22nd August 2008, 04:45 PM
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#5 (permalink)
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| Registered User
Join Date: Nov 2007 Location: Saskatoon, SK, Canada
Posts: 659
| I think I'd like to get in on this too
I've had an idea running around in my head for an Elven Brutal Rogue, or maybe a Human Rogue or TWF Ranger.
Edit: I think I'll go with the elf rogue (below). If the party needs something else, I'd be glad to do something else, too. Elf Rogue - in progress Code: Nervir aka "Nerve"
Elf Rogue 5
Alignment: Unaligned
Languages: Common, Elven
Vision: Low-light
Ability Scores:
Str 16 (+1 level)
Con 12
Dex 18 (+2 race +1 level)
Int 12
Wis 14 (+2 race)
Cha 10
Combat:
Init: +6
Pass Percep: 21 Pass Insight: 19
HP: 44 Surges/day: 6
Bloodied: 22 Surge Value: 11
AC 19 (+2 level +4 Dex +3 armor)
Fort 16 (+2 level +3 Str +1 amulet)
Ref 19 (+2 level +4 Dex +2 class +1 amulet)
Will 15 (+2 level +2 Wis +1 amulet)
Speed 6
Sneak Attack: 2d8+3
Resistances: 5 necrotic, 5 poison
Action points: 1
Basic Attacks:
Melee: +2 rapier: +10 vs. AC, 1d8+5 damage
Ranged: +1 frost shuriken: +10 vs. AC, 1d6+5 damage, range 6/12
Attack Powers:
Deft Strike - Martial, Weapon
Standard Action; Melee or Ranged weapon; Target: One creature
Special: You can move 2 squares before the attack.
Attack: +11 vs. AC
Hit: 1d8+6 damage
Piercing Strike - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +11 vs. Reflex
Hit: 1d8+6 damage
Dazing Strike - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +11 vs. AC
Hit: 1d8+6 damage, and the target is dazed until the end of
your next turn.
Topple Over - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +14 vs. AC
Hit: 1d8+6 damage, and the target is knocked prone.
Easy Target - Martial, Weapon
Standard Action; Melee or Ranged weapon; Target: One creature
Attack: +11 vs. AC
Hit: 2d8+6 damage, and the target is slowed and grants combat
advantage to you (save ends both).
Miss: Half damage, and the target grants combat advantage to
you until the end of your next turn.
Clever Riposte - Martial, Weapon
Standard Action; Melee weapon; Target: One creature
Attack: +11 vs. AC
Hit: 2d8+6 damage.
Effect: Until the end of the encounter, the target takes 4
damage each time it attacks you, and you can shift as an
immediate reaction after such an attack.
Class Features and Utility Powers:
Fleeting Ghost - Martial
Move Action; Personal
Effect: You can move your speed and make a Stealth check. You
do not take the normal penalty from movement on this check.
Elven Accuracy - Personal
Free Action
Effect: Reroll an attack roll with a +2 bonus. Use the second
result even if it's worse.
Magic Item Powers:
+2 rapier
Critical: +2d6 damage
+1 deathcut leather armor
Daily (Necrotic): Immediate Reaction. You can use this power
when an enemy hits you with a melee attack. Deal 1d10
necrotic damage to that enemy.
Property: Resist 5 necrotic, resist 5 poison.
+1 safewing amulet
Property: When falling, reduce the distance by 10 feet for
calculating damage. Always land on your feet after a fall.
+1 frost shuriken
Critical: +1d6 cold damageAt-Will (Cold): Free Action. All damage dealt by this weapon
is cold. Free action to return to normal.
Daily (Cold): Free Action. Use this power when you hit with the
weapon. The target takes 1d8 cold damage and is slowed until
the end of your next turn.
Race and Class Features:
Elven Accuracy
Elven Weapon Proficiency (proficient with longbow and shortbow)
Fey Origin
Group Awareness (non-elf allies in 5 gain +1 Percep)
Wild Step (ignore difficult terrain while shifting)
First Strike (combat adv vs. any creatures not acted yet)
Brutal Scoundrel (add Str mod to sneak attack damage)
Rogue Weapon Talent (+1 to hit with daggers, 1d6 damage with shuriken)
Sneak Attack (+2d8+3 damage once/round with combat adv.)
Feats:
Weapon Proficiency (rapier)
Backstabber
Elven Precision
Skills:
Acrobatics: +11 (+2 level +4 Dex +5 trained)
Arcana: +3 (+2 level +1 Int)
Athletics: +10 (+2 level +3 Str +5 trained)
Bluff: +2 (+2 level +0 Cha)
Diplomacy: +2 (+2 level +0 Cha)
Dungeoneering: +4 (+2 level +2 Wis)
Endurance: +3 (+2 level +1 Con)
Heal: +4 (+2 level +2 Wis)
History: +3 (+2 level +1 Int)
Insight: +9 (+2 level +2 Wis +5 trained)
Intimidate: +2 (+2 level +0 Cha)
Nature: +6 (+2 level +2 Wis +2 race)
Perception: +11 (+2 level +2 Wis +2 race +5 trained)
Religion: +3 (+2 level +1 Int)
Stealth: +11 (+2 level +4 Dex +5 trained)
Streetwise: +2 (+2 level +0 Cha)
Thievery: +11 (+2 level +4 Dex +5 trained)
Equipment:
Item Weight Cost
+2 rapier 2 1800gp*
+1 deathcut leather 15 1000gp*
+1 safewing amulet -- 680gp*
+1 frost shuriken 0.5 680gp
Adventurer's kit 33 15gp
2 potions of healing -- 50gp ea.
Everburning torch 1 50gp
Total Weight: 50.5 lbs.
Money: 90gp, 0sp, 0cp
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods,
10 days of trail rations, 50' of hemp rope, and a Waterskin. Edit: Finished up equipment buying, no other changes.
Last edited by Lord Sessadore; 25th August 2008 at 07:24 PM..
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