DUNGEONS & DRAGONS 4th Edition Select
Aglaron
Character Portrait
CHARACTER NAME Shayde Do'ana (1) GENDER Male ALIGNMENT Unaligned CLASS 6 7 15 # LEVEL Akanul
PLAYER NAME Shawn Sparks HEIGHT 5 feet 9 inches DEITY   Rogue 6 Amn
DCI/RPGA NUMBER 1206-095-617 WEIGHT 149 lbs PERSONALITY Sullen and Explicit PARAGON PATH Baldur's Gate
RACE Drow AGE 22 years CAMPAIGN Living Forgotten Realms   Calimshan
SIZE Medium VISION 51 # Darkvision REGION Chessenta EPIC DESTINY # # # # Chessenta
ABILITY SCORE MOD HP / BLOODIED START GAIN FEAT INITIATIVE FEAT MAGIC SPEED BASE FEAT MAGIC RUN   Cormyr
 STRENGTH 14 +2 51 / 25 12 5   +7     6 6     2 EXPERIENCE POINTS 8170 The Dalelands
NEXT LEVEL 10000 Dragon Coast
 CONSTITUTION 14 +2 NEED TO ADVANCE 1830 Durpar
HEALING SURGE TOTAL MOD BASE RACIAL TRAITS East Rift
 DEXTERITY 19 +4 PER DAY 8   6 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.
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.
LOLTHTOUCHED: Once per encounter, you can use either the cloud of darkness power or the darkfire power.
Elfharrow
Gray Vale
 INTELLIGENCE 8 -1 HP GAINED 12     The Great Dale
High Imaskar
 WISDOM 10 +0 SPENT c c c c c c c c Impiltur
c c c c c c c c CLASS TRAITS Luruar
 CHARISMA 16 +3 ACTION POINTS 1 MILESTONES ARMOR PROFICIENCIES: Cloth, leather
WEAPON PROFICIENCIES: Dagger, hand crossbow, shuriken, sling, short sword
FIRST STRIKE: At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.
ROGUE TACTICS (BRUTAL SCOUNDREL): You gain a bonus to Sneak Attack damage equal to your Strength modifier. The choice you make also provides bonuses to certain rogue powers. Individual powers detail the effects (if any) your Rogue
Tactics selection has on them.
ROGUE WEAPON TALENT: When you wield a shuriken, your weapon damage die increases by one size. When you wield a dagger, you gain a +1 bonus to attack rolls.
SNEAK ATTACK: Once per 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 extra damage if the attack hits. You decide whether to apply the extra damage after making the damage roll. As you advance in level, your extra damage increases.
1st–10th (+2d6)   11th–20th (+3d6)   21st–30th (+5d6)
Luskan
c c c c Moonshae Isles
SCORE DEFENSE ABIL AMR CLASS RACE FEAT MAGIC MISC Myth Drannor
17 FORTITUDE STR         +2   Narfell
Nelanther Isles
21 REFLEX DEX   +2     +2   Netheril
Thay
18 WILL CHA         +2   Tymanther
Vilhon Wilds
21 ARMOR CLASS DEX +2       +2   Waterdeep
PARAGON PATH FEATURES
EQUIPMENT (AC) TYPE BONUS MAGIC CHECK SPEED WGT
ARMOR +2 Deathcut Armor (leather) Light +2 +2 - - 15.00
SHIELD         -    
BONUS SKILL ABILITY TRAIN RACE CLASS REGION FEAT MISC
+13 ACROBATICS DEX +4 YES     +0   +1
+2 ARCANA INT -1 -     +0    
+10 ATHLETICS STR +2 YES     +0    
+11 BLUFF CHA +3 YES     +0    
+6 DIPLOMACY CHA +3 -     +0    
+3 DUNGEONEERING WIS +0 -     +0    
+5 ENDURANCE CON +2 -     +0     EPIC DESTINY FEATURES
+3 HEAL WIS +0 -     +0      
+2 HISTORY INT -1 -     +0    
+3 INSIGHT WIS +0 -     +0    
+13 INTIMIDATE CHA +3 YES +2   +0    
+3 NATURE WIS +0 -     +0    
+8 PERCEPTION WIS +0 YES     +0    
+2 RELIGION INT -1 -     +0    
+16 STEALTH DEX +4 YES +2   +0   +2
+6 STREETWISE CHA +3 -     +0    
+12 THIEVERY DEX +4 YES     +0    
SCORE PASSIVE SENSE LANGUAGES REGIONAL BENEFITS
13 INSIGHT Common - - - When you spend an action point to take an extra action, you gain a +1 bonus to all rolls made during the extra action granted.
18 PERCEPTION Elven - - -
FEAT BENEFIT WEAPON 1 +2 Vicious Dagger HAND One WGT 1.00 CATEGORY Simple Melee
Backstabber Sneak Attack dice increase to d8s BONUS VALUE DIE CLASS PROF ABIL FEAT MAGIC MISC RANGE 5/10
Warrior of the Wild Ranger: skill training, designate prey 1/encounter +13 ATTACK   +1 +3 DEX   +2   GROUP Light Blade
Lethal Hunter Hunter’s Quarry damage dice increase to d8s +6 DAMAGE d4     DEX   +2   PROPERTIES Off-Hand, Light Thrown
Slaying Action Deal Sneak Attack damage again with an action point WEAPON 2   HAND - WGT   CATEGORY  
    BONUS VALUE DIE CLASS PROF ABIL FEAT MAGIC MISC RANGE  
    +3 ATTACK       -       GROUP  
    +0 DAMAGE       -       PROPERTIES  
    BASIC ATTACKS AT-WILL ATTACK POWERS
    MELEE BASIC ATTACK BASIC ATTACK DEFT STRIKE ROGUE ATTACK 1
    At-Will u Weapon At-Will u Martial, Weapon
    Standard Action Melee weapon Standard Action Melee or Ranged weapon
    Target: One creature Requirement: You must be weilding a crossbow, a light blade,
    Attack: Strength vs. AC or a sling.
    Hit: 1 [W] + Strength modifier damage. Target: One creature
    Increase damage to 2 [W] + Strength modifier at 21st level. Special: You can move 2 squares before the attack.
    Special: You can use an unarmed attack as a weapon to make  Attack: Dexterity vs. AC
    a melee basic attack. Hit: 1 [W] + Dexterity modifier damage.
    RANGED BASIC ATTACK BASIC ATTACK Increase damage to 2 [W] + Dexterity modifier at 21st level.
    At-Will u Weapon SLY FLOURISH ROGUE ATTACK 1
    Standard Action Ranged weapon At-Will u Martial, Weapon
    Target: One creature Standard Action Melee or Ranged weapon
    Attack: Dexterity vs. AC Requirement: You must be weilding a crossbow, a light blade,
    Hit: 1 [W] + Dexterity modifier damage. or a sling.
    Increase damage to 2 [W] + Dexterity modifier at 21st level. Target: One creature
    Special: Weapons with the heavy thrown property use Strength Attack: Dexterity vs. AC
    instead of Dexterity for attack rolls and damage rolls. Hit: 1 [W] + Dexterity modifier + Charisma modifier damage.
SLOT MAGIC ITEMS WGT ITEMS WGT ITEMS WGT COINS & CURRENCY Increase damage to 2 [W] + Dexterity modifier + Charisma modifier
ARMS     Adventurer's Kit 33.00     COPPER (CP)   at 21st level.
FEET     Thieves Tools 1.00     SILVER (SP) 4 ATTACK & DAMAGE NOTES
HANDS     Potion of Healing (x2) 0.00     GOLD (GP) 83 Resist 5 necrotic and resist 5 poison.
HEAD     +1 Lightning Dagger 1.00     PLATINUM (PP)    
NECK +2 Elven Cloak 0.00         DIAMOND (AD)    
RING             GEMS (GP)    
RING             JEWELRY (GP)    
WAIST             TOTAL (GP) 83.40  
1 Ruby Scabbard 0.00         ENCUMBRANCE  
2             NORMAL LOAD 140  
3             LIFT (HEAVY) 280  
4             DRAG # 6 6 700  
5             TOTAL WEIGHT 52.740  
DUNGEONS & DRAGONS 4th Edition
POWERS ITEMS AND POWERS
DAZING STRIKE ROGUE ATTACK 1 CLOUD OF DARKNESS DROW RACIAL POWER +1 LIGHTNING DAGGER LEVEL 5
Encounter u Martial, Weapon Encounter Weapon: Any
Standard Action Melee weapon Minor Action Close burst 1 Enhancement: Attack rolls and damage rolls
Requirement: You must be weilding a light blade. Effect: The burst creates a cloud of darkness that remains in effect  Critical: +1d6 lightning damage per plus
Target: One creature until the end of your next turn. The cloud blocks line of sight,  Power (At-Will u Lightning): Free Action.  All damage dealt by this
Attack: Dexterity vs. AC squares within it are totally obscured, and creatures entirely within   weapon is lightning damage. Another free action returns the 
Hit: 1 [W] + Dexterity modifier damage, and the target is dazed until  it are blinded until they exit. You are immune to these effects. damage to normal.
the end of your next turn. DARKFIRE DROW RACIAL POWER Power (Daily u Lightning): Free Action.  Use this power when you
LOW SLASH ROGUE ATTACK 3 Encounter hit with the weapon. The target and each enemy within 2 squares of
Encounter u Martial, Weapon Minor Action Ranged 10 the target take 1d6 lightning damage.
Minor Action Melee weapon Target: One creature Level 15 or 20: 2d6 lightning damage.
Requirement: You must be weilding a light blade. Attack: Charisma +4 vs. Reflex Level 25 or 30: 3d6 lightning damage.
Target: One creature Increase to +6 bonus at 11th level and +8 bonus at 21st level. +2 DEATHCUT ARMOR (LEATHER) LEVEL 10
Attack: Dexterity vs. Reflex Hit: Until the end of your next turn, all attacks against the target  Armor: Leather, Hide
Hit: 1[W] + Dexterity modifier damage, you slide the target 1  have combat advantage, and the target cannot benefit from  Enhancement: AC
square, and the target is slowed until the end of your next turn. If invisibility or concealment. Property: Resist 5 necrotic and resist 5 poison.
you’re flanking the target, the attack deals extra damage equal to TUMBLE ROGUE UTILITY 2 Power (Daily u Necrotic): Immediate Reaction. You can use
your Strength modifier or Charisma modifier. Encounter u Martial this power when an enemy hits you with a melee attack.
BLINDING BARRAGE ROGUE ATTACK 1 Move Action Personal Deal 1d10 + Charisma modifier necrotic damage to that enemy.
Daily u Martial, Weapon Prerequisite: You must be trained in Acrobatics. +2 ELVEN CLOAK LEVEL 7
Standard Action Close blast 3 Effect: You can shift a number of squares equal to one-half your  Item Slot: Neck
Requirement: You must be weilding a crossbow, a light blade, speed. Enhancement: Fortitude, Reflex, and Will
or a sling. THREATENING GLARE ROGUE UTILITY 6 Property: Gain an item bonus to Stealth checks equal to the 
Target: Each enemy in blast you can see Encounter u Fear, Martial cloak’s enhancement bonus.
Attack: Dexterity vs. AC Minor Action Personal +2 VICIOUS DAGGER LEVEL 7
Hit: 2 [W] + Dexterity modifier damage, and the target is blinded Prerequisite: You must be trained in Intimidate. Weapon: Any
until the end of your next turn. Effect: Until the end of your turn, opportunity attacks against you Enhancement: Attack rolls and damage rolls
Miss: Half damage, and the target is not blinded. deal half damage, and if an enemy makes an opportunity attack Critical: +1d12 damage per plus
FLASHY RIPOSTE ROGUE ATTACK 5 against you, you gain combat advantage against that enemy until POTION OF HEALING LEVEL 5
Daily u Martial, Rattling, Weapon the end of your next turn. Power (Consumable u Healing): Minor Action.  Drink this potion 
Immediate Reaction Melee weapon   and spend a healing surge. Instead of the hith points you would 
Target: The triggering enemy   normally regain, you regain 10 hit points.
Attack: Dexterity vs. AC   RUBY SCABBARD LEVEL 5
Trigger: An enemy makes a melee attack against you   Property: This scabbard resizes to fit any light blade or heavy blade.
Requirement: You must be wielding a light blade.   You can draw a weapon from this scabbard as part of the same 
Hit: 2 [W] + Dexterity modifier damage and the target takes a –2   action used to make an attack with that weapon.
penalty to attack rolls until the end of your next turn.   Power (Encounter): Free Action. Use this power when you attack 
Effect: The target grants combat advantage to you and your allies   with the weapon most recently sheathed in the scabbard. Gain a 
until the end of your next turn.      +1 power bonus to the next damage roll you make with that
    weapon before the end of your next turn.
    The weapon must have been sheathed in the scabbard within the
    past 24 hours to gain this power.
    ACROBAT BOOTS LEVEL 2
    Item Slot: Feet
    Property: Gain a +1 item bonus to Acrobatics checks.
    Power (At-Will): Minor Action. Stand up from prone.