Skill (Ability) Trained Modifier Acrobatics (Dex) +2 Arcana (Int) Yes +7 Athletics (Str) +0 Bluff (Cha) Yes +10 Diplomacy (Cha) +5 Dungeoneering (Wis) +1 Endurance (Con) +4 Heal (Wis) +1 History (Int) +2 Insight (Wis) +1 Intimidate (Cha) Yes +10 Nature (Wis) +1 Perception (Wis) +1 Religion (Int) Yes +7 Stealth (Dex) +2 Street Wise (Cha) +5 Thievery (Dex) Yes +7 Ability Check 8 -1 16 +3 12 +1 12 +1 10 +0 18 +4
Rhonnadel or Rhonna grew up with her aunt in Sandpoint. Her parents were wealthy merchants from a cosmopolitan city who died mysterious deaths while on a business trip.
She had a fairly normal childhood, growing up in Sandpoint as a bubbly young woman. Thanks to her parent's money, she and her Aunt Mathel lived comfortably and was considered well-off compared to the other residents of the town.
Five years ago, Rhonna got herself involved with a group of wayward girls. Rumors began to circulate around town. People said that one of the girls introduced the group to witchcraft and demon-worship. Some of the folks believed that Rhonna and her friends had something to do with the cathedral burning down.
The truth was shrouded in mystery. Aunt Mathel managed to save her niece from the scandal, paying off people to look the other way. Some of the girls and their families left town, others like Nualia, met their own doom in other ways.
Rhonnadel Merrid, Human Warlock Level 3
Hit Points 32
Bloodied 16
Healing Surge 8
Surges Per Day 11
Initiative +6
Action Points 1
Defenses
AC 14
Fortitude 15
Reflex 14
Will 18
Height: 5´8˝
Average Weight: 135 lb.
Ability Scores: +2 to one ability score of your choice (Charisma)
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Elf
Alignment: Good
Diety: Sehanine
Bonus At-Will Power: You know one extra at-will power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat's prerequisites.
Bonus Skill: You gain training in one additional skill from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.
CLASS TRAITS
Role: Striker. Your attack powers are highly damaging and often weaken or hamper the target in some way. You can elude attacks by flying, teleporting, or turning invisible.
Power Source: Arcane. You gain your magical power from a pact you forge with a powerful, supernatural force or an unnamed entity.
Key Abilities: Charisma, Constitution, Intelligence
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, simple ranged
Implements: Rods, wands
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: From the class skills list below, choose four trained skills at 1st level.
Class Skills: Arcana (Int), Bluff (Cha), Intimidate (Cha), Religion (Int), Thievery (Dex)
Build: Scourge warlock
Class Features: Eldritch blast, Eldritch Pact, Prime Shot, Shadow Walk, Warlock's Curse
Warlock Class Features
You have the following class features.
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.
Eldritch Pact
You have forged a pact with mysterious entities that grant you your arcane powers. Choose one of the following pacts: fey pact, infernal pact, or star pact. The pact you choose determines the following warlock abilities:
At-Will Spells: Your pact determines one of the at will spells you know.
Pact Boon: Each pact includes a pact boon. The pact boon is a granted power you can use to further hex your enemies.
The pact you take also provides bonuses to certain warlock powers. Individual powers detail the effects (if any) your Eldritch Pact selection has on them.
Star Pact
You have mastered the astrologer's art, learning the secret names of the stars and gazing into the Far Realm beyond, gaining great power thereby. You can call upon powers that madden or terrify your enemies, manipulate chance and fate, or scour your foes with icy banes and curses drawn from beyond the night sky.
Dire Radiance: You know the dire radiance at-will spell.
Fate of the Void: You have the Fate of the Void pact boon. Your curse intermingles with the lost vitality of a cursed enemy to reveal a glimpse of the future to you.
When an enemy under your Warlock's Curse is reduced to 0 hit points or fewer, you gain a +1 bonus to any single d20 roll you make during your next turn (attack roll, saving throw, skill check, or ability check). If you don't use this bonus by the end of your turn, it is lost.
This bonus is cumulative; if three cursed enemies drop to 0 hit points or fewer before your next turn, you gain a +3 bonus to a d20 roll during your turn.
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.
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.
1st–10th +1d6
11th–20th +2d6
21st–30th +3d6
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 the 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.
Warlock Powers
Your powers are also known as spells. Each power is associated with one of the three eldritch pacts, but you aren't limited to choosing powers associated with your pact. In fact, most warlocks choose at least a few powers from outside their pact to give themselves a wider range of options.
Spells of the infernal pact use your Constitution score. The dark energy you wield is inherently harmful to the mortal body, and only through sheer physical resolve and discipline can you wield it safely. Fey pact spells rely on Charisma. Your force of will and your ability to bargain with the fey is key to spells of this type. Star pact spells require you to be physically inured to the rigors of otherworldly energy (Constitution), and also ambitious and driven enough to impose your willpower on the strands of fate (Charisma).
Feats:
Durable
Benefit: Increase your number of healing surges by two.
Improved Initiative
Benefit: You gain a +4 feat bonus to initiative checks.
Toughness
Benefit: When you take this feat, you gain additional hit points.
Gear:
Armor: Leather
Weapon: Two Daggers 1d4 Dmg 1 lb. Light blade Off-hand, light thrown
Standard Items
Standard adventurer's kit 15 gp 33 lb.
Backpack (empty) 2 gp 2 lb.
Bedroll 1 sp 5 lb.
Flint and steel 1 gp —
Pouch, belt (empty) 1 gp 1/2 lb.
Rations, trail (10 days) 5 gp 10 lb.
Rope, hempen (50 ft.) 1 gp 10 lb.
Sunrods (2) 4 gp 2 lb.
Waterskin 1 gp 4 lb.
Wand 7 gp —
Score
ModifierStrength Constitution Dexterity Intelligence Wisdom Charisma
At-Will Spells
Dire Radiance Warlock (Star) Attack 1
You cause a shaft of brilliant, cold starlight to lance down from above, bathing your foe in excruciating light. The nearer he moves toward you, the brighter and more deadly the light becomes.
At-Will ✦ Arcane, Fear, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 1d6 + Constitution modifier radiant damage. If the target moves nearer to you on its next turn, it takes an extra 1d6 + Constitution modifier damage.
Increase damage and extra damage to 2d6 + Constitution modifier at 21st level.
Eldritch Blast Warlock (All) Attack 1
You fire a bolt of dark, crackling eldritch energy at your foe.
At-Will ✦ Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma or Constitution vs. Reflex
Hit: 1d10 + Charisma or Constitution modifier damage. Increase damage to 2d10 + Charisma or Constitution modifier at 21st level.
Special: At 1st level. you determine whether you use Charisma or Constitution to attack with this power. Once you make that choice, you can't change it later. 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
You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight.
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 Spells
Glow of Ulban Warlock (Star) Attack 1
You call upon Ulban, whose blue-white light pierces the mind and interrupts the instinct for self-preservation in those caught in its otherworldly glow.
Encounter ✦ Arcane, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier radiant damage.
Star Pact: If this attack hits, the target takes a –2 penalty to its next saving throw. This penalty to saving throws lasts until the end of combat.
Hands of Ihbar Warlock (Star) Attack 3
Inky black, frigid tendrils emerge as if from your foe's own body. The tendrils curl and wind around their parent so tightly that blood flow and movement are hampered.
Encounter ✦ Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d12 + Charisma modifier cold damage, and the target is slowed until the end of your next turn.
Star Pact: If the target has cold resistance, it is reduced by a number of points equal to your level (save ends).
Daily Spells
Dread Star Warlock (Star) Attack 1
You create a fist-sized orb of painful blue-white radiance that whirls around your enemy, searing him. Fierce rays shoot from it like jabbing daggers of light, fencing him in where he stands.
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 Spells
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.
Magic items:
Pact Blade +1
Warlocks favor this wickedly sharp blade.
Lvl 3 +1 680 gp
Weapon: Light Blade (usually daggers and sickles)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: This blade functions as a warlock implement, adding its enhancement bonus to attack rolls and damage rolls for warlock powers that use implements.
Property: When a creature you have cursed with your Warlock's Curse makes a melee attack against you,
deal damage to the creature equal to the pact blade's enhancement bonus.
Special: You do not gain your weapon proficiency bonus to the attack roll when using a pact blade as an implement.
Delver's Leather Armor +1
A popular armor among adventurers, it is relatively easy to make.
Lvl 3 +1 680 gp
Armor: Any
Enhancement: AC
Power (Daily): Free Action. Gain a +2 power bonus to a saving throw you just rolled; use the new result.
PC: Rhonnadel Merrid
Posted by Miguel Enrico Gonzales at 12:12 PM
Labels: player character
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