Baron Vlad

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Level 12

Action Points: 1

Strength Constitution Dexterity Intelligence Wisdom Charisma
16 11 23 9 11 13
+3 0 +6 -1 +0 +1
Fortitude Reflex Will Armor Class Resistances
22 (+2 amulet) 27 (+2 amulet) 21 (+2 amulet) 28 (Leather +3) 10 cold

Non-AC Defenses are +1 Human, Reflex +2 Rogue.

HPMax Current HP Bloodied Surge Surges/day
82 41 20 O O O O O O

Move 6

On crit damage: 3d12 + d10 +d6.

skill INIT Acro Arcana Athl Bluff Dipl Dung Endr Heal Hist Inst Intm Natr Perc Rel Stea Swise Thvry
mod +12 +15 +6 +13 +7 +7 +11 +6 +6 +5 +6 +7 +6 +11 +5 +17 +11 +17
mods +2/kit +1/elf +2/boots +2/kit
Used? Freq Attack Keywords Action Range To Hit To Hit mods Damage Damage mods Effect
AtWill Deft Strike Martial, Weapon Std M/R +20/AC (dagger:+3+1)
(rg/dag:+1)
CA: +2
d4+10 (focus:+1)
(dagger: +3)
backstab:+3d8+2
Move 2 before attack
AtWill Riposte Strike Martial, Weapon Std M +20/AC " " " Hit: target attack/me before start of my turn invites interrupt: Str/AC for [W]+Str
AtWill Piercing Strike Martial, Weapon Std M +20/Ref " " "
Enc Dazing Strike Martial, Weapon Std M +20/AC " " " Hit: target dazed until end of my next turn
Enc Bait and Switch Martial, Weapon Std M +20/Will " 2d4+9 " Hit: switch with target, then shift 1 square.
Daily Blinding Barrage Martial, Weapon Std Close blast 3/enemy/see +20/AC " 2d4+9 " Hit: blinded/turn
Miss: half damage
At-Will Chameleon Martial Immediate Interrupt Personal If hidden and lose concealment against an opponent: make stealth check. Until end of your next turn, remain hidden if a creature with clear line of sight to you doesn't beat check result w/ Per check. If at end of turn you don't hace cover or concealment, the creature automatically notices you.
Daily Walking Wounded Martial, Weapon Std M/R +20/Fort " 2d4+9 " Hit: Target knocked prone; until end of encounter, if target moves more than 1/2 speed in a single action, falls prone again.
Miss: half damage
Enc Hectoring Strike Martial, Rattling, Weapon Std M/R +20/AC " d4 + 11 (W + Dex + Str) " Hit: You slide the target 1 square, and the target grants CA to you until the end of your next turn.
Encounter Critical Opportunity Martial, Weapon Minor M +20/AC " 3d4+9 " Must be wielding dagger, have scored crit with dagger this turn. Target same creature hit with critical.
Daily Knockout Martial, Weapon Std M +20/Fort " 2d4+9 " Hit: Target knocked unconscious, save ends. If target takes any damage, no longer unconscious. Miss: 1/2 dam, target dazed until end of your next turn.
Encounter Combat Tumbleset Martial Move You can shift your speed, and can shift through squares occupied by enemies during this movement.
Daily Meditation of the Blade Martial, Weapon Minor Personal Until the end of this encounter, your dagger's damage die increases by one size.
AtWill +2 Dagger Weapon, Offhand, Light thrown, Light blade Std M/7/12 (feat) +20/AC " d4+9 (check me) "


First Strike: At the start of an encounter, you have CA against anything that hasn't yet acted.
Brutal Scoundrel: Add Strength to Sneak Attack damage.
Rogue Weapon Talent: Shuriken do d6, not d4. +1 to hit with Daggers.
Sneak Attack: Once per round, when attacking with CA and a light blade, crossbow, or sling, do +3d8 damage. Decide after making the damage roll. "Daggermaster's Action" Can spend an AP to reroll one attack or damage roll you made using a dagger, instead of taking an action. "Dagger Precision": Score critical hits with daggers on 18-20. "Devastating Critcal": Deal additional 1d10 damage on a critical hit. "Distant Shot": Ignore -2 penalty for long range.

Equipment

  • Insanity, +3. +3d12 on crits. Grants CA vs Great Old Ones, abberations, allies, and former allies. Daily: 15 ongoing radiant or poisons damage after stabbing; the vicitm is -2 to saves against this.
  • Bracers of ??ice?? : +d6 damage on crits, resist 10 cold, do an extra d6 damage on opp attacks
  • --> to T'sla +3 Gambler's Dagger ( on crit, +1d6 per plus, and you can shift 1 square. Encounter power, free action: Use before you make an attack roll. Roll 1d6, substract 3; the result is a power bonus or penalty.
  • +3 Summoned Leather Armor (Lvl 11)
  • Cape of the Mountebank (lvl 10): acts as a +2 amulet of protection. Also, daily power: Use when hit, immediate reaction. Teleport up to 5 squares, gain combat advantage against attacker until the end of your next turn.
  • Baldric of Tactical Positioning (Lvl 8): Encounter: Choose 1 square adjacent to you. That square counts as an ally for flanking until the end of your next turn.
  • Boots of Stealth: +2 stealth.
  • Potion of Vitality
  • 9 Healing potions.

Below old---
  • Adventurer's kit
  • Thieves' Tools
  • Silk rope (50')
  • Climbing kit
  • 4 Healing potions
  • Leather Armor of Resistance +2, fire (resist 5 fire, lvl 7 item)
  • +2 Dagger (auto-returns, +2 to hit, +2 damage, +2d6 on crits).
  • Boots of Stealth
  • Fayleaf Vambraces
  • Adamantium Thread (50 feet)
  • GP: 20 (double-check this)
  • SP: 0

Feats

  • Backstabber: d8, not d6, with backstab
  • Weapon focus: light blade (+1 damage)
  • Toughness: +5 HP/tier
  • Action Backstabber (backstab a second time when spending an action point)
  • Far Throw: +2 range to thrown weapons
  • Human Perseverance: +1 to saving throws
  • Weapon Expertise (dagger/light blade?): +1 to attacks w/ weapon group
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