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- Knarruk
- Male Halfling Rogue
- Level 1
- Evil (Lawful)
- Representing Nait
- Strength 16 (+3)
- Constitution 12 (+1)
- Dexterity 16 (+3)
- Intelligence 11 (+0)
- Wisdom 10 (+0)
- Charisma 15 (+2)
- Height: 3' 10"
- Weight: 70 lb
- Skin: Light
- Eyes: Gray
- Hair: Black Wavy; Beardless [may grow sideburns]
- Maximum Hit Points: 24
- Bloodied: 12
- Surge Value: 6
- Surges / Day: 7 [includes constitution modifier]
- Size: Small
- Speed: 6 squares
- Vision: Normal
- Initiative: 1d20 +3 = + 3 [dexterity]
- Base Strength Attack: 1d20 +3 = + 3 [strength]
- Base Dexterity Attack: 1d20 +3 = + 3 [dexterity]
- Base Constitution Attack: 1d20 +1 = + 1 [constitution]
- Base Intelligence Attack: 1d20 +0 = + 0 [intelligence]
- Base Wisdom Attack: 1d20 +0 = + 0 [wisdom]
- Base Charisma Attack: 1d20 +2 = + 2 [charisma]
- Armor Class: 16 = 10 + 3 [dexterity] + 3 [Leather +1]
- Fortitude Defense: 13 = 10 + 3 [strength]
- Reflex Defense: 15 = 10 + 2 [rogue] + 3 [dexterity]
- Will Defense: 12 = 10 + 2 [charisma]
- If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 1 characters get +0 on attack/damage (0d6 extra damage on a critical hit) and +0 on all defenses. These bonuses do not stack with magic items.
- Armor: Leather +1 (15 lb)
- Shield: None
- Attacks:
- Unarmed Melee: +3 [base strength attack] vs AC; damage 1[W]=1d4+3 [strength bonus]
- Daggers (x3): +7 vs AC [+3 strength attack] [+3 proficiency][+1 rogue weapon talent]; damage 1[W]=1d4+3 [strength bonus] 1 lb (Light blade); usable off-hand; light throwable
- Thrown: range 5/10 +7 vs AC [+3 dexterity attack] [+3 proficient, +1 rogue weapon talent]; damage 1d4+3 [dexterity bonus];
- Short sword: +6 vs AC [+3 strength attack] [+3 proficiency]; damage 1[W]=1d6+3 [strength bonus] 2 lb (Light blade) Usable Off-hand
- Sling: +5 vs AC [+3 dexterity attack] [+2 proficiency];damage 1[W]=1d6+3 [dexterity bonus] range 10/20 0 lb (Sling) Load free
- Shortbow: +5 vs AC [+3 dexterity attack] [+2 proficiency]; damage 1[W]=1d8+3 [dexterity bonus] range 15/30 2 lb (Bow) Load free, small
- Shurikens (x6): +6 vs AC [+3 dexterity attack] [+3 proficiency]; damage 1[W]=1d6 [rogue weapon talent] +3 [dexterity bonus] range 6/12 1/2 lb (Light blade) Light throwable
- Deft Strike +3w [base dexterity attack] vs AC
- Riposte Strike +3w [base dexterity attack] vs AC
- Torturous Strike +3w [base dexterity attack] vs AC
- Easy Target +3w [base dexterity attack] vs AC
- w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
- Base Saving throw: d20 vs 10
- Encumberance 4e
- Normal Load:
- Heavy Load:
- Maximum Drag Load
- 160 lb.
- 320 lb.
- 800 lb.
- Encumberance 3.5
- Light load:
- Medium load:
- Heavy load:
- Lift over head:
- Lift off ground:
- Push or drag:
- 57 or less
- 58-115 lb.
- 116-173 lb.
- 173 lb.
- 345 lb.
- 863 lb.
- Languages: Common; Elven;
- Rituals Known:
- Skills:
- Acrobatics: +10 = 3 [dexterity] + 2 [Halfling] +5 [class training]
- Arcana: +0 = 0 [intelligence]
- Athletics: +8 = 3 [strength] +5 [class training]
- Bluff: +7 = 2 [charisma] +5 [class training]
- Diplomacy: +2 = 2 [charisma]
- Dungeoneering: +0 = 0 [wisdom]
- Endurance: +1 = 1 [constitution]
- Heal: +0 = 0 [wisdom]
- History: +0 = 0 [intelligence]
- Insight: +0 = 0 [wisdom]
- Intimidate: +2 = 2 [charisma]
- Nature: +0 = 0 [wisdom]
- Perception: +5 = 0 [wisdom] +5 [class training]
- Religion: +0 = 0 [intelligence]
- Stealth: +8 = 3 [dexterity] +5 [class training]
- Streetwise: +2 = 2 [charisma]
- Thievery: +10 = 3 [dexterity] + 2 [Halfling] +5 [class training]
- Feats:
- Two Weapon Fighting
- At-Will:
- Melee Basic Attack: By weapon, damage 1[W]+3 [strength bonus] [standard action]
- Ranged Basic Attack: By weapon, damage 1[W]+3 [dexterity bonus] [standard action]
- Bull Rush: +3 [base strength attack] vs fortitude [standard action]
- Grab: +3 [base strength attack] vs reflex [standard action]
- Move grabbed target: +3 [base strength attack] vs fortitude [standard action]
- Escape: +10 [acrobatics] vs reflex / +8 [athletics] vs fortitude [move action]
- Deft Strike [Level 1]
- Riposte Strike [Level 1]
- Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; 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 (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
- Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action)
- 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; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight)
- Other Immediate Actions: Readied action
- Other Opportunity Actions: 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
- Encounter Powers:
- Second Wind
- Spend an Action Point [free action, not in surprise round]
- Second Chance [Halfling][immediate interrupt]
- Torturous Strike [Level 1]
- Daily Powers:
- Easy Target [Level 1]
- Halfling
- +2 Dexterity, +2 Constitution or Charisma (already included; you chose Charisma.)
- +2 Acrobatics, +2 Thievery
- Bold: +5 on saves vs fear
- Nimble Reaction: +2 on AC vs opportunity attacks
- Second Chance (once per encounter, if hit, force opponent to re-roll attack)
- Rogue
- First Strike
- Rogue Weapon Talent -- per update, dagger must be used as a weapon
- This rogue chose the rogue weapon talent [PH1].
- This rogue chose the brutal scoundrel style. Remember to add your strength modifier to sneak attack damage.
- Sneak Attack [+2d6 at level 1] [once per round with combat advantage; using light blade, hand crossbow. sling, or short bow]
- Essentials rules appear to consider shortbow a principal rogue weapon like the crossbow.
- Knarruk's Equipment:
- 25 lb
- 3 lb
- 10 lb
- 2 lb
- 5 lb
- 3 lb
- 1 lb
- 5 lb
- 1 lb
- 20 lb
- 2 lb
- 4 lb
- 1 lb
- 2 lb
- 1 lb
- 5 lb
- 1 lb
- 10 lb
- 20 lb
- 5 lb
- 1 lb
- 2 lb
- 2 lb
- 1 lb
- 4 lb
- 1 lb
- 8 lb
- 1 lb
- _____
- 146 lb Weapons / Armor / Shield (from above)
- Arrows (quiver of 30) x1
- Sling bullets (group of 20) x2
- Backpack
- Bedroll
- Blanket, winter x1
- Canvas (10 x 10)
- Crowbar
- Everburning torch
- Firewood (1 day) x1
- Fishhook
- Flasks x1
- Flint and steel
- Grappling hook
- Poisoner's Kit
- Hammer
- Journeybread x10
- Pitons x10
- Pouch (belt) x2
- Rations (1 day) x10
- Rope (50', hempen) x2
- Rope (50', silk) x1
- Sealing wax
- Sewing needle
- Sunrods x2
- Torches x2
- Vial (for ink or potions) x2
- Waterskins x1
- Whetstone
- Disguise kit
- Thieves' tools
- Total
- Magic items:
- Weapon:
- Weapon:
- Weapon:
- Weapon:
- Armor:
- Shield:
- Arms:
- Feet:
- Hands:
- Head:
- Neck:
- Ring:
- Ring:
- Waist:
- Resistances:
- Action Point Tally:
- Daily Item Powers Per Day: Heroic Tier Milestones: / / /
- Death Saving Throw Failures:
- More about Knarruk:
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