[Rogue Gallery] The Fall of Manlich and diablical affairs after


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Kral Juno Dragonborn Paladin

Krual Juno [Work in progress] -missing standard equipment price and magic items. + clean up the text and code.
[sblock]
Male Dragonborn Paladin
Level 9
Unaligned
Representing Drowned Hero
Code:
Strength     18    (+4)
Constitution     14    (+2)
Dexterity     12    (+1)
Intelligence     10    (+0)
Wisdom       14    (+2)
Charisma     16    (+3)
Height: 6' 8"
Weight: 300 lb
Scales: Silvery
Eyes: Light Brown
Hair: None

Maximum Hit Points: 77

Bloodied: 38
Surge Value: 21 [includes draconic heritage]
Surges / Day: 12 [includes constitution modifier]

Size: Medium
Speed: 5 squares [includes armor penalty]
Vision: Normal
Code:
Initiative:    1d20 +5    = + 4 [half level] + 1 [dexterity]
Base Strength Attack:    1d20 +8    = + 4 [half level + 4 [strength]
Base Dexterity Attack:    1d20 +5    = + 4 [half level + 1 [dexterity]
Base Constitution Attack:    1d20 +6    = + 4 [half level + 2 [constitution]
Base Intelligence Attack:    1d20 +4    = + 4 [half level + 0 [intelligence]
Base Wisdom Attack:    1d20 +6    = + 4 [half level + 2 [wisdom]
Base Charisma Attack:    1d20 +7    = + 4 [half level + 3 [charisma]
Code:
Armor Class:    24    = 10 + 4 [half level] + 8 [plate] + 2 [if carryingheavy shield]
Fortitude Def:    19    = 10 + 4 [half level] + 1 [paladin] + 4 [strength]
Reflex Defense:    18    = 10 + 4 [half level] + 1 [paladin] + 1 [dexterity] +2 [if carrying heavy shield]
Will Defense:    18    = 10 + 4 [half level] + 1 [paladin] + 3 [charisma]
Armor: Plate
Shield: Large

Attacks:
Code:
      Unarmed Melee: 8 vs AC [+8 strength]; damage 1[W]=1d4+4 [strength]
      Mace: +10 vs AC [+8 strength] [+2 proficiency]; damage 1[W]=1d8+4 [strength] 6 lb (Mace) versatile Add +1 damage for Weapon Focus -- Mace
      Longsword: +11 vs AC [+8 strength] [+3 proficiency]; damage 1[W]=1d8+4 [strength] 4 lb (Heavy blade) versatile
      Scimitar: +10 vs AC [+8 strength] [+2 proficiency]; damage 1[W]=1d8+4 [strength] 4 lb (Heavy blade) High crit
      Bastard sword: 8 vs AC [+8 strength] [not proficient]; damage 1[W]=1d10+4 [strength] 6 lb (Heavy blade) versatile
      Hand crossbow: +7 vs AC [+5 dexterity] [+2 proficiency]; damage 1[W]=1d6+1 [dexterity] range 10/20 2 lb (Crossbow) Load free
      Longbow: +7 vs AC [+5 dexterity] [+2 proficiency]; damage 1[W]=1d10+1 [dexterity] range 20/40 3 lb (Bow) Load free. Add +1 damage for Weapon Focus -- Bow
Code:
      Dragon Breath +10 [strength + 2] vs reflex; damage1d6+2 [constitution]  
      Enfeebling Strike +7w [charisma] vs AC
      Holy Strike +8w [strength] vs AC
      Shielding Smite +7w [charisma] vs AC
      On Pain of Death +7i [charisma] vs will
      Arcing Smite +8w [strength] vs AC
      Hallowed Circle +7i [charisma] vs reflex
      Benign Transpositoin +7w [charisma, special] vs AC
      Radiant Pulse +7i [charisma] vs fortitude
      w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
      i Implement-usable power. Apply a bonus as appropriate.
Base Saving Throw: d20 vs 10

Languages: Common; Draconic;

Skills:
Code:
      Acrobatics:    +1    = 1 [dexterity] + 4 [half level]-2 [armor]-2 [shield]
      Arcana:    +4    = 0 [intelligence] + 4 [half level]
      Athletics:    +4    = 4 [strength] + 4 [half level]-2 [armor]-2 [shield]
      Bluff:    +7    = 3 [charisma] + 4 [half level]
      Diplomacy:    +7    = 3 [charisma] + 4 [half level]
      Dungeoneering:    +6    = 2 [wisdom] + 4 [half level]
      Endurance:    +2    = 2 [constitution] + 4 [half level]-2 [armor]-2 [shield]
      Heal:    +11    = 2 [wisdom] + 4 [half level] + 5 [class training]
      History:    +11    = 0 [intelligence] + 4 [half level] + 2 [Dragonborn] + 5 [class training]
      Insight:    +6    = 2 [wisdom] + 4 [half level]
      Intimidate:    +14    = 3 [charisma] + 4 [half level] + 2 [Dragonborn] + 5 [class training]
      Nature:    +6    = 2 [wisdom] + 4 [half level]
      Perception:    +6    = 2 [wisdom] + 4 [half level]
      Religion:    +9    = 0 [intelligence] + 4 [half level] + 5 [class training]
      Stealth:    +6    = 1 [dexterity] + 4 [half level] + 5 [skill training]-2 [armor]-2 [shield]
      Streetwise:    +7    = 3 [charisma] + 4 [half level]
      Thievery:    +1    = 1 [dexterity] + 4 [half level]-2 [armor]-2 [shield]
Feats:
Code:
      Armor of Bahamut    
      Skill Training -- Stealth    
      Weapon Focus -- Bow    
      Weapon Focus -- Mace    
      Weapon Proficiency -- Longbow
At-Will:
Code:
      Basic Melee Attack: By weapon, damage 1[W]+4 [strength]
      Basic Ranged Attack: By weapon, damage 1[W]+1 [dexterity]
      Bull Rush: +8 [strength] vs fortitude
      Grab: +8 [strength] vs reflex
      Move grabbed target: +8 [strength] vs fortitude
      Escape: +1 [acrobatics] vs reflex / +4 [athletics] vs fortitude
      Divine Challenge [Paladin][minor action]
      Lay On Hands [Paladin][minor action][2/day]
      Enfeebling Strike [Level 1]
      Holy Strike [Level 1]
Other Standard Actions:
[sblock]
Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid, Intimidate, Perception -- active, Thievery depending on circumstances)

Other Move Actions: Crawl; Run [speed 7]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)

Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Sustain minor action; Some skills during combat (i.e., Insight)

Other Immediate Action: Readied action

Other Opportunity Action: Opportunity attack

Other Free Actions: Drop held items; End a grab; Talk

Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive

Short rest: Healing surges as available

Five minutes: Normal escape from restraints (Acrobatics)

One hour: Forage; Streetwise check
[/sblock]
Encounter Powers:
Code:
       Second Wind
       Spend an Action Point [free action, not in surprise round]
       Dragon Breath, Poison [Dragonborn][minor action]
       Channel Divinity
                Divine Mettle [minor action]
                Divine Strength [minor action]
                Armor of Bahamut   
       Shielding Smite [Level 1]
       Arcing Smite [Level 3]
       Benign Transpositoin [Level 7]
Daily Powers:
Code:
       On Pain of Death [Level 1]
       Martyr's Blessing [Level 2 Utility][immediate interrupt]
       Hallowed Circle [Level 5]
       Wrath of the Gods [Level 6 Utility][minor action]
       Radiant Pulse [Level 9]
Dragonborn

* +2 Strength, +2 Charisma (already included)
* +2 History, +2 Intimidate
* Dragonborn Fury (when bloodied, +1 on attacks)
* Dragonborn Heritage (healing surge includes constitution bonus)
* Dragon Breath

Paladin

* Channel Divinity -- Divine Strength
* Channel Divinity -- Divine Mettle
* Divine Challenge
* Lay On Hands



Krual Juno's Equipment:

Code:
      Arrows (quiver of 30) x3
      Crossbow bolts (quiver of 20) x1
      Backpack
      Bedroll
      Blanket, winter x1
      Crowbar
      Everburning torch
      Firewood (1 day) x4
      Flint and steel
      Grappling hook
      Lantern (hooded)
      Manacles x2
      Oil flasks x4
      Pouch (belt) x1
      Rations (1 day) x10
      Rope (50', silk) x2
      Signal whistle
      Spyglass
      Sunrods x2
      Tent
      Waterskins x1
      Whetstone
      Healer kit
[/sblock]

Magic items:
[sblock]
Code:
      [COLOR=RoyalBlue]***[/COLOR] [COLOR=Orange]Weapon: Any Ranged: Thunderburst Weapon[/COLOR] 
Suddenly, the projectile explodes in a burst of violent sound.

[COLOR=red]Lvl 9 +2 4,200 gp [/COLOR]
Lvl 14 +3 21,000 gp 
Enhancement: Attack rolls and damage rolls Critical: +1d6 thunder damage per plus
Power (Daily ✦ Thunder): Minor Action.
The next ranged basic attack you make with this weapon before the end of
your turn becomes a burst 1 centered on the target. Use your normal attack bonus for the basic attack, but against Fortitude. Each target hit takes thunder damage equal to the normal damage you would deal with a ranged basic attack with the weapon.
        
     [COLOR=RoyalBlue]***[/COLOR][COLOR=Orange]Armor: Battleforged Armor[/COLOR]
The dwarves and the dragonborn argue over which race invented this enchanted armor.
[COLOR=Red]Lvl 10 +2 5,000 gp [/COLOR]
Lvl 15 +3 25,000 gp 
Armor: Plate
Enhancement: AC
Property: If you use your second wind when you are bloodied, regain an extra 1d10 hit points. Level 15 or 20: Regain an extra 2d10 hit points.
      
 [COLOR=RoyalBlue]***[/COLOR][COLOR=Orange]Shield: Shield of Defiance: [/COLOR]
This enchanted shield provides immediate healing after you receive a critical hit.
[COLOR=Red]Lvl 8 3,400 gp[/COLOR] 
Item Slot: Arms
Power (Daily ✦ Healing): Immediate Reaction. You can use this power when a critical hit is scored on you. You can spend a healing surge.
Level 18: Regain an additional 2d6 hit points.

       Arms: 
       Feet:
       Hands:
       Head:
       Neck:
       Ring:
       Ring:
       Waist:
[/sblock]
Mini stat block
[sblock]
Kral Juno
Perception: +6 Insight: +6 Normal Vision
AC 24 Fortitude 19 Reflex 10 Will 18
Hit Points: 77 Bloodied: 38
Temporary Hit Points: x
Action Points: 1 Second Wind: 1
Healing Surge: 21 Surges per day: 12
Encounter Powers: Dragon Breath, Poison; Channel Divinity - Divine Mettle [minor action], Divine strength [minor action]; Armor of Bahamut; Shielding Smite [Level 1]; Arcing Smite [Level 3]; Benign Transpositoin [Level 7];x
Daily Powers: On Pain of Death [Level 1]; Martyr's Blessing [Level 2 Utility][immediate interrupt]; Hallowed Circle [Level 5]; Wrath of the Gods [Level 6 Utility][minor action]; Radiant Pulse [Level 9][/sblock]
 
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Indulgence, Tiefling Warlord

In progress: attacks still to be calculated

Indulgence

[sblock=Background]
Indulgence was born to a Tiefling blacksmith in a village that, while far, was not beyond the Manlich's grasp. A band of mercenaries sowing random destruction -- for nothing can cause fear like the unpredictable -- cut off her father's hand, leaving him unable to perform his task. The village was not large, and they were the only tieflings there, and when a new smith came to town (for Indulgence, while she had helped her father for years, was not about to take up the family business), convinced the elders that her father had earned a pension, that would be paid as long as she devoted herself to destroying the manlich. the audacity of the plan, from such a young woman, amused them greatly, but they gave her their assurances, she took her favorite of her father's swords, and set off.

Indulgence has always been able to convince those around her to do what she wishes. This was something she abused in her teens, but she soon found a different means of using her naural charms. Boys had always been fighting over her anyways; with the right direction, she might make a name for herself. And so she set her mind to learning military tactics. It turns out she was good at this, too. Indulgence is not a fool -- she knows what people think of her, and she uses that to achieve her ends. Nevertheless, she has found that she understands the nuances of the battlefield, and this current quest will, she believes, secure her name.

She has no personal investment in Manlich; her father died the following year of some wasting disease, and so her obligation to the elders is now cancelled. This is now a career opportunity for her, and nothing more. These events have also hardened her. She remains beautiful, but there is a dispassion in her now, that manifests itself in many, often unpredicatable, ways.
[/sblock]

[sblock=Indulgence]
9th Level Tiefling Warlord

Str 13 (+1)
Con 12 (+1)
Dex 11 (0)
Int 18 (+4)
Wis 10 (0)
Cha 20 (+5)

Medium
HP: 64 (bloodied 32)
Surges: 8 (Value: 16)
Initiative: +4
AC: 23 (4 level; 8 chain; 1 shield)
Fort 18 Ref 21 Will 22 (incl. cloak and shield)
Resist 5 cold and 9 fire (cloak/racial)

Speed (in armor): 6
Unaligned.

Passive Perception: 21
Passive Insight: 16

Race
----------------------------------------------------------------------------
Vision: Low light
Languages: Common, Giant, Abyssal, Goblin, Draconic
Bloodhunt: +1 to attacks against bloodied foes
Fire resistance 9
Infernal wrath (enc.; see below)

Class
----------------------------------------------------------------------------
Combat Leader: each ally w/in 10 squares gets +2 to initiative
Inspiring Presence: when an ally spends action point, regains 9 hp (also +5 to save; see below)
Inspiring Word: (2/enc.) minor, close burst 5; target (self or ally) can spend surge +2d6hp

Skills (trained and modified)
------------------------------------------------------------------------
Diplomacy +14
Intimidate +14
Heal +9
Athletics +10
Perception + 11

Bluff +8
Stealth +8
Endurance +8

+2 to all untrained rolls (Jack of Trades)

Feats
---------------------------------------
Warrior of the Wild: perception training; Hunter’s quarry (enc.; see below)
Alertness: no combat advantage when surprised; +2 perception (included above)
Inspired Recovery: when an ally spends an action point, free saving throw, with +5 to roll
Jack of Trades (+2 to all untrained skill checks)
Language training

@ Will Powers
--------------------------------------
Commander’s Strike
Wolf Pack Tactics

Encounter Powers
-----------------------------------------
Hammer and Anvil (1)
Inspiring War Cry (3)
Lion’s Roar (7)
Hunter’s quarry (feat):minor; designate nearest enemy as quarry, +1d6 damage until end of next round.
Infernal wrath (race): minor; +1 to next attack vs. enemy I hit last turn; if it hits, +5 (cha) damage.

Utility Powers
-----------------------------------------
Aid the Injured (2)
Stand Tough (6)

Daily Powers
----------------------------------------------
Lead the Attack (1)
Stand the Fallen (5)
White Raven Strike (9)
[/sblock]

[sblock=Equipment]
(10) +2 Lightning Longsword
(9) +2 Cloak of Survival: 5 cold and fire resistance; +2 Endurance
(8) +2 Eladrin Chain: no speed/skill penalties.

Other possessions:
Gloves of piercing (680) (daily; for rest of enc., my attacks ignore resistance 10 or lower)
Everlasting provisions (840)
Bag of holding (1000)
Everburning torch (50)
Small shield (10)
8x Healing potions (400)
Backpack (2)
bedroll, pouch, flint and steel, waterskin; five flasks (3g 2s 5c)
500gp ritual elements (healing) [wrapped in a bag marked "in the event of my death, please use immediately"]

various coins

[/sblock]
 
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Djiminik Holmes, Human Fighter.

Djiminik's small village was terrorized by the undead servants of the Manlich one too many times. Eventually, Djiminik, the son of the village's Sherrif was fed up with the attacks and the disappearances, and he decided to get his buddies together and put an end to the Manlich. That did not go so very well. Djiminik was the only one to survive, and he only survived because, as he lay dying, he made a dark pact with some infernal force from beyond that had problems with the Manlich as well...and wanted a claim on Djiminik's soul.

Djiminik has discovered that he is not the only one in the region to have an issue with the Manlich and has come into Greysky to gather together others with similar vendetta's on their minds.

[sblock=Djiminik Holmes]
Str 18
Con 17
Dex 11
Int 12
Wis 14
Cha 10

HP 80 Bloodied 40
Healing Surges: 12/day (20 hp (second wind while bloodied: 1d10+20 hp)
Action Points: 1 (Action Surge)
Speed: 5 (7 charge, 9 run)

AC 26
Fort 23
Ref 20
Will 19

Resist 5 cold, 5 fire

Saving throws: +1

Passive Insight: 21
Passive Perception: 16
Initiative: +4

Skills:
Athletics +9
Endurance +10
Heal +11
Insight +11
Intimidate +9

Feats:
Action Surge
Acolyte Power
Armor Proficiency (Plate)
Fast Runner
Human Perseverance
Pact Initiate

Class Abilities:
Combat Challenge
Combat Superiority
Fighter Weapon Talent (1-handed)

Powers:
At-Will:
Cleave +13 vs. AC
Tide of Iron +13 vs. AC
Reaping Strike +13 vs. AC

Encounter:
Come and Get It +13 vs AC
Hellish Rebuke +9 vs Reflex
Spinning Sweep +13 vs AC
Sweeping Blow +15 vs AC

Daily:
Brute Strike +13. vs AC
Rain of Steel (Stance)
Thicket of Blades +13 vs. AC

Utility: No Opening, Shroud of Black Steel

Item Powers: Thundering, Resounding, Bashing

Posessions: Battleforged Plate +2, Cloak of survival +2, Thundering Battleaxe +2, Bashing Shield, Magic Wand +2, Resounding Handaxe +1, Potion of Healing, Adventurer's Kit, Comber's Kit, 13 gp[/sblock]
 
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Terminus, Dwarf Warlock - work in progress

[sblock]Str: 13 +1
Con: 20 +5
Dex: 12 +1
Int: 15 +2
Wis: 14 +2
Cha: 10 +0

AC: 24 (scalemail, light shield)
Fort: 21
Reflex: 20 (light shield)
Will: 19

HP: 52+20= 72
Bloodied: 36
Healing Surges: 11
Healing per surge: 18


Feat:
1 Chainmail Prof
2 Improved Dark One's Blessing
4 Arcane Initiate
6 Shield Proficieny (light)
8 Scale Prof

Skills:
Passive Insight 21
Passive Perception 16

Acrobatics +5
Arcana* +11
Athletics +5
Intimidate* +9
Insight* +11
Perception +6
Stealth +5
Streetwise* +11
Thievery* +10

Languages: Common, Dwarf

Powers:

At Will:
Hellish Rebuke
Eldritch Blast

Encounter:
7 - Howl of Doom
3 - Fiery Bolt
1 - Diabolic Grasp

Daily:
9 - Summons of Khirad
5 - Hunger of Hadar
1 - Armor of Agathys

Utility
6 - Shroud of Black Steel
2 - Ethereal Stride

Equipment:
Leather armor, 3 daggers, wand, backpack, bedroll, flint and steel, belt pouch, 2 sunrods, 10 days' trail rations, 50 ft. of hempen rope, waterskin

10 - Handy Haversack
9 - Cloak of Survival +2
8 - Rod of Corruption +2

3400
Scale +2 (1800)
2x Healing Potion (100)
Shield of Protection (680)

[/sblock]
 
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][sblock=Aramil]

Race: Eladrin
Class: Rogue 9

Initiative: +8
Senses: Passive Perception 21, Passive Insight: 19
Alignment: Neutral Good
Deity: Corellon
Languages: Common, Eladrin

Str 15 (+2)
Dex 18 (+4)
Con 12 (+1)
Int 12 (+1)
Wis 11 (+0)
Cha 16 (+3)

HP 64; Bloodied 32; Healing Surge 16 (7/day)
AC 22/24 (vs. first attack made against me)
Speed 6
Action Points 1


Saving Throws:
Fort 18
Ref 22
Will 20 (+5 vs. charm effects)


Skills:
Acrobatics +13t, Arcana +3, Athletics +11t, Bluff +12t, Diplomacy +3, Dungeoneering +0, Endurance +1, Heal +0, History +1, Insight +9t, Intimidate +3, Nature +0, Perception +11t, Religion +2, Stealth +15t, Streetwise +3, Thievery +16t
t = Trained Skill

Feats:
  • Backstabber: sneak attack dmg increases to d8's
  • Alertness: foes do not gain combat advantage during surprise rounds; +2 to perception check
  • Weapon Proficiency: Rapier
  • Surprise Knockdown: if you score a critical hit with the combat advantage, your target is knocked prone
  • Weapon Focus: Light Blades +1 to damage rolls with light blades



Racial and class features:
  • +2 dex, +2 int
  • Low light vision
  • Speak Common, Eldarin
  • Skill Bonuses: +2 Arcana +2 History
  • Eladrin Education: You gain training in one additional skill
  • Eladrin Weapon Proficiency: gain proficiency with a longsword
  • Eladrin Will: +1 racial bonus to will save; +5 vs. charm effects
  • Fey Origin: you are considered a fey creature
  • Trance: you need to spend 4 hours in a trance instead of sleep. You remain fully aware of your surroundings
  • Fey Step:
    Encounter Power (racial)
    Move Action
    Effect: Teleport up to 5 squares
  • First Strike: you have combat advantage against any creatures that have not acted yet in that encounter
  • Artful Dodger: You gain a bonus to AC equal to your CHA modifier against AoP
  • Rogue Weapon Talent: When you wield a shuriken, your weapon die increases by one size. When you wield a dagger, you gain +1 to attack rolls.
  • Sneak Attack: +2d8 to damage rolls when you have the combat advantage (once per round)


Powers:[sblock]
  • Deft Strike:
    At Will
    Martial, Melee or Ranged Weapon
    Standard Action
    Requirement: Must be wielding a light blade, crossbow, or a sling
    Target: one creature
    Special: You can move 2 squares before the attack.
    Attack: Dex vs. AC
    Hit: 1[W] + dex mod damage

  • Sly Flourish:
    At Will
    Martial, Melee or Ranged Weapon
    Standard Action
    Requirements: Must be wielding a light blade, crossbow, or a sling.
    Target: one creature
    Attack: Dex vs. AC
    Hit: 1[W] + dex mod + cha mod


  • Positioning Strike
    Encounter
    Martial, Melee Weapon
    Standard Action
    Requirement: Must be wielding a light blade
    Target: One creature
    Attack: Dex vs. AC
    Hit: 1[W] + dex mod, and you slide the target 1 square
    Artful Dodger: You slide the target a number of squares equal to your CHA modifier

  • Bait and Switch
    Encounter
    Martial, Melee Weapon
    Standard Action
    Requirement: Must be wielding a light blade
    Target: One creature
    Attack: Dex vs. Will
    Hit: 2[W] + dex mod. In addition, you switch places with the target and can then shift 1 square
    Artful Dodger: You can shift a number of squares equal to you CHA modifier

  • Rogue's Luck
    Encounter
    Martial, Melee or Ranged Weapon
    Standard Action
    Requirement: You must be wielding a crossbow, light blade, or a sling
    Target: One creature
    Attack: Dex vs. AC
    Hit: 2[W] + Dex modifier
    Miss: Make a secondary attack against the target
    Secondary Attack: Dex vs. AC
    Artful Dodger: You gain a bonus to the attack roll for the secondary attack equal to your Cha modifier
    Hit: 1[W] + Dex modifier

  • Trick Strike
    Daily
    Martial, Melee or Ranged Weapon
    Standard Action
    Requirement: You must be wielding a crossbow, light blade, or a sling.
    Target: One Creature
    Attack: Dex vs. AC
    Hit: 3[W] + Dex mod, and you slide the target 1 square
    Effect: Until the end of the encounter, each time you hit the target you slide it 1 square.

  • Clever Riposte
    Daily
    Martial, Melee Weapon
    Standard Action
    Requirement: You must be wielding a light blade
    Target One creature
    Attack: Dex vs. Fortitude
    Hit: 2[W] + dex
    Effect: Until the end of the encounter, the target takes damage equal to your dex mod
    each time it attacks you, and you can shift as an immediate reaction after such an attack.

  • Deadly Positioning
    Daily
    Martial, Melee Weapon
    Requirement: You must be wielding a light blade.
    Standard action
    Target: One creature
    Attack: You slide the target to any other square adjacent to you, then make a Dex vs. AC attack
    Hit: 3[W] + Dex mod
    Effect: Until the end of the encounter, as long as you are adjacent to the target, you slide the target 1 square before making a melee attack against it.

  • Fleeting Ghost
    Utility Power
    At Will
    Move Action
    Prerequisite: You 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 in this check.

  • Chameleon
    Utility Power
    At Will
    Immediate Interrupt
    Trigger: You are hidden and lose cover or concealment against an opponent.
    Prerequisite: You must be trained in Stealth
    Effect: Make a Stealth check. Until the end of your next turn, you remain hidden if a creature that has a clear line of sight to you does not beat your check result with his Perception check. If at the end of your turn you do not have cover or concealment against a creature, that creature automatically notices you.
[/sblock]

Basic Attacks and damage:
Rapier +11 dmg: 1d8+5 Group: Light Blades
Shuriken +13 dmg: 1d6+3 range: 6/12 Group: Light Blades (light thrown)
Dagger +10 dmg: 1d4+3 range: 5/10 Group: Light Blades (light thrown)

Equipment:
  • Duelist's Rapier +2 (level 8 item)
    Critical: +1d6 damage per plus, or +1d8 damager per plus ifyou have combat advantage.
    Power (daily) Minor Action. You have combat advantage against the next creature you attack with this weapon on this turn.
  • Lightning Shuriken +2 (level 10 item)
    +1d6 lightning damager per plus on critical.
    Power: at will, all damage dealt by this weapon is lightning damage (free action)
    Power: Daily, target and each enemy within 2 squares of the target take 1d6 lightning damage (free action use when you hit with the weapon)
  • Dagger (1gp, 1lbs)
  • Darkleaf Leather Armor +2 (level 9 item)
    Gain a +2 item bonus to AC vs. first attack made against you
  • Burglar's Gloves (360gp)
    Gain a +1 item bonus to Thievery checks
  • Standard Adventurer's Kit (15gp, 33lbs)
  • Thieves' Tools (20gp, 1lb)
    +2 bonus to open a lock or disarm a trap
  • Elven Cloak (2,600gp)
    Gain an item bonus to Stealth checks equal to the cloak's enhancement bonus (+2), and enhances fort, ref, will saves.
  • Everburning Torch (50gp)
  • Sunrods [8] (32gp)
  • Riding Horse (75gp)
  • Fine Clothing [2] (60gp)
Gold Remaining: 247

[/sblock]
 
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