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Thraelie sheet

Oct 17th, 2011
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  1. Name [Thraelie]
  2. Level [2]
  3. Class [Warlock]
  4. Paragon [N/A]
  5. Race [Drow]
  6. Size [M]
  7. Age [20]
  8. Gender [F]
  9. Height [6'1"]
  10. Weight [130 lbs]
  11. Alignment [Chaotic Good]
  12. Deity [Eilistraee]
  13.  
  14. Total XP [1000]
  15.  
  16. Initiative =========================================================
  17. +3 (+2 Dex, +1 half level)
  18.  
  19. Ability Scores =====================================================
  20. Strength......10 (+0) (+1 bonus + half level)
  21. Constitution..18 (+4) (+5 bonus + half level)
  22.  
  23. Dexterity.....14 (+2) (+3 bonus + half level)
  24. Intelligence..14 (+2) (+3 bonus + half level)
  25.  
  26. Wisdom........13 (+1) (+2 bonus + half level)
  27. Charisma......18 (+4) (+5 bonus + half level)
  28.  
  29. Defenses ===========================================================
  30. AC 17 (10 base, +1 half level, +6 armor, +0 class, +0 misc, +0 feat)
  31. Fort 20 (10 base, +1 half level, +4 Con, +0 class, +5 misc, +0 feat)
  32. Ref 19 (10 base, +1 half level, +2 Int, +1 class, +5 misc, +0 feat)
  33. Will 21 (10 base, +1 half level, +4 Cha, +1 class, +5 misc, +0 feat)
  34.  
  35. Hit Points =========================================================
  36. Max HP 35
  37. Bloodied 18 (half HP)
  38. Surge value 9 (quarter HP)
  39. Surges/day 10
  40.  
  41. Resistances, Weaknesses, Current Effects
  42.  
  43.  
  44. Movement ===========================================================
  45. Speed 6 squares (base 6, armor -0)
  46.  
  47. Senses =============================================================
  48. Passive Insight 17 (10 base, Skill +7)
  49. Passive Perception 17 (10 base, Skill +7)
  50.  
  51. Race Features ======================================================
  52.  
  53. Fey Origin: Your ancestors were native to the Feywild,
  54. so you are considered a fey creature for the purpose
  55. of effects that relate to creature origin.
  56.  
  57. Trance: Rather than sleep, drow enter a meditative
  58. state known as trance. You need to spend 4 hours
  59. in this state to gain the same benefits other races
  60. gain from taking a 6-hour extended rest. While in
  61. a trance, you are fully aware of your surroundings
  62. and notice approaching enemies and other events as normal.
  63.  
  64. Lolthtouched: Once per encounter, you can use either
  65. the cloud of darkness power or the darkfire power.
  66.  
  67. Cloud of Darkness
  68. Encounter
  69. Minor Action Close burst 1
  70. Effect: The burst creates a cloud of darkness that remains
  71. in place until the end of your next turn. The cloud blocks
  72. line of sight, squares within it are totally obscured, and
  73. creatures entirely within it are blinded until they exit. You
  74. are immune to these effects.
  75.  
  76. Darkfire
  77. Encounter
  78. Minor Action Ranged 10
  79. Target: One creature
  80. Attack: Charisma +4 vs. Reflex
  81. Hit: Until the end of your next turn, all attacks against the
  82. target have combat advantage, and the target cannot
  83. benefit from invisibility or concealment.
  84.  
  85.  
  86.  
  87. Class/Path/Destiny Features ========================================
  88.  
  89. FEY PACT
  90. Eyebite:
  91. You know the eyebite at-will spell.
  92.  
  93. Misty Step
  94. You have the Misty Step pact boon.
  95. You instantly transform into silver mist that streams
  96. a short distance and reforms, allowing you to flee or
  97. maneuver to set up a deadly attack.
  98. When an enemy under your Warlock’s Curse is
  99. reduced to 0 hit points or fewer, you can immediately
  100. teleport 3 squares as a free action.
  101.  
  102. Prime Shot
  103. If none of your allies are nearer to your target than
  104. you are, you receive a +1 bonus to ranged attack rolls against that target.
  105.  
  106. Shadow Walk
  107. On your turn, if you move at least 3 squares away from
  108. where you started your turn, you gain concealment
  109. until the end of your next turn.
  110.  
  111. Warlock’s Curse
  112. Once per turn as a minor action, you can place a
  113. Warlock’s Curse on the enemy nearest to you that
  114. you can see. A cursed enemy is more vulnerable to
  115. your attacks. If you damage a cursed enemy, you deal
  116. extra damage. You decide whether to apply the extra
  117. damage after making the damage roll. You can deal
  118. this extra damage once per round.
  119. A Warlock’s Curse remains in effect until the end of
  120. the encounter or until the cursed enemy drops to 0 hit points or fewer.
  121. You can place a Warlock’s Curse on multiple targets
  122. over the course of an encounter; each curse requires
  123. the use of a minor action. You can’t place a Warlock’s
  124. Curse on a creature that is already affected by your or
  125. another character’s Warlock’s Curse.
  126.  
  127.  
  128. Skills =============================================================
  129. Acrobatics +3 (+3 Dex/half-level)
  130. Arcana +8 (+3 Int/half-level, +5 Trained)
  131. Athletics +1 (+1 Str/half-level)
  132. Bluff +15 (+5 Cha/half-level, +5 Trained, +5 DM Boon)
  133. Diplomacy +5 (+5 Cha/half-level)
  134. Dungeoneering +2 (+2 Wis/half-level)
  135. Endurance +5 (+5 Con/half-level)
  136. Heal +2 (+2 Wis/half-level)
  137. History +3 (+3 Int/half-level)
  138. Insight +7 (+2 Wis/half-level, +5 Trained)
  139. Intimidate +7 (+4 Cha/half-level, +2 Race)
  140. Nature +2 (+2 Wis/half-level)
  141. Perception +7 (+2 Wis/half-level, +5 Trained)
  142. Religion +3 (+3 Int/half-level)
  143. Stealth +5 (+3 Dex/half-level, +2 Race)
  144. Streetwise +5 (+5 Cha/half-level)
  145. Thievery +8 (+3 Dex/half-level, +5 Trained)
  146.  
  147. Feats ==============================================================
  148. Wand Expertise: You gain a +1 feat bonus to implement attack rolls that you make
  149. with a wand. Also, you ignore partial cover and superior cover on implement attacks
  150. you make with a wand.
  151. Cursed Advantage: Gain combat advantage against cursed enemies
  152.  
  153. DM Boons ===========================================================
  154.  
  155. Cosmic Connection:
  156. You are connected to the strange happenings effecting the world, drawn into this adventure to get to the bottom of it.
  157. 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.
  158.  
  159. True Nature:
  160. + 5 Bluff
  161.  
  162. Power Index ========================================================
  163. Check the box when the power is used.
  164. Clear the box when the power renews.
  165.  
  166. At-Will Powers
  167. Eyebite
  168. At-Will * Arcane, Charm, Implement, Psychic
  169. Standard Action Ranged 10
  170. Target: One creature
  171. Attack: Charisma vs. Will
  172. Hit: 1d6 + Charisma modifier psychic damage, and you are
  173. invisible to the target until the start of your next turn.
  174.  
  175. Eldritch Blast
  176. At-Will * Arcane, Implement
  177. Standard Action Ranged 10
  178. Target: One creature
  179. Attack: Charisma vs. Reflex
  180. Hit: 1d10 + Charisma or Constitution modifier damage.
  181. Increase damage to 2d10 + Charisma or Constitution modifier at 21st level.
  182. Special: This power counts as a ranged basic attack. When a
  183. power allows you to make a ranged basic attack, you can use this power.
  184.  
  185.  
  186. Encounter Powers
  187. Witchfire [ ]
  188. Encounter * Arcane, Fire, Implement
  189. Standard Action Ranged 10
  190. Target: One creature
  191. Attack: Charisma vs. Reflex
  192. Hit: 2d6 + Charisma modifier fire damage, and the target
  193. takes a –4 penalty to attack rolls until the end of your next turn.
  194.  
  195.  
  196. Daily powers
  197. Curse of the Dark Dream [ ]
  198. Daily * Arcane, Charm, Implement, Psychic
  199. Standard Action Ranged 10
  200. Target: One creature
  201. Attack: Charisma vs. Will
  202. Hit: 3d8 + Charisma modifier psychic damage, and you slide the target 3 squares.
  203. Sustain Minor: You slide the target 1 square, whether you hit or miss (save ends).
  204.  
  205.  
  206. Utility powers
  207. Beguiling Tongue
  208. Encounter * Arcane
  209. Minor Action Personal
  210. Effect: You gain a +5 power bonus to your next Bluff, Diplomacy, or Intimidate check during this encounter.
  211.  
  212.  
  213.  
  214. Equipment ==========================================================
  215. Adventurer's Kit
  216. Backpack (empty)
  217. Bedroll
  218. Flint and steel
  219. Pouch, belt (empty)
  220. Rations, trail (10 days)
  221. Rope, hempen (50 ft.)
  222. Sunrods x 2
  223. Waterskin
  224. Jouneybread
  225. Bolts x 100
  226. Wand
  227. Potion of Healing x 2
  228. Chainmail
  229. Bottles x 10
  230. Sickle (+3 Prof - 1d6 - Offhand)
  231. Climber’s kit
  232. Grappling hook
  233. Hammer
  234. Pitons (10)
  235. Thieves’ tools
  236. Torch x 10
  237. Tent
  238. Candle x 5
  239.  
  240. Impaling Hand Crossbow +4 - 1d6 - ranged 5/10 - load free
  241. Enhancement: Attack rolls and damage rolls
  242. Critical: +1d8 damage per plus
  243. Property: Once per round, when an attack with this weapon
  244. reduces a target to 0 hit points or fewer, you can make a
  245. ranged basic attack against another creature adjacent to
  246. the target of the first attack.
  247.  
  248. Amulet of the Unbroken +5
  249. Power (Daily * Healing): Immediate Interrupt. Use this
  250. power when you would be reduced to 0 or fewer hit
  251. points. Expend any number of healing surges and regain
  252. hit points as normal for each surge spent.
  253.  
  254.  
  255. Coins and Other Wealth =============================================
  256. 800 gold pieces
  257.  
  258. Languages Known ====================================================
  259. Common, Elven
  260.  
  261. Rituals ============================================================
  262. [name]:
  263. [effect]
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