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Summary

TwilsemailDin
XP 3750Male Changeling Adventurer Rogue 4
Medium natural humanoid
Initiative +6; Senses Passive Insight 19, Passive Perception 17
HP 39, Bloodied 19, Surge Value 9, Surges 7
AC 18; Fortitude 13, Reflex 18, Will 17
Speed 6
BasicMeleeDynamic Dagger +2 (Standard; at-will)
+8 vs AC; 1d4+2
BasicRangedDynamic Dagger +2 (Standard; at-will)
+12 vs AC; 1d4+6
Melee or RangedSly Flourish (Standard; At-will) ✦ Martial, Weapon
+12 vs AC; 1d4+10 damage
Melee or RangedDeft Strike (Standard; At-will) ✦ Martial, Weapon
Din can move 2 squares before making this attack. +12 vs AC; 1d4+6 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
+12 vs AC; 1d4+6 damage and the target is dazed until the end of Din’s next turn.
MeleePrecise Incision (Standard; Daily) ✦ Martial, Reliable, Weapon
+12 vs Ref; 3d4+6 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 2d6).
MeleeLow Slash (Minor; Encounter) ✦ Martial, Weapon
+12 vs Ref; 1d4+6(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.
Eternal Chalk (Gray)
Property: This chalk never breaks or wears down. Once Din has written on or marked something, the marking lasts a week or until Din erases it.
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 +4 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, Dwarven, Elven, Goblin
Str 11 (+0)Dex 18 (+4)Wis 10 (+0)
Con 12 (+1)Int 13 (+1)Cha 18 (+4)
Skills Acrobatics +11, Bluff +15, Insight +9, Perception +7. Stealth +11, Thievery +11
Feats Linguist, Skilled Feint, Daring Performer
Equipment Adventurer's Kit, Dynamic Dagger +2, Imposter's Armor +2, Eternal Chalk, Identification Papers (4 sets), Flask (3), Inquisitive's Kit, Rapier, Thieves' Tools 300 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 Kundarak. 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

None as of yet.

Ministats

Din - Male Changeling Rogue (Artful Dodger) 4
Passive Insight: 19, Passive Perception: 17
AC:18, Fort:13, Ref:18, Will:17 -- Speed:6
HP:39/39, Bloodied:19, Surge Value:9, Surges Left: 7/7

Action Points: 1, MI Daily Uses: 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

Conditions: None

Equipment

Equipment Name Price Weight
Adventurer's Kit 15gp 33 lbs
Dynamic Dagger +2 1800gp 1 lb
Imposter's Chain Armor +2 (Worn as Cloth) 1800gp 1 lbs
Eternal Chalk 360 gp -
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 2 lbs
Thieves' tools 20 gp 1 lbs

Coins: 300 gp

Encumbrance: 45 lbs Normal Load: 110 lbs Heavy Load: 220 lbs Maximum Drag Load: 600 lbs

Math

Attributes

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 1 11 0 0 11 0
Con 2 12 0 0 12 1
Dex 7 15 2 1 18 4
Int 3 13 0 0 13 1
Wis 2 10 0 0 10 0
Cha 7 15 2 1 18 4
Totals 22   10


Attacks

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

0

str 1Rogue Weapon Talent5Dynamic Dagger +228AC
Basic Ranged

4

dex1Rogue Weapon Talent5Dynamic Dagger +2212AC


Defenses

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class 4/1 dex/int 0 2 Imposter's Chain +2 2 18
Fortitude0/1str/con02 13
Reflex4/1dex/int2 2 18
Will0/4wis/cha01 2 17


Senses and Reactions

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 4 0 0 0 0 0 0 2 0 6
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 12 5 0 0 0 39 19 9


Surges per day: 7 (6 Class + 1 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 4 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: Linguist (PHB) – Din has learned the Dwarven, Elven and Goblin languages during his adventures.
  • 2nd: 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.
  • 4th: Daring Performer (DraAn2009) – Din has spent a great deal of time impressing people in crowds and in so doing has learned expert timing with his japes.

Background

Racial – Natural Chameleon (EPG): Bluff +2

Skills and Languages

Languages: Common, Dwarven, Elven, Goblin



Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics54dex211
Arcana 1 int 2 3
Athletics0str22
Bluff54cha22Background: Natural Chameleon215
Diplomacy4cha26
Dungeoneering0wis22
Endurance1con23
Heal0wis22
History1int23
Insight50wis229
Intimidate4cha26
Nature0wis22
Perception50wis27
Religion1int23
Stealth54dex211
Streetwise4cha26
Thievery54dex211


Powers

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Sly Flourish 4 Dex 1 Rogue Weapon Training 0 5 Dynamic Dagger +2 0 0 2 12 AC
Deft Strike 4 Dex 1 Rogue Weapon Training 0 5 Dynamic Dagger +2 0 0 2 12 AC
Dazing Strike 4 Dex 1 Rogue Weapon Training 0 5 Dynamic Dagger +2 0 0 2 12 AC
Precise Incision 4 Dex 1 Rogue Weapon Training 0 5 Dynamic Dagger +2 0 0 2 12 Reflex
Low Slash 4 Dex 1 Rogue Weapon Training 0 5 Dynamic Dagger +2 0 0 2 12 Reflex


Tracking

Money

 +772 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
 -360 gp for Eternal Chalk (AV)
 -  9 cp for three Flasks
 -  1 cp for shopkeepers tip*
 -  9 sp for shopkeepers tip*
 -  3 gp for shopkeepers tip*
--------
  300 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

Wishlist

  • Level 4: Parcel lvl+1
    • Bag of Holding
  • Level 5: Parcel lvl+2
    • Map of Unseen Lands (AV2)
  • Level 6: Parcel lvl+4
    • Hat of Disguise (AV)
  • Level 7: Parcel lvl=gp
    • 2600 gp
  • Level 8: Parcel lvl+1
    • Gloves of Storing (AV)
  • Level 9: Parcel lvl+3
    • Exodus Knife (AV)
  • Level 10: Parcel lvl+2
    • Dynamic Dagger +3 (AV)

XP

  • 3750 XP from starting at level 4

Total XP: 3750

Changes

  • June 4, 2010: Created
  • June 29, 2010: Removed Leather Armor

Judge Comments

Level 4 (starting)

Approval 1

Approved from renau1g:

Approval 2

Status

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