Sie sind auf Seite 1von 7

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 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

Das könnte Ihnen auch gefallen