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Summary Edit

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KarinsDadSheeva Dilaterh
XP ???Female Drow Adventurer Sorceror (Storm) 5
Medium natural humanoid (Fey)
Initiative +6; Senses Passive Insight 17, Passive Perception 12
HP 43, Bloodied 21, Surge Value 10, Surges 6
AC 17; Fortitude 13, Reflex 17, Will 20
Saving Throws n/a
Speed 6
BasicMeleeMagic Dagger +2 (Standard; at-will)
+8 vs AC; 1d4+3
BasicRangedMagic Dagger +2 (Standard; at-will)
+12 vs AC; 1d4+3
RangedLightning Strike (Standard; at-will) ✦ Arcane, Implement, Lightning
Ranged 10, +10 vs Reflex, 1d8+13 Lightning damage and slide the target 1 square (Mark of Storm), A creature within 10 squares takes 4 Lightning damage.
Blazing Starfall (Standard; at-will) ✦ Arcane, Implement, Radiant, Zone, Fire
Area Burst 1 within 10; +10 vs Reflex; 1d4+13 radiant damage.
Cloud of Darkness (Standard; encounter) ✦ n/a
Close Burst 1; creates a cloud of darkness TENT, blocks line of sight, squares within are totally obscured, creatures entirely in the cloud are blinded. Sheeva is immune to these effects.
RangedDarkfire (Standard; encounter) ✦ n/a
Ranged 10; +12 vs Ref; TENT all attacks against the target have CA and target cannot benefit from invisibility or concealment
Bedeviling Burst (Standard; encounter) ✦ Arcane, Implement, Psychic
Close Burst 3; One or Two Creatures in Burst; +10 vs Will; 1d10+13 psychic damage and push the target 4 squares
Thundering Gust (Standard; encounter) ✦ Arcane, Implement, Thunder
Close Blast 3; +10 vs Fortitude; 1d10+13 Thunder damage and slide the target 5 squares (Mark of Storm). Sheeva can chose to not slide target to gain Fly 6 (Mark of Storm) plus Hover until the end of her next turn.
Howling Tempest (Standard; daily) ✦ Arcane, Implement, Thunder, Zone
Area burst 1 within 10 squares; Each creature in burst; +10 vs. Fortitude; 2D6+13 Thunder damage, deafen targets (save ends), and slide the target 5 squares (Mark of Storm). Sheeva can choose not to target a creature in the origin square of the burst. Effect: Each creature that starts turn in zone takes 5 thunder damage, can move zone 3 squares as a move action. Sustain Minor.
Deep Shroud (Minor; daily) ✦ Personal
Sheeva and the adjacent squares are heavily obscured until the end of her next turn. Sustain Minor
CloseThunder Leap (Standard; daily) ✦ Arcane, Implement, Thunder
Close Burst 1. Each Creature in Burst; +10 vs Fort; 2d6+13 thunder damage. Effect: Jump 10 squares (no OA's trigger). Make a secondary attack. Close Burst 1. Each Creature in Burst; 2d6+9 thunder damage
Magic Dagger +2
Critical: +2d6.
Magic Dagger +1
Critical: +1d6.
Stoneskin Cloth Armor +1
"Enhancement: +1 AC, "Daily: Minor Action. Sheeva gains 5 temporary hit points until the end of the encounter.
Lucky Charm +1
"Daily, no action:" Trigger: Sheeva misses with an attack or fail a skill check, ability check, or saving throw. Effect: Roll a d6 and add the result to the attack roll, skill check, ability check, or saving throw.
Belt of Nourishment
"Property:" Sheeva gains a +3 item bonus to Endurance checks. "Property:" Sheeva doesn’t need to eat. She must wear the belt for 24 consecutive hours before this property functions.
Storm Power
Add Dexterity Modifier (+4) to damage
Storm Soul
Gain Resist 5 Thunder and 5 Lightning, while this resistance is active arcane powers ignore resistances of 5 of the same type for target. If hit by an attack, Sheeva can end this resistance as a immediate interrupt and gain a +4 power to all defenses TENT. Resistance returns after a short or extended rest
Storm's Embrace
When Sheeva rolls a natural 20, push target 1 square and fly 5 squares
Trance (Drow)
Sheeva does not sleep and instead enters a meditative state for 4 hours to gain the benefits of an extended rest. While in this state, Forge is fully aware of his surroundings and notices approaching enemies and other events as normal.
Lolthtouched
Once per encounter can use either Cloud of Darkness or Darkfire.
Alignment Unaligned; Languages Common
Str 10 (+0)Dex 19 (+4)Wis 10 (+0)
Con 11 (+0)Int 8 (-1)Cha 20 (+5)
Skills Arcana +6, Streetwise +12, Insight +7, Bluff +12, Acrobatics +6, Diplomacy +7, Dungeoneering +2, Endurance +2, Heal +2, History +1, Intimidate +9, Nature +2, Perception +2, Religion +1, Stealth +8, Thievery +6, Athletics +2
Feats Mark of Storm, Weapon Focus (Light Blade), Dual Implement Spellcaster
Equipment Lucky Charm +1, Magic Dagger +2, Adventurer's Kit, Stoneskin Cloth Armor (Basic Clothing) +1, Magic Dagger +1, Traveling Papers
Rituals n/a

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