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02:37, 18th April 2024 (GMT+0)

Lana Shihoin

Lana Shihoin, level 1 Human Warlock (Dark Pact)
Initiative +3, Perception 10, Insight 15, Normal vision

Racial Traits: LOL HUMAN and all their bonuses!  (+2 Cha)

Class Traits:

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.

Warlocks Curse: 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.

1st-10th: 1d6
11th-20th: 2d6
21st-30th: 3d6

Darkspiral Aura: You have the Darkspiral Aura pact boon. As your cursed enemies fall in battle, your Darkspiral Aura grows in power. You can unleash it on an enemy, blasting its mind and body.  When an enemy under your Warlock’s Curse is reduced to 0 hit points or fewer, add 1 to your Darkspiral Aura. Your Darkspiral Aura has a starting value of 0, and it resets to 0 when you take a short rest or an extended rest.

Once per round as a free action when an enemy makes a melee attack or a ranged attack against you, you can use your Darkspiral Aura as an immediate interrupt, dealing 1d6 necrotic and psychic damage to that enemy for each point of your Darkspiral Aura’s current value. If this attack deals less than 12 damage, the value of your Darkspiral Aura becomes 0. If this attack deals 12 damage or more, you can cause the enemy to be weakened for its attack (which means the attack deals half damage), and the value of your Darkspiral Aura becomes 1.

At 11th level, the damage you deal increases to 1d8 per point of your Darkspiral Aura’s current value, and at 21st level the damage increases to 1d10 per point of your Darkspiral Aura’s current value.

HP 28 (+5 per level); Bloodied 14; Surges 7; value: 7
AC 14; Fortitude 12, Reflex 14; Will 17
Speed 6
[M] Basic Melee (Standard; At-Will) * Basic Melee
+5 vs. AC; 1d8+0 dmg
[R] Eldritch Blast (Standard; At-Will) * Ranged 10
+5 vs. Reflex; 1d10 + Charisma or Constitution modifier damage.

Increase damage to 2d10 + Charisma or Constitution modifier at 21st level.

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.
[R] Spiteful Glamor (Standard; At-Will) * Ranged 10
+5 vs. Will; 1d8 + Charisma modifier psychic damage, or 1d12 +
Charisma modifier psychic damage to a target at maximum hit points.

Increase damage to 2d8 + Charisma modifier at 21st level, or 2d12 + Charisma modifier to a target at maximum hit points.
[R] Eyebite (Standard; At-Will) * Ranged 10
+5 vs. Will; 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn.  Increase damage to 2d6 + Charisma modifier at 21st level.
[R] Cursebite (Standard; Encounter) * Close Burst 20!!!
Target: Each creature in burst under your curse
+5 vs. Fort; 2d8 necrotic damage.

Dark Pact: The attack deals extra damage equal to your Intelligence modifier. (+2)
[R] Contagion (Standard; Daily) * Ranged 10
+5 vs. Fort; Hit: Ongoing 10 poison damage (save ends). The first
time the target fails a saving throw against this ongoing damage, each enemy within 2 squares of the target takes ongoing 5 poison damage (save ends).
Dark Pact: On a failed saving throw, the ongoing damage instead spreads to each enemy within a number of squares equal to 2 + your Intelligence modifier.  (+2)
Miss: Ongoing 5 poison damage (save ends). This ongoing damage does not spread.
Alignment: Good; Languages: Common, Elven
(* = Trained in that skill)
-1 Acrobatics, 7 Arcana*, 0 Athletics, 10 Bluff*, 5 Diplomacy,
0 Dungeoneering, 0 Endurance, 0 Heal, 2 Hist, 5 Insight*, 10 Intimidate*,
0 Nature, 0 Perception, 0 Religion, -1 Stealth, 10 Streetwise*, -1 Thievery
Str 10(0) Dex 8(-1) Wis 10(0)
Con 11(0) Int 14(2) Cha 20(5)
Equipment: S.A.K., Spear, Leather Armor

55 Gold


Feats:
00) Toughness (Human)
01) Improved Initiative

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