Warlock - Zarlael

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    Nome: Zarlael Nvel: 3 Classe: Warlock Paragon Path:

    Raa: Eladrin Size: Med Total Exp: 2631 Epic Destiny:

    Age: 32 Gender: Masc Height: 1,80 Weight: 65 Align: C/N Deity: Lena

    Languages Known Common, Elven Action Point 0

    Atributo Score Mod Modificador + nvel

    STR 8 -1 0

    DEX 14 +2 +3

    CON 14 +2 +3

    INT 15 +2 +3

    WIS 10 0 1

    CHA 17 +3 +4

    Iniciativa Dex Nvel Misc

    +3 +2 1

    Defesa Score 10 + Nvel Armor/Abil Class Feat Enh Misc Misc

    AC 15 11 2+2

    FORT 13 11 2

    REF 14 11 2 1

    WILL 16 11 3 1 1

    Sense Score Base Skill Bonus

    Passive Insight 10 10 0Passive Perception 10 10 0

    Moviment Score Base Armor Item Misc

    Speed 6 6

    Attack Workspace

    Bonus Nvel Abil Class Prof Feat Enh Misc

    Bonus Nvel Abil Class Prof Feat Enh Misc

    Damage Workspace

    Damage Abil Feat Enh Misc Misc

    Damage Abil Feat Enh Misc Misc

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    Max HP Bloodied ( HP) Surge Value ( HP) Surges Day

    36 18 9 8

    Current HP Current Surge Uses Temporary HP

    1Second Wind (1/Encounter) Used

    Death Saving Throw Failures Failures

    Saving Throw Mods

    +5 racial bonus to saving throws against charm effects

    Resistances

    Current Conditions and Effects

    Basic AttacksAttack VS. Defense Weapon or Power Damage

    VS.

    VS.

    VS.

    VS.

    Skill Name Bonus Ability Abil Mod+ lvl Train Armor Penal Misc

    Acrobatics DEX 3

    Arcana 10 INT 3 5 n/a +2

    Athletics STR 0Bluff 9 CHA 4 5 n/a

    Diplomacy CHA 4 n/a

    Dungeoneering WIS 1 n/a

    Endurance CON 3

    Heal WIS 1 n/a

    History 10 INT 3 5 n/a +2

    Insight WIS 1 n/a

    Intimidate CHA 4 n/a

    Nature WIS 1 n/a

    Perception WIS 1 n/a

    Religion INT 3 n/a

    Stealth 8 DEX 3 5

    Streetwise CHA 4 n/a

    Thievery 8 DEX 3 5

    Race Features

    Ability Modifiers Int+2; Dex+2 | Arcana +2; History +2

    Vision: Low-light

    Eladrin Education: You gain training in one additional skill

    Eladrin Weapon Proficiency: You gain proficiency with the longsword.

    Eladrin Will: You gain a +1 racial bonus to your Will defense. In addition, you gain a +5 racial

    bonus to saving throws against charm effects.

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    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, eladrin 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.Fey Step: You can use fey step as an encounter power.

    Class / Path / Destiny Features

    Armor Proficiencies: Cloth, leather

    Weapon Proficiencies: Simple melee, simple ranged

    Implements: Rods, wands

    Bonus to Defense: +1 Reflex, +1 Will

    Fey Pact

    You have forged a bargain with ancient, amoral powers of the Feywild. Some are primitive

    earth spirits, grim and menacing; some are capricious wood, sky, or water spirits; and others

    are incarnations of seasons or natural forces who roam the faerie realm like wild gods. They

    bestow magic that ranges from feral and savage to wondrous and enchanting.

    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 Warlocks Curse is reduced to 0 hit points or fewer, you

    can immediately teleport 3 squares as a free action.

    Eldritch Blast

    All warlocks know the eldritch blast at-will power. This power can be used as a basic attack.

    You gain this power as well as another at-will power as determined by your Eldritch Pact.

    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.

    Warlocks Curse (1d6)

    Once per turn as a minor action, you can place a Warlocks 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 Warlocks 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 Warlocks Curse on multiple targets over the course of an encounter; each

    curse requires the use of a minor action. You cant place a Warlocks Curse on a creature that

    is already affected by your or another characters Warlocks Curse.

    Feats

    Improved Misty Step [Warlock]

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    Prerequisites: Int 13, warlock, fey pact

    Benefit: Your Misty Step now allows you to teleport an additional 2 squares.

    Implement Expertise (Rod)

    You gain a +1 bonus to attack rolls with any implement power you use through a rod. The

    bonus increases to +2 at 15th level and +3 at 25th level.

    At-Will Powers

    Eldritch Blast (Warlock (All) Attack 1)

    At-WillArcane, Implement

    Standard Action Ranged 10

    Target: One creatureAttack: Charisma vs. Reflex

    Hit: 1d10 + Charisma modifier damage.

    Increase damage to 2d10 + Charisma modifier at 21st level.

    This power counts as a ranged basic attack. When a power allows you to make a ranged basic

    attack, you can use this power.

    Eyebite (Warlock (Fey) Attack 1)

    At-WillArcane, 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 startof your next turn.

    Increase damage to 2d6 + Charisma modifier at 21st level.

    Encounter Powers Used

    Fey Step (Eladrin Racial Power)

    EncounterTeleportation

    Move Action Personal

    Effect: Teleport up to 5 squares (see Teleportation, page 286).

    X

    Witchfire (Warlock (Fey) Attack 1)

    EncounterArcane, Fire, Implement

    Standard Action Ranged 10

    Target: One creature

    Attack: Charisma vs. Reflex

    Hit: 2d6 + Charisma modifier fire damage, and the target takes a2 penalty to

    attack rolls until the end of your next turn.Fey Pact: The penalty to attack rolls is equal to 2 + your Intelligence modifier.

    x

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    Otherwind Stride (Warlock (Fey) Attack 3)

    EncounterArcane, Implement, Teleportation

    Standard Action Close burst 1

    Target: Each creature in burst

    Attack: Charisma vs. Fortitude

    Hit: 1d8 + Charisma modifier damage, and the target is immobilized until the end ofyour next turn.

    Effect: You teleport 5 squares.

    Fey Pact: You teleport a number of squares equal to 5 + your Intelligence modifier.

    x

    Daily Powers Used

    Dread Star (Warlock (Star) Attack 1)

    DailyArcane, Fear, Implement, RadiantStandard Action Ranged 10

    Target: One creature

    Attack: Charisma vs. Will

    Hit: 3d6 + Charisma modifier radiant damage, and the target is immobilized until the

    end of your next turn.

    Effect: The target takes a2 penalty to Will defense (save ends).

    Utility Powers Used

    Ethereal Stride (Warlock (Star) Utility 2)

    You shift your body out of phase with the world for an instant, teleporting a short

    distance. When you reappear, you are still somewhat out of phase and difficult to

    harm or hinder for a short time.

    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.

    x

    Rituals

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    Magic Items Used

    Weapon

    Weapon

    WeaponWeapon

    Armor

    Arms

    Acrobat Boots (Level 2) (520gp)

    Property: Gain a +1 item bonus to Acrobatics checks.

    Power (At-Will): Minor Action. Stand up from prone.

    Feet

    Hands

    Head

    Neck

    Ring

    RingWaist

    Basto da Corrupo +1(implemento) (+1 ataques e dano decisivo +1d6; quando o

    personagem ativa sua ddiva do pacto, em vez de obter o beneficio normal ele pode

    transferir sua Maldio do Bruxo para cada inimigo a at 5 quadrados do alvo

    original)

    Other Equipments

    Standard adventurers kit(15gp)

    Leather armor (prof +2) (25gp)Colar de Pedra Lisa

    Wand (5gp)

    Zarlael um dos poucos eladrins de Sagaria. Nasceu em Chama Distante, a maior

    cidade do continente, mas viveu a maior parte da sua vida na selva.

    Zalael herdou de seu pai o dever dado por Lena de proteger a torre do elefante, uma

    construo feita em mrmore ao norte de Chama Distante. Dizem que a torre foi criada na

    feywild e depois transferida para Sagaria.

    Raramente a torre precisa de proteo e os cinco eladrins guardies at agora foram

    suficientes para proteg-la. Os guardies no dedicam todo o seu tempo proteo da torre.Zarlael, por exemplo, costuma aventurar-se com alguns aliados pelo continente de Sagaria.

    Atualmente Ozal, clrigo de Lena, o responsvel pela defesa da torre e os demais

    podem cuidar de outros assuntos.

    Pergaminho com 4 desenhos:

    Sala de cabea para baixo

    Cara com o jarro na mo

    Cara com escudo

    Cara com orb e elemental do fogo

    Livro de Davos Aren

    40gp

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    Tumba de Kel-Eseth

    Acampamento dos mortos

    AsamiVilo

    GrinnaViloHerioClerigo de Thanatos

    SunmiRanger defensor da torre

    PheniaFilha do Irgal

    IrgalDono da Hospedaria

    ArgathMestre do Suonmi

    SuonmiAliado, Mago

    OzalClrigo defensor da torre

    EscarlateRanger defensora da torre (irm de Zarlael)

    Davos ArenMago que descobriu uma forma de colocar mana em corpos

    ArgathChefe da escavao

    Kohl

    Kel-Eseth foi um mago que cultuou a deusa da natureza.

    *Mapa com 15 pontos

    Chama Distante

    Torre do Elefante

    Tumba de Kel-Eseth

    Acampamento dos Mortos

    2 poes de cura

    1 frasco azul (com Ozal)

    Saco com diamante