Kaironn's page

No posts. Alias of Tenro.


Special Abilities

used: vestige daily

Deity

Vaelis active

About Kaironn

Kairon, Tiefling Vestige-Pact Warlock 2

Abilities - Theme - Background:

STR 8
CON 18 +2
DEX 10
INT 14 +2
WIS 10
CHA 11

Theme: Vile Scholar
Background : Vile Scholar (+2 Arcana)

AC: 18 = 10 + 1/2 lvl + 3 Armor, 3 INT + 1 Shield
Fort: 17 = 10 + 1/2 lvl + 5 CON + 1 Amulet
Ref: 17 = 10 + 1/2 lvl + 3 INT + 1 Amulet + 1 shield + 1 C
Will: 13 = 10 + 1/2 lvl + 0 CHA + 1 Amulet + 1 C

Init: +1
Speed: 6
Vision: Low-light
Passive Perception: 11
Passive Insight: 16

HP: 37/0 (17+CON)
Bloodied value: 18 (half)
Surges p/day: 11 (6+CON)
Surges remaining: 0
Per surge: 9 (1/4)
Death Saves: 0
Temp hp: 0
Action points: 1
XP: see above

OFFENSE:
+1 atk vs bloodied foes
+1 feat bonus to attack
+1 magic item bonus

Basic melee attack: Dagger, +4 vs AC, 1d4+1
Basic ranged attack: Eldritch Blast, +7 vs REF, 1d10+6 untyped

1/2 level, ability mod, item bonus, power, untyped

Racial Features:

Height: 6' 2"
Weight: 200 lb
Ability Scores: +2 INT +2 CON
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Abyssal, Infernal
Skill Bonuses: +2 Bluff +2 Stealth
Resistance: Fire = 5 + 1/2 level

Class Features - Feats:

Role: Striker
Power: Arcane
Key: Charisma, Constitution, Intelligence
Armor: Cloth, Leather
Weapons: Simple melee, simple ranged
Implement: Rods, Wands
Defense: +1 REF, +1 WILL

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: 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.
As you advance in level, your extra damage increases.
Level Warlock’s. Curse Extra Damage
1st–10th . . . . +1d8
11th–20th. . . . +2d8
21st–30th. . . . +3d8

Eyes of the Vestige: You know the Eyes of the Vestige spell. You gain an additional effect. referred to as an eyes of the vestige augment, associated with your active vestige (see below) when you make a successful attack with this power.
Pact Boon: You have a pact boon associated with your active vestige.
When an enemy under your Warlock's Curse drops to 0 hit points or fewer, you gain the benefit of your active vestige's pact boon.
VESTIGE PACT BOONS
The pact boons associated with the primary vestiges are given below. Other pact boons are described in the daily attack powers that give you access to new vestiges.
King Elidyr Pact Boon: One ally adjacent to you gains a +2 bonus to all defenses until the end of your next turn.
Zutwa Pact Boon: The bonus to attack rolls from your Prime Shot increases to +3 until the end ofyour next turn.

FEATS

Warlock’s Wrath: You use d8s for your Warlock’s Curse damage. In addition, you replace infernal wrath with warlock’s wrath.
Rod Expertise: +1 AC, Reflex, and attack

Skills:

Skills (trained: Aracana, Bluff, Insight, Intimidate):

Acrobatics 1 = 1 + 0 DEX
Arcana 11 = 1 + 3 INT +5 +2T
Athletics 0 = 1 - 1 STR
Bluff 8 = 1 + 0 CHA +5 +2R (+2 vs evil)
Diplomacy 1 = 1 + 0 CHA (+2 vs evil)
Dungeoneering 1 = 1 + 0 WIS
Endurance 6 = 1 + 5 CON
Heal 1 = 1 + 0 WIS
History 4 = 1 + 3 INT
Insight 6 = 1 + 0 WIS +5
Intimidate 6 = 1 + 0 CHA +5 (+2 vs evil)
Nature 1 = 1 + 0 WIS
Perception 1 = 1 + 0 WIS
Religion 4 = 1 + 3 INT
Stealth 3 = 1 + 0 DEX +2R
Streetwise 1 = 1 + 0 CHA
Thievery 1 = 1 + 0 DEX

Powers:

At Will:

Eldritch Blast: Warlock (All) Attack 1, At-Will, Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 1d10 + CON MOD damage.
Increase damage to 2d10 + Charisma or Constitution modifier at 21st level.
Special: At 1st level. you determine whether you use Charisma or Constitution to attack with this power. Once you make that choice, you can’t change it later.
This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

Eyes of the Vestige: Warlock Attack 1, At-Will, Arcane, implement, Psychic; Varies
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 1d6 + CON MOD psychic damage.
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 by you. you can deal your warlock's Curse extra damage to that creature instead of to the target.
Level 21: 2d6 + Constitution modifier psychic damage
Augment (King Eildyr): One ally who hits the target be fore the end of your next turn can roll a saving throw.
Augment (Zutwa): You gain your Prime Shot bonus against the target until the end of your next turn.
Augment (other vestige): See the "Eyes of the Vestige Augment" entry for the daily power that grants access to the vestige.

Encounter:

[_] Warlock’s Wrath: Tiefling Racial Power, Encounter, Arcane, Fire
Minor Action Personal
Effect: You fill your space and the squares around it with whirling fire. Until the end of your next turn, you gain a bonus to all defenses equal to your Charisma modifier, and each enemy that attacks you takes fire damage equal to half your level + your Intelligence modifier.

[_] Clarion Call: Warlock Attack 1, Encounter, Arcane. Implement. Thunder
Standard Action Close blast 3
Target: Each creature in blast
Attack: Constitution vs. Fortitude
Hit: 3d4 + CON MOD thunder damage, and the target Is deafened until the end of your next turn.
Vestige Pact: You gain 3 temporary hit points for each target you hit. Temporary hit points gained in this way are cumulative.

[_] Dark Speech: Vile Scholar Attack, Encounter, Fear, Implement, Shadow
Standard Action Ranged 5
Target: One creature that can hear you
Attack: INT vs. Fortitude, Reflex, and Will. You make a single attack roll and use it against each defense.
Hit (Fortitude): The target falls prone.
Hit (Reflex): The target grants combat advantage until the end of your next turn.
Hit (Will): You push the target up to its speed.

Daily:

[_] Vestige of Mount Vaelis: Warlock Attack 1, Daily, Arcane. Implement. Thunder
Standard Action Ranged 10
Target One creature
Attack: Constitution vs. Reflex
Hit: 2d8 + CON MOD thunder damage. and the target cannot walk or run (save ends).
Miss: Half damage. and the target cannot walk or run until the end of your next turn.
Vestige Pact: You gain access to the vestige of Mount Vaelis.
Mount Vaelis Pact Boon: One creature cursed by you and within 5 squares of you gains vulnerable 5 thunder until the end of your next turn.
Eyes of the Vestige Augment: Your eyes of the vestige attack deals I d6 extra thunder damage.

[_] Shade Twin: Warlock Utility 2, Daily, Arcane, Illusion, Psychic, Shadow
Minor Action Close burst 10
Target: One creature in the burst
Effect: You adopt the target's appearance until the end of your next turn. Creatures that observe you using this power are aware that you have done so. You gain a +5 power bonus to Bluff checks related to mimicking the target. Whenever you take damage while you have adopted the target's appearance, the target takes psychic damage equal to half the damage you take. Whenever the ta rget takes damage from this effect, roll a d20. On a 10 or higher, the effect ends.
Sustain Minor: The effect persists until the end of your next turn.

Items - Wealth:

+1 rod
+1 amulet
+1 leather armor

Dagger +3, 1d4, 5/10, 1 gp, 1 lb., Light blade Off-hand, light thrown

3 Potion of Healing, spend a surge, minor action, gain 10 HP
Everburning Torch

Weight:
Capacity:

Money: 160gp

Action Economy:

Option A
Standard action
Move action
Minor action

Option B
Standard action
Two minor actions

Option C
Two move actions
Minor action

Option D
Move action
Two minor actions

Option E
Three minor actions