L4W:PC:Ashurn Dhara (PierceSG)

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Summary

Ashurn Dhara Player PierceSG
Human Rogue (Good) Level 1 (XP 72/1000)
Initiative 4
Passive Insight 11 Passive Perception 15; Senses normal
HP 24 Bloodied 12 Surge Value 6; Surges Per-Day 7
AC 16 Fortitude 12 Reflex 17 Will 14
Speed 6 Size Medium
Str 10 (+0) Dex 18 (+4) Wis 10 (+0)
Con 12 (+1) Int 13 (+1) Cha 16 (+3)
Racial Abilities Bonus At-Will Power, Bonus Feat, Bonus Skill, Human Defense Bonuses
Class Features First Strike, Rogue Tactics (Artful Dodger), Rogue Weapon Talent, Sneak Attack (+2d8* damage against target I have combat advantage to)
image:Battack.gif Basic Attack Hzakan Shadow Blade +5 vs AC (1d4+2)
image:Branged.gif Ranged Basic Attack Hzakan Shadow Blade +9 vs AC (1d4+6) 5/10 range, Shuriken +7 vs AC (1d6+5) 6/12 range
Feats Backstabber*(increase the die size of my Sneak attack from d6 to d8), Weapon Focus: Light Blades(+1 feat bonus to damage rolls with light blades)
Skills Acrobatics +9, Athletics +0, Bluff +8, Dungeoneering +5, Insight +0, Intimidate +3, Perception +5, Stealth +9, Streetwise +8, Thievery +9
Languages Allarian, Tsugo
Powers
Sly Flourish (At Will Standard Melee or Ranged Weapon ✦ Martial, Weapon)
Requirement: You must be wielding a crossbow, a light blade or a sling
Target: One creature
Attack: Dagger +8 vs AC, Shuriken +7 vs AC
Hit: Dagger(Melee): 1d4+8, Dagger(Ranged): 1d4+8, Shuriken(Ranged): 1d6+8
Special: You can add Charisma modifier to damage. (Included)
Piercing Strike (At Will Standard Melee Weapon ✦ Martial, Weapon)
Requirement: You must be wielding a light blade
Target: One creature
Attack: Dagger +8 vs Reflex
Hit: Dagger: 1d4+5
Deft Strike (At Will Standard Melee weapon or Ranged ✦ Martial, Weapon)
Requirement: You must be wielding a crossbow, a light blade, or a sling
Target: One creature
Attack: Dagger +8 vs AC, Shuriken +7 vs AC.
Hit: Dagger 1d4+5, Shuriken 1d6+5.
Special: You can move 2 squares before the attack
Positioning Strike (Encounter Standard Melee weapon ✦ Martial, Weapon)
Requirement: You must be wielding a light blade
Target: One Creature
Attack: Dagger +8 vs. Will
Hit: Dagger: 1d4+5 and slide target 3 sq. (Artful Dodger: Slide target up to a number of squares equal to my Charisma Modifier. *included)
Trick Strike (Daily Standard Melee or Ranged weapon ✦ Martial, Weapon)
Requirement: You must be wielding a crossbow, a light blade, or a sling
Target: One Creature
Attack: Dagger +8 vs. AC, Shuriken +7 vs AC.
Hit: Dagger 3d4+5, Shuriken 3d6+5, and slide the target 1 square.
Effect: Until the end of the encounter, each time you hit the target you slide it 1 square.
  • For all attack: Against targets I have combat advantage with, adds an additional 2d8* damage due to Sneak Attack.
  • Sneak Attack only applicable once per turn.
  • All attacks done with light blades (Daggers and Shurikens) gets +1 feat bonus to damage rolls.


Fluff

Background

Orphaned before he was even fully aware of his situation, the knows almost nothing about his own family besides a bronze medallion with the sacred beast, "Kirin" and the word "Dhara", etched on to it and the fact that his family was lost to the during the initial onslaught of the Oni. Ashurn grew up in the alleys of the Jade Kingdom, living on scraps from others leftovers. Later on during his younger years, resorts to thievery and trickery. It was risky but Ashurn became adept at the art, if it can be called as art, he began to live an aloof life. Till, one day he was caught trying to pick a nobleman's coin pouch. The guards chased after him relentlessly, eventually Ashurn was chased out of the city. This was the turning point for him, it seems. It was barely a week outside the city gates and Ash seems surely to die from starvation. Though it looks to be sooner, for a Rage Drake has found Ash and deem him fit for dinner. The weakened Ash could barely walk, let alone run from the beast. But ran he did, even if it is futile. Just as the Rage Drake attacks Ash, its claw drawing blood, leaving a long gash upon his face just below his left eye, there was a flash of movement and the drake's head detached from its body. Standing over Ash and the now deceased drake, stands a magnificent figure clad in full plate armor of black with gold trimmings, a golden dragon filigree on his chest. In his hands, a finely crafted greatsword still stained with the blood of the drake. With a smile, the strange turns to leave. Ash called after him, begging him to take him in as a disciple. The stranger says "This might be fate and you seem to have the potential...", just as he was saying, his eye caught a glimpse of the medallion, which was hung around Ash's neck but was usually concealed under his shirt. "Ah, I see. So the descendant of the spirit beast still lives. Sorry, young one but you'll have to pursue your own path.". So he refuses Ash's request and walks away. Just as he was walking away, he turned back "Maybe if you walk the path of the warrior too, we might fight side by side one day." With a smile, and a flick of his finger, a coin flew through the air and landing on to Ash's palm. Its a bronze coin with a carving of a dragon, the same as the filigree on the warrior's armor. Then he left and never turned back. Ashurn, with tears flowing, silently swearing he will. From then, Ashurn gave up on his thieving ways and trained hard on honing his skills on combat, hoping one day to be as strong as his benefactor. So he might make good of the promised he made that day. Since arriving in Daunton, Ashurn has attracted the attention of Marley, one of the cities' premier ganglords, who has used him as a freelancer a number of times. At first, Ashurn was reluctant to work for Marley, just for the fact that he is a gang leader but after sometimes, Ashurn found him to be unlike the norm. Rather, Marley doesn't even seem to belong to the underhive of the city. Honorable, which shouldn't be used to describe people of vice, happens to fit Marley well. His gang no only doesn't commit acts of crime nor murder, they are even hired out to be bouncers for the taverns across Daunton. For this, Ashurn had once requested to be a part of Marley's gang but was refused. Maybe he's still too young? Maybe, he is still not experience enough. For whatever reason, Ashurn has decided to take on whatever task Marley request as to prove that he is ready to be part of his family.

Appearance and personality

Age: 24
Gender: Male
Height: 5'8"
Weight: 196 lb.
Alignment: Good
Personality: Cheerful mostly yet could be brooding at times. His poker face makes it hard for people who are not close to him know what he is really thinking. Although he is adept at the skills of thieving, a relic of his past, he rarely do so except in circumstances that he must do so. For a rogue, he is unassumingly honest and rarely lie to people. Though he too rarely share his past with others unless he knows them well enough. Due to his own personal experience, he would never ever leave anyone in trouble. Much too often he would stand up for the person if the person is deemed innocent. He's not a firm believer of any deities but believes there is a higher presence at work. He likes to patronize inns and taverns even though he doesn't drink alcoholic drinks. Favorite past time would be honing his throwing skills with his daggers and shurikens.
Physical Description: Lightly tanned skin. With jet black hair and dark brown eyes. A youthful and handsome face, though blemished by the deep, red scar on the face right below the left eye. Wears a dark gray tunic, his leather armor beneath it, with a hooded cloak which he rare have the hood up in town. His daggers hangs loosely on both sides of his hips. Shurikens are tucked nicely on the custom made leather gloves which he have 5 one each side.

Region

Kingdom of Jade +1 to Insight checks +2 on social bluff checks against individuals who are not from their region*

Hooks

The medal and coin which have the carvings of a "Kirin" and a "Dragon" what do they mean? Why did the warrior change his mind upon seeing the medallion?

Kicker

Lack of traveling funds and as well, lack of actual combat skills, prompted Ashurn to look for work involving combat and coins so to better garner experience against living hostile targets.

Show Math

Ability Scores

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 2 10 0 0 10 0
Con 2 12 0 0 12 1
Dex 9 16 2 0 18 4
Int 3 13 0 0 13 1
Wis 0 10 0 0 10 0
Cha 9 16 0 0 16 3
Totals 25   9



Attacks

Basic

Attack Attrib Attrib Type Class Class Feature Feat Feat Name Equip Equip Name Level Other Total vs ?
Dagger (Melee) +0 Str +1 Rogue Weapon Talent +3 Dagger +4 vs AC
Dagger (Ranged) +4 Dex +1 Rogue Weapon Talent +3 Dagger +8 vs AC
Ranged (Shuriken) +4 Dex +3 Shuriken +7 vs AC

Defenses

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +4/+1 dex/int 0 0 2 Leather Armor 0 16
Fortitude+0/+1str/con010 12
Reflex+4/+1dex/int21 0 17
Will+0/+3wis/cha01 0 14


  • Gets +3 to AC against attacks of opportunity - Artfull Dodger Class Feature

Senses and Reactions

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 4 0 0 0 0 0 0 0 0 4
Passive Insight 0 0 0 0 1 Regional Bonus 0 0 0 0 11
Passive Perception 0 0 0 0 0 0 0 0 0 5 15


Health

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherTotalBloodedSurge
Hit Points 12 12 5 0 0 0 24 12 6


Surges per Day 7 (Class 6 + Con 1)

Speed and Movement

Speed: 6 (Race 6 - Equipment 0)

Racial Features

Human

  • Bonus Feat
  • Bonus Trained Skill
  • Bonus At-Will Power
  • +1 Fortitude, Reflex, Will
  • +2 to one Attribute (Dexterity)
  • Size: Medium
  • Speed: 6
  • Vision: Normal
  • Languages: Common & one other choice (Tsugo)

Class Features

Rogue

  • +2 to Reflex Saves
  • First Strike: At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.
  • Rogue Tactics - Artful Dodger: You gain a bonus to AC equal to your Charisma modifier (3) 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 hit that enemy with an attack that uses a crossbow, a light blade, or a sling, the attack deals extra damage. If you have dealt Sneak Attack damage since the start of your turn, you cannot deal it again until the start of your next turn. You decide whether to apply the extra damage after making the damage roll. As you advance in level, your extra damage increases. 1st to 10th level: +2d6. 11th to 20th level: +3d6. 21st to 30th: +5d6.

Feats

Skills and Languages

Languages Common, Tsugo


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics5+4dex+09
Arcana 0 +1 int 0 0 0 0 0 +0 1
Athletics+0str+00
Bluff5+3cha+08
Diplomacy0+3cha00000+03
Dungeoneering50wis+05
Endurance0+1con00000+01
Heal00wis00000+00
History0+1int00000+01
Insight0wis1Regional Bonus+01
Intimidate+3cha+03
Nature00wis00000+00
Perception50wis+05
Religion0+1int00000+01
Stealth5+4dex+09
Streetwise5+3cha+08
Thievery5+4dex+09



Powers

Powers Known

Powers to Hit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Sly Flourish(Melee) +4 Dex 1 Rogue Weapon Talent +3 Dagger 0 0 0 8 AC
Sly Flourish(Ranged) +4 Dex +3 Shuriken 0 0 0 7 AC
Deft Strike +4 Dex 1 Rogue Weapon Talent +3 Dagger 0 0 0 8 AC
Piercing Strike +4 Dex 1 Rogue Weapon Talent +3 Dagger 0 0 0 8 Ref
Positioning Strike +4 Dex 1 Rogue Weapon Talent +3 Dagger 0 0 0 8 Will
Trick Strike(Melee) +4 Dex 1 Rogue Weapon Talent +3 Dagger 0 0 0 8 AC
Trick Strike(Ranged) +4 Dex 0 +3 Shuriken 0 0 0 7 AC


Equipment

Equipment Name Price Weight
Bronze Medallion 0gp 1lbs
Leather Armor 25gp 15lbs
Dagger (02) 2gp 2lbs
Hzakan Shadow Blade (+1 Subtle Dagger: Enhancement to attack rolls and damage. Extra damage on Critical: +1d6. Property: Deal extra damage equal to this weapon's enhancement bonus (1) when attacking with combat advantage.) 680g 1lb
Shuriken (10) 2gp 1lb
Standard Adventurer's Kit 15gp 33lbs
Thieves' Tool 20gp 1lb
Total 36gp left 53lb


Normal Load: 100lb Heavy Load: 200lb Maximum Load: 500lb

Tracking

Treasure

XP

Changes

Judge Comments

Approval 1

Under review from --Ozyamndias79:

I changed the language in the summary from dwarven to Tsugo as you has chosen Tsugo twice in the details so I guess the choice of dwarven was an oversight. Furthermore you are lacking the mandatory skill training in thievery and an additional skill from the skill list (7 skills trained for human rogues), and you might as well mention that under the skill tab as the other has done that, it also helps the judges and the reviewers. You should mention somewhere that your sneak attack does 2d8 extra damage and not 2d6 extra damage. the characters encounter and daily powers are missing from the "powers to hit"-tab, put them in there

Approval 2

Approved by Lord Sessadore:

Seems like you've addressed Ozy's concerns, and I can't find anything out of order. The only suggestions I'd make would be to put your actual numbers for attack and damage in the summary powers. For example, instead of "Dex. vs. AC [Dagger(Melee/Range 5/10): +8, Shuriken(Ranged 6/12): +7]", have something like "Dagger: +8 vs. AC; Shuriken: +7 vs. AC". It just makes things look neater, easier to read.

That's not major, so I approve Ashurn for level 1.

Approval 3

Comments from covaithe

  • Trick strike only slides the target on a hit; I moved that text from the Effect line to the Hit line.
  • in the text below the summary block, you say that all attacks that you have CA against get 2d8 damage from sneak attack. You're aware, I'm sure, that you can only do SA damage once per round? May want to clarify that.
  • In your math section, the basic melee attack has dagger at +5. I'm pretty sure +4 is right, which you're using everywhere else, so I changed that.

Nothing particularly worrying; I approve Ashurn for level 1.


Status