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10:04, 3rd May 2024 (GMT+0)

Chance

The being named Chance made a deal with an arch fey to save someone's life. A child. Perhaps a loved one. Chance can't really be sure.

Whomever the fey was, they also extracted, scrambled, or replaced much of the rest of Chance's memory. There's some possibility that nothing he thinks he remembers is true, but it's all he has. They gave him the ability to change his appearance and voice, but he doesn't even remember what he originally looked or sounded like. It's a sad state of affairs, but deep down, in a place beyond memory, he knows he would pay the price over again, if given the choice.

The task he was given was interesting at least: monitor and, if necessary, put a stop to anyone attempting to manipulate the barriers between the worlds. His sprite minder makes sure he keeps at it, but Chance feels its a reasonably worthy cause, and it gives him reason to move about and seek adventure.

He has an ever-present companion in this journey, much to his chagrin. A sprite named Winsome follows him about, noting his efforts and progress and (Chance assumes) reporting them to his fey patron. Chance and Winsome barely tolerate each other, but they're stuck together.

Chance
Changeling Warlock
Level 03
038/038 HP, Bloodied: 19
Death Saves [ ][ ][ ]
09/09 surges, Value: 9
Action Point: 1

17 AC,
15 Fortitude,
16 Reflex,
17 Will,
Initiative +1
Experience:

Height: 5 ft., 10 in.
Weight: 140 lbs.

Ability Scores: +2 Charisma, +2 Intelligence
Str 10/+0/+1
Con 16/+3/+4
Dex 11/+0/+1
Int 16/+3/+4
Wis 10/+0/+1
Cha 16/+4/+4

Size: Medium
Speed: 6 squares = 6 squares - 0 armor
Vision: Normal

Languages: Common
Skill Bonuses: +2 Bluff, +2 Insight
Shapechanger: You are a shapechanger; you can alter your appearance. As such, you are subject to effects and conditions that affect shapechangers.
Mental Defense: You have a +1 racial bonus to Will
Change Shape: You have the changeling disguise power.
Changeling Trick: You have the changeling trick power.
Changeling Disguise; Changeling Racial Power
You alter your form to look like another person.
At-Will ✦ Polymorph
Minor Action; Personal
Effect: You alter your physical form to take on the appearance of any Medium humanoid. You retain your statistics in your new form, and your clothing, armor, and possessions do not change. The new form lasts until you change form again.
Any creature that attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 bonus to your check.

Changeling Trick; Changeling Racial Power
Your feint tricks a foe into giving you an advantage. mere presence is enough to tip the balance of fortune for you and your allies.
Encounter
Minor Action; Melee 1
Target: One creature.
Effect: You make a Bluff check opposed by the target’s passive Insight. IF your check succeeds, you gain combat advantage against the target until the end of your next turn.

Bonus to Defense: +1 Reflex, +1 Will
A.C. 17 = 10 + 3 Int + 1 Hlvl + 0 class + 2 armor + 1 enhancement + 0 feat + 0 shield
Fort 15 = 10 + 3 Con + 1 Hlvl + 0 class + 1 enhancement + 0 feat
Refl 16 = 10 + 3 Int + 1 Hlvl + 1 class + 1 enhancement + 0 feat + 0 shield
Will 17 = 10 + 3 Cha + 1 Hlvl + 1 class + 1 enhancement + 0 feat + 1 race

Hit Points: 38 = 12 + 16 Constitution score + 5 (= 5 Lvl x 2)
Healing Surges per Day: 09/09 (6 + 3 Con)
Healing Surge Value: 9 (= 38/4)
Trained Skills: Arcana (Int), Bluff (Cha), Insight (Wis), Thievery (Dex)
Build Option:
Class Features:
eldritch blast
Eldritch Pact: Fey pact.
Eyebite: You know the eyebite spell.
Misty Step: You have the misty step power.
Misty Step; Warlock Feature
You instantly transform into silver mist that streams a short distance and reforms, allowing you to flee or maneuver to set up a deadly attack.
At-Will
Free Action; Personal
Trigger: An enemy under your Warlock’s Curse is reduced to 0 hit points or fewer.
Effect: You can immediately teleport 3 squares.
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: You have the warlock’s curse power.
Warlock’s Curse; Warlock Feature
At-Will
Minor Action
Effect: 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 hit a cursed enemy with an attack, you deal extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage only once per turn.
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.
As you advance in level, your extra damage increases.
Level Warlock’s Curse Extra Damage
1st-10th +1d6
11th-20th +2d6
21st-30th +3d6

Initiative: + 1 = 0 Dex + 1 Hlvl.

Implement attack (wand): +05 = 3 Abil + 1 enh + 1 Hlvl + 0 prof + 0 feat

Eldritch Blast; Warlock Attack 1
You fire a bolt of dark, crackling eldritch energy at your foe.
At-Will ✦ Arcane Implement
Standard Action; Ranged 10
Target: One creature
Attack: Charisma vs. Reflex (+5)
Hit: 1d10 + Charisma modifier damage.
Increase damage to 2d10 + Charisma 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.

Eyebite; Warlock Attack 1
You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight.
At-Will ✦ Arcane, Implement
Standard Action; Ranged 10
Target: One creature.
Attack: Charisma vs. Will (+5)
Hit: 1d6 + Charisma modifier damage and you are invisible to the target until the start of your next turn.
Level 21: 2d6 + Charisma modifier damage.

Sprite War Call; Warlock Attack 1 [X]
An army of sprites flickers into existence, loosing a barrage of miniature arrows that stings your enemy and induces lethargy in it.
Encounter ✦ Arcane, Implement
Standard Action; Ranged 5
Target: One creature
Attack: Charisma vs. Reflex (+5)
Hit: 1d8 + Charisma modifier damage. Until the end of your next turn, the target is slowed and grants combat advantage to you.

Fortune’s Reversal; Warlock Attack 1 [ ]
With a single word of power, you reverse a creature’s luck, turning fortune and happiness into misfortune and sorrow.
Daily ✦ Arcane, Implement, Psychic
Immediate Reaction; Ranged 10
Trigger: An enemy within 10 squares of you scores a critical hit, or saves.
Target: The triggering enemy.
Attack: Charisma vs. Will (+5)
Hit: 1d8 + Charisma modifier damage. The target takes a -2 penalty to saving throws and ongoing 5 psychic damage (save ends both). The target cannot save against this power until it takes the ongoing psychic damage at least once.
Fey Pact: The target also takes a -2 penalty to attack rolls while affected by the ongoing psychic damage.
Miss: The target takes ongoing 5 psychic damage (save ends). The target cannot save against this power until it takes the psychic damage at least once.

Fey Bargin; Warlock Utility 2 [X]
You gain good luck now in exchange for bad luck later.
Encounter ✦ Arcane
Minor Action; Personal
Effect: You gain a +2 bonus to your next attack roll, but automatically fail your next saving throw before the end of the encounter.

Otherwind Stride; Warlock Attack 3 [X]
You call up an unseen maelstrom of fey power that lashes nearby creatures… and you step into the vortex and emerge somewhere a short distance away.
Encounter ✦ Arcane, Implement, Teleportation
Standard Action; Close burst 1
Target: Each creature in burst
Attack: Charisma vs. Fortitude (+5)
Hit: 1d8 + Charisma modifier damage and the target is immobilized until the end of your next turn. Until the end of your next turn, the target is slowed and grants combat advantage to you.
Effect: You teleport 8 squares.

+ 1 Acrobatics = 0 Dex + 1 Hlvl + 0 trained + 0 race - 1 armor + 0 feat
+11 Arcana = 3 Int + 1 Hlvl + 5 trained + 0 race - 0 armor + 0 feat + 2 misc
+ 1 Athletics = 0 Str + 1 Hlvl + 0 trained + 0 race - 1 armor + 0 feat
+11 Bluff = 3 Cha + 1 Hlvl + 5 trained + 2 race - 0 armor + 0 feat
+ 4 Diplomacy = 3 Cha + 1 Hlvl + 0 trained + 0 race - 0 armor + 0 feat
+ 1 Dungeoneering = 0 Wis + 1 Hlvl + 0 trained + 0 race - 0 armor + 0 feat
+ 4 Endurance = 3 Con + 1 Hlvl + 0 trained + 0 race - 1 armor + 0 feat
+ 1 Heal = 0 Wis + 1 Hlvl + 0 trained + 0 race - 0 armor + 0 feat
+ 4 History = 3 Int + 1 Hlvl + 0 trained + 0 race - 0 armor + 0 feat
+ 8 Insight = 0 Wis + 1 Hlvl + 5 trained + 2 race - 0 armor + 0 feat
+ 4 Intimidate = 3 Cha + 1 Hlvl + 0 trained + 0 race - 0 armor + 2 feat
+ 1 Nature = 0 Wis + 1 Hlvl + 0 trained + 0 race - 0 armor + 0 feat
+ 3 Perception = 0 Wis + 1 Hlvl + 0 trained + 0 race - 0 armor + 2 feat
+ 4 Religion = 3 Int + 1 Hlvl + 0 trained + 0 race - 0 armor + 0 feat
+ 1 Stealth = 0 Dex + 1 Hlvl + 0 trained + 0 race - 1 armor + 0 feat
+ 4 Streetwise = 3 Cha + 1 Hlvl + 0 trained + 0 race - 0 armor + 0 feat
+ 6 Thievery = 0 Dex + 1 Hlvl + 5 trained + 0 race - 1 armor + 0 feat

Arcane Familiar: You gain a familiar. For each familiar feat you have beyond this one, your familiar gains a +1 bonus to defenses.
Alertness: You cannot be surprised. Also, you gain a +2 feat bonus to Perception checks.

Sprite Familiar
Sprites are almost as common in the Feywild as birds are in the natural world. You have befriended a minor sprite, who helps you with its innate sense of magic and its glowing wings.
Senses: Low-light vision.
Speed 6, fly 6
Constant Benefits
You gain a +2 bonus to Arcana checks.
You can make an Arcana check as a minor action, rather than a standard action, to sense the presence of magic.
Active Benefits
Light: As a minor action, you command the sprite to shed bright light in a 4-square radius. As a free action, you can command the sprite to douse the light.

Adventurer's kit (15 gp, 33 lb.)
Veteran’s Leather armor +1 (AC: +2; Enhancement: +1; Check: -; Speed: -; 520 gp; 15 lb)
Rod of Blasting +1
Reading Spectacles
Cloak of Distortion + 1

Total weight: 49 lbs.

53 gp

Reading Spectacles
Level 2 Common
Your vision blurs the first time you put on these spectacles, then all written text comes into perfect focus and clarity.
Head slot; 520 gp
Property: You can read any language (the spectacles do not grant the ability to speak or write a language).
(MME pg. 70)

Veteran’s Leather Armor +1
Level 2 Common
Battered and worn, this unassuming armor helps you get the most out of your experiences.
Head slot; 520 gp
Property: When you spend an action point, you gain a +1 item bonus to all attack rolls and defenses until the end of your next turn.
(AV pg. 55)

Rod of Blasting +1 [ ]
Level 3 Uncommon
This graven rod allows you to target multiple foes with your eldritch blast.
Critical: +1d6
Power (Daily): Free action. Use this power when you use eldritch blast with this implement. Target two creatures with the attack.
(AV2 pg. 99)

Cloak of Distortion +1 [ ]
Level 4 Uncommon
This cloak roils about you like the rippling air of a scorching desert.
Neck slot; 840 gp
Property: A ranged attack against you from more than 5 squares away takes a –5 penalty to the attack roll.
(AV pg. 151)