Artemis Harks Player FourMonos
Human Hexblade Warlock (Unaligned) Level 5 (XP 6699)
Initiative +3
Passive Insight 16 Passive Perception 11; Senses Normal
HP 42 Bloodied 21 Surge Value 10; Surges Per-Day 8
AC 21 (20 bloodied) Fortitude 16 Reflex 18 Will 20
Resist 5 Cold
Speed 5 Size Medium
Str 13 (+1) Dex 13 (+1) Wis 8 (-1)
Con 10 (0) Int 16 (+3) Cha 20 (+5)
Racial Abilities Bonus Feat, Bonus Skill, Heroic Effort, Human Defensive Bonus
Class Features Star Pact Weapon: Starshadow Blade (proficiency +3, damage 1d10), Star Pact Boon: Dire Fate, Star Pact Reward (intel modifier + 2 damage)
Battack Basic Attack Resplendent Blade: +13 vs. AC, 1d10+15 damage
Branged Ranged Basic Attack Eldritch Bolt: +10 vs. reflex, 1d10+12 damage
Feats Student of Battle, Two Weapon Fighting, Two Weapon Defense, Durable, Versatile Expertise (L4W feat)
Skills Arcana +10, Athletics +9, Bluff +12, Diplomacy +7, History +10, Insight +6, Intimidate +12, Streetwise +7
Languages Common, Primordial
Resplendent Blade (At Will Standard Melee ✦ Weapon, Melee, Arcane, Implement, Radiant)
Requirement: Must use Starshadow Blade
Target: One creature
Attack: +13 vs. AC
Hit: 1d10+15 radiant damage. One enemy adjacent to target takes 3 (Intel modifier) radiant damage.
Special: Can be used as a melee basic attack
Eldritch Bolt (At Will Standard Ranged 10 ✦ Arcane, Implement, Force)
Target: One creature
Attack: +10 vs. Reflex
Hit: 1d10+12 force damage.
Special: Can be used as a ranged basic attack
Dire Fate (Free Action At Will ✦ Arcane)
Trigger: Artemis drops an enemy to 0 hit points or an enemy adjacent to Artemis drops to 0 hit points.
Effect: Artemis gains a +1 bonus to attack rolls until the end of his next turn.
Special: Artemis can only use this power once per turn.
Heroic Effort (Encounter No Action )
Trigger: Artemis misses an attack or fails a saving throw.
Effect: He gains a +4 racial bonus to the attack or saving roll.
Inspiring Word (Daily Minor Close Burst 5 ✦ Healing, Martial)
Target: You or one ally in burst
Effect: The target can spend a healing surge and gain an additional 1d6 hit points.
Wield the Warp (Encounter Standard, Melee ✦ Weapon, Melee, Arcane, Implement, Psychic, Radiant, Teleportation)
Requirement: Must use Starshadow Blade
Target: One creature
Attack: +13 vs. Fortitude
Hit: 2d10+13 psychic and radiant damage, and you teleport the target to a square adjacent to you.
Special: Artemis can use this power twice per encounter, but only once per turn.
Spectral Fade (Encounter Minor Personal ✦ Arcane, Illusion)
Effect: Artemis becomes invisible until the end of his turn.
Confusion of the Cosmos (Daily Standard Close Burst 1 ✦ Arcane, Implement, Charm, Psychic)
Target: Each enemy in burst
Attack: +10 vs. Will
Hit: 1d6+12 damage, and the target makes a melee basic attack as a free action against a creature of your choice.
Effect: If you miss every target, the power is not expended.
Special: (Renamed Mist of Madness)
Shard of Darkness (Daily Standard ✦ Arcane, Implement, Cold, Shadow)
Target: One Creature, Ranged 10
Attack: +10 vs. Fortitude
Hit: 3d10+12 cold damage, and the target is slowed (save ends).
Miss: The power is not expended.
Lesser Planar Ally (Daily Standard Melee 1 ✦ Arcane, Conjuration)
Effect: Artemis summons the Tiny spirit of a planar being in a square adjacent to him. The spirit is an invisible conjuration that lasts until dismissed (free action) or it completes its tasks, which can last no longer than one hour. You command the spirit to attempt one of the following tasks.
  • Locate an Object or Person: The spirit can locate a specific object or creature within 5 miles of Artemis that he has seen or touched. When it completes the task, the spirit returns and describes the direction, distance and location of the object or creature.
  • Explore an area: The spirit can provide a description of an area approximately 20 squares on a side, including obvious physical features. The spirit can not open doors or breach physical or magical barriers, so it cannot explore any area a Tiny creature couldn't reach. It can not notice anything that requires a Perception check to detect. When it completes the task, the spirit returns to you and telepathically a mental image of the area.
Gauntlets of Blood ( )
Properties: Artemis deals 2 (two) more damage to bloodied targets.
Bracers of Mighty Striking ( )
Special: These bracers are the shackles of the devil eventually defeated by Artemis and colleagues.
Properties: When Artemis hits with a melee basic attack, he does an additional 2 (two) damage.
Accurate Ironscar Rod +2 (* ✦ Implement, Weapon) Acid
Requirement: Superior Implement Training: Accurate Rod
Attack: +2 to attack and damage rolls
Special: The rod functions as a mace and implement. When used as a mace, add enhancement bonus to attack and damage rolls.
Critical: +2d6 Acid damage
Ironscar Rod (Daily Free ✦ Acid)
Trigger: Artemis hits an enemy with an attack using the ironscar rod.
Effect: The target takes an additional 1d8 acid damage and a -2 attack roll pentalty until the end of Artemis's next turn.
Frostwolf Pelt +1 (* ✦ Neck Item)
Effect: Enhancement: +1 Fortitude, Reflex, and Will
Properties: Artemis gains resist 5 cold
Frostwolf Pelt (Daily Immediate Reaction )
Trigger: An enemy adjacent to Artemis hits him with an attack.
Effect: The triggering enemy is knocked prone.
Agile Chain Armor +1 (Daily* ✦ Armor)
Properties: Artemis gains +1 to AC while he is not bloodied.


'Background: 'INITIAL HISTORY: Artemis Harks was born in the town of Geardagas on the island of Allaria. His father was a captain in the New Allarian League guard before he died in a border war with hobgoblins. Artemis had three older brothers, but each were older by several years. He was always considered the whelp of the family. When he came of age, Artemis joined the New Allarian League army, as his father did. As he wasn't as strong as most guards, Artemis was trained as a scout, which is why he never trained in armor heavier than leather. While he became stronger due to his training as a soldier, Artemis was not very remarkable. He was very plain appearing, quiet and not likely to stand out in a crowd, much less lead men.

Life seemed very routine for Artemis. His role as a scout kept him busy, he had yet to meet a woman to settle down and wed. His brothers had moved away due to their careers and status in the army. Artemis's primary duties involved scouting for his company, at which he wasn't very good. While the company ensued that bandits and rogues were not bothering the trade caravans between towns, and it was mostly boring work.

That was until his unit was assigned monitoring the western borders around Geardagas.

There patrol routes involved deep scouting mission west, including the areas around Hellview. Hellview, originally a silver mine where a gate to Hell was opened, was the focus of the previous war between humans, demons and devils that tore the Allarian empire apart. The night before his future changed, the company slept on the slope of the infamous Horned Hill. Everyone know the hill was associated with dark and bad things. Children were told if they were bad, that is where they would be taken. They had all heard those stories growing up. Now of course, it would be silly to believe those old tales to scare children...

What the soldiers did not know Horned Hill was a site of many demonic sacrifices during the Allarian war. During the war, with the sealing of Hellview and interrupting Hell's connection with Allaria, a powerful demon was slain on Horned Hill and his soul became bound deep within one of the silver mines within. That night, Artemis was plagued by nightmares and dark dreams. Voices called to him. He woke from his nightmares bathed in cold sweat. He spoke to no one of this, but couldn't sleep for the remainder of the night.

Artemis set out in the morning, scouting down the road while the company was awakening and putting on their gear. As he rounded a bend in the road, Artemis spotted a large group of cultists moving east. He almost didn't believe it, but the cultists were ushering undead zombies with them. He hurried back to his company, Artemis informed his sergeant of the incoming forces. Rather than report back to town, his sergeant decided to claim the glory of the moment and destroy the cultists and undead.

With a hearty charge, the sergeant lead the company forward. In his excitement, he ran ahead of his men. He was cut down immediately and viciously. His arms were torn from his body while he was screaming in agony. The morale of the company failed at once, and screaming like women and children, they ran away from the cultists.

Seeking any place to hide, the company ran up Horned Hill and into some of the silver mines. The cultists set up outside the mines, laughing at the soldiers. They would send zombies inside to drag out the guards one at a time. The company panic increased and reached a breaking point, with the men squeezing further back and back in the darkness, trying to hide from certain doom.

That is when Artemis heard the voice again. The same one from his dream the night before. It called to him, spoke to him by name. At first, he thought he imagined it. But the voice called to him. He thought he was going crazy. But the voice called to him and promised to save him. To save his company. It would give him the ability to lead his men and defeat the cultists. He would have a debt to pay, but he would live through the day.

Artemis thought of his company, his fellow soldiers, and made his decision. He told the voice he would accept the gifts it offered. He would fufill the pact someday.

And with the mental pact signed, Artemis became filled with energy. He felt taller, stronger, braver. Energy and power radiated down his arms and legs. Artemis yelled with his newfound power. It scared the men of the company senseless. But then they realized the noise came from the meager scout, who didn't appear meager any longer. With a rousing shout, Artemis lead his men forward. The soldiers rushed from their hiding spots and sliced down the zombies in the mine. They burst out of the mine entrance and fell upon the cultists, who were flat footed and ill prepared to fight soldiers. Artemis was inspiring in his leadership, coordinating the attack and supporting his troops. Within minutes, the cultists were slain to a man. The soldiers cheered and clapped Artemis and hoisted him on their shoulders.

After the fight, the soldiers appreciated how different Artemis appeared. Taller. Stronger. He was shockingly handsome and confident. And while no one was sure the color of his eyes before, now they were grey. While there were iniital celebrations regarding the soldiers happy return, soon Artemis started feeling uncomfortable and uneasy. Whispers about his new abilities and change in personality were prevelant. He also knew that he couldn't stay here in the long run. His fate had changed in a moment. Artemis knew of the Near Islands and Daunton, and that adventure and fame were a possibility there. Without telling a soul, he took passage on a ship for the port city.

RECENT HISTORY: Artemis was not surprised to find Daunton was full of adventure. Almost immediately, he helped a scholar find his missing colleague. Soon after returning to the famous (inframous?) Hanged Man Inn, Artemis helped the other 15 patrons defend the place against a gang of hobgoblins looking to extort the innkeeper.

Artemis now returns after his most grand adventure yet. Seeking a way to replace his demonic patron, Artemis pursued a ceremony to reject his dark binding. The dwarf warlock, 7 Rabbit lead the ceremony. Before it's completion, Artemis and his fellow witnesses were pulled through a portal to the caverns in which Artemis's patron lived. Through the bravery of everyone involved, the group found and defeated the dark patron. Free from the evil shadow, Artemis completed the ceremony and sealed his pact with the powers of the stars.

Description: Artemis is a good looking human. While still muscular, he is thinner now compared to previously. His height is over 6 feet tall. He has light grey eyes.

Personality: Artemis is very confident in his abilities. Artemis always seems to be smiling and encouraging, at times loud, and always friendly. He is an incorrigible flirt. Since his recent adventures, his previous episodes of uncertainty have improved. He is always the supportive and confident companion.

Family: Artemis's family still live on the island of Allaria. They have various positions in the army and N.A.L. government.

Pact: Now that Artemis defeated his dark patron, is he forever free from the darkness? Or is someone else going to seek revenge upon him for his deeds.



Str 3 13 0 0 13 1
Con 0 10 0 0 10 0
Dex 3 13 0 0 13 1
Int 7 15 0 1 16 3
Wis 0 8 0 0 8 -1
Cha 12 17 2 1 20 5
Totals 25   9

Defenses Edit

DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class 0/+3 dex/int 0 0 +1 Two Weapon Defense +7 Agile Chain Armor +1 0 0 +2 20
Fortitude+1/0str/con11001Frostwolf Pelt +100+2 16
Reflex0/+3dex/int011 Two Weapon Defense1Frostwolf Pelt +100+2 18
Will-1/+5wis/cha110 01Frostwolf Pelt +100+2 20

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 16
Passive Perception -1 0 0 0 0 0 0 0 2 0 11


--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 12 10 5 0 0 0 0 0 0 0 42 21 10

Surges per Day 8 (Class 6 + Feat (sturdy) 2)



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


cha 001Versatile Expertise5Starshadow Blade, Ironscar Rod +20213AC
Basic Ranged


cha001Versatile Expertise2Ironscar Rod +20210Reflex

Speed and Movement Edit

Speed: 5 (Race 6 - Equipment 1)

Racial Features Edit


  • +2 to ability of choice (Charisma)
  • Size: Medium
  • Languages: Common, Choice of one
  • Heroic Effort
  • Bonus Feat: 1st level
  • Bonus Skill
  • Human Defense Bonus: +1 to Will, Reflex, Fortitude defenses
  • Speed: 6

Class Features Edit

Hexblade Warlock: Star Pact

  • Armor Proficiencies: Cloth, leather, hide, chainmail
  • Weapon Proficiencies: Simple melee, military melee, simple ranged
  • Implement: Rods, wands
  • +1 Fortitude, +1 Will
  • Eldritch Bolt
  • Pact Boon: Dire Fate
  • Pact Reward: Bonus to damage rolls equal to intelligence
  • Pact Weapon: Starshadow Blade (heavy blade, +3 proficiency, 1d10 damage)
  • Level 2: Utility Power (Spectral Fade)
  • Level 3: Improved Pact Weapon (Gain 2nd use of encounter attack power per encounter)
  • Level 4: Lesser Planar Ally
  • Level 5: Improved Pact Reward (Pact Reward damage increases to Intel (3) + 2 = 5 damage)
  • Level 5: Daily Power: Shard of Darkness

Feats Edit

  • Student of Battle (Multiclass Warlord): Training in one Warlord class skill. Once per day, you can use the warlord's inspiring word power [1st level]
  • Two Weapon Fighting: While wielding a weapon in each hand, you gain a +1 bonus to damage to the damage rolls of weapon attacks that you make with melee attacks. [Human bonus feat]
  • Two Weapon Defense: While wielding a weapon in each hand, you gain +1 shield bonus to AC and Reflex.[2nd level]
  • Durable: Your healing surges increases by two [4th level]
  • Versatile Experties: Heavy Blades and Rods [L4W Bonus Feat-5th level]

Skills Edit

SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Arcana 5 3 int 0 0 0 0 0 2 10
Athletics51str02Background Benefit-1Chainmail29


Powers KnownEdit

  • Hexblade Warlock
    • At-Will - 1st Level
      • Resplendent Blade: Warlock
      • Eldritch Bolt: Warlock
    • Encounter - 1st Level
      • Wield the Warp: Warlock
    • Daily -
      • Confusion of the Cosmos: Warlock (renamed Mists of Madness)
      • Shard of Darkness: Warlock
    • Utility
      • Spectral Fade: Warlock
    • Other
      • Daily
        • Lesser Planar Ally
        • Inspiring Word: Warlord Multiclass
        • Frostwolf Pelt

Powers to Hit Edit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Resplendent Blade +5 Cha +1 Versatile Expertise +5 Starshadow Blade, Ironscar Rod +2 0 0 +2 13 AC
Eldritch Bolt +5 Cha +1 Versatile Expertise +2 Ironscar Rod +2 0 0 +2 10 Reflex
Wield the Warp +5 Cha +1 Versatile Expertise +5 Starshadow Blade, Ironscar Rod +2 0 0 +2 13 Fort
Confusion of the Cosmos +5 Cha +1 Versatile Expertise +2 Ironscar Rod +2 0 0 +2 10 Will
Shard of Darkness +5 Cha +1 Versatile Expertise +2 Ironscar Rod +2 0 0 +2 10 Fortitidue

Background Edit

Occupation Military: Artemis served in the army of the New Allarian League, serving in and around the city of Geardagas.

Background Benefit: +2 to Athletics


[Previous Adventures:

A Scholar In Need: Rewards: 732 xp, Sustaining Cloak +1, 58 gold pieces

Protection: Rewards: 891 xp, Ironscar rod +1

Artemis's Pact:

Rewards: 3493 xp, Iron Armbands of Power]

Wish List Edit



Heroe's Armor +2 (lvl 7)

Veteran's Armor +2 (lvl 7)


Boots of the Fencing Master (lvl7)

Amulet of Mental Resolve +2 (lvl 7)

Amulet of Physical Resolve +2 (lvl 7)

Choker of Eloquence +2 (lvl 8)

Iron Armbands of Power (lvl 6) - Upgrade rather than replace the current Demon Shackle's


Retired Artemis Harks: Adventure: The Kolloseaum:


Created at level 4, 3750xp

Adventure: The Kolloseaum: Team Gil's Conscience : 2949 xp, 1344gp, Accurate Ironscar Rod +2


Starting gold: Starting gold 680gp - Bracers of Mighty Striking 520 = 160gp

Additional 1344 gp = 1504 gp - 840gp (Frostwolf Pelt +1) - 100gp (2 healing potions) = 564 gp

-160gp (2 potions of fire, 2 potions of cold resistance) = 404 gp


Equipment Name Price Weight
Agile Chainmail +1 1000gp 40 lbs
Ironscar Rod +2(off hand) 680gp 2 lbs
Bracers of Mighty Striking 520gp 0 lbs
Gauntlets of Blood 840 gp 0 lbs
Frostwolf Pelt +1 840 gp 0 lbs
Potion of Healing (2) 100 gp 0 lbs
Potion of Fire Resistance (2) 80 gp 0 lbs
Potion of Cold Resistance (2) 80 gp 0 lbs
Standard Adventurer's Kit 15gp


Weight 75 lbs

Mini Stats Edit

[sblock=mini-stats][b]Atremis Harks[/b]- Male Human Hexblade 4 Status: Initiative: +3, Passive perception: 11, Passive Insight: 16&nbsp AC 21 (20): For: 15 Ref: 17 Will: 19&nbsp HP: 37/37 Bloodied: 18 Surge value: 9 Surges/day: 8 Speed: 5 squares, Languages: Common, Primordial AP: 1, Second Wind: unused Powers: Resplendent Blade, Eldritch Bolt, Dire Fate, Wield the Warp, Heroic Effort, Spectral Fade, Confusion of the Cosmos, Inspiring Word, Ironscar Rod, Lesser Planar Ally [/sblock]

Judge Comments Edit

Level 4 Edit

Approval 1 Edit

I am currently reviewing this page Karlowich


  1. You need to add catagory Requesting Approval in the bottom
  2. You need to create a sub-section in math called Tracking. Under tracking you should add two more sub-sections called xp and treasure. In which you put all your aquried gear/gold in treasure you began with and in xp create a link to the retired character along with your current xp. Therefore remove character created reference from "Changes" sub-section.
  3. No Theme - You can choose a theme if you want ( Optional )
  4. Calculated weight to be 73 by using CB
  5. Calculated remaining gold to be 145gp. Starting gold 680gp - Bracers of Mighty Striking 520 - Adventurer's Kit 15 = 145gp.
  6. Bracer's of Mighty Striking (Heroic) and Gauntlets of Blood (Heroic) both share the same item bonus +2 to damage. I am fairly sure these bonuses do not stack when prerequisite of both items are met. I just wanted to let you know. Gauntlets of Blood provide an untyped bonus, so this is fine. -WEContact
  7. In Power To Hit table, under equipment name, you should swap out Resplendent Blade with Starshadow Blade.
  8. In Math Section, under Class Features, please make a reference to which Pact Boon you have chosen.
  9. Create a At-Will power called Starshadow Blade as a Hexblade class feature power and fill out the details of your starshadow blade. This should replace your Starshadow Blade Daily in magical item powers.
  10. You need to fill-out all the details of Lesser Planar Ally daily Power, like the conjuration is invisible, tiny and etc.
  11. Athletics in summary is incorrect and needs to be updated to +9
  12. Missing "Melee Weapon" description in Resplendent Blade At-Will Power in power template. Code = " |TargetType=Melee weapon "
  13. Wield the Warp power - Missing "Weapon" after Melee in the power template TargetType.
  14. Well written backstory :).

Approval 2 Edit

Comments from BenBrown

  • Misspelled "Resplendent" in power block :)
  • Starshadow Blade doesn't need a power block (it's not a magic item), but should be listed under Class Features.
  • You seem to have added 3 to the damage of all your powers. As far as I know, bonus for melee powers should be +9 (+5 cha, +1 implement, +2 bracers, +1 feat) and for ranged powers should be +6 (+5 cha, +1 implement). Am I missing something?
  • Add "special" to Dire fate that it can only be used once per round.
  • Ironscar Rod template is a bit messy. You probably want to split it up into two items, "Ironscar Rod" and "Ironscar Rod Daily" with the first just having the "property" bits and the second the daily power.
  • Starshadow Blade doesn't need a power block (it's not a magic item), but should be listed under Class Features.
  • in "power to hit" and "basic attacks" your equipment name should be "Starshadow Blade" rather than "resplendent blade"

All corrected. Approved

Status Edit

Approved for level 4 at 3750 xp by Karlowitch and BenBrown

Judge Comments Edit

Level 5 Edit

Approval 1 Edit

Took me a while to find the stats for your Starshadow Blade, and I believe Resplendent Blade does radiant damage, but other than that you're fine.

  • Approved by --WEContact 05:44, January 24, 2012 (UTC)

Approval 2 Edit

Two minor issues, also with damage types.

  • Eldritch Bolt deals force damage.
  • Shard of Darkness deals cold damage and targets one creature.

Approved by --Dekana

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