Vlad Táltos

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Vlad is a Human Brutal Rogue 1 with Dex 20 (+5), Two-Weapon Fighting, and Backstabber.

With Leather armor, his AC is 17. His reflex save is 16 (Rogue bonus), his fortitude save is 11, and his will save is 10. He has 22 HP, a Bloodied threshold of 11, and 6 Healing Surges per day, each of 5 HP.

Vlad's Thievery skill is at +10 (Dex, Trained). His other skills lag the average party skill.

He typically uses a short sword in his right hand and a dagger in his off hand, and carries a brace of spare daggers and a set of shuriken---little sharp things to distract and annoy enemies concealed in every fold and pocket. The daggers are thrown if he doesn't have time to draw the shuriken without dropping a dagger anyway.

His typical attack is +5 (Dex) +3 (Short sword proficiency bonus) +1 (Rogue weapon bonus) = +9 to hit. It does d6 (Shortsword) + 5 (Dex) + 1 (Two-weapon-fighting) damage. When he has combat advantage, he does an extra +2d8 (Backstabber) + 2 (Str, from Brutal Scoundrel). An attack with Combat Advantage then does d6+2d8+8.

His typical attack is Deft Srike, which is a Dex/AC attack as above that lets him move (not shift) 2 spaces before striking. It is ranged or melee.

If he doesn't actually have to move 2 extra before striking, he can use Piercing Strike, a Dex/Ref strike as above. He's happiest when he gets to use Riposte Strike, a Dex/AC strike as above that sets up a counterattack if that target attacks *anybody* before the start of Vlad's next turn. The counterattack is, sadly, a Str/AC attack for [W]+Str damage.

His encounter power is Dazing Strike, a Dex/AC strike as above that dazes the target until the end of Vlad's next turn. This is great because Dazed targets grant combat advantage.

His Daily power is Easy Target, yet another way to hit AC for a bunch of damage (2W, 2d6+2d8+8) and with a Slowed/CA(save ends both) effect.

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

(see VladSheet)

Vlad often and heavily uses the Revised Stealth Rules.

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