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- Pete McPeteerson
- Pixie Rogue/ Level 11/ Martial Striker
- Cunning Sneak/Darkstrider
- 0’6”/1 lb/Tiny
- Speed 4/Fly 6 (altitude limit 1)(You cannot fly if carrying more than a normal load)
- Low Light Vision
- Languages: Common, Elven
- Armor Proficiencies: Cloth, leather
- Weapon Proficiencies: Dagger, hand crossbow, shuriken, sling, short sword
- Hit Points: 7 + Dex Score + 5*Level
- Healing Surges: 6 + Con Mod
- Gear:
- Jagged Weapon +3; 13,000 GP; AV1 71; Dagger
- Ongoing 10 damage on crits, scores crits on 19 or 20.
- Shielding Blade +2; 4,200 GP; D391 61; Dagger
- 2d6 crit bonus, +1 AC bonus.
- Shadowflow Armor +3; 17,000 GP, PHB1 231; Leather
- +3 to stealth checks.
- Encounter Minor power: Gain concealment until the start of your next turn.
- 1000 GP
- Adventure’s Kit.
- Ability Scores:
- +2 Dex (Race)
- +2 Int (Race)
- Defense Bonus:
- +2 Reflex Class +3 Feat
- +3 Will Feat
- +2 Fort Feat
- +2 AC
- Features:
- Fey Origin
- Speak with Beasts
- Auspicious Birth: Highest ability score for health instead of con.
- Wee Warrior: You have reach 1 instead of 0. -5 penalty to break or force objects.
- Sharing a Space: You can stand in the same square as a small or larger creature.
- First Strike: You have CA vs. any creature that has not yet acted.
- Cunning Sneak: No penalty to Stealth checks for moving more than 2 squares, and -5 penalty for running. If you end a move action at least 3 squares away from origin, Stealth check to become hidden with any concealment or cover.
- Rogue Weapon Talent: +1 to damage die size with shuriken, +1 to attack rolls with dagger
- Sneak Attack: Once per round, if you hit with CA, do an extra 3d8 damage.
- Dark Action: When you spend an AP, +4 to all defenses 1 round.
- Darkstrider Edge: When you are hidden from your target, do an extra 3 + Wismod damage.
- Feats:
- Superior Will (make saving throws at start of your turn against dazed and stunned)
- Light Blade Expertise (+2 to attack rolls, +1 damage when you have CA)
- Two-Weapon Opening (Free MBA on crit)
- Danger Sense (Roll twice for Initiative, use higher)
- Improved Defenses
- Criterion of Balic Practice [Arena Fighting]
- Backstabber
- Two-Weapon Defense
- Two-Weapon Fighting
- Attack Bonus: (Dex Mod) + 5 (1/2 Level) + 2(Feat) + (Wep Enchant) + (Wep Proficiency)
- Damage Bonus: (Dex Mod) + 1 (Feat) + (Wep Enchant) + 1 (with CA) +3d8 (With sneak attack) + (3+ wis mod when hidden)
- Skills:
- Stealth
- Thievery
- Acrobatics +1 (Feat)
- Athletics + 1 (Feat)(NT)
- Perception
- Dungeoneering
- Insight
- Daily:
- Bloodbath (Standard): Dex vs. Fort. Hit: 2d4 + 2*dex mod damage, Ongoing save ends bleed damage equal to sneak attack damage, miss half damage.
- Knockout (Standard): Dex vs. Fort. Hit: 2d4 + dex mod damage, target is unconscious (save/damage ends), miss half damage and 1 round daze.
- Press the Advantage (Free) Right after you bloody an enemy: Dex vs. AC. Hit: 2d4 + dex mod damage, miss half damage.
- Encounter:
- Dazing Strike (Standard): Dex vs. AC. Hit: 1d4 + dex mod damage, target dazed 1 round.
- Sand in the Eyes (Standard): Dex vs. Reflex. Hit: 1d4 + dex mod damage, target blinded 1 round.
- Darkstrider Ambush (Standard): Dex vs. AC. You must have CA. Hit: 3d4 + Dex Mod, and 1 round daze.
- Pixie Dust (Move): 1 ally within 5 squares can fly 6 squares as a free action.
- Tumble (Move): Shift your speed.
- Low Slash (Minor): Dex vs. Reflex. Hit: 1d4 + dex mod damage, target slide 1, slowed 1 round, + STRmod damage with CA.
- Shrink (Minor): Shrink an object sized for a medium or small creature down to your size. (and vice versa)
- Acrobat’s Escape (Immediate Interrupt): When an enemy enters a square adjacent to you, it’s immobilized 1 round, and you shift Dex mod.
- At-Will:
- Piercing Strike (Standard): Dex vs. Reflex, before or after attack, shift 1. Hit: 1d4 + dex mod damage.
- Clever Strike (Standard): Dex vs. AC. Hit: 1d4 + dex mod damage. If any ally is adjacent to and able to attack the target, you have CA.
- Chameleon (Immediate Interrupt): When you lose cover/concealment while hidden, make a stealth check. You remain hidden and don’t need cover/concealment if the check beats the enemies passive perception.
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