Malarin's D&D 4E Design

Male Drow Fey Pact Warlock

Strength
10
+0
  Level
1
Constitution
14
+2
Armour Class
15
Dexterity
10
+0
Fortitude Save
12
Intelligence
16
+3
Reflex Save
14
Wisdom
10
+0
Will Save
15
Charisma
18
+4
Hit Points
26
Speed
6
Bloodied
13
Initiative
+4
Healing Surge
6
Basic Attack
+0
  Surges
8

Acrobatics
+0
Dex acrobatic stunt, balance, escape from grab or restraints
Arcana
+8
Int, training arcana knowledge, detect magic, monster knowledge (elemental, fey, shadow)
Athletics
+0
Str climb, escape from grab, jump, swim
Bluff
+9
Cha, training create diversion to hide, gain combat advantage
Diplomacy
+4
Cha influence others
Dungeoneering
+0
Wis dungeoneering knowledge, forage, monster knowledge (aberrant)
Endurance
+2
Con endure hostile conditions
Heal
+0
Wis first aid, treat disease
History
+3
Int historical knowledge
Insight
+0
Wis recognise illusions, sense motives, sense outside influences
Intimidate
+11
Cha, training, racial force surrender, reveal secrets
Nature
+0
Wis forage, handle animal, nature knowledge, monster knowledge (natural)
Perception
+0
Wis find tracks, listen, search, spot
Religion
+3
Int monster knowledge (astral, undead), religion knowledge
Stealth
+2
Dex, racial hide, move silently
Streetwise
+11
Cha, training, region gather information
Thievery
+0
Dex disable trap, open lock, pick pocket, sleight of hand

Racial Traits: fey creature, darkvision, trance, lolthtouched (use one racial ability per encounter)
Class Traits: arcane power source, leather armour proficiency, simple melee and ranged weapon proficiencies, rod and wand implements, eldritch blast, fey pact, misty step (teleport 3 as free action when a cursed enemy is reduced to 0 HP), prime shot (+1 to ranged attacks when no ally is closer to enemy), shadow walk (gain concealment when move 3 during own action), warlock's curse (minor action, must target nearest enemy, +1d6 damage 1/round on cursed enemy)
Region: Baldur's Gate
Languages: Common, Deep Speech, Elven
Feats: Improved Initiative
Alignment: Unaligned
Deity: Selune
Age:
Height and Weight:

Eldritch Blast at will, arcane, implement, standard action, range 10, one creature, basic ranged attack, +4 vs Ref, 1d10+4
Eyebite at will, arcane, charm, implement, psychic, standard action, range 10, one creature, +4 vs Will, 1d6+4 psychic damage and invisible to target until start of next turn

Cloud of Darkness encounter, racial, minor action, close burst 1, darkness totally obscures vision for everyone else
Darkfire encounter, racial, minor action, range 10, one creature, +8 vs Ref, target grants combat advantage and cannot use invisibility or concealment

Witchfire encounter, arcane, fire, implement, standard action, range 10, one creature, +4 vs Ref, 2d6+4 fire damage and target takes -5 to attack rolls until end of next turn

Curse of the Dark Dream daily, arcane, charm, implement, psychic, standard action, range 10, one creature, +4 vs Will, 3d8+4 psychic damage and target slides 3 squares; sustain minor, slide 1 square even if attack missed (save ends)

Equipment Effect
Cost (gp)
Weight (lbs)
leather armour +2 AC
25
15
adventurer's kit  
15
33
dagger +3 melee or ranged attack, 1d4 damage, range 5, long range 10
1
1
coins  
59
1
TOTAL  
100
50

Adventures Completed:


maintained by Gary Johnson (gwzjohnson at optusnet.com.au)
last updated 5 October 2008