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About AlasandroAlasandro Perchik, level 23
FINAL ABILITY SCORES
Starting Ability Scores
AC: 34 Fort: 34 Reflex: 37 Will: 36
Basic Melee attack: Eldritch Strike (see below)
Passive Insight - 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
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
Eldritch Blast
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
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.
Eyebite
Hit: 2d6 + 10 psychic damage, and you are invisible to the target until the start of your next turn. Dire Radiance
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
Strand of Fate
Hexblast
Vengeful Hex
Cursegrind
Hit: 2d10 + 11 necrotic damage. Hero's Defense
Ethereal Stride
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).
Daily Hex of Abandonment
Death's Fond Caress
Plague of Frogs
Dark Side of the Moon
Miss: Half damage. Red Leeches of Nihal
Troublesome Aid of Caiphon
Wings of the Fiend
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.
Boots of Dancing Property: Gain a +1 bonus to Reflex defense.
Power (Daily): Minor Action. Gain a +5 power bonus to Acrobatics and Athletics checks until the end of your next turn. Flensing Dagger
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).
Flensing Dagger +3:
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.
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. |