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Praeilor

Vierdris - 4e drow

Jan 12th, 2013
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  1. Vierdris
  2. Male
  3. Drow
  4. Rogue
  5. diety - Sehanine Goddess of Luck and Trickery
  6. True Neutral(leans towards good)
  7. Height - 6'0
  8. Weight - 130 lbs.
  9. hitpoints - 25
  10. power source- martial
  11. Backstory - Vierdris grew up despising female Drows because of how they treated him for being born a male. Eventually he escaped the underdark for the surface, but his time among his people made him despise bullys. While he is mainly out for himself he will stand up for someone weaker than himself or someone being bullied.
  12.  
  13. will - 10 +wisdom modifer
  14. fortitude - 10 + con modifer
  15. reflex - 12 + dex modifer
  16. AC - 10 +2 + dex Modifer
  17.  
  18.  
  19. Dex - 16+2
  20. chr - 13+2
  21. Wis - 16
  22. int - 9
  23. con - 13
  24. str - 10
  25.  
  26.  
  27. Bonuses
  28. Rogue Tactics - artful dodger - You gain a bonus to AC equal to your charisma mod against opportunity attacks
  29. First Strike - At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter,
  30. sneak attack - Once per round, when you have combat advantage against an enemy and are using a weapon from the light blade, crossbow, or sling group , an attack you make against that enemy deals extra damage if the attack hits. you decide whether to deal the damage or not after you deal your attacks damage.
  31. rogue weapon bonus - Shurikens deal 1 die category more damage when a rogue wields them and that Daggers get a +1 to attack rolls.
  32.  
  33. powers
  34. deft strike - At-Will Keywords: Martial, Weapon
  35. Standard Action Melee or Ranged weapon
  36. Requirement: You must be wielding a crossbow, a light blade, or a sling.
  37. Target: One creature
  38. Special: You can move two squares before the attack.
  39. Attack: Dexterity vs. AC
  40. Hit: 1[W] + Dexterity modifier damage.
  41.  
  42. riposte strike At-Will Keywords: Martial, Weapon
  43. Standard Action Melee weapon
  44. Requirement: You must be wielding a light blade.
  45. Targets: One target
  46. Attack: Dexterity vs. AC
  47. Hit: 1[W] + Dexterity modifier damage. If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt: a Strength vs. AC attack that deals 1[W] + Strength modifier damage.
  48.  
  49. Positioning Strike Encounter Keywords: Martial, Weapon
  50. Standard Action Melee weapon
  51. Requirement: You must be wielding a light blade.
  52. Target: One creature
  53. Attack: Dexterity vs. Will
  54. Hit: 1[W] + Dexterity modifier damage, and you slide the target 1 square.
  55. Artful Dodger: You slide the target a number of squares equal to your Charisma modifier
  56.  
  57. blinding barrage Daily Keywords: Martial, Weapon
  58. Standard Action Close blast 3
  59. Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling.
  60. Target: Each enemy in blast you can see
  61. Attack: Dexterity vs. AC
  62. Hit: 2[W] + Dexterity modifier damage, and the target is blinded until the end of your next turn.
  63. Miss: Half damage, and the target is not blinded.
  64.  
  65. lolthtouched - You choose Cloud of darkness or Darkfire as a Lolthtouched racial power. Once per encounter, you can use the Lolthtouched racial power.
  66.  
  67. cloud of darkness - Close burst 1
  68. Effect: This power creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight for all creatures except you. Any creature except you entirely within the cloud is blinded.
  69.  
  70.  
  71. Trance: Rather than sleep, drow enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
  72.  
  73. feat - backstabber
  74.  
  75. skills -
  76. Thievery
  77. Stealth
  78. Acrobatics
  79. Athletics
  80. dungeoneering
  81. perception
  82.  
  83. inventory - 52 lbs, 34gold
  84. Leather armor (+2 AC, non magical, 15lb)
  85. Dagger (+3, 1d4, 5/10, 1lb, Light blade, off-hand, light thrown)
  86. 20 bolts (1lb)
  87. Hand Crossbow (+2, 1d6 dam, range 10/20, 2lb, Crossbow, Load free.)
  88. Belt pouch (Empty /w quiver)
  89. Backpack (2lbs) Contains:
  90. Bedroll (5lb)
  91. Flint and Steel (-lb)
  92. Trail Rations (10, days, 10lb)
  93. Hempen rope (50ft, 10lb)
  94. Sun rod (x2 2lb)
  95. Waterskin (4lb)
  96.  
  97.  
  98.  
  99. Racial Traits
  100.  
  101. Ability Scores: +2 Dexterity, +2 Charisma
  102. Size: Medium
  103. Speed: 6 squares
  104. Vision: Darkvision
  105.  
  106. Languages: Common, Elven, Deep Speech
  107. Skill Bonuses: +2 Intimidate, +2 Stealth
  108. Drow Weapon Proficiency: You gain proficiency with the rapier and the hand crossbow.
  109. Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purposes of effects that relate to creature origin, in addition to being considered a spiderkind creature.
  110. Spydric Origin: Your ancestors were tainted by the arachania, so you are considered a spiderkind creature for the purposes of effects that relate to creature origin in addition to being considered a fey creature.
  111. Lolthtouched: You choose Cloud of darkness or Darkfire as a Lolthtouched racial power. Once per encounter, you can use the Lolthtouched racial power.
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