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Defesa Score 10 + 1 / 2 Nivel Armor / Abil Class Prof Feat Enh Misc Misc AC 15 11 2+2 FORT 13 11 2 REF 14 11 2 1 WILL 16 11 3 1 Second 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 Attacks Attack VS. Defense Weapon or Power Damage VS. VS.
Defesa Score 10 + 1 / 2 Nivel Armor / Abil Class Prof Feat Enh Misc Misc AC 15 11 2+2 FORT 13 11 2 REF 14 11 2 1 WILL 16 11 3 1 Second 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 Attacks Attack VS. Defense Weapon or Power Damage VS. VS.
Defesa Score 10 + 1 / 2 Nivel Armor / Abil Class Prof Feat Enh Misc Misc AC 15 11 2+2 FORT 13 11 2 REF 14 11 2 1 WILL 16 11 3 1 Second 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 Attacks Attack VS. Defense Weapon or Power Damage VS. VS.
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 0 Passive 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
Max HP Bloodied ( HP) Surge Value ( HP) Surges Day 36 18 9 8 Current HP Current Surge Uses Temporary HP 1 Second 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 Attacks Attack 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 0 Bluff 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. 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] 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-Will Arcane, Implement Standard Action Ranged 10 Target: One creature Attack: 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-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. Increase damage to 2d6 + Charisma modifier at 21st level.
Encounter Powers Used Fey Step (Eladrin Racial Power) Encounter Teleportation Move Action Personal Effect: Teleport up to 5 squares (see Teleportation, page 286). X Witchfire (Warlock (Fey) Attack 1) 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 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. x Otherwind Stride (Warlock (Fey) Attack 3) Encounter Arcane, 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 of your 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) Daily Arcane, Fear, Implement, Radiant Standard 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 a 2 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. Encounter Arcane, 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
Magic Items Used Weapon Weapon Weapon Weapon 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 Ring Waist 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
Tumba de Kel-Eseth Acampamento dos mortos
Asami Vilo Grinna Vilo Herio Clerigo de Thanatos Sunmi Ranger defensor da torre Phenia Filha do Irgal Irgal Dono da Hospedaria Argath Mestre do Suonmi Suonmi Aliado, Mago Ozal Clrigo defensor da torre Escarlate Ranger defensora da torre (irm de Zarlael) Davos Aren Mago que descobriu uma forma de colocar mana em corpos Argath Chefe 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