Wary morose and wry, this drow seems to be always at the edge of shadow; or else gone entirely.


Level 14 Rogue (Striker)
Medium fey humanoid (drow)

Initiative +16; Passive Senses Perception 24, Insight 17; darkvision
HP 50 of 89; Bloodied 44
Healing Surge 22; Surges Per Day 4 of 7
AC 29; Fortitude 21, Reflex 29, Will 25
Speed 6; Action Points 1; Benefit Points 0

Alignment Unaligned; Languages Common, Elven
Skills Acrobatics 20, Bluff +17, (Intimidate) +14, Perception +12, Stealth +23, Streetwise +17, Thievery +21
Feats Weapon Expertise (Light Blade; Gain +1 bonus to attack rolls with light blades), Weapon Focus (light blade), Two-Weapon Fighting, Backstabber, Focused Mind (
4 save v. daze / stun), Nimble Blade (1 attk w/ light blade and combat advantage), Two-Weapon Opening (crit w/ main weapon for free attk with off-hand weapon), Merciless Killer (5 dmg if you have combat advantage against bloodied foe), Overwhelming Critical (target of crit also knocked prone)
Str 9 (-1/6) Dex 24 (7/14) Wis 11 (0/7)
Con 12 (1/8) Int 11 (0/7) Cha 20 (5/12)
Possessions 5 daggers, short sword, leather armor, flask of alchemist’s acid, potion of healing, kruthik potion, adventurer’s kit, climber’s kit, footpads, 5 belt pouches (10 gp, 9 sp), 50 ft. silk rope, thieves’ tools, torch, 2 waterskins, bottle of wine, 5 empty flasks, crowbar, Blue Dragon Scales,

Racial Traits Skill Bonuses (Intimidate, Stealth), Fey Origin, Lolthtouched (use cloud of darkness OR darkfire [Charisma] 1/encounter), Trance (Drow; meditate aware 4 hours instead of sleep)
Class Features First Strike (gain combat advantage against foes that haven’t acted yet), Rogue Tactics (Artful Dodger; Add Charisma modifier to AC against opportunity attacks), Rogue Weapon Talent (1d6 damage with shuriken; +1 bonus on attack rolls with daggers), Sneak Attack (1/round, if you have combat advantage and hit with a crossbow, light blade, or sling, deal 3d8 extra damage), Dagger Precision (crit with dagger on 18-20 using rogue or dagger master powers), Dagger Master’s Action (spend AP to reroll attack or damage roll with dagger)

Basic Attacks

3 Adamantine Dagger, Melee (standard; at-will) ✦ Weapon +14 vs. AC; 1d4 + 7 damage.
3 Adamantine Dagger, Ranged (standard; at-will) ✦ Weapon Ranged 5/10; +22 vs. AC; 1d4 + 13 damage.

Power Descriptions

At-Will Exploits

Deft Strike Rogue Attack 1
At-WillMartial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Special: You can move 2 squares before the attack.
Attack: +22 vs. AC
Hit: 1d4 + 15 damage.

Acrobatic Strike Rogue Attack 1
At-WillMartial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a light blade.
Requirement: You must be trained in Acrobatics.
Target: One creature
Attack: +22 vs. AC
Hit: 1d4 + 15 damage. If you are grabbed, you escape the grab.
Effect: Before or after the attack, you shift 1 square.

At-Will (2): Fleeting Ghost
Action: Move
Range: Personal
Prerequisite: Must be trained in Stealth
Effect: You can move your speed and make a Stealth check. You do not take the normal penalty from movement on this check.

Encounter Exploits

Positioning Strike Rogue Attack 1
EncounterMartial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: +22 vs. Will
Hit: 1d4 + 15 damage, and you slide the target 5 squares.

Cloud of Darkness Drow Racial Feature
Minor Action Close burst 1
Effect: The burst creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are immune to these effects.

Darkfire Drow Racial Feature
Minor Action Ranged 10
Target: One creature
Attack: +18 vs. Reflex
Hit: Until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.

Second Wind PC Feature
Standard Action Personal
Effect: You spend a healing surge and regain 22 hit points. You gain a +2 bonus to all defenses until the start of your next turn.

Encounter Power (3): Low Slash
Keywords: Martial, Weapon
Action: Minor Action
Range: Melee weapon
Target: One Creature
Req: Light Blade
Attk: +22 vs. Ref
Hit: 1d4 + 15, you slide the tarket 1 square and the target is slowed until the end of your next turn. If you’re flanking the tarket the attack deals 5 extra damage

Encounter Power (11): Critical Opportunity
Keywords: Martial, Weapon
Action: Minor
Range: Melee weapon
Target: The creature you hit with a crit
Req: You must be wielding a dagger and have scored a crit with a dagger against an enemy during this turn
Attk: +22 vs. AC
Hit: 3d4 + 15

Encounter Power (13): Stunning Strike
Keywords: Martial, Weapon
Action: Standard
Range: Melee weapon
Target: One creature
Req: wielding light blade
Attk: +22 vs. AC
Hit: 1d4 + 15, and the target is stunned until the end of your next turn.

Encounter Utility (6): Guided Shot
Keywords: None
Action: Immediate Interrupt
Range: Close burst 10
Trigger: An ally within 10 squares of you misses with an attack against AC
Target: The triggering ally in burst
Effect: The target’s attack is made against Reflex instead of AC
Prerequisite: You must be trained in Perception

Encounter Utility (10): Combat Tumblest
Keywords: Martial
Action: Move
Range: Personal
Prerequisite: You must be trained in Acrobatics
Effect: You can shift your speed and can shift through squares occupied by enemies during this movement

Daily Exploits

Handspring Assault Rogue Attack 1
DailyMartial, Reliable, Weapon
Standard Action Melee weapon
Prerequisite: You must be trained in Acrobatics.
Requirement: You must be wielding a light blade.
Target: One creature
Attack: +22 vs. AC
Hit: 3d4 + 15 damage, and you can shift 2 squares.
Special: When chargin, you can use this power in place of a melee basic attack.

Daily Attack (5): Clever Riposte
Keywords: Martial, Weapon
Action: Standard
Range: Melee Weapon
Target: One creature
Requirement: wielding light blade
Attack: +22 vs. AC
Hit: 2d4 + 15
Effect: Until the end of the encoutner, the target takes 7 damage each time it attacks you, and you can shift as an immediate reaction after such an attack.

Daily Attack (9): Profit from Weakness
Keywords: Martial, Rattling, Weapon
Action: Immediate Interrupt
Range: Melee 1
Target: The triggering enemy
Requirement: wielding light blade
Trigger: An enemy adjacent to you hits you with a melee attack
Effect: You gain a +4 bonus to all deffenses against the attack. The triggering enemy grants combat advantage to you until the end of your next turn.
Attack: +22 vs. Reflex
Hit: 2d4 + 15
Miss: Half damage
Effect: You knock the target prone.

Daily (12): Meditation of the Blade
Keywords: Martial, Weapon
Action: Minor
Range: Personal
Effect: Until the end of the encounter, your dagger’s damage die increases by one size.

Magic Items

CATEGORY: {armor, weapon, implement, clothing, ring, wondrous item, potion} SUBCATEGORY
Enhancement: IF ANY
Critical: IF ANY
Property: IF ANY

Item: Adamatine Dagger +3 (lvl 13)
Crit: 3d10
Properties: Untyped damage done with this weapon ignores 6 points of resistance.

Item: Feyslaughter Dagger +2 (lvl 9)
Crit: 2d6
Properties: When you hit a creature with this weapon, that creature cannot teleport until the end of your next turn. On a crit, you do 2d10 instead of 2d6 against fey creatures.

Item: Iron Armbands of Power (lvl 6)
Properties: +2 item bonus to melee damage rolls

Item: Premonition Ring (lvl 15)
Properties: +2 item bonus to initiative and passive perception checks.

Item: Baldric of Time (lvl 6)
Properties: When you roll a 20 on initiative you gain an extra move action during the first turn of the encounter

Item: Cloak of Distortion +2 (lvl 9)
Properties: You gain +2 item bonus to all defenses against ranged attacks from more than 5 squares away.

Item: Shadowdancer’s Gloves (lvl 11)
Properties: When you git an enemy you’re hidden from, you deal 1d6 extra damage.

Item: Shadowdancer’s Mask (lvl 10)
Power (Daily): Free. Trigger: You make a Bluff check or Stealth check and dislike the result. Effect: Reroll the check with a +3 power bonus and use either result.

Item: Leather Armor of Night +3 (lvl 14)
Power (Encounter): Minor Action. Until the end of your next turn, you gain concealment and no creatures can make opportunity attacks against you.

Item: Acrobat Boots (lvl 2)
Power (At-Will): Minor Action. Stand up from prone.

Item: Amulet of Inner Voice +3 (lvl 14)
Properties: +2 item bonus to saving throws against effects with the charm or fear keyword
Power (Daily): Immediate Interrupt. Use this power when you would be dominated by an effect that a save can end. Make a saving throw against the effect. On a failure, you don’t expend the use of this power and no daily use of a magic item power occurs.

Item: Woundstitch Powder (lvl 1)
Power (At-Will): Standard Action. You sprinkle this dust on an adjacent dying creature. That creature stops making death saving throws until it takes damage, and any untyped ongoing damage on the creature ends.

Item: Bag of Holding (lvl 5)
Properties: This bag can hold up to 200 pounds in weight or 20 cubic feet in volume, but it always weights only 1 pound. Drawing an item from a bag of holding is a minor action.

Set Bonus (Shadowdancer’s Garb): +2 to Athletics, Stealth, and Thievery checks.

Unused Magic Items: Gambler’s Dagger +3 (lvl 12), Doss Lute +2 (lvl 7), Battle Standard of Might (lvl 4), Timeless Locket +3 (lvl 14)

Current XP: 51,823
Next Level: 57,000


Chipper came of age in a world of merriment and plenty. It was the height of Luskan society and his family could afford to indulge in almost every advantage. Schools were private tutors and friends were heads of state. There was an impressive network of cousins and aunts and grandparents scattered across the political landscape and it showed. The only thing young Chip had need of was direction. Everyone expected that would come with time. Many of his successful relatives had been listless in their youth and they all agreed that what the boy needed was more options. So his parents threw everything they had at him; trips to exotic lands, extensive libraries of rare knowledge, expert tutors from every profession and games of every facet. Chip didn’t really take to any of it. He much preferred to be pampered and self absorbed.

As he grew into a young man it became obvious that there would be no direction at the end of his tunnel. While others went off to figure out what they could become Chip just sat around Luskan and waited for things to happen. He’d find something frivolous to put all his energy into for a few weeks and then drift away into the next fancy. The world of merriment and plenty surrounded him in a timeless bubble of peace and pleasures.

Then came the Spellplague.

A harsh reality thrust itself upon the city, destroying its former glory in what seemed like an instant. Great buildings that had stood for centuries came crumbling down onto helpless citizens, crushing their bodies and running the streets red with blood. Holes opened beneath the unsuspecting in instant flashes, closing quickly again and stealing them away forever. The skies turned putrid with the foul odor of things that should not be burned. It was a little slice of hell come down from above and it ended everything that Chipper had ever known. His parents, vaporized. His friends, scattered. His wealth and power, a shambles. His home, lost to the depths of a newly formed chasm. His mind, unable to deal with the change, winced and then collapsed.

Chipper was found wandering the streets in the aftermath, dirty and hurt but alive. His cousin, Possum, took responsibility for him and effectively became his sole means of survival. The two found others of their extended family and so were protected from the worst of post-Spellplague Luskan. The streets of the once great city had quickly devolved into an unsafe pit of chaos. Those with family ties clung to them and tried to push away all else. In time, families would band together with other families to fend off bigger, more capable, threats. Chipper’s family was in such an alliance. Their group, The Council, had dominion over the southern reaches of Luskan and enjoyed the salvage rights to anyone or anything that died therein. A wayward adventuring party, even a green one, could provide enough fat to stock several families for numerous seasons.

But, like all things where mortals are involved, there was corruption. A few, heads of families and their ilk, took more than their share from these spoils and so started a conflict of greed. The issue would fester for a long time before erupting but when it did the entire alliance fell. Many were lost and a renewed Chaos unleashed in the region. Luskan had been through much by this point, years of Spellplague fallout, and so the new power vacuum quickly drew attention. It was an all out turf war that left Possum and Chipper running for cover. They lasted a while, ducking from one abandoned safe house to another, but eventually Possum got nabbed. Chipper, alone and shell shocked, went through another stress induced transformation. The fog of recent years evaporated as a driving rain of anger gouged its way into his mind. They abducted Possum! They took him away! Where was he? How to get him back? What to do? Questions bombarding a fragile mind can sometimes be the breakthrough a psyche needs. Chipper was back, rather, reborn. Everything about him changed. Purpose, revenge, welled up within him and drove his will.

It took a while but Chip found the clues to Possum’s abduction. A small gang, the Killjoys, had been vying for secrets from days of The Council and believed Possum to be in possession of such knowledge. These Killjoys were young, led by a brash half-orc with an eye for hidden lore. His interest in The Counil was well known in the region and had been one of the bigger concerns on Possum’s mind of late. Chipper’s only hope was that they would keep Possum alive long enough for him figure out a way to mount a viable rescue. Until recently Chip could barely tie his own shoes and now there was a gang to bring down? He’d have to venture beyond the mean streets of Luskan if there was to be any chance of success. Surely there were adventurers out there in need of a noble rescue mission. He’d just find one of those groups and promise them a lot of money to help. Surely that would work. If not, he’d have to pretend being a hired sword long enough to make powerful friends. One way or the other, he’d be back for Possum; hopefully before there was a real need for vengeance.


The Hidden Bresil