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An Example Character, Levels 1-30
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<blockquote data-quote="Surgoshan" data-source="post: 4259234" data-attributes="member: 61205"><p>[code][b]Darjin[/b]</p><p>Dragonborn Rogue Level 10 Unaligned</p><p>Str 12 +6 HP: 68 (bloodied 34)</p><p>Con 11 +5 Surge: 22 hp (11 per day)</p><p>Dex 20 +10 AC: 23</p><p>Int 8 +4 Fort: 16</p><p>Wis 10 +5 Ref: 23</p><p>Cha 18 +9 Will: 19</p><p> Speed: 6</p><p> Initiative: +14</p><p></p><p>[b]Race Abilities[/b]</p><p>Dragonborn Fury (+1 att when bloodied)</p><p>Draconic Heritage (add con mod to healing surge)</p><p>Dragonbreath Encounter Power (Acid damage, </p><p> Dex +2 vs Ref att, 1d6 + Con mod dmg)</p><p></p><p>[b]Languages[/b]</p><p>Common & Draconic</p><p></p><p>[b]Rogue Features[/b]</p><p>First Strike </p><p>Rogue Tactics: Artful Dodger </p><p>Rogue Weapon Talent </p><p>Sneak Attack</p><p></p><p>[b]Skills[/b]</p><p>Acrobatics +14</p><p>Athletics +11</p><p>Intimidate +15 (I will [i]stab[/i] you and [i]poop in the wound[/i])</p><p>Perception +6</p><p>Stealth +14</p><p>Thievery +14</p><p></p><p>[b]At-Will[/b]</p><p>Piercing Strike Dex vs Ref</p><p> 1[W] + Dex mod on hit</p><p>Sly Flourish Dex vs AC</p><p> 1[W] + Dex mod + Cha mod on hit</p><p></p><p>[b]Encounter[/b]</p><p>Dragonbreath</p><p>Positioning Strike Dex vs Will</p><p> 1[W] + Dex mod and slide target </p><p> number of squares equal to Con mod on hit</p><p>Trickster's Blade Dex vs AC</p><p> 2[W] + Dex mod, add Cha mod to AC until end of your next turn</p><p>Sand in the Eyes Dex vs Ref</p><p> 1[W] + Dex mod, target is blinded until end of your next turn</p><p></p><p>[b]Daily[/b]</p><p>Easy Target Dex vs AC</p><p> Hit: 2[W] + Dex mod, target is slowed, grants CA </p><p> Save ends both</p><p> Miss: Half damage, target grants CA until end of </p><p> your next turn</p><p>Walking Wounded Dex vs Fort</p><p> 2[W] + Dex Mod, target is knocked prone, until end of </p><p> encounter if target moves more than half its speed in </p><p> a single action, it falls prone at the end of movement</p><p> Miss: Half damage and target is not knocked prone.</p><p>Knockout Dex vs Fort</p><p> 2[W] + Dex Mod, target is knocked unconscious </p><p> Save ends. Any damage wakes target.</p><p> Miss: Half damage and target is dazed until end of </p><p> your next turn</p><p></p><p>[b]Utilities[/b]</p><p>Fleeting Ghost At-Will</p><p> You can move your speed and make a stealth check</p><p> no penalty on check from movement</p><p>Ignoble Escape Encounter</p><p> If you are marked, end that condition</p><p> You can shift a number of squares equal to your speed</p><p>Close Quarters Daily</p><p> Move into the space of a creature larger than you and at </p><p> least Large in size (it gets OA for leaving adjacent). </p><p> You gain CA, it gains -4 penalties to attack. When it </p><p> moves, you move with it. It can make Str or Dex vs Ref </p><p> attack to slide you to adjacent. Other enemies have no </p><p> penalty to attack.</p><p></p><p>[b]Feats[/b]</p><p>Two Weapon Fighting</p><p> +1 dmg when dual wielding melee</p><p>Two Weapon Defense</p><p> +1 to AC and Ref when dual wielding melee</p><p>Nimble Blade</p><p> +1 to att w/light blade when you have CA</p><p>Dragonborn Senses</p><p> Low light vision, +1 to perception</p><p>Backstabber</p><p> Sneak attack dice are d8s.</p><p>Improved Initiative</p><p> +4 to initiative</p><p> </p><p></p><p>[b]Equipment[/b]</p><p>leather armor, 2 daggers, 20 shuriken (just in case) </p><p>[/code]</p><p></p><p>At level 10, she should have some magic weapons and armor +2, so her defenses should be a touch higher.</p></blockquote><p></p>
[QUOTE="Surgoshan, post: 4259234, member: 61205"] [code][b]Darjin[/b] Dragonborn Rogue Level 10 Unaligned Str 12 +6 HP: 68 (bloodied 34) Con 11 +5 Surge: 22 hp (11 per day) Dex 20 +10 AC: 23 Int 8 +4 Fort: 16 Wis 10 +5 Ref: 23 Cha 18 +9 Will: 19 Speed: 6 Initiative: +14 [b]Race Abilities[/b] Dragonborn Fury (+1 att when bloodied) Draconic Heritage (add con mod to healing surge) Dragonbreath Encounter Power (Acid damage, Dex +2 vs Ref att, 1d6 + Con mod dmg) [b]Languages[/b] Common & Draconic [b]Rogue Features[/b] First Strike Rogue Tactics: Artful Dodger Rogue Weapon Talent Sneak Attack [b]Skills[/b] Acrobatics +14 Athletics +11 Intimidate +15 (I will [i]stab[/i] you and [i]poop in the wound[/i]) Perception +6 Stealth +14 Thievery +14 [b]At-Will[/b] Piercing Strike Dex vs Ref 1[W] + Dex mod on hit Sly Flourish Dex vs AC 1[W] + Dex mod + Cha mod on hit [b]Encounter[/b] Dragonbreath Positioning Strike Dex vs Will 1[W] + Dex mod and slide target number of squares equal to Con mod on hit Trickster's Blade Dex vs AC 2[W] + Dex mod, add Cha mod to AC until end of your next turn Sand in the Eyes Dex vs Ref 1[W] + Dex mod, target is blinded until end of your next turn [b]Daily[/b] Easy Target Dex vs AC Hit: 2[W] + Dex mod, target is slowed, grants CA Save ends both Miss: Half damage, target grants CA until end of your next turn Walking Wounded Dex vs Fort 2[W] + Dex Mod, target is knocked prone, until end of encounter if target moves more than half its speed in a single action, it falls prone at the end of movement Miss: Half damage and target is not knocked prone. Knockout Dex vs Fort 2[W] + Dex Mod, target is knocked unconscious Save ends. Any damage wakes target. Miss: Half damage and target is dazed until end of your next turn [b]Utilities[/b] Fleeting Ghost At-Will You can move your speed and make a stealth check no penalty on check from movement Ignoble Escape Encounter If you are marked, end that condition You can shift a number of squares equal to your speed Close Quarters Daily Move into the space of a creature larger than you and at least Large in size (it gets OA for leaving adjacent). You gain CA, it gains -4 penalties to attack. When it moves, you move with it. It can make Str or Dex vs Ref attack to slide you to adjacent. Other enemies have no penalty to attack. [b]Feats[/b] Two Weapon Fighting +1 dmg when dual wielding melee Two Weapon Defense +1 to AC and Ref when dual wielding melee Nimble Blade +1 to att w/light blade when you have CA Dragonborn Senses Low light vision, +1 to perception Backstabber Sneak attack dice are d8s. Improved Initiative +4 to initiative [b]Equipment[/b] leather armor, 2 daggers, 20 shuriken (just in case) [/code] At level 10, she should have some magic weapons and armor +2, so her defenses should be a touch higher. [/QUOTE]
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