Wild Watcher

Rhianis's page

85 posts. Alias of JZ.


About Rhianis

Rhiannis
Eladrin
Warlock 2 (feypact)
Lawful good
XP

Strength 10
Dexterity 13
Constitution 14
Intelligence 14
Wisdom 13
Charisma 16

Init +2, Senses Perception +2, Insight +2
Languages: Common, Elven

AC 15 (+2 Int, +2 leather, +1 lvl)
Fort 13
Reflex 14
Will 16 (+5 against charm)

HP 36/36
Bloodied 18
Surge 9
Surges 8/8 per day

Speed 6 squares (30 ft.)

Feats

Spoiler:

Improved Misty Step
Toughness

Skills

Spoiler:

Acrobatics +2,
Arcana +10 (tr),
Athletics +1,
Bluff +9 (tr),
Diplomacy +9 (tr),
Dungeoneering +2,
Endurance +3,
Heal +2,
History +10 (tr),
Insight +2,
Intimidate +9 (tr),
Nature +2,
Perception +2,
Religion +3,
Stealth +2,
Streetwise +4,
Thievery +2

Powers

Spoiler:

At-will

Melee Basic Attack (Longsword)
Standard Action - melee
Attack: STR vs. AC = +4
Hit: 1w8 (1w8+1 two-handed)

Eldritch Blast (Arcane, Implement)
Standard Action - Ranged 10
Target: One creature
Attack: CHA vs. REF = +4
Hit: 1d10+3

Eyebite (Arcane, Charm, Implement, Psychic)
Standard Action - Ranged 10
Target: One creature
Attack: CHA vs. WIL = +4
Hit: 1d6+3 psychic damage +
you are invisible to the target until the start of the next turn

Encounter

Witchfire (Arcane, Fire, Implement)
Standard Action - Ranged 10
Target: One creature
Attack: CHA vs. REF = +4
Hit: 2d6+3 fire damage +
target takes a -4 penalty to attack rolls until the end of your next turn

Fey Step (Racial, Teleportation)
Move Action - Personal
Teleport up to 5 squares

Daily

Curse of the Dark Dream (Arcane, Charm, Implement, Psychic)
Standard Action - Ranged 10
Target: One creature
Attack: CHA vs. WIL = +4
Hit: 3d8+3 psychic damage +
you slide the target 3 squares
Sustain Minor: You slide the target 1 square, whether you hit or miss (save ends)

Utility

Fiendish Resilience
Daily - Arcane
Minor Action Personal
Effect: You gain temporary hit points equal to 5 + your Constitution
modifier. (=>7)

Class Features:

Spoiler:

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 hitpoints or fewer. You can place a Warlock's Curse on multiple targets over the course of an encounter. You can't place a Warlock's Curse on a creature that is already effected by your or another charater'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

Misty Step (improved)
You instantly transform into silver mist that streams a short distance and reforms,
allowing you to flee or maneuver to set up deadly attack.
When an enemy under your Warlock's Curse is reduced to 0 hit points or fewer,
you can immediately teleport up to 5 squares (improved from 3 via the Feat 'Improved Misty Step') as a free action.

Prime Shot
If none of your allies are nearer to your target than you are,
you get a +1 bonus to ranged arrack 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.

Equipment

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backpack
bedroll
flint and steel
belt pouch
trail rations (10 days)
hempen rope (50 ft.)
sunrods (8)
waterskin
21 gp