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Name: Lilwen
Race: Human
Class: Rogue
Level: 2

Ability Scores

Str: 10 (+0)
Dex: 18 (+4)
Con: 16 (+3)
Int: 10 (+0)
Wis: 14 (+2)
Cha: 14 (+2)

Combat Summary[edit]

Initiative: +6


Armour Class: 17
Physical Defense: 17
Mental Defense: 14
Save Bonus:

Armour Type AC Attack Penalty
None 16 -
Light 17 -
Heavy 18 -2
Shield +1 -2

Hit Points

Maximum: 36
Staggered: 18


Maximum: 8
Dice: 2d8+2 (10)

Basic Attacks

Melee: Att: +6 vs AC Hit: 2[W]+4 Miss: 2
Ranged: Att: +6 vs AC Hit: 2[W]+4 Miss: 2
Armour Attack Penalty: 0

Weapon Attack Hit Miss
Dagger +6 vs AC 2d8+4 2
Unarmed +4 vs AC 2d3+0 -

Character Details[edit]

One Unique Thing

Shadowsouled - Infused with shadow magic at birth, can be pulled from any location at any time, is a shadow walker.

Icon Relationships

  • The Flame Guild-Mistress - (1 die)
  • The Magistrate - (1 die)
  • The Shadowfury - (1 die)


Nephian Assassin +5

  • Feature1
  • Feature2
  • Feature3

Impersonator +2

  • Feature1
  • Feature2
  • Feature3

Thief +1

  • Feature1
  • Feature2
  • Feature3

Racial Powers

Bonus Feat - At 1st level, human PCs start with two feats instead of one

Quick to Fight - At the start of each battle, roll initiative twice and choose the result you want

Class Features

Momentum - Many of the rogue’s powers function only when the rogue has momentum. You gain momentum by hitting an enemy with an attack. You lose momentum when you are hit by an attack.

Sneak Attack - Once per round when you make a rogue melee weapon attack against an enemy engaged with one or more of your allies, you can deal extra damage if your attack hits. 1st Level (Improved): +1d6 damage.

Trap Sense - If a rogue’s skill check involving a trap is a natural even failure, the rogue can reroll the skill check once. If a trap’s attack roll against a rogue is a natural odd roll, the rogue can force the trap to reroll the attack once.


Improved Sneak Attack - Your Sneak Attack damage is better than other rogues

Shadow Walk - You gain the shadow walk at-will power.

Tumble - You gain a +5 bonus to disengage checks. In addition, while you are moving, if an enemy moves to intercept you, you can make one disengage roll per intercepting enemy as a free action to avoid that enemy, but you must stop the first time you fail any of those disengage checks.


Flying Blade (A) - If you score a critical hit with flying blade, the target is also dazed (–4 attack) until the end of your next turn.

Roll With It (A) - The power also triggers on an attack against PD.

New Feat -

Powers and Spells

1st Level Powers

  • Flying Blade
  • Roll With It
  • Sure Cut
  • Tumbling Strike




Other Equipment:

Magic Items:

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