GLOOMBLADE THE WANDERER
Half-Orc Rogue (Brutal Scoundrel) 3 * Unaligned
Background: Prison Conversion
ABILITY SCORES STR: 17 (+4)
CON: 11 (+1)
DEX: 18 (+5)
INT: 10 (+1)
WIS: 8 (+0)
CHA: 14 (+3)
* - These include 1/2 level bonus
DEFENSES & HP HP: 33
BLOODIED: 16
SURGE VALUE: 8
SURGES/DAY: 6
AC: 18
FORT: 15
REFLEX: 18
WILL: 14
RACIAL FEATURES SPEED: 6
Low-Light Vision Furious Assault Half-Orc Resilience: Gain 5 temp hp the first time bloodied in an encounter
Swift Charge: +2 Speed when charging
CLASS FEATURES First Strike: At encounter start, Gloomblade gets combat advantage against foes who haven't acted yet
Rogue Tactics - Brutal Scoundrel: +3 damage bonus to Sneak Attack
Rogue Weapon Talent: Shuriken damage die to 1d6, +1 to attack rolls with Daggers
Sneak Attack: 1/round (2/round with Action Point), if Gloomblade has combat advantage and hit with a crossbow, light blade, or sling, deal 2d8 damage
SKILLS & LANGUAGES Trained Skills: Acrobatics +11, Athletics +10, Intimidate +10, Stealth +11, Streetwise +11, Thievery +10
Untrained Skills: Arcana +1, Bluff +3, Diplomacy +3, Dungeoneering +0, Endurance +3, Heal +0, History +1, Insight +0, Nature +0, Perception +0, Religion +1.
Languages: Common, Giant
FEATS
{1}
Backstabber: Sneak Attack die to d8.
{2}
Slaying Action: Deal Sneak Attack 2nd time in a round when spending an Action Point
GEAR & WEALTH
- MAGIC ITEMS
{3}
Sylvan Leather Armor +1
{2}
Vicious Short Sword +1
{1}
Amulet of Protection +1
{1}
Acrobat Boots ** Purchased **
- MUNDANE ITEMS
Adventurer's Kit, 3 Daggers, 5 Throwing Knives (Shuriken), Whip
POWERS DISHEARTENING STRIKE Rogue Attack 1
At-Will * Martial, Rattling, Weapon
Standard Action Melee or Ranged weapon
Requirement: Must wield a crossbow, light blade, or sling
Target: One creature
Attack: +9 vs AC
Hit: 1d6+5 damage
Rattling: Target takes a -2 penalty to attack rolls until the end of Gloomblade's next turn. Creatures immune to fear are not subject to this effect.
SLY FLOURISH Rogue Attack 1
At-Will * Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: Must wield a crossbow, light blade, or sling
Target: One creature
Attack: +9 vs AC
Hit: 1d6+7 damage.
FURIOUS ASSAULT Half-Orc Feature
Encounter
Free Action Personal Trigger: Gloomblade hits an enemy
Effect: The attack deals extra 1[W] if it's a weapon attack or 1d8 if it isn't.
SLY LUNGE Rogue Attack 1
Encounter * Martial, Weapon
Standard Action Melee weapon
Requirement: Must wield a light blade
Target: One creature granting combat advantage
Attack: +9 vs AC
Hit: 1d6+8 damage and Gloomblade gains combat advantage against the target until the end of your next turn. If Gloomblade doesn't apply his Sneak Attack damage to this attack, it deals 1d6 extra damage.
NASTY BACKSWING Rogue Attack 3
Encounter * Martial, Weapon
Free Action Melee weapon
Trigger: Gloomblade misses with an attack
Requirement: Must wield a light blade
Target: One creature
Attack: +9 vs AC. Must have combat advantage for this attack.
Hit: 1d6+8 damage and Gloomblade can shift 1 square.
HANDSPRING ASSAULT Rogue Attack 1
Daily * Martial, Reliable, Weapon
Standard Action Melee weapon
Requirement: Must wield a light blade
Target: One creature
Attack: +9 vs AC
Hit: 3d6+5 damage and Gloomblade can shift 2 squares.
Special: When charging, Gloomblade can use this in place of a melee basic attack.
TUMBLE Rogue Utility 2
Encounter
Move Action Personal Effect: Gloomblade can shift 3 squares.
ACROBAT BOOTS Magic Item
At-Will
Minor Action Personal Effect: Stand up from prone.
BACKGROUND IN BRIEF expand
He had a real name... once. Gloomblade was what they called him now. It was a tattoo, in Dwarven script, inked on his right forearm. It was one of many other tattoos on the Half-Orc's body. On his upper left arm was a stylized serpent, symbolizing some sort of barbarian tribe. He barely remembered whatever time was spent there. On his left forearm was the tattoo he received some time either just before or just after landing in Sub Saan Prison. They told Gloomblade he was serving time for attacking some sort of important official. That's not the way to accused remembered it. Of course, all prisoners proclaim innocence, don't they?
And there would have been an end to Gloomblade's story long before it had a chance to begin, if not for a fellow prisoner, Gareth Stonecall, a former stonemason who'd been serving time for braining his patron in a very ugly and very public pay dispute. Stonecall, who befriended Gloomblade, was one of the very few who would dare speak to the wary Half-Orc castoff. The stonemason, while incarcerated at Sub Saan, had studied the gods and become something of a prison preacher. He helped shepherd the lost ones into the light, convert them from depraved into saved, and redeem those one irredeemable souls.
Gloomblade joined Stonecall's church, which met for a few hours a week in the prison kitchen. There, Gloomblade learned much about the gods he'd mostly ignored during his life. It was an eye-opening experience and one that led to Gloomblade's eventual release. With Stonecall's help, Gloomblade was able to prove his innocence of all charges and, after five and a half years in the hells of Sub Saan, Gloomblade was granted his release.
The warden asked the reformed Gloomblade where he'd like to be transported. After all, it wouldn't be proper to release Gloomblade or any prisoner right outside what was supposed to be a secret prison. Gloomblade didn't really have a home to call his own. From all he could remember of his life before imprisonment, the Half-Orc had been on the run from someone or something. Perhaps it was something deep within the recesses of his mind that prevented Gloomblade from remembering his pursuer. Perhaps this was for the best.
For these reasons, Gloomblade asked to be taken to a place far from what most would call civilization. He was transported to the frontier town of Overlook, where his life's adventure would truly begin.