VladSheet

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Level 10

Strength Constitution Dexterity Intelligence Wisdom Charisma
15 10 22 8 10 12
+2 0 +6 -1 +0 +1
Fortitude Reflex Will Armor Class Resistances
19 (+1 amulet) 25 (+1 amulet) 18 (+1 amulet) 26 (Leather +2) +5/fire (armor)

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

HPMax Current HP Bloodied Surge Surges/day
72 36 18 O O O O O O

Move 6


skill INIT Acro Arcana Athl Bluff Dipl Dung Endr Heal Hist Inst Intm Natr Perc Rel Stea Swise Thvry
mod +11 +14 +4 +12 +6 +6 +10 +5 +5 +4 +5 +6 +5 +10 +4 +16 +10 +16
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 +18/AC (dagger:+3+1)
(rg/dag:+1)
CA: +2
d4+9 (focus:+1)
(dagger: +1)
backstab:+2d8+2
Move 2 before attack
AtWill Riposte Strike Martial, Weapon Std M +18/AC " " " Hit: target attack/me before start of my turn invites interrupt: Str/AC for [W]+Str
AtWill Piercing Strike Martial, Weapon Std M +18/Ref " " "
Enc Dazing Strike Martial, Weapon Std M +18/AC " " " Hit: target dazed until end of my next turn
Enc Bait and Switch Martial, Weapon Std M +18/Will " 2d4+9 " Hit: switch with target, then shift 1 square.
Daily Blinding Barrage Martial, Weapon Std Close blast 3/enemy/see +18/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 +18/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
Daily Hectoring Strike Martial, Rattling, Weapon Std M/R +18/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.
Daily Knockout Martial, Weapon Std M +18/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.
AtWill +2 Dagger Weapon, Offhand, Light thrown, Light blade Std M/7/12 (feat) +18/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 +2d8 damage. Decide after making the damage roll.


Equipment

  • 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).
  • Cape of the Mountebank (lvl 5): acts as a +1 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.
  • 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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