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Player Name
11 STR
Strength
0 3 17 FORT 13 4 13 Passive Insight 10 + 3
19 CON
Constitution
4 7
CONDITIONAL BONUSES
13 Passive Perception 10 + 3
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Low-light Vision
10 DEX 0 3 18
Dexterity REF 13 4 1
ATTACK WORKSPACE
18 INT
Intelligence
4 7 CONDITIONAL BONUSES ABILITY:
Eldritch Blast - Torch of Misery +2
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +
10 WIS 0 3
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 11 3 5 1 2
Wisdom 19 WILL 13 5 1 ABILITY:
Melee Basic Attack - Bloodclaw Dagger +2
21 CHA
Charisma
5 8 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 8 3 0 3 2
HIT POINTS ACTION POINTS
MAX HP HEALING SURGES MILESTONES
0
ACTION POINTS
1 DAMAGE WORKSPACE
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2 ABILITY:
61 30 15 10 2 3 Eldritch Blast - Torch of Misery +2
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES 1d10+7 5 2
RACE FEATURES ABILITY:
Melee Basic Attack - Bloodclaw Dagger +2
Infernal Wrath - Use infernal wrath as an encounter DAMAGE ABIL FEAT ENH MISC MISC
12 7 5 n/a 0 Eldritch Blast Charisma - Use CHA for Eldritch Blast Warlock's Wrath
Arcana INT
0 Eldritch Pact - Choose a pact, which determines an at-will Hellfire Blood - +1 attack and damage with fire and fear
3 Athletics STR 3 0 n/a
spell, your pact boon, and bonuses to certain powers. powers
15 Bluff CHA 8 5 n/a 2
Infernal Pact - Hellish rebuke spell; Dark One's Killing Curse - Warlock's curse dice increase from d6 to d8
8 Diplomacy CHA 8 0 n/a 0
Blessing boon: When cursed foe is dropped to 0 hp, gain
3 Dungeoneering WIS 3 0 n/a 0
temporary hp equal to your level.
7 Endurance CON 7 0 n/a 0
Prime Shot - If no allies are closer to target than you, get
3 Heal WIS 3 0 n/a 0 +1 on ranged attacks against that target.
7 History INT 7 0 n/a 0 Shadow Walk - On your turn, if you move 3+ squares
3 Insight WIS 3 0 n/a 0 from starting square, gain concealment until end of your
FEET
ENCOUNTER POWERS
HANDS
Second Wind
HEAD
Grasp of the Iron Tower
NECK
Warlock's Wrath
RING
Lure of Minauros
RING
Pain to Pleasure
WAIST PERSONALITY TRAITS
Vile Brand
Avernian Eruption
UTILITY POWERS
Eyes of the Spider Queen
Effect: You spend a healing surge and regain 15 ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
hit points. You gain a +2 bonus to all defenses Attack: Strength vs. AC Attack: Dexterity vs. AC
until the start of your next turn. Hit: 1[W] + Strength modifier (+0) damage. Hit: 1[W] + Dexterity modifier (+0) damage.
Increase damage to 2[W] + Strength modifier Increase damage to 2[W] + Dexterity modifier (+0)
(+0) at 21st level. at 21st level.
Special: You can use an unarmed attack as a Special: Weapons with the heavy thrown property
weapon to make a melee basic attack. use Strength instead of Dexterity for attack rolls
and damage rolls. Warlocks can use eldritch blast
Bloodclaw Dagger +2: +8 attack, 1d4+2 damage as a ranged basic attack, and wizards can use
magic missile as a ranged basic attack.
+1d8 to damage once per round (Warlock's Curse) +1d8 to damage once per round (Warlock's Curse)
+1 Racial bonus to attack rolls against bloodied foes - +1 to attack rolls if none of your allies are closer to the target - Prime Shot.
+1 Racial bonus to attack rolls against bloodied foes - Bloodhunt.
Bloodhunt.
CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK
PH * PH * PH
UTILITY POWER AT-WILL POWER AT-WILL POWER
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Warlock's Curse Grasp of the Iron Tower Warlock's Wrath
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Implement Arcane, Fire
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Torch of Misery +2 Bloodclaw Dagger +2 Summoned Leather Armor +3
+2 attack rolls and damage rolls 10 +1d6 fire damage per plus
+2 attack rolls and damage rolls 7 +2d6 damage +3 AC 11 Armor
ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES
When you hit an enemy with a fire or radiant attack power Light Thrown, Off-hand
using this rod and deal damage to it, that enemy grants
combat advantage to you on your next attack against it
before the end of your next turn.
Melee Basic Attack: +8 attack, 1d4+2 damage
Ranged Basic Attack: +8 attack, 1d4+2 damage
Eldritch Blast: +11 attack, 1d10+7 damage
Power (At-Will): Minor. Green flame bursts Power (Encounter): Free Action. Use this power Power (At-Will): Minor Action. You banish this
from the end of the rod, illuminating the area when you hit with this weapon. You take damage up armor to a secure extradimensional location. At
around you like a torch. You can end this effect to a maximum of the weapon's enhancement bonus any point in the future, unless you are wearing
as a free action. (a +3 weapon deals up to 3 damage to its wielder). armor, you can use another minor action to recall
This damage cannot be reduced or prevented in any
the armor. The armor appears on you as though
way. Increase the damage your target takes by
you had donned it normally.
double the amount of damage you took, triple if you
are wielding the weapon in two hands.
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Off-hand 0 5000 AV2 Off-hand 1 2600 PH Body 15 9000 PH
1
AC BONUS CHECK SPEED QUANTITY
1 Wondrous Item
ENHANCEMENT LEVEL TYPE
PROPERTIES
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KEYWORDS USED KEYWORDS USED KEYWORDS USED
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