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Rated: E · Appendix · Other · #2240587
Warlock/Warlord
Female Tiefling Hybrid Warlock/Warlord
Level 1
Unaligned (Chaotic)

Strength
10
(+0)
Constitution
18
(+4)
Dexterity
17
(+3)
Intelligence
12
(+1)
Wisdom
13
(+1)
Charisma
14
(+2)
Height:
5' 11"
Weight:
180 lb
Skin:
Rust
Eyes:
Silver
Hair:
Purple Curly

Maximum Hit Points: 30

Bloodied: 15
Surge Value: 7
Surges / Day: 10 [includes constitution modifier]

Size: Medium
Speed: 6 squares
Vision: Low-light

Initiative:
1d20 +5
= + 3 [dexterity] + 2 [combat leader]
Base Strength Attack:
1d20 +0
= + 0 [strength]
Base Dexterity Attack:
1d20 +3
= + 3 [dexterity]
Base Constitution Attack:
1d20 +4
= + 4 [constitution]
Base Intelligence Attack:
1d20 +1
= + 1 [intelligence]
Base Wisdom Attack:
1d20 +1
= + 1 [wisdom]
Base Charisma Attack:
1d20 +2
= + 2 [charisma]
Armor Class:
17
= 10 + 4 [constitution] + 3 [Hide)]
Fortitude Defense:
15
= 10 + 1 [hybrid warlord] + 4 [constitution]
Reflex Defense:
14
= 10 + 1 [hybrid warlock] + 3 [dexterity]
Will Defense:
12
= 10 + 2 [charisma]
If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 1 characters get +0 on attack/damage (0d6 extra damage on a critical hit) and +0 on all defenses. These bonuses do not stack with magic items.
Armor: Hide) (25 lb)

Shield: None
Attacks:

Unarmed Melee: +0 [base strength attack] vs AC; damage 1[W]=1d4
Greatsword: +3 vs AC [0 strength attack] [+3 proficiency]; damage 1[W]=1d10 8 lb (Heavy blade)
Commander's Strike (ally adds your intelligence bonus to damage)
Furious Smash +0w [base strength attack] vs fortitude
Diabolic Strategem
Bastion of Defense +0w [base strength attack] vs AC
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.

Base Saving throw: d20 vs 10

Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
100 lb.
200 lb.
500 lb.
Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
33 lb. or less
34-66 lb.
67-100 lb.
100 lb.
200 lb.
500 lb.


Languages:
Common; (? 1 more)
Rituals Known:


Skills:
Acrobatics:
+2
= 3 [dexterity] -1 [armor]
Arcana:
+6
= 1 [intelligence] +5 [class training]
Athletics:
+4
= 0 [strength] +5 [class training]-1 [armor]
Bluff:
+9
= 2 [charisma] + 2 [Tiefling] +5 [class training]
Diplomacy:
+2
= 2 [charisma]
Dungeoneering:
+1
= 1 [wisdom]
Endurance:
+3
= 4 [constitution] -1 [armor]
Heal:
+1
= 1 [wisdom]
History:
+1
= 1 [intelligence]
Insight:
+1
= 1 [wisdom]
Intimidate:
+2
= 2 [charisma]
Nature:
+1
= 1 [wisdom]
Perception:
+1
= 1 [wisdom]
Religion:
+1
= 1 [intelligence]
Stealth:
+4
= 3 [dexterity] + 2 [Tiefling] -1 [armor]
Streetwise:
+2
= 2 [charisma]
Thievery:
+2
= 3 [dexterity] -1 [armor]
Feats:
Hybrid Talent (Warden): Warden's Armored Might

At-Will:

Melee Basic Attack: By weapon, damage 1[W] [standard action]
Ranged Basic Attack: By weapon, damage 1[W]+3 [dexterity bonus] [standard action]
Bull Rush: +0 [base strength attack] vs fortitude [standard action]
Grab: +0 [base strength attack] vs reflex [standard action]
Move grabbed target: +0 [base strength attack] vs fortitude [standard action]
Escape: +2 [acrobatics] vs reflex / +4 [athletics] vs fortitude [move action]
Commander's Strike [Level 1]
Furious Smash [Level 1]
Other Standard Actions:
Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);

Other Move Actions:
Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action)

Other Minor Actions:
Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight)

Other Immediate Actions:
Readied action

Other Opportunity Actions:
Opportunity attack

Other Free Actions:
Drop held items; End a grab; Talk

Other Non-Actions:
Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive

Short rest:
Healing surges as available

Five minutes:
Normal escape from restraints (Acrobatics)

One hour:
Forage; Streetwise check

Encounter Powers:

Second Wind
Spend an Action Point [free action, not in surprise round]
Infernal Wrath [Tiefling][minor action] [see online revision]
Inspiring Word [minor action][1/encounter]
Diabolic Grasp [Level 1]
Daily Powers:

Bastion of Defense [Level 1]
Tiefling

+2 Charisma, +2 Constitution or Intelligence (already included; you chose Constitution.)
+2 Bluff, +2 Stealth
Bloodhunt (+1 on attack rolls vs. bloodied foes)
Fire Resistance (resist fire 5 + half your level)
Infernal Wrath [see online revision]
Hybrid Warlock: Eldritch Pact (no free at-will attack or boon), Warlock's Curse [see online revision]
This warlock's pact is to the Winter Court with some pact boon.
This hybrid warlock cannot use the pact boon.
Hybrid Warlord: Inspiring Word (1/encounter), Warlord Leadership (choose one)
Combat Leader (+2 initiative for self and all allies within ten squares who see & hear you)



Equipment:

33 lb
2 lb
5 lb

4 lb
2 lb
5 lb
1 lb
10 lb
10 lb
2 lb
4 lb
_____
78 lb
Weapons / Armor / Shield (from above)
Backpack
Bedroll
Flint and steel
Grappling hook
Hammer
Pitons x10
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1

Total


Magic items:

Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:









Resistances:
Action Point Tally:
Daily Item Powers Per Day: Heroic Tier Milestones: / / /
Death Saving Throw Failures:
More about this character:
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