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  1. Knarruk
  2. Male Halfling Rogue
  3. Level 1
  4. Evil (Lawful)
  5. Representing Nait
  6.  
  7. Strength 16 (+3)
  8. Constitution 12 (+1)
  9. Dexterity 16 (+3)
  10. Intelligence 11 (+0)
  11. Wisdom 10 (+0)
  12. Charisma 15 (+2)
  13. Height: 3' 10"
  14. Weight: 70 lb
  15. Skin: Light
  16. Eyes: Gray
  17. Hair: Black Wavy; Beardless [may grow sideburns]
  18. Maximum Hit Points: 24
  19.  
  20. Bloodied: 12
  21. Surge Value: 6
  22. Surges / Day: 7 [includes constitution modifier]
  23.  
  24.  
  25. Size: Small
  26. Speed: 6 squares
  27. Vision: Normal
  28.  
  29. Initiative: 1d20 +3 = + 3 [dexterity]
  30. Base Strength Attack: 1d20 +3 = + 3 [strength]
  31. Base Dexterity Attack: 1d20 +3 = + 3 [dexterity]
  32. Base Constitution Attack: 1d20 +1 = + 1 [constitution]
  33. Base Intelligence Attack: 1d20 +0 = + 0 [intelligence]
  34. Base Wisdom Attack: 1d20 +0 = + 0 [wisdom]
  35. Base Charisma Attack: 1d20 +2 = + 2 [charisma]
  36.  
  37. Armor Class: 16 = 10 + 3 [dexterity] + 3 [Leather +1]
  38. Fortitude Defense: 13 = 10 + 3 [strength]
  39. Reflex Defense: 15 = 10 + 2 [rogue] + 3 [dexterity]
  40. Will Defense: 12 = 10 + 2 [charisma]
  41.  
  42. 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.
  43.  
  44. Armor: Leather +1 (15 lb)
  45.  
  46. Shield: None
  47. Attacks:
  48.  
  49. Unarmed Melee: +3 [base strength attack] vs AC; damage 1[W]=1d4+3 [strength bonus]
  50. 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
  51. Thrown: range 5/10 +7 vs AC [+3 dexterity attack] [+3 proficient, +1 rogue weapon talent]; damage 1d4+3 [dexterity bonus];
  52. Short sword: +6 vs AC [+3 strength attack] [+3 proficiency]; damage 1[W]=1d6+3 [strength bonus] 2 lb (Light blade) Usable Off-hand
  53. Sling: +5 vs AC [+3 dexterity attack] [+2 proficiency];damage 1[W]=1d6+3 [dexterity bonus] range 10/20 0 lb (Sling) Load free
  54. 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
  55. 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
  56. Deft Strike +3w [base dexterity attack] vs AC
  57. Riposte Strike +3w [base dexterity attack] vs AC
  58. Torturous Strike +3w [base dexterity attack] vs AC
  59. Easy Target +3w [base dexterity attack] vs AC
  60. w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
  61. Base Saving throw: d20 vs 10
  62. Encumberance 4e
  63. Normal Load:
  64. Heavy Load:
  65. Maximum Drag Load
  66. 160 lb.
  67. 320 lb.
  68. 800 lb.
  69.  
  70. Encumberance 3.5
  71. Light load:
  72. Medium load:
  73. Heavy load:
  74. Lift over head:
  75. Lift off ground:
  76. Push or drag:
  77. 57 or less
  78. 58-115 lb.
  79. 116-173 lb.
  80. 173 lb.
  81. 345 lb.
  82. 863 lb.
  83.  
  84.  
  85. Languages: Common; Elven;
  86.  
  87. Rituals Known:
  88.  
  89. Skills:
  90.  
  91. Acrobatics: +10 = 3 [dexterity] + 2 [Halfling] +5 [class training]
  92. Arcana: +0 = 0 [intelligence]
  93. Athletics: +8 = 3 [strength] +5 [class training]
  94. Bluff: +7 = 2 [charisma] +5 [class training]
  95. Diplomacy: +2 = 2 [charisma]
  96. Dungeoneering: +0 = 0 [wisdom]
  97. Endurance: +1 = 1 [constitution]
  98. Heal: +0 = 0 [wisdom]
  99. History: +0 = 0 [intelligence]
  100. Insight: +0 = 0 [wisdom]
  101. Intimidate: +2 = 2 [charisma]
  102. Nature: +0 = 0 [wisdom]
  103. Perception: +5 = 0 [wisdom] +5 [class training]
  104. Religion: +0 = 0 [intelligence]
  105. Stealth: +8 = 3 [dexterity] +5 [class training]
  106. Streetwise: +2 = 2 [charisma]
  107. Thievery: +10 = 3 [dexterity] + 2 [Halfling] +5 [class training]
  108. Feats:
  109.  
  110. Two Weapon Fighting
  111. At-Will:
  112.  
  113. Melee Basic Attack: By weapon, damage 1[W]+3 [strength bonus] [standard action]
  114. Ranged Basic Attack: By weapon, damage 1[W]+3 [dexterity bonus] [standard action]
  115. Bull Rush: +3 [base strength attack] vs fortitude [standard action]
  116. Grab: +3 [base strength attack] vs reflex [standard action]
  117. Move grabbed target: +3 [base strength attack] vs fortitude [standard action]
  118. Escape: +10 [acrobatics] vs reflex / +8 [athletics] vs fortitude [move action]
  119. Deft Strike [Level 1]
  120. Riposte Strike [Level 1]
  121. 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);
  122. 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)
  123. 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)
  124. Other Immediate Actions: Readied action
  125. Other Opportunity Actions: Opportunity attack
  126. Other Free Actions: Drop held items; End a grab; Talk
  127. Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
  128. Short rest: Healing surges as available
  129. Five minutes: Normal escape from restraints (Acrobatics)
  130. One hour: Forage; Streetwise check
  131.  
  132. Encounter Powers:
  133.  
  134. Second Wind
  135. Spend an Action Point [free action, not in surprise round]
  136. Second Chance [Halfling][immediate interrupt]
  137. Torturous Strike [Level 1]
  138. Daily Powers:
  139.  
  140. Easy Target [Level 1]
  141. Halfling
  142.  
  143. +2 Dexterity, +2 Constitution or Charisma (already included; you chose Charisma.)
  144. +2 Acrobatics, +2 Thievery
  145. Bold: +5 on saves vs fear
  146. Nimble Reaction: +2 on AC vs opportunity attacks
  147. Second Chance (once per encounter, if hit, force opponent to re-roll attack)
  148. Rogue
  149. First Strike
  150. Rogue Weapon Talent -- per update, dagger must be used as a weapon
  151. This rogue chose the rogue weapon talent [PH1].
  152. This rogue chose the brutal scoundrel style. Remember to add your strength modifier to sneak attack damage.
  153. Sneak Attack [+2d6 at level 1] [once per round with combat advantage; using light blade, hand crossbow. sling, or short bow]
  154. Essentials rules appear to consider shortbow a principal rogue weapon like the crossbow.
  155.  
  156. Knarruk's Equipment:
  157.  
  158. 25 lb
  159. 3 lb
  160. 10 lb
  161. 2 lb
  162. 5 lb
  163. 3 lb
  164. 1 lb
  165. 5 lb
  166. 1 lb
  167. 20 lb
  168.  
  169. 2 lb
  170.  
  171. 4 lb
  172. 1 lb
  173. 2 lb
  174. 1 lb
  175. 5 lb
  176. 1 lb
  177. 10 lb
  178. 20 lb
  179. 5 lb
  180. 1 lb
  181.  
  182. 2 lb
  183. 2 lb
  184. 1 lb
  185. 4 lb
  186. 1 lb
  187. 8 lb
  188. 1 lb
  189. _____
  190. 146 lb Weapons / Armor / Shield (from above)
  191. Arrows (quiver of 30) x1
  192. Sling bullets (group of 20) x2
  193. Backpack
  194. Bedroll
  195. Blanket, winter x1
  196. Canvas (10 x 10)
  197. Crowbar
  198. Everburning torch
  199. Firewood (1 day) x1
  200. Fishhook
  201. Flasks x1
  202. Flint and steel
  203. Grappling hook
  204. Poisoner's Kit
  205. Hammer
  206. Journeybread x10
  207. Pitons x10
  208. Pouch (belt) x2
  209. Rations (1 day) x10
  210. Rope (50', hempen) x2
  211. Rope (50', silk) x1
  212. Sealing wax
  213. Sewing needle
  214. Sunrods x2
  215. Torches x2
  216. Vial (for ink or potions) x2
  217. Waterskins x1
  218. Whetstone
  219. Disguise kit
  220. Thieves' tools
  221.  
  222. Total
  223.  
  224. Magic items:
  225. Weapon:
  226. Weapon:
  227. Weapon:
  228. Weapon:
  229. Armor:
  230. Shield:
  231. Arms:
  232. Feet:
  233. Hands:
  234. Head:
  235. Neck:
  236. Ring:
  237. Ring:
  238. Waist:
  239.  
  240.  
  241.  
  242.  
  243.  
  244.  
  245.  
  246.  
  247. Resistances:
  248. Action Point Tally:
  249.  
  250. Daily Item Powers Per Day: Heroic Tier Milestones: / / /
  251.  
  252. Death Saving Throw Failures:
  253.  
  254. More about Knarruk:
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