Mance Randyr

Description:

Male Half-Elf Rogue Level 4 Unaligned

Strength 11 (+0) Constitution 12 (+1) Dexterity 20 (+5) Intelligence 14 (+2) Wisdom 12 (+1) Charisma 14 (+2)

Height: 5’ 11” Weight: 175 lb Skin: Eyes: Hair:

Maximum Hit Points: 39

Bloodied: 19
Surge Value: 9
Surges / Day: 7 [includes constitution modifier]

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

Initiative: 1d20 +7 = + 2 [half level] + 5 [dexterity] Base Strength Attack: 1d20 +2 = + 2 [half level] + 0 [strength] Base Dexterity Attack: 1d20 +7 = + 2 [half level] + 5 [dexterity] Base Constitution Attack: 1d20 +3 = + 2 [half level] + 1 [constitution] Base Intelligence Attack: 1d20 +4 = + 2 [half level] + 2 [intelligence] Base Wisdom Attack: 1d20 +3 = + 2 [half level] + 1 [wisdom] Base Charisma Attack: 1d20 +4 = + 2 [half level] + 2 [charisma]

Armor Class: 19 = 10 + 2 [half level] + 5 [dexterity] + 3 [darkleaf +1] Fortitude Defense: 13 = 10 + 2 [half level] + 1 [constitution] Reflex Defense: 19 = 10 + 2 [half level] + 2 [rogue] + 5 [dexterity] Will Defense: 14 = 10 + 2 [half level] + 2 [charisma]

Armor: darkleaf leather +1

Shield: None

Attacks:

Unarmed Melee: +2 [base strength attack] vs AC; damage 1[W]=1d4
Deft Strike +7w [base dexterity attack] vs AC
Sly Flourish +7w [base dexterity attack] vs AC
Eyebite +4i [base charisma attack] vs will
Sly Lunge   +7w [base dexterity attack] vs AC
Low Slash +7w [base dexterity attack] vs AC
Handspring Assualt +7w [base dexterity attack] vs AC
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
i Implement-usable power. Apply a bonus as appropriate.

Base Saving Throw: d20 vs 10

Encumberance 4e

Normal Load: Heavy Load: Maximum Drag Load 110 lb. 220 lb. 550 lb.

Languages: Common; Elven; (Dwarven) Skills:

Acrobatics:    +12    = 5 [dexterity] + 2 [half level] + 5 [class training]
Arcana:            +6    = 2 [intelligence] + 2 [half level] + 2 [jack of all trades]
Athletics:    +4    = 0 [strength] + 2 [half level] + 2 [jack of all trades]
Bluff:            +9    = 2 [charisma] + 2 [half level] + 5 [class training]
Diplomacy:    +8    = 2 [charisma] + 2 [half level] + 2 [half-elf] + 2 [jack of all trades]
Dungeoneering:    +5    = 1 [wisdom] + 2 [half level] + 2 [jack of all trades]
Endurance:    +5    = 1 [constitution] + 2 [half level] + 2 [jack of all trades]
Heal:            +5    = 1 [wisdom] + 2 [half level] + 2 [jack of all trades]
History:            +6    = 2 [intelligence] + 2 [half level] + 2 [jack of all trades]
Insight:            +7    = 1 [wisdom] + 2 [half level] + 2 [half-elf] + 2 [jack of all trades]
Intimidate:    +6    = 2 [charisma] + 2 [half level] + 2 [jack of all trades]
Nature:            +5    = 1 [wisdom] + 2 [half level] + 2 [jack of all trades]
Perception:    +8    = 1 [wisdom] + 2 [half level] + 5 [class training]
Religion:            +6    = 2 [intelligence] + 2 [half level] + 2 [jack of all trades]
Stealth:            +12    = 5 [dexterity] + 2 [half level] + 5 [class training]
Streetwise:    +9    = 2 [charisma] + 2 [half level] + 5 [class training]
Thievery:         +12    = 5 [dexterity] + 2 [half level] + 5 [class training]

Feats:

Action Surge    
Backstabber    
Jack of all Trades

At-Will:

Basic Melee Attack: By weapon, damage 1[W]
Basic Ranged Attack: By weapon, damage 1[W]+4 [dexterity]
Bull Rush: +2 [base strength attack] vs fortitude
Grab: +2 [base strength attack] vs reflex
Move grabbed target: +2 [base strength attack] vs fortitude
Escape: +11 [acrobatics] vs reflex / +4 [athletics] vs fortitude
Deft Strike [Level 1]
Sly Flourish [Level 1]
Other Standard Actions:    Administer a potion; Aid another; 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, Intimidate, Perception -- active, 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)
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; Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Action:    Readied action
Other Opportunity Action:    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]
Eyebite [Half-Elf]
Sly Lunge [Level 1]
Tumble Level 2 Utility
Low Slash [Level 3]

Daily Powers:

Handspring Assault [Level 1]

Half-Elf

  • +2 Constitution, +2 Charisma (already included)
  • +2 Diplomacy, +2 Insight
  • Dilettante—at-will power from another class as encounter power
  • Dual Heritage (may use feats etc. for humans or elves)
  • Group Diplomacy (allies within 5 squares get +1 on diplomacy)

Rogue

  • First Strike
  • Rogue Weapon Talent
  • This rogue chose the artful dodger style.
  • Sneak Attack +2d8 at level 4

Equipment:

0 lb
2 lb
5 lb
1 lb 10 lb 10 lb 2 lb 4 lb 1 lb
35 lb Weapons / Armor / Shield (from above) Backpack Bedroll Flint and steel 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:

Bio:

Mance Randyr

Greyhawk 4e tony