Hugh Caedmion

Bitter, Drunken Gambler


Hugh Caedmion
Level 2 Warlock – Infernal Pact (Striker)
Medium Natural Humanoid (human)

Initiative +1; Passive Senses Perception 12, Insight 17
Aura While wearing the skull mask, enemies that can see Hugh suffer a -2 penalty to saves vs. Fear effects.
HP 37; Bloodied 18
Temps 2; Damage 21
Resist 5 necrotic (while wearing skull mask)
Healing Surge 9; Surges Per Day 11; Surges Used 0
AC 14; Fortitude 17, Reflex 14, Will 14
Speed 6; Action Points 0; Benefit Points 0

Alignment Unaligned; Languages Common, Draconic
Skills Bluff +7, Insight +7, Intimidate +7 (+8, while wearing skull mask), Streetwise +7, Thievery +6
Feats Empowering Shadows (gain +1 bonus to damage rolls when you have concealment from Shadow Walk), Implement Focus (Rod), Rod Expertise (+1 rod implement attack rolls; +1 AC & Ref with a rod in hand)
Str 8 (-1/+0) Dex 10 (+0/+1) Wis 13 (+1/+2)
Con 20 (+5/+6) Int 10 (+0/+1) Cha 13 (+1/+2)
Possessions +1 vicious rod, skull mask, Dagger, Leather Armor, Empty Flask, Bottle of Wine, Backpack (bedroll, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, waterskin, ten candles, everburning torch, grappling hook, hammer), belt pouch (flint and steel, 282 gp, 3 sp, 7 cp)

Undivided Treasure: gauntlets of ogre power

Racial Traits Bonus At-Will Attack, Bonus Trained Class Skill, Bonus Feat, Defense Bonus
Class Features Eldritch blast, Eldritch Pact: Infernal (hellish rebuke, dark one’s blessing), Prime Shot (+1 attack bonus when you are closer to the target than all your allies), Shadow Walk (gain concealment TENT if you move 3 squares on your turn), warlock’s curse

Basic Attacks

Dagger (standard; at-will) ✦ Weapon +3 vs. AC; 1d4 - 1 damage.
Eldritch Blast (standard; at-will) ✦ Arcane, Implement Ranged 10; +8 vs. Reflex; 1d10 + 7 damage (plus 1d8 curse) damage.

Power Descriptions

At-Will Spells

Warlock’s Curse Warlock Curse Power
At-Will (Special)
Special: You may use this power once per turn.
Minor Action
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 turn.
A Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer.
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.

Dire Radiance Warlock Attack 1
At-WillArcane, Fear, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: +8 vs. Fortitude
Hit: 1d6 + 7 (plus 1d8 curse) radiant damage. If the target moves nearer to you before the start of your next turn, it takes an extra 1d6 + 5 damage.

Eldritch Blast Warlock Attack 1
At-WillArcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: +8 vs. Reflex
Hit: 1d10 + 7 (plus 1d8 curse) damage.
Special: This power is a Constitution based attack. It counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

Hellish Rebuke Warlock Attack 1
At-WillArcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: +8 vs. Reflex
Hit: 1d6 + 7 (plus 1d8 curse) fire damage. If you take damage before the end of your next turn, the target takes an extra 1d6 + 5 fire damage.

Dark One’s Blessing Warlock Pact Boon 1
Free Action Personal
Trigger: An enemy under your Warlock’s Curse is reduced to 0 hit points or fewer.
Effect: You immediately gain temporary hit points equal to your level (2).

Encounter Spells

Chains of Levistus Warlock Attack 1
EncounterArcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: +8 vs. Fortitude
Hit: 2d6 + 7 (plus 1d8 curse) cold damage. If the target moves before the end of your next turn, it takes 2d6 extra cold damage.
Infernal Pact: If the target moves before the end of your next turn, you also gain a +2 power bonus to your next attack roll against the target before the end of your next turn.

Ethereal Stride Warlock Utility 2
EncounterArcane, Teleportation
Move Action Personal
Effect: You can teleport 3 squares, and you gain a +2 power bonus to all defenses until the end of your next turn.

Second Wind PC Feature
Standard Action Personal
Effect: You spend a healing surge and regain 9 hit points. You gain a +2 bonus to all defenses until the start of your next turn.

Daily Spells

Tyranny of Flame Warlock Attack 1
DailyArcane, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: +8 vs. Will
Effect: You knock the target prone.
Hit: 3d6 + 7 (plus 1d8 curse) fire damage, and the target can't stand up from prone (save ends).
Infernal Pact: The target also takes a -2 penalty to saving throws against this power.
Miss: Half damage.

Magic Items

+1 Vicious Rod Level 3 Uncommon
Implement (Rod)
Enhancement: +1 attack rolls and damage rolls
Critical: +1d10 damage
Property: When you deal your Warlock’s Curse damage with this rod, you roll d8s instead of d6s.

Skull Mask Level 5 Uncommon
Item Slot: Head
Property: Enemies who can see you take a –2 penalty to saving throws against fear effects.
Property: Gain resist 5 necrotic, and a +1 item bonus to Intimidate checks.

Height: 5’10" Weight: 150 lbs. Age: 19
Eyes: Hazel Hair: Brown, Unkempt Skin: Tanned


Hugh is generally bleary-eyed with greasy, unkempt dark hair, and a five o’clock shadow. His shirt and breeches are usually wrinkled and stained with liquor, sweat, and/or blood, depending on the night. He is surrounded by the perpetual aroma of cheap wine.


In a fit of teenage pique one night, Hugh stumbled across the wrong dark alley which contained a man who was more than he seemed. After listening to the young man bitch and moan about the injustices of his life, the stranger offered him a solution to all his problems – the power to punish those who wronged him. And all this gift would cost him was something he wasn’t using anyway – his soul. Anger led Hugh to unwittingly forge a pact with this agent of hell, and he found himself the beneficiary of eldritch powers he couldn’t quite control.

Hugh went to deal with the source of his anger that night, a young noble who’d insulted and embarrassed him in front of a girl he fancied. During the confrontation, the fledgling warlock lashed out with his power and struck the offender dead. Wide-eyed, even as he felt his tormentor’s life force engulf him in a protective shield, Hugh realized with true horror just what he had done. He fled the scene of the crime and ran back to the dark alley, where the stranger waited yet.

Tears streaming down his face, he told the man that he’d made a mistake and wanted to take it all back. Alas, the stranger was unwilling to allow Hugh to renege on the exchange. When the warlock attempted to use his cursed power to force the return, the stranger vanished into shadow, leaving nothing but an echo of mocking laughter. Having murdered a noble – however accidental – in front of so many witnesses, Hugh had no recourse but to flee Southport, the city of his home and family and try making his own way in the world.

Once in Sunderland, he hit the bottle hard and spent most of his time gambling and whoring – anything to forget and escape the consequences of his rash decisions.


In a word – Abrasive. Hugh is bitter about the deal he made with infernal powers. He feels cheated, and he doesn’t mind complaining about that and anything else annoying him at any given moment.


“More wine.”
“Don’t move.”
“Stay down.”


“I want to hate you half as much as I hate myself.
You know that I could crush you with my voice.”
-Fall Out Boy
“The Pros and Cons of Breathing”


William, father
Patricia, mother
Charles, eldest brother
James, elder brother


Prelude: The Pact
Prelude: The Price
Prelude: The Priestess

Hugh’s Journal
Character Entry

Hugh Caedmion

Primordium zero