Ashenport: Tindy Lou

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Tindy Lou is the descendant of shifters who were trapped on the edges of the Far Realm. The Far Realms have altered her, and her perceptions and reactions are unusual, to say the least. She can sense and travel through dimensions beyond the three that everyone else is limited to.

Where normal shifters look like humans with some bestial features, Tindy Lou looks like a bloodhound with just enough human anatomy to allow her to stand upright and manipulate objects. She does not have the obvious human traits that one associates with gender, but her voice is very feminine, with a quaint rustic accent (OOC "Hillbilly"). She has a lean and hungry look – her otherworldly nature means that normal food does not nourish her as much as it should. She is always hungry, and never gains weight no matter how much she eats.

There is always a faint foul odor around her, even when freshly bathed, or in the presence of strong wind or scents that should mask it.

Character Sheet[edit]

====== Created Using Wizards of the Coast D&DI Character Builder ======
Tindy Lou, level 8
Shadar-kai, Warlock
Build: Deceptive Warlock
Eldritch Blast: Eldritch Blast Charisma
Eldritch Pact: Fey Pact
Theme:  Wizard's Apprentice

FINAL ABILITY SCORES
Str 10, Con 11, Dex 12, Int 18, Wis 8, Cha 20.

STARTING ABILITY SCORES
Str 10, Con 11, Dex 10, Int 14, Wis 8, Cha 18.


AC: 23 Fort: 17 Reflex: 22 Will: 22
HP: 58   Surges: 6 Surge Value: 14

TRAINED SKILLS
Thievery +10, Bluff +14, Intimidate +14, Arcana +15

UNTRAINED SKILLS
Acrobatics +7, Diplomacy +9, Dungeoneering +3, Endurance +4, Heal +3, History +8, Insight +3, Nature +3, Perception +3, Religion +8, Stealth +7, Streetwise +9, Athletics +4

FEATS
Level 1: Reaper's Touch
Level 2: Devious Jaunt
Level 4: Improved Misty Step
Level 6: Rod Expertise
Level 8: Improved Initiative

POWERS
Warlock encounter 1: Dreadful Word
Warlock daily 1: Curse of the Dark Dream
Warlock utility 2: Ethereal Stride
Warlock encounter 3: Otherwind Stride
Warlock daily 5: Curse of the Bloody Fangs
Warlock utility 6: Fey Switch
Warlock encounter 7: Mire the Mind

ITEMS
Adventurer's Kit, Rod of the Feywild +2, Irrefutable Leather Armor +2, Amulet of Protection +2, Rod of Corruption +1, Boots of Eagerness, Bag of Holding, Bracers of the Perfect Shot (heroic tier), Potion of Healing (heroic tier) (2)
====== Created Using Wizards of the Coast D&DI Character Builder ======


Combat & Tactics[edit]

Default actions:[edit]

If engaged, disengage (shift 1). If not engaged: if possible, move (preferably at least 3 squares for Shadow Walk) so an uncursed enemy is closest, and your target is eligible for Prime Shot. Curse enemy. Target a cursed enemy with Eyebite (+12* att vs Will; 1d6+7+WC** psychic damage, you are invisible to target USNT) if it is in a position to engage; otherwise, use Eldritch Blast (+12* att vs Ref; 1d10+9+WC** damage). Any time a cursed enemy is reduced to 0, use Misty Step to teleport up to 7 squares if necessary to meet the positioning guidelines above. If repositioning is not necessary, and it hasn't already been done, use +1 Rod of Corruption to transfer Curse to all enemies within 5 squares of the dropped one.
(* +1 if Prime Shot.)
(**WC = 1d6 Warlock's Curse damage 1/round if target is cursed.)
Note - You can use Misty Step whenever a cursed enemy is dropped, not just on your turn, but only movement during your turn counts for Shadow Walk.


Basic Attacks[edit]

MBA: Eldritch Blast (counts as MBA from Reaper's Touch feat) +12 vs Reflex; 1d10 + 7** damage (Crit 2d6 + 17 + 6 WC**)

RBA: Eldritch Blast +12* vs Reflex; 1d10 + 9** damage (Crit 2d6 + 19 + 6 WC**)