Dungeons & Dragons 4th Edition
Encounters Pre-Generated Character
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WARRYN FEYRRIK
Lost Crown of Neverwinter
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DM - Charles Plemons
Campus Cards & Games
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Male Gnome |
Good Small |
Sorcerer 1 |
Languages Common, Elven; Deity Mielikki; Background Elfharrow; Theme Harper Agent; Height 3 ft. 5 in.; Weight 59 lb.; Age 28; Hair Blonde; Eyes Blue
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Hit Points |
Healing Surges |
Max HP |
Bloodied |
Surge Value |
Surges/Day |
2311 Con score plus 12 class levels
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11
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55 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 +5 racial saves against illusions |
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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 |
light mace ♦ off-hand, small ♦ CHA vs. AC |
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+6 |
+0 |
+4 |
+0 |
+2 |
+0 |
+0 |
+0 |
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1d6+2 |
1d6 |
+2 |
+0 |
+0 |
+0 |
+0 |
dagger ♦ off-hand ♦ CHA vs. AC |
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+7 |
+0 |
+4 |
+0 |
+3 |
+0 |
+0 |
+0 |
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1d4+2 |
1d4 |
+2 |
+0 |
+0 |
+0 |
+0 |
dagger (thrown) ♦ off-hand, light thrown ♦ DEX vs. AC |
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range 5/10 |
+4 |
+0 |
+1 |
+0 |
+3 |
+0 |
+0 |
+0 |
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1d4+1 |
1d4 |
+1 |
+0 |
+0 |
+0 |
+0 |
sling ♦ load free ♦ DEX vs. AC |
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range 10/20 |
+3 |
+0 |
+1 |
+0 |
+2 |
+0 |
+0 |
+0 |
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1d6+1 |
1d6 |
+1 |
+0 |
+0 |
+0 |
+0 |
unarmed strike ♦ CHA vs. AC |
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+4 |
+0 |
+4 |
+0 |
+0 |
+0 |
+0 |
+0 |
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1d4+2 |
1d4 |
+2 |
+0 |
+0 |
+0 |
+0 |
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Workspace |
Conditions
Ongoing Effects
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Resistances |
see Wild Soul |
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Armor Check Penalty
-0-0 armor -0 shield
Skills
Acrobatics +1 (+1 Dex, +0 half-lvl, -0 armor),
Arcana +8 (+1 Int, +5 trained, +2 racial, +0 half-lvl),
Athletics +6 (+0 Str, +5 trained, +1 Elfharrow region, +0 half-lvl, -0 armor),
Bluff +9 (+4 Cha, +5 trained, +0 half-lvl),
Diplomacy +4 (+4 Cha, +0 half-lvl),
Dungeoneering +1 (+1 Wis, +0 half-lvl),
Endurance +5 (+0 Con, +5 trained, +0 half-lvl, -0 armor),
Heal +1 (+1 Wis, +0 half-lvl),
History +1 (+1 Int, +0 half-lvl),
Insight +1 (+1 Wis, +0 half-lvl),
Intimidate +4 (+4 Cha, +0 half-lvl),
Nature +2 (+1 Wis, +1 Elfharrow region, +0 half-lvl),
Perception +1 (+1 Wis, +0 half-lvl),
Religion +1 (+1 Int, +0 half-lvl),
Stealth +3 (+1 Dex, +2 racial, +0 half-lvl, -0 armor),
Streetwise +4 (+4 Cha, +0 half-lvl),
Thievery +1 (+1 Dex, +0 half-lvl, -0 armor)
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Feats
Armor Proficiency (cloth),
Melee Training (Charisma),
Weapon Proficiency (simple melee, simple ranged)
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Combat Features |
- Chaos Burst – Your first attack roll during each of your turns determines a benefit you gain in that round. If you roll an even number, you gain a +1 bonus to AC until the start of your next turn. If you roll an odd number, you make a saving throw.
- Chaos Power – You gain a bonus to the damage rolls of arcane powers equal to your Dexterity modifier.
- Reactive Stealth – If you have any cover or concealment when you make an initiative check, you can make a Stealth check.
- Unfettered Power – When you roll a natural 20 on an attack roll for an arcane power, you slide the target 1 square and knock it prone after applying the attack's other effects. When you roll a natural 1 on an attack roll for an arcane power, you must push each creature within 5 squares of you 1 square.
- Wild Soul – When you finish an extended rest, roll a d10 to determine a damage type (1acid, 2cold, 3fire, 4force, 5lightning, 6necrotic, 7poison, 8psychic, 9radiant, 10thunder). You gain resist 5 to that damage type until the end of your next extended rest. While you have resistance to that damage type, your arcane powers ignore any target's resistance to that damage type up to the value of your resistance.
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At-Will Powers |
- Chaos Bolt – Arcane, Implement, Psychic ♦ Std ♦ Ranged 10 ♦ Primary Target one creature ♦ Primary Attack Charisma vs. Will ♦ Hit 1d10 + Charisma modifier psychic damage. ♦ Wild Magic If you rolled an even number for the primary attack roll, make a secondary attack. ♦ Secondary Target one creature within 5 squares of the target hit by this power ♦ Secondary Attack Charisma vs. Will ♦ Hit 1d6 psychic damage. If you rolled an even number for the secondary attack roll, repeat the secondary attack. You can attack a creature only once with a single use of this power. ♦ Advances level 21 ♦ Reference Player's Handbook 2, pg. 138.
- Storm Walk – Arcane, Implement, Thunder ♦ Std ♦ Ranged 10 ♦ Target one creature ♦ Attack Charisma vs. Fortitude ♦ Hit 1d8 + Charisma modifier thunder damage. ♦ Effect Before or after the attack, you shift 1 square. ♦ Advances level 21 ♦ Reference Player's Handbook 2, pg. 139.
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Encounter Powers |
- Fade Away – Illusion ♦ Immediate Reaction ♦ Personal ♦ Trigger You take damage. ♦ Effect You are invisible until you attack or until the end of your next turn. ♦ Reference Player's Handbook 2, pg. 10.
- Ghost Sound – Arcane, Illusion ♦ Minor Action ♦ Ranged 10 ♦ Target one object or unoccupied square ♦ Effect You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words. ♦ Reference Player's Handbook, pg. 158.
- Harper's BlessingMielikki's Endurance – Immediate Interrupt ♦ Personal ♦ Trigger You take damage. ♦ Effect Reduce the damage by 5 + one-half your level. ♦ Reference Neverwinter Campaign Setting, pg. 25.
- Thunder Slam – Arcane, Implement, Thunder ♦ Std ♦ Ranged 10 ♦ Target one creature ♦ Attack Charisma vs. Fortitude ♦ Hit 2d10 + Charisma modifier thunder damage, and you push the target 3 squares. ♦ Reference Player's Handbook 2, pg. 139.
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Daily Powers |
- Dazzling Ray – Arcane, Implement, Radiant ♦ Std ♦ Ranged 10 ♦ Target one creature ♦ Attack Charisma vs. Will ♦ Hit 6d6 + Charisma modifier radiant damage. ♦ Wild Magic If you rolled an even number on the attack roll, the target takes a penalty to attack rolls against you equal to your Dexterity modifier (save ends). ♦ Miss Half damage. ♦ Reference Player's Handbook 2, pg. 139.
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Special Features |
- Fey Origin – Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
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Equipment & Possessions |
Magic Items Carried harper pin (Grants Harper's Blessing encounter power) (680 gp)
Nonmagical Items
backpack (2 gp),
bedroll (1 sp),
belt pouch (1 gp),
4 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),
hempen rope (50 ft.) (1 gp),
light mace (+2 proficiency; 1d6 damage; mace; off-hand, small) (3 gp),
□□□□□ | □□□□□ pitons (5 sp),
sling (+2 proficiency; 1d6 damage; sling; load free; 0 lb.) (1 gp),
□□□□□ | □□□□□ | □□□□□ | □□□□□ sling bullets (0.25 lb.) (5 cp),
□□□□□ | □□□□□ 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 74,
sp 9,
cp 5
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