Eladrin Fey Warlock 1st Lvl Build; Thoughts/Errors?

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Initiative: +1 (+1 dex)
Max Hit Points: 28hp (+5 feat)
Bloodied: 14hp
Healing: 7hp
Surges: 6
Movement: 6
Vision: Lowlight

AC: 15 (+2 armor)
Fort: 10
Ref: 14 (+1 class)
Will: 16 (+1 class, +1 race)
+5 vs charm effects

+0 Str: 10
+0 Con: 11
+1 Dex: 12 (+2 race)
+3 Int: 16 (+2 race)
-1 Wis: 8
+4 Cha: 18

SKILLS:
1 Acrobatics DEX
10 Arcana INT (+5 trnd, +2 race)
0 Athletics STR
9 Bluff CHA (+5 trnd)
9 Diplomacy CHA (+5 trnd)
0 Dungeoneering WIS
0 Endurance CON
0 Heal WIS
5 History INT (+2 race)
0 Insight WIS
9 Intimidate CHA (+5 trnd)
0 Nature WIS
0 Perception WIS
3 Religion INT
1 Stealth DEX
9 Streetwise CHA (+5 trnd)
1 Thievery DEX

Languages: Common, Elven.
Proficiencies: simple melee & ranged, cloth & leather armor, longswords, rods & wands.

Gold: 45g Silver: 0s
Equipment: 57lbs / 100lbs
-Leather Armor +2 AC, 15lbs
-Longsword, +3, 1d8 (+1 two handed), 4lbs
-SAK: 33lbs

Feats:
Toughness: +5hp in each 10 levels of play.

Race & Class Features:
-Fey Origin: You are considered a fey.
-Trance: You spend 4 hours for rest and are aware of your surroundings.
-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: 1d6
Once per turn as a minor action, you can place a warlock’s curse on the enemy nearest to you that you can see. If you damage a cursed enemy, you can deal it extra damage once this 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.
-Misty Step: When an enemy under your warlock’s curse is reduced to 0hp, you can teleport 3 squares as a free action.

AT WILL POWERS:
Eldritch Blast
Arcane, Implement
Standard Action, Ranged 10
Target: One creature
Attack: +4 (Cha) vs. Reflex
Hit: 1d10 +4 (Cha) damage.
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
Arcane, Charm, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: +4 (Cha) vs. Will
Hit: 1d6 +4 (Cha) psychic damage, and you are invisible to the target until the start of your next turn.

ENCOUNTER POWERS:
Fey Step:
Teleportation
Move Action, Personal
Effect: Teleport up to 5 squares

Witchfire:
Arcane, Fire, Implement
Standard Action, Ranged 10
Target: One creature
Attack: +4 (Cha) vs. Reflex
Hit: 2d6 +4 (Cha) fire damage, and the target takes a –5 (2+Int) penalty to attack rolls until the end of your next turn.

DAILY POWERS:
Curse of the Dark Dream
Arcane, Charm, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: +4 (Cha) vs. Will
Hit: 3d8 +4 (Cha) psychic damage, and you slide the target 3 squares.
Sustain Minor: You slide the target 1 square, whether you hit or miss (save ends).

My husband is switching our gaming night from the characters that came with the Keep on the Shadowfell to ones we made. So I'm hoping this is a nice clean starting place.
 
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Where'd ya get the Draconic, Deep Speech, and Primordial languages from? You have to take the Linguist feat to get three new languages.

Other than that, looks good!
 

Thank you. I was thinking that +3 intelligence gave me 3 more. However, that is thinking from the old system. Whoops.
 

Well the only thing I noticed was: you don't get INT bonus to languages. Your character should know Common and Elven only.
And I would give only a 16 or 17 CHA and pump CON. It gives you more HP and all the infernal spells work off CON...gives you more options :)
 

And I would give only a 16 or 17 CHA and pump CON. It gives you more HP and all the infernal spells work off CON...gives you more options

[stage whisper]Psst! It's a fey warlock![/stage whisper] The fey warlocks are all about charisma and, occasionally, Intelligence.
 

Surgoshan said:
[stage whisper]Psst! It's a fey warlock![/stage whisper] The fey warlocks are all about charisma and, occasionally, Intelligence.
Ah... but warlocks can take any warlock power, they just get a bonus for using the ones associated with their path.
 

Surgoshan said:
[stage whisper]Psst! It's a fey warlock![/stage whisper] The fey warlocks are all about charisma and, occasionally, Intelligence.
Back atcha, but you can still use con based infernal powers, if you want. Don't be a robot and follow just what the PHB recommends;)
 

True, but boosting Con when the Charisma based powers, for the most part, work better for you seems like a waste of points. I wouldn't suggest leaving it incredibly low, but there's no need to focus on it either. After all, you still have plenty of Star Pact powers to choose from if you want more variety from your Charisma based attacks.
 

mach1.9pants said:
Don't be a robot and follow just what the PHB recommends;)

Originally she was a tiefling because that +2 charisma and intelligence just looked so good for a warlock. I just couldn't play that though, their tails are weird. I can't believe Eladrin get a +2 to their dexterity instead of to their charisma, oh well. My husband keeps calling me a hippie druid. I tell him that a hippie druid would at least have some nature skill.

I think he is planning on our party coming up against a vital nature check, just so they all stair at me and he can laugh at the blank look on my face. :)
 

ZetaStriker said:
True, but boosting Con when the Charisma based powers, for the most part, work better for you seems like a waste of points. I wouldn't suggest leaving it incredibly low, but there's no need to focus on it either. After all, you still have plenty of Star Pact powers to choose from if you want more variety from your Charisma based attacks.
This. There's no reason to gimp your primary stat when there aren't enough Power choices to really need to take powers that don't depend on it. That goes for every class.
 

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