Baron Vlad
From Shadowfell Geographic Society
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