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Rated: E · Appendix · Other · #2234787
Eladrin Rogue eldritch harlequin background
Female Eladrin Rogue
Level 1
Good
Strength 10 (+0)
Constitution 14 (+2)
Dexterity 16 (+3)
Intelligence 8 (-1)
Wisdom 17 (+3)
Charisma 12 (+1)
Height: 5' 10"
Weight: 165 lb
Skin: Tan
Eyes: Hazel
Hair: Light Brown
Maximum Hit Points: 26

Bloodied: 13
Surge Value: 6
Surges / Day: 8 [includes constitution modifier]


Size: Medium
Speed: 6 squares
Vision: Low-light

Initiative: 1d20 +3 = + 3 [dexterity]
Base Strength Attack: 1d20 +0 = + 0 [strength]
Base Dexterity Attack: 1d20 +3 = + 3 [dexterity]
Base Constitution Attack: 1d20 +2 = + 2 [constitution]
Base Intelligence Attack: 1d20 -1 = -1 [intelligence]
Base Wisdom Attack: 1d20 +3 = + 3 [wisdom]
Base Charisma Attack: 1d20 +1 = + 1 [charisma]

Armor Class: 15 = 10 + 3 [dexterity] + 2 [Leather]
Fortitude Defense: 12 = 10 + 2 [constitution]
Reflex Defense: 15 = 10 + 2 [rogue] + 3 [dexterity]
Will Defense: 14 = 10 + 1 [Eladrin] + 3 [wisdom]

If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 1 characters get +0 on attack/damage (0d6 extra damage on a critical hit) and +0 on all defenses. These bonuses do not stack with magic items.

Armor: Leather (15 lb)

Shield: None
Attacks:

Unarmed Melee: +0 [base strength attack] vs AC; damage 1[W]=1d4
Daggers (x4): +4 vs AC [0 strength attack] [+3 proficiency][+1 rogue weapon talent]; damage 1[W]=1d4 1 lb (Light blade); usable off-hand; light throwable
Thrown: range 5/10 +7 vs AC [+3 dexterity attack] [+3 proficient, +1 rogue weapon talent]; damage 1d4+3 [dexterity bonus];
Longswordv: +3 vs AC [0 strength attack] [+3 proficiency]; damage 1[W]=1d8 4 lb (Heavy blade) versatile
Deft Strike +3w [base dexterity attack] vs AC
Piercing Strike +3w [base dexterity attack] vs reflex
Dazing Strike +3w [base dexterity attack] vs AC
Blinding Barrage [see online revision] +3w [base dexterity attack] vs AC
v Versatile weapon. Add +1 to damage if using two-handed.
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
Base Saving throw: d20 vs 10
Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
100 lb.
200 lb.
500 lb.

Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
33 lb. or less
34-66 lb.
67-100 lb.
100 lb.
200 lb.
500 lb.


Languages: Common; Elven;

Rituals Known:

Skills:

Acrobatics: +8 = 3 [dexterity] +5 [eladrin education]
Arcana: +1 = -1 [intelligence] + 2 [Eladrin]
Athletics: +5 = 0 [strength] +5 [class training]
Bluff: +1 = 1 [charisma]
Diplomacy: +1 = 1 [charisma]
Dungeoneering: +8 = 3 [wisdom] +5 [class training]
Endurance: +2 = 2 [constitution]
Heal: +3 = 3 [wisdom]
History: +1 = -1 [intelligence] + 2 [Eladrin]
Insight: +8 = 3 [wisdom] +5 [class training]
Intimidate: +6 = 1 [charisma] +5 [class training]
Nature: +3 = 3 [wisdom]
Perception: +5 = 3 [wisdom] + 2 [alertness]
Religion: -1 = -1 [intelligence]
Stealth: +8 = 3 [dexterity] +5 [class training]
Streetwise: +1 = 1 [charisma]
Thievery: +8 = 3 [dexterity] +5 [class training]
Feats:

Alertness Per Essentials, you cannot be surprised at all
At-Will:

Melee Basic Attack: By weapon, damage 1[W] [standard action]
Ranged Basic Attack: By weapon, damage 1[W]+3 [dexterity bonus] [standard action]
Bull Rush: +0 [base strength attack] vs fortitude [standard action]
Grab: +0 [base strength attack] vs reflex [standard action]
Move grabbed target: +0 [base strength attack] vs fortitude [standard action]
Escape: +8 [acrobatics] vs reflex / +5 [athletics] vs fortitude [move action]
Deft Strike [Level 1]
Piercing Strike [Level 1]
Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Actions: Readied action
Other Opportunity Actions: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check

Encounter Powers:

Second Wind
Spend an Action Point [free action, not in surprise round]
Fey Step [Eladrin][move action]
Dazing Strike [Level 1]
Daily Powers:

Blinding Barrage [Level 1]
Eladrin

+2 Intelligence, +2 Dexterity or Charisma (already included; you chose Charisma.)
+2 Arcana, +2 History
Eladrin Education (already included)
Eladrin Will (+1 on will defense, +5 vs charms)
Fey Origin
Trance
Fey Step
Rogue
First Strike
Rogue Weapon Talent -- per update, dagger must be used as a weapon
This rogue chose the rogue weapon talent [PH1].
This rogue chose the artful dodger style. Remember to add your charisma modifier to AC against opportunity attacks.
Sneak Attack [+2d6 at level 1] [once per round with combat advantage; using light blade, hand crossbow. sling, or short bow]
Essentials rules appear to consider shortbow a principal rogue weapon like the crossbow.

Equipment:

23 lb
2 lb
5 lb

4 lb
2 lb
5 lb
1 lb
10 lb
10 lb
2 lb
4 lb
1 lb
_____
69 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Flint and steel
Grappling hook
Hammer
Pitons x10
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1
Thieves' tools

Total

Magic items:
Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:








Resistances:
Action Point Tally:

Daily Item Powers Per Day: Heroic Tier Milestones: / / /

Death Saving Throw Failures:

More about this character:









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