Vanri

Hybrid Sorcerer|Barbarian (Multiclass Fighter)

Description:
Level 3 Dragonborn Hybrid Barbarian|Sorcerer
Vanri
-1
18
Strength
+0
10
Constitution
+0
11
Dexterity
+0
8
Intelligence
+0
13
Wisdom
+0
18
Charisma
HIT POINTS
Total
41
Bloodied
20
Surges
7
Value
10
+1
Initiative
6
Speed
SKILLS
+0
Acrobatics
+0
Arcana
+4
Athletics
+10
Bluff
+10
Diplomacy
+2
Dungeoneering
+0
Endurance
+2
Heal
+2
History
+2
Insight
+12
Intimidate
+2
Nature
+2
Perception
+0
Religion
+0
Stealth
+10
Streetwise
+0
Thievery
19
Armor Class
16
Fortitude
12
Reflex
16
Will
RACE FEATURES
Dragon Breath (Strength, Lightning)
Description
Dragonborn Fury
+1 to attacks while bloodied.
Draconic Heritage
Add Con mod to healing surge value.
CLASS FEATURES
Rampage [Barbarian]
Critical hit grants free melee basic attack; once per round.
Sorcerous Power [Sorcerer]
Gain Str mod to damage; Use Str mod to AC in light armor.
Barbarian Armored Agility [Hybrid Talent]
Gain +1 AC and Reflex when not wearing heavy armor.
FEATS
Battle Awareness [MC Fighter]
Trained in one skill; immediate interupt basic attack once per encounter, vs adjacent enemy that does not include you in an attack)
Hybrid Talent
Gain a talent from one of your hybrid classes.
BACKGROUNDS
Born under a bad sign
Use your highest Stat modifier for starting HP.
AT-WILL POWERS
Storm Walk [Sorcerer]
Standard Action – Range (10)
+5 vs Fort (1d8+8 Thunder)
Effect: Shift 1 before or after attack
Howling Strike [Barbarian]
Standard Action – Melee
+9 vs AC (1d8+1d6+6)
Special: Can be used in a charge attack.
ENCOUNTER POWERS
Dragon Breath [Racial]
Minor Action – Close Blast (3)
+7 vs Ref (1d6 Lightning)
Thundering Roar [Sorcerer]
Standard Action – Close Blast (3)
+5 vs Fort (2d6+8 Thunder)
Hit: -2 attack rolls untill end of next turn
Thundering Howl [Barbarian]
Standard Action – Melee
+9 vs AC (1d8+6)
Effect: Close Blast (3) 1d6 Thunder & push 1
Special: Must hit and include initial target in blast
Battle Awareness [MC Fighter]
Immediate Interupt
Trigger: Adjacent enemy shifts or makes an attack that does not include you as a target.
Effect: Make a melee basic attack.
DAILY POWERS
Howling Tempest [Sorcerer]
Standard Action – Area Burst (1 within 10 squares)
+5 vs Fort (2d6+8 Thunder), deafened (save ends) and slide target a number of squares equal to Dex mod (+0).
Effect: Creates zone until end of next turn. Creatures starting their turn in the zone take Cha mod Thunder damage (+4). As a move action, you can move the zone 3 squares.
Sustain Minor: zone persists.
Feral Rejuvination [Barbarian]
Free Action
Trigger: Your attack damages an enemy
Effect: You spend a healing surge. If the triggering attack reduced the target to 0 hp, you regain additional hp equal to 1/2 your level + Cha modifier (+5)
ATTACKS
1d8+6
+9 vs AC
Melee Basic
EQUIPMENT
Luckblade Longsword +1
Daily Power: Free Action. Reroll an attack roll you just made. Use the second result even if it’s lower.
Potion of Healing (Q:3)
Consumable Power: Minor Action. Drink potion and spend a healing surge. Instead of the hp you would normally regain, you regain 10 hp.
MONEY
Platinum
0
Gold
250
Silver
0
Copper
0
Bio:

Vanri was found by the ”??” Tribe after a storm had destroyed his clutch. He was nursed back to health and raised as a member of the tribe. He now travels with the chieftains son as they explore the larger world.

Vanri

Kingdom Of Ambrof haferka