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- Name [Thraelie]
- Level [2]
- Class [Warlock]
- Paragon [N/A]
- Race [Drow]
- Size [M]
- Age [20]
- Gender [F]
- Height [6'1"]
- Weight [130 lbs]
- Alignment [Chaotic Good]
- Deity [Eilistraee]
- Total XP [1000]
- Initiative =========================================================
- +3 (+2 Dex, +1 half level)
- Ability Scores =====================================================
- Strength......10 (+0) (+1 bonus + half level)
- Constitution..18 (+4) (+5 bonus + half level)
- Dexterity.....14 (+2) (+3 bonus + half level)
- Intelligence..14 (+2) (+3 bonus + half level)
- Wisdom........13 (+1) (+2 bonus + half level)
- Charisma......18 (+4) (+5 bonus + half level)
- Defenses ===========================================================
- AC 17 (10 base, +1 half level, +6 armor, +0 class, +0 misc, +0 feat)
- Fort 20 (10 base, +1 half level, +4 Con, +0 class, +5 misc, +0 feat)
- Ref 19 (10 base, +1 half level, +2 Int, +1 class, +5 misc, +0 feat)
- Will 21 (10 base, +1 half level, +4 Cha, +1 class, +5 misc, +0 feat)
- Hit Points =========================================================
- Max HP 35
- Bloodied 18 (half HP)
- Surge value 9 (quarter HP)
- Surges/day 10
- Resistances, Weaknesses, Current Effects
- Movement ===========================================================
- Speed 6 squares (base 6, armor -0)
- Senses =============================================================
- Passive Insight 17 (10 base, Skill +7)
- Passive Perception 17 (10 base, Skill +7)
- Race Features ======================================================
- Fey Origin: Your ancestors were native to the Feywild,
- so you are considered a fey creature for the purpose
- of effects that relate to creature origin.
- Trance: Rather than sleep, drow enter a meditative
- state known as trance. You need to spend 4 hours
- in this state to gain the same benefits other races
- gain from taking a 6-hour extended rest. While in
- a trance, you are fully aware of your surroundings
- and notice approaching enemies and other events as normal.
- Lolthtouched: Once per encounter, you can use either
- the cloud of darkness power or the darkfire power.
- Cloud of Darkness
- Encounter
- Minor Action Close burst 1
- Effect: The burst creates a cloud of darkness that remains
- in place until the end of your next turn. The cloud blocks
- line of sight, squares within it are totally obscured, and
- creatures entirely within it are blinded until they exit. You
- are immune to these effects.
- Darkfire
- Encounter
- Minor Action Ranged 10
- Target: One creature
- Attack: Charisma +4 vs. Reflex
- Hit: Until the end of your next turn, all attacks against the
- target have combat advantage, and the target cannot
- benefit from invisibility or concealment.
- Class/Path/Destiny Features ========================================
- FEY PACT
- Eyebite:
- You know the eyebite at-will spell.
- Misty Step
- You have the Misty Step pact boon.
- You instantly transform into silver mist that streams
- a short distance and reforms, allowing you to flee or
- maneuver to set up a deadly attack.
- When an enemy under your Warlock’s Curse is
- reduced to 0 hit points or fewer, you can immediately
- teleport 3 squares as a free action.
- Prime Shot
- If none of your allies are nearer to your target than
- you are, you receive a +1 bonus to ranged attack rolls against that target.
- Shadow Walk
- On your turn, if you move at least 3 squares away from
- where you started your turn, you gain concealment
- until the end of your next turn.
- Warlock’s Curse
- Once per turn as a minor action, 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 damage a cursed enemy, 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 round.
- 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.
- Skills =============================================================
- Acrobatics +3 (+3 Dex/half-level)
- Arcana +8 (+3 Int/half-level, +5 Trained)
- Athletics +1 (+1 Str/half-level)
- Bluff +15 (+5 Cha/half-level, +5 Trained, +5 DM Boon)
- Diplomacy +5 (+5 Cha/half-level)
- Dungeoneering +2 (+2 Wis/half-level)
- Endurance +5 (+5 Con/half-level)
- Heal +2 (+2 Wis/half-level)
- History +3 (+3 Int/half-level)
- Insight +7 (+2 Wis/half-level, +5 Trained)
- Intimidate +7 (+4 Cha/half-level, +2 Race)
- Nature +2 (+2 Wis/half-level)
- Perception +7 (+2 Wis/half-level, +5 Trained)
- Religion +3 (+3 Int/half-level)
- Stealth +5 (+3 Dex/half-level, +2 Race)
- Streetwise +5 (+5 Cha/half-level)
- Thievery +8 (+3 Dex/half-level, +5 Trained)
- Feats ==============================================================
- Wand Expertise: You gain a +1 feat bonus to implement attack rolls that you make
- with a wand. Also, you ignore partial cover and superior cover on implement attacks
- you make with a wand.
- Cursed Advantage: Gain combat advantage against cursed enemies
- DM Boons ===========================================================
- Cosmic Connection:
- You are connected to the strange happenings effecting the world, drawn into this adventure to get to the bottom of it.
- As fated to take a part in this journey, you are given a extra skill to be trained in to help you on your way.
- True Nature:
- + 5 Bluff
- Power Index ========================================================
- Check the box when the power is used.
- Clear the box when the power renews.
- At-Will Powers
- Eyebite
- At-Will * Arcane, Charm, Implement, Psychic
- Standard Action Ranged 10
- Target: One creature
- Attack: Charisma vs. Will
- Hit: 1d6 + Charisma modifier psychic damage, and you are
- invisible to the target until the start of your next turn.
- Eldritch Blast
- At-Will * Arcane, Implement
- Standard Action Ranged 10
- Target: One creature
- Attack: Charisma vs. Reflex
- Hit: 1d10 + Charisma or Constitution modifier damage.
- Increase damage to 2d10 + Charisma or Constitution modifier at 21st level.
- Special: This power counts as a ranged basic attack. When a
- power allows you to make a ranged basic attack, you can use this power.
- Encounter Powers
- Witchfire [ ]
- Encounter * Arcane, Fire, Implement
- Standard Action Ranged 10
- Target: One creature
- Attack: Charisma vs. Reflex
- Hit: 2d6 + Charisma modifier fire damage, and the target
- takes a –4 penalty to attack rolls until the end of your next turn.
- Daily powers
- Curse of the Dark Dream [ ]
- Daily * Arcane, Charm, Implement, Psychic
- Standard Action Ranged 10
- Target: One creature
- Attack: Charisma vs. Will
- Hit: 3d8 + Charisma modifier psychic damage, and you slide the target 3 squares.
- Sustain Minor: You slide the target 1 square, whether you hit or miss (save ends).
- Utility powers
- Beguiling Tongue
- Encounter * Arcane
- Minor Action Personal
- Effect: You gain a +5 power bonus to your next Bluff, Diplomacy, or Intimidate check during this encounter.
- Equipment ==========================================================
- Adventurer's Kit
- Backpack (empty)
- Bedroll
- Flint and steel
- Pouch, belt (empty)
- Rations, trail (10 days)
- Rope, hempen (50 ft.)
- Sunrods x 2
- Waterskin
- Jouneybread
- Bolts x 100
- Wand
- Potion of Healing x 2
- Chainmail
- Bottles x 10
- Sickle (+3 Prof - 1d6 - Offhand)
- Climber’s kit
- Grappling hook
- Hammer
- Pitons (10)
- Thieves’ tools
- Torch x 10
- Tent
- Candle x 5
- Impaling Hand Crossbow +4 - 1d6 - ranged 5/10 - load free
- Enhancement: Attack rolls and damage rolls
- Critical: +1d8 damage per plus
- Property: Once per round, when an attack with this weapon
- reduces a target to 0 hit points or fewer, you can make a
- ranged basic attack against another creature adjacent to
- the target of the first attack.
- Amulet of the Unbroken +5
- Power (Daily * Healing): Immediate Interrupt. Use this
- power when you would be reduced to 0 or fewer hit
- points. Expend any number of healing surges and regain
- hit points as normal for each surge spent.
- Coins and Other Wealth =============================================
- 800 gold pieces
- Languages Known ====================================================
- Common, Elven
- Rituals ============================================================
- [name]:
- [effect]
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