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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.
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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