Dungeons & Dragons 4th Edition
Encounters Pre-Generated Character
GERRICK BLOODBLADE
DDE7: Beyond the Crystal Cave
DMs - Jeff Carlisle & Charles Plemons
Campus Cards & Games
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
Ability Score Mod +1/2 Lvl
STR 10 10 base +0 race +0 level +0 +2
DEX 21 18 base +2 race +1 level +5 +7
CON 12 12 base +0 race +0 level +1 +3
INT 10 10 base +0 race +0 level +0 +2
WIS 12 10 base +2 race +0 level +1 +3
CHA 13 12 base +0 race +1 level +1 +3
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
Defenses
AC 21 12 10 + 1/2 level +5 Dex or Int +2 armor +0 shield +0 class +0 feat +2 enhancement
Conditions - Range attack beyond 5 squares suffer -5. Gain +1 with weapon in each hand.
FORT 15 12 10 + 1/2 level +1 Str or Con +1 class +0 feat +1 enhancement
Conditions
REF 18 12 10 + 1/2 level +5 Dex or Int +0 shield +0 class +0 feat +1 enhancement
Conditions - Gain +1 with weapon in each hand.
WILL 15 12 10 + 1/2 level +1 Wis or Cha +1 class +0 feat +1 enhancement
Conditions
Attack   Damage
Total 1/2 Lvl Abil Class Prof Feat Enh Misc Total W Abil Feat Enh Misc Misc
lifedrinker short sword +1 ♦ off-hand ♦ DEX vs. AC on critical +1d6 necrotic
+12 +2 +5 +0 +3 +1 +1 +0 1d6+7 1d6 +5 +1 +1 +0 +0
magic dagger +1 ♦ off-hand ♦ DEX vs. AC on critical +1d6
+12 +2 +5 +0 +3 +1 +1 +0 1d4+7 1d4 +5 +1 +1 +0 +0
magic dagger +1 (thrown) ♦ light thrown ♦ DEX vs. AC on critical +1d6
+12 +2 +5 +0 +3 +1 +1 +0 1d4+7 1d4 +5 +1 +1 +0 +0
magic shortbow +1 ♦ load free ♦ DEX vs. AC on critical +1d6; range 15/30
+10 +2 +5 +0 +2 +0 +1 +0 1d8+6 1d8 +5 +0 +1 +0 +0
garrote ♦ DEX vs. AC on critical +1d4
+10 +2 +5 +0 +3 +0 +0 +0 1d4+5 1d4 +5 +0 +0 +0 +0
unarmed strike ♦ DEX vs. AC  
+7 +2 +5 +0 +0 +0 +0 +0 1d4+5 1d4 +5 +0 +0 +0 +0
Senses
  Vision normal; low-light
  passive Insight 1310 base +3 Insight score
  passive Perception 1510 base +5 Perception score

  Implements – Ki focuses

Actions Points
Additional Action Point Effects
 
Initiative +11+5 Dex +2 half-level +4 Improved Initiative feat
Speed 77 race -0 armor
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 +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)
 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)
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).
At-Will Powers
  • Garrote Strangle – Martial, Weapon ♦ StdMelee 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 ♦ StdMelee 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 ♦ StdMelee 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 ActionPersonalRequirement 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.
Encounter Powers
  • Assassin's Strike – Martial ♦ No ActionPersonalTrigger 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 AccuracyFree ActionPersonalEffect Reroll an attack roll. Use the second roll, even if it's lower.Reference Player's Handbook, pg. 40.
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.
Equipment & Possessions
 Magic Items Equipped WEAPON—lifedrinker 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), ARMOR—magic leather armor +2 (lvl 6; +2 armor bonus; +2 enhancement AC; weight 15 lbs.) (1,800 gp), NECK—cloak 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 (Power—Consumable ♦ 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).) (Power—Consumable ♦ 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 (Power—Consumable ♦ 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.) (Power—Consumable ♦ 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 (Power—Consumable ♦ 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).) (Power—Consumable ♦ 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