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- Name []
- Level [5]
- Class [Rogue]
- Paragon [N/A]
- Race [Vryloka]
- Size [M]
- Age []
- Gender []
- Height []
- Weight []
- Alignment []
- Deity []
- Total XP [5 500]
- Initiative =========================================================
- +9 (+5 Dex, +2 half level, +2 feat)
- Ability Scores =====================================================
- Strength......12 (+1) (+3 bonus + half level)
- Constitution..11 (+0) (+2 bonus + half level)
- Dexterity.....20 (+5) (+7 bonus + half level)
- Intelligence..10 (+0) (+2 bonus + half level)
- Wisdom........08 (-1) (+1 bonus + half level)
- Charisma......18 (+4) (+6 bonus + half level)
- Defenses ===========================================================
- AC 16 (10 base, +2 half level, +4 armor, +0 class, +0 misc, +0 feat)
- Fort 15 (10 base, +2 half level, +1 Str, +0 class, +2 misc, +0 feat)
- Ref 21 (10 base, +2 half level, +5 Dex, +2 class, +2 misc, +0 feat)
- Will 18 (10 base, +2 half level, +4 Cha, +0 class, +2 misc, +0 feat)
- Hit Points =========================================================
- Max HP 43
- Bloodied 21 (half HP)
- Surge value 10 (quarter HP)
- Surges/day 8
- Resistances, Weaknesses, Current Effects
- Resist 7 Necrotic
- Movement ===========================================================
- Speed 7 squares (base 7, armor -0)
- Senses =============================================================
- Passive Insight 00 (10 base, Skill +0)
- Passive Perception 00 (10 base, Skill +0)
- Race Features ======================================================
- Blood Dependency: When you are bloodied, your healing surge value drops by 2.
- Human Heritage: You gain a +5 racial bonus to Bluff checks made to pass as a human.
- 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.
- Necrotic Resistance: You have necrotic resistance equal to 5 + one-half your level.
- 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.
- Lifeblood: You have the lifeblood power
- Class/Path/Destiny Features ========================================
- First Strike: combat advantage against any creatures that have not yet acted in that encounter.
- 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 +12 (+7 Dex/half-level, +5 trained)
- Arcana +2 (+2 Int/half-level)
- Athletics +3 (+3 Str/half-level)
- Bluff +11 (+6 Cha/half-level, +5 trained)
- Diplomacy +6 (+6 Cha/half-level)
- Dungeoneering +1 (+1 Wis/half-level)
- Endurance +2 (+2 Con/half-level)
- Heal +1 (+1 Wis/half-level)
- History +2 (+2 Int/half-level)
- Insight +1 (+1 Wis/half-level)
- Intimidate +6 (+6 Cha/half-level)
- Nature +1 (+1 Wis/half-level)
- Perception +6 (+1 Wis/half-level, +5 trained)
- Religion +2 (+2 Int/half-level)
- Stealth +12 (+7 Dex/half-level, +5 trained)
- Streetwise +6 (+6 Cha/half-level)
- Thievery +12 (+7 Dex/half-level, +5 trained)
- Feats ==============================================================
- 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.
- Weapon Focus: +1 damage with chosen weapon group
- Quick Draw: Draw a weapon with attack action, +2 to initiative
- Power Index ========================================================
- Check the box when the power is used.
- Clear the box when the power renews.
- At-Will Powers
- Sly Flourish
- At-Will * 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: 1[W] + Dexterity modifier + Charisma modifier damage.
- Deft Strike
- At-Will * Martial, Weapon
- Standard Action Melee or Ranged weapon
- Requirement: You must be wielding a crossbow, a light blade, or a sling.
- Target: One creature
- Special: You can move 2 squares before the attack.
- Attack: Dexterity vs. AC
- Hit: 1[W] + Dexterity modifier damage.
- Encounter Powers
- King's Castle [ ]
- 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. Reflex
- Hit: 2[W] + Dexterity modifier damage.
- Effect: Switch places with a willing adjacent ally.
- Tricker'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.
- Daily powers
- Clever Riposte [ ]
- Daily * Martial,Weapon
- Standard Action Melee weapon
- 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
- 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
- Unnatural Vitality [ ]
- Daily * Shadow
- Free Action Personal
- Trigger: You kill a nonminion enemy with a melee attack.
- 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
- immune to starvation and suffocation. These effects last until the end of your next extended rest.
- Lifeblood [ ]
- Encounter
- Free Action Personal
- Trigger: You kill or bloody an enemy.
- Effect: You gain one of the following benefjts.
- -You shift up to your speed.
- -You gain temporary hit points equal to 5 + one-half your level.
- -You gain a +2 power bonus to attack rolls until the end of your next turn.
- Equipment ==========================================================
- Adventurer's Kit
- Jouneybread
- Crossbow (+2, 1d8, 15 ranged, load minor)
- Crossbow Bolts x 60
- Shryuken x 15
- Climber's Kit
- Thieves’ tools
- Handy Haversack
- Feyleather Armour +4
- Cloak of Resistance +2
- Item Slot: Neck
- Enhancement: Fortitude, Reflex, and Will
- Power (Daily): Minor Action. Gain resist 5 to all damage until the start of your next turn.
- Coins and Other Wealth =============================================
- 100 gold pieces
- Languages Known ====================================================
- Common, Deep Speech
- Rituals ============================================================
- N/A
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