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Dungeons and Dragons 4th Edition Character Record Sheet
Character Name
Player
Class
Paragon Path
Epic Destiny
Race
Size
Age
Gender
Height
Weight
Align.
Deity
Adventure Company
XP
Next XP
Level
Ability
Score
Temp
Score
Mod
Mod+
1/2 Lv.
STR
CON
DEX
INT
WIS
CHA
Quick Look Up
Weapon / Power
Attack
Damage
Armor Bonus
Shield Bonus
Check Penalty
Speed Penalty
Armor is Heavy
INIT
Dex Mod
1/2 Lv.
Misc
Temp
=
+
+
+
Score
Base
Arm.
Item
Misc
Speed
P. Perception
P. Insight
Special Senses/Movement
Skills
Skill
Mod
Skill Name
Abil.
Train
(+5)
Mod+
.5Lv
Arm.
Misc
Temp
Total
10+
1/2Lv
Arm./
Abil.
Class
Feat
Enh.
Misc
Temp
AC
FORT
REF
WILL
Conditional Modifiers, Resistances & Action Points Note
. [b]Self:[/b] [list][*] Harrow Reading: +3 to any one Dex-based d20 roll before the end of your next Extended Rest. [*]+1 racial bonus to attacks vs Bloodied foes. [*] +1 to attack rolls when no ally is closer to the target then you. [*] Gain Concealment until EoNT when you end your turn at least 3 squares from where you began. [*] Resist 8 Fire, 5 Necrotic, 5 Poison [*]+2 feat bonus to Saves vs Charm [/list]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=203959][size=4][B]Amaranth[/B][/size][/url], Tiefling Warlock (Vestige Pact) [B]Init[/B] +3 [B]HP[/B] 50/56 [B]Bloodied[/B] 28 [B]Healing Surge[/B] 14 (0 used /10) [B]AC[/B] 19 [B]Fort[/B] 19 [B]Reflex[/B] 19 [B]Will[/B] 18 [B]Speed[/B] 6 [B]Str[/B] 10 (0) [B]Con[/B] 19 (+4) [B]Dex[/B] 10 (0) [B]Int[/B] 15 (+2) [B]Wis[/B] 10 (0) [B]Cha[/B] 14 (+2) [OOC='[color=green]Eldritch Blast[/color]'][B][color=green]Eldritch Blast[/color][/B] [i]+10 vs Reflex, 1d10+8 damage[/i] At-Will Attack 1, Arcane, Implement Standard Action, Ranged 10 [b]Target:[/b] One creature [b]Attack:[/b] Constitution vs. Reflex [b]Hit:[/b] 1d10 + Constitution modifier damage. [b]Critical Hit:[/b] +2d6 damage [b]Special:[/b] This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power. [b]Modified By:[/b] Bracers of the Perfect Shot [PH1, p132][/OOC], [OOC='[color=green]Eyes of the Vestige[/color]'][B][color=green]Eyes of the Vestige[/color][/B] [i]+10 vs Will, 1d6+6 psychic damage, plus Augment[/i] At-Will Attack 1, Arcane, Implement, Psychic; Varies Standard Action, Ranged 10 [b]Target:[/b] One creature [b]Attack:[/b] Constitution vs. Will [b]Hit:[/b] 1d6 + Constitution modifier psychic damage. Choose the target or a creature within 3 squares of the target and within the target's line of sight. You place your Warlock's Curse on that creature. If the creature is already cursed by you, you can deal your Warlock's Curse extra damage to that creature instead of to the target. Additionally, this power is augmented by your active vestige. See Augments, below, for specific effects. [b]Critical Hit:[/b] +2d6 damage [b]Level 21:[/b] 2d6 + Constitution modifier psychic damage. [b]Augment (King Elidyr):[/b] One ally who hits the target before the end of your next turn can roll a saving throw. [b]Augment (Zutwa):[/b] You gain your Prime Shot bonus against the target until the end of your next turn. [b]Augment (Thaxter):[/b] Until the end of your next turn, whenever your Eyes of the Vestige target misses you or an ally with an attack, the character it misses can shift 1 square as a free action. [b]Augment (Xandor):[/b] Your Eyes of the Vestige attack deals 1d8 extra psychic damage. [Arcane Power, p73][/OOC], [OOC='[color=green]Melee Basic Attack[/color]'][B][color=green]Melee Basic Attack[/color][/B] [i]Dagger: +3 vs AC, 1d4[/i] At-Will Attack, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage.[/OOC], [OOC='[color=green]Ranged Basic Attack[/color]'][B][color=green]Ranged Basic Attack[/color][/B] At-Will Attack, Weapon Standard Action, Ranged weapon [b]Target:[/b] One creature [b]Attack:[/b] Dexterity vs. AC [b]Hit:[/b] 1[W] + Dexterity modifier damage. [b]Special:[/b] Amaranth can use her Eldritch Blast in place of a Ranged Basic Attack.[/OOC], [OOC='[color=red]Second Wind[/color]'][B][color=red]Second Wind[/color][/B] Racial Encounter Utility Standard Action, Personal [b]Effect:[/b] Spend a healing surge and gain hit points equal to your healing surge value. Also gain a +2 bonus to all defenses until the end of your next turn.[/OOC], [OOC='[color=red]Infernal Wrath[/color]'][B][color=red]Infernal Wrath[/color][/B] [i]Auto hit, 1d6+2 fire damage[/i] Tiefling Racial Encounter, Fire Free Action, Close burst 10 [b]Trigger:[/b] An enemy within 10 squares of you hits you [b]Target:[/b] The triggering enemy in burst [b]Effect:[/b] The target takes 1d6 + Intelligence or Charisma modifier fire damage. [b]Level 11:[/b] 2d6 + Intelligence or Charisma modifier fire damage. [b]Level 21:[/b] 3d6 + Intelligence or Charisma modifier fire damage. [As published in May 6, 2010 rules update][/OOC], [OOC='[color=red]Beguiling Tongue[/color]'][B][color=red]Beguiling Tongue[/color][/B] Encounter Utility 2, Arcane Minor Action, Personal [b]Effect:[/b] You gain a +5 power bonus to your next Bluff, Diplomacy, or Intimidate check during this encounter.[/OOC], [OOC='[color=red]Cast Fortune[/color]'][B][color=red]Cast Fortune[/color][/B] Theme Encounter Power, Arcane Standard Action, Ranged 5 [b]Target:[/b] One ally [b]Effect:[/b] Roll a d20 three times when you use this power, and note the results, in order. These results replace, in order, the next three d20 rolls the target makes for any of the following types of rolls: attack rolls, saving throws, and skill checks. At the DM’s discretion, trivial rolls and rolls that the target makes in nondangerous or nonstressful situations can’t be replaced by your recorded results. When all three results have been used or when you next take an extended rest, the effect ends. The target doesn’t know if his or her fortune is good or bad unless you tell the target. [b]Special:[/b] Once you’ve used this power on a specific ally, you cannot target that ally with this power again until after you finish your next extended rest.[/OOC], [OOC='[color=red]Life Bind[/color]'][B][color=red]Life Bind[/color][/B] [i]+10 vs Reflex, 2d8+8 necrotic damage[/i] Encounter Attack 1, Arcane, Implement, Necrotic Standard Action, Ranged 10 [b]Target:[/b] One creature [b]Attack:[/b] Constitution vs. Reflex [b]Hit:[/b] 2d8 + Constitution modifier necrotic damage. Until the end of your next turn, the target cannot regain hit points, cannot gain temporary hit points, and takes a -2 penalty to saving throws. [b]Critical Hit:[/b] +2d6 damage [b]Vestige Pact:[/b] The attack deals extra necrotic damage equal to your Intelligence modifier. [Arcane Power, p74][/OOC], [OOC='[color=red]Fortune Binding[/color]'][B][color=red]Fortune Binding[/color][/B] [i]+10 vs Fortitude, 2d8+8 psychic damage + effect[/i] Encounter Attack 3, Arcane, Psychic, Implement Standard Action, Ranged 10 [b]Target:[/b] One creature [b]Attack:[/b] Constitution vs. Fortitude [b]Hit:[/b] 2d8 + Constitution modifier psychic damage. You end one effect on you that a save can end, and the target gains that effect until the end of your next turn. [b]Critical Hit:[/b] +2d6 damage [b]Vestige Pact:[/b] The attack deals extra damage equal to your Intelligence modifier.[/OOC], [OOC='[color=slategray]Vestige of Thaxter[/color]'][B][color=slategray]Vestige of Thaxter[/color][/B] [i]+10 vs Reflex, 3d6+6 damage[/i] Daily Attack 1, Arcane, Implement Standard Action, Ranged 10 [b]Effect:[/b] You can shift a number of squares equal to your Intelligence modifier before or after this attack. [b]Target:[/b] One creature [b]Attack:[/b] Constitution vs. Reflex [b]Hit:[/b] 3d6 + Constitution modifier damage. [b]Critical Hit:[/b] +2d6 damage [b]Miss:[/b] Half damage [b]Vestige Pact:[/b] You gain access to the vestige of Thaxter. [b]Thaxter Pact Boon:[/b] One ally within 5 squares of you gains a +2 power bonus to his or her next attack roll before the end of your next turn. [b]Eyes of the Vestige Augment:[/b] Until the end of your next turn, whenever your eyes of the vestige target misses you or an ally with an attack, the character it misses can shift 1 square as a free action. [Dragon Magazine #383, p41][/OOC], [OOC='[color=slategray]Vestige of Xandor[/color]'][B][color=slategray]Vestige of Xandor[/color][/B] [i]+10 vs Will, 2d6+6 psychic damage[/i] Daily Attack 5, Arcane, Implement, Psychic Standard Action Ranged 10 [b]Target:[/b] One creature [b]Attack:[/b] Constitution vs. Will [b]Hit:[/b] 2d6 + Constitution modifier psychic damage, and the target is influenced by the vestige of Xandor (save ends). While it is influenced, at the start of each of its turns, it must choose either to be dazed until the start of its next turn or to take 8 psychic damage (equal to twice your Constitution modifier). [b]Critical Hit:[/b] +2d6 damage [b]Miss:[/b] 2d6 + Constitution modifier psychic damage, and the target is dazed until the end of your next turn. [b]Vestige Pact:[/b] You gain access to the vestige of Xandor the Mad. [b]Xandor Pact Boon:[/b] You can roll a saving throw. If you have no effect on you that a save can end, you instead gain temporary hit points equal to your Constitution modifier. [b]Eyes of the Vestige Augment:[/b] Your Eyes of the Vestige attack deals 1d8 extra psychic damage.[/OOC], [OOC='[STRIKE][color=slategray]Deathcut[/color][/STRIKE]'][B][color=slategray]Deathcut[/color][/B] Daily Magic Item Power Immediate Reaction [b]Trigger:[/b] An enemy hits you with a melee attack [b]Effect:[/b] Deal 1d10+2 (Charisma Modifier) necrotic damage to the triggering enemy.[/OOC], [OOC='[color=red]Quickcurse[/color]'][B][color=red]Quickcurse[/color][/B] Encounter Magic Item Power [b]Trigger:[/b] You hit a creature with a power using this rod. [b]Effect:[/b] You place your Warlock’s Curse on a different creature you can see. This does not count toward the normal restriction of one curse per round.[/OOC], [OOC='[STRIKE][color=slategray]Harrow Reading[/color][/STRIKE]'][B][color=slategray]Harrow Reading[/color][/B] Daily Feat Power No Action, Personal [b]Effect:[/b] Draw a card from a Harrow deck you own. At any one point during the rest of that day, after making any d20 roll modified by the ability score associated with the suit of the card you drew, you may gain a +3 bonus to the roll. Roll 1d6 to determine the suit (ability) of the card you drew: 1=Hammer (Strength), 2=Shield (Constitution), 3=Key (Dexterity) 4=Book (Intelligence), 5=Star (Wisdom), 6=Crown (Charisma)[/OOC], [OOC='[color=red]Feint[/color]'][B][color=red]Feint[/color][/B] Encounter Skill Use Standard Action, Personal Make a Bluff check opposed by the enemy’s Insight check. If you succeed, you gain combat advantage against the enemy until the end of your next turn.[/OOC], [OOC='[color=orange]Pact Boon[/color]'][B][color=orange]Pact Boon[/color][/B] Warlock Class Feature Free or No Action, Varies [b]Effect:[/b] When an enemy under your Warlock’s Curse is Bloodied or reduced to 0 hit points or fewer, you can spend a free action to change your active vestige to any that's been active since your last rest. You also immediately gain the Pact Boon effect associated with your active vestige. [b]King Elidyr:[/b] One ally adjacent to you gains a +2 bonus to all defenses until the end of your next turn. [b]Zutwa:[/b] The bonus to attack rolls from your Prime Shot increases to +3 until the end of your next turn. [b]Thaxter:[/b] One ally within 5 squares of you gains a +2 power bonus to his or her next attack roll before the end of your next turn. [b]Xandor:[/b] You can roll a saving throw. If you have no effect on you that a save can end, you instead gain 4 temporary hit points (equal to your Constitution modifier).[/OOC] [B]Notes[/B] . [b]Self:[/b] [list][*] Harrow Reading: +3 to any one Dex-based d20 roll before the end of your next Extended Rest. [*]+1 racial bonus to attacks vs Bloodied foes. [*] +1 to attack rolls when no ally is closer to the target then you. [*] Gain Concealment until EoNT when you end your turn at least 3 squares from where you began. [*] Resist 8 Fire, 5 Necrotic, 5 Poison [*]+2 feat bonus to Saves vs Charm [/list]
Race Features
Class / Path / Destiny Features
Other Items
Current
Max HP
/
Bloodied
H. Surge
Surges Used
Surges / Day
/
Second Wind
Death ST Fail
Action Points
Attack Workspace
Ability 1:
Ability 2:
Bonus
1/2Lv
Abil.
Class
Prof
Feat
Enh
Misc
=
=
Damage Workspace
Ability 1:
Ability 2:
Bonus
Abil.
Feat
Enh
Misc
Misc
=
=
Feats
Feat Name
Loc.
Powers
[i]+10 vs Reflex, 1d10+8 damage[/i] At-Will Attack 1, Arcane, Implement Standard Action, Ranged 10 [b]Target:[/b] One creature [b]Attack:[/b] Constitution vs. Reflex [b]Hit:[/b] 1d10 + Constitution modifier damage. [b]Critical Hit:[/b] +2d6 damage [b]Special:[/b] This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power. [b]Modified By:[/b] Bracers of the Perfect Shot [PH1, p132]
[i]+10 vs Will, 1d6+6 psychic damage, plus Augment[/i] At-Will Attack 1, Arcane, Implement, Psychic; Varies Standard Action, Ranged 10 [b]Target:[/b] One creature [b]Attack:[/b] Constitution vs. Will [b]Hit:[/b] 1d6 + Constitution modifier psychic damage. Choose the target or a creature within 3 squares of the target and within the target's line of sight. You place your Warlock's Curse on that creature. If the creature is already cursed by you, you can deal your Warlock's Curse extra damage to that creature instead of to the target. Additionally, this power is augmented by your active vestige. See Augments, below, for specific effects. [b]Critical Hit:[/b] +2d6 damage [b]Level 21:[/b] 2d6 + Constitution modifier psychic damage. [b]Augment (King Elidyr):[/b] One ally who hits the target before the end of your next turn can roll a saving throw. [b]Augment (Zutwa):[/b] You gain your Prime Shot bonus against the target until the end of your next turn. [b]Augment (Thaxter):[/b] Until the end of your next turn, whenever your Eyes of the Vestige target misses you or an ally with an attack, the character it misses can shift 1 square as a free action. [b]Augment (Xandor):[/b] Your Eyes of the Vestige attack deals 1d8 extra psychic damage. [Arcane Power, p73]
[i]Dagger: +3 vs AC, 1d4[/i] At-Will Attack, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage.
At-Will Attack, Weapon Standard Action, Ranged weapon [b]Target:[/b] One creature [b]Attack:[/b] Dexterity vs. AC [b]Hit:[/b] 1[W] + Dexterity modifier damage. [b]Special:[/b] Amaranth can use her Eldritch Blast in place of a Ranged Basic Attack.
Racial Encounter Utility Standard Action, Personal [b]Effect:[/b] Spend a healing surge and gain hit points equal to your healing surge value. Also gain a +2 bonus to all defenses until the end of your next turn.
[i]Auto hit, 1d6+2 fire damage[/i] Tiefling Racial Encounter, Fire Free Action, Close burst 10 [b]Trigger:[/b] An enemy within 10 squares of you hits you [b]Target:[/b] The triggering enemy in burst [b]Effect:[/b] The target takes 1d6 + Intelligence or Charisma modifier fire damage. [b]Level 11:[/b] 2d6 + Intelligence or Charisma modifier fire damage. [b]Level 21:[/b] 3d6 + Intelligence or Charisma modifier fire damage. [As published in May 6, 2010 rules update]
Encounter Utility 2, Arcane Minor Action, Personal [b]Effect:[/b] You gain a +5 power bonus to your next Bluff, Diplomacy, or Intimidate check during this encounter.
Level 6 Utility
Level 10 Utility
Level 16 Utility
Theme Encounter Power, Arcane Standard Action, Ranged 5 [b]Target:[/b] One ally [b]Effect:[/b] Roll a d20 three times when you use this power, and note the results, in order. These results replace, in order, the next three d20 rolls the target makes for any of the following types of rolls: attack rolls, saving throws, and skill checks. At the DM’s discretion, trivial rolls and rolls that the target makes in nondangerous or nonstressful situations can’t be replaced by your recorded results. When all three results have been used or when you next take an extended rest, the effect ends. The target doesn’t know if his or her fortune is good or bad unless you tell the target. [b]Special:[/b] Once you’ve used this power on a specific ally, you cannot target that ally with this power again until after you finish your next extended rest.
[i]+10 vs Reflex, 2d8+8 necrotic damage[/i] Encounter Attack 1, Arcane, Implement, Necrotic Standard Action, Ranged 10 [b]Target:[/b] One creature [b]Attack:[/b] Constitution vs. Reflex [b]Hit:[/b] 2d8 + Constitution modifier necrotic damage. Until the end of your next turn, the target cannot regain hit points, cannot gain temporary hit points, and takes a -2 penalty to saving throws. [b]Critical Hit:[/b] +2d6 damage [b]Vestige Pact:[/b] The attack deals extra necrotic damage equal to your Intelligence modifier. [Arcane Power, p74]
[i]+10 vs Fortitude, 2d8+8 psychic damage + effect[/i] Encounter Attack 3, Arcane, Psychic, Implement Standard Action, Ranged 10 [b]Target:[/b] One creature [b]Attack:[/b] Constitution vs. Fortitude [b]Hit:[/b] 2d8 + Constitution modifier psychic damage. You end one effect on you that a save can end, and the target gains that effect until the end of your next turn. [b]Critical Hit:[/b] +2d6 damage [b]Vestige Pact:[/b] The attack deals extra damage equal to your Intelligence modifier.
Powers
[i]+10 vs Reflex, 3d6+6 damage[/i] Daily Attack 1, Arcane, Implement Standard Action, Ranged 10 [b]Effect:[/b] You can shift a number of squares equal to your Intelligence modifier before or after this attack. [b]Target:[/b] One creature [b]Attack:[/b] Constitution vs. Reflex [b]Hit:[/b] 3d6 + Constitution modifier damage. [b]Critical Hit:[/b] +2d6 damage [b]Miss:[/b] Half damage [b]Vestige Pact:[/b] You gain access to the vestige of Thaxter. [b]Thaxter Pact Boon:[/b] One ally within 5 squares of you gains a +2 power bonus to his or her next attack roll before the end of your next turn. [b]Eyes of the Vestige Augment:[/b] Until the end of your next turn, whenever your eyes of the vestige target misses you or an ally with an attack, the character it misses can shift 1 square as a free action. [Dragon Magazine #383, p41]
[i]+10 vs Will, 2d6+6 psychic damage[/i] Daily Attack 5, Arcane, Implement, Psychic Standard Action Ranged 10 [b]Target:[/b] One creature [b]Attack:[/b] Constitution vs. Will [b]Hit:[/b] 2d6 + Constitution modifier psychic damage, and the target is influenced by the vestige of Xandor (save ends). While it is influenced, at the start of each of its turns, it must choose either to be dazed until the start of its next turn or to take 8 psychic damage (equal to twice your Constitution modifier). [b]Critical Hit:[/b] +2d6 damage [b]Miss:[/b] 2d6 + Constitution modifier psychic damage, and the target is dazed until the end of your next turn. [b]Vestige Pact:[/b] You gain access to the vestige of Xandor the Mad. [b]Xandor Pact Boon:[/b] You can roll a saving throw. If you have no effect on you that a save can end, you instead gain temporary hit points equal to your Constitution modifier. [b]Eyes of the Vestige Augment:[/b] Your Eyes of the Vestige attack deals 1d8 extra psychic damage.
Daily Magic Item Power Immediate Reaction [b]Trigger:[/b] An enemy hits you with a melee attack [b]Effect:[/b] Deal 1d10+2 (Charisma Modifier) necrotic damage to the triggering enemy.
Encounter Magic Item Power [b]Trigger:[/b] You hit a creature with a power using this rod. [b]Effect:[/b] You place your Warlock’s Curse on a different creature you can see. This does not count toward the normal restriction of one curse per round.
Daily Feat Power No Action, Personal [b]Effect:[/b] Draw a card from a Harrow deck you own. At any one point during the rest of that day, after making any d20 roll modified by the ability score associated with the suit of the card you drew, you may gain a +3 bonus to the roll. Roll 1d6 to determine the suit (ability) of the card you drew: 1=Hammer (Strength), 2=Shield (Constitution), 3=Key (Dexterity) 4=Book (Intelligence), 5=Star (Wisdom), 6=Crown (Charisma)
Encounter Skill Use Standard Action, Personal Make a Bluff check opposed by the enemy’s Insight check. If you succeed, you gain combat advantage against the enemy until the end of your next turn.
Warlock Class Feature Free or No Action, Varies [b]Effect:[/b] When an enemy under your Warlock’s Curse is Bloodied or reduced to 0 hit points or fewer, you can spend a free action to change your active vestige to any that's been active since your last rest. You also immediately gain the Pact Boon effect associated with your active vestige. [b]King Elidyr:[/b] One ally adjacent to you gains a +2 bonus to all defenses until the end of your next turn. [b]Zutwa:[/b] The bonus to attack rolls from your Prime Shot increases to +3 until the end of your next turn. [b]Thaxter:[/b] One ally within 5 squares of you gains a +2 power bonus to his or her next attack roll before the end of your next turn. [b]Xandor:[/b] You can roll a saving throw. If you have no effect on you that a save can end, you instead gain 4 temporary hit points (equal to your Constitution modifier).
Magic Items & Equipment
Item Name
Use
Daily Item Powers Per Day
Heroic(1-10)
Milestone
Paragon(11-20)
Milestone
Epic(21-30)
Milestone
Rituals
Languages Known
Coins and Other Wealth
320gs
Personality Traits
Amaranth is charming and engaging, with a quick wit and a sharp tongue. She is confident in her abilities and her knowledge of the Harrow. At times, however, her infernal heritage comes forth - particularly when Amaranth is under stress - and she comes across as arrogant and selfish. The bitterness she harbors for Gaedren Lamm and his allies often spills out in her less guarded moments.
Mannerisms and Appearance
Amaranth likes to joke that she's descended from a succubus and not some common devil. Her appearance supports this: tall and well-proportioned, with pale skin with golden eyes. Unlike the ram-like horns possessed by the typical tiefling, Amaranth's horns are sharp points extending from her forehead. They are just visible poking out from beneath her bangs. She wears her thick black hair in a long, loose horsetail, or down in the typical elven fashion. Her clothing treads the line between the functional and the flamboyant. She prefers breeches and high boots to skirts, but favors loose "peasant" blouses and colorful scarves. Like many carnival fortune tellers, Amaranth wears many rings: finger rings, ear rings, toe rings, even a few rings on her tail.
Session and Campaign Notes
See Dragon 383 for more Vestige Pact Daily power goodness. Background trait: Framed (Drop Out) Background effect: Gain training in Arcana and +3 to Arcana Checks to Detect Magic Theme: Seer
Companions and Allies
Background & Other Notes
Racial Features - Bloodhunt: +1 racial bonus to attack rolls vs Bloodied opponents. Fire Resistance: Equal to 5 + (1/2 Level). Infernal Wrath: Encounter power, as noted above. Class Features - Eldritch Blast: At Will power. Can be used as a Ranged Basic Attack. Warlock's Curse: Minor action. Place curse on closest enemy you can see. Deal an extra 1d6 damage/tier once per round to a Cursed opponent you damage with a Warlock power. Prime Shot: +1 to ranged attack rolls when no other allies are closer your target than you. Vestige Pact: Effect varies with active vestige. See Available Vestiges below. Shadow Walk: Gain concealment until end of next turn when you move 3 or more squares from where you begin your turn. Available Vestiges - Active vestige may be changed at the end of a short rest, extended rest, or when using a Daily power. King Elidyr Pact Boon: One ally adjacent to you gains a +2 bonus to all defenses until the end of your next turn. Zutwa Pact Boon: The bonus to attack rolls from your Prime Shot increases to +3 until the end of your next turn. Thaxter Pact Boon (Daily): One ally within 5 squares of you gains a +2 power bonus to his or her next attack roll before the end of your next turn. Xandor Pact Boon (Daily): You can roll a saving throw. If you have no effect on you that a save can end, you instead gain temporary hit points equal to your Constitution modifier. Seer Theme Features - (Level 1) Cast Fortune: You have the Cast Fortune power, as described above. (Level 5) Skill bonuses: +2 bonus to Bluff and Insight checks. Feats - (Level 1) Harrowed: +2 feat bonus to Saves vs Charm effects. Once per day, draw a card from a Harrow deck you own. At any one point during the rest of that day, after making any d20 roll modified by the ability score associated with the suit of the card you drew, you may gain a +3 bonus to the roll. (Level 2) Rod Expertise: You gain a +1 feat bonus to implement attack rolls with rods. This bonus increases to +2 at Level 11 and to +3 at Level 21. Additionally, when you hold a rod you gain a +1 Shield bonus to AC and Reflex Defense. (Level 4) Bloodied Boon: When an enemy under your Warlock's Curse becomes bloodied, you can choose to trigger your pact boon. If you choose to trigger your pact boon, the target is no longer cursed. You may re-curse the target normally. (Level 6) Vestige Adept: When your Vestige Pact boon is triggered, as a free action you can choose to change your active vestige to any other vestige that has been an active vestige for you since your last short or extended rest. Magic Items - +2 Quickcurse Rod Enhancement to attack rolls and damage. +2d6 damage on crit. Encounter property as described above. +2 Amulet of Protection Enhancement bonus to NADs. No special properties. +1 Deathcut Leather Armor Enhancement to AC. Resist 5 Necrotic, 5 Poison. Daily property as described above. Bracers of the Perfect Shot +2 damage to Ranged Basic Attacks. Background - Amaranth was born amid the crushing poverty common in Korvosa's lower districts, and was trouble from the very start. Her mother's pregnancy was not easy, and childbirth proved too much. Her dying words to her only friend and midwife, Anya, were, "Watch over my baby." And Anya did - but for her own reasons. Anya was a hedge wizard - a mystic, fortune-teller, and astrologer - who put much faith the Harrow Cards. It was the Cards which led her to Hope, the cards which led her to remain by the tiefling woman's side despite the prejudices Korvosan society held for the race, the Cards which insisted Anya foster the mewling infant. The Cards, it seems, foretold great things for the girl. And so it was that Anya took the girl, and, as her mother's life's blood soaked into the sheets of the birthing bed, named her "Amaranth" - Love-lies-bleeding - an eternal, bitter reminder of the sorrow caused by her coming into the world. Anya did what she could to instill in the child a sense of responsibility, though she was old when the child was born. She - Anya - read the child's cards each day, taught the girl what they meant, why she was important. But the girl was a fey child, winsome and willful, often spiteful for no good reason. As she grew, Amaranth found she had little liking or patience for rules and less for some lofty manifest destiny foretold by musty old cards. She had little respect for property and less for privacy. Secrets of all sorts fascinated her. She felt they were hers for the taking - and she often did. Most of the time Amaranth discovered little of interest, but the occasional gem made sorting through the dross worthwhile. Most of all, she found she enjoyed the hunt. The young tiefling grew up as much a child of Korvosa's streets as Anya's charge, a charming if sometimes intimidating figure. She made friends with a few of the younger elves in South Shore and learned their language. She made friends among the urchins and budding thieves, and drew the eye of the recruiters for the Cerulean Society. All in all, Amaranth lived a typical life for the less fortunate in Korvosa. Then things changed. Anya was arrested suddenly, accused of murder, and thrown in prison to await trial and execution. Amaranth called in favors, pulled strings, threatened and cajoled until she arrived at the truth: Anya had been framed. The sole witness was being ... encouraged ... to provide false evidence to place Anya at the center of a plot to kill a minor merchant called Anton Vann. Amaranth traced the leads to Gaedren Lamm, a minor criminal trying, it seemed, to simultaneously undermine the Cerulean Society and worm his way into their good graces. Anton Vann provided a front for the society's smuggling operations. His violent death brought much unwanted attention to his dealings, and the Cerulean Society was forced to shut down a lucrative enterprise ... which allowed Lamm to take over a portion of the operation and increase his position with the Korvosan thieves' guild. Amaranth's inquiries, however, were ultimately crude and the witness disappeared before she could convince him to recant his testimony. He later turned up dead, found by a hunting party outside the city, the apparent victim of a vicious animal attack. Anya was released due to lack of evidence, but the accusation was enough for many of her wealthier clients to seek a less notorious personal adviser. Additionally, Amaranth's efforts to clear her foster mother drew the attention of less sympathetic elements of Korvosa's underworld, and the tiefling opted to flee before her ties to Anya could be directly confirmed. She spent several years abroad, earning her living here and there, with a short stints in a traveling circus as a fortune-teller. It was here that she began delving into the true nature of the Harrow and found astonishing arcane power. Amaranth recently returned home, only to find Anya had died of consumption less than a year after Amaranth left - unable to afford the medicines that would have staved off the illness. The tiefling blames Gaedren Lamm, and has sworn to avenge the death of the only mother she ever knew.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games