Chizz
Chizz gazed across the stone floor at his weapons. Six feet away, but they might as well be at the bottom of the ocean. He strained once again at the ropes around his wrists, but even his orc blood didn't give him the strength to break those bonds.
It had been a bad two weeks. When Chizz set out from the Nelanther Isles aboard the Drunken Dolphin, he was pleased to have found work aboard one of a very few Nelanther ships that was not a pirate. Ok, they were smugglers, but Chizz was fine with that. He just didn't like killing people who didn't deserve it, having spent so much of his life killing people who did.
Tweaking the noses of the rulers of Amn (by breaking their laws) and the Shadowthieves (by breaking their monopoly), on the other hand, suited Chizz quite well. And if the miserable city dwellers wanted a bit of lotus dust to ease their worries, Chizz would help bring it to them.
And now the Dolphin was underwater, sunk in a storm that seemed to come from nowhere. The crew and cargo were missing or dead. And Chizz was in the hands of people he guessed were Shadowthieves, with no idea what they had planned for him.
Suddenly there was a loud noise beyond the door. A fight! Would these enemies of his enemies be yet more enemies? He cursed softly as he tried to wriggle closer to his knives. If he could reach one with his teeth....
====== Created Using Wizards of the Coast D&D Character Builder ======
Chizz, level 3
Half-Orc, Ranger|Rogue
Hybrid Ranger: Hybrid Ranger Fortitude
Hybrid Talent: Rogue Tactics
Rogue Tactics: Brutal Scoundrel
Background: Nelanther Isles (Nelanther Isles Benefit)
FINAL ABILITY SCORES
Str 18, Con 12, Dex 18, Int 8, Wis 12, Cha 10.
STARTING ABILITY SCORES
Str 16, Con 12, Dex 16, Int 8, Wis 12, Cha 10.
AC: 18 Fort: 17 Reflex: 17 Will: 13
HP: 34 Surges: 7 Surge Value: 8
TRAINED SKILLS
Athletics +11, Stealth +10, Thievery +10, Acrobatics +11, Endurance +9, Perception +7
UNTRAINED SKILLS
Arcana, Bluff +1, Diplomacy +1, Dungeoneering +2, Heal +2, History, Insight +2, Intimidate +3, Nature +2, Religion, Streetwise +1
FEATS
Level 1: Hybrid Talent
Level 2: Weapon Proficiency (Katar)
POWERS
Hybrid at-will 1: Duelist's Flurry
Hybrid at-will 1: Twin Strike
Hybrid encounter 1: Off-Hand Strike
Hybrid daily 1: Duelist's Prowess
Hybrid utility 2: Fast Hands
Hybrid encounter 3: Nasty Backswing
ITEMS
Adventurer's Kit, Paired Katar +1 (2), Duelist's Bow Longbow +1, Amulet of Protection +1, Arrows (60), Potion of Healing (heroic tier), Rat Killer's Coat Leather Armor +1
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