Name
Vharguk the Unbreakable
Race
Half Orc
Class
Eldritch Knight
Level
1
Alignment
True Neutral
Gender
Male
Height
201 cm
Age
26
Weight
94 kg
Eyes
Black
Languages
Common, Orcish
Hair
Black
STR
CON
DEX
INT
WIS
CHA
12
14
18
16
8
10
+1
+2
+4
+3
-1
+0
+2
+3
+5
+4
+0
+1
Armor Class
A C
15
Physical Defense
P D
14
Mental Defense
M D
12
Save Bonuses
+0
HIT POINTS
/ 27
RECOVERIES
/ 8
Recovery Roll
1d8+2
ONE UNIQUE THING
Father was an orc, mother an elf.
ICON RELATIONSHIPS
Positive: Archmage (1 point)
Conflicted: The Orc Lord (1 point)
Conflicted: The Elf Queen (1 point)
BACKGROUNDS
Harsh Orc Upbringing (2 points)
City Guard (1 point)
Special Forces forces / Magic training (2 points)
Special Forces of the Archmage (3 points)
RACIAL POWER
1
Lethal
Once per battle, reroll a melee attack and use the roll you prefer as the result
TALENTS
1
Weapon Finesse
You can use Dexterity for melee attacks with one-handed weapons in place of Strength. In addition, whenever you roll a natural even on an attack during your turn, you gain a bonus to disengage checks equal to the current escalation die until the start of your next turn..
2
Sigil Mastery
You gain one sigil of your level or lower. In addition, you can use sigils against nearby targets instead of engaged targets.
3
Talent for Magic
You can use one of your eldritch knight spell choices to choose any spell of your level or lower from the class you chose to access magic from (see Access to Magic). You only get one such equal-level class spell at a time; all others have to be purchased using the 2- level penalty in the Access to Magic class feature describe above.
CLASS FEATURES
1
Access to Magic
Choose another spellcasting character class. Starting at 3rd level, you can take a spell from that class in place of an eldritch knight spell that is 2 levels higher than it. For example, you can take a 1st level sorcerer spell in place of a 3rd level eldritch knight spell. You cannot take spells that come from class talents. You also gain the wizard cantrip Arcane Mark, and can use it at-will.
2
Warrior's Skill
You can take one fighter flexible maneuver of your level or lower in place of an eldritch knight spell. This replaces one of your existing eldritch knight spells. You can even take all the feats related to the flexible maneuver you took to reach its maximum potential.
FEATS
1
Sigils - Adventurer Feat
After each daily heal-up, choose up to two sigils that you know. Until your next daily heal-up, they become close quarters spells.
POWERS, SPELLS & SIGILS
1
Burning Sigil
Ranged Spell Close-quarters spell (see Feat 1)
Quick Action, Sigil
Target: One engaged nearby enemy (see talent 2)
Attack: Intelligence + Level (4) vs PD
Hit: 5 ongoing fire damage (save ends). Until the target saves against the spell, you can release the spell as a standard action. .
Release: The target immediately saves from the spell and takes 3d10 fire damage, and 10 ongoing fire damage (hard save ends, 16).
Miss: 5 ongoing fire damage on a miss (save ends).
2
Warding Sigil
Ranged Spell Close-quarters spell (see Feat 1)
Quick Action, Sigil
Target: You or one engaged nearby ally (see talent 2)
Effect: Target gains +2 AC until either the spell is released or the end of battle. While the spell is in effect, you can release it as a free action when the target is hit by an attack
Release: The normal benefits of this spell ends, and the target takes half damage from the attack.
3
Acid Arrow (wiz spell from talent)
Ranged Spell
Daily
Target: One nearby or far away creature
Attack: Intelligence + Level (4) vs PD
Hit: 4d10 acid damage, and 5 ongoing acid damage
Miss: 5 ongoing acid damage, and you regain the spell during your next quick rest.
4
Arcane Mark (cantrip)
The cantrip creates a magical sigil on an object or person. Wizards swear that all their arcane marks are visible to everyone, but people foolish enough to play cards with wizards should beware. (A deliberately invisible mark is a hard perception or magic check to notice.)
BASIC MELEE ATTACK
ATTACK
+5
HIT
1d6+4
MISS
1
BASIC RANGED ATTACK
ATTACK
+5
HIT
1d6+4
MISS
0
EQUIPMENT
GP: 25
Shortsword
Light Crossbow
Leather armor
MAGIC ITEMS
none
BASIC RULES
Sigils: Most of the eldritch knight's spells come in the form of sigils. Like runes, sigils grant magical effects to items and weapons. However, eldritch knight are able to release the hidden potential of their magic.
    When using a sigil, you first spend a quick action to imbue these sigils on an item or a creature. Once imbued, at any point during the encounter you can then either dismiss them as a quick action or release the true power of these sigils, usually as a standard action. Once released, you can only regain your sigil after a daily heal-up.
    Sigils normally disappear after 5 minutes or at the end of battle (whichever comes first), and can be used again later in the day if you imbue them but don’t release them. You can only have one sigil active at any given time.
    Sigils imbued on enemies can be resisted by them, and thus are usually save end sigils. Dismissing the imbued spell causes the enemy to automatically save against the effects of the sigil with no side effects.
INCREMENTAL ADVANCES
Ability Score Bonus

4th/7th/10th level
(+1 to 3 abilities)
Hit Points
Extra Magic Item
Feat
Skills (+1)
Power / Spell

Character description

Half Orc Eldritch Knight

Background story

* Fell out of a 130 foot tree when he was very young and was unharmed. Was nicknamed 'the Unbreakable'
* Was pestered in his youth for being part elven
* Joined the training of the Archmage's forces when he was 12
* Became a City Guard at 17
* Became part of the Archmage's forces at 19
* Was selected for the elite, special forces at 22