Elohir Miriel

A half-elf of mysterious intentions. He is haunted by a dark past and an even darker future.

Description:
Elohir Miriel
Level 7 Unaligned Half-Elf Warlock
-1
8
Strength
+4
19
Constitution
+0
10
Dexterity
+2
15
Intelligence
+1
13
Wisdom
+3
16
Charisma
HIT POINTS
Total
61
Bloodied
30
Surges
10
Value
15
SAVE MODIFIERS
None
None
SKILLS
+3
Acrobatics
+10
Arcana
+2
Athletics
+11
Bluff
+8
Diplomacy
+4
Dungeoneering
+7
Endurance
+4
Heal
+10
History
+6
Insight
+6
Intimidate
+4
Nature
+4
Perception
+10
Religion
+3
Stealth
+6
Streetwise
+3
Thievery
17
Armor Class
Leather Armor
19
Fortitude
18
Reflex
18
Will
RACE FEATURES
Dilettante
Choost at-will power from other class; use as encounter power.
Dual Heritage
Count as elf, half-elf, and human for choosing feats.
Group Diplomacy
Allies within 10 get a +1 to Diplomacy.
CLASS FEATURES
Eldritch Blast Constitution
Use eldritch blast as an at-will and basic attack. Use CON for Eldritch Blast
Star Pact
Dire radiance spell; Fate of the Void boon: cursed foe dropped to 0 hp gives you a +1 to one d20 roll during your next turn (cumulative).
Prime Shot
If no allies are closer to target than you, get +1 on ranged attacks against target.
Shadow Walk
On your turn, if you move 3+ squares from starting square, gain concealment until end of next turn.
Warlock’s Curse
One per turn (minor), curse nearest foe you can see; deal extra 1d6 damage to cursed foes.
FEATS
Sacrifice to Caiphon
Recover encounter power that misses all targets but damage self, damage = level of power
Improved Fate of the Void
Pact boon grants additional +1 bonus to die roll
Implement Expertise (rod)
+1 to attacks rolls with rods
Distant Advantage
Gain combat advantage with ranged and area attacks against flanked enemies
LANGUAGES
Common, Elf, Primordial
AT-WILL POWERS
Eldritch Blast
+10 vs. REF • 1d10+6 damage; counts as ranged basic attk
Dire Radiance
+10 vs. FORT • 1d6+6 radiant; 1d6+6 if target moves nearer
ENCOUNTER POWERS
Arms of Hadar
+10 vs. REF • Close burst 2; 1d8+6 and push targets 3 squares
Storm Pillar
Ranged 10; Conjure pillar of lightning. Each enemy that moves into a square adjacent to the pillar takes 1d6+2 lightning damage
Frigid Darkness
+9 vs. FORT • 2d8+6 cold damage; target grants combat advantage until end of next turn; target takes -3 penalty to AC till end of next turn
Sign of Ill Omen
+9 vs. Will • Ranged 10; 2d6+5 damage and target must roll twice for next attack with -2 penalty and take lowest result.
Ethereal Stride
Teleport 3 squares and gain +2 to defenses until end of next turn
DAILY POWERS
Curse of the Dark Dream
+9 vs. WILL • Ranged 10, 3d8+4 psychic and slide target 3 squares. Sustain (minor) and slide target 1 square (save ends)
Hunger of Hadar
Burst 1 within 10; Creates zone of darkness that deals 2d10 to creatures that enter or start there; sustain minor for +10 vs. FORT for 1d6+6 necrotic
Dark One’s Own Luck
Reroll attack, skill check, ability check, or save, using higher of two results
EQUIPMENT
Amulet of Protection
+2 Fort, Ref, and Will
Quickcurse Rod +2
Power (Encounter) – Curse any target in sight
Bag of Holding
Bag holds 200 lbs. or 20 cubic ft. in volume
Adventurer’s Kit
Leather Armor
1180 GP