Sunaj
Evil Drow Warlock 1
Str 8 (-1)
Dex 16 (+3)
Con 14 (+2)
Int 14 (+2)
Wis 12 (+1)
Cha 16 (+3)
Basics
AC 15 (10 Base + 2 Armor + 3 Dex)
Fort 12 (10 Base + 2 Con)
Ref 14 ( 10 Base + 3 Dex +1 Warlock)
Will 14 (10 Base + 3 Cha + 1 Warlock)
Darkspiral Aura: 3
Init +7 (+3 Dex + 4 Feat)
HP: 19/26
Bloodied: 13
Healing surges: 8 per day (7/8)
Amount per surge: 6
Basic Melee attack: dagger (+2 vs. AC; 1d4-1)
Basic Range attack: eldritch blast (+3 vs. Reflex; 1d10 +3)
Drow Racial Traits
Ability Scores: +2 Dexterity, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Darkvision
Languages: Common, Elven
Skill Bonuses: +2 Intimidate, +2 Stealth
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for purposes of effects that relate to creature origin.
Trance: 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.
Llothtouched: Once per encounter, you can use either the cloud of darkness power or the darkfire power.
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.
Darkfire
Encounter Minor Action
Ranged 10
Target: One creature
Attack: Charisma +4 vs. Reflex; Increase the bonus to +6 at 11th level and +8 bonus at 21st level.
Hit: Until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.
Warlock Class Traits and Features
Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple melee, simple ranged
Implements: Rods, wands
Bonus to Defense: +1 to Reflex, +1 to Will
HP: 26 (26/26)
Hit Points at 1st level: 12 + Constitution score
Hit Points per level gained: 5
Healing Surges per day: 6 + Constitution modifier (8/8)
Prime Shot
If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.
Shadow Walk
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.
Warlock’s Curse
Once per turn as a minor action, you can place a Warlock’s Curse on the enemy nearest to you that you can see. A cursed enemy is more vulnerable to your attacks. If you damage a cursed enemy with an attack, you deal extra damage (+1d6). You decide whether to apply the extra damage after making the damage roll. You can deal this damage once per round, so if you have dealt Warlock's Curse damage since the start of your turn, you cannot deal it again until the start of your next turn.
A Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 points or fewer.
You can place a Warlock’s Curse on multiple targets over the course of an encounter; each curse requires the use of a minor action. You can’t place a Warlock’s Curse on a creature that is already affected by your or another’s Warlock’s Curse.
Dark Pact
Spiteful Glamor (see below)
Darkspiral Aura
When an enemy under your Warlock’s Curse is reduced to 0 hit points or fewer, add 1 to your Darkspiral Aura. Your Darkspiral Aura has a starting value of 0, and it resets to 0 when you take a short rest or an extended rest.
Once per round as a free action when an enemy makes a melee attack or ranged attack against you, you can use your Darkspiral Aura as an immediate interrupt, dealing 1d6 necrotic and psychic damage to that enemy for each point of your Darkspiral Aura’s current value. If this attack deals less than 12 damage, the value of your Darkspiral Aura becomes 0. If this attack deals 12 damage or more, you can cause the enemy to be weakened for its attack (which means the attack deals half damage), and the value of your Darkspiral Aura becomes 1.
Powers
Eldritch Blast
At-Will, Arcane, Implement
Standard Action
Ranged 10
Target: One Creature
Attack: Charisma vs. Reflex (+3 vs. Reflex)
Hit: 1d10 + Charisma modifier damage.
Spiteful Glamor
At-Will, Arcane, Implement, Psychic
Standard Action
Ranged 10
Target: One Creature
Attack: Charisma vs. Will (+3 vs. Will)
Hit: 1d8 + Charisma modifier psychic damage, or 1d12 + Charisma modifier psychic damage to a target at maximum hit points.
Encounter
Flickering Venom
Encounter, Arcane, Force, Implement, Poison
Standard Action
Ranged 10
Target: One Creature
Attack: Charisma vs. Reflex (+3 vs. Reflex)
Hit: 2d8 + Charisma modifier force damage, and if you have combat advantage against the target, you also deal poison damage equal to your Intelligence modifier.
Daily
Your Glorious Sacrifice
Daily, Arcane, Implement, Necrotic, Poison
Standard Action
Ranged 10
Effect: Before the attack, you can deal damage to an ally adjacent to you equal to your Charisma modifier. If you do so, you gain a +2 bonus to the attack roll.
Attack: Charisma vs. Fortitude (+3 vs. Fortitude)
Hit: 3d8 + Charisma modifier damage. If you dealt damage to an ally as part of this power, the target takes ongoing poison damage equal to your Charisma modifier + your Intelligence modifier (save ends).
Miss: Half damage, and no ongoing damage.
Feat
Improved Initiative
Skills
Acrobatics +3
Arcana +7*
Athletics -1
Bluff +3
Diplomacy +5
Dungeoneering +1
Endurance +2
Heal +1
History +2
Insight +6*
Intimidate +10*
Nature +1
Perception +3
Religion +2
Stealth +5
Streetwise +8*
Thievery +3
Equipment
3 Daggers (3 gp)
Leather Armor (25 gp)
Standard Adventurer’s Kit (15 gp)
56 gp