- Nams Blue-Blood
- Female Drakkoth
- Warlock
- True Neutral
- Height - 7'2"
- Weight - 700
- Hit points(31)
- Healing Surges 6(+3)
- AC 15
- Reflex----10(+1)(+3 dex mod)|14|
- Will------10(+1)(+3 cha mod)|14|
- Fortitude-10(+0)(+3 con mod)|13|
- Strength-----13-----|13|
- Constitution-14(+2)-|16|
- Dexterity----14(+2)-|16|
- Intelligence-13-----|13|
- Wisdom-------8------|08|
- Charisma-----17-----|17|
- Racial Traits
- Ability Scores: +2 Constitution, +2 Dexterity
- Size: Medium
- Speed: 7 squares squares
- Vision: Normal, low-light
- Languages: Common, Draconic
- Skill Bonuses: +2 Endurance, +2 Nature
- Carry weight: 156
- Nams is a Drakkoth from the mountains of (Something) an ancient home to a boon of white dragons. Nams lower body is covered in start white scales with black claws, lean, athletic build, her tongue is long and pointed. While Nams can breath cold this is an entirely situational effect and in no way mean her breath is cold any other time. Nams upper body is very human in appearance but is in no way as squishy as it appears. Names ears are slightly pointed, her fingers end in small claws, and her teeth look vaguely sharp. Dispite her often frowned upon features Nams is a child at heart and enjoys physical contact with other (Such as hugs) very much.
- Draconic Blood: Your ancestors were dragons, so you are considered a dragon for the purpose of effects that relate to creature origin.
- Draconic Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.
- Drakkoth Rage: When first bloodied in an encounter, you gain 10 temporary hit points.
- Cold Resistance: You have resist poison 5 + one-half your level.
- Cold Hiss Drakkoth Racial Power
- You open your jaws wide and shower your enemy with deadly cold.
- Usage::Encounter ✦ Martial, Cold
- Action Type::Minor Action Close blast 2
- Target: All creatures in area
- Attack: Constitution Vs. Reflex
- Hit: 1d6 + Constitution modifier cold damage
- Increase to +4 bonus and 2d6 + Constitution modifier damage at 11th level, and to +6 bonus and 3d6 + Constitution modifier damage at 21st level.
- Misty Step: When an enemy under your warlock's curse is reduced to 0 hit points or fewer, you can immediately teleport 3 squares as a free actions.
- Prime Shot: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.
- Shadow Walk: On your turn, if you move at least 3 squares away from where you started you turn you gain concealment until the end of your next turn.
- Warlock's Curse: One per turn as a minor action, you can place a Warlock's Curse on the enemy nearest to you that you can see. A cursed enemy is more vulnerable to your attacks. If you damage a cursed enemy, you deal extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage once per round.
- A warlock's curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer. Warlock's curse deals 1d6 bonus damage from levels 1-10.
- Eldritch Blast Warlock (All) Attack 1
- You fire a bolt of dark, crackeling eldritch energy at your foe.
- At-Will ✦ Arcane, Implement
- Standard Action Ranged 10
- Target: One Creature
- Attack: Charisma or Constitution Vs. Reflex
- Hit: 1d10 + Charisma or Constitution modifier damage
- Increase damage to 2d10 + Charisma or Constitution modifier damage at 21st level.
- Special: at 1st level you determine whether you use charisma or constitution to attack with this power. You cant change it later.
- This power counts as a ranger basic attack. When a power allows you to make a ranged basic attack, you can use this power.
- Eyebite Warlock (Fey) Attack 1
- You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight.
- At-Will ✦ Arcane, Charm, Implement, Psychic
- Standard Action Ranged 10
- Target: One Creature
- Attack: Charisma Vs. Reflex
- Hit: 1d6 + Charisma modifier psychic damage, and your are invisible to the target until the start o your next turn.
- Increase damage to 2d6 + Charisma modifier damage at 21st level.
- Witchfire Warlock (Fey) Attack 1
- From the mythical energy of the Fewwild, you drag a brilliant white flame and set it in you enemy's mind and body. Rivulets of argent fire stream up into the air from there eyes, mouth, and hands; agony disrupts his very thoughts.
- Encounter ✦ Arcane, Fire, Implement
- Standard Action Ranged 10
- Target: One Creature
- Attack: Charisma Vs. Reflex
- Hit: 2d6 + Charisma modifier fire damage, and the target takes a -2 penalty to attack rolls until the end of your next turn
- Fey Pact: The penalty to attack rolls is equal to 2 + your intelligence modifier.
- Curse of the Dark Dream Warlock (Fey) Attack 1
- You inflict a waking nightmare upon your enemy so that he can no longer tell what is real and exists only in his mind. Under its influence he staggers about, trying to avoid falling from imaginary heights or stepping on unreal serpents.
- Encounter ✦ Arcane, Charm, Implement, Psychic
- Standard Action Ranged 10
- Target: One Creature
- Attack: Charisma Vs. Will
- Hit: 3d8 + Charisma modifier psychic damage, and you slide the target 3 squares.
- Sustain minor: You slide the target 1 square, whether you Hit or miss (Save ends).
- Feats
- Berserker’s Fury
- [Multiclass Barbarian]
- Prerequisite: Str 13, Con 13
- Benefit: You gain training in one skill from the barbarian’s class skills list[Athletics]. Once per day as a free action, you can gain a +2 bonus to damage rolls until the end of the encounter.
- Skills
- (Str)Athletics-----|+1|(+1)(Trained,+5)-
- (Con)Endurance-----|+3|(+3)(+2)---------
- (Dex)Acrobatics----|+8|(+3)-------------
- (Dex)Stealth-------|+3|(+3)-------------
- (Dex)Thievery------|+3|(+3)(Trained,+5)-
- (Int)Arcana--------|+6|(+1)(Trained,+5)-
- (Int)History-------|+6|(+1)(Trained,+5)-
- (Int)Religion------|+1|(+1)-------------
- (Wis)Dungeoneering-|-1|(-1)-------------
- (Wis)Heal----------|-1|(-1)-------------
- (Wis)Insight-------|-1|(-1)-------------
- (Wis)Nature--------|+1|(-1)(+2)---------
- (Wis)Perception----|-1|(-1)-------------
- (Cha)Streetwise----|+3|(+3)-------------
- (Cha)Intimidate----|+8|(+3)(Trained,+5)-
- (Cha)Bluff---------|+8|(+3)-------------
- (Cha)Diplomacy-----|+3|(+3)-------------
- Inventory:
- 0 gold coins
- Dagger (+3, 1d4, 5/10, 1lb, Light blade, off-hand, light thrown)
- A simple long curved blade with a residual sheath on the lower back.
- Wand (Warlock implement)
- Crossbow (+2 prof, 1d8, 15/30 range, load minor, 4 lb)
- A one handed crossbow that can be locked onto a belt
- 20 bolts (1lb)
- Leather armor (+2 AC, non magical, 15lb)
- Open front leather vest with padded shoulder guards, and a hood that obscure her face.
- Thieves' tools (1lb)
- Climber's kit (10lb)
- Belt pouch (Empty /w quiver)
- Backpack (2lbs) Contains:
- Bedroll (5lb)
- Flint and Steel (-lb)
- Trail Rations (10, days, 10lb)
- Hempen rope (50ft, 10lb)
- Sun rod (x6, 6lb)
- Waterskin (4lb)
- Translations:
- Rakshi = Love
- Drowboy = Praeilor