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Character Sheet

Player Name

Damaia
Character Name

11
Level

Hexblade
Class

Turathi Highborn
Paragon Path Epic Destiny Deity
SCORE

26,000
Total XP RPGA Number
BASE ARMOR ITEM MISC

Tiefling
Race
SCORE

Medium
Size

28
Age

Female 6"
Gender
MISC

200 lbs
Weight

Unaligned
Alignment Adventuring Company

Height

INITIATIVE
DEX 1/2 LVL SCORE

DEFENSES
DEFENSE 10 + ARMOR/ 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

MOVEMENT 2 5 Speed
(Squares)

15

Initiative

CONDITIONAL MODIFIERS

24

AC

15

-1

SPECIAL MOVEMENT

CONDITIONAL BONUSES

ABILITY SCORES
SCORE ABILITY ABIL MOD MOD + 1/2 LVL

11 19 15 11 9 22

STR Strength
Constitution

DEFENSE

10 + 1/2 LVL ABIL

SENSES
CLASS FEAT ENH MISC MISC SCORE PASSIVE SENSE BASE SKILL BONUS

0 4 2 0 -1 6 HIT POINTS

5 9 7 5 4 11

21

FORT 15

14 14

Passive Insight Passive Perception

10 + 10 +

4 4

CON DEX

CONDITIONAL BONUSES

DEFENSE

10 + 1/2 LVL ABIL

SPECIAL SENSES CLASS FEAT ENH MISC MISC

Low-light Vision

Dexterity

18

REF

15

1
ABILITY: ATT BONUS CLASS FEAT ENH MISC MISC

INT Intelligence
Wisdom

ATTACK WORKSPACE
Melee Basic Attack - Blade of Annihilation
1/2 LVL ABIL CLASS PROF FEAT ENH MISC

CONDITIONAL BONUSES

WIS CHA

DEFENSE

10 + 1/2 LVL ABIL

26

WILL 15

+ 8
ABILITY: ATT BONUS

0
CLASS

2
PROF FEAT ENH

1
MISC

Melee Basic Attack - Unarmed


1/2 LVL ABIL

Charisma

CONDITIONAL BONUSES

+ 5 ACTION POINTS
SURGES/DAY

MAX HP
BLOODIED

HEALING SURGES
SURGE VALUE

81
CURRENT HIT POINTS

40
1/2 HP

20
1/4 HP

10
CURRENT SURGE USES

MILESTONES 0 1 2 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

Action Points

ACTION POINTS 1 2 3

DAMAGE WORKSPACE
ABILITY: DAMAGE

Melee Basic Attack - Blade of Annihilation


ABIL FEAT ENH MISC MISC

RACE FEATURES
Infernal Wrath - You have the infernal wrath power
SECOND WIND 1/ENCOUNTER
TEMPORARY HIT POINTS

1d12+3
ABILITY: DAMAGE

0
ABIL FEAT ENH

3
MISC MISC

Melee Basic Attack - Unarmed

USED

Fire Resistance - You have resist fire 5 + 1/2 level Bloodhunt - +1 to attacks against bloodied enemies
ATTACK

1d4+2

0 BASIC ATTACKS

DEATH SAVING THROW FAILURES


SAVING THROW MODS RESISTANCES Resist 10 Fire CURRENT CONDITIONS AND EFFECTS

DEFENSE

WEAPON OR POWER

DAMAGE

12 12 5 7 SKILLS CLASS / PATH / DESTINY FEATURES


TRND (+5) ARMOR PENALTY MISC

vs vs vs vs

Ref Ref AC AC

Eldritch Bolt (Blade of Annihi

1d10+15

Eldritch Bolt (Ashen rod of Ab 1d10+15 Unarmed (Melee) Unarmed (Range) 1d4+2 1d4+2

BONUS

SKILL NAME

ABIL MOD + 1/2 LVL

Infernal Pact Boon - Gain soul feast power Infernal Pact Reward - Gain tiered damage bonus Infernal Pact Weapon - Blade of Annihilation Improved Pact Weapon - Gain additional encounter power use Level 9 Summon Warlock's Ally (Infernal) - Can summon spined devil lackey Turathi Frenzy - You deal 1 + Cha mod extra damage against bloodied enemies. Hellfire Action - When you attack with an action point action, deal 2d6 extra fire damage. Bolts of Bedevilment Charisma - Use CHA for Bolts of Bedevilment

FEATS
Implement Focus (Rod) - +1/+2/+3 (by tier) to damage with Rod implement attacks Imperious Majesty - Use Cha for initiative; when you hit creature that has not yet acted, it takes Cha modifier penalty to attacks against you until EoNT White Lotus Evasion - When you hit with at-will attack spell, shift 1 sq. as minor action until end of turn Superior Will - +2/+3/+4 (by tier) to Will; make saving throw to end stunned or dazed at start of your turn even if not (save ends) effect White Lotus Riposte - When enemy attacks you before SoNT after you hit it with at-will attack spell, it takes damage (of the same type) equal to that power's relevant ability modifier Improved Initiative - +4 to initiative

6 10 4 18 11 4 8 4 5 4 16 4 4 5 13 11 6

Acrobatics Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery

DEX INT STR CHA CHA WIS CON WIS INT WIS CHA WIS WIS INT DEX CHA DEX

7 5 5 11 11 4 9 4 5 4 11 4 4 5 7 11 7

0 5 0 5 0 0 0 0 0 0 5 0 0 0 5 0 0

1 n/a 1 n/a n/a n/a 1 n/a n/a n/a n/a n/a n/a n/a 1 n/a 1

0 0 0 2 0 0 0 0 0 0 0 0 0 0 2 0 0

LANGUAGES KNOWN
Common, Primordial

White Lotus Master Riposte - When enemy you hit with at-will spell attacks you before SoNT, repeat the attack against that enemy as imm. reaction if the enemy is not marked by you

Damaia

Page 1

POWER INDEX
List your powers below. Check the box when the power is used. Clear the box when the power renews.

MAGIC ITEM INDEX


List your powers below. Check the box when the power is used. Clear the box when the power renews.
WEAPON WEAPON WEAPON WEAPON ARMOR ARMS FEET HANDS HEAD NECK RING RING WAIST

CHARACTER PORTRAIT

AT-WILL POWERS
Bull Rush Attack Grab Attack Opportunity Attack Eldritch Bolt Soul Eater Spined Devil Lackey's Attack Spined Devil Lackey's Opportunity

MAGIC ITEMS
Blade of Annihilation (E)

Summoned Bonemail Armor +2 (E) Bracers of Mighty Striking (heroic tier) (E) Boots of Adept Charging (heroic tier) (E)

ENCOUNTER POWERS
Second Wind Infernal Wrath Blazing Doom of the Void Reflexive Hellstrike Bolts of Bedevilment

Amulet of Protection +1 (E)

PERSONALITY TRAITS
Ashen rod of Absorption +1 (Off-hand) (E)

DAILY POWERS
Tyranny of Flame Crown of Madness Summon Warlock's Ally Summoned Creature (Infernal Pact) Spined Devil Lackey

MANNERISMS AND APPEARANCE

UTILITY POWERS
Second Wind Soul Feast Wrathful Aspect Lesser Planar Ally Shadowslip Ethereal Sidestep
Heroic (1-10) Paragon (11-20) Epic (21-30)

Daily Item Powers Per Day


Milestone Milestone Milestone / / / / / / / / /

CHARACTER BACKGROUND

OTHER EQUIPMENT
Everburning Torch Fine Clothing

RITUALS / ALCHEMY

COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES COINS AND OTHER WEALTH


Money on hand: 8 pp; 80 gp Stored money: 0 gp Encumbrance: 50 / 110

Damaia

Page 2

CHARACTER NAME

Damaia
PLAYER NAME

Skills 6 10 4 18 11 4 8 4 5 4 16 4 4 5 13 11 6 Acrobatics Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery DEX INT STR CHA CHA WIS CON WIS INT WIS CHA WIS WIS INT DEX CHA DEX (Trained) (Trained)

Action Point
ADDITIONAL EFFECTS

RACE

Tiefling

CLASS

Hexblade

LEVEL

11

Hellfire Action: When you spend an action point to make an attack, that attack deals 2d6 extra fire damage on a hit.

SCORE ABILITY

MOD

HP 81 Spd 5 Init +15

11 STR +0 19 CON +4 15 DEX +2 11 INT +0 9 WIS 1 22 CHA +6

AC 24 Fort 21 Ref 18 Will 26


Passive Perception

(Trained)

(Trained)
Effect: Gain a standard action this turn. Special: You are reset to one action point when you take an extended rest. You gain an action point each milestone.
ENCOUNTER SPECIAL

14
PLAY DATA

Passive Insight

14

ADDITIONAL EFFECTS

PLAY DATA

Second Wind
KEYWORDS USED

Bull Rush Attack


KEYWORDS USED

Grab Attack
KEYWORDS USED

Standard ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Standard ACTION 5 ATTACK

Melee 1 RANGE Fort DEFENSE One creature TARGET

Standard ACTION 5 ATTACK

Melee touch RANGE Reflex DEFENSE One creature that is no more than TARGET

vs

vs

Effect: You spend a healing surge and regain 20 hit points. You gain a +2 bonus to all defenses until the start of your next turn.

Attack: Strength vs. Fortitude Hit: You can push the target 1 square and then shift 1 square into the space it left. Unarmed: +5 attack

Requirement: You must have a hand free. Attack: Strength vs. Reflex Hit: You grab the target until the end of your next turn. You can end the grab as a free action. Sustain Minor: The grab persists until the end of your next turn. Unarmed: +5 attack

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+1 Racial bonus to attack rolls against bloodied foes Bloodhunt.


CLASS LEVEL BOOK

+1 Racial bonus to attack rolls against bloodied foes Bloodhunt.


CLASS LEVEL

PH

CLASS

LEVEL

BOOK

PH

BOOK

PH

UTILITY POWER

AT-WILL POWER

AT-WILL POWER

Opportunity Attack
KEYWORDS USED

Eldritch Bolt
KEYWORDS

Soul Eater
USED KEYWORDS

Arcane, Force, Implement


10

Arcane, Implement, Necrotic, Weapon


*

USED

Opportunity * ACTION vs ATTACK DEFENSE

Melee 1 RANGE The triggering enemy TARGET

Standard ACTION 12 ATTACK vs

Ranged 10 RANGE One creature TARGET

Standard ACTION 14 ATTACK

Melee weapon RANGE AC DEFENSE One creature TARGET

Reflex DEFENSE

vs

Trigger: An enemy that you can see either leaves a square adjacent to you or uses a ranged or an area power while adjacent to you. Effect: You make a melee basic attack against the target.

Attack: Charisma vs. Reflex Hit: 1d10 + Charisma modifier (+6) force damage. Level 21: 2d10 + Charisma modifier (+6) force damage. Special: You can use this power as a ranged basic attack. Blade of Annihilation: +12 attack, 1d10+15 damage Ashen rod of Absorption +1: +12 attack, 1d10+15 damage

Requirement: You must use this power with your Blade of Annihilation. Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier (+6) necrotic damage, and you gain a +2 power bonus to your next attack roll against the target before the end of your next turn. Level 21: 2[W] + Charisma modifier (+6) necrotic damage. Special: You can use this power as a melee basic attack. Blade of Annihilation: +14 attack, 1d12+17 damage Ashen rod of Absorption +1: +12 attack, 6 damage
ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+1 Racial bonus to attack rolls against bloodied foes Bloodhunt. +7 to damage rolls against bloodied enemies - Turathi Frenzy.
CLASS LEVEL

+1 Racial bonus to attack rolls against bloodied foes Bloodhunt. +7 to damage rolls against bloodied enemies - Turathi Frenzy.
CLASS

BOOK

PH

CLASS

Warlock

LEVEL

BOOK

PEHOTFK

Warlock

LEVEL

BOOK

PEHOTFK

AT-WILL POWER
Damaia

AT-WILL POWER
Page 3

AT-WILL POWER

Spined Devil Lackey's Attack


KEYWORDS

Spined Devil Lackey's Opportunity


USED KEYWORDS

Infernal Wrath
USED KEYWORDS

Arcane, Summoning
10

Arcane, Summoning
10

Fire Close burst 10


10

USED

Standard ACTION 16 ATTACK vs

Ranged 10 RANGE One creature TARGET

Opportunity ACTION 16 ATTACK vs

Ranged 10 RANGE The triggering enemy TARGET

Free ACTION ATTACK vs DEFENSE

RANGE The triggering enemy in burst TARGET

Reflex DEFENSE

Reflex DEFENSE

Requirement: You must have summoned your spined devil lackey. Attack: Beast's attack bonus vs. Reflex Hit: 1d8 + your Charisma modifier (+6) damage, and ongoing 5 poison damage (save ends). Special: The creature lacks actions of its own. Instead, you spend actions to command it. Unarmed: +16 attack, 1d8+12 damage

Requirement: You must have summoned your spined devil lackey. Trigger: An enemy ends its turn adjacent to you. Attack: Beast's attack bonus vs. Reflex Hit: 5 damage. Special: The creature lacks actions of its own. Instead, you spend actions to command it. Unarmed: +16 attack, 5+0 damage

Trigger: An enemy within 10 squares of you hits you Effect: The target takes 1d6 + Intelligence modifier (+0) or Charisma modifier (+6) fire damage. Level 11: 2d6 + Intelligence modifier (+0) or Charisma modifier (+6) fire damage. Level 21: 3d6 + Intelligence modifier (+0) or Charisma modifier (+6) fire damage.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+1 Racial bonus to attack rolls against bloodied foes Bloodhunt. +7 to damage rolls against bloodied enemies - Turathi Frenzy.
CLASS

+1 Racial bonus to attack rolls against bloodied foes Bloodhunt.


CLASS

Hexblade

LEVEL

BOOK

PEHOTFK

Hexblade

LEVEL

BOOK

PEHOTFK

CLASS

Tiefling

LEVEL

BOOK

PH

AT-WILL POWER

AT-WILL POWER

ENCOUNTER POWER

Blazing Doom of the Void


KEYWORDS

Reflexive Hellstrike
USED KEYWORDS

Bolts of Bedevilment
USED KEYWORDS

Arcane, Fire, Implement, Necrotic, Weapon


*

Arcane, Fire, Necrotic


*

Charm, Fire
10

USED

Standard ACTION 14 ATTACK

Melee weapon RANGE Fort DEFENSE One creature TARGET

Imm React ACTION

Melee 1 RANGE The triggering enemy DEFENSE TARGET

Standard ACTION 15 ATTACK vs

Ranged 10 RANGE One creature TARGET

vs

vs ATTACK

Will DEFENSE

Requirement: You must use this power with your Blade of Annihilation. Attack: Charisma vs. Fortitude Hit: 2[W] + Charisma modifier (+6) fire and necrotic damage. Increase damage to 3[W] + Charisma modifier (+6) fire and necrotic damage at 13th level. Increase damage to 4[W] + Charisma modifier (+6) fire and necrotic damage at 23rd level. Effect: You gain a +5 power bonus to your next damage roll against the target before the end of your next turn. Special: You can use this power twice per encounter, but only once per turn. Blade of Annihilation: +14 attack, 2d12+15 damage Ashen rod of Absorption +1: +12 attack, 6 damage
ADDITIONAL EFFECTS

Requirement: You must be holding your Blade of Annihilation. Trigger: An adjacent enemy attacks you. Effect: The target takes 5 + your Charisma modifer fire and necrotic damage, and you push it a number of squares up to your Constitution modifier (+4). Level 17: 10 + your Charisma modifier (+6) fire and necrotic damage. Level 27: 15 + your Charisma modifier (+6) fire and necrotic damage.
ADDITIONAL EFFECTS

Attack: Charisma, Constitution, or Intelligence + 4 vs. Will Level 21: Charisma, Constitution, or Intelligence + 6 vs. Will Hit: The target makes a basic attack against a creature of your choice as a free action. The target gains a +2 power bonus to the attack roll, and on a hit, its attack deals 2d6 extra fire damage. Special: When you gain this power, choose Charisma, Constitution, or Intelligence as the ability you use when making attack rolls with this power. Unarmed: +15 attack
ADDITIONAL EFFECTS

+1 Racial bonus to attack rolls against bloodied foes Bloodhunt. +7 to damage rolls against bloodied enemies - Turathi Frenzy.
CLASS

+1 Racial bonus to attack rolls against bloodied foes Bloodhunt.


CLASS

Warlock

LEVEL

BOOK

PEHOTFK

Warlock

LEVEL

BOOK

PEHOTFK

CLASS

Turathi Highborn

LEVEL

11

BOOK

PH2

ENCOUNTER POWER

ENCOUNTER POWER

ENCOUNTER POWER

Tyranny of Flame
KEYWORDS

Crown of Madness
USED KEYWORDS

Summon Warlock's Ally


USED KEYWORDS

Arcane, Fire, Implement


10

Arcane, Charm, Implement, Psychic


10

Arcane, Summoning
5

USED

Standard ACTION 10 ATTACK vs

Ranged 10 RANGE One creature TARGET

Standard ACTION 12 ATTACK vs

Ranged 10 RANGE One creature TARGET

Minor ACTION vs ATTACK

Ranged 5 RANGE

Will DEFENSE

Will DEFENSE

DEFENSE

TARGET

Attack: Constitution vs. Will Effect: You knock the target prone. Hit: 3d6 + Constitution modifier (+4) fire damage, and the target can't stand up from prone (save ends). Infernal Pact: The target also takes a -2 penalty to saving throws against this power. Miss: Half damage. Blade of Annihilation: +10 attack, 3d6+13 damage Ashen rod of Absorption +1: +10 attack, 3d6+13 damage
ADDITIONAL EFFECTS

Attack: Charisma vs. Will Hit: 2d10 + Charisma modifier (+6) psychic damage, and the target must use a free action to make a melee basic attack against one of its adjacent allies of your choice. Miss: Half damage. Effect: The target is subjected to madness (save ends). Until the effect ends, you can use a minor action once per round, starting on your next turn, to cause the target to make a melee basic attack as a free action against one of its adjacent allies of your choice. Blade of Annihilation: +12 attack, 2d10+15 damage Ashen rod of Absorption +1: +12 attack, 2d10+15 damage
ADDITIONAL EFFECTS

Effect: You summon a creature associated with your pact in an unoccupied space within range. The creature is an ally to you and your allies. The creature lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the creature's description. You must have line of effect to the creature to command it. When you command the creature, you and the creature share knowledge but not senses. When the creature makes a check, you make the roll using your game statistics, not including any temporary bonuses or penalties. The creature lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter.
ADDITIONAL EFFECTS

+1 Racial bonus to attack rolls against bloodied foes Bloodhunt. +7 to damage rolls against bloodied enemies - Turathi Frenzy.
CLASS

+1 Racial bonus to attack rolls against bloodied foes Bloodhunt. +7 to damage rolls against bloodied enemies - Turathi Frenzy.
CLASS

Warlock

LEVEL

BOOK

AP

Warlock

LEVEL

BOOK

PH

CLASS

Hexblade

LEVEL

BOOK

PEHOTFK

DAILY POWER
Damaia

DAILY POWER
Page 4

DAILY POWER

Summoned Creature (Infernal Pact)


KEYWORDS

Spined Devil Lackey


USED KEYWORDS

Second Wind
USED KEYWORDS USED

Arcane, Summoning

Arcane, Summoning, Aura

Standard ACTION vs ATTACK DEFENSE TARGET ATTACK RANGE ACTION vs DEFENSE TARGET RANGE ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Creature: Spined Devil Lackey Size: Medium Origin: Immortal Type: Humanoid Hit Points: Your bloodied value. Healing Surges: None, but you can expend a healing surge for the guardian if an effect allows it to spend one. Defenses: Your defenses, not including any temporary bonuses or penalties. Speed: 6 , fly 6 (hover)
ADDITIONAL EFFECTS

Hell's Dark Presence (Aura 2): You gain a +2 power bonus to Intimidate checks while you are in the aura. Special Movement (At-Will; 1/round): Minor Action. Effect: The lackey either walks, shifts, runs, stands up, squeezes, or crawls.

Effect: Spend a healing surge and gain a +2 bonus to all defenses until the start of your next turn.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Hexblade

LEVEL

BOOK

PEHOTFK

CLASS

Hexblade

LEVEL

BOOK

PEHOTFK

CLASS

LEVEL

BOOK

PH

DAILY POWER

DAILY POWER

UTILITY POWER

Soul Feast
KEYWORDS

Wrathful Aspect
USED KEYWORDS

Lesser Planar Ally


USED KEYWORDS

Arcane

Arcane, Fear, Fire

Arcane, Conjuration *

USED

Free ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Minor ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Standard ACTION

Melee 1 RANGE ENCOUNTER DAILY

AT-WILL

Trigger: You reduce an enemy to 0 hit points, or an enemy adjacent to you drops to 0 hit points. Effect: You gain temporary hit points equal to your Constitution modifier (+4). Level 11: Temporary hit points equal to 2 + your Constitution modifier (+4). Level 21: Temporary hit points equal to 5 + your Constitution modifier (+4). Special: You can use this power only once per round.

Effect: Until the end of your next turn, you gain a +5 power bonus to Intimidate checks, and any creature that hits you with a melee attack takes 5 fire damage.

Effect: You conjure the Tiny spirit of a planar being in a square adjacent to you. The spirit is an invisible conjuration that lasts until it is dismissed as a free action or until it completes its task, which can take no longer than 1 hour. You command the spirit to attempt one of the following tasks. -Locate and Object or a Person: The spirit can locate a specific object or creature within 5 miles of you that you have seen or touched. When it completes the task, the spirit returns to you and describes the direction, distance, and location of the object or creature. -Explore an Area: The spirit can provide a rough description of an area up to 20 squares on a side, including obvious physical features. The spirit cannot open doors or breach physical or magical barriers, so it cannot explore any area that a Tiny creature couldn't reach. It cannot notice anything that requires a Perception check to detect. When it completes the task, the spirit returns to you and telepathically provides a mental image of the area.
ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Warlock

LEVEL

BOOK

PEHOTFK

CLASS

Warlock

LEVEL

BOOK

PEHOTFK

CLASS

Warlock

LEVEL

BOOK

PEHOTFK

UTILITY POWER

UTILITY POWER

UTILITY POWER

Shadowslip
KEYWORDS

Ethereal Sidestep
USED KEYWORDS

Blade of Annihilation
USED

Arcane, Teleportation

Arcane, Teleportation

1d12
DAMAGE

2
PROFICIENT

Heavy Blade
GROUP RANGE

Imm React ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Move ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

ENHANCEMENT
PROPERTIES

LEVEL

CRITICAL

Trigger: An enemy misses you with a melee or a ranged attack Effect: Teleport a number of squares equal to your Charisma Modifier (+6).

Effect: You teleport 1 square.

While you hold your implement in one hand, you can use a minor action to manifest your pact weapon in the other hand. The pact weapon you create depends on your pact. Your pact weapon persists until you no longer hold either it or the implement, or until you dismiss it as a free action. Eldritch Bolt: +12 attack, 1d10+15 damage Soul Eater: +14 attack, 1d12+17 damage

AT-WILL
POWER

ENCOUNTER

DAILY

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

Special: You can make weapon attacks with your pact weapon, using its proficiency bonus and the appropriate damage die. Your pact weapon shares your implement's enhancement bonus, critical hit effect, properties, and powers. The weapon cannot be enchanted. When you use a power associated with your pact weapon and the power has both the weapon and the implement keyword, you are considered to be wielding both your pact weapon and your implement for the purpose of feats and other game elements.
LEVEL

CLASS

Warlock

LEVEL

BOOK

FRPG

CLASS

Warlock

10

BOOK

PHS1

ITEM SLOT

One-hand

WEIGHT

PRICE

BOOK

PEHOTFK

UTILITY POWER
Damaia

UTILITY POWER
Page 5

MAGIC WEAPON

Ashen rod of Absorption +1


Rod
DAMAGE PROFICIENT GROUP RANGE

Summoned Bonemail Armor +2


7
AC BONUS

Amulet of Protection +1
1
QUANTITY AC BONUS CHECK SPEED

-1
CHECK

-1
SPEED

1
QUANTITY

+1 attack rolls and damage rolls


ENHANCEMENT
PROPERTIES

4
LEVEL

+1d8 damage
CRITICAL
PROPERTIES

+2 AC
ENHANCEMENT

6
LEVEL

Armor
TYPE

+1 Fortitude, Reflex, and Will


ENHANCEMENT
PROPERTIES

1
LEVEL

Neck Slot Item


TYPE

An ashen rod is made from fire-blackened hardwood and laced with veins of crystallized red sap.

Crafting chainmail without metal is challenging. Still, Athasian armorers have managed. They adorn stiff leather jacks with small disks or squares of horn, bone, or wood. The kank and the cilops have hard body parts ideal for the creation of masterwork mail coats. The greatest suits of mail armor are worn by the elite guards of the sorcerer-kings.
AT-WILL
POWER

AT-WILL
POWER

ENCOUNTER

DAILY

ENCOUNTER

DAILY

AT-WILL
POWER

ENCOUNTER

DAILY

Rarity: Rare Power (Encounter): No Action. Trigger: You hit a creature with an attack using this rod and the creature has an active aura. Effect: The aura is deactivated, and the creature can't reactivate the aura (save ends). Utility Power (Daily): Immediate Interrupt. Trigger: You are targeted by a close attack power or an area attack power that has a damage keyword. Effect: The attacker takes a -5 penalty to all of the power's attack rolls.
ITEM SLOT

Rarity: Uncommon Power (At-Will): Minor Action. You banish this armor to a secure extradimensional location. At any point in the future, unless you are wearing armor, you can use another minor action to recall the armor. The armor appears on you as though you had donned it normally.
ITEM SLOT

Rarity: Common

Off-hand

WEIGHT

PRICE

840

BOOK

PH3

Body

WEIGHT

40

PRICE

1800

BOOK

DSCS

ITEM SLOT

Neck

WEIGHT

PRICE

360

BOOK

PH

MAGIC WEAPON

MAGIC ITEM

MAGIC ITEM

Boots of Adept Charging (heroic tier)


1
AC BONUS CHECK SPEED QUANTITY

Bracers of Mighty Striking (heroic tier)


1
AC BONUS CHECK SPEED QUANTITY

2
ENHANCEMENT
PROPERTIES

Feet Slot Item


TYPE
PROPERTIES

2
ENHANCEMENT LEVEL

Arms Slot Item


TYPE

LEVEL

After charging, you can shift 1 square before your turn ends.

When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.

AT-WILL
POWER

ENCOUNTER

DAILY

AT-WILL
POWER

ENCOUNTER

DAILY

Rarity: Uncommon

Rarity: Common

ITEM SLOT

Feet

WEIGHT

PRICE

520

BOOK

AV

ITEM SLOT

Arms

WEIGHT

PRICE

520

BOOK

PH

MAGIC ITEM

MAGIC ITEM

Damaia

Page 6

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