GLORTHO

Race: human, Class: Warlock (star pact) Level: 5 Alignment: Unaligned

DEFENSES: AC 16 Fortitude 17 Reflex 16 Will 16

Initiative: +3 Move 6” Surges Per Day 10 Hit Points: 55 Bloodied: 27 Heal per Surge 13 hp

ABILITIES STR 10 (+0) DEX 12 (+1) CON 18 (+4) INT 15 (+2) WIS 11 (+0) CHA 14 (+2)

FEATS Improved Fate of the Void, Ritual Caster, Linguist, Toughness

SKILLS Arcana, History, Insight, Religion

LANGUAGES Common, Supernal, Abyssal, Primordial

CLASS FEATURES Prime Shot, Shadow Walk, Warlock’s Curse, Fate of the Void

PROFICIENCIES Armor: Cloth and Leather Implements: rod, wand, pact blade Weapons: simple melee, simple ranged

SPELLS At-Will: Dire Radiance, Eldritch Blast, Hellish Rebuke Encounter: Dreadful Word, Ethereal Stride, Frigid Darkness Daily: Dread Star, Hunger of Hadar Rituals: Silence, Tenser’s Floating Disk, Make Whole

GEAR: Magic Rod +2, Ironskin belt, Everlasting Provisions, mace, leather armor, ritual book

ATTACKS Attack Range Att/Dam Defense Notes

Basic Mace Att — +4/1d8 AC At will, standard

Dire Radiance 10 +8/1d6+6 Fortitude At will, stand, rad. Fear (Rod)

Eldritch Blast 10 +8/1d10+6 Reflex At will, stand, (Rod)

Hellish Rebuke 10 +8/1d6+6 Reflex At will, fire, stand (Rod)

Dreadful Word 5 +6/2d8+4 Will Enc, stand, fear, psychic, (Rod)

Frigid Darkness 10 +8/2d8+6 Fortitude Enc, stand, cold, fear (Rod)

Dread Star 10 +6/3d6+4 Will Daily, stand, fear, rad, (Rod)

Hunger of Hadar B1 10 special special Daily, stand, necrotic (Rod)

+2 Rod: all powers with (Rod) marked have the rod’s +2 bonus factored in. Any critical hit with the rod does 2d6 extra damage.

Dire Radiance: if target moves nearer to you next turn, it takes 1d6+6 more damage

Hellish Rebuke: if you take damage before end of next turn, target takes 1d6+6 more

Dreadful Word: target also has –3 Will defense until end of your next turn

Dread Star: target immobilized until end of your next turn

Frigid Darkness: target also grants combat advantage to all and is minus 2AC until end of your next turn.

Hunger of Hadar: until end of your next turn, creates burst of darkness blocking line of sight, all who enter or begin turn in it take 2d10 necrotic damage. As a minor action, you can sustain the field, making secondary attack against all inside (+8/1d6+6 Fortitude)

OTHER COMBAT BONUSES/POWERS

Prime Shot: if no allies closer to target than you, get +1 to ranged attacks

Warlock’s Curse: minor action, curse closest enemy, get +1d6 damage on attacks

(Improved) Fate of the Void: if a cursed enemy reaches 0 hit points, you get +2 on any 1 d20 roll you choose, must use before end of your next turn.

Ironskin Belt: minor action, daily, get 5 resistance to weapons until end of next turn