Coloursfall

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Jul 6th, 2012
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  1. Name []
  2. Level [5]
  3. Class [Warlock]
  4. Paragon [N/A]
  5. Race [Half-Elf]
  6. Size [M]
  7. Age []
  8. Gender []
  9. Height []
  10. Weight []
  11. Alignment []
  12. Deity []
  13.  
  14. Total XP [5 500]
  15.  
  16. Initiative =========================================================
  17. +2 (+0 Dex, +2 half level)
  18.  
  19. Ability Scores =====================================================
  20. Strength......10 (+0) (+2 bonus + half level)
  21. Constitution..16 (+3) (+5 bonus + half level)
  22.  
  23. Dexterity.....11 (+0) (+2 bonus + half level)
  24. Intelligence..14 (+2) (+4 bonus + half level)
  25.  
  26. Wisdom........12 (+1) (+3 bonus + half level)
  27. Charisma......19 (+4) (+6 bonus + half level)
  28.  
  29. Defenses ===========================================================
  30. AC 10 (10 base, +2 half level, +0 armor, +0 class, +0 misc, +0 feat)
  31. Fort 10 (10 base, +2 half level, +3 Con, +0 class, +0 misc, +0 feat)
  32. Ref 10 (10 base, +2 half level, +2 Int, +1 class, +0 misc, +0 feat)
  33. Will 10 (10 base, +2 half level, +4 Cha, +1 class, +0 misc, +0 feat)
  34.  
  35. Hit Points =========================================================
  36. Max HP 48
  37. Bloodied 24 (half HP)
  38. Surge value 12 (quarter HP)
  39. Surges/day 9
  40.  
  41. Resistances, Weaknesses, Current Effects
  42.  
  43.  
  44. Movement ===========================================================
  45. Speed 6 squares (base 6, armor -0)
  46.  
  47. Senses =============================================================
  48. Passive Insight 20 (10 base, Skill +10)
  49. Passive Perception 13 (10 base, Skill +3)
  50.  
  51. Low-Light
  52.  
  53. Race Features ======================================================
  54.  
  55. Dilettante: At 1st level, you choose an at-will power from a class different from yours. You can use that power as an encounter power.
  56. Dual Heritage: You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements.
  57. Group Diplomacy: You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.
  58.  
  59.  
  60. Class/Path/Destiny Features ========================================
  61.  
  62.  
  63. Fey Pact:
  64. 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.
  65. Eyebite: You know the eyebite at-will spell.
  66. 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.
  67.  
  68. Prime Shot:
  69. 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.
  70.  
  71. Shadow Walk:
  72. 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.
  73.  
  74. Warlock’s Curse:
  75. 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
  76. 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.
  77. 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.
  78. 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
  79. Curse on a creature that is already affected by your or another character’s Warlock’s Curse.
  80.  
  81.  
  82. Skills =============================================================
  83. Acrobatics +2 (+2 Dex/half-level)
  84. Arcana +9 (+4 Int/half-level, +5 trained)
  85. Athletics +2 (+2 Str/half-level)
  86. Bluff +11 (+6 Cha/half-level, +5 trained)
  87. Diplomacy +8 (+6 Cha/half-level, +2 race)
  88. Dungeoneering +3 (+3 Wis/half-level)
  89. Endurance +5 (+5 Con/half-level)
  90. Heal +3 (+3 Wis/half-level)
  91. History +9 (+4 Int/half-level, +5 trained)
  92. Insight +10 (+3 Wis/half-level, +2 race, +5 trained)
  93. Intimidate +6 (+6 Cha/half-level)
  94. Nature +3 (+3 Wis/half-level)
  95. Perception +3 (+3 Wis/half-level)
  96. Religion +4 (+4 Int/half-level)
  97. Stealth +2 (+2 Dex/half-level)
  98. Streetwise +6 (+6 Cha/half-level)
  99. Thievery +2 (+2 Dex/half-level)
  100.  
  101. Feats ==============================================================
  102. Improved Misty Step: Pact boon grants additional 2 squares of teleport
  103. Reckless Curse: +1 to attack against cursed creatures
  104. Group Insight: Grant allies +1 to Insight and initiative
  105.  
  106.  
  107. Power Index ========================================================
  108. Check the box when the power is used.
  109. Clear the box when the power renews.
  110.  
  111. At-Will Powers
  112. Eyebite
  113. At-Will * Arcane, Charm, Implement, Psychic
  114. Standard Action Ranged 10
  115. Target: One creature
  116. Attack: Charisma vs. Will
  117. Hit: 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn.
  118. Increase damage to 2d6 + Charisma modifier at 21st level.
  119.  
  120. Eldritch Blast
  121. At-Will * Arcane, Implement
  122. Standard Action Ranged 10
  123. Target: One creature
  124. Attack: Charisma vs. Reflex
  125. Hit: 1d10 + Charisma modifier damage.
  126. Increase damage to 2d10 + Charisma modifier at 21st level.
  127. 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.
  128.  
  129.  
  130. Encounter Powers
  131. Commander's Strike [ ]
  132. Encounter * Martial, Weapon
  133. Standard Action Melee weapon
  134. Target: One creature
  135. Attack: An ally of your choice makes a melee basic attack against the target
  136. Hit: Ally’s basic attack damage + your Intelligence modifier.
  137.  
  138. Eldritch Rain [ ]
  139. Encounter * Arcane, Implement
  140. Standard Action Ranged 10
  141. Targets: One creature, or two creatures no more than 5 squares apart from each other
  142. Attack: Charisma vs. Reflex, one attack per target
  143. Hit: 1d10 + Charisma modifier damage.
  144. Fey Pact: Gain a bonus to each attack’s damage roll equal to your Intelligence modifier.
  145.  
  146. Otherwind Stride [ ]
  147. Encounter * Arcane, Implement, Teleportation
  148. Standard Action Close burst 1
  149. Target: Each creature in burst
  150. Attack: Charisma vs. Fortitude
  151. Hit: 1d8 + Charisma modifier damage, and the target is immobilized until the end of your next turn.
  152. Effect: You teleport 5 squares.
  153. Fey Pact: You teleport a number of squares equal to 5 + your Intelligence modifier.
  154.  
  155.  
  156. Daily powers
  157. Dread Star [ ]
  158. Daily * Arcane, Fear, Implement, Radiant
  159. Standard Action Ranged 10
  160. Target: One creature
  161. Attack: Charisma vs. Will
  162. Hit: 3d6 + Charisma modifier radiant damage, and the target is immobilized until the end of your next turn.
  163. Effect: The target takes a –2 penalty to Will defense (save ends).
  164.  
  165. Curse of the Bloody Fangs [ ]
  166. Daily * Arcane, Implement
  167. Standard Action Ranged 10
  168. Target: One creature
  169. Attack: Charisma vs. AC
  170. Hit: 2d10 + Charisma modifier damage.
  171. Miss: Half damage.
  172. Sustain Minor: The target and any of your enemies adjacent to it take 1d10 damage (save ends).
  173.  
  174.  
  175. Utility powers
  176. Beguiling Tongue [ ]
  177. Encounter * Arcane
  178. Minor Action Personal
  179. Effect: You gain a +5 power bonus to your next Bluff, Diplomacy, or Intimidate check during this encounter.
  180.  
  181.  
  182. Equipment ==========================================================
  183. Adventurer's Kit
  184. Jouneybread
  185. Leather Armour
  186. Everburning Torch x1
  187. Fine Clothing (3 sets)
  188. Lantern
  189. Lantern oil (5 days worth)
  190. Tent
  191.  
  192. Duelist's Dagger
  193. Enhancement: Attack rolls and damage rolls
  194. Critical: +1d6 damage per plus, or +1d8 damage per plus if you have combat advantage
  195. Power (Daily): Minor Action. You have combat advantage against the next creature you attack with this weapon on this turn.
  196.  
  197. Rod of Dark Reward +1
  198. Implement (Rod)
  199. Enhancement: Attack rolls and damage rolls
  200. Critical: +1d6 damage per plus
  201. Property: Whenever you place a Warlock’s Curse on an enemy, you gain a +1 power bonus to AC until the start of your next turn.
  202.  
  203. Circlet of Authority
  204. Property: You gain a +2 item bonus to Diplomacy checks and Intimidate checks.
  205.  
  206.  
  207. Coins and Other Wealth =============================================
  208. 3000 gold pieces
  209.  
  210. Languages Known ====================================================
  211. Common, Elven, Primordial
  212.  
  213. Rituals ============================================================
  214. N/A
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