Israfel Von Zarovich

Homebrew'd Shadow powersource Defender

Description:

Unaligned Hex Knight (Gloom Pact) Level 5
Ability Scores: STR 10 DEX 12 CON 16 INT 10 WIS 15 CHA 19
Class Features: Defender Aura, Killing Dark, Mettle, Pact Boon, Pact Reward, Pact Weapon
Defenses: AC 18 with +1 crystal scale armor; Fortitude 15, Reflex 13, Will 19 with a +2 neck slot item (evil eye fetish)
Hit Points: 52; Bloodied 26
Healing Surges/Day: 9; Surge Value: 13 (11 when bloodied)
Feats: Cunning Stalker, Resilient Focus, and Superior Will
Saves +2
Speed 6
Skills: Endurance 10, History 7, Intimidate 11, Perception 9, Stealth 10

Blood Dependency: When you are bloodied, your healing surge value drops by 2.

Human Heritage: You gain a +5 racial bonus to Bluff checks made to pass as a human.

Living Dead: Because your soul is tainted by undeath, you are both living and undead. If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.

Necrotic Resistance: You have necrotic resistance equal to 5 + one-half your level (i.e. 7).

Vampiric Heritage: When your class grants you a utility power after 1st level, you can forgo taking that power. Instead, you gain a vryloka utility power of the same level or lower.

Lifeblood: You have the lifeblood power.
An enemy’s ebbing life grants you a surge of vitality.
Encounter
Free Action Personal
Trigger: You kill or bloody an enemy.
Effect: You gain one of the following benefits.

  • You shift up to your speed.
  • You gain temporary hit points equal to 5 + one-half your level.
  • You gain a +2 power bonus to attack rolls until the end of your next turn.

Defender Aura
You work to occupy nearby foes, using a combination of fighting skill and clever tactics to keep them distracted.
At-Will ✦ Aura
Minor Action Personal
Effect: You activate an aura 1 that lasts until you end it as a minor action, or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

Killing Dark
Shadows gather around an enemy throwing off his aim, entangling his limbs, and blinding him.
At-Will ✦ Implement, Shadow
Opportunity Action Close burst 1
Trigger: An enemy subject to your defender aura either shifts or makes an attack that targets an ally of yours but not you or an ally who has an active defender aura.
Target: The triggering enemy.
Effect: The target is blinded until the end of your next turn, and the triggering attack is redirected to the nearest enemy adjacent to the target or to you if no enemies are adjacent.

Mettle (4th level class feature)
The hex knight may make a saving throw against an effect that a save can end at the beginning of his turn instead of at the end of his turn. If you save against being dazed or stunned, you can act normally on your turn. If you save against ongoing damage, you avoid taking the damage.
Special: If you make the saving throw, you don’t get to make another saving throw at the end of your turn.

Pact Boon:
Seize Shadow
You make the sign of your patron over a dying foe, capturing his shadow and forcing it serve your will.
At-Will ✦ Shadow
Free Action Personal
Trigger: You reduce an enemy to 0 hp or an enemy adjacent to you drops to 0 hp.
Effect: You create a captured shadow in the space occupied by the slain enemy. The captured shadow is a 1 hp creature with defenses equal to your own; missed attacks do not harm it, and it serves you until its destroyed.
As an move action, you may order a captured shadow to meld with your shadow or the shadow of an ally, granting the target a bonus to AC and Reflex equal to your Constitution modifier against the next attack that targets the ally, but destroys the captured shadow. Captured shadows may flank enemies and they provide concealment to any ally that they meld with until the ally is targeted by an attack.
As a minor action you may order a captured shadow to lift up to 50 lbs, carry out a basic or repetitive task, or move up to 8 squares. Captured shadows can not attack, speak, nor stray more than 20 squares from your side.
Special: During a short rest, you may devour any or all of the captured shadows at your disposal and regain 5 + one half your level hit points for each flicker destroyed in this manner.

Pact Reward:
Once each round as a minor action, before you make an attack roll, you can deal necrotic and psychic damage equal to your Charisma modifier to an ally adjacent to you. If you do so, you gain a +2 power bonus to the attack roll.

Pact Weapon:
Fell Spear
You fashion your own shadow into a weapon.
Proficiency +3
Damage d8
Reach

Attack Powers
At-Will: Eldritch Bolt and Mind Rending Blow
Encounter: Evil Eye (twice per encounter)
Daily: Inescapable Shadow Cage

At-will Utility Power: Shadow Step

Mind Rending Blow
At-Will ✦ Fear, Shadow, Psychic, Weapon
Standard Action Melee 2 or Ranged 5
Requirement: You must use your fell spear with this attack.
Target: One creature.
Attack: Charisma vs. Will
Hit: 1[W] + Constitution modifier psychic damage, and the target is immobilized until the end of your next turn.
Special: If the target is at full hit points, the attack deals +1d8 extra psychic damage.
Increase to 2[W] at 21st level.

Evil Eye
Encounter ✦ Implement, Shadow, Varies
Minor Action (1/round) Ranged 5
Target One enemy
Effect: The target is considered subject to your warlock’s curse and takes 1d6 + your Charisma modifier damage of a type that the target is vulnerable to, when the target makes an attack that targets an ally of yours but not you or an ally who has an active defender aura. The effect last until the target hits you with an attack, or you use this power against a different enemy.
Special: Only creatures subject to your evil eye take extra damage from your warlock’s curse.
You can use this power twice per encounter at third level.

Shadow Step Level 2 Utility Power
You vanish into the shadow energy around one creature and then step out of it near another creature.
At-Will ✦ Shadow, Teleportation
Move Action Personal
Requirement: You must be adjacent to a creature.
Effect: You teleport 3 squares to a square adjacent to a different creature.
Level 11: Teleport 4 squares.
Level 21: Teleport 5 squares.

Imprisoning Shadow Cage
Daily ✦ Implement, Shadow, Teleport, Zone
Standard Action Area burst 1 within 10 squares
Target: All enemies in burst.
Attack: Charisma vs. Reflex
Hit: The target is removed from play and takes ongoing 10 damage (save ends).
Effect: The burst becomes of zone of darkness that grants total concealment until the end of your next turn. Any enemy that leaves the zone is immediately teleported back inside of it.

MAGIC ITEMS
Bloodcurse Rod +1
Implement (Rod)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: Your pact boon triggers when an attack you make with this rod makes a target affected by your Warlock’s Curse bloodied. (It still triggers when you reduce a target to 0 or fewer hit points.)

Crystal Scale Armor +1
Armor: Scale, Plate
Enhancement: AC
Property: Gain a +2 item bonus to Will defense when bloodied.

Evil Eye Fetish +2
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property: An enemy with combat advantage against you that hits you takes necrotic and psychic damage equal to this item’s enhancement bonus (i.e. 2).

Goggles of the Bone Collector
The bones of various creatures are woven into this eyewear.
Item Slot: Head 4,200 gp
Property: Gain a +3 item bonus to monster knowledge checks.
Power (Encounter): Minor Action. Learn the origin, type, and keyword(s) of one creature in sight.

Muleback Harness
Item Slot: Waist
Property: When determining your normal load, heavy load,
or maximum drag load (PH 222), treat your Strength score
as 5 points higher.

CONSUMABLE MAGIC ITEMS (8 potions, 5 flowers and 1 elixir)

Alchemical Silver
Power (Consumable): Standard Action. Your weapon or one
group of ammunition (30 arrows, 10 crossbow bolts, 20
sling bullets, or 5 shuriken) attacks as a silvered weapon
until the end of the encounter or for the next 5 minutes.
Alchemical silver can be applied to nonmagical weapons
and to magic weapons of 14th level or lower.

Elixir of Reflexes
Power (Consumable): Minor Action. Use this power after
your drink the elixir. Once during this encounter, you can
use an immediate interrupt action when you would be
hit by an attack to gain a Reflex defense of 25 against a
single attack. This replaces your normal Reflex defense
value for that attack.

Grave Spawn Potion x4
Power (Consumable): Minor Action. Drink this potion and
spend a healing surge. You do not regain hit points as
normal. Instead, gain resist 5 necrotic and resist 5 poison
until the end of the encounter. You also gain a +5 power
bonus to your next Endurance check against any disease
of level 5 or lower.

Healing Potion x2
Power (Consumable): Minor Action. Drink this potion
and spend a healing surge. You do not gain hit points as
normal. Instead you regain 10 hit points.

Potion of Lifeshield
Power (Consumable): Minor Action. Drink this potion
and spend a healing surge. You do not gain hit points as
normal. Instead, once during this encounter, you can use
an immediate interrupt action to gain resist 15 necrotic
against a single attack.

Wolfsbane Bloom x5
Power (Consumable ✦ Zone): Standard Action. Make an attack:
Close burst 1; targets wolves, werewolves, and wolfweres only;
+5 vs. Fortitude; the burst creates a zone, and targets that
are hit slide to the closest square outside the zone. The zone
lasts until the end of the encounter, and affected creatures
that move into an affected square or begin their turn in an
affected square must make a save: if successful they grant
combat advantage and suffer a -2 penalty to attack rolls
while in the zone, if not they grant combat advantage,
are weakened, and suffer a -4 penalty to attack rolls
while in the zone.

Bio:

A descendant of the infamous Von Zarovich family, an accursed lineage forever tainted by the fratricide that occurred in Castle Ravenloft nearly 400 years ago. A few scions of the Von Zarovich line inevitably choose to resist the influence of the dark patron of their sickly family tree, the Devil Strahd, and take up arms against him.

Israfel hails from Hossla, a small village high in the foot hills of Mount Sawtooth, in southern Barovia. Five months ago, after putting down his elder brother who had become a werewolf, the boy forged a pact in blood with the Dark Powers on the cross roads in order to protect the people of his land from the depredations of the monsters that prey upon them. Since then he has made a name for himself hunting and killing werewolves by moonlight, and now considers himself ready to face the Master of the Castle.

Equipment: Adventurer’s Kit, Fragment of the Tome of Strahd, Horse, Mirror, Saddle, Saddlebags, and Silver Dagger.
Languages: Common (Balok), and Forfarian.

Israfel Von Zarovich

Van Richten's Guide to Ravenloft mrlost