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Player Name
10 STR
Strength
0 3 19 FORT 13 4 2 14 Passive Insight 10 + 4
19 CON
Constitution
4 7
CONDITIONAL BONUSES
14 Passive Perception 10 + 4
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
10 DEX 0 3 20
Dexterity REF 13 4 1 2 ATTACK WORKSPACE
19 INT
Intelligence
4 7 CONDITIONAL BONUSES ABILITY:
Eldritch Blast - Defiant rod of Deadly Casting
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH M
10 +
12 WIS 1 4
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 10 3 4 1 2
Wisdom 17 WILL 13 1 1 2 ABILITY:
Eldritch Blast - Rod Implement
10 CHA
Charisma
0 3 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH M
+ 8 3 4 1
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 2 3 Eldritch Blast - Defiant rod of Deadly Casting
30 15 10 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS DAMAGE ABIL FEAT ENH MISC M
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES
1d10+6 4 2
RACE FEATURES ABILITY:
Eldritch Blast - Rod Implement
Elemental Origins - You are elemental, not natural. DAMAGE ABIL FEAT ENH MISC M
SECOND WIND 1/ENCOUNTER USED Elemental Manifestation - Choose earthsoul, firesoul, 1d10+4 4
TEMPORARY HIT POINTS
stormsoul, watersoul, or windsoul.
Windsoul - Windwalker power; resist 5 cold (10 at 11th BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMA
DEATH SAVING THROW FAILURES
SAVING THROW MODS level, 15 at 21st) 10 vs Ref Eldritch Blast (Defiant rod of Deadly
1d10
12 7 5 n/a 0 Eldritch Blast Constitution - Use CON for Eldritch Blast Sacrifice to Caiphon - Recover encounter power that
Arcana INT
0 Eldritch Pact - Choose a pact, which determines an at-will misses all targets but damage self, damage = level
3 Athletics STR 3 0 n/a
spell, your pact boon, and bonuses to certain powers. Improved Fate of the Void - Pact boon grants additio
3 Bluff CHA 3 0 n/a 0
Star Pact - Dire radiance spell; Fate of the Void boon: +1 bonus to die roll
3 Diplomacy CHA 3 0 n/a 0
cursed foe dropped to 0 hp gives you +1 on one d20 roll Ulban's Flare
4 Dungeoneering WIS 4 0 n/a 0
during your next turn (+2 for two foes, etc.).
14 Endurance CON 7 5 n/a 2
Prime Shot - If no allies are closer to target than you, get
4 Heal WIS 4 0 n/a 0 +1 on ranged attacks against that target.
12 History INT 7 5 n/a 0 Shadow Walk - On your turn, if you move 3+ squares
4 Insight WIS 4 0 n/a 0 from starting square, gain concealment until end of your
Yuriel Page 1
POWER INDEX MAGIC ITEM INDEX CHARACTER PORTRAIT
List your powers below. List your powers below.
Check the box when the power is used. Check the box when the power is used.
Clear the box when the power renews. Clear the box when the power renews.
AT-WILL POWERS MAGIC ITEMS
WEAPON
Eldritch Blast
WEAPON
Dire Radiance
WEAPON
Fate of the Void
WEAPON
Warlock's Curse
ARMOR
Magic Leather Armor +2 (E)
ARMS
FEET
ENCOUNTER POWERS
HANDS
Second Wind
HEAD
Windwalker
NECK
Arms of Hadar Amulet of Protection +2 (E)
RING
Frigid Darkness
RING
Mordant Rains of Dis
WAIST PERSONALITY TRAITS
Flames of Phlegethos
Hunger of Hadar
UTILITY POWERS
Ethereal Stride
Yuriel Page 2
CHARACTER NAME
Skills Action Point
Yuriel
PLAYER NAME ADDITIONAL EFFECTS
3 Acrobatics DEX
12 Arcana INT (Trained)
RACE CLASS LEVEL
Genasi Warlock 7 3 Athletics STR
3 Bluff CHA
SCORE ABILITY MOD
3 Diplomacy CHA
HP 10 STR +0 AC 4 Dungeoneering WIS
21 14 Endurance CON (Trained)
61 19 CON +4 4 Heal WIS
Fort
Spd 12 History INT (Trained)
10 DEX +0 19 4 Insight WIS
6 19 INT +4 Ref 3 Intimidate CHA
20 6 Nature WIS
Init 12 WIS +1 4 Perception WIS
Will 12 Religion INT (Trained)
+3 10 CHA +0 17 3 Stealth DEX
3 Streetwise CHA Effect: Gain a standard action this turn.
3 Thievery DEX Special: You are reset to one action point when
Passive Passive ADDITIONAL EFFECTS
you take an extended rest. You gain an action
14 Insight 14 Perception
point each milestone.
PLAY DATA PLAY DATA ENCOUNTER SPECIAL
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: Charisma or Constitution vs. Reflex Attack: Constitution vs. Fortitude
until the start of your next turn. Hit: 1d10 + Charisma or Constitution modifier damage.
Increase damage to 2d10 + Charisma or Constitution modifier
Hit: 1d6 + Constitution modifier (+4) radiant
at 21st level. damage. If the target moves nearer to you on its
Special: At 1st level, you determine whether you use next turn, it takes an extra 1d6 + Constitution
Charisma or Constitution to attack with this power. Once you modifier (+4) damage.
make that choice, you can't change it later.
This power counts as a ranged basic attack. When a power
Increase damage and extra damage to 2d6 +
allows you to make a ranged basic attack, you can use this Constitution modifier (+4) at 21st level.
power.
Defiant rod of Deadly Casting +2: +10 attack,
Defiant rod of Deadly Casting +2: +10 attack, 1d10+6 damage
Rod Implement: +8 attack, 1d10+4 damage 1d6+6 damage
Rod Implement: +8 attack, 1d6+4 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
+1d6 to damage once per round (Warlock's Curse) +1d6 to damage once per round (Warlock's Curse)
+1 to attack rolls if none of your allies are closer to the target +1 to attack rolls if none of your allies are closer to the target
- Prime Shot. - Prime Shot.
CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK
PH Warlock 1 PH Warlock 1 PH
UTILITY POWER AT-WILL POWER AT-WILL POWER
Yuriel Page 3
Arms of Hadar Frigid Darkness Mordant Rains of Dis
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Implement Arcane, Cold, Fear, Implement Acid, Arcane, Implement
Attack: Constitution vs. Reflex Attack: Constitution vs. Fortitude Attack: Constitution vs. Reflex
Hit: 1d8 + Constitution modifier (+4) damage, Hit: 2d8 + Constitution modifier (+4) cold damage, Hit: 1d6 + Constitution modifier (+4) acid
and you push the target 2 squares. and the target grants combat advantage to you and damage, and the target is blinded until the end of
Star Pact: You push the target a number of your allies until the end of your next turn. your next turn.
squares equal to 1 + your Intelligence modifier Star Pact: The target takes a penalty to AC Infernal Pact: Each enemy adjacent to the
(+4). equal to your Intelligence modifier (+4) until the target takes acid damage equal to your
end of your next turn. Intelligence modifier (+4).
Defiant rod of Deadly Casting +2: +10 attack,
1d8+6 damage Defiant rod of Deadly Casting +2: +10 attack, 2d8 Defiant rod of Deadly Casting +2: +10 attack,
+6 damage
Rod Implement: +8 attack, 1d8+4 damage 1d6+6 damage
Rod Implement: +8 attack, 2d8+4 damage
Rod Implement: +8 attack, 1d6+4 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
+1d6 to damage once per round (Warlock's Curse) +1d6 to damage once per round (Warlock's Curse) +1d6 to damage once per round (Warlock's Curse)
+1 to attack rolls if none of your allies are closer to the target +1 to attack rolls if none of your allies are closer to the target
- Prime Shot. - Prime Shot.
CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK
Warlock 1 AP Warlock 3 PH Warlock 7 AP
ENCOUNTER POWER ENCOUNTER POWER ENCOUNTER POWER
+1d6 to damage once per round (Warlock's Curse) +1d6 to damage once per round (Warlock's Curse)
+1 to attack rolls if none of your allies are closer to the target
- Prime Shot.
CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK
Warlock 1 PH Warlock 5 PH Warlock 2 PH
DAILY POWER DAILY POWER UTILITY POWER
Fate's Frayed Thread Defiant rod of Deadly Casting +2 Magic Leather Armor +2
KEYWORDS USED
Arcane Rod 2 - - 1
DAMAGE PROFICIENT GROUP RANGE AC BONUS CHECK SPEED QUANTITY
Imm Reaction Personal
ACTION RANGE +2 attack rolls and damage rolls 7 +2d10 damage +2 AC 6 Armor
ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL TYPE
AT-WILL ENCOUNTER DAILY
PROPERTIES PROPERTIES
Trigger: An enemy misses you with an attack On a critical hit if you roll a 10, you can roll the Leather armor is sturdier than cloth armor. It
Target: The triggering enemy die again and add the result. protects vital areas with multiple layers of boiled-
Effect: You place your Warlock's Curse on the leather plates, while covering the limbs with
target. Also, until the end of your next turn, the supple leather that provides a small amount of
target takes a –2 penalty to attack rolls against protection.
you and grants combat advantage to you.
AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY
POWER POWER
ADDITIONAL EFFECTS
CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Warlock 6 Dragon 382 Off-hand 2 2600 PH3 Body 15 1800 PH
Yuriel Page 4
Amulet of Protection +2
1
AC BONUS CHECK SPEED QUANTITY
MAGIC ITEM
Yuriel Page 5