Dungeons & Dragons 4th Edition
Encounters Pre-Generated Character
|
ALOYSIUS GOODBARREL
DDE7: Beyond the Crystal Cave
|
DMs - Jeff Carlisle & Charles Plemons
Campus Cards & Games
|
|
Male Halfling |
Good Small |
Rogue (Thief) 5 |
Languages Common, Goblin; Deity Avandra; Background Crystalbrooker; Height 3 ft. 11 in.; Weight 79 lb.; Age 23; Hair Brown; Eyes Green
|
|
|
Hit Points |
Healing Surges |
Max HP |
Bloodied |
Surge Value |
Surges/Day |
4412 Con score plus 32 class levels
|
22
|
1111 one-quarter hit points
|
□□□□□
□□
|
Current HP
|
Second Wind 1/encounter |
Used □ |
standard action ♦ +2 all Defenses til start turn ♦ spend healing surge |
Death Saving Throw Failures □ □ □ |
Saving Throw Mods +5 racial bonus to saves against fear |
|
|
Attack |
|
Damage |
Total |
1/2 Lvl |
Abil |
Class |
Prof |
Feat |
Enh |
Misc |
|
Total |
W |
Abil |
Feat |
Enh |
Misc |
Misc |
lightning short sword +1 ♦ off-hand ♦ DEX vs. AC |
|
on critical +1d6 lightning |
+11 |
+2 |
+4 |
+1 |
+3 |
+0 |
+1 |
+0 |
|
1d6+8 |
1d6 |
+4 |
+1 |
+1 |
+2 |
+0 |
dagger ♦ off-hand, light thrown ♦ DEX vs. AC |
|
|
+10 |
+2 |
+4 |
+1 |
+3 |
+0 |
+0 |
+0 |
|
1d4+7 |
1d4 |
+4 |
+1 |
+0 |
+2 |
+0 |
dagger (thrown) ♦ light thrown ♦ DEX vs. AC |
|
range 5/10 |
+10 |
+2 |
+4 |
+1 |
+3 |
+0 |
+0 |
+0 |
|
1d4+7 |
1d4 |
+4 |
+1 |
+0 |
+2 |
+0 |
shortbow ♦ load free, small ♦ DEX vs. AC |
|
range 15/30 |
+9 |
+2 |
+4 |
+1 |
+2 |
+0 |
+0 |
+0 |
|
1d8+6 |
1d8 |
+4 |
+0 |
+0 |
+2 |
+0 |
unarmed strike ♦ STR vs. AC |
|
|
+3 |
+2 |
+1 |
+0 |
+0 |
+0 |
+0 |
+0 |
|
1d4+1 |
1d4 |
+1 |
+0 |
+0 |
+0 |
+0 |
|
|
Actions Points □ |
Additional Action Point Effects
|
Initiative +6+4 Dex +2 half-level |
Speed 66 race -0 armor | 10 on first round from Eager Advance |
Experience Points 5,500 of 7,500 |
Daily Magic Item Usage □ |
|
Workspace |
Conditions
Ongoing Effects
|
Resistances |
None |
|
Armor Check Penalty
-0-0 armor -0 shield
Skills
Acrobatics +9 (+4 Dex, +2 half-lvl, +2 racial, +1 item acrobat boots, -0 armor),
Arcana +2 (+0 Int, +2 half-lvl),
Athletics +8 (+1 Str, +2 half-lvl, +5 trained, -0 armor),
Bluff +10 (+3 Cha, +2 half-lvl, +5 trained),
Diplomacy +5 (+3 Cha, +2 half-lvl),
Dungeoneering +8 (+1 Wis, +2 half-lvl, +5 trained),
Endurance +3 (+1 Con, +2 half-lvl, -0 armor),
Heal +3 (+1 Wis, +2 half-lvl),
History +2 (+0 Int, +2 half-lvl),
Insight +3 (+1 Wis, +2 half-lvl),
Intimidate +5 (+3 Cha, +2 half-lvl),
Nature +5 (+1 Wis, +2 half-lvl, +2 Crystalbrooker background),
Perception +8 (+1 Wis, +2 half-lvl, +5 trained),
Religion +2 (+0 Int, +2 half-lvl),
Stealth +11 (+4 Dex, +2 half-lvl, +5 trained, -0 armor),
Streetwise +10 (+3 Cha, +2 half-lvl, +5 trained),
Thievery +13 (+4 Dex, +2 half-lvl, +2 racial, +5 trained, -0 armor)
|
Feats
Armor Proficiency (cloth, leather),
Eager Advance,
Improved Defenses,
Weapon Focus (light blades),
Weapon Proficiency (dagger, hand crossbow, shortbow, short sword, sling)
|
Combat Features |
- First Strike – At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.
- Nimble Reaction – You gain a +2 racial bonus to AC against opportunity attacks.
- Skill Mastery – During a skill challenge, whenever you roll a natural 20 on a skill check that would contribute one or more successes to the skill challenge, that check automatically succeeds and counts as one additional success.
- Sneak Attack – ( □ ) 1/round – When you have combat advantage against an enemy and are using a weapon a light blade, hand crossbow, shortbow, or sling, an attack you make against that enemy deals 2d62d6 Rogue levels extra damage if the attack hits. You decide whether to apply the extra damage after making the damage roll.
- Thief Weapon Talent – You gain a +1 bonus to attack rolls with light blades, hand crossbows, shortbows, and slings.
- Weapon Finesse – When you make a melee basic attack, you can use Dexterity instead of Strength for the attack roll and the damage roll. In addition, you gain a +2 bonus to the damage rolls of weapon attacks using light blades, hand crossbows, shortbows, and slings.
|
At-Will Powers |
- Acrobat's Trick – Martial ♦ Move Action ♦ Personal ♦ Effect You move up to your speed -2. During this move, you have a climb speed equal to your speed -2. You also gain a +2 power bonus to your next damage roll with a basic attack during this turn. ♦ Advances levels 11 and 21 ♦ Reference Heroes of the Fallen Lands, pg. 176.
- Ambush Trick – Martial ♦ Move Action ♦ Personal ♦ Effect You move up to your speed. Until the end of your turn, you gain combat advantage against enemies that are within 5 squares of you when you attack and that have none of their allies adjacent to them. ♦ Advances levels 11 and 21 ♦ Reference Heroes of the Fallen Lands, pg. 176.
- Fleeting Ghost – Move Action ♦ Personal ♦ Prerequisitie You must have training 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. ♦ Reference Heroes of the Fallen Lands, pg. 180.
- Tumbling Trick – Martial ♦ Move Action ♦ Personal ♦ Effect You shift up to 3 squares. The next time you hit an enemy with a melee basic attack this turn, you also deal damage equal to your Strength modifier to a different enemy, which must be adjacent to you. ♦ Reference Heroes of the Fallen Lands, pg. 178.
|
Encounter Powers |
- □ Backstab – Free Action ♦ Personal ♦ Trigger You make an attack roll against an enemy within 5 squares of you using a basic attack with a weapon. The enemy must be granting combat advantage to you. ♦ Effect You gain a +3 power bonus to the attack roll, and the enemy takes 1d6 extra damage if the attack hits. ♦ Advances levels 7, 17, and 27 ♦ Reference Heroes of the Fallen Lands, pg. 175.
- Cunning Escape – Martial ♦ Immediate Reaction ♦ Personal ♦ Trigger An enemy attacks you. ♦ Effect You gain a +4 bonus to all defenses against the triggering enemy's attack. At the end of the triggering enemy's turn, you can also shift up to 3 squares as a free action. ♦ Reference Heroes of the Fallen Lands, pg. 181.
- Second Chance – Immediate Interrupt ♦ Personal ♦ Effect When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it's lower. ♦ Reference Player's Handbook, pg. 44.
|
Equipment & Possessions |
Magic Items Equipped
WEAPONlightning short sword +1 (PowerAt-Will ♦ Lightning ♦ Free Action ♦ All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal.) (PowerDaily ♦ Lightning ♦ Free Action ♦ Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage.) (lvl 5; +1 enhancement attack and damage rolls; +1d6 lightning on critical; +3 proficiency; 1d6 damage; light blade; off-hand) (1,000 gp),
ARMORmagic leather armor +2 (lvl 6; +2 armor bonus; +2 enhancement AC; weight 15 lbs.) (1,800 gp),
ARMSbloodthirst bracers (PowerDaily ♦ Free Action ♦ Use this power when you hit an enemy with a melee attack. In addition to the normal damage from that attack, the target takes ongoing damage equal to 2 + your Charisma modifier (save ends).) (lvl 4) (840 gp),
FEETacrobat boots (PowerAt-Will ♦ Minor Action ♦ Stand up from prone.) (lvl 2; +1 item bonus to Acrobatics checks) (520 gp)
Potions
□ potion of healing (lvl 5; minor action; Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.) (50 gp)
Alchemical Items
□ thunderstone (PowerConsumable ♦ Thunder ♦ Standard Action ♦ Make an attack: Area burst 1 within 10; +8 vs. Fortitude; on a hit, the target takes 1d4 thunder damage, is pushed 1 square from the center of the burst, and deafened (save ends).) (lvl 5) (50 gp)
Nonmagical Items
□□□□□ | □□□□□ | □□□□□ | □□□□□ | □□□□□ | □□□□□ arrows (1 gp),
backpack (2 gp),
bedroll (1 sp),
belt pouch (1 gp),
2 daggers (+3 proficiency; 1d4 damage; range 5/10; light blade; off-hand, light thrown) (1 gp),
flint and steel (1 gp),
grappling hook (1 gp),
hammer (5 sp),
hempen rope (50 ft.) (1 gp),
□□□□□ | □□□□□ pitons (5 sp),
shortbow (+2 proficiency; 1d8 damage; range 15/30; bow; load free, small) (25 gp),
□□ sunrods (bright light 20 squares; 4 hour duration; 1 lb.) (2 gp),
thieves' tools (+2 item bonus open lock or disarm trap) (20 gp),
□□□□□ | □□□□□ trail rations (5 gp),
waterskin (4 lb.) (1 gp)
ad 0,
pp 0,
gp 155,
sp 0,
cp 0
|