Sterling Waters

Jul 24, 2008 01:01



Name: Sterling Waters Level: 9th Class: Warlock Paragon Path: __________ Epic Destiny: _________
Race: Dragonborn Size: Medium Age: 15 years Height: 6' 8" Weight: 320 lbs.
Alignment: Good Deity: Ioun Affiliations: Bloomfield’s Heroes Role: Striker Power Source: Arcane
Initiative: +4 Speed: 6 Level Constant (Lv / 2): +4
Max HP: 68 Bloodied: 34 Healing Surge Value: 20 Healing Surges/Day: 09

Defenses
21 : [AC] Armor Class (+2 Armor, +0 Shield, +4 LC, +3 Intelligence, +2 Enhancement)
19 : [Fort] Fortitude (+4 LC, +3 Constitution, +2 Enhancement)
20 : [Ref] Reflex (+0 Shield, +4 LC, +3 Intelligence, +2 Enhancement,+1 Warlock)
20 : [Will] Will (+4 LC, +3 Charisma, +2 Enhancement, +1 Warlock)

Ability Scores (0 + 5 + 0 + 9 + 3 + 5 = 22) (+1 Con, +1 Int @ L4, +1 Con, +1 Cha @ L8)
10 (+00) Strength
16 (+03) Constitution
10 (+00) Dexterity
17 (+03) Intelligence
13 (+01) Wisdom
17 (+03) Charisma

Senses
20 Passive Insight
15 Passive Perception
Special Senses: None

Race Features:
Ability Score Bonuses: +2 Strength, +2 Charisma
Skill Bonuses: +2 History, +2 Intimidate

Dragonborn Fury: You gain a +1 race bonus to attack rolls while bloodied.

Draconic Heritage: Your Healing Surges heal ¼ your maximum hit points + your Constitution modifier

Dragon Breath: You can use dragon breath as an encounter power.

Dragon Breath - Dragonborn Racial Feature
Encounter * Acid
Minor Action * Close blast 3 or blast 5
Targets: All creatures in area
Attack: Constitution +2 vs. Reflex
- +9 total [+4 LC, +5 Constitution modifier +2]
Hit: 1d6+1 + Constitution modifier acid damage.
Increase to +4 bonus and 2d6+2 + Constitution modifier damage at 11th level, and to +6 bonus and 3d6+3 + Constitution modifier damage at 21st level.

Languages Known [Script Used]
Common [Common]
Draconic [Iokharic]

Class Features
Eldritch Blast: All warlocks known 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.

Eldritch Pact [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 the seasons or natural forces who roam the faerie realm like wild gods. They bestow magic that rangers 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 Warlock’s Curse is reduced to 0 hit points or fewer, you can immediately teleport 5 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 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.
- As you advance in level, your extra damage increases.
- Level 01-10: +1d6 extra damage
- Level 11-20: +2d6 extra damage
- Level 21-30: +3d6 extra damage

Implements: Warlocks make use of rods and wands to help channel and direct their arcane powers. A warlock wielding a magic rod or wand can add its enhancement bonus to the attack rolls and damage rolls of warlock powers, as well as warlock paragon path powers, that have the implement keyword. Without a rod or a wand, a warlock can still use these powers, but he or she doesn’t gain the bonus provided by the magic implement.
- A pact blade, a special magic dagger, can also be used as an implement for warlock powers, as well as warlock paragon powers. These daggers are highly sought after by warlocks.

Proficiency
Weapons: Simple melee, simple ranged
Armour: Cloth, leather
Shields: None

Basic Attacks
Dagger: Strength vs. AC [ttl: +7] Damage [1d4]+0
- +7 = +4 LC, +0 Strength modifier, +3 Proficiency
- Damage = [1d4 (Dagger)] + 0 Strength modifier
Eldritch Blast: Charisma vs. Reflex [ttl: +9] Damage [1d10+2] + 3, Ranged 10
- +9 = +4 LC, +3 Charisma modifier, +2 Implement
-Damage = [1d10 (Eldritch Blast) + 2 (Bracers of the Perfect Shot)] + 3 Charisma modifier

Powers
Eldritch Blast - Warlock (All) Attack 1
At-Will * Arcane, Implement
Standard Action * Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
-+9 vs. Reflex (+4 LC, +3 Charisma modifier, +2 Implement)
Hit: 1d10+2 + Charisma modifier damage.
Increase damage to 2d10+2 + Charisma 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.

Eyebite - Warlock (Fey) Attack 1
At-Will * Arcane, Charm, Implement, Psychic
Standard Action * Ranged 10
Target: One creature
Attack: Charisma vs. Will
- +9 vs. Will (+4 LC, +3 Charisma modifier, +2 Implement)
Hit: 1d6+1 + Intelligence modifier psychic damage, and you are invisible to the target until the start of your next turn. Increase damage to 1d6+2 + Intelligence modifier at 11th level. Increase damage to 2d6+3 + Intelligence modifier at 21st level.

Witchfire - Warlock (Fey) Attack 1
Encounter * Arcane, Fire, Implement
Standard Action * Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
- +9 vs. Reflex (+4 LC, +3 Charisma modifier, +2 Implement)
Hit: 2d6 + Charisma modifier fire damage, and the target takes a -2 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.

Ray of Frost - Wizard Attack 1
Encounter * Arcane, Cold, Implement
Standard Action * Ranged 10 Target: One creature
Attack: Intelligence vs. Fortitude
- +9 vs. Reflex (+4 LC, +3 Intelligence modifier, +2 Implement)
Hit: 1d6+1 + Intelligence modifier cold damage, and the target is slowed until the end of your next turn.
Increase damage to 1d6+2 + Intelligence modifier at 11th level. Increase damage to 2d6+3 + Intelligence modifier at 21st level.

Curse of the Dark Dream - Warlock Attack 1
Daily * Arcane, Charm, Implement, Psychic
Standard Action * Ranged 10
Target: One creature
Attack: Charisma vs. Will
- +9 vs. Will (+4 LC, +3 Charisma modifier, +2 Implement)
Hit: 3d8+1 + 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).

Beguiling Tongue - Warlock Utility 2
Encounter * Arcane
Minor Action * Personal
Effect: You gain a +5 power bonus to your next Bluff, Diplomacy, or Intimidate check during this encounter.

Eldritch Rain - Warlock (Fey) Attack 3
Encounter * Arcane, Implement
Standard Action * Ranged 10
Targets: One creature, or two creatures no more than 5 squares apart from each other.
Attack: Charisma vs. Reflex, one attack per target
- +9 vs. Reflex (+4 LC, +3 Charisma modifier, +2 Implement)
Hit: 1d10+1 + Charisma modifier damage.
Fey Pact: Gain a bonus to each attack’s damage roll equal to your Intelligence modifier.

Crown of Madness - Warlock (Fey) Attack 5
Daily * Arcane, Charm, Implement, Psychic
Standard Action * Ranged 10
Target: One creature
Attack: Charisma vs. Will
- +9 vs. Will (+4 LC, +3 Charisma modifier, +2 Implement)
Hit: 2d6+1 + Charisma modifier psychic damage.
Miss: Half damage.
Sustain Minor: The target makes a basic melee attack against one of its adjacent allies of your choice (save ends).
Increase damage to 2d6+2 + Charisma modifier damage at 11th level. Increase damage to 2d6+3 + Charisma modifier at 21st level.

Fey Switch - Warlock (Fey) Utility 6
Encounter * Arcane, Teleportation
Move Action * Ranged 10
Targets: You and one willing ally
Effect: You and your ally trade spaces.

Mire the Mind - Warlock (Fey) Attack 7
Encounter * Arcane, Illusion, Implement, Psychic
Standard Action * Ranged 10
Target: One creature
Attack: Charisma vs. Will
- +9 vs. Will (+4 LC, +3 Charisma modifier, +2 Implement)
Hit: 1d10+1 + Charisma modifier psychic damage, and you and all your allies in range are invisible to the target until the end of uour next turn.
Increase damage to 1d10+2 + Charisma modifier damage at 11th level. Increase damage to 1d10+3 + Charisma modifier at 21st level.
Fey Pact: You gain a power bonus to Stealth checks equal to your Intelligence modifier until the end of the encounter.

Curse of the Black Frost - Warlock (Fey) Attack 9
Daily * Arcane, Cold, Implement
Standard Action * Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
- +9 vs. Reflex (+4 LC, +3 Charisma modifier, +2 Implement)
Hit: 2d8+1 + Charisma modifier cold damage.
Effect: If the target moves for any reason, it takes 1d8+1 cold damage (save ends). If the target saves, you cannot sustain this power.
Sustain Minor: The target takes 2d8+1 cold damage.
Increase all damage sources to +2 at 11th level, and to +3 at 21st level.

Skills * indicates a trained skill
Total = LC + St + Tr + Ra + Ft + Ot - ACP: Skill Name [Stat]
+04 = 04 + 00 + __ + __ + __ + __ - __ Acrobatics [Dex]
+12 = 04 + 03 + 05 + __ + __ + __ - NA Arcana* [Int]
+04 = 04 + 00 + __ + __ + __ + __ - __ Athletics [Str]
+12 = 04 + 03 + 05 + __ + __ + __ - NA Bluff [Cha]
+07 = 04 + 03 + __ + __ + __ + __ - NA Diplomacy [Cha]
+05 = 04 + 01 + __ + __ + __ + __ - NA Dungeoneering [Wis]
+07 = 04 + 03 + __ + __ + __ + __ - __ Endurance [Con]
+05 = 04 + 01 + __ + __ + __ + __ - NA Heal [Wis]
+14 = 04 + 03 + 05 + 02 + __ + __ - NA History [Int]
+10 = 04 + 01 + 05 + __ + __ + __ - NA Insight* [Wis]
+09 = 04 + 03 + __ + 02 + __ + __ - NA Intimidate [Cha]
+05 = 04 + 01 + __ + __ + __ + __ - NA Nature* [Wis]
+05 = 04 + 01 + __ + __ + __ + __ - NA Perception* [Wis]
+07 = 04 + 03 + __ + __ + __ + __ - NA Religion* [Int]
+04 = 04 + 00 + __ + __ + __ + __ - __ Stealth [Dex]
+12 = 04 + 03 + 05 + __ + __ + __ - NA Streetwise* [Cha]
+04 = 04 + 00 + __ + __ + __ + __ - __ Thievery [Dex]

Feats
Arcane Initiate [Multiclass Wizard]
Prerequisites: Int 13
Benefit: You gain training in the Arcana skill. - Choose a 1st level wizard at-will attack power. You can use that power once per encounter. - In addition, you can use an orb, a staff, or a wand as an implement when using a wizard power or a wizard paragon path power.

Improved Misty Step [Warlock]
Prerequisites: Int 13, warlock, fey pact
Benefit: Your Misty Step now allows you to teleport an additional 2 squares.

Enlarged Dragon Breath [Dragonborn]
Prerequisites: Dragonborn, dragon breath racial power
Benefit: When you use your dragon breath power, you can choose to make it blast 5 instead of blast 3.

Dark Fury
Prerequisites: Con 13, Wis 13
Benefit: You gain a +1 feat bonus to damage rolls whenever you use a power that has the necrotic or psychic keyword. - At 11th level, this bonus increases to +2. At 21st level, it increases to +3.

Burning Blizzard
Prerequisites: Int 13, Wis 13
Benefit: You gain a +1 feat bonus to damage rolls whenever you use a power that has the acid or cold keyword. - At 11th level, this bonus increases to +2. At 21st level, it increases to +3.

Equipment & Encumbrance
Normal Load: 100 lbs
Heavy Load: 200 lbs Requires two hands to carry, count as slowed
Maximum Drag Load: 500 lbs

Weight of Gear: 67.5 lb Weight of Coin: 0.1 lb. (# coins / 50)
Total: 67.6 lbs (Total = Gear + Coin)
Dead Weight: 224.6 lb. (Character + Total)

Deathcut Armor +2 - Level 10 Armor
Armor: Leather, Hide
Enhancement: AC
Property: Resist 5 necrotic and resist 5 poison.
Power (Daily * Necrotic): Immediate Reaction. You can use this power when an enemy hits you with a melee attack. Deal 1d10+1 + Charisma modifier necrotic damage to that enemy.

Wand of Icy Rays +2 - Level 8 Wand
Implement (Wand)
Enhancement: Attack rolls and damage rolls.
Critical: +1d6 damage per plus. [+2d6 damage]
Power (Daily * Arcane, Implement): Standard Action. As the wizard’s Icy Rays power.

- Icy Rays - Wizard Attack 3
- Daily [Item] * Arcane, Cold Implement
- Standard Action * Ranged 10
- Targets: One or two creatures
- Attack: Intelligence vs. Reflex, one attack per target
- - +9 vs. Reflex (+4 LC, +3 Intelligence modifier, +2 Implement)
- Hit: 1d10+1 + Intelligence modifier cold damage, and the target is immobilized until the end of your next turn.

Bracers of the Perfect Shot - Level 3 Arms Slot
Item Slot: Arms
Property: When you hit with a basic ranged attack, you gain a +2 item bonus to the damage roll.
Cost: 680 gp

Shadowfell Gloves - Level 6 Hands Slot
Item Slot: Hands
Power (Daily * Necrotic): Minor Action. Change the damage type dealt by the next arcane power you use to necrotic. Add 1d6+1 to the damage dealt by that power (if any).

Safewing Amulet +2 - Level 9 Neck Slot
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property: When falling, reduce the distance by 10 feet for every plus (-10 feet for +1, -20 feet for +2, and so on) for the purpose of calculating damage. You always land on your feet after a fall. [-20 feet]

2x Potion of Healing - Level 5 Potion
Potion
Power (Consumable * Healing): Minor action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.

Dagger (1 gp, 1 lb., 1d4, Prof: +3, Group: Light Blade, Properties: Off-hand, light thrown)
Standard Adventurer's Kit (15 gp, 33 lb. total)
Backpack (2 lb.)
Bedroll (5 lb.)
Flint and Steel (-)
Pouch, Belt (1/2 lb.)
Rations, trail (10 days) (10 lb.)
Rope, hempen (50 ft.) (10 lb.)
Sunrods (2) (2 lb.)
Waterskin (4 lb.)
Climber's kit (2 gp, 11 lb. total)
Grappling Hook (4 lb.)
Hammer (2 lb.)
Pitons x10 (5 lb. = 0.5 lb. each)
Sunrod (2 gp, 1 lb.)
Belt Pouch (1 gp, 0.5 lb.)

4ed, character build

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