Professional Documents
Culture Documents
10 STR
Strength
0 1 13 FORT 11 1 1 16 Passive Insight 10 + 6
11 CON
Constitution
0 1
CONDITIONAL BONUSES
11 Passive Perception 10 + 1
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Low-light Vision
16 DEX 3 4 14
Dexterity REF 11 3 ATTACK WORKSPACE
10 INT
Intelligence
0 1 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Blade of Annihilation
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +
10 WIS 0 1
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 4 1 0 2 1
Wisdom 16 WILL 11 4 1 ABILITY:
Melee Basic Attack - Unarmed
18 CHA
Charisma
4 5 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 1 1 0
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:
28 2 3 Melee Basic Attack - Blade of Annihilation
14 7 6 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES
1d12+1 0 1
RACE FEATURES ABILITY:
Melee Basic Attack - Unarmed
Shadow Jaunt - You have the shadow jaunt power DAMAGE ABIL FEAT ENH MISC MISC
SECOND WIND 1/ENCOUNTER USED Winterkin - +1 to Fortitude; +2 to death saving throws 1d4 0
TEMPORARY HIT POINTS
and against unconsciousness
Shadow Origin - You have the shadow origin BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
SAVING THROW MODS +2 Racial bonus against the unconscious condition, 6 vs Ref Eldritch Bolt (Blade of Annihilation)
1d10+5
+2 to all death saving throws
Adran 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
Bull Rush Attack Blade of Annihilation (E)
WEAPON
Grab Attack Magic Rod +1 (Off-hand) (E)
WEAPON
Opportunity Attack
WEAPON
Eldritch Bolt
ARMOR
Soul Eater
ARMS
FEET
ENCOUNTER POWERS
HANDS
Blazing Doom of the Void
HEAD
NECK
RING
RING
Soul Feast
Wrathful Aspect
Adran Page 2
Bull Rush Attack Grab Attack Opportunity Attack
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Attack: Strength vs. Fortitude Requirement: You must have a hand free. Trigger: An enemy that you can see either
Hit: You can push the target 1 square and then Attack: Strength vs. Reflex leaves a square adjacent to you or uses a ranged
shift 1 square into the space it left. Hit: You grab the target until the end of your or an area power while adjacent to you.
next turn. You can end the grab as a free action. Effect: You make a melee basic attack against
Unarmed: +1 attack Sustain Minor: The grab persists until the end the target.
of your next turn.
Unarmed: +1 attack
Attack: Charisma vs. Reflex Requirement: You must use this power with your Blade Requirement: You must use this power with your Blade of
of Annihilation. Annihilation.
Hit: 1d10 + Charisma modifier (+4) force Attack: Charisma vs. Fortitude
Attack: Charisma vs. AC
damage. Hit: 1[W] + Charisma modifier (+4) necrotic damage, and Hit: 2[W] + Charisma modifier (+4) fire and necrotic damage.
Level 21: 2d10 + Charisma modifier (+4) force you gain a +2 power bonus to your next attack roll against Increase damage to 3[W] + Charisma modifier (+4) fire and
damage. necrotic damage at 13th level.
the target before the end of your next turn.
Increase damage to 4[W] + Charisma modifier (+4) fire and
Special: You can use this power as a ranged Level 21: 2[W] + Charisma modifier (+4) necrotic
necrotic damage at 23rd level.
basic attack. damage. Effect: You gain a +5 power bonus to your next damage roll
Special: You can use this power as a melee basic attack. against the target before the end of your next turn.
Blade of Annihilation: +6 attack, 1d10+5 damage Blade of Annihilation: +8 attack, 1d12+5 damage Blade of Annihilation: +8 attack, 2d12+5 damage
Magic Rod +1: +6 attack, 1d10+5 damage Magic Rod +1: +6 attack, 4 damage Magic Rod +1: +6 attack, 4 damage
Adran Page 3
Soul Feast Wrathful Aspect Blade of Annihilation
KEYWORDS USED KEYWORDS USED
Arcane Arcane, Fear, Fire 1d12 2 Heavy Blade
DAMAGE PROFICIENT GROUP RANGE
Free Personal Minor Personal
ACTION RANGE ACTION RANGE
ENHANCEMENT LEVEL CRITICAL
AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY
PROPERTIES
Trigger: You reduce an enemy to 0 hit points, or Effect: Until the end of your next turn, you gain 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
an enemy adjacent to you drops to 0 hit points. a +5 power bonus to Intimidate checks, and any depends on your pact. Your pact weapon persists until you no longer hold
Effect: You gain temporary hit points equal to creature that hits you with a melee attack takes 5 either it or the implement, or until you dismiss it as a free action.
your Constitution modifier (+0). fire damage. Eldritch Bolt: +6 attack, 1d10+5 damage
Soul Eater: +8 attack, 1d12+5 damage
Level 11: Temporary hit points equal to 2 + your
Constitution modifier (+0).
AT-WILL ENCOUNTER DAILY
Level 21: Temporary hit points equal to 5 + your
POWER
Constitution modifier (+0).
Special: You can make weapon attacks with your pact weapon,
Special: You can use this power only once per using its proficiency bonus and the appropriate damage die. Your
round. 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
ADDITIONAL EFFECTS ADDITIONAL EFFECTS 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.
CLASS LEVEL BOOK CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK
Warlock PEHOTFK Warlock 2 PEHOTFK One-hand 0 0 PEHOTFK
UTILITY POWER UTILITY POWER MAGIC WEAPON
Magic Rod +1
Rarity: Common
Adran Page 4