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SummaryEdit

Girth Snowbird Player The Digger
Half Elf Warlock (unaligned) Level 5 (XP 6240)
Initiative +7
Passive Insight 19 Passive Perception 12; Senses Low light
HP 50 Bloodied 25 Surge Value 12; Surges Per-Day 10
AC 18 Fortitude 17 Reflex 16 Will 18
Speed 6, Size Medium
Str 10 (+0) Dex 12 (+1) Wis 10 (+0)
Con 18 (+4) Int 15 (+2) Cha 18 (+4)
Racial Abilities Dilettante, Dual Heritage, Group Diplomacy
Class Features Eldritch Blast, Star Pact - Dire Radiance and Fate of the Void, Prime Shot, Shadow Walk, Warlock's Curse
[1] Basic Attack Spear +5 v AC: Damage 1D8 (versatile)
[2] Ranged Basic Attack Eldritch Blast +8 vs Ref: Damage 1D10+5
Feats Improved Fate of the Void, Distant Advantage, Improved Initiative, Versatile Expertise
Skills Acrobatics +3, Arcana +4, Athletics +2, Bluff +11 (T), Diplomacy +10, Dungeoneering +2, Endurance +6, Heal +2, History +4, Insight +9 (T), Intimidate +11 (T), Nature +3, Perception +2, Religion +4, Stealth +3, Streetwise +11 (T), Thievery +3
Languages Common, Elven (Imperial dialect), Goblin
Powers
Eldritch Blast (At Will Standard Ranged 10 ✦ Arcane, Implement)
Target: One creature
Attack: +8 vs. Ref
Hit: 1d10+5 damage
Special: Constitution selected as attack attribute: This power can be used as a ranged basic attack.
Dire Radiance (At Will Standard Ranged 10 ✦ Arcane, Fear, Implement, Radiant)
Target: One creature
Attack: +8 vs. Fort
Hit: 1d6+5 Radiant damage
Special: If target moves nearer to me on its next turn it takes an extra 1D6 + 5 damage.
Dreadful Word (Encounter Standard Ranged 5 ✦ Arcane, Fear, Implement, Psychic)
Target: One creature
Attack: +8 vs. Will
Hit: 2d8+5 Psychic damage and the target takes a -3 penalty to Will defence till the end of my next turn.
Dread Star (Daily Standard Ranged 10 ✦ Arcane, Fear, Implement, Radiant)
Target: One creature
Attack: +8 vs. Will
Hit: 3d6+4 Radiant damage, and the target is immobilized until the end of my next turn
Effect: The target takes a -2 penalty to Will defense (save ends).
Scorching Burst (Encounter Standard Burst 1 within 10 ✦ Arcane, Fire, Implement)
Target: Each creature in burst
Attack: +4 vs Ref
Hit: 1D6+2 Fire damage
Frigid Darkness (Encounter Standard Ranged 10 ✦ Arcane, Implement, Cold, Fear)
Target: One creature
Attack: +8 vs. Fort
Hit: 2d8+5 cold damage, and the target grants combat advantage and takes a -2 penalty to AC until the end of Girth's next turn.
Ethereal Stride (Encounter Move Personal ✦ Arcane, Teleportation)
Target: Personal
Effect: Can Teleport 3 squares and gain +2 power bonus to all defenses till end of my next turn
Hunger of Hadar (Daily Standard Burst 1 within 10 ✦ Arcane, Implement, Necrotic, Zone)
Effect: The burst creates a zone of darkness until the end of his next turn, blocking line of sight. Creatures that enter the zone or start their turn there take 2d10+1 necrotic damage.
Sustain Minor: When you sustain the power, Girth makes a secondary attack.
Secondary Target: Each creature within the zone
Attack: +8 vs. Fortitude
Hit: 1d6+5 necrotic damage

FluffEdit

'Description:'Girth is past the first flush of youth, being in his late 20's or thereabouts. He is of medium height but below average weight. He cares little for his appearance and so his blonde hair and beard are shaggy and unkempt and his clothes are equally rough, even his leather armour being scarcely fit for purpose. His eyes are a brilliant but icy cold green although they are often concealed by his limp hanging hair.

He often appears to be talking or even singing to himself but appearances can be deceptive and he is often more aware of what is going on than seems likely. He carries a spear which he uses in part as a walking support.


Background: Girth’s mother and her family were simple farming folk of the Imperium. She was betrothed to a local villager and all the preparations had been made for the wedding when she suddenly disappeared. Despite all the searches she was nowhere to be found. When she returned, days later, her mind was sufficiently gone that she could say little of her experiences. “He us so beautiful” was one of the few things she would say before lapsing into a kind of reverie.

Gradually she regained much of her former self although she was still prone to memory lapses and nightmares. It soon became apparent that she was pregnant and she was eventually delivered of a son, a half-breed with the characteristic ears and features of the elven folk. Needless to say her proposed marriage fell through and she lived thereafter with her parents.

Over the succeeding years small details trickled out from her memory about her mysterious Elven lover - for such he had indeed been - brief details of their time together, tit-bits of description and even some indications that he may have been possessed of arcane powers, perhaps a direct cause of her mental problems.

With such a mother and such a background it was small wonder that boy grew up a little odd. His manner was changeable and you often did not know who you were meeting. One day he would be the perfect gentleman with impeccable manners and a sweet personality, the next, a hectoring bully-boy, more likely to draw a knife on you than wish you a good day.

More and more he took to wandering all over the hills and valleys around his home, often staying away for days and often to be found lying on his back staring into the sky, watching the sun and examining the shapes of the clouds; he was obviously looking for something - but for what?

As he grew older his trips out grew longer and longer and he began to prefer watching the night sky and the myriad stars therein than the bright daytime sky. Over time these stars became his boon companions as he traced their movements across the vault of the heavens. He learned the names of the heavenly bodies by listening, both to the stars themselves, but also to those of the elders who still believed in the old lores and the Old Gods.

Eventually, over a long period of watching and studying, solitary, on the high peaks, came the slow realisation that someone was calling him, someone infinitely far away whose voice, however faint at first, grew ever louder.

“Yes! I hear! Command me!”

Over the course of many nights he came to know the power and the majesty of this being. He whispered to her in the darkness that became his soul. She taught him the minor words and ways of power, the 1001 names of Man and Woman, the hidden faces of the stars - but he wanted more! He begged her on his knees. He begged for days until even his eyes wept blood…and she relented.

But his new-found allegiance did not find favour with the elders. Although Girth’s manner had changed, and he was less unpredictable, he was too open with his new powers. His people were a simple folk and such power and knowledge as was now his needed to be hidden not flaunted. There soon came a time when he was asked to leave the village and he found himself wandering the land seeking out knowledge for his Lady, for that was the price she demanded for his power. That, and the never-healing scar on his breast, directly above his heart.

As he travelled he found he could sometimes look down upon himself and see her power leaking from every pore of his body, racking it with a delightful mixture of pain and pleasure, and he could hear her voice filling him with her glory and her power. And there was something else! Something he did not yet have the power to understand…something about his father!

Then came the day he traversed the portal and found himself in the Transitive Isles. Once here he found himself laughing, crying and singing in equal measure, her voice ever ringing in his brain. Here was where he was meant to be! He had finally arrived! Here was where all his questions would be answered!

Hooks: Girth wants to find his father to know from whence he came and why he is as he is. He also wants to know more about his patron. He has a vague suspicion from his research that she may be Hekates - or perhaps not!

Kicker: Since his arrival in this place he can feel something in the air; he believes he is closer to finding his father

MathEdit

Ability ScoresEdit

Ability Cost Initial Racial Level Other Final Mod
Str 2 10 10 +0
Con 9 16 +2 18 +4
Dex 2 12 12 +1
Int 5 14 +1 15 +2
Wis 0 10 10 +0
Cha 7 15 +2 +1 18 +4
Totals 25 +11

AttacksEdit

Basic Attacks
Attack Type Attrib Attrib Type Class Class Feature Feat Feat Name Equip Equip Name Misc Misc Name Level Total vs?
Basic Melee

0

str 1 Expertise 2 Spear 2 5 AC
Basic Ranged

4

con 1 Expertise 1 Eldritch Blast 2 8 Reflex

DefensesEdit

Defenses
Defense Attrib Attrib Type Class Racial Feat Feat Name Equip Equip Name Misc Misc Name Level Total
Armor Class +1/+2 dex/int 0 2 Leather 2 Irrefutable 2 18
Fortitude +0/+4 str/con 1 Cloak 2 17
Reflex dex/int 1 1 Cloak 2 16
Will wis/cha 1 1 Cloak 2 18

Saving Throw BonusesEdit

Senses and ReactionsEdit

-- Attrib mod Class Class feature Racial Feat Feat Name Equip Equip Name Level Other Total
Initiative +1 +4 Improved Initiative 2 +7
Passive Perception 2 12
Passive Insight +2 2 +5 19

Senses: Low light

HealthEdit

-- Base Class Con Lvl after 1st Racial Feat Feat Name Equip Equip Name Other Total Blooded Surge
Hit Points 12 18 20 50 25 11

Surges per day: 10 (6 class, +4 Con)

Speed and MovementEdit

Speed: 6



Racial FeaturesEdit

  • +2 Cha, +2 Con
  • Languages: Common, Elven, choice of one other
  • +2 Diplomacy, +2 Insight
  • Dilettante: at first level can choose n at-will from a different class; can use as Encounter power
  • Dual heritage: Can use feats that have elf or human as prerequisite
  • Group diplomacy: grant allies within 10 squares a +1 racial bonus to Diplomacy



Class FeaturesEdit

  • Eldritch Blast
  • Star pact: Dire Radiance and Fate of the Void
  • Prime Shot
  • Shadow Walk
  • Warlock's Curse

FeatsEdit

  • Improved Fate of the Void, Distant Advantage, Improved Initiative

Skills and LanguagesEdit

Languages: Common, Elven (Imperial), Goblin


Skills
Skill Trained Attrib Attrib Type Racial Feat Feat Name Equip Equip Name Level Total
Acrobatics 1 dex 2 3
Arcana 2 int 2 4
Athletics 0 str 2 2
Bluff 5 4 cha 2 11
Diplomacy 4 cha 4 2 10
Dungeoneering 0 wis 2 2
Endurance 4 con 2 6
Heal 0 wis 2 2
History 2 int 2 4
Insight 5 0 wis 2 2 9
Intimidate 5 4 cha 2 11
Nature 0 wis 2 2
Perception 0 wis 2 2
Religion 2 int 2 4
Stealth 1 dex 2 3
Streetwise 5 4 cha 2 11
Thievery 1 dex 2 3


The Regional Benefit of being from the Nova Imperium is a +2 bonus to Diplomacy which has been included under racial bonuses.


PowersEdit

Power To-Hit
Attack Type Attrib Attrib Type Class Class Feature Feat Feat Name Equip Equip Name Misc Misc Name Level Total vs?
Eldritch Blast +4 Con +1 Expertise +1 Implement 0 0 2 8 Ref
Dire Radiance +4 Con +1 Expertise +1 Implement 0 0 2 8 Fort
Dreadful Word +4 Cha +1 Expertise +1 Implement 0 0 2 8 Will
Scorching Burst +2 Int +0 Implement 0 0 2 4 Ref
Frigid Darkness +4 Con +1 Expertise +1 Implement 0 0 2 8 Fort
Dread Star +4 Cha +1 Expertise +1 Implement 0 0 2 8

Will

Regional BenefitsEdit

Imperium: +2 diplomacy

EquipmentEdit

Cloak of Distortion +1

Irrefutable Leather armour +2

Resounding Sling +1

Rod of Corruption +1
Equipment Name Price Weight
Leather Armor 25 gp 15 lbs
Spear 5 gp 6 lbs
2 daggers 2 gp 2 lbs
Standard Adventurer's Kit 15gp 33lbs
Cost Weight
Cost Weight Cost Weight
Book of maps

Coins: 186gp 7sp 5cp

Encumbrance: 56lbs Normal Load: 100lbs Heavy Load: 200lbs Maximum Drag Load: 500lbs


XP recordEdit

XP gained http://www.enworld.org/forum/living-4th-edition/241554-captains-caper-dunamin-judging-28.html#post4611099

XP gained http://www.enworld.org/forum/living-4th-edition/241554-captains-caper-dunamin-judging-45.html#post4843540

XP gained http://www.enworld.org/forum/4983941-post227.html

XP gained http://www.enworld.org/forum/living-4th-edition/258774-adventure-redblades-riches-ozymandias79-judging-41.html#post5197420

Review CommentsEdit

Level 1Edit

Approval 1Edit

Approval from --Dunamin

1. Math > Abilities. Corrected initial Dex from 10 to 12, though this didn't effect the final result. OK

3. The summary uses a thrown dagger as basic ranged attack, whereas math uses eldritch blast. Please include both in the summary and math if they both will be relevant. Used Magic Missile only Eldritch Blast is fine too. ;)

4. It would be great if you could clear up some of the unused fields in the math section and simply leave blank the unused entries in the summary (that way, your sheet won't display regeneration, rituals, and so on if you don't use them). DONE (I think?)

5. Elven and Imperial are considered equivalent in the setting, so you are free to pick another language. DONE

Fascinating and very well written background! The elaboration on Girth's perception of his warlock patron is truly inspiring!

Everything sorted out, character approved.


Approval 2Edit

Comments from Covaithe.

  • I cleaned up some of the unused summary entries for you, since there were still a few around.
  • In Vampiric Embrace, I moved the +5 temp HP to the Hit text instead of Special, since having it listed under special could imply that you get the 5 HP even on a miss.
  • Likewise in Dread Star, the -2 to will defense happens on a hit or a miss, but the immobilization only happens on a hit. I fixed that.
  • I cleaned up a few wiki formatting issues, extra Attack section headers, an extra pair of curly braces doing strange things to your summary, and so forth. Nothing serious; check the history if you're curious.

There being no problems with this other than formatting, I 'approve' Girth for level 1.


Level 2Edit

Approval 1Edit

comments from covaithe

My concerns are addressed; I approve Girth for level 2.


Approval 2Edit

Approval from Lord Sessadore

Looks like you've addressed all of covaithe's concerns. I can't find any additional ones, so I approve Girth.

P.S. As an aside, may I just say that I've quite enjoyed reading all of Girth's crazy antics :)



Level 3Edit

Approval 1Edit

Comments from TwoHeadsBarking:

Removed comments that were boring. Approved.


Approval 2Edit

Approval from Dunamin

  • Math > Senses and Reactions > Initiative. Removed +4 feat bonus, thus reducing initiative from +6 to +2 (correct in Summary).
  • Summary > Powers > Frigid Darkness. Moved the Star Pact bonus under the Hit line, rather than as a separate Effect line (due to the indentation in the power description, you need to hit to gain the Star Pact bonus).



Level 4Edit

Approval 1Edit

Approval from TwoHeadsBarking:

Looks good. Approved.


Approval 2Edit

Approval from renau1g:


Level 5 Edit

Approval 1 Edit

Approval from TwoHeadsBarking:

  • Math->Attacks: You haven't included expertise in with your basic attacks.
  • Math->Health: This hasn't been updated.

Minor stuff, so approved.

Approval 2Edit

Approval from renau1g:

StatusEdit

Approved for level 5 with 6240 xp by TwoHeadsBarking and renau1g.


Retrieved from "http://www.enworld.org/wiki/index.php/L4W:PC:Girth_Snowbird_%28The_Digger%29"Categories: L4W | L4W:Approved Characters

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