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Summary[]

TwilsemailDin
XP 5510Male Changeling Adventurer Rogue 5
Medium natural humanoid
Initiative +7; Senses Passive Insight 19, Passive Perception 17
HP 42, Bloodied 21, Surge Value 10, Surges 6
AC 17; Fortitude 15, Reflex 20, Will 17
Speed 6
BasicMeleeDynamic Dagger +2 (Standard; at-will)
+11 vs AC; 1d4+4
BasicRangedDynamic Dagger +2 (Standard; at-will)
+14 vs AC; 1d4+6
Melee or RangedSly Flourish (Standard; At-will) ✦ Martial, Weapon
+14 vs AC; 1d4+10 damage
Melee or RangedDeft Strike (Standard; At-will) ✦ Martial, Weapon
Din can move 2 squares before making this attack. +14 vs AC; 1d4+7 damage
Changeling Disguise (Minor; at-will)
Din may take on the appearance of any Medium humanoid. Only Din changes, his clothing and equipment remain the same. This effect lasts until Din uses this power again. In order to see through this trickery, an opposed Insight vs Bluff check is called for. Din gains a +5 bonus to this bluff check.
Changeling Trick (Minor; Encounter)
Din makes a Bluff check opposed by the target’s Passive Insight. If he succeeds he gains combat advantage until the end of his next turn.
MeleeDazing Strike (Standard; Encounter) ✦ Martial, Weapon
+14 vs AC; 1d4+7 damage and the target is dazed until the end of Din’s next turn.
MeleePrecise Incision (Standard; Daily) ✦ Martial, Reliable, Weapon
+14 vs Ref; 3d4+7 damage
Melee or RangedBloodbath (Standard; Daily) ✦ Martial, Weapon
+14 vs Fort; 1d4+7 damage and ongoing damage equal to any Sneak Attack damage Din deals to the enemy. Effect: 1d4+7 damage.
MeleeSneak in the Attack (Minor; Encounter) ✦ Martial
Until the start of Din’s next turn, the next ally to strike the target deals extra damage equal to Din’s Sneak Attack (normally 2d8).
MeleeLow Slash (Minor; Encounter) ✦ Martial, Weapon
+14 vs Ref; 1d4+7(1d4+10 if flanking) damage and Din slides the target 1 square. Until the end of Din’s next turn, the target is slowed
Dynamic Dagger +2
+2 to attack and damage rolls; Critical: +2d6 damage; Power (encounter): Minor action. Din may change the dagger into any other form of melee weapon. This effect lasts until the end of the encounter or until he changes it back as a minor action.
Imposter's Chain Armor +2
Power (at-will): Minor Action. Din can transform this armor into a normal-looking set of clothes. While in clothes form, the armor does not provide an armor bonus, but neither does it impose an armor check penalty or speed reduction. While using this armor, Din gain's a +1 Item bonus to bluff checks made to disguise himself. Din can change this armor back into its true form as a minor action.
Amulet of Seduction +1
Property: Din gains a +2 item bonus to Bluff and Diplomacy checks. Daily: Standard Action. Din attacks one creature in a close burst 1. +5 vs. Will; The target cannot attack Din (save ends). While this effect lasts, if the target is adjacent to Din when he is targeted by a melee or ranged attack, the target interposes itself as an immediate interrupt and becomes the target of the attack instead. If the target takes damage from any source, the effect of this power ends.
First Strike
Din gains combat advantage against all enemies that have not yet acted during the current encounter.
Rogue Tactics: Artful Dodger
Din gains a +3 Bonus to AC against Opportunity Attacks.
Rogue Weapon Talent
Din gains a +1 to attack rolls with a dagger and increases the damage die of a shuriken by one degree.
Sneak Attack
Once per round, when Din hits with an attack and has combat advantage, he can deal 2d6 extra damage.
Shapechanger
Din Can change his form and as such is treated as a shapechanger for effects and conditions that apply to those creatures.
Mental Defense
Din gains a +1 racial bonus to Will Defense
Alignment Unaligned; Languages Common
Str 14 (+2)Dex 20 (+5)Wis 10 (+0)
Con 10 (+0)Int 10 (+0)Cha 16 (+3)
Skills Acrobatics +12, Bluff +16, Insight +9, Perception +7. Stealth +12, Thievery +12
Feats Skilled Feint, Daring Performer, Backstabber
Equipment Adventurer's Kit, Dynamic Dagger +2, Imposter's Armor +2, Amulet of Seduction +1, Identification Papers (4 sets), Flask (3), Inquisitive's Kit, Rapier, Thieves' Tools 138 gp



Character Information[]

Background[]

Din’s parents abandoned him early in his life. He doesn’t know the reason, though he’s certainly thought up plenty of heroic escapes and nefarious schemes depending on how life was treating him. He spent his early youth hiding and stealing what he could, but quickly learned that life was easier when people though you were an orphaned child of their race. He began manipulating people early and hasn’t looked back since.

Between grifts and cons he managed to eke out a living in various towns and cities in the south of Khorvaire. Rarely did Din spend more than a couple of months in one area. Eventually he moved on from tricking people out of their money to tricking his way into homes and shops to steal what he needed. On occasion he’s even managed to get hired to steal for another, as long as the job wasn’t overly dangerous and the price was right.

Din has spent the last few years adventuring under different guises and attempting to keep his trail cold. While he’s not learned much more respect for those he doesn’t know, he’s learned the etiquette of an adventuring party at least.


Appearance[]

In his own flesh, Din is of unremarkable height and weight. He is of a size to blend in with most crowds, which would be much easier to do if his skin weren’t a nearly translucent white and his flowing hair didn’t match. Fortunately for the normally shy changeling, he’s been gifted with the ability to hide anywhere and as anyone. Most often he’s seen disguising himself as a Human, Khoravar or a Halfork as the races are easy enough for the lithe changeling to mimic.

Age: 22 Gender: Male Height: 5'8" Weight: 144 lbs.

Alternate Identities[]

  • Pis Memish – Human – Flamboyant and attention hungry, Pis is not your average rogue. He wears flashy clothes and a magnificent hat (with a feather of course). He is loud, boisterous and cocksure. He often times comes across as one who’s heard tales of adventure his whole life and has finally set out to find that adventure. Pis speaks with an accent from somewhere near Stormhome.
  • Rath Nomkrat – Khoravar – Rath speaks little. He shows up to get a job done, collect his pay and go home. He talks as little about his past as possible. He has a grisly scar across his face and, when pressured, explains that it came from the last person to ask too many questions about his past. He will soon assert that the other guy looked worse.
  • Gren Giantkiller – Halkork - If Gren is anything, it's friendly. When he’s not paying attention he slips back to Goblin until someone reminds him that he’s supposed to be speaking Common. He reminisces about his rite of passage out on the Reaches and how he earned his name. The giant didn’t see him coming. Gren’s pretty sure that’s the only reason he survived the fight. Gren was always the runt of the litter and he's always been a bit sensitive about the subject.


Personality[]

Alignment: Unaligned


Hooks[]

  • Din has, on more than one occasion, infiltrated the wrong organization in an attempt to glean useful information. These organizations may be out for blood depending on what he learned (or what they think he learned).
  • Having never met his parents, Din could have siblings on either side of the law who are aware of him and his actions.

Kicker[]

Din recently stole information from House Tarkanan. He’s reasonably sure he’s being pursued. In the least, Gren Giantkiller is being pursued and that will certainly lead to trouble for Din later in life. He’s completely unaware of what he stole; he just knows that it’s put him on a list few people would want to be on. He’s managed to evade his pursuers thus far, but he’s felt eyes on him for months and is always concerned about what is around the next corner.

Adventure History[]

Love Lost -

Ministats[]

Din - Male Changeling Rogue (Artful Dodger) 5
Passive Insight: 19, Passive Perception: 17
AC:17, Fort:15, Ref:20, Will:17 -- Speed:6
HP:42/42, Bloodied:21, Surge Value:10, Surges Left: 6/6

Action Points: 1, Second Wind: not used
Powers: Sly Flourish, Deft Strike, Dazing Strike, Precise Incision
Sneak in the Attack, Low Slash, Changeling Trick
Dynamic Dagger Power, Imposter's Armor Power, Amulet of Seduction

Conditions: None

Equipment[]

Equipment Name Price Weight
Adventurer's Kit 15gp 33 lbs
Dynamic Dagger +2 treasure 1 lb
Imposter's Chain Armor +2 (Worn as Cloth) treasure 1 lbs
Amulet of Seduction +1 treasure 0 lbs
Flask x3 9 cp 3 lbs
Identification Papers (Din) - Changeling 2 gp 0 lbs
Identification Papers (Pis Memish) - Human 2 gp 0 lbs
Identification Papers (Rath Nomkrat) - Khoravar 2 gp 0 lbs
Identification Papers (Gren Giantkiller) - Halfork 2 gp 0 lbs
Inquisitive's Kit 40 gp 4 lbs
Rapier 25 gp -
Carrikal 25 gp 6 lbs
Thieves' tools 20 gp 1 lbs

Coins: 138 gp

Encumbrance: 49 lbs Normal Load: 140 lbs Heavy Load: 220 lbs Maximum Drag Load: 600 lbs

Note: Rapier left in room at Tower's Shard

Math[]

Attributes[]

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 5 14 0 0 14 2
Con 0 10 0 0 10 0
Dex 12 17 2 1 20 5
Int 0 10 0 0 10 0
Wis 2 10 0 0 10 0
Cha 3 13 2 1 16 3
Totals 22   10


Attacks[]

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee

2

str 1Rogue Weapon Talent5Dynamic Dagger +21LEB Expertise211AC
Basic Ranged

5

dex1Rogue Weapon Talent5Dynamic Dagger +21LEB Expertise214AC


Defenses[]

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class 5/0 dex/int 0 2 17
Fortitude2/0str/con01Amulet of Seduction +12 15
Reflex5/0dex/int2 1Amulet of Seduction +12 20
Will0/3wis/cha01 1Amulet of Seduction +12 17


Senses and Reactions[]

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 5 0 0 0 0 0 0 0 2 0 7
Passive Insight 0 0 0 2 0 0 0 2 5 19
Passive Perception 0 0 0 0 0 0 0 0 2 5 17

Senses: Normal

Health[]

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherTotalBloodedSurge
Hit Points 12 10 5 0 0 0 42 21 10


Surges per day: 6 (6 Class + 0 Con)

Speed and Movement[]

Speed: 6

Racial Features[]

Changeling (EPG)

  • +2 Insight, +2 Bluff
  • +2 Charisma, +2 Dexterity or Intelligence (Chose Dexterity)
  • Shapechanger: Din is treated as a Shapechanger for effects and conditions.
  • Mental Defense: +1 Racial Bonus to Will.
  • At-Will Power: Changeling Disguise
  • Encounter Power: Changeling Trick
  • Size: Medium
  • Speed: 6
  • Vision: Normal

Class Features[]

Rogue (PHB)

  • Armor Proficiency: Cloth, Leather
  • Weapon Proficiency: Dagger, hand crossbow, shuriken, sling, short sword
  • Bonuses to Defense: +2 Reflex
  • First Strike: Din has Combat Advantage against each enemy that has not yet acted during the first turn of combat.
  • Rogue Tactics (Artful Dodger): Din adds 3 to his AC against Opportunity Attacks.
  • Rogue Weapon Talent Din gains a +1 bonus to attacks with a dagger and increases the damage die of a shuriken by 1 degree.

Feats[]

  • 1st: Skilled Feint (D386) - +2 to Bluff checks to feint. If Din gains Combat advantage via a Bluff check, he adds one die to his sneak attack damage pool.
  • 2nd: Daring Performer (DraAn2009) – Deft Strike: Din can choose to, instead of moving 2 squares before the attack, make a bluff check to gain combat advantage. He is still restricted to one such use of Bluff per encounter.
  • 4th: Backstabber (PHB) – Din deals 2d8 damage with his sneak attack instead of 2d6.

Background[]

Racial – Natural Chameleon (EPG): Bluff +2

Skills and Languages[]

Languages: Common,



Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics55dex212
Arcana 0 int 2 2
Athletics2str24
Bluff53cha22Background: Natural Chameleon2Amulet of Seduction +1216
Diplomacy3cha2Amulet of Seduction +127
Dungeoneering0wis22
Endurance0con22
Heal0wis22
History0int22
Insight50wis229
Intimidate3cha25
Nature0wis22
Perception50wis27
Religion0int22
Stealth55dex212
Streetwise3cha25
Thievery55dex212


Powers[]

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Sly Flourish 5 Dex 1 Rogue Weapon Training 1 LEB Expertise 5 Dynamic Dagger +2 0 0 2 14 AC
Deft Strike 5 Dex 1 Rogue Weapon Training 1 LEB Expertise 5 Dynamic Dagger +2 0 0 2 14 AC
Dazing Strike 5 Dex 1 Rogue Weapon Training 1 LEB Expertise 5 Dynamic Dagger +2 0 0 2 14 AC
Precise Incision 5 Dex 1 Rogue Weapon Training 1 LEB Expertise 5 Dynamic Dagger +2 0 0 2 14 Reflex
Low Slash 5 Dex 1 Rogue Weapon Training 1 LEB Expertise 5 Dynamic Dagger +2 0 0 2 14 Reflex
Bloodbath 5 Dex 1 Rogue Weapon Training 1 LEB Expertise 5 Dynamic Dagger +2 0 0 2 14 Fort


Tracking[]

Money[]

+940 gp starting gold
- 15 gp for Adventurer's Kit
-  8 gp for Identification Papers x 4
- 40 gp for Inquisitive's Kit
- 25 gp for Rapier
- 20 gp for Thieves' Tools
-  9 cp for three Flasks
-  1 cp for shopkeepers tip*
-  9 sp for shopkeepers tip*
-  3 gp for shopkeepers tip*
-500 gp for resurrection (Lost Love)
- 25 gp for leather armor
-175 gp for Transfer Enchantment (AV) scroll
- 15 gp for Carrikal 
--------
  113 gp remaining
*I'm lazy, so sue me.


Treasure[]

  • Level 1: Parcel lvl=gp
    • 360 gp
  • Level 2: Parcel lvl+4
    • Dynamic Dagger +2 (AV) - Character Generation
  • Level 3: Parcel lvl+3
    • Imposter's Chain Armor +2 (AV) - Character Generation
  • Level 4: Parcel lvl +1
    • Amulet of Seduction +1 (PHR:T) - rewrite

Wishlist[]

XP[]

Total XP: 9820

RP[]

Changes[]

  • June 4, 2010: Created
  • June 29, 2010: Removed Leather Armor
  • October 19, 2010: Character rewrite and level up to 5

Judge Comments[]

Level 4 (starting)[]

Approval 1[]

Approved from renau1g:

Approval 2[]

Approved by TwoHeadsBarking

Level 5 (w/ rewrite)[]

Approval 1[]

Comments from TwoHeadsBarking:

  • Summary/Tracking: You should state how much xp you traded your RP in for, and then add that to your XP total. 4510 isn't enough to get to level 5.
  • Summary: Amulet of Seduction's power is missing.
  • Defenses: You're missing the bonuses from your amulet.
  • Skills: Your Bluff should be +16. 5 (trained) + 3 (half level) + 2 (Cha mod) + 2 (racial) + 2 (amulet)
  • Skills: Diplomacy is missing bonus from amulet.

Only the first one is worrying.

Approval 2[]

Approval from renau1g

Status[]

Approved for level 4 by renau1g and TwoHeadsBarking.

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