Dungeons & Dragons 4th Edition
Encounters Pre-Generated Character
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GERRICK BLOODBLADE
DDE7: Beyond the Crystal Cave
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DMs - Jeff Carlisle & Charles Plemons
Campus Cards & Games
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Male Elf |
Unaligned Medium |
Assassin (Executioner) 5 |
Languages Common, Elven; Deity None; Background Sybaran; Height 5 ft. 7 in.; Weight 156 lb.; Age 102; Hair Dark Brown; Eyes Violet
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Attack |
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Damage |
Total |
1/2 Lvl |
Abil |
Class |
Prof |
Feat |
Enh |
Misc |
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Total |
W |
Abil |
Feat |
Enh |
Misc |
Misc |
lifedrinker short sword +1 ♦ off-hand ♦ DEX vs. AC |
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on critical +1d6 necrotic |
+12 |
+2 |
+5 |
+0 |
+3 |
+1 |
+1 |
+0 |
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1d6+7 |
1d6 |
+5 |
+1 |
+1 |
+0 |
+0 |
magic dagger +1 ♦ off-hand ♦ DEX vs. AC |
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on critical +1d6 |
+12 |
+2 |
+5 |
+0 |
+3 |
+1 |
+1 |
+0 |
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1d4+7 |
1d4 |
+5 |
+1 |
+1 |
+0 |
+0 |
magic dagger +1 (thrown) ♦ light thrown ♦ DEX vs. AC |
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on critical +1d6 |
+12 |
+2 |
+5 |
+0 |
+3 |
+1 |
+1 |
+0 |
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1d4+7 |
1d4 |
+5 |
+1 |
+1 |
+0 |
+0 |
magic shortbow +1 ♦ load free ♦ DEX vs. AC |
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on critical +1d6; range 15/30 |
+10 |
+2 |
+5 |
+0 |
+2 |
+0 |
+1 |
+0 |
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1d8+6 |
1d8 |
+5 |
+0 |
+1 |
+0 |
+0 |
garrote ♦ DEX vs. AC |
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on critical +1d4 |
+10 |
+2 |
+5 |
+0 |
+3 |
+0 |
+0 |
+0 |
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1d4+5 |
1d4 |
+5 |
+0 |
+0 |
+0 |
+0 |
unarmed strike ♦ DEX vs. AC |
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+7 |
+2 |
+5 |
+0 |
+0 |
+0 |
+0 |
+0 |
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1d4+5 |
1d4 |
+5 |
+0 |
+0 |
+0 |
+0 |
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Workspace |
Conditions
Ongoing Effects
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Resistances |
None |
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Armor Check Penalty
-0-0 armor -0 shield
Skills
Acrobatics +12 (+5 Dex, +2 half-lvl, +5 trained, -0 armor),
Arcana +2 (+0 Int, +2 half-lvl),
Athletics +7 (+0 Str, +2 half-lvl, +5 trained, -0 armor),
Bluff +8 (+1 Cha, +2 half-lvl, +5 trained),
Diplomacy +3 (+1 Cha, +2 half-lvl),
Dungeoneering +3 (+1 Wis, +2 half-lvl),
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 +3 (+1 Cha, +2 half-lvl),
Nature +5 (+1 Wis, +2 half-lvl, +2 racial),
Perception +5 (+1 Wis, +2 half-lvl, +2 racial),
Religion +2 (+0 Int, +2 half-lvl),
Stealth +12 (+5 Dex, +2 half-lvl, +5 trained, -0 armor),
Streetwise +5 (+1 Cha, +2 half-lvl, +2 Sybaran background),
Thievery +12 (+5 Dex, +2 half-lvl, +5 trained, -0 armor)
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Feats
Armor Proficiency (cloth, leather),
Improved Initiative,
Light Blade Expertise,
Two-Weapon Defense,
Weapon Focus (light blades),
Weapon Proficiency (blowgun, bola, garrote, military one-handed melee, shortbow, simple one-handed melee, simple ranged)
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Combat Features |
- Attack Finesse – You can use Dexterity instead of Strength for your melee basic attacks. Once per turn, you can deal 1d8 extra damage with a weapon attack using a one-handed weapon, a garrote, a blowgun, or a shortbow.
- Death Attack – When you hit an enemy with a melee or a ranged attack that deals damage, you can choose to reduce the enemy to 0 hit points automatically if it has 10 hit points or fewer after the damage is dealt.
- Improved Poison Use – During an extended rest, you can prepare two vials of assassin poison using a poisoner's kit. This allows a single use that expires if not used by your next extended rest. Only you can use you poison, and you are immune to the ones your own created poison.
- Light Blade Expertise – You gain a +1 bonus to the damage rolls of weapon attacks that you make with a light blade against a creature granting combat advantage to you.
- Nimble Drop – When you take falling damage, you can take a free action to reduce the damage by 6 + your level. If this reduces the damage to 0, you don't fall prone.
- Quick Swap – Once during each of your turns, you can take a free action to draw or stow a weapon and then draw another weapon.
- Wild Step – You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
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At-Will Powers |
- Garrote Strangle – Martial, Weapon ♦ Std ♦ Melee weapon ♦ Requirement You must use this power with a garrote. ♦ Effect You shift up to 2 squares before the attack. ♦ Target One creature you are hidden from. Attack DEX vs. Reflex ♦ Hit 2[W] + Dexterity modifier damage, and the target is grabbed until the end of your next turn. While the grab persists, the target takes a -2 penalty to attack rolls against you and cannot speak, and you cannot make other attacks. ♦ Sustain Standard The grab persists, and the target takes 2[W] + your Dexterity modifier damage. ♦ Advances level 21 ♦ Reference Heroes of Shadow, pg. 20.
- Poisoned Dagger – Martial, Weapon ♦ Std ♦ Melee weapon ♦ Requirement You must use this power with a dagger. ♦ Target One creature. Attack DEX vs. AC ♦ Hit 1[W] + Dexterity modifier damage. If you deliver an assassin poison with this attack, the target takes a -4 penalty to its first saving throw, if any, against the poison's effect. ♦ Effect If the dagger has an assassin poison on it that is normally delivered on a hit, you can deliver that poison to the target even if the attack misses. ♦ Advances level 21 ♦ Reference Heroes of Shadow, pg. 20.
- Quick Lunge – Martial, Weapon ♦ Std ♦ Melee 1 ♦ Effect You shift 1 square before the attack. ♦ Target One creature. Attack DEX vs. AC ♦ Hit 1[W] damage, and you knock the target prone. You can then shift 1 square back to your starting position. ♦ Advances level 21 ♦ Reference Heroes of Shadow, pg. 20.
- Silent Stalker – Martial ♦ Move Action ♦ Personal ♦ Requirement You must be hidden. ♦ Effect You move up to your speed to a square within 2 squares of an enemy. You remain hidden until the end of this turn or until you make an attack. ♦ Reference Heroes of Shadow, pg. 24.
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Encounter Powers |
- Assassin's Strike – Martial ♦ No Action ♦ Personal ♦ Trigger You hit a creature within 5 squares of you with an attack using a weapon. ♦ Target The creature you hit. Effect The target takes 2d10 extra damage from the triggering attack. If the target is helpless, this damage is maximized. ♦ Special Nothing but a short or extended rest can allow you to regain the use of this power. ♦ Advances levels 3, 7, 13, 17, 23 and 27 ♦ Reference Heroes of Shadow, pg. 21.
- Elven Accuracy – Free Action ♦ Personal ♦ Effect Reroll an attack roll. Use the second roll, even if it's lower. ♦ Reference Player's Handbook, pg. 40.
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Special Features |
- Fey Origin – You are considered a fey creature for the purpose of effects that relate to creature origin.
- Group Awareness – You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
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Equipment & Possessions |
Magic Items Equipped
WEAPONlifedrinker short sword +1 (When you drop an enemy to 0 hit points or fewer with a melee attack made with this weapon, gain 5 temporary hit points.) (lvl 5; +1 enhancement attack and damage rolls; +1d6 necrotic 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),
NECKcloak of distortion +1 (A ranged attack against you from more than 5 squares away takes a -5 penalty to the attack roll.) (lvl 4; +1 enhancement Fortitude, Reflex, and Will) (840 gp)
Assassin Poison Recipes (see improved poison use above)
□ bloodroot poison (PowerConsumable ♦ Poison ♦ Minor Action ♦ You apply the poison to your melee weapon or one piece of your ammunition. During this encounter, the next creature you hit with a weapon attack using the poisoned item takes 6 extra poison damage, and it is dazed (save ends).) (PowerConsumable ♦ Poison ♦ Minor Action ♦ You pour the poison into the drink or onto a plate of food. The first creature to consume the food or drink within the next hour is dazed until the end of its next extended rest.)
□ carrion crawler brain juice (PowerConsumable ♦ Poison ♦ Minor Action ♦ You apply the poison to your melee weapon or five pieces of your ammunition. Until the end of the encounter, whenever you hit a creature with a weapon attack using the poisoned item, the target takes 4 extra poison damage, and it is slowed until the end of your next turn.) (PowerConsumable ♦ Poison ♦ Minor Action ♦ You apply the poison to a single handheld object. Within the next hour, the first creature other than you to hold or wear the object for more than 1 minute is immobilized until the end of its next extended rest.)
□ greenblood oil (PowerConsumable ♦ Poison ♦ Minor Action ♦ You apply the poison to your melee weapon or one piece of your ammunition. During this encounter, the next creature you hit with a weapon attack using the poisoned item takes 10 extra poison damage, and it cannot regain hit points (save ends).) (PowerConsumable ♦ Poison ♦ Minor Action ♦ You pour the poison into the drink or onto a plate of food. The first creature to consume the food or drink within the next hour takes a -4 penalty to saving throws and cannot regain hit points until the end of its next extended rest.)
Magic Items Carried
magic dagger +1 (+1 enhancement attack and damage; on critical +1d6; +3 proficiency; 1d4 damage; range 5/10; light blade; off-hand, light thrown) (360 gp),
magic shortbow +1 (+1 enhancement attack and damage; on critical +1d6; +2 proficiency; 1d8 damage; range 15/30; bow; load free, small) (360 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)
Nonmagical Items
□□□□□ | □□□□□ | □□□□□ | □□□□□ | □□□□□ | □□□□□ arrows (1 gp),
backpack (2 gp),
bedroll (1 sp),
belt pouch (1 gp),
flint and steel (1 gp),
garrote (+3 proficiency; 1d4 damage; garrote; high crit, small) (1 gp),
grappling hook (1 gp),
hammer (5 sp),
hempen rope (50 ft.) (1 gp),
□□□□□ | □□□□□ pitons (5 sp),
poisoner's kit (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 6,
sp 0,
cp 0
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