Note: Daily Powers are only for reference. Apart from Feylights, dailies should not be used.
LUNA INVERSE - Init +5
L11 Human 4E
Mirrormage (Dazzling)
Evermeet Warlock
L1 Str8 Con13 Dex10 Int19 Wis10 Cha15
L11 Str9 Con14 Dex11 Int22 Wis11 Cha18
AC FRW 31 / 22 / 27 / 26
HP 84 / Sval 21 / Esurges 3
SKILLS : * 4base + 1Human + 1Warlock
Str 4 : Athletics* +9
Con 7 : Endurance
Dex 5 : Acrobatics +6, Stealth, Thievery
Int 11 : Arcana* +18, History* +16, Religion
Wis 5 : Dungeoneering, Heal, Insight, Nature, Perception* +10
Cha 9 : Bluff, Diplomacy* +14, Intimidate* +14, Streetwise
FEATS
F) Expertise
F) Focus
F) Improved Defenses
F) Implement Damage Bonus
Racial) Pact Initiate (MC Warlock) : Skill Training, Fey Pact, Proficiency in rods wands pactblades
1) Sturdy Frame : When you spend a surge while bloodied and have a marked enemy, you gain Resist All equal to your Charisma modifier (+4) until ENT. This resistance ends if your mark ends for any reason, including if the marked enemy is destroyed.
2) Mark of Storms : Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy 1 square. You gain a +1 bonus to speed when flying.
You can master and perform the Endure Elements, Enhance Vessel, Summon Winds, and Water Walk rituals as if you had the Ritual Caster feat.
4) Familiar: Rakshasa Claw
+2 Arcana, +5 Insight vs Illusory, retrieve or stow item as free action
6) Superior Implement Training: Crystal Orb : +1 vs Will, +3 Psychic damage
8) Psychic Lock : Any target you hit with a power that has the psychic keyword takes a –2 penalty to its next attack roll.
10) Mirrormage Admixture
Choose from acid, cold, fire, lightning. All your Mirrormage at will powers, including Dazzling Mirror, now deals that damage type in addition to its normal damage type and keyword. The powers affected by this feat cannot be further affected by Arcane Admixture or similar powers.
11) Extended Burst
When you use a Mirrormage close burst or Mirrormage close blast power, you may choose a square within 2 squares of you as the origin square. This benefit applies to Dazzling Mirror and Warping Mirror.
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MBA +6 vs AC ( 5Hlv -1Str 2Exp )
POWERS
+18 vs Will (5Hlv 6Int 2Exp 1SIT 3Enh 1Headband)
Damage +17 / +8 static
(6Int* 2Feat 3Enh 1Shard 3Empowered 2Resplendent*)
Feature) Dazzling Mirror
At Will, Immediate Interrupt
Trigger: An enemy marked by you makes an attack that does not include you as a target
Close Burst 3 (The triggering enemy)
Pri Trait vs Will
Hit: Pri Trait psychic damage and triggering attack takes Sec Trait penalty to one attack roll of the triggering attack, or half your Sec Trait penalty against all targets of the triggering attack.
Special: This increases to Close Burst 4 at level 11 and Close Burst 5 at level 21.
AW1) Mirror Slash
At Will
Effect: Before making this attack, you may mark One enemy that is adjacent to you until ENT, then shift 1 square and make the following attack.
Melee 1
Pri Trait vs Will
Hit: 1d8 + Pri Trait psychic damage
AW1) Iridescent Lance
At Will, Melee 2
Pri Trait vs Will
Hit: 1d6 + Pri Trait psychic damage & you are invisible to target until start of your next turn or until you attack.
AW1) Prism Blast
At Will, Close Blast 3
Pri Trait vs Will
Hit: 1d6 + Pri Trait psychic damage.
Effect: The blast becomes a zone until ENT. All creatures in zone grant CA.
D1) Psychic Flaming Sphere
E1) Multi Mirror Slash
Melee 1
Pri Trait vs Will
Hit: 1d8 + Pri Trait psychic damage.
Effect: You may teleport 3 squares after making this attack, then you may make the following secondary attack.
Close Burst 1
Pri Trait vs Will
Hit: 1d4 + Pri Trait psychic damage.
Effect: You may teleport 3 squares adjacent to an enemy.
U2) *Reflective Shield
Immediate Interrupt, Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn.
Note: This power is identical to Wizard U2 Shield
E3) Mirrorshard Storm
Close Burst 2
Pri Trait vs Will
Hit: 1d6 + Pri Trait psychic damage and slowed until ENT.
Effect: The blast becomes a zone until ENT. You are invisible to enemies that are in the zone.
D5) Psychic Fireball
U6) Shimmering Reflection U6
Conjuration
Minor Action, Ranged 5
Effect: You conjure an image in an unoccupied square within range. The image occupies its square and lasts until ENT. The image can be attacked. It uses your defenses, and it is destroyed if it takes any damage. While the image persists, you are insubstantial and you can use your space or the image's space as the origin of your attacks.
After-effect: You can teleport to a square formerly occupied by the image.
Note: This power is identical to Warlock U6 Mirror Darkly
E7) Wall of Shards
Illusion
Wall 6 in 10
Effect: The area becomes a wall of mirrors 2 squares high, and has your defences and hitpoints equal to your surge value. All enemies adjacent to the wall must be marked by you until ENT. It blocks only your enemies' line of sight, and may be targeted by attacks. Attacking it is obeying your mark.
The wall lasts until ENT or until reduced to 0 HP.
After-effect: The wall explodes into psychic shards and attacks all enemies adjacent to it. This is treated as an Area Burst 1 originating from each square of the wall, and may not enlarged.
Pri Trait vs Will
Hit: 2d6 + Pri Trait psychic damage.
D9) Psychic Fire Wall
U10) *Warping Sidestep
At Will, Move Action, Personal
Effect: You teleport 1 square.
Note: This power is identical to Warlock U10 Ethereal Sidestep.
EVERMEET WARLOCK PATH FEATURES
Feywild Wake (11th level): When you leave a square by teleporting, you become invisible to all enemies adjacent to the square you left until the start of your next turn.
Mercurial Action (11th level): When you spend an action point to take an extra action, you also gain a move action and your speed increases by 1 until the end of your turn.
Mastery of Passage (16th level): When you teleport 10 squares or less, you can take one adjacent ally with you. Your ally appears in any square of your choice adjacent to your ending location.Evermeet E11) Blinding Beacon R20
+15 vs Reflex
Hit: 1d10 + Charisma Mod radiant damage, and the target is blinded until the end of your next turn. While blinded, the target also shines, giving off bright light in a 5-square radius.
( 1d10 + 10 radiant
4cha 3enh 2feat 1shard )
Evermeet U12) Feylights *Daily*
ITEMS
L2) Acrobat Boots
L2) Defensive Staff +1
L3) Siberys Shard of the Mage
L3) Rhythm Blade Dagger +1
L5) Resplendent Gloves
L9) Elven Chain Shirt
L9) Incisive Dagger +2
L10) Headband of Intellect (Rare)
*L9) Cloak of Translocation +2
*L11) Magical Leather +3
*L12) Staggering Weapon +3
SOLD 4,600 gp
L10 Armor of Healing +2 (Robes) 2500
L9 Amulet of Healing +2 2100
BOUGHT 13,920 gp
L2 Defensive Staff +1 : 520
L9 Elven Chain Shirt : 4200
L9 Incisive Dagger +2 : 4200
L10 Headband of Intellect (Rare) : 5000
UNUSED
L6 Armbands of Ranged Power (UB)
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REFERENCE
AISLINN WHITE L9
unboundgames.proboards.com/thread/379/aislinn-white-ub-playITEMS *-floating items
*10) L10 Loremaster's Helm (Rare): Choose from Psychic.
You gain a +1 item bonus to attack with powers that use the chosen keyword.
You gain a +2/4/6/8 item bonus to all monster knowledge checks.
*9) L9 Elven Chain Shirt
*8) L8 Psychic Implement +2 (Holy Symbol)
L10 Armor of Healing +2 (Robes)
L9 Amulet of Healing +2
L6 Armbands of Ranged Power: +2 item bonus to damage rolls of ranged attacksÂ
L5 Swift Gloves
L4 Crimson Determination (Boon)
L4 Life Boosting Weapon +1 (Staff)
L3 Parrying Weapon +1 (Dagger)
L3 Siberys Shard of the Mage
L2 Defensive Staff +1
L2 Adroit Stand Boots
ITEM CONVERSION
L2 Adroit Stand -> Acrobat Boots
L3 Parrying -> Rhythm Blade +1
L5 Swift -> Resplendent Gloves
UNUSED
L6 Armbands of Ranged Power (UB)
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DEFENSES IN DETAIL
( default using Rhythm Blade +1 )
AC 31 : 15base 6Int 2Leather 3enh 1ecs 3MMWard 1Rhythm
Fort 22 : 15base 2impdef 2enh 1human 2con
Ref 27 : 15base 2impdef 2enh 1human 6int 1rhythm
Will 26 : 15base 2impdef 2class 2enh 1human 4cha