Coloursfall

#2

Jul 6th, 2012
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  1. Name []
  2. Level [5]
  3. Class [Rogue]
  4. Paragon [N/A]
  5. Race [Vryloka]
  6. Size [M]
  7. Age []
  8. Gender []
  9. Height []
  10. Weight []
  11. Alignment []
  12. Deity []
  13.  
  14. Total XP [5 500]
  15.  
  16. Initiative =========================================================
  17. +9 (+5 Dex, +2 half level, +2 feat)
  18.  
  19. Ability Scores =====================================================
  20. Strength......12 (+1) (+3 bonus + half level)
  21. Constitution..11 (+0) (+2 bonus + half level)
  22.  
  23. Dexterity.....20 (+5) (+7 bonus + half level)
  24. Intelligence..10 (+0) (+2 bonus + half level)
  25.  
  26. Wisdom........08 (-1) (+1 bonus + half level)
  27. Charisma......18 (+4) (+6 bonus + half level)
  28.  
  29. Defenses ===========================================================
  30. AC 16 (10 base, +2 half level, +4 armor, +0 class, +0 misc, +0 feat)
  31. Fort 15 (10 base, +2 half level, +1 Str, +0 class, +2 misc, +0 feat)
  32. Ref 21 (10 base, +2 half level, +5 Dex, +2 class, +2 misc, +0 feat)
  33. Will 18 (10 base, +2 half level, +4 Cha, +0 class, +2 misc, +0 feat)
  34.  
  35. Hit Points =========================================================
  36. Max HP 43
  37. Bloodied 21 (half HP)
  38. Surge value 10 (quarter HP)
  39. Surges/day 8
  40.  
  41. Resistances, Weaknesses, Current Effects
  42. Resist 7 Necrotic
  43.  
  44.  
  45. Movement ===========================================================
  46. Speed 7 squares (base 7, armor -0)
  47.  
  48. Senses =============================================================
  49. Passive Insight 00 (10 base, Skill +0)
  50. Passive Perception 00 (10 base, Skill +0)
  51.  
  52. Race Features ======================================================
  53.  
  54. Blood Dependency: When you are bloodied, your healing surge value drops by 2.
  55. Human Heritage: You gain a +5 racial bonus to Bluff checks made to pass as a human.
  56. Living Dead: Because your soul is tainted by undeath, you are both living and undead. If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.
  57. Necrotic Resistance: You have necrotic resistance equal to 5 + one-half your level.
  58. Vampiric Heritage: When your class grants you a utility power after 1st level, you can forgo taking that power. Instead, you gain a vryloka utility power of the same level or lower.
  59. Lifeblood: You have the lifeblood power
  60.  
  61.  
  62. Class/Path/Destiny Features ========================================
  63.  
  64.  
  65. First Strike: combat advantage against any creatures that have not yet acted in that encounter.
  66. Sneak Attack: when you have combat advantage against an enemy and are using a weapon from the
  67. light blade, the crossbow, or the sling weapon group, an attack you make against that enemy deals
  68. 2d6 extra damage
  69. Artful Dodger: You gain a bonus to AC equal to your Charisma modifier against opportunity attacks.
  70.  
  71.  
  72. Skills =============================================================
  73. Acrobatics +12 (+7 Dex/half-level, +5 trained)
  74. Arcana +2 (+2 Int/half-level)
  75. Athletics +3 (+3 Str/half-level)
  76. Bluff +11 (+6 Cha/half-level, +5 trained)
  77. Diplomacy +6 (+6 Cha/half-level)
  78. Dungeoneering +1 (+1 Wis/half-level)
  79. Endurance +2 (+2 Con/half-level)
  80. Heal +1 (+1 Wis/half-level)
  81. History +2 (+2 Int/half-level)
  82. Insight +1 (+1 Wis/half-level)
  83. Intimidate +6 (+6 Cha/half-level)
  84. Nature +1 (+1 Wis/half-level)
  85. Perception +6 (+1 Wis/half-level, +5 trained)
  86. Religion +2 (+2 Int/half-level)
  87. Stealth +12 (+7 Dex/half-level, +5 trained)
  88. Streetwise +6 (+6 Cha/half-level)
  89. Thievery +12 (+7 Dex/half-level, +5 trained)
  90.  
  91. Feats ==============================================================
  92. Born of Shadow: Your origin changes to shadow, and you gain a +1 bonus to saving throws while you are in dim light or darkness.
  93. Weapon Focus: +1 damage with chosen weapon group
  94. Quick Draw: Draw a weapon with attack action, +2 to initiative
  95.  
  96.  
  97. Power Index ========================================================
  98. Check the box when the power is used.
  99. Clear the box when the power renews.
  100.  
  101. At-Will Powers
  102. Sly Flourish
  103. At-Will * Martial, Weapon
  104. Standard Action Melee or Ranged weapon
  105. Requirement: You must be wielding a crossbow, a light blade, or a sling.
  106. Target: One creature
  107. Attack: Dexterity vs. AC
  108. Hit: 1[W] + Dexterity modifier + Charisma modifier damage.
  109.  
  110. Deft Strike
  111. At-Will * Martial, Weapon
  112. Standard Action Melee or Ranged weapon
  113. Requirement: You must be wielding a crossbow, a light blade, or a sling.
  114. Target: One creature
  115. Special: You can move 2 squares before the attack.
  116. Attack: Dexterity vs. AC
  117. Hit: 1[W] + Dexterity modifier damage.
  118.  
  119.  
  120. Encounter Powers
  121. King's Castle [ ]
  122. Encounter * Martial, Weapon
  123. Standard Action Melee or Ranged weapon
  124. Requirement: You must be wielding a crossbow, a light blade, or a sling.
  125. Target: One creature
  126. Attack: Dexterity vs. Reflex
  127. Hit: 2[W] + Dexterity modifier damage.
  128. Effect: Switch places with a willing adjacent ally.
  129.  
  130. Tricker's Blade [ ]
  131. Encounter * Martial, Weapon
  132. Standard Action Melee or Ranged weapon
  133. Requirement: You must be wielding a crossbow, a light blade, or a sling.
  134. Target: One creature
  135. Attack: Dexterity vs. AC
  136. Hit: 2[W] + Dexterity modifier damage. Add your Charisma modifier to your AC until the start of your next turn.
  137.  
  138.  
  139. Daily powers
  140. Clever Riposte [ ]
  141. Daily * Martial,Weapon
  142. Standard Action Melee weapon
  143. Target: One creature
  144. Attack: Dexterity vs. AC
  145. Hit: 2[W] + Dexterity modifier damage.
  146. Effect: Until the end of the encounter, the target takes damage equal to your Dexterity modifier each time it attacks you, and
  147.  
  148. Walking Wounded [ ]
  149. Daily * Martial, Weapon
  150. Standard Action Melee or Ranged weapon
  151. Requirement: You must be wielding a crossbow, a light blade, or a sling.
  152. Target: One creature
  153. Attack: Dexterity vs. Fortitude
  154. 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.
  155. Miss: Half damage, and the target is not knocked prone.
  156.  
  157.  
  158. Utility powers
  159. Unnatural Vitality [ ]
  160. Daily * Shadow
  161. Free Action Personal
  162. Trigger: You kill a nonminion enemy with a melee attack.
  163. Effect: You gain a + 2 power bonus to death saving throws and to saving throws against ongoing damage. In addition, you don't need to eat. drink. or breathe, making you
  164. immune to starvation and suffocation. These effects last until the end of your next extended rest.
  165.  
  166. Lifeblood [ ]
  167. Encounter
  168. Free Action Personal
  169. Trigger: You kill or bloody an enemy.
  170. Effect: You gain one of the following benefjts.
  171. -You shift up to your speed.
  172. -You gain temporary hit points equal to 5 + one-half your level.
  173. -You gain a +2 power bonus to attack rolls until the end of your next turn.
  174.  
  175.  
  176. Equipment ==========================================================
  177. Adventurer's Kit
  178. Jouneybread
  179. Crossbow (+2, 1d8, 15 ranged, load minor)
  180. Crossbow Bolts x 60
  181. Shryuken x 15
  182. Climber's Kit
  183. Thieves’ tools
  184. Handy Haversack
  185. Feyleather Armour +4
  186.  
  187. Cloak of Resistance +2
  188. Item Slot: Neck
  189. Enhancement: Fortitude, Reflex, and Will
  190. Power (Daily): Minor Action. Gain resist 5 to all damage until the start of your next turn.
  191.  
  192.  
  193. Coins and Other Wealth =============================================
  194. 100 gold pieces
  195.  
  196. Languages Known ====================================================
  197. Common, Deep Speech
  198.  
  199. Rituals ============================================================
  200. N/A
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