Jamlamin Gladomain

Male Drow Rogue

Description:
Strength 16 (+3)
Constitution 14 (+2)
Dexterity 19 (+4)
Intelligence 13 (+1)
Wisdom 9 (-1)
Charisma 17 (+3)
Maximum Hit Points: 26
Bloodied: 13
Surge Value: 6 Surges per Day: 8 [includes constitution modifier]
Size: Medium
Speed: 6 squares
Vision: Darkvision
Initiative: 1d20 +4 = + 4 [dexterity]
Base Strength Attack: 1d20 +3 = + 3 [strength]
Base Dexterity Attack: 1d20 +4 = + 4 [dexterity]
Base Constitution Attack: 1d20 +2 = + 2 [constitution]
Base Intelligence Attack: 1d20 +1 = + 1 [intelligence]
Base Wisdom Attack: 1d20 -1 = – 1 [wisdom]
Base Charisma Attack: 1d20 +3 = + 3 [charisma]
Armor Class: 16 = 10 +4 [dexterity] +2 [leather]
Fortitude Defense: 13 = 10 +3 [strength]
Reflex Defense: 16 = 10 +2 [rogue] +4 [dexterity]
Will Defense: 13 = 10 +3 [charisma]
Armor: Leather (15 lb)
Shield: None
Attacks:
Unarmed Melee: +3 [base strength attack] vs AC; damage 1[W]=1d4+3 [strength]
Daggers (x10): +7 vs AC +3 strength[+1 rogue]; damage 1[W]=1d4+3 [strength] 1 lb (Light blade); usable off-hand; light throwable Thrown: range 5/10 +8 vs AC +4 dexterity; damage 1d4+4 [dexterity]
Short sword: +6 vs AC +3 strength; damage 1[W]=1d6+3 [strength] 2 lb (Light blade) Usable Off-hand
Sling: +6 vs AC +4 dexterity; damage 1[W]=1d6+4 [dexterity] range 10/20 0 lb (Sling) Load free
Shurikens (x20): +7 vs AC +4 dexterity; damage 1[W]=1d6 [rogue] +4 [dexterity] range 6/12 1/2 lb (Light blade) Light throwable
Base Saving Throw: d20 vs 10
Darkfire +5 [base charisma attack + 2] vs reflex
Piercing Strike +4w [base dexterity attack] vs reflex
Sly Flourish +4w [base dexterity attack] vs AC
Positioning Strike +4w [base dexterity attack] vs AC
Blinding Barrage +4w [base dexterity attack] vs AC
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
Languages: Common; Deep Speech; Dwarven; Elven
Skills:
Acrobatics: +9 = 4 [dexterity] + 5 [class training]
Arcana: +1 = 1 [intelligence]
Athletics: +3 = 3 [strength]
Bluff: +8 = 3 [charisma] + 5 [class training]
Diplomacy: +3 = 3 [charisma]
Dungeoneering: +1 = -1 [wisdom] + 2 [East Rift]
Endurance: +2 = 2 [constitution]
Heal: -1 = -1 [wisdom]
History: +1 = 1 [intelligence]
Insight: -1 = -1 [wisdom]
Intimidate: +10 = 3 [charisma] + 2 [Drow] + 5 [class training]
Nature: -1 = -1 [wisdom]
Perception: +4 = -1 [wisdom] + 5 [class training]
Religion: +1 = 1 [intelligence]
Stealth: +11 = 4 [dexterity] + 2 [Drow] + 5 [class training]
Streetwise: +3 = 3 [charisma]
Thievery: +9 = 4 [dexterity] + 5 [class training]
Feats: Blade Opportunist
At-Will:
Basic Melee Attack: By weapon, damage 1[W]+3 [strength]
Basic Ranged Attack: By weapon, damage 1[W]+4 [dexterity]
Bull Rush: +3 [base strength attack] vs fortitude
Grab: +3 [base strength attack] vs reflex
Move grabbed target: +3 [base strength attack] vs fortitude
Escape: +9 [acrobatics] vs reflex / +3 [athletics] vs fortitude
Piercing Strike [Level 1]
Sly Flourish [Level 1]
Drow
+2 Dexterity, +2 Charisma (already included)
+2 Intimidate, +2 Stealth
Trance
Cloud of Darkness / Darkfire once per encounter
Player characters from the Deep Rift all know Deep Speech, have dungeoneering as a class skill option, and get +2 on dungeoneering checks.
Rogue
First Strike
Rogue Weapon Talent
This rogue chose the artful dodger style.
Sneak Attack +2d6 at level 1
Bio:
Character:

Jamlamin is an outsider, a traitor to his place of birth and shunned because of his race on the surface. He longs to find belonging, but he’s wary of alliances and slow to forge friendships. Although not evil like his race neither is he truly good, and his history of run-ins with prejudiced surface-folk has shaken the faith he had in the overall ‘goodness’ of surface dwellers when he fled the Underdark. This general distrust coupled with the psychological toll of his early drow life has left him with a Chaotic Neutral alignment. He worships Sehanine and Avandra.

Jamlamin Gladomain

Raven's Wizard NightBlades