Baridl

Drow Warlock/Rouge Hybrid

Description:

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Character Sheet

Level 2 Drow Warlock/Rogue
Baridl
+1
12
Strength
+0
10
Constitution
+4
18
Dexterity
+0
10
Intelligence
+0
10
Wisdom
+4
18
Charisma
HIT POINTS
Total
27
Bloodied
13
Surges
6
Value
6
+5
Initiative
6
Speed
SKILLS
+10
Acrobatics
+1
Arcana
+2
Athletics
+5
Bluff
+5
Diplomacy
+1
Dungeoneering
+1
Endurance
+1
Heal
+1
History
+1
Insight
+12
Intimidate
+1
Nature
+1
Perception
+6
Religion
+12
Stealth
+5
Streetwise
+10
Thievery
17
Armor Class
12
Fortitude
17
Reflex
+1 Rogue, +1 Warlock
15
Will
RACE FEATURES
Fey Origin
Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Llothtouched
You have a choice of either the cloud of darkness or darkfire power.
Trance (Drow)
Rather than sleep, drow enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Bonuses
+2 Intimidate, +2 Stealth, +2 Dexterity, +2 Charisma, Darkvision
CLASS FEATURES
Sneak Attack
This class feature functions as the rogue class feature, except that you can deal the extra damage only when you hit with a rogue power or a rogue paragon path power.
Eldritch Pact (Hybrid): Sorcerer-King
This class feature functions as the warlock class feature, except that you don’t gain the at-will attack power or the Pact Boon granted by it. This means you meet prerequisites that require the pact you choose, and you can use the benefits tailored for it in certain powers.
Warlock's Curse (Hybrid)
This class feature functions as the warlock class feature, except that you can deal the extra damage only when you hit a cursed enemy with a warlock power or a warlock paragon path power.
Defense Bonuses
Rogue: +1 Reflex
Warlock: +1 Reflex or Will
Cunning Sneak (Hybrid)
You don’t take a penalty to Stealth checks for moving more than 2 squares, and you take a –5 penalty instead of a -10 penalty to Stealth checks for running.
Shadow Walk (Hybrid)
On your turn, if you move at least 3 squares away from where you started your turn, you gain concealment until the end of your next turn.
FEATS
Hybrid Talent
You gain a hybrid talent option for one of your hybrid class entries. (Shadow Walk)
Hybrid Talent
You gain a hybrid talent option for one of your hybrid class entries. (Cunning Sneak)
BACKGROUNDS
Templar
AT-WILL POWERS
Hand of Blight
At-Will ♦ Arcane, Implement, Necrotic, Psychic
Standard Action ♦ Melee Touch or Ranged 10
Target: One creature
Attack: Charisma or Constitution vs. Fortitude
Hit: 1d8 + Charisma modifier or Constitution modifier necrotic and psychic damage, and the target grants combat advantage until the end of your next turn.
Level 21: 2d8 + Charisma or Constitution modifier necrotic and psychic damage.
Sorcerer-King Pact: If you spend your fell might, the target takes 1d8 extra damage.
Fleeting Ghost
At-Will ♦ Martial
Move Action ♦ Personal
Prerequisite: You must be trained in Stealth.
Effect: You move up to your speed and can make a Stealth check to hide. You take no penalty to the Stealth check for the movement, though you must still meet the normal requirements to hide.
Sly Flourish
Encounter ♦ Arcane, Implement, Radiant
Standard Action ♦ Melee touch or Ranged 5
Target: One creature
Attack: Charisma or Constitution vs. Fortitude
Hit: 2d6 + Charisma modifier or Constitution modifier radiant damage. Until the end of your next turn, your allies gain a +1 power bonus to attack rolls against the target.
Sorcerer-King Pact: If you spend your fell might, the bonus increases to +2 and the bonus affects attack rolls and damage rolls.
ENCOUNTER POWERS
Cruel Bounty
Encounter ♦ Arcane, Implement, Radiant
Standard Action ♦ Melee touch or Ranged 5
Target: One creature
Attack: Charisma or Constitution vs. Fortitude
Hit: 2d6 + Charisma modifier or Constitution modifier radiant damage. Until the end of your next turn, your allies gain a +1 power bonus to attack rolls against the target.
Sorcerer-King Pact: If you spend your fell might, the bonus increases to +2 and the bonus affects attack rolls and damage rolls.
Cloud of Darkness
Encounter ♦
Minor Action ♦ Close burst 1
Effect: The burst creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are immune to these effects.
Templar's Fist
Encounter ♦ Arcane, Implement, Psychic
Standard Action ♦ Close burst 5
Target: One creature in the burst
Attack: Primary ability vs. Will
Hit: 1d10 + ability modifier psychic damage, and the target is slowed until the end of your next turn.
Effect: The next ally who hits and damages the target before the end of your next turn gains a +3 power bonus to attack rolls until the end of his or her next turn.
DAILY POWERS
Ashen Scourge
Daily ♦ Arcane, Fire, Implement, Necrotic
Standard Action ♦ Melee touch or Ranged 5
Target: One creature
Attack: Charisma or Constitution vs. Fortitude
Hit: 2d8 + Charisma modifier or Constitution modifier fire damage. The target grants combat advantage and takes ongoing 5 necrotic damage (save ends both).
Miss: Half damage.
Effect: You pull the target 2 squares
EQUIPMENT
Adventurer's Kit
Dagger
Leather Armor
+1 Magic Hand Crossbow
Crossbow Bolts
+1 Vicious Shortsword
MONEY
Platinum
0
Gold
0
Silver
0
Copper
0


HEAD
NECK
ARMOR
IMPLEMENT
WAIST
ARMS
HANDS
LEFT RING
RIGHT RING
FEET
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Baridl

(Forgotten Realms) Scepter Tower of Spellgard maasharu