Dungeons & Dragons 4th Edition
Encounters Pre-Generated Character
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SALINUS AZUL
Lost Crown of Neverwinter
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DM - Charles Plemons
Campus Cards & Games
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Male Shade |
Unaligned Medium |
Rogue 1 |
Languages Common, Draconic; Deity Shar; Background Netheril; Theme Scion of Shadow; Height 5 ft. 9 in.; Weight 153 lb.; Age 22; Hair Black; Eyes Gray
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Hit Points |
Healing Surges |
Max HP |
Bloodied |
Surge Value |
Surges/Day |
2614 Con score plus 12 class levels
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13
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66 one-quarter hit points
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□□□□□
□□
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Current HP
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Second Wind 1/encounter |
Used □ |
standard action ♦ +2 all Defenses til start turn ♦ spend healing surge |
Death Saving Throw Failures □ □ □ |
Saving Throw Mods |
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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 |
dagger ♦ light thrown, off-hand ♦ STR vs. AC |
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+3 |
+0 |
+0 |
+0 |
+3 |
+0 |
+0 |
+0 |
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1d4 |
1d4 |
+0 |
+0 |
+0 |
+0 |
+0 |
dagger (thrown) ♦ light thrown, off-hand ♦ DEX vs. AC |
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range 5/10 |
+7 |
+0 |
+4 |
+0 |
+3 |
+0 |
+0 |
+0 |
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1d4+4 |
1d4 |
+4 |
+0 |
+0 |
+0 |
+0 |
hand crossbow ♦ load free ♦ DEX vs. AC |
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range 15/25 |
+7 |
+0 |
+4 |
+1 |
+2 |
+0 |
+0 |
+0 |
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1d6+4 |
1d6 |
+4 |
+0 |
+0 |
+0 |
+0 |
unarmed strike ♦ STR vs. AC |
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+0 |
+0 |
+0 |
+0 |
+0 |
+0 |
+0 |
+0 |
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1d4 |
1d4 |
+0 |
+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 +9 (+4 Dex, +5 trained, +0 half-lvl, -0 armor),
Arcana +7 (+2 Int, +2 Jack of All Trades, +1 Netheril region, +2 racial, +0 half-lvl),
Athletics +5 (+0 Str, +5 trained, +0 half-lvl, -0 armor),
Bluff +7 (+2 Cha, +5 trained, +0 half-lvl),
Diplomacy +4 (+2 Cha, +2 Jack of All Trades, +0 half-lvl),
Dungeoneering +1 (-1 Wis, +2 Jack of All Trades, +0 half-lvl),
Endurance +4 (+2 Con, +2 Jack of All Trades, +0 half-lvl, -0 armor),
Heal +1 (-1 Wis, +2 Jack of All Trades, +0 half-lvl),
History +5 (+2 Int, +2 Jack of All Trades, +1 Netheril region, +0 half-lvl),
Insight +1 (-1 Wis, +2 Jack of All Trades, +0 half-lvl),
Intimidate +4 (+2 Cha, +2 Jack of All Trades, +0 half-lvl),
Nature +1 (-1 Wis, +2 Jack of All Trades, +0 half-lvl),
Perception +4 (-1 Wis, +5 trained, +0 half-lvl),
Religion +4 (+2 Int, +2 Jack of All Trades, +0 half-lvl),
Stealth +11 (+4 Dex, +5 trained, +2 racial, +0 half-lvl, -0 armor),
Streetwise +4 (+2 Cha, +2 Jack of All Trades, +0 half-lvl),
Thievery +9 (+4 Dex, +5 trained, +0 half-lvl, -0 armor)
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Feats
Armor Proficiency (cloth, leather),
Far Shot,
Jack of All Trades,
Weapon Proficiency (dagger, hand crossbow, shuriken, sling, short sword)
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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.
- Sharpshooter Talent – You gain a +1 bonus to attack rolls with any crossbow.
- Sneak Attack – ( □ ) 1/round – When you have combat advantage against an enemy and are using a weapon from the light blade, the crossbow, or the sling weapon group, 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.
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At-Will Powers |
- Gloaming Cut – Martial, Weapon ♦ Std ♦ Melee or Ranged weapon ♦ Requirement You must be wielding a crossbow, a light blade, or a sling. ♦ Target one creature ♦ Attack Dexterity vs. AC ♦ Hit 1[W] damage. ♦ Effect You shift a number of squares equal to your Intelligence modifier, and you can make a Stealth check to become hidden. ♦ Advances level 21 ♦ Reference Martial Power 2, pg. 57.
- One With Shadow – Shadow ♦ Std ♦ Personal ♦ Effect Until the end of your next turn, you can make Stealth checks to become hidden when you have any cover or concealment. In addition, you can use cover from your allies to become hidden or remain hidden. ♦ Reference Heroes of Shadow, pg. 121.
- Piercing Strike – Martial, Weapon ♦ Std ♦ Melee weapon ♦ Requirement You must be wielding a light blade. ♦ Target one creature ♦ Attack Dexterity vs. Reflex ♦ Hit 1[W] + Dexterity modifier damage. ♦ Effect You shift a number of squares equal to your Intelligence modifier, and you can make a Stealth check to become hidden. ♦ Advances level 21 ♦ Reference Player's Handbook, pg. 118.
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Encounter Powers |
- Distracting Shot – Martial, Weapon ♦ Std ♦ Ranged weapon ♦ Requirement You must be wielding a crossbow, a light blade, or a sling. ♦ Target one creature ♦ Attack Dexterity vs. AC ♦ Hit 1[W] + Dexterity modifier damage. Until the end of your next turn, the target grants combat advantage to one of your allies adjacent to it. ♦ Cunning Sneak If you are hidden when you attack, you can make a Stealth check to remain hidden if you have superior cover or total concealment. ♦ Reference Martial Power 2, pg. 59.
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Daily Powers |
- Eyes of Night – Shadow ♦ Minor Action ♦ Personal ♦ Effect You gain blindsight 10 until the end of your next turn. ♦ Reference Neverwinter Campaign Setting, pg. 39.
- Scattering Shot – Martial, Weapon ♦ Std ♦ Ranged weapon ♦ Requirement You must be wielding a crossbow, a light blade, or a sling. ♦ Target one creature ♦ Attack Dexterity vs. AC ♦ Hit 2[W] + Dexterity modifier damage. ♦ Miss You do not expend this power if you were hidden from the target when you made the attack. ♦ Effect Each enemy adjacent to the target takes a -2 penalty to attack rolls (save ends). In addition, each enemy adjacent to the target is pushed 1 square away from the target. ♦ Reference Martial Power 2, pg. 59.
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Special Features |
- Cunning Sneak – You don't take a penalty to Stealth checks for moving more than 2 squares, and you take a -5 penalty instead of a -10 penalty to Stealth checks for running. If you end a move action at least 3 squares away from your starting position, you can make a Stealth check to become hidden if you have any concealment or any cover, except for cover provided by intervening allies.
- Master of Shadows – When your class grants you a utility power after 1st level, you can forgo taking that power and instead take a shade utility power of the same level or lower.
- Shadow Origin – You are considered a shadow creature for the purpose of effects that relate to creature origin.
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Equipment & Possessions |
Nonmagical Items
backpack (2 gp),
bedroll (1 sp),
belt pouch (1 gp),
□□□□□ | □□□□□ | □□□□□ | □□□□□ crossbow bolts (1 gp),
2 daggers (+3 proficiency; 1d4 damage; 5/10 range; light blade; light thrown, off-hand; 1 lb.) (1 gp),
flint and steel (1 gp),
grappling hook (1 gp),
hammer (5 sp),
hand crossbow (+2 proficiency; 1d6 damage; 10/20 range; crossbow; load free; 2 lb.) (25 gp),
hempen rope (50 ft.) (1 gp),
leather armor (+2 armor; 15 lb.) (25 gp),
□□□□□ | □□□□□ pitons (5 sp),
thieves' tools (+2 item bonus open lock or disarm trap) (20 gp),
□□□□□ | □□□□□ trail rations (5 gp),
□□ sunrods (bright light 20 squares; 4 hour duration; 1 lb.) (2 gp),
waterskin (4 lb.) (1 gp)
ad 0,
pp 0,
gp 10,
sp 0,
cp 0
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