Full Name |
Irivis |
Race |
Human |
Classes/Levels |
Warlock 4 (Sorcerer King, Wildling) HP 46/46 |
Gender |
Female |
Size |
Medium |
Age |
23 |
Alignment |
Good |
Deity |
Nope |
Languages |
Common, Giant |
Strength |
10 |
Dexterity |
9 |
Constitution |
19 |
Intelligence |
14 |
Wisdom |
10 |
Charisma |
16 |
About Irivis
Defenses:
AC - 17
Fort - 19
Ref - 18
Will - 19
HP: 46/46 (Bloodied 23)
Surges: 10/10(Value 11)
Temp HP: 0
AP: 1
XP
Init: 0
Move: 5 (-1 due to lameness)
Passive Perception: 12
Passive Insight: 12
Basic melee: 1d20+5, 1d4+1 damage (plus 1d6, 1d6 if cursed)
Basic ranged: 1d20+8, 1d10+5 damage (plus 1d6, 1d6 if cursed: Eldritch Blast)
Skills (* - trained)
Acrobatics - 1
Arcana* - +9
Athletics - +2
Bluff* - +12 (+2 for lameness swap)
Diplomacy - +5
Dungeoneering - +2
Endurance* - +11
Heal - +2
History* - +9
Insight - +2
Intimidate - +4
Nature - +2 (+4 with Know Direction)
Perception - +2 (+4 with Know Direction)
Religion - +1
Stealth - +1
Streetwise* - +10
Thievery - +1
Rituals - Disenchant
Wildling theme
Feats
Superior Implement Training (Accurate Rod)
Mindbite Scorn (cursed enemies take an additional 1d6 damage)
Improved Defenses (+1 F/R/W per tier)
Implement Expertise (+1 attack rolls)
Class features
Prime Shot: If no allies are closer to the target than Irivis, she gains +1 on ranged attacks against the target.
Shadow Walk: On Irivis's turn, if she moves 3+ squares from her starting square, she gains concealment to the end of her next turn
Warlock's Curse (minor): Once per turn curse nearest foe she can see and deal additional 1d6 to cursed foe. In this case, 1d6 + 1d6 thanks to feat.
Pact Features
Fell Scorn:
You have the Fell Scorn pact boon, which enables you to draw upon your sorcerer-king’s magical prowess and enhance a power by spending your fell might. You start each encounter with your fell might unspent. You must decide whether or not to spend your fell might when you choose to use a power, before you make any attack rolls or apply any of that power’s effects.
When a creature affected by your Warlock’s Curse drops to 0 hit points, your pact boon triggers, restoring your fell might, which you can spend again during the encounter. If you already have your fell might available when a cursed creature drops to 0 hit points, you don’t gain a second use of it. You can have only one use of fell might available at one time.
At-Will powers
Eldritch Blast (Ref); ranged 10; one creature
1d20+8
1d10+5
Eyes of the Vestige (Will); ranged 10; one creature
1d20+8
1d6+5
Choose the target or a creature within 3 squares of the target and within the target's line of sight. You place your warlock's curse on that creature. If the creature is already cursed, you can deal your curse damage to that creature instead of the target
Hand of Blight (Fort); melee touch or ranged 10; one creature
1d20+8
1d8+5 necrotic and psychic
If you spend your fell might, this attack deals an additional 1d8 damage
Know Direction
Minor
You determine which way is north. For one hour you gain a +2 power bonus to checks to navigate natural terrain using either Perception or Nature.
Encounter powers
Pyschic Surge (Ref); ranged 10; 1 creature
1d20+8
1d8+5 psychic
Your attacks against the target before the end of your next turn score a critical hit on a roll of 18-20.
Cruel Bounty (Fort); melee touch or ranged 5; one creature
1d20+8
2d6+5 radiant
To the end of your next turn, allies gain a +1 power bonus to attack rolls against the target.
If you spend your fell might, the bonus increases to +2 and applies to attack and damage rolls.
Sinister Extraction (Will); melee touch or ranged 5
1d20+8
1d10+5 psychic
On hit next ally to hit target with melee attack before end Irivis's next turn gains 2 temp hp (Int mod).
If you spend fell might, ally's attack need not be melee.
Psychic Surge (Ref); ranged 10
1d20+8
1d8+5 psychic
On hit all Irivis's attacks against target to end next turn can crit on 18-20.
Beguiling Tongue; minor, self
+5 power bonus to next Diplomacy, Bluff or Intimidate check during this encounter.
Daily power
Flames of Phlegethos (Ref); ranged 10; one creature
1d20+8
3d10+5 fire damage
Effect: the target takes 5 ongoing fire damage (save ends)
Equipment
Leather armour
Accurate rod
2 daggers
3 healing fruit
1 filter mask
1 fire kit
Athasian adventurer's kit (torches rather than sunrods)
20 survival days
124 ceramic
Backstory
Irivis joined the revolution in Tyr, but fear (or something else) convinced her that the movement could not succeed. Already in enough trouble hiding her arcane nature, and fearing reprisals, she fled before Kalak's downfall.
Taking refuge as a caravan guard, she masks her powers as psionic (which is partially true) and took care to lame herself to cover her need to carry a rod at all times. She was thorough and will never be agile or strong as a result, but her iron constitution allowed her to survive the self-inflicted wound. In some ways, she felt it was proper recompense for her cowardice.
She is determined to find some way to redress the balance - ideally by working for the downfall of another Sorcerer-King. Irivis always covers her head and much of her face. The Athasian sun is dangerous and she knows it. Outwardly shy and retiring, she probably isn't the little mouse she seems to be.