This thread is for Player Characters only so please do not post here unless it is a new pair of gladiators. If you are new to the Core Coliseum, you will find everything you need in the Rules of Sagaris. Those who visit the Core Coliseum for the first time should read the Quickstart Guide first, and if you have any questions, ask in the Tavern.
The following sample character sheet template is recommended, but not required. However, please be sure to include all the same information, including breakdowns of the various values. It's also best if you keep all the information in the same order, to make things easier on your pitlords. Do not reprint entire powers or items verbatim from the Player's Handbook; since 4th edition does not have an Open Game License, such reprinting is illegal. Summarize only enough information that the pitlord can run your fights; if the exact phrasing has to be looked up, the books will be used.
To use the sample sheet, click the button and delete the [QUOTE=MindWandererB;16354331] and
tags at the beginning and end.
"Edison didn't succeed the first time he invented Benjamin Franklin, either." Albert the Alligator, Walt Kelly's Pogo Sunday Book
The Core Coliseum: test out your 4e builds and fight to the death.
[FONT="Courier New"]Character Name Sex Race Class Level Hit Points....??......Bloodied....?? Healing Surge.??......Surges/day..?? Initiative....+?......Speed.......?
[FONT="Courier New"]Character Name Sex Race Class Level Hit Points....??......Bloodied....?? Healing Surge.??......Surges/day..?? Initiative....+?......Speed.......?
At-Will Powers: Piercing Strike dagger....+12 vs. Reflex Hit: 1d6+6 damage
Deft Strike dagger....+12 vs. AC Hit: 1d6+6 damage Special: You can move 2 squares before the attack
Encounter Powers: Torturous Strike dagger....+12 vs. AC Hit: 2d6+10 damage
Tumble Move Action Effect: You can shift a number of squares equal to half your speed.
Bait and Switch dagger....+12 vs. Will Hit: 2d6+6 damage. In addition, you switch places with the target and can then shift 1 square.
Predatory Eye Minor Action Effect: If you have combat advantage against a target, you deal +1d6 damage on the next attack you make against that target. You must apply this bonus before the end of your next turn.
Daily Powers: Easy Target Dagger....+12 vs. AC Hit: 2d6+6 damage and target is slowed and grants combat advantage to you (save ends both). Miss: Half damage, and the target grants combat advantage to you until the end of your next turn.
Deep Cut Dagger....+12 vs. Fortitude Hit: 2d6+6 damage and target gets 9 ongoing damage (save ends). Miss: Half damage, and no ongoing damage
Item Powers: Bloodcut Armor Power(Healing Surge): Minor action. While you are bloodied gain resist 10 to all damage until the end of your next turn
Ability Scores Ability....Check......... Ability....Check Scores....Modifier....... Scores....Modifier STR 19.....+4............ CON 12.....+1 DEX 19.....+4............ INT 08.....-1 WIS 10.....+0............ CHA 12.....+1
Feats Nimble Blade[sup]Lvl 1[/sup] +1 attack with light & heavy blades while having combat advantage Toughness[sup]Lvl 2[/sup] Backstabber[sup]Lvl 4[/sup]
Rogue Features First Strike Rogue Tactics(Brutal Scoundrel) Rogue Weapon Talent Sneak Attack(+2d8+4)
Racial Features +2 Str, +2 Dex Size: Medium Speed: 6 squares Languages: Common, Goblin Vision: Low-light Skill Bonuses: +2 Intimidate, +2 Stealth Oversized: You can use weapons of your size or one size larger than you as if they were your size.
At-Will Powers: Reaping Strike bastardsword....+12 vs. AC Hit: 1d10+6 damage Miss: 2 damage
Tide of Iron bastardsword....+12 vs. AC Hit: 1d10+6 damage, push the target 1 square and shift after it
Encounter Powers: Spinning Sweep bastardsword....+12 vs. AC Hit: 1d10+6 damage, and you knock the target prone
No Opening Immediate Interrupt Trigger: An enemy attacks you and has combat advantage against you Effect: cancel the combat advantage you were about to grant to the attack
Sweeping Blow Close burst 1 Target: each enemy in the burst you can see bastardsword....+14 vs. AC Hit: 1d10+6 damage
Daily Powers: Comeback Strike[Reliable] bastardsword....+12 vs. AC Hit: 2d10+6 damage and you can spend a Healing surge
Crack the Shell[Reliable] bastardsword....+12 vs. AC Hit: 2d10+6 damage and the target takes ongoing 5 damage and a -2 penalty to AC(save ends both)
Healing Word Cleric Feature Close burst 5 Minor Action Target: One ally in burst Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Item Powers: Cloak of resistance Power(Daily): Minor action. Gain resist 5 to all damage until the end of your next turn
Ability Scores Ability....Check......... Ability....Check Scores....Modifier....... Scores....Modifier STR 18.....+4............ CON 14.....+2 DEX 14.....+2............ INT 10.....+0 WIS 16.....+3............ CHA 08.....-1
Feats Initiate of the Faith[sup]lvl 1[/sup] multiclass into Cleric, trained in Religion, use Healing word 1/day Toughness[sup]lvl 2[/sup] Weapon Proficiency(bastardsword)[sup]lvl 4[/sup]
Class Features Combat Challenge Combat Superiority Fighter Weapon Talent(one-handed)
Racial Features +2 Con, +2 Wis Lowlight vision Languages: Common, Dwarven +2 Dungeoneering, +2 Endurance +5 racial bonus to saves vs poison use second wind as minor action reduce enemy push/pull/slides against you by 1 square
-- Brag used an action point, one healing surge and his bloodcut armor ability (can be refreshed with a healing surge) -- Halo used Comeback Strike, Healing Word, 2 healing surges
Prebuff: use one healing surge to refresh bloodcut armor Fight 2Show
Power & endurance win and gain 2 VP. Brag used nothing. Halo used 1 healing surge and Crack the shell
Results 1: Loss vs. Drow Hunting Party (whitebaron) 2: Victory vs. Hermes Strike (TelinArtho) 3: Victory vs. Sehanine's Stalkers (LinkN) 4: Victory vs. Charcoal Radiance (Douglas Zuver) 5: Loss vs. Sehanine's Stalkers (LinkN) 6: Victory vs. Sons of the Hunt (post_ironic) 7: Loss vs. The Duelettes (Salratol) 8: Victory vs. Bareth´kuls Minions (Salratol) 9: Loss vs. Sons of the Hunt (post_ironic) 10: Victory vs. The Duelettes (Salratol)
[FONT="Courier New"]Kage Good Male Elf Ranger 1 Hit Points....25......Bloodied....12 Healing Surge. 6......Surges/day.. 7 Initiative....+5......Speed....... 7
At-Will Powers: Nimble Strike Longbow 20/40....+7 vs. AC Standard....One Creature Hit: 1d10+6 damage Effect: Shift 1 square before or after you attack
Twin Strike Longbow 20/40....+7 vs. AC, two attacks Standard....One or Two Creatures Hit: 1d10+1 damage
Encounter Powers: Two-Fanged Strike Weapon, range, or area....+7 vs. AC, two attacks Standard....One creature Hit: 1d10+6 damage and if both hit an additional 2 damage
Elven Accuracy Free Action....Personal Effect: Reroll an attack roll. Use the second roll, even if its lower.
Daily Powers: Hunter's Bear Trap Longbow 20/40 ....+7 vs. AC Standard....One Creature Hit: 2d10+6 damage and target is slowed and takes 5 ongoing damage (save ends both) Miss: Half damage, no ongoing damage and target is slowed until the end of your next turn
Feats Bonus: Defensive Mobility (+2 AC vs Opportunity attacks) 1: Weapon Focus (Bows)
Class Features Archer Fighting Style (Bonus feat: Defensive Mobility) Hunter's Quarry (Minor;Once per turn designate Quarry, deal an extra 1d6 damage to quarry 1/round) Prime Shot (+1 to hit while closest ally to target)
Racial Features Elven Weapon Proficiency (Proficient in Longbow and shortbow) Fey Origin (Considered Fey) Group Awareness (Grant non-elf allies within 5 square +1 racial bonus to perception) Wild Step (Ignore difficult terrain when shifting) Elven Accuracy (Racial Power)
At-Will Powers: Magic Missile Range 20....+4 vs. Reflex Standard....One Creature Hit: 2d4+4 force damage Effect: Counts as a basic ranged attack
Ray of Frost Range 10....+4 vs. Fortitude Standard....One Creature Hit: 1d6+4 cold damage and the target is slowed until the end of your next turn
Thunderwave Close Blast 3....+4 vs. Fortitude Standard....Each creature in burst Hit: 1d6+4 damage and push the target 3 squares
Ghost Sound Range 10 Standard....One object or unoccupied square Effect: Creates a sound
Light Range 5 Minor....One object or unoccupied square Effect: Lights object or square and all within 4 square of it
Mage Hand Range 5 Minor Effect: Conjures a hand, manipulates up to 20 lbs, can move up to 5 squares, can exchange items in your hand Move action to move hand 5 squares, minor to manipulate, free to drop Sustain Minor: The hand persists
Prestigitation Range 2 Minor Effect: Many random non-combat effects
Encounter Powers: Icy Terrain Area burst 1 within 10....+4 vs. Reflex Standard....Each creature in burst Hit: 1d6+4 damage and target is knocked prone Effect: Area is difficult terrain until the end of your next turn, can end as minor action
Daily Powers: Sleep (Prepared) Area burst 2 within 20....+4 vs. Will Standard....Each creature in burst Hit: Target is slowed (save ends). If the target fails the first saving throw, the target falls unconscious (save ends). Miss: Target is slowed (save ends).
Freezing Cloud (Not Prepared)[b] Area burst 2 within 10....+4 vs. Fortitude Standard....Each creature in burst Hit: 1d8+4 cold damage. Miss: Half damage. Effect: Cloud lasts until end of your next turn. Creatures that enter or start in the cloud are subject to another attack.
[FONT="Courier New"]Xanian Male Elf Warlock Hit Points....28......Bloodied....14 Healing Surge.7......Surges/day..9 Initiative....+1......Speed.......7
At-Will Powers: Eldritch Blast (Con) Implement, range 10....+3 vs. Reflex Standard Action....One Creature Hit: 1d10+3 damage
Hellish Rebuke Implement, Range 10....+3 vs. Reflex Standard Action....One Creature) Hit: 1d6+3 fire damage and If you take damage before the end of you next turn, the target takes and extra 1d6+3 fire damage.
Encounter Powers: Vampiric Embrace Implement, range 5....+3 vs. Will Standard Action....One Creature) Hit: 2d8+3 necrotic damage and you gain 5 temporary hit points Effect: Infernal Pact: You gain temporary hit points equal to 5+3
Name Weapon, range, or area....+? vs. Defense (Optional: Action type....Target) Hit: ?d?+? damage and ??? Miss: ??? Effect: ???
Daily Powers: Flames of Phlegathos Implement, range 10....+3 vs. Reflex Standard Action....One Creature) Hit: 3d10+3 fire damage Effect: The Target take ongoing 5 fire damage (save ends)
Name Weapon, range, or area....+? vs. Defense (Optional: Action type....Target) Hit: ?d?+? damage and ??? Miss: ??? Effect: ???
Item Powers: Name of item Weapon, range, or area....+? vs. Defense (Optional: Action type....Target) Hit: ?d?+? damage and ??? Miss: ??? Effect: ???
Ability Scores Ability....Check......... Ability....Check Scores....Modifier....... Scores....Modifier STR 10.....+0............ CON 16.....+3 DEX 12.....+1............ INT 16.....+3 WIS 12.....+1............ CHA 12.....+1
Feats Improved Dark One's Blessing (Your Dark One's Blessing now give you 3 additional temporary hit points)
Class Features Cloth, Leather armor proficientcies Simple, Melee and Ranged proficientcies Eldritch Blast (You have Eldritch Blast as an at-will power) Eldritch Pact, Infernal (You know the Hellish rebuke at-will spell, Dark One's Blessing: When an enemy under your Warlock's curse is reduced to 0 hit points or fewer, you immediately gain tempory hit points equal to your level) Prime Shot (If none of your allies are nearer to your target then you are you gain +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. 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)
Racial Features Bow Proficientcy: (N/A) Fey Origin: (you are considered a fey creature for the purpose of effects that relate to creature origin.) Group Awareness: (You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.) Wild Step: (You ignore difficult terrain when you shift even if you have a power that allows you to shift multiple squares). Elven Accuracy: You can use elven accuracy as an encounter power. Encounter Free Action Personal Effect: Reroll an attack roll. Use the second roll, even if it’s lower.
[FONT="Courier New"]Xander Male Human Fighter Hit Points....31......Bloodied....15 Healing Surge.7......Surges/day..12 Initiative....+0......Speed.......5
At-Will Powers: Cleave Melee....+8 vs. AC Standard Action, One Creature Hit: 1d10+5 damage and an adjacent enemy takes 5 damage
Reaping Strike Melee....+8 vs. AC Standard Action, One Creature Hit: 1d10+5 damage Miss: You deal damage equal to your strength modifier
Sure Strike Melee....+10 vs. AC Standard Action, One Creature Hit: 1d10 damage
Name Weapon, range, or area....+? vs. Defense (Optional: Action type....Target) Hit: ?d?+? damage and ??? Miss: ??? Effect: ???
Encounter Powers: Steel Serpent Strike Melee....+8 vs. AC Standard Action, One Creature Hit: 2d10+5 damage and the target is slowed and cannot shift until end of your turn
Name Weapon, range, or area....+? vs. Defense (Optional: Action type....Target) Hit: ?d?+? damage and ??? Miss: ??? Effect: ???
Daily Powers: Villian's Menace Melee....+8 vs. AC Standard Action, One Creature Hit: 2d10+5 damage and you gain a +2 power bonus to attack rolls and a +4 bonus power bonus to damage rolls against the target until the end of the encounter. Miss: Gain a +1 power bonus to attack rolls and +2 power bonus to damage rolls against the target until the end of the encounter.
Name Weapon, range, or area....+? vs. Defense (Optional: Action type....Target) Hit: ?d?+? damage and ??? Miss: ??? Effect: ???
Item Powers: Name of item Weapon, range, or area....+? vs. Defense (Optional: Action type....Target) Hit: ?d?+? damage and ??? Miss: ??? Effect: ???
Ability Scores Ability....Check......... Ability....Check Scores....Modifier....... Scores....Modifier STR 18.....+4............ CON 16.....+3 DEX 16.....+3............ INT 10.....+0 WIS 10.....+0............ CHA 10.....+0
Feats Plate Armor Proficientcy Greatsword Focus (+1 to damage rolls with a Greatsword)
Class Features Simple and Military, Melee and Ranged weapon proficientcy Weapon Talent, Two-handed (+1 to attack rolls with two-handed weapons) Combat superiority (No effect, because of +0 wisdom modifier) Combat Challenge (Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt)
Attack Workspace: Ranged Basic.. Eldritch Blast +8, 1d10+8 (Range: 10) [crit:2d6+18] (+1 to-hit when no ally is nearer to the enemy) [Con-based: +2 Level, +4 Con, +2 Enh] [Cha-based: +2 Level, +2 Cha, +2 Enh] [Int-based: +2 Level, +3 Int, +2 Enh]
At-Will Attack Powers: Eldritch Blast (Warlock 1) Ranged 10....+8 vs. Reflex Hit: 1d10+8 damage. [crit:2d6+18] Special: This counts as a ranged basic attack
Hellish Rebuke (Warlock 1) Ranged 10....+8 vs. Reflex Hit: 1d6+6 fire damage, if I take damage before the end of my next turn, the target takes additional 1d6+6 fire damage. [crit:2d6+12]
Encounter Attack Powers: Vampiric Embrace (Warlock 1) Ranged 5....+8 vs. Will Hit: 2d8+6 necrotic damage, gain 8 temporary hitpoints [crit:2d6+22]
Frigid Darkness (Warlock 3) Ranged 10....+8 vs. Fortitude Hit: 2d8+6 cold damage, and the target grants combat advantage to me and my allies until the end of my next turn. [crit:2d6+22]
Ray of Frost (Half-Elf Racial) Ranged 10....+7 vs. Fortitude Hit: 1d6+5 Cold Damage, the target is slowed until the end of my next turn. [crit:2d6+11]
Scorching Burst (Arcane Initiate) Area Burst 1 within 10....+7 vs. Reflex Hit: 1d6+5 fire Damage [crit:2d6+11]
Daily Attack Powers: Armor of Agathys (Warlock 1) [used] Personal Effect: Gain 13 temporary hitpoints. Until end of encounter, every enemy starting next to me takes 1d6+4 cold damage
Avernian Eruption (Warlock 5) Area Burst 1 within 10....+8 vs. Reflex Hit: 2d10+6 fire damage. [crit:2d6+26] Effect: The targets take ongoing 5 fire damage(save ends).
Utility Powers: Ethereal Stride (Warlock 2) Move Action Effect: I can teleport 3 squares, and gain a +2 power bonus to all defenses until the end of my next turn.
Item Powers: Wand of Icy Terrain x2 Area Burst 1 within 10....+6 vs. Reflex Hit: 1d6+4 cold damage, and the target is knocked prone. [crit:1d6+10] Effect: The powers area is difficult terrain until the end of my next turn.
Ability Scores Ability....Check......... Ability....Check Scores....Modifier....... Scores....Modifier STR 10.....+2............ CON 19.....+6 DEX 10.....+2............ INT 17.....+5 WIS 09.....+1............ CHA 15.....+4 [Starting Con 16 (9), Int 16(9), Wis 9(1), Cha 13(3)] [Racial: Con+2 to 18, Cha+2 to 15] [Lvl: Con+1(4) Int+1(4)]
Feats Arcane Initiate[sup]Level 1[/sup] (Arcana Training, gain Scorching Burst, proficiency with wizard implements) Action Surge [sup]Level 2[/sup] (+3 to attacks when spending an action point) Toughness [sup]Level 4[/sup] (+5 HP/tier)
Class Features Prime Shot (+1 to hit if closest to opponent) Shadow Walk (concealment if moving 3+ squares) Warlock's Curse (minor, place curse on nearest opponent, +1d6 damage to cursed enemies) Infernal Pact(Dark One's blessing - When a cursed opponent falls to 0 or below, gain 5 temphp)
Racial Features Dilletante (gain Ray of Frost) Dual Heritage (take feats of human and elves) Group Diplomacy (as if i'd ever use that...)
Equipment: --- Amulet of Protection +1 [360 gp] Bracers of the Perfect Shot (heroic tier) [680 gp] --- Magic Wand +2 [1800 gp] 2* Wand of Icy Terrain +1 [2*680 gp] Magic Leather armor +1 [360 gp][15 lb]
At-Will Attack Powers: Sure Strike (Fighter 1) Melee Weapon....+13 vs. AC Hit: 1d10+3 damage. [crit: 2d12+13]
Tide of Iron (Fighter 1) Melee Weapon....+11 vs. AC Hit: 1d10+7 damage, optional push 1 and shift into targets square. [crit: 2d12+17]
Encounter Attack Powers: Steel Serpent Strike (Fighter 1) Melee Weapon....+11 vs. AC Hit: 2d10+7 damage and target is slowed, cannot shift until the end of my next turn. [crit: 2d12+27]
Crushing Blow (Fighter 3) Melee Weapon....+11 vs. AC Hit: 2d10+9 damage. [crit: 2d12+29]
Dragon Breath (Dragonborn Racial) Minor Action Close Blast 5....+8 vs. Reflex (STR-based) Hit: 1d6+2 cold damage [crit: 8]
Daily Powers: Villain's Menace (Fighter 1) Melee Weapon....+11 vs. AC Hit: 2d10+7 damage and gain +2 to-hit, +4 damage against that target until the end of the encounter [crit: 2d12+27] Miss: +1 to-hit, +2 damage against that target until the end of the encounter
Rain of Steel (Fighter 5) Minor Action....Stance Effect: Any enemy that starts its turn adjacent to me takes 1d10+7(battleaxe) or 1d6+6(handaxe) damage.
Utility Powers: No Opening (Fighter 2) Immediate Interrupt....An Enemy attacks with CA Effect: Cancel the combat advantage I was about to grant for the attack.
Item Powers: When an enemy scores a melee crit on me, he takes 1d10+2 damage. (razor armor)
Shield of Protection Standard Action....Personal You and an adjacent ally gain resist 10 to all damage until the end of your next turn.
Ability Scores Ability....Check......... Ability....Check Scores....Modifier....... Scores....Modifier STR 19.....+6............ CON 15.....+4 DEX 14.....+4............ INT 08.....+1 WIS 12.....+3............ CHA 13.....+3 [Starting Str 16 (9), Dex 14(5), Con 14(5), Wis 12(2), Cha 11(1)] [Racial: Str+2 to 18, Cha+2 to 13] [Lvl: Str+1(4) Con+1(4)]
Skills Acrobatics.......+2* Arcana...........+1 Athletics..(T)...+9* Bluff............+3 Diplomacy........+3 Dungeoneering....+3 Endurance..(T)...+7* Heal.....(T).....+8 History..........+3° Insight..........+3 Intimidate.......+5° Nature...........+3 Perception.......+3 Religion.........+1 Stealth..........+2* Streetwise.......+3 Thievery.........+2* * .. Including -2 Armor Penalty due to shield ° .. Including +2 Racial Bonus
Class Features Combat Challenge (mark, make immediate attack against non-compliers) Combat Superiority (+1 to AoO, stop opponents movement if hit) Fighter Weapon Talent (One-Handed - +1 to-hit)
Racial Features Dragonborn Fury (+1 to-hit when bloodied) Draconic Heritage (HS-value increased by CON-Modifier) Dragon Breath(Encounter Power)
Results Win vs. The Astral Antipodes (MindwandererB) [Their Warlock was really freaking me out.] Loss vs. Eagle Eye Twins (lonewolf) [Dual striker is just nasty in such a format...] Win vs. Hermes' Strike (TelinArtho) [Everything's under control.] Win vs. The Astral Antipodes (MindwandererB) [My demonic powers controlled the dice.] --- Loss vs. Eagle Eye Twins (lonewolf) [Dual striker is to nasty in such a format.] Win vs. Sons of the Hunt (post_ironic) [My positioning was better.] Win vs. Sehanine's Stalkers (LinkN) [He charged to eager into the fray] ????? vs. The Astral Antipodes (MindwandererB) [Currently being Re-run] ---
At-Will Powers: Eldritch Blast Warlock Attack Level 1 Standard Action, Implement, 10 Squares Constitution vs. Reflex Hit: 1d10+5 damage Hellish Rebuke Warlock (Infernal) Attack Level 1 Standard Action, Implement, 10 Squares Constitution vs. Reflex Hit: 1d6+5 damage and if Incanus is hit again before his next turn, target takes 1d6+5 damage
Encounter Powers: Name Source (e.g. class, racial) Type (attack, utility) Level Weapon, range, or area....+? vs. Defense (Optional: Action type....Target) Hit: ?d?+? damage and ??? Miss: ??? Effect: ???
Daily Powers: Name Source (e.g. class, racial) Type (attack, utility) Level Weapon, range, or area....+? vs. Defense (Optional: Action type....Target) Hit: ?d?+? damage and ??? Miss: ??? Effect: ???
Item Powers: Name of item Weapon, range, or area....+? vs. Defense (Optional: Action type....Target) Hit: ?d?+? damage and ??? Miss: ??? Effect: ???
[FONT="Courier New"]Character Name Sex Race Class Hit Points....??......Bloodied....?? Healing Surge.??......Surges/day..?? Initiative....+?......Speed.......?
At-Will Powers: Ray of Frost Standard: Arcane, Cold, Implement Range 10....+4 vs. Fort Hit: 1d6+4 damage and Slow target till end of next turn
Scorching Burst Standard: Arcane, Fire, Implement Area Burst 1 (range 10)....+4 vs. Rflx Hit: 1d6+4 damage
Encounter Powers: Icy Terrain Standard: Arcane, Cold, Implement Area Burst 1 (range 10)....+4 vs. Rflx Hit: 1d6+4 damage and knock target prone Effect: Area is difficult terrain till end of next turn
Shadow Jaunt (Racial) Move: Teleport Effect: Teleport 3 squares and become insubstantial till start of next turn
Daily Powers: Sleep Standard: Arcane, Sleep, Implement Area Burst 2 (range 20)....+4 vs. Will Hit: Slow (save ends) Failed save -> Unconscious (save ends) Miss: Slow (save ends)
Healing Word Minor: Divine, Healing Close Burst 5 Effect: Self or Target ally spends healing surge and gains value +1d6
At-Will Powers: Dire Radiance Standard: Arcane, Fear, Radiant, Implement Range 10....+3 vs. Fort Hit: 1d6+3 damage Effect: If Target moves closer on next turn, it takes 1d6+2
Eldritch Blast Standard: Arcane, Implement Range 10....+4 vs. Rflx Hit: 1d10+4 damage
Encounter Powers: Dreadful Word Standard: Arcane, Fear, Psychic, Implement Range 5....+5 vs. Will Hit: 2d8+5 damage and -4 to will defense till end of next turn
Infernal Wrath Minor Effect: +1 to attack roll vs target hit last turn, Add Cha mod to damage
Daily Powers: Dread Star Standard: Arcane, Fear, Radiant, Implement Range 10....+5 vs. Will Hit: 3d6+5 damage and target is immobilized till end of next turn Effect: Target takes -2 to will saves (save ends)
Feats Hellfire Blood (+1 Atk/Dmg: Fear or Fire effects: included)
Class Features Star Pact - +1 to any d20 roll when a cursed target is reduced to 0 Prime shot (+1 if closest to target) Shadow Walk (move 3 squares gain concealment) Warlocks Curse (+1d6)
Racial Features Infernal Wrath - Encounter +2 Int, +2 Cha Low Light vision +1 to attack vs Bloodied Resist fire (5) +2 Bluff, Stealth
At-Will Powers: 1)Lance of Faith (*Divine, Implement, Radiant)[+4 vs Reflex](Range 5)(Standard Action) Effect: 1d8+4 radiant damage, and one ally you can see gains +2 power bonus to his or her next attack against the target. 2)Priest’s Shield (*Divine, Weapon)[+4 vs AC](Melee)(Standard Action) Effect: 1d8+2 damage, you and one adjacent ally gain +1 power bonus to AC until the end of your next turn.
Encounter Powers: 1)Healing Word (*Divine, Healing)(Burst 5)(Minor Action) Effect: Target can spend a healing surge and regain an additional 1d6hp. Special: Usable 2/encounter but 1/round. 2)Channel Divinity Turn Undead (*Divine, Implement, Radiant)[+4 vs Will](Burst 2)(Standard Action) Hit: Target each undead in burst for 1d10+4 radiant damage and push the target 5 squares. Target is immobilized until the end of your next turn. 3)Channel Divinity Divine Fortune (*Divine)(Personal)(Free Action) Effect: Gain +1 bonus on your next attack roll or save before the end of your next turn. 4)Divine Glow (*Divine, Implement, Radiant)[+4 vs Reflex](Burst 3)(Standard Action) Effect: Target each enemy in blast for 1d8+4 radiant damage, allies in blast gain +2 power bonus to attack rolls until the end of your next turn.
Daily Powers: 1)Cascade of Light (*Divine, Implement, Radiant)[+4 vs Will](Range 10)(Standard Action) Effect: 3d8+4 radiant damage, and the target gains vulnerability 5 to all your attacks (save ends). Miss: Half damage and no vulnerability.
Item Powers:
Ability Scores STR 14(+2)[5 pts][10 base] CON 13(+1)[3 pts][10 base] DEX 12(+1)[0 pts][10 base, +2 Elf] INT 8 (-1)[0 pts][8 base] WIS 18(+4)[9 pts][10 base, +2 Elf] CHA 14(+2)[5 pts][10 base]
Feats Elven Precision 1st Level: Gain +2 bonus on the new attack roll when you use Elven Accuracy.
Class Features Channel Divinity: Divine Fortune Channel Divinity: Turn Undead Healing Word
Racial Features Elven Accuracy (Use a free action to reroll an attack roll 1/round.) Fey Origin (You are treated as a fey creature for effects that relate to creature origin.) Group Awareness (Non-Elf allies within 5 squares receive a +1 bonus on Perception checks.) Wild Step (You ignore difficult terrain when you shift.)
[FONT="Courier New"]Yarnack Male Githyanki Warlock Hit Points....30......Bloodied....15 Healing Surge..7......Surges/day..10 Initiative....+2......Speed.......6
AC...15 [10, Leather +2, Int +3] Fort.14 [10, Con +4] Ref..14 [10, +1 Warlock, Int +3] Will.14 [10, +1 Warlock, +1 Githyanki, Cha +2]
Attacks: Melee Basic...+3(Dagger).....Damage: 1d6 (+0 level, +3 prof, +0 enh) +1 to ranged attacks if no allies are closer to the target than you.
At-Will Powers: 1)Eldritch Blast (Arcane, Implement) Warlock Ranged (10) Target: One Creature [+4 vs Reflex] 1d10+4 Special: This attack counts as a ranged basic attack. 2)Hellish Rebuke (Arcane, Fire, Implement) Warlock Ranged (10) Target: One Creature [+4 vs Reflex] 1d6+5 (Standard) Special: If you take damage before the end of your next turn, the target takes an extra 1d6+5 damage.
Encounter Powers: 1)Telekinetic Leap Githyanki Ranged (10) Target: You or one ally (Move Action) Effect: Target can fly up to 5 squares. 2)Vampiric Embrace (*Arcane, Implement, Necrotic) Warlock Ranged (5) Target: One Creature [+4 vs Will] 1d8+4 (Standard) Effect: Hit causes additional gain of 8hp.
Daily Powers: 1)Flames of Phlegethos (*Arcane, Implement, Fire) Warlock Ranged (5) Target: One Creature [+4 vs Reflex] 3d10+5 fire (Standard) Effect: Hit causes ongoing 5 fire damage (save ends).
Item Powers: None
Ability Scores STR 10(+0)[0 pts][10 base] CON 18(+4)[9 pts][10 base, +2 Githyanki] DEX 13(+1)[3 pts][10 base] INT 16(+3)[5 pts][10 base, +2 Githyanki] WIS 8(-1)[0 pts][8 base] CHA 14(+2)[5 pts][10 base]
Feats Astral Fire 1st Level: +1 Feat Bonus to Damage on fire or radiant powers.
Class Features Eldritch Blast: Gain Eldritch Blast as a at will power. Eldritch Pact: Infernal Pact. Gain Hellish Rebuke and Dark One’s Blessing. Prime Shot: +1 attack bonus to ranged attacks, if no allies are closer to the target. Shadow Walk: If on your turn you move at least 3 squares from where you started, you gain concealment till the end of your next turn. Warlock’s Curse: Use Warlock’s Curse on the nearest enemy you can see (1/turn Minor). You can place multiple curses. +1d6 damage. Dark One’s Blessing: When a cursed enemy falls to 0HP or less, immediately gain temp HP equal to level.
Racial Features Telekinetic Leap 1/encounter Githyanki Willpower: +1 will defense and +2 on saves vs charm effects.