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Old 4th May 2008, 10:09 AM   #26 (permalink)
Rhiarion
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Join Date: Jul 2007
Posts: 21
Rhiarion Goblin Sharpshooter (Lvl 2)
Here is a Rogue I put together to see if I am understanding the system correctly.

MACK, the Knife
MALE HUMAN ROGUE
LEVEL 1 UNALIGNED


Ability Score Value Modifier Armor Class 16
Strength 9 -1 Fortitude Defense 13
Constitution 14 +2 Reflex Defense 17
Dexterity 18 +4 Will Defense 13
Intelligence 10 +0 Initiative +4
Wisdom 12 +1 Speed (Squares) 6
Charisma 14 +2

HIT POINTS 26 HEALING SURGE HP HEALED 6 SECOND WIND ✦
BLOODIED 13 HEALING SURGES/DAY 8

Basic Attack Name Attack Bonus Damage Range/Properties
Dagger +3 vs. AC 1d4-1 (melee) (Accurate weapon +3 to hit)
Dagger +8 vs. AC 1d4+4 (ranged) 5 squares normal/10 squares max

FEATS
Alertness – You don’t grant enemies Combat Advantage in surprise rounds. You also gain a +2 feat bonus to perception.
Action Surge - +3 to attacks on actions gained by Action Points.

SKILLS
Passive Insight 16
Passive Perception 18
Acrobatics +9
Athletics +6
Insight +6
Perception +9
Stealth +9
Thievery +9

RACE AND CLASS FEATURES.

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

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

Rogue Weapon Talent
When you wield a shuriken, your weapon damage die increases
by one size. When you wield a dagger, you gain a +1 bonus to
attack rolls.

Sneak Attack
Once per round, when you have combat advantage against an
enemy and are using a light blade, a crossbow, or a sling, your
attacks against that enemy deal extra damage. As you advance
in level, your extra damage increases.
Level Sneak Attack Damage
1st–10th +2d6
11th–20th +3d6
21st–30th +5d6

Languages: Common


EQUIPMENT
leather armor, 8 daggers, backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 day’s trail rations, 50 ft. of hempen rope, waterskin.


Rogue Exploits
Level 1 At-Will Exploits

Deft Strike Rogue Attack 1
A final lunge brings you into an advantageous position.
At-Will ✦Martial, 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: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.

Piercing Strike Rogue Attack 1
A needle-sharp point slips past armor and into tender flesh.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Level 1 Encounter Exploits

Level 1 Encounter Exploits

Positioning Strike Rogue Attack 1
A false stumble and a shove place the enemy exactly where you want him.
Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Will
Hit: 1[W] + Dexterity modifier damage, and you slide the target
1 square.
Artful Dodger: You slide the target a number of squares
equal to your Charisma modifier.

Level 1 Daily Exploits

Dazzling Strike Rogue Attack 1
A swift strike opens your foe’s defenses for you to exploit.
Daily ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dex vs. Reflex
Hit: 2[W]+Dex damage, and the target is dazed (save ends).
Miss: Half damage, and the target is dazed until the end of its
turn.
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