Rizzenil V'rill

Character: Rizzenil V’rill, Dread Fang of Vulkoor Level 11
Medium fey humanoid (drow)
Initiative: +11; Senses Perception +12; darkvision
HP 74; Bloodied 37, Surge Value 18, Surges/Day: 8
AC 22; Fortitude 16, Reflex 22, Willpower 20
Resist 10 poison
Speed 6; Action Points 1
Alignment: Unaligned; Languages Common, Elven
Skills Acrobatics +15, Arcana +5, Athletics +10, Bluff +15, Diplomacy +10, Dungeoneering +5, Endurance +6, Heal +5, History +5, Insight +5, Intimidate +17, Nature +5, Perception +12, Religion +5, Stealth +17, Streetwise +15, Thievery +15
Feats: Weapon Proficiency (rapier), Backstabber, Alertness, Skill Training (Intimidate), Skill Training (Perception), Weapon Focus (light blades), Agile Athlete
Strength 10 (+0), Constitution 12 (+1), Dexterity 20 (+5)
Intelligence 10 (+0), Wisdom 10 (+0), Charisma 20 (+5)
Proficiencies Cloth Armor, Dagger, Longsword, and Quarterstaff.
Equipment prison clothes


Agile Athlete
Benefit You can make alchemical items of your level or lower. You must have the correct formula and an appropriate skill. Special You can take this feat instead of the Ritual Caster feat granted by your class feature.

Benefit Choose four languages. You can speak, read, and write those languages fluently. When you gain a level, you can retrain one of these languages instead of a feat, a power, or a skill.

Benefit Choose one daily wizard attack spell of every level you know. Add this spell to your spellbook. Each time you gain a new level of daily wizard attack spells, you learn one extra spell of that level (in other words, add three spells to your spellbook instead of only two).
This feat doesn’t change the number of daily attack spells you can prepare each day.

Skill Training (Intimidate)
Benefit You can draw a weapon (or an object stored in a belt pouch, bandolier, or similar container, such as a potion) as part of the same action used to attack with the weapon or use the object.

Skill Training (Perception)
Benefit Choose a type of implement. You gain a +1 bonus to attack rolls with any implement power you use through that type of implement. The bonus increases to +2 at 15th level and +3 at 25th level.

Weapon Focus (light blades)
Benefit When you use an arcane attack power and hit two or more creatures, you gain a +2 bonus to that power’s damage rolls. This bonus increases to +3 at 11th level and to +4 at 21st level.

Weapon Proficiency (rapier)
Benefit Creatures that attempt saving throws against your wizard powers take a –2 penalty to the rolls.

Racial Features

You can see normally in areas of bright and dim light.

Fey Origin
Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.

Rather than sleep, Drow enter a meditative state known as a trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Class Features

First Strike
At the start of the encounter you have combat advantage against any creatures that have not yet acted.

Artful Dodger
You gain a bonus to AC equal to your Charisma modifier against opportunity attacks.

Weapon Talent
Shuriken deal d6 damage and daggers have a +1 to attack rolls.

Sneak Attack
3d8 damage.

Spider Assassin
You deal one extra die of sneak attack damage against a target that could not see you at the start of your turn.

Dread Sneak Action
When you spend an action point to make an attack on a target granting combat advantage to you, you deal sneak attack damage even if you have already dealt sneak attack damage this round.


Cloud of Darkness (minor; encounter)
Close burst 1; 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 (minor; encoutner)
Ranged 10; +16 vs. Reflex; until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.

Rizzenil V'rill

Eberron Adventures SaintBastard