the wrong time (with a cheeky smile). When left to her own thoughts she has been know to daydream for hours on end, blissfully unaware of her surroundings.


On the Isle of the Fey Court many have heard the name Taure Hir - the forest lord. If asked they would tell tales of an ancient eladrin hermit who has lived in the Feywild, apart from civilisation for centuries. Some of the tales speak of him as a mad, lonely old man struck down by a forgotten tragedy, while others tell of a wise Fey-friend who went on a quest to discover the deepest secrets of the fey, a few may even whisper that he was a survivor of Kythira. Regardless of the tale they tell, all will say that he is gone for good; never to return to the civilised lands.

28 years ago a young married human noblewoman gave birth to her first-born child, only to discover that the tiefling curse ran through her veins; for she bore a daughter with a tail, and horns upon her brow. Horrified at the scandal that this could bring to his family, the woman's lord-husband took the child to an old stone circle in a forest near their home and petitioned the spirits to lift the curse that had befallen him (for as a politician and selfish man, that is how he saw it). The fey spirits saw the greed in the lord's heart, and the innocence in child's. So they saw fit to punish him for making such a base request; they took the child from him saying in his mind "We grant your appeal, we shall lift the curse set upon this babe, she shall be raised by a man with only love and wisdom in his heart. And you shall never again father a child while the woods stand tall."

The spirits delivered the child to Taure Hir swaddled in moss and sage leaves, with glowing green gems in her ears. The fey asked that he become her father and her tutor, he agreed, and named her Cheysuli (for she had been an unexpected gift), but most often called her Sage (for her swaddling clothes). For the remainder of his life, Taure cared for the girl, he taught her how to hunt in the woods of the Feywild, and how to call upon the power of the fey spirits that dwelt there. When Cheysuli was 13, she asked about her real mother and father, and Taure told her what he knew; what the spirits had told him. He told her also that her jewels were a special gift from the spirits, and that one day they would help her in a task that would be of great important for the fey and the world.

A few years ago, when Arga the Black's great spell of Sealing began to fail, band of savages descended upon the feywild in great numbers with the intent of raiding other lands that could be reached through the now open portals. In the dead of night a vicious band of hobgoblins, led by an ogre mage attacked Taure and Cheysuli's tree-home destroying everything in their path. The tiefling and her adopted father fought bravely but were overwhelmed by unexpected numbers, surrounded and battle-weary they were offered their freedom if they turned Cheysuli's earrings over to the ogre; and if it would save the life of her father, she was only too willing. But Taure stood in her path and told the ogre that he would never get what he desired, he turned and cast a spell upon her.
As the feywild faded around her, Cheysuli saw her father's blood spilt on the forest floor, but her screams of rage and sadness were heard by no one; she was in a strange forest, unlike any she had seen before. After many days of wandering full of melancholy, she came across a trail, following it she came upon a sight she never could have imagined. The city of Daunton sprawled out before, abuzz with activity and many strange folk that looked nothing like her or her father. But she steeled herself against her fear of the unknown and head off toward the unusual settlement eager to find answers, and hopefully; retribution for the murder of her father.

An in character flashback that Cheysuli experienced while in Maoleth during 'The Jade Frontier':

…There is a seemingly endless roll of thunder, and a bright flash of lightening forks across the small portion of the sky that is visible through the jungle canopy. For an instant; the glistening red-brown skin of a hundred soaking hobgoblin warriors can be seen through the rain, the lightening is reflected off their battered, well-used weapons.

Her father towers above her with his staff outstretched and exhaustion on his face. She tries to stand from the muddy floor, but the sword wounds on her arms hurt so much. “Here, take my hand little one,” her father says, the look of love in his eyes gives her strength, and his arm gives her levy. “They have stopped attacking for some reason, but I doubt we will have to wait long to find out why.”

He forlornly nods toward a burning torch that approaches through the trees, the flickering yellow light paints the scene in an evil light; all around are shattered bits of wood; the remnants of her home, much of it had been built by her own hands.

She spies her spear lying in the wet mud, and runs for it; but, just before her hand closes around its haft, there is a flash of blue flame, and the weapon turns to ice and shatters. Tiny shards of the ice painfully pierce the skin of her hand and arms, by her sob of pain is drowned out by a deep gravely chuckle. Another flash of lightning streaks across the sky and its face is visible; yellow eyes hungrily bore into hers as the ogre mage steps into the clearing, his grizzled tusks glint in the light from the torch he thrusts above him. A hundred creepy high pitched laughs crawl toward her from the tree line, joining the mages to form a hideous choir…


  • Was Cheysuli’s adoptive father really a survivor of Kythira?
  • Does Cheysuli’s birth father regret what he did? He will have no other heirs; perhaps this puts his political position in jeopardy. Perhaps, rather than searching for his daughter, he instead aims to end the spirits curse through other means (“And you shall never again father a child while the woods stand tall”).
  • Cheysuli knows virtually nothing about her birth mother, perhaps she has been looking for the daughter she lost all these years?
  • Where did Cheysuli’s earrings come from? What is their purpose, and what is the great task that Taurë spoke of? How did the ogre mage know of them and why did he want them?
  • For that matter, who exactly was that ogre mage? Other than the fact that he came from the savage lands, and that he was in command of a large troupe of hobgoblins, Cheysuli know nothing about him.


  • Thrust into the civilised world with little knowledge of how things work, Cheysuli is still scarred by the recent murder of her adoptive father; she must become more powerful and wise in the ways of battle so that when she eventually finds the ogre mage, she will be strong enough to enact vengeance for Taurë.

Wish List Edit

  1. Amulet of Protection +1 (level 1, Player's Handbook 249)
  2. Eagle Eye Goggles (level 2, Adventurer's Vault 140)
  3. (level 3) - received
  4. (level 6) - received
  5. recieved

Adventuring CareerEdit

Travelling Companions, Past & PresentEdit


Ability Scores Edit

Str 2 10 0 0 10 0
Con 5 14 0 0 14 2
Dex 2 12 0 0 12 1
Int 5 14 2 1 17 3
Wis 2 12 0 0 12 1
Cha 9 16 2 1 19 4
Totals 25   11

Attacks Edit

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee


str 2Spear24AC
Basic Ranged


chaEldritch blast+1Vicious Rod27Reflex

Defenses Edit

DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +1/+3 dex/int 2 Leather Armour 2 17
Fortitude+0/+2str/con2Cloak of Distortion2 16
Reflex+1/+3dex/int1 2Cloak of Distortion2 18
Will+1/+4wis/cha1 2Cloak of Distortion2 19

Saving Throw Bonuses none

Senses and Reactions Edit

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 1 0 0 0 0 0 0 0 2 0 3
Passive Insight 1 0 0 0 0 0 0 0 2 5 18
Passive Perception 1 0 0 0 2 JoAT 0 0 2 0 15

Health Edit

--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 12 14 5 0 0 0 0 41 20 10

Surges per Day 8 (Class 6 + Con 2)

Speed and Movement Edit

Speed: 6 (Race 6 - Equipment 0)

Racial Features Edit


  • Bloodhunt - (+1 to attack rolls against bloodied foes.)
  • Fire Resistance - (5 + 1/2 level)
  • Infernal Wrath
  • +2 Bluff, +2 Stealth
  • +2 Intelligence, +2 Charisma
  • Size: Medium
  • Speed: 6
  • Vision: Low-light
  • Languages: Common + any 1

Class Features Edit


  • +1 Reflex, +1 Will
  • Eldritch Blast
  • Edritch Pact (Fey) - Eyebite: You know the eyebite spell.
    Misty Step: You have the Misty Step pact boon power.
  • Prime Shot - If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.
  • Shaow 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.
  • Warlock's Curse - Once per turn you can use the Warlock's Curse power.

Feats Edit

Arcane Familiar [4th level]

Skills and Languages Edit

Languages Allarian, Eladrin
Backround Feywild - +1 Nature, +2 Perception in wooded regions of the feywild.

SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics1dex4JoAT, Weasel Familiar2Sandals of Precise Stepping29
Arcana 5 3 int 2 10
Athletics0str2JoAT2Sandals of Precise Stepping26
Bluff54cha22Weasel Familiar215
Nature1wis3Backround: Feywild, JoAT26
Stealth1dex22JoAT2Sandals of Precise Stepping29

Powers Edit

Powers KnownEdit

Powers to Hit Edit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Eldritch Blast +4 Cha +1 Vicious Rod 0 0 2 7 Ref
Eyebite +4 Cha +1 Vicious Rod 0 0 2 7 Will
Witchfire +4 Cha +1 Vicious Rod 0 0 2 7 Ref
Curse of the Dark Dream +4 Cha +1 Vicious Rod 0 0 2 7 Will
Otherwind Stride +4 Cha +1 Vicious Rod 0 0 2 7 Fort

Equipment Edit

Equipment Name Price Weight
Leather Armour 25gp 15 lbs
Sandals of Precise Stepping 1,800gp
Cloak of Distortion +2 4,200gp
Spear 5gp 6 lbs
Dagger 1gp 1 lb
Standard Adventurer's Kit 15gp 33 lbs
Rod 12gp 2 lbs
Vicious Rod +1 680gp 2 lb
Lantern 7gp 2 lbs
Healing Potion 50gp
Climber's Kit 2gp 11 lbs

Vicious Rod +1 - +1 to attack and damage rolls, Crit: +1d10, Property: When you deal your Warlock’s Curse damage with this rod, you roll d8s instead of d6s.

Sandals of Precise Stepping - (AV pg130) Gain a +2 item bonus to Acrobatics, Athletics and Stealth checks.

Cloak of Distortion +2 - (AV pg 151) +2 to Fort, Ref and Will. Property: A ranged attack against you from more than 5 squares away takes a -5 penalty to the attack roll.

Gold remaining 35gp (100 - 65 starting equipment) 
+ 46gp = 81gp
-52gp (Healing potion & Climber's kit) = 29gp
used potion
Weight 70lbs

Tracking Edit

Treasure Edit

Healing Potion Viscious Rod +1 46gp -52gp for Healing Potion & Climber's Kit Sandals of Precise Stepping Cloak of Distortion

XP Edit

840 +192 +1216 +1608

Changes Edit

Level 2

Level 3&4

  • +10 HP
  • +1 INT, +1 CHA
  • Lvl 3 Encounter: Otherwind Stride
  • Feat: Arcane Familiar (weasel - +2 to acrobatic & bluff)
  • 1/2 level bonuses increase to +2
  • Fire resistance increases to 7

Judge Comments Edit

Level 1 Edit

Approval 1 Edit

Approval from --Ozymandias79

everything seems fine, so I am gonna give my approval, one down and one to go

Approval 2 Edit

comments from covaithe:

  • If you're going to stat out warlock's curse as a power -- which is fine -- you should note that it's only 1/turn. No cursing three enemies with three minor actions. :)
  • Infernal Wrath doesn't have the Divine keyword.
  • Infernal Wrath's +1 to hit is a power bonus. That matters, since it doesn't stack with other power bonuses (such as Bless).
  • You know that a nonmagical rod has no effect, right? That's 12g you can save if you're so inclined.

Nothing serious there, but do please fix Infernal Wrath at some point. I approve Cheysuli for level 1.

Level 2 Edit

Approval 1 Edit

Approval from --renau1g


  • Languages - you've got Eladrin listed, it should be Elven
  • Infernal Wrath - Please remove "Charisma Modifier" just leave +4

Minor things so APPROVED

Approval 2 Edit

Approval from TwoHeadsBarking:


Level 4 Edit

Approval 1 Edit

Comments from TwoHeadsBarking:

  • Summary: Be sure to update Infernal Wrath to the new version.
  • Equipment: Your sandals aren't listed here.

Approval 2 Edit

Comments from ScorpiusRisk

  • Increased Ability scores from level up goes in the level column not onto your initial.
  • You still need to make the changes from THBs comments as well.

Status Edit

approved for level 1 by covaithe and Ozymandias79

approved for level 2 by renau1g and TwoHeadsBarking

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