Talgoren

Alasandro's page

77 posts. Alias of Rev Rosey.


Full Name

Alasandro Perchik

Race

Human

Classes/Levels

Warlock (fey/star)/Hexer/Magister level 23

Gender

male

Size

medium

Age

46

Special Abilities

Darkvision (equipment bonus - Goggles of Night)

Alignment

unaligned but veering towards good

Deity

pah

Location

on the way to Winterhaven

Languages

common, elven

Strength 11
Dexterity 12
Constitution 21
Intelligence 20
Wisdom 12
Charisma 22

About Alasandro

Alasandro Perchik, level 23
Human, Warlock, Hexer, Magister
Eldritch Blast: Eldritch Blast Charisma
Eldritch Pact: Fey Pact
Twofold Pact: Star Pact
Background: Born Under a Bad Sign

FINAL ABILITY SCORES
Str 11, Con 21, Dex 12, Int 19, Wis 12, Cha 22.

Starting Ability Scores
Str 9, Con 15, Dex 10, Int 14, Wis 10, Cha 16.

AC: 34 Fort: 34 Reflex: 37 Will: 36
HP: 127/158 Surges: 11/13 Surge Value: 39
Temp HP: 0
Bloodied value: 79
Move: 6
Init: +21
AP: 0

Basic Melee attack: Eldritch Strike (see below)
Basic Ranged attack: Eldritch Blast (see below)

Passive Insight - 24
Passive Perception - 24

CLASS FEATURES

Spoiler:

Warlock's Curse. (minor) Twice per round (feat bonus) you can curse the two nearest enemies you can see. You may deal an additional 3d8 damage once per round to a cursed enemy (equipment bonus (Vicious Rod), epic tier bonus).

Shadow Walk. If you move 3+ squares, gain concealment (attacks are made at -2)

Prime Shot. If no ally is closer than you to an enemy, gain +1A bonus. If the attack hits, do an additional +5 damage (feat bonus)

HEXER PATH FEATURES

Damning Curse (11th level): When you spend an action point to take an extra action, each creature under your Warlock’s Curse takes a -2 penalty to attack rolls until the end of your next turn.

Greater Hex (11th level): Instead of placing your Warlock’s Curse on the nearest enemy to you that you can see, you can place your Warlock’s Curse on any single enemy within 5 squares that you can see.

Walking Curse (16th level): Whenever your Warlock’s Curse deals damage to a creature, you can slide that creature 1 square.

MAGISTER FEATURES

Magic's Flow (21th level): Whenever you use an arcane encounter or daily attack power, you gain a +4 bonus to the defense or defenses that power attacks until the end of your next turn.

Magister's Knack (21th level): One ability score of your choice increases by 2.

SKILLS

Spoiler:

italics = trained skill
Acrobatics +14
Arcana +21
Athletics +13
Bluff +22
Diplomacy +19
Dungeoneering +14
Endurance +18
Heal +14
History +21
Insight +14
Intimidate +22
Nature +14
Perception +14
Religion +18
Stealth +14
Streetwise +19
Thievery +17

FEATS

Spoiler:

1: Human Perseverance (+1 to defenses)
1: Durable (+2 healing surges)
2: Jack of All Trades (+2 to untrained skills)
4: Toughness (+5 hp per tier)
6: Distant Advantage (CA on ranged and area attacks on enemies flanked by allies)
8: Improved Initiative (+4 to init rolls)
10: Arcane Reserves: +2 to at will powers when encounter powers are exhausted
11: Implement Expertise (rod)(+1 to attacks with rods)
12: Paragon Defenses (+1 F/R/W)
14: Arcane Admixture: One encounter power does damage of additional type (Cursegrind now does lightning as well as necrotic)
16: Twofold Curse (curse two enemies a round)
18: Twofold Pact (second pact. Gain extra at-will power, use either pact boon)
20: Called Shot (+5 damage on foe hit when point blank ability is active)
21: Robust Defenses (+2 to F/R/W)
22: Warding Curse (+2 to all defenses against cursed creatures)

POWERS

Spoiler:

At Will

Fate of the Void
Free Action
Personal
Prerequisite: Star Pact
Trigger: An enemy under your Warlock’s Curse is reduced to 0 hit points or fewer

Effect: You gain a +1 bonus to any single d20 roll you make during your next turn (attack roll, saving throw, skill check, or ability check). If you don’t use this bonus by the end of your turn, it is lost. This bonus is cumulative; if three cursed enemies drop to 0 hit points or fewer before your next turn, you gain a +3 bonus to a d20 roll during your turn.

Misty Step
Free Action: Personal
Prerequisite: Fey Pact
Trigger: An enemy under your Warlock’s Curse is reduced to 0 hit points or fewer
Effect: You can immediately teleport 3 squares as a free action.

Eldritch Blast
Arcane: Implement; Standard Action
Ranged 10
Target: One creature
Attack: 1d20+23 vs. Reflex
Hit: 2d10 + 10

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.

Eldritch Strike
Arcane, Weapon
Standard Action: Ranged 10
Target: One creature
Attack: 1d20+23 vs. AC: 2d4+9

Hit: 2d6 + 10 fire damage. If you take damage before the end of your next turn, the target takes an extra 2d6 + 5 modifier fire damage.
Special: This power counts as a melee basic attack. When a power allows you to make a melee basic attack, you can use this power.

Eyebite
Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: 1d20+23 vs. Will

Hit: 2d6 + 10 psychic damage, and you are invisible to the target until the start of your next turn.

Dire Radiance
Arcane, Fear, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: 1d20+23 vs. Fortitude

Hit: 2d6 + 10 radiant damage. If the target moves nearer to you on its next turn, it takes an extra 2d6 + 5 damage.

Encounter

Dark Transport
Encounter: Arcane, Implement, Teleportation
Standard Action Ranged 10
Target: One creature
Attack: +24 v Will
Hit: 4d10 + 11 damage, and you can swap places with the target.
Star Pact: After swapping places with the target, you can teleport a number of squares equal to your Intelligence modifier.

Strand of Fate
Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: 1d20+23 vs. Reflex
Hit: 1d8 + 10 damage, and the target gains vulnerable 14 to all attacks until the end of your next turn.
Star Pact: The vulnerability increases to 10 + your Intelligence modifier.

Hexblast
Arcane, Implement, Psychic
Standard Action Close blast 5
Target: Each enemy in blast
Attack: 1d20+24 vs. Will
Effect: You can place your Warlock’s Curse on the target.
Hit: 1d8 + 11 psychic damage.

Vengeful Hex
Arcane; Immediate Reaction; Ranged 10
Trigger: An enemy hits or misses you with a ranged or area attack
Target: The triggering enemy
Effect: You place your Warlock’s Curse on the target.

Cursegrind
Arcane, Implement, Necrotic, Lightning
Standard Action Close burst 20
Targets: Each creature in burst under your curse
Attack: 1d20+24 vs. Fortitude

Hit: 2d10 + 11 necrotic damage.

Hero's Defense
Arcane; Immediate Interrupt; Personal
Trigger: An enemy makes an attack roll against you
Effect: You gain a +4 bonus to your highest defense for this attack only, and the triggering enemy’s attack targets that defense. If the attack hits, it deals half damage to you.

Ethereal Stride
Arcane, Teleportation
Move Action Personal
Effect: You can teleport 3 squares, and you gain a +2 power bonus to all defenses until the end of your next turn.

Gloves of Eldritch admixture. When you deal extra damage as a result of your Warlock’s Curse, you can choose that damage to be acid, cold, or fire (or leave it untyped).
Power (Encounter, 5 Charges/Day • Acid, Cold, or Fire): Free Action. The next attack you make this turn deals extra damage depending on how many charges you spend: 1 charge, 1d8 damage; 2 charges, 2d8 damage; 5 charges, 3d8 damage. This extra damage can be acid, cold, or fire damage.

Daily

Hex of Abandonment
Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: 1d20+24 v Will
Hit: 3d10 + 11 psychic damage.
Effect: Until the end of the encounter, you can place your Warlock’s Curse on each enemy that ends its turn adjacent to the target, and that enemy takes 2d6 damage when you curse it.

Death's Fond Caress
Arcane, Implement, Necrotic, Reliable
Standard Action Ranged 10
Target: One creature
Attack: 1d20+23 vs. Reflex
Hit: 3d10 + 10 necrotic damage.

Plague of Frogs
Arcane, Implement, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: 1d20+24 vs. Fortitude
Hit: 2d8 + 11
Effect: The burst creates a zone of hopping carnivorous frogs that lasts until the end of your next turn. The zone is difficult terrain. Each creature that enters the zone or starts its turn there takes 2d8 + 11. As a move action, you can move the zone 3 squares.
Sustain Minor: The zone persists, and you can move it 1 square.

Dark Side of the Moon
Arcane, Fear, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: 1d20+25 vs. Will
Hit: 4d10 + 10 psychic damage, and the target is slowed and restricted to making basic attacks until the end of your next turn.

Miss: Half damage.

Red Leeches of Nihal
Arcane, Implement
Immediate Interrupt Ranged 10
Trigger: One target in range spends an action point or a healing surge.
Effect: You gain a number of temporary hit points (39) equal to your second wind value.

Troublesome Aid of Caiphon
Arcane, Implement
Immediate Interrupt Ranged 10
Trigger: One ally in range grants you the use of a healing surge.
Effect: In addition to the normal number of hit points you regain, you regain a number of hit points equal to your healing surge value (39). However, until the end of the encounter, you die after failing your second, rather than third, death save.

Wings of the Fiend
Arcane, Polymorph
Minor Action Personal
Effect: You grow wings and gain a fly speed equal to your speed until the end of the encounter or for 5 minutes.

Ring of Feather Fall You take no damage from a fall and always land on your feet.

Power (Daily): Minor Action. Allies within 5 squares of you also benefit from this ring’s property until the end of the encounter.
If you’ve reached at least one milestone today, allies within 10 squares of you also benefit.

Boots of Dancing Property: Gain a +1 bonus to Reflex defense.
Property: You do not grant combat advantage while you are dazed.

Power (Daily): Minor Action. Gain a +5 power bonus to Acrobatics and Athletics checks until the end of your next turn.

Flensing Dagger
Critical: +3d6 damage
Property: On a critical hit you deal +3d8 damage instead of +3d6 against bloodied targets.

Power (Daily): Free Action. Use this power when you hit with the weapon. The target takes ongoing 10 damage and is considered bloodied even if it has more hit points than its bloodied value (save ends).

Equipment

Spoiler:

Vicious Rod +5,
Feytouched Anathema Armor +5,
Amulet of Protection +5

Goggles of Night (gain Darkvision)

Gloves of Eldritch admixture. When you deal extra damage as a result of your Warlock’s Curse, you can choose that damage to be acid, cold, or fire (or leave it untyped).
Power (Encounter, 5 Charges/Day • Acid, Cold, or Fire): Free Action. The next attack you make this turn deals extra damage depending on how many charges you spend: 1 charge, 1d8 damage; 2 charges, 2d8 damage; 5 charges, 3d8 damage. This extra damage can be acid, cold, or fire damage.
Ring of Feather Fall You take no damage from a fall and always land on your feet.
Power (Daily): Minor Action. Allies within 5 squares of you also benefit from this ring’s property until the end of the encounter.
If you’ve reached at least one milestone today, allies within 10 squares of you also benefit.

Flensing Dagger +3:
Critical: +3d6 damage
Property: On a critical hit you deal +3d8 damage instead of +3d6 against bloodied targets.

Power (Daily): Free Action. Use this power when you hit with the weapon. The target takes ongoing 10 damage and is considered bloodied even if it has more hit points than its bloodied value (save ends).

Cold Iron Bracers Gain a +2 item bonus to AC and Reflex defense against fey creatures’ attacks.

Boots of Dancing Property: Gain a +1 bonus to Reflex defense.
Property: You do not grant combat advantage while you are dazed.
Power (Daily): Minor Action. Gain a +5 power bonus to Acrobatics and Athletics checks until the end of your next turn.

Backbone Belt Property: Gain a +4 bonus (instead of the normal +2 bonus) to all defenses until the start of your next turn after using your second wind.

Grappling hook, watercolours, paper in various forms, album of completed watercolours, silk rope, journeybread, picture of beloved, ink, pen, soap, sewing kit, three half bottles of RPG world chablis, crystal glasses, standard adventurer's kit, thieves tools. A horse called Phyllis.

Background and personality

Spoiler:

Alasandro was a changeling, born and raised by the fey. Unusually, he was rescued by his birth parents when he was 10, but they regarded their child as changed and different. He bore no resentment towards them - after all, it was true. When his warlock powers manifested themselves, he returned to the Feywild and willingly underwent the process of making his pact.

His bonds with the feywild were for many years the strongest thing he knew. Increasingly as his powers grew however, he felt the lure of the far stars calling to him and he undertook a quest to seek further power from those beyond the fickle godlings of this world. Once a star pact was in his grasp, Alasandro's ultimate destiny became clear to him. The ways of magic are a protection, guidance and friend. Where they lead, he will follow, watching over his friends on the way.

Alasandro is unassuming and pleasant company. He does not flaunt his power, preferring to let necessary action speak louder than words. He likes people and enjoys their company, always seeking opportunities to make new friends, find new places and build new bonds. Much of his traveling is due to his constant desire to see what has become of those he likes or loves.

He paints watercolours to pass the time and to remind him of people and places he's especially fond of. Eventually he may become good at this.