[4e] New Campaign Discussion Thread

I would actually like to play a gladiator, one who signed up for the gig, at least at first. A master of showmanship first, and combat second. A flashy warrior, a braggart, a crowd favorite and a favored son of the arena keepers. Until something changes. Depending on the culture than is chosen, it could be a variety of things. One day he decides he wants to leave, and finds that his freedom has always been an illusion, offered until he tries to take it. Or something darker, losses lead to being sold to harsher masters, more brutal combat. He who was once a star is now fighting for his life. For whatever reason, the glamor is gone, and now it is time to flee. Time to go back and face whatever drove him to become a gladiator in the first place.

He'd be a human (maybe half-elf) bard, presented as a gladiator. Less singing, more flashy swordplay and battle cries. I'll stat him up with the CB later and post him in this space.

Question: Could focused expertise be an option in place of weapon/implement expertise?

[sblock=Focused Expertise]Focused Expertise
Heroic Tier

Benefit: Choose a weapon that you can wield as an implement. You gain a +1 bonus to attack rolls with any implement or weapon power you use through that weapon. The bonus increases to +2 at 15th level and +3 at 25th level.

Special: You can take this feat more than once. Each time you take this feat, choose a different weapon that you can wield as an implement. This bonus is not cumulative with the one provided by Implement Expertise or Weapon Expertise.

First published in Dragon Magazine 375.[/sblock]
 

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@Insight: Heh, yeah, I like the extra skill and the extra feat, but the single ability bonus and the no-racial power... yeah.


@Renau1g: If it matters, of the two I like the former (Human Assassin) over the Shaman.


@Shayuri: That Deval racial is awesome, "I seem to recall..." Would a Deva in a bad spot seek death? Since they know they reincarnate... Like restarting in a video game because something bad happens?


@hafrogman: The shine-is-off-the-apple gladiator works well. 'Yes' to Focused Expertise.

--------

The DM's happy problem, concepts piling up!
 

Well, remember that a Deva isn't exactly the same person from one incarnation to the next. Each life is still special and unique, and they don't throw them away callously (at least that's my take on it).

That said, there is some continuity of consciousness between lives, and they're quite aware that they come back, so they don't have the -fear- of death that most folks have. This, at least in this character, makes him rather uninhibited...eager to try things, especially new things. He's not stupid about it, but he's not risking as much as most folks either.
 

Wunderbar! Tomorrow a more complete PC will be forthcoming, for now I go back to watching my kids in the bath to make sure they don't get into too much trouble.
 

Here's a straight mechanical view of the character I'm looking at from the character builder.

One thing I'm shooting for is a character who's got an answer for just about anything...a spell for any situation and so many pockets in his coat to hold stuff that (eventually) he'll always have something useful for the situation at hand...

[sblock]====== Created Using Wizards of the Coast D&D Character Builder ======
The Scholar, level 6
Deva, Wizard
Arcane Implement Mastery: Tome of Readiness

FINAL ABILITY SCORES
Str 8, Con 12, Dex 10, Int 21, Wis 16, Cha 11.

STARTING ABILITY SCORES
Str 8, Con 12, Dex 10, Int 18, Wis 13, Cha 11.


AC: 19 Fort: 16 Reflex: 20 Will: 20
HP: 42 Surges: 7 Surge Value: 10

TRAINED SKILLS
Arcana +13, Nature +11, Insight +11, History +15, Perception +11

UNTRAINED SKILLS
Acrobatics +3, Bluff +3, Diplomacy +3, Dungeoneering +6, Endurance +4, Heal +6, Intimidate +3, Religion +10, Stealth +3, Streetwise +3, Thievery +3, Athletics +2

FEATS
Wizard: Ritual Caster
Level 1: Remembered Wizardry
Level 2: Linguist
Level 4: Improved Initiative
Feat User Choice: Mounted Combat
Feat User Choice: Implement Expertise (orb)
Level 6: Skill Training (Perception)

POWERS
Remembered Wizardry Spellbook: Daunting Presence
Remembered Wizardry Spellbook: Sleep
Remembered Wizardry Spellbook: Summon Abyssal Maw
Remembered Wizardry Spellbook: Invisibility
Tome of Readiness: Maze of Mirrors
Wizard at-will 1: Phantom Bolt
Wizard at-will 1: Thunderwave
Wizard encounter 1: Orbmaster's Incendiary Detonation
Wizard daily 1: Phantom Chasm
Wizard daily 1 Spellbook: Summon Fire Warrior
Wizard utility 2: Shield
Wizard utility 2 Spellbook: Feather Fall
Wizard encounter 3: Color Spray
Wizard daily 5: Web
Wizard daily 5 Spellbook: Glitterdust
Wizard utility 6: Dimension Door
Wizard utility 6 Spellbook: Fire Shield

ITEMS
Spellbook, Orb of Impenetrable Escape +2, Deep-Pocket Cloak +2, Shockweave Cloth Armor (Basic Clothing) +1, Orb of Light
RITUALS
Amanuensis, Brew Potion, Comprehend Language, Object Reading, Enchant Magic Item[/sblock]
 

@Phazen: @Kobold Stew: So far we're not looking particularly striker heavy, but I'll repeat that I'm looking for you guys to create concepts that you're excited about playing. Bargr sounds pretty cool. In the (increasingly) monstrous context of the game, Bargr will probably not stand out as much as your first glimspe of him indicates. Though that certainly doesn't mean he'll be accepted, just that he's not particularly an oddity to the jaded Arena masters.

<snip>

Things that will help your candidacy:

1. Genuine interest in the meta-hook of the game (bonded mounts).
2. Bugging me with questions PMs that help me flesh out the setting and your PC's place in it.
3. Inventing or expanding things (people, places, conflicts, myths) in your backgrounds that I can adopt easily into the setting (or that are so cool, I can't help but adopt into the setting).
4. Thoughtful backgrounds with lots of hooks for me to snag.
5. Being in only a few games (relatively speaking).

1. I don't know what the mount is, but I think any goblinoid on one is going to have possibilities. I don't know what the place of goblinoids is in the game , but I'm hoping that it's marginal in some sense. Does the bugbearn wear down the gentle pony that carries it rhough the desert, or is it borne aloft by the flying moth, or the pterodactyl that feels indebted to the race for a rescue long ago?

2. What is the place of goblinoids in the game? I'm hoping for sort of despised, and not seen as thinking, so that a mildly thinking fellow (like Bargr, who thinks he's clever, though he's mistaken about that) can find a place.

3. The wars with the goblins lasted a long time, and the leaders were taken out long before the final troops were removed from the forests, the jungles, and the seas. Even today, human and eladrin children are told of the bugbears that come in the night (scientific minds have identified the fears associated with these creatures as homo bugabugensis -- "boogabooga"--, a goblinoid race that can mate with humans, if they so chose). But there are so few left in these lands, that they are perhaps not recognized? Cetainly they have an appeal in the arena, where they command cash. That;s why they were bred in the first place.

4. PERSONALITY: Bargr is more eager than any bugbear you have met, and his manners considerably more polite. He means well, and would probably have more friends if he didn't get moody about his days in the arctic or if he didn't end up killing so many of the people that he meets. He doesn't mean to, but sometimes they break.
MANNERISMS: If Bargr were smaller and less hairy and his teeth were smaller, his little magic tricks would impress children. But he will stand on his hands if he thinks it will entertain someone, and he'll do his monster roar if he thinks it is appropriate ot the story he is telling. It often isn't, but he means well, and sometimes people keep him around long enough to realize it.
BACKGROUND: while it is not widely advertised, the Commonwealth uses goblinoid slaves for a variety of things. The strength of the Commonwealth galdiator dens resides in its variet, and if we don't mind doing that to a bugbear, we in the civilized races can live just fine, thank you very much. Bargr was born a slave, and bred to be a gladiator, and that's where he worked for a long time. His ropy muscles developed even though he was underfed, and he happened to live longer than many of the others with whom he has shared the arena, whether the goal was for show, or for a kill.

He was therefore a natural choice when Captain Tucker wanted to explore the arctic wastes, and Bargr kept the spirits of the crew high when the ship was frozen in the ice. Months passed, with the sun below the horizon, and the promise of a return of dawn an uncertain prospect at best. It's a long story, but Bargr survived. The armor he wears had belonged to the Captain, though he doesn't tell that part of the story.

Bargr walked home. Back to the arena, and continued servitude. The scars on his forehead mark him as a fugitive (or an explorer -- the words are the same in this language).

Bargr continued south, back to the world he had known as a gladiator, back to the servitude tht gives him purpose. But someday, he knows, he will be his own monster.

5. I (KS) am playing in one other game at present, and would like to be in this one.

Hope this helps. Somewhat shamelessly,

KS
 

Things that will help your candidacy:

1. Genuine interest in the meta-hook of the game (bonded mounts).
2. Bugging me with questions PMs that help me flesh out the setting and your PC's place in it.
3. Inventing or expanding things (people, places, conflicts, myths) in your backgrounds that I can adopt easily into the setting (or that are so cool, I can't help but adopt into the setting).
4. Thoughtful backgrounds with lots of hooks for me to snag.
5. Being in only a few games (relatively speaking).


1. Would love some panther-like creature. Interested what you thought up.
2. No PMs, but posts here ;)
3. Ditch the idea connecting Warforged to the Dragonborn. Dwarves make much more sense. I also vote for an unaligned 'Panther God' in the Tiefling pantheon.
4. At the works!
5. My 4e games:

4e
Ziang Yu in Path of Enlightment OOC
Tarrk Bloodhoof in Leif's 1st 4E Game OOC
Morgran Deepwell in The Heroes of Fannen-Dar OOC
Taran Xiloscient in A Paid Trip to Spellhold OOC
Grayven Glimmershadow in From the Ruins OOC

not few to be honest. But Ziang, Taran and Grayven games made a pause (I hope not to long) and the Tarrk and Morgran games are only moving slowly. At least I'm honest ;)


Caged Fury, Monk 6

[sblock=Stats]
Name Caged Fury Player: WD
Shifter (Razorclaw) Monk (Centered Breath) XP ? Level 6
Initiative +7 Senses Low-Light Vision
Passive Insight 16; Passive Perception 21
HP 56; Bloodied 28; Surge Value 14; Surges Per-Day 9
AC 19; Fortitude 17; Reflex 18; Will 17
Saving Throws
Speed 6
Alignment Unaligned
Languages Common, ?

Str 11 Dex 19 Wis 17
Con 14 Int 10 Cha 10


Racial Abilities
Razorclaw Shifting

Class Features
Monastic Tradition (Centered Breath), Unarmed Combatant, Unarmored Defense

At-Will Powers
Centered Flurry of Blows

Dancing Cobra

Five Storms


Encounter Powers
Oath on Enmity

Open the Gate of Battle

Dance of Swords


Daily Powers
Masterful Spiral

One Hundred Leaves


Utility Powers
Harmonious Discipline

Purifying Meditation


Feats
Bonus: Focused expertise (Unarmed Strike), Mounted Combat
1 Disciple of Divine Wrath
2 Melee Training (Dex)
4 Toughness
6

Skills
Acrobatics* +14
Perception* +11
Religion* +8
Stealth* +14
Thievery* +12

Rituals
-

Equipment unfinished
Standard adventurers pack (15gp),

[/sblock]

[sblock=Character Description]
Background




Personality



Appearance


[/sblock]

He should look much like a human, with a bit darker complexion, slightly pointed ears and teeth and catlike yellow eyes.
 
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Just a question on the bonded mounts, I am assuming you will be using mounts from the Compendium, would you be happy with a bit of reflavouring?

Also, interested in the Dwarven culture.

Just fleshing out a background and I am looking at Followingdarkness having been a dwarf in his previous life having sacrificed himself to help prevent members of his clan being taken as slaves, sent back by Moradin and the Ravenqueen to take revenge on the Giants. No-one knows what promises the Allfather made to the Ravenqueen to get her help.

Awakening in a temple dedicated to the Ravenqueen with no memories of his previous life Following was sent to the arena by the head priest to hmome his skills untill his calling came. Growing rumors of giant attacks on the borders have made him itchy, but the leadership of the temple have grown wealthy off his gladiatorial exploits and are hindering his efforts to leave and investigate his destiny.

I am using Giants here as you noted Dwarves have recently gained thier freedom from the Giants, but I can substitute them with another race or nationif it will fit the campaign better.

As for my current games:
Currently onhold: From the Ruins
Currently in Discussion: Republic Commando - Crimson Squad

Edit:
I will put together stats this evening (by hand, can't remember the last time I made a character by hand).
 
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I've left the below stuff, in case I am selected, so I don't have to re-do it.

Kadaj, Human Rogue
"If you see me, it's already far too late."

[sblock=Levels]
Level 1 - Ran from home to Alexandria, struggles to survive on street.
Level 2 - Hones his skills picking pockets and bluffing the naive.
Level 3 - Becomes one of the most skilled cutpurses in city, run-ins with Shadow Knives, leaves city.
Level 4 - Arrives back in Moonkeep, begins hunting down the Knives, comes to a truce.
Level 5 - Becomes the hired killer of preference for the Knives, runs afoul of Erstad, sent to Arcosia .
Level 6 - Kadaj manages to survive and puts on a show for the patrons[/sblock]

[sblock=Description]Put a description of your character here. Physical (appearance), demeanor, mannerisms, his personality, tone of voice, etc. You guys know the drill.

In addition, call out any specific differences between his arena appearance vs. his out-of-arena appearance. Remember that gladiators don't really own much of anything.

In the Arena: Kadaj shows up for his battles wearing only his loincloth, with his relatively weak physical appearance, he hopes to lure enemies into offbalancing first strikes, as he summons his magic armour to him. Kadaj does his best to play to the crowd, and always finishes off foes with a flourish (coup-de-grace), for the enjoyment of the crowd.

Out of the Arena: Kadaj is much less flamboyant, he's quite dark outside of the ring, he speaks with others if spoken to, but he's not cordial or inviting. He wears simple, loose-fitting clothing, allowing him freedom of movement. He owns a dagger that he managed to bribe one of the guards to smuggle in, but keeps it hidden, only to be used should he need it.
[/sblock]

[sblock=Character Sheet]
Kadaj

"If you can see me, it's already far too late."

Male Human Rogue
Initiative +7; Senses Passive Insight 13, Passive Perception 18
HP 51; Bloodied 25; Healing Surge 12; Surges Per Day 8
AC 23; Fort 17, Ref 22, Will 18;
Speed 6
Action Points 1
-----------------------------------------------------------------
:bmelee:Parrying Dagger +2 (standard; at-will) ✦ Weapon
+10 vs AC; 1d4+4 damage.
:ranged:Parrying Dagger +2 (standard; at-will) ✦ Weapon
Range 5/10; +14 vs AC; 1d4+8 damage.
:melee: or :ranged:Sly Flourish (standard; at-will) ✦ Martial, Weapon
+14 vs AC. - 1d4+11 damage
:melee:Riposte Strike (standard; at-will) ✦ Martial, Weapon
+14 vs AC. - 1d4+8 damage & if target attacks him BSNT I make a melee basic attack against them as an immediate interrupt
:melee:Piercing Strike (standard; at-will) ✦ Martial, Weapon
+14 vs Ref. 1d4+8
Fleeting Ghost (Move; at-will) ✦ Martial,
I can move at full speed while making stealth checks without penalty
:melee:Positioning Strike (standard; encounter) ✦ Martial, Weapon
+14 vs. Will. 1d4+8 damage & slide target 3 squares
:melee:Flamboyant Strike (standard; encounter) ✦ Martial, Weapon
+14 vs. AC. 2d4+11 damage & I shift 1 square
Tumble (Move; encounter) ✦ Martial
Can shift 3 squares
:melee:Blinding Barrage (standard; daily) ✦ Martial, Weapon
+14 vs AC; 2d4+8 damage and target is blinded TENT
Miss: half damage and not blinded
:melee:Flashy Riposte (immediate Reaction; daily) ✦ Martial, Rattling, Weapon
Trigger: An enemy makes a melee attack against me
+14 vs AC; 2d4+8 damage
Effect: Target grants CA to self and allies TENT

Parrying Dagger +2
Critical: +2d6 damage.
Power (Daily): Immediate Interrupt when enemy makes a melee basic attack against me, roll an opposed MBA with +2 bonus. If my result is higher than the attackers, the attack misses
Deathstalker Parrying Dagger +1
Power (Daily ✦ Necrotic): Free Action. When you hit with this weapon, target takes 5 ongoing necrotic damage (save ends), save is made with a -2 penalty
Summoned Leather Armour +2
Power (At-Will): Minor Action: Banish Armor to extradimensional space , can be recalled with a minor action
Cape of teh Mountebank +1
Power (Daily ✦ Teleportation): Immediate Reaction, when hit by an attack, teleport 5 squares and gain CA against the attacker TENT

First Strike
Get CA against foes who haven't acted yet at start of encounter
Artful Dodger
Gain +3 to AC against OA's
Rogue Weapon Talent
+1 to hit with daggers, shurikens do 1 higher die damage
Sneak Attack 1/round - do 2d8 extra damage against foe granting CA
-----------------------------------------------------------------
Alignment Unaligned; Languages Common, Elven
Senses n/a
Resistances n/a
Str 10 (+3) Dex 19 (+7) Wis 10 (+3)
Con 14 (+5) Int 9 (+2) Cha 16 (+6)
Nature +3, Endurance +5, Athletics +8, Perception +8, Acrobatics +12, Arcana +2, Bluff +11, Diplomacy +6, Dungeoneering +3, Heal +3, History +2, Insight +3, Intimidate +11, Religion +2, Stealth +14, Streetwise +6, Thievery +12
Feats: Weapon Focus (Light Blade), Two-Weapon Fighting, Backstabber, Two-Weapon Defense, Weapon Proficiency (Parrying dagger), Weapon Expertise (Light Blade)*, Mounted Combat*
Gear Parrying Dagger +2, Summoned Leather Armor +2, Cape of the Mountebank +1, Deathstalker Parrying dagger +1, Adventurer's Kit, Camouflaged Clothing, Disguise Kit, Footpads, Glass Cutter, Inquisitive's Kit, Sunrod (6), Dagger
*Campaign Bonus
[/sblock]

[sblock=On Things Gladiatorial]Why Kadaj Fights: The only thing keeping Kadaj going is his desire to prove Erstad what a mistake he made letting the assassin live, his burning desire for revenge keeps him putting one step in front of the other on the long trek up to the arena floor, keeps him working his daggers in a flurry of maneuvers, keeps him killing, long after he has received any compensation for it.
What Kadaj Would Do If Free: He would certainly travel to Nerath and pay Erstad a visit. Kadaj would most likely turn back to the assassin lifestyle, killing sentient creatures for money. [/sblock]

[sblock=On The Gladiators]In character comments on the other PCs.
Caged Fury: The animal should be caged, only thing worse than a wild animal, is a wild animal who was taught to kill
Pirx: Clown, somewhere below a maggot, but above the filth who run this place.
Q'ynn: Never trust someone who worships the gods. Stupid to wear white in the arene, don't know how he gets it cleaned after each fight.
Rodeh: He's not so quick on his feet, but he seems to hit hard. Stay out of his reach, why's he always looking out that window?
Atrius: One of the few I can speak to freely, although I don't trust him, can't trust nobody down here, I don't have to worry about him stabbing me in the back.
The Scholar: Unsure how they haven't called for his execution yet in the arena, he's gotta be working for "the man"
[/sblock]


[sblock=Background]
Kadaj was born in Nerath, the fledling human nation, in the small city of Moonkeep. His father was a horse trainer for the local military, responsible for domesticating the destriers the heavy calvary rode into battle. His mother had died during his birthing and Kadaj could feel the bitterness from his father whenever he looked at him. From a young age Kadaj was around the beasts and his father had taught him how to handle teh creatures, preparing his son to join the imperial army. Kadaj was not particularly strong and when he was a boy entering his teenage years his father managed to get him an interview at the local military academy that was responsible for officer's training. While he was able to nail their verbal interview, the physical went very poorly, he struggled in the heavy armour, nearly falling over and during the tactical planning exercise, Kadaj lead his group right into the enemies trap, ending up encircled and overwhelmed.

He was promptly rejected and returned to his father, who was furious at the failure. Kadaj endured the man's anger and assault, once his father fell asleep, Kadaj grabbed the small knife from their kitchen. He had enough of his father's demands and abuses, sneaking into the man's room, Kadaj crept from shadow to shadow before arriving at his bed. He did the dark dead and Kadaj was surprised when he felt nothing, no remorse, no pity, no anger, just a cold emptiness in his heart. Gathering some of his meager belongings, Kadaj left the city, knowing he'd eventually be found out, riding his father's horse to the largest city in Nerath, Alexandria, hoping to hide amongst the populace. Having little appreciable skills and less physical aptitude, Kadaj turned to what every good streetrat did, steal. He possessed quick hands and a quick wit, he was able to distract people, while he picked their pockets. After a few scuffles with the local thieves guild, leading to the killings of a few of their membership, Kadaj was a marked man. He needed to get out of town, quickly, but the guild, the Shadow Knives, were watching the streets. Kadaj was well adept at remaining out of sight and made it out of the city alive. He travelled back to Moonkeep, hoping to escape the Knives notice there.

Arriving in the city, Kadaj made a promise to himself, he wouldn't settle for simple pickpocketing or merchant shake-downs and he wouldn't hide from the Shadow Knives any more. This time he would do what he was best suited at, killing. He began by hunting down and assassinating the local members of the Knives. After dispatching a large portion of their membership, they came to a truce, Kadaj wouldn't go after them or their operations and they'd use him for any assassinations they needed. After a fairly successful career, Kadaj was looking for the last big hit, so he could live comfortably for the rest of his life, after a few close calls nearly led to his own demise. Unfortunately, with great rewards came great risks, and this time Kadaj's luck ran out, he captured during his attempt on one of the major nobles in the city. The man, Erstad Newcomb, had an idea on how to properly punish the young man, rather than the executioner's table. With his own guards capturing Kadaj, Erstad called some of his contacts who ran an arena, that the nobleman had enjoyed attending on many occasions. Kadaj was hooded and cotton stuffed in his ears as he was taken out of the city and delivered to the arena.

He was supposed to be used just for sport, the defenseless weakling against the trained gladiators of the arena. His first match he was pitted against a mountain of a man, they called him a goliath, carrying a hammer larger than Kadaj. They gave the human a dagger, laughing at him as the goliath sized him up. The sand underfoot was coarse and stained with blood. Kadaj smiled inwardly, their first mistake was arming him, now he was ready. The goliath charged with his hammer held high, aiming for a killing blow, Kadaj tumbled out of the way, the weapon slamming hard into the earth. Kadaj held up his hands wide, "We have no need to fight against each other, we can escape out that door, look, it's unguarded, we can make it" the human whispered to the goliath, who turned around to see what Kadaj was talking about. That was when he struck, climbing up the creatures back, Kadaj stabbed his dagger in the back of its neck, repeating the blow as the goliath fell to the ground. He stood up and was covered in the lifeblood of his enemy, the crowd was silenced for a moment, but then a loud cheer rose up at his skill.

During the last year, Kadaj had learned he needed to play to the crowd, it was the only reason he still drew breath. He had developed his fighting style, using paired daggers to keep his flank protected. Kadaj had fought all manner of battle in the arena, his favourite being the mounted combat, despite his anger at his father, he silently thanked the old man for teaching him this skill. He could ride all manner of creature and fire off his enchanted daggers while keeping out of reach of the slower, more heavily armoured fighters.

There was one rival that Kadaj had in the arena, a half-elf by the name of Atrius, the two had a similar battle style, favouring finesse over raw strength. They had fought to a standstill twice so far, but were spared from death by the crowds, the demand for a rematch between them was overwhelming. Behind the scenes the two were actually friendly with each other, understanding that they were playing a part outside. Kadaj knew that his time was running short here, a gladiator only had a limited shelf life and greatly desired to get out of there. His first goal on release, to pay Erstad a visit and teach the nobleman the grave error the man made in letting Kadaj live.

[/sblock]

[sblock=MiniMe]Kadaj—Male Human Rogue
Initiative: +7 ; Passive Perception: 18, Passive Insight: 13
Senses: normal; Resistances: n/a
HP: 51/51, Bloodied: 25, Surge: 12, Surges left: 8/8
AC: 23, Fort: 17, Reflex: 22, Will: 18; — Speed:6
Action Points: 1, Second Wind: Not Used
Powers -
Sly Flourish
Riposte Strike
Piercing Strike

Positioning Strike
Flamboyent Strike
Tumble

Handspring Assault
Flashy Riposte
Parrying Dagger
DeathStalkers Parrying Dagger
Cloak of the Mountebank

[/sblock]

[sblock=OOC]
Here's my info from the builder.
====== Created Using Wizards of the Coast D&D Character Builder ======
Kadaj, level 6
Human, Rogue
Rogue Tactics: Artful Dodger
Background: Occupation - Hired Killer (+2 to Stealth)

FINAL ABILITY SCORES
Str 11, Con 14, Dex 19, Int 8, Wis 10, Cha 16.

STARTING ABILITY SCORES
Str 11, Con 14, Dex 16, Int 8, Wis 10, Cha 15.


AC: 23 Fort: 17 Reflex: 22 Will: 18
HP: 51 Surges: 8 Surge Value: 12

TRAINED SKILLS
Bluff +11, Stealth +14, Thievery +12, Athletics +8, Perception +8, Intimidate +11, Acrobatics +12

UNTRAINED SKILLS
Arcana +2, Diplomacy +6, Dungeoneering +3, Endurance +5, Heal +3, History +2, Insight +3, Nature +3, Religion +2, Streetwise +6

FEATS
Human: Weapon Focus (Light Blade)
Level 1: Two-Weapon Fighting
Level 2: Backstabber
Level 4: Two-Weapon Defense
Level 6: Weapon Proficiency (Parrying dagger)
Feat User Choice: Weapon Expertise (Light Blade)
Feat User Choice: Mounted Combat

POWERS
Bonus At-Will Power: Sly Flourish
Rogue at-will 1: Riposte Strike
Rogue at-will 1: Piercing Strike
Rogue encounter 1: Positioning Strike
Rogue daily 1: Blinding Barrage
Rogue utility 2: Fleeting Ghost
Rogue encounter 3: Flamboyant Strike
Rogue daily 5: Flashy Riposte
Rogue utility 6: Tumble

ITEMS
Parrying Dagger +2, Summoned Leather Armor +2, Cape of the Mountebank +1, Deathstalker Parrying dagger +1, Adventurer's Kit, Camouflaged Clothing, Disguise Kit, Footpads, Glass Cutter, Inquisitive's Kit, Sunrod (6), dagger
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

[/sblock]
 
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