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Dwarf Warlock |
Male Dwarf Warlock Level 1 Unaligned Strength 14 (+2) Constitution 11 (+0) Dexterity 12 (+1) Intelligence 12 (+1) Wisdom 16 (+3) Charisma 18 (+4) Height: 4' 7" Weight: 200 lb Skin: Pale Eyes: Red Hair: White Straight; Average Beard Maximum Hit Points: 23 Bloodied: 11 Surge Value: 5 Surges / Day: 6 Size: Medium Speed: 5 squares Vision: Low-light Initiative: 1d20 +1 = + 1 [dexterity] Base Strength Attack: 1d20 +2 = + 2 [strength] Base Dexterity Attack: 1d20 +1 = + 1 [dexterity] Base Constitution Attack: 1d20 +0 = + 0 [constitution] Base Intelligence Attack: 1d20 +1 = + 1 [intelligence] Base Wisdom Attack: 1d20 +3 = + 3 [wisdom] Base Charisma Attack: 1d20 +4 = + 4 [charisma] Armor Class: 13 = 10 + 1 [intelligence] + 2 [Leather] Fortitude Defense: 12 = 10 + 2 [strength] Reflex Defense: 12 = 10 + 1 [warlock] + 1 [dexterity] Will Defense: 15 = 10 + 1 [warlock] + 4 [charisma] If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 1 characters get +0 on attack/damage (0d6 extra damage on a critical hit) and +0 on all defenses. These bonuses do not stack with magic items. Armor: Leather (15 lb) Shield: None Attacks: Unarmed Melee: +2 [base strength attack] vs AC; damage 1[W]=1d4+2 [strength bonus] Quarterstaff: +4 vs AC [+2 strength attack] [+2 proficiency]; damage 1[W]=1d8+2 [strength bonus] 4 lb (Staff) Dire Radiance +4i [base charisma attack] vs fortitude Eldritch Blast +4i (constitution / charisma) vs reflex Diabolic Grasp +0i [base constitution attack] vs fortitude Armor of Agathys [special] i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc. Base Saving throw: d20 vs 10 Encumberance 4e Normal Load: Heavy Load: Maximum Drag Load 140 lb. 280 lb. 700 lb. Encumberance 3.5 Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 58 lb. or less 59-116 lb. 117-175 lb. 175 lb. 350 lb. 875 lb. Languages: Common; Dwarven; Rituals Known: Skills: Acrobatics: +1 = 1 [dexterity] Arcana: +6 = 1 [intelligence] +5 [class training] Athletics: +2 = 2 [strength] Bluff: +9 = 4 [charisma] +5 [class training] Diplomacy: +4 = 4 [charisma] Dungeoneering: +5 = 3 [wisdom] + 2 [Dwarf] Endurance: +2 = 0 [constitution] + 2 [Dwarf] Heal: +3 = 3 [wisdom] History: +6 = 1 [intelligence] +5 [class training] Insight: +8 = 3 [wisdom] +5 [class training] Intimidate: +4 = 4 [charisma] Nature: +3 = 3 [wisdom] Perception: +5 = 3 [wisdom] + 2 [alertness] Religion: +1 = 1 [intelligence] Stealth: +1 = 1 [dexterity] Streetwise: +4 = 4 [charisma] Thievery: +1 = 1 [dexterity] Feats: Alertness Per Essentials, you cannot be surprised at all At-Will: Melee Basic Attack: By weapon, damage 1[W]+2 [strength bonus] [standard action] Ranged Basic Attack: By weapon, damage 1[W]+1 [dexterity bonus] [standard action] Bull Rush: +2 [base strength attack] vs fortitude [standard action] Grab: +2 [base strength attack] vs reflex [standard action] Move grabbed target: +2 [base strength attack] vs fortitude [standard action] Escape: +1 [acrobatics] vs reflex / +2 [athletics] vs fortitude [move action] Warlock's Curse [Warlock][minor action][damage can now be dealt only once/turn] [see online revision] Dire Radiance [Level 1] Eldritch Blast [Level 1][usable as ranged basic attack] Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances); Other Move Actions: Crawl; Run [speed 7]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action) Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight) Other Immediate Actions: Readied action Other Opportunity Actions: Opportunity attack Other Free Actions: Drop held items; End a grab; Talk Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive Short rest: Healing surges as available Five minutes: Normal escape from restraints (Acrobatics) One hour: Forage; Streetwise check Encounter Powers: Second Wind [minor action for dwarf] Spend an Action Point [free action, not in surprise round] Diabolic Grasp [Level 1] Daily Powers: Armor of Agathys [Level 1] Dwarf +2 Constitution, +2 Strength or Wisdom (already included; you chose Wisdom.) Cast-Iron Stomach (+5 saves vs poison) Dwarven Resilience (second wind is minor rather than standard action) Dwarven Weapon Proficiency (throwing hammer, warhammer) Encumbered Speed Stand your Ground (forced moves are 1 square less; immediate save vs. being knocked prone) Warlock Eldritch Blast This warlock's pact is to the Winter Court with some pact boon. Prime Shot (+1 on ranged attacks if no ally is nearer) Shadow Walk (if you move at least 3 squares, gain concealment until the end of your next turn) Warlock's Curse (extra damage to any creature you have cursed during this encounter) [see online revision] Equipment: 19 lb 2 lb 5 lb 1 lb 10 lb 10 lb 2 lb 4 lb _____ 53 lb Weapons / Armor / Shield (from above) Backpack Bedroll Flint and steel Pouch (belt) x1 Rations (1 day) x10 Rope (50', hempen) x1 Sunrods x2 Waterskins x1 Total Magic items: Weapon: Weapon: Weapon: Weapon: Armor: Shield: Arms: Feet: Hands: Head: Neck: Ring: Ring: Waist: Resistances: Action Point Tally: Daily Item Powers Per Day: Heroic Tier Milestones: / / / Death Saving Throw Failures: More about this character: Error reports to scalpel_blade@yahoo.com Thanks! |