Artemis Harks Player FourMonos
Human Hybrid: Warlord/Warlock (Unaligned) Level 4 (XP 5116)
Initiative +1
Passive Insight 10 Passive Perception 10; Senses Normal
HP 29 Bloodied 14 Surge Value 7; Surges Per-Day 7
AC 17 Fortitude 17 Reflex 18 Will 17
Speed 6 Size Medium
Str 16 (+3) Dex 10 (0) Wis 8 (-1)
Con 12 (+1) Int 14 (+2) Cha 18 (+4)
Racial Abilities Bonus Feat, Bonus Skill, Bonus At-Will, Human Defensive Bonus
Class Features Dark Pact, Warlord Leadership: Battlefront Leader, Inspiring Word, Warlock's Curse
Battack Basic Attack Eldritch Strike: Ironscar Rod +8 vs AC, 1d8+5 damage
Branged Ranged Basic Attack Handaxe +6 vs AC, 1d6+3 damage
Feats Hybrid Talent: Dark Pact Boon, Bloodied Boon, Reckless Curse
Skills Athletics +9, Bluff +10, Diplomacy +10, Endurance +5, Streetwise +5
Languages Common, Primordial
Eldritch Strike (At Will Standard Melee ✦ Arcane, Weapon)
Target: One creature
Attack: +8 vs. AC
Hit: 1d8+5 damage and Artemis can slide the target 1 (one) square.
Special: Counts as a melee basic attack
Spiteful Glamor (At Will Standard Ranged 10 ✦ Arcane, Implement, Psychic)
Target: One creature
Attack: +6 vs. Will
Hit: 1d8+5 psychic damage, or 1d12+5 damage if the target is at maximum hit points.
Darkspiral Aura (Free Action Immediate Interrupt ✦ Arcane, Psychic, Necrotic)
Trigger: An enemy under your Warlock's Curse is bloodied (due to feat) or reduced to 0 hit points or fewer, add value of 1 (one) to Darkspiral Aura.
Attack: When an enemy makes a melee or ranged attack against Artemis, he can use the Darkspiral Aura as an immediate interrupt.
Hit: 1d6 per point value of Darkspiral Aura. If damage value is less than 12, Aura is reduced to 0 (zero). If damage value is 12 or more, Artemis can cause the enemy to weakened (half damage) for the attack and the Aura value is reduced to 1 (one)
Warlock's Curse (At Will Minor )
Target: Nearest enemy that Artemis can see.
Effect: Once per round, on a successful hit, Artemis can deal an additional 1d6 damage against the cursed target.
Furious Smash (At Will Standard Melee ✦ Martial)
Target: One enemy
Attack: +7 vs. Fortitude
Hit: Deals 3 (three) damage to target, then Artemis chooses an ally adjacent to Artemis or the target. That ally gains +4 to attack and damage rolls against the target until end of their next turn.
Inspiring Word (Encounter Minor. Close Burst 5 ✦ Healing, Martial)
Target: You or one ally in burst
Effect: You can spend a healing surge and gain an additional 1d6 hit points.
Hammer and Anvil (Encounter Standard. Melee. ✦ Martial, Weapon) Martial
Target: One creature
Attack: +7 vs. Reflex
Hit: 1d8+4 damage. One ally adjacent to the target makes a melee basic attack as a free action. The ally gaines +4 to his damage roll.
Battlefront Shift (Encounter No Action Close Burst 3 ✦ Martial)
Target: You or one ally in burst
Trigger: You roll initiative
Effect: Target can shift one half his or her speed.
Aid the Injured (Encounter Standard, Melee ✦ Martial)
Target: You or one ally
Effect: Target can spend a healing surge.
Lead by Example (Daily Standard Melee ✦ Martial Weapon)
Target: One creature
Attack: +7 vs. AC
Hit: 2d8+4 damage, and your allies gain combat advantage against the target until the start of Artemis's next turn.
Miss: Two allies within 5 squares of Artemis may shift one square and make a basic attack as a free action.
Effect: Before the attack, Artemis can shift one square.
Sustaining Cloak +1 (Encounter, Free )
Effect: If a power or effect that would end if not sustained, Artemis sustains the power without using the action normally required.
Properties: +1 to Fortitude, Reflex, and Will defense
Ironscar Rod +1 (Daily* Free Action ✦ Implement, Weapon) Acid
Attack: +1 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: +1d6 Acid damage
Properties: Daily: Free. Trigger: Artemis hits an enemy with an attack using the rod. Effect: The target takes an additional 1d8 acid damage and a -2 attack roll pentalty until the end of Artemis's next turn.


Background: 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.

Description: Artemis is good looking, and he knows it. Standing over 6 feet tall, muscular in build, with light grey eyes. He always seems to be smiling and encouraging. Artemis is loud and friendly and flirts constantly with women when he can. He is very sure of himself. However, there are moments when fear and indecision sneaks in and he doubts his abilities. At those moments, he shrinks back into his former, timid self and his boyant personality diminishes. These bouts are short and infrequent.

Personality: Artemis exudes confidence, which helps his leadership on the battlefield. Secretively, we worries about the pact he made to gain these powers. Behind his mask of calm, cool bravado, Artemis is worried he doomed himself to save his men.

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

Pact: What did Artemis get himself into when he saved himself and his fellow soldiers?



Str 9 16 0 0 16 3
Con 2 12 0 0 12 1
Dex 0 10 0 0 10 0
Int 5 14 0 0 14 2
Wis 0 8 0 0 8 -1
Cha 9 16 +2 0 18 4
Totals 25   9

Defenses Edit

DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class 0/+2 dex/int 0 0 0 0 4 Leather Armor, Heavy Shield 0 0 1 17
Fortitude+3/+1str/con11001Sustaining Cloak +1001 17
Reflex0/+2dex/int110 03Heavy Shield, Sustaining Cloak +1001 18
Will-1/+4wis/cha010 01Sustaining Cloak +1001 17

Saving Throw Bonuses None.

Senses and Reactions Edit

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 0 0 0 0 0 0 0 0 1 0 1
Passive Insight -1 0 0 0 0 0 0 0 1 0 10
Passive Perception -1 0 0 0 0 0 0 0 1 0 10


--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 12 12 5 0 0 0 0 0 0 0 29 14 7

Surges per Day 7 (Class 6 + Con 1)



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


cha 00003Ironscar Rod +1018AC
Basic Ranged



Speed and Movement Edit

Speed: 6 (Race 6 - Equipment 0)

Racial Features Edit


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

Class Features Edit

Hybrid: Warlord/Warlock

  • Armor Proficiencies: Cloth, leather
  • Weapon Proficiencies: Simple melee, military melee, simple ranged
  • Implement: Rods, wands
  • +1 Fortitude, +1 Reflex
  • Battlefront Leader
  • Inspiring Word: Target can use healing surge +1d6 hit points.
  • Eldritch Strike: use Charisma for attack rolls, use as melee basic attack
  • Eldritch Pact (Dark Pact): Darkspiral Aura
  • Warlock's Curse: Minor action -- curse nearest enemy that you can see. Do additional damage to cursed target (once per round)

Feats Edit

  • Hybrid Feat: Dark Pact. Pact Boon: Darkspiral Aura [1st level]
  • Bloodied Boon: You can choose to gain your pact boon when a cursed enemy is first bloodied. If you do so, remove your curse from that enemy. [Human bonus feat]
  • Reckless Curse: Artemis gains a +1 bonus to attack rolls against creatures affected by his Warlock's curse. Creatures under his Warlock's curse also gain a +1 to attack rolls against Artemis. [2nd level]

Skills Edit

SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics00dex000-2Heavy Shield1-1
Arcana 0 2 int 0 0 0 0 0 1 3
Athletics53str02Background Benefit-2Heavy Shield19
Endurance51con000-2Heavy Shield15
Stealth00dex000-2Heavy Shield1-1
Thievery00dex000-2Heavy Shield1-1


Powers KnownEdit

  • Warlord/Warlock
    • Pact Boon
      • Darkspiral Aura: Warlock
    • At-Will - 1st Level
      • Eldritch Strike (Charisma): Warlock
      • Spiteful Glamor: Warlock
      • Furious Smash: Warlord
    • Encounter - 1st Level
      • Hammer and Anvil: Warlord
    • Daily - 1st Level
      • Lead by Example: Warlord
    • Utility
      • Aid the Injured (Warlord)
    • Other
      • Encounter
        • Battlefront Shift: Warlord
        • Inspiring Word: Warlord
        • Second Wind

Powers to Hit Edit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Eldritch Strike +4 Cha +3 Ironscar Rod +1 0 0 +1 8 AC
Spiteful Glamor +4 Cha +1 Ironscar Rod +1 0 0 +1 6 Will
Furious Smash +3 Str +3 Ironscar Rod +1 0 0 +1 7 Fort
Hammer and Anvil +3 Str +3 Ironscar Rod +1 0 0 +1 7 Reflex
Lead by Example +3 Str +3 Ironscar Rod +1 0 0 +1 7 AC

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


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



Level 2:

Level 2 Feat: Reckless Curse.

Level 2 Utility: Aid the Injured.

RETIRED 9/5/11

Wish List Edit


Ironscar Rod +2 (lvl 8)


(preferred item) Leather Armor of Dark Majesty +1 (lvl 4)


Razor Shield (lvl 2)


Bracers of Mighty Striking (lvl 2)

Bloodthirst Bracers (lvl 4)

Iron Armbands of Power (lvl 6)

Gauntlets of Arcane Might (lvl 3)

Gauntlets of Ogre Power (lvl 5)

Frostwolf Pelt (lvl 4)


Equipment Name Price Weight
Leather Armor 25gp 15lbs
Ironscar Rod +1(main hand) 680gp 2lbs
Heavy Shield (off hand) 10gp 15lbs
Handaxe 5gp 3lbs
Standard Adventurer's Kit 15gp 33lbs
Sustaining Cloak +1 520gp 0lbs

Gold Remaining 30 (100-70) starting, +58 gold= 88 gold +3gp (sold longsword)

Weight 68 lbs

Mini Stats Edit

[sblock=mini-stats][b]Atremis Harks[/b]- Male Human Hybrid: Warlord/Warlock 1 Status: Darkspiral Aura: 0 Initiative: +0, Passive perception: 9, Passive Insight: 9 AC: 16, For: 15, Ref: 16, Will: 15 HP: 24/24, Bloodied: 12, Surge value: 6, Surges/day: 7/7 Speed: 6 squares, Languages: Common, Primordial AP: 1, Second Wind: unused Powers: [COLOR=Lime]Eldritch Strike[/COLOR], [COLOR=Lime]Spiteful Glamor[/COLOR], [COLOR=Lime]Furious Smash[/COLOR], [COLOR=Lime]Darkspiral Aura[/COLOR], [COLOR=Red]Battlefront Shift[/COLOR], [COLOR=Red]Hammer and Anvil[/COLOR], [COLOR=Red]Inspiring Word[/COLOR], [COLOR=Gray]Lead by Example[/COLOR][/sblock]

Judge Comments Edit

Level 1 Edit

Approval 1 Edit

Approval from TwoHeadsBarking:


Approval 2 Edit

Approval from (Someone)


Status Edit

Approved for level 1, 0 xp

Level 2Edit

Approval 1 Edit

  • Aid the injured is a Standard Action, not No Action.
  • Any reason you chose a sustaining cloak with no sustain powers?

Minor things though, so APPROVED.


Approval 2 Edit

Approved by TwoHeadsBarking


Approved for level 2 by renau1g and TwoHeadsBarking

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