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- Name Ryder
- Level 9
- Class Rogue
- Paragon --
- Race Kobold
- Size Small
- Age 19
- Gender Male
- Height 3'3"
- Weight 80 lbs.
- Alignment Chaotic Good
- Deity Bahamut
- Total XP 16500
- Initiative =========================================================
- +14 (+4 Dex, +4 half level, +6 misc)
- Ability Scores =====================================================
- Strength......13 (+1) (+5)
- Constitution..14 (+2) (+6)
- Dexterity.....18 (+4) (+8)
- Intelligence..11 (+0) (+4)
- Wisdom........10 (+0) (+4)
- Charisma......18 (+4) (+8)
- Defenses ===========================================================
- AC 18 (10 base, +4 half level, +3 armour, +1 feat)
- Fort 16 (10 base, +4 half level, +2 Con)
- Ref 21 (10 base, +4 half level, +4 Dex, +2 class, +1 feat)
- Will 18 (10 base, +4 half level, +4 Cha)
- Hit Points =========================================================
- Max HP 61
- Bloodied 30 (half HP)
- Surge value 15 (quarter HP)
- Surges/day 9
- Resistances
- 9 Cold
- Movement ===========================================================
- Speed 6 squares (base 6, armour -0)
- Senses =============================================================
- Passive Insight 14 (10 base, Skill +4)
- Passive Perception 19 (10 base, Skill +9)
- Race Features ======================================================
- Ability score modifiers: +2 Con, +2 Dex
- Skill Bonuses: +2 Stealth, +2 Thievery
- Shifty
- At-Will
- Minor Action Personal
- Effect: You shift 1 square.
- Trap Sense: You gain a +2 bonus to defenses against traps.
- Class/Path/Destiny Features ========================================
- First Strike: combat advantage against any creatures that have not yet acted in that encounter.
- Rogue Weapon Talent: +1 bonus to attack rolls w/dagger.
- Sneak Attack: when you have combat advantage against an enemy and are using a weapon from the
- light blade, the crossbow, or the sling weapon group, an attack you make against that enemy deals
- 2d6 extra damage
- Artful Dodger: You gain a bonus to AC equal to your Charisma modifier against opportunity attacks.
- Skills =============================================================
- Acrobatics +13 (+8 Dex/half-level, +5 trained)
- Arcana +4 (+4 Int/half-level)
- Athletics +11 (+5 Str/half-level, +5 trained, +1 misc)
- Bluff +13 (+8 Cha/half-level, +5 trained)
- Diplomacy +8 (+8 Cha/half-level)
- Dungeoneering +4 (+4 Wis/half-level)
- Endurance +6 (+6 Con/half-level)
- Heal +4 (+4 Wis/half-level)
- History +4 (+4 Int/half-level)
- Insight +4 (+4 Wis/half-level)
- Intimidate +8 (+8 Cha/half-level)
- Nature +4 (+4 Wis/half-level)
- Perception +9 (+4 Wis/half-level, +5 trained)
- Religion +4 (+4 Int/half-level)
- Stealth +15 (+8 Dex/half-level, +5 trained, +2 misc)
- Streetwise +8 (+8 Cha/half-level)
- Thievery +15 (+8 Dex/half-level, +5 trained, +2 misc)
- Feats ==============================================================
- Two-Weapon Fighting: +1 damage while holding a melee weapon in each hand
- Two-Weapon Defence: +1 to AC and Reflex while holding a weapon in each hand
- Improved Initiative: +4 Initiative
- Martial Alacrity: +2 to initiative and shift quickly during your first turn
- Rapid Assault: On your first turn during an encounter, you gain a +2 bonus to damage rolls with melee attacks.
- Dragontouched: Gain 5 + half-level resistance to your bonded dragon's breath weapon keyword (cold)
- Power Index ========================================================
- Check the box when the power is used.
- Clear the box when the power renews.
- At-Will Powers
- Deft Strike
- At-Will * Martial, Weapon
- Standard Action
- Target: One creature
- Attack: Dexterity vs. AC
- Special: Move 2 squares before eeh attack
- Hit: 1[W] + Dexterity modifier damage.
- Sly Flourish
- At-Will * Martial, Weapon
- Standard Action
- Target: One creature
- Attack: Dexterity vs. AC
- Hit: 1[W] + Dexterity modifier + Charisma modifier damage.
- Encounter Powers
- Positioning Strike [ ]
- Encounter * Martial, Weapon
- Standard Action
- Target: One creature
- Attack: Dexterity vs. Will
- Hit: 1[W] + Dexterity modifier damage, and you slide the target 1 square.
- Artful Dodger: You slide the target a number of squares equal to your Charisma modifier.
- Trickster’s Blade [ ]
- Encounter * Martial, Weapon
- Standard Action Melee or Ranged weapon
- Requirement: You must be wielding a crossbow, a light blade, or a sling.
- Target: One creature
- Attack: Dexterity vs. AC
- Hit: 2[W] + Dexterity modifier damage. Add your Charisma modifier to your AC until the start of your next turn.
- Setup Strike [ ]
- Encounter * Martial, Weapon
- Standard Action Melee weapon
- Requirement: You must be wielding a light blade.
- Target: One creature
- Attack: Dexterity vs. AC
- Hit: 2[W] + Dexterity modifier damage, and the target grants combat advantage to you until the end of your next turn.
- Daily powers
- Easy Target [ ]
- Daily * Martial, Weapon
- Standard Action
- Target: One creature
- Attack: Dexterity vs. AC
- Hit: 2[W] + Dexterity modifier damage, and the target is
- slowed and grants combat advantage to you (save ends both).
- Miss: Half damage, and the target grants combat advantage
- to you until the end of your next turn
- Clever Riposte [ ]
- Daily * Martial,Weapon
- Standard Action Melee weapon
- Requirement: You must be wielding a light blade.
- Target: One creature
- Attack: Dexterity vs. AC
- Hit: 2[W] + Dexterity modifier damage.
- Effect: Until the end of the encounter, the target takes damage equal to your Dexterity modifier each time it attacks you,
- and you can shift as an immediate reaction after such an attack.
- Walking Wounded [ ]
- Daily * Martial, Weapon
- Standard Action Melee or Ranged weapon
- Requirement: You must be wielding a crossbow, a light blade, or a sling.
- Target: One creature
- Attack: Dexterity vs. Fortitude
- Hit: 2[W] + Dexterity modifier damage, and the target is knocked prone. Until the end of the encounter, if the
- target moves more than half its speed in a single action, it falls prone at the end of its movement.
- Miss: Half damage, and the target is not knocked prone.
- Utility powers
- Tumble [ ]
- Encounter * Martial
- Move Action Personal
- Effect: You can shift a number of squares equal to one-half your speed.
- Slippery Mind [ ]
- Encounter * Martial
- Immediate Interrupt Personal
- Trigger: You are hit by an attack against your Will defense
- Prerequisite: You must be trained in Bluff.
- Effect: Gain a +2 power bonus to your Will defense against the triggering attack.
- Equipment ==========================================================
- Adventurer's Kit
- Leather Armour
- Dagger x2
- Climber's Kit
- Tent
- Thieves' Tools
- Silk Rope (50 ft)
- Climbing Claws
- Gain a +1 item bonus to Athletics checks to climb.
- Each of these gloves can also be used as a one-handed,
- off-hand, simple, light blade that applies a +2 proficiency
- bonus to attack rolls and deals 1d4 damage.
- Coins and Other Wealth =============================================
- 861 gold pieces
- Languages Known ====================================================
- Draconic, Common
- Rituals ============================================================
- --
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