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=Remus=
 
=Remus=
 
  
 
== '''''General Info''''' ==
 
== '''''General Info''''' ==
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'''Background''': Occupation - Thief (+2 to Stealth)
 
'''Background''': Occupation - Thief (+2 to Stealth)
 
'''Theme''': *Dan is working on it.*
 
  
 
'''Languages''': Common, Elven
 
'''Languages''': Common, Elven
 
  
  
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'''Will''' 15 = 13 +1 (Ability Score) +1 (Race)
 
'''Will''' 15 = 13 +1 (Ability Score) +1 (Race)
 
  
  
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'''Ability'''    Bonus(B)  [B+1/2 LvL]
 
'''Ability'''    Bonus(B)  [B+1/2 LvL]
  
'''STR''' 10 (+0) [+3]     
+
'''STR''' 10 (+0) [+3]    ''' INT''' 17 (+3) [+6]
  
'''CON''' 12 (+1) [+4]     
+
'''CON''' 12 (+1) [+4]    ''' WIS''' 08 (-1) [+2]
 
 
'''DEX''' 19 (+4) [+7] 
 
 
 
''' INT''' 17 (+3) [+6]
 
 
 
''' WIS''' 08 (-1) [+2]
 
 
 
''' CHA''' 12 (+1) [+4]
 
  
 +
'''DEX''' 19 (+4) [+7]    ''' CHA''' 12 (+1) [+4]
  
  
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'''Perception''' = 17
 
'''Perception''' = 17
  
 
 
== '''''Racial Features''''' ==
 
 
Bonus Feat <br>
 
Bonus Skill <br>
 
Bonus At-Will Power <br>
 
Human Defense Bonus
 
 
== '''''Class Features''''' ==
 
 
 
1. First Strike: Combat advantage against enemy that hasn't acted yet at start of encounter.
 
 
2. Cunning Sneak: You don't take a penalty to Stealth checks for moving more than 2 squares, and you take a -5 penalty instead of a -10 penalty to Stealth checks for running.
 
If you end a move action at least 3 squares away from your starting position, you can make a Stealth check to become hidden if you have any concealment or any cover, except for cover provided by intervening allies.
 
 
'''(This should overrule the need for superior cover / total concealment introduced in PHB II as this was introduced in MP II- several months after PHB II. But I would be grateful if anyone can confirm)'''.
 
 
3. Sharpshooter Talent (Crossbow): +1 to attack with Crossbows; Far Shot as bonus feat.
 
 
4. Sneak Attack
 
  
 
== '''''Feats''''' ==
 
== '''''Feats''''' ==
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Range: 15/25 (With feat)<br>
 
Range: 15/25 (With feat)<br>
 
Target: One creature<br>
 
Target: One creature<br>
'''Attack''': 1d20 +12 vs AC [DEX vs AC]<br>
+
Attack: 1d20 +12 vs AC [DEX vs AC]<br>
'''Hit''': 7 damage [DEX + INT]<br>
+
Damage: 7 [DEX + INT]<br>
''Hit'': Target grants combat advantage until the end of your next turn.
+
Hit: Target grants combat advantage until the end of your next turn.
  
  
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Range: 15/25 (With feat) or Melee<br>
 
Range: 15/25 (With feat) or Melee<br>
 
Target: One creature<br>
 
Target: One creature<br>
'''Attack''': 1d20 +12 vs AC (for Crossbow) or 1d20 +11 vs AC (for Longsword) [DEX vs AC]<br>
+
Attack: 1d20 +12 vs AC (for Crossbow) or 1d20 +11 vs AC (for Longsword) [DEX vs AC]<br>
'''Hit''': 1d6 +2 damage (for Crossbow) or 1d8 +1 damage (for Longsword) [1W]<br>
+
Damage: 1d6 +2 (for Crossbow) or 1d8 +1 (for Longsword) [1W]<br>
''Damage (Special)'': +3 (INT) against enemy you are hidden from [Silent Shot Feat]<br>
+
Damage (Special): +3 (INT) against enemy you are hidden from [Silent Shot Feat]<br>
''Effect'': You shift 3 squares (equal to your Intelligence modifier), and you can make a Stealth check to become hidden.
+
Effect: You shift 3 squares (equal to your Intelligence modifier), and you can make a Stealth check to become hidden.
  
  
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Range: 15/25 (With feat) or Melee<br>
 
Range: 15/25 (With feat) or Melee<br>
 
Target: One creature<br>
 
Target: One creature<br>
'''Attack''': 1d20 +12 vs AC (for Crossbow) or 1d20 +11 vs AC (for Longsword) [DEX vs AC]<br>
+
Attack: 1d20 +12 vs AC (for Crossbow) or 1d20 +11 vs AC (for Longsword) [DEX vs AC]<br>
'''Hit''': 1d6 +6 damage (for Crossbow) or 1d8 +5 damage (for Longsword) [1W + DEX]<br>
+
Damage: 1d6 +6 (for Crossbow) or 1d8 +5 (for Longsword) [1W + DEX]<br>
''Special'': You can move 2 squares before attack.
+
Special: You can move 2 squares before attack.
  
  
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1. '''King’s Castle'''
+
1.  
 
 
''It’s hard to get to the little guy when he takes cover behind an ally who can crush plate armor in his teeth.''
 
 
 
Standard Action, Martial, Weapon<br>
 
Melee or Ranged Weapon<br>
 
Must be wielding a crossbow, light blade or sling.<br>
 
Range: 15/25 (With feat) or Melee<br>
 
Target: One creature<br>
 
'''Attack''': 1d20 +12 vs Ref (for Crossbow) or 1d20 +11 vs Ref (for Longsword) [DEX vs Ref]<br>
 
'''Hit''': 2d6 +6 damage (for Crossbow) or 2d8 +5 damage (for Longsword) [2W + DEX]<br>
 
''Effect'': Switch places with an adjacent Ally.
 
 
 
 
 
2. '''Fleeting Spirit Strike'''
 
  
''You dart from shadow to shadow, striking out along the way.''
 
  
Standard Action, Martial, Weapon<br>
 
Melee or Ranged Weapon<br>
 
Must be wielding a crossbow, light blade or sling.<br>
 
Range: 15/25 (With feat) or Melee<br>
 
Effect: Before the attack, you shift 3 squares.<br>
 
''Cunning Sneak'': After the shift, you can make a Stealth check to become hidden.<br>
 
Target: One creature<br>
 
'''Attack''': 1d20 +12 vs AC (for Crossbow) or 1d20 +11 vs AC (for Longsword) [DEX vs AC]<br>
 
'''Hit''': 2d6 +6 damage (for Crossbow) or 2d8 +5 damage (for Longsword) [2W + DEX]<br>
 
''Effect'':You can shift 3 squares after attack.<br>
 
''Cunning Sneak'': After the shift, you can make a Stealth check to become hidden.
 
  
 
== '''''Daily'''''==
 
== '''''Daily'''''==
  
  
1. '''Scattering Shot'''
 
 
''Enemies flee from the target of your attack, each fearing it will be your next victim.''
 
 
Standard Action, Martial, Weapon<br>
 
Ranged Weapon<br>
 
Must be wielding a crossbow, light blade or sling.<br>
 
Range: 15/25 (With feat)<br>
 
Target: One creature<br>
 
'''Attack''': 1d20 +12 vs AC [DEX vs AC]<br>
 
'''Hit''': 2d6 +6 damage [2W + DEX]<br>
 
'''Miss''': You do not expend this power if you were hidden from the target when you made the attack.
 
''Effect'': Each enemy adjacent to the target takes a -2 penalty to attack rolls (save ends). In addition, each enemy adjacent to the target is pushed 1 square away from the target.
 
 
 
2. '''Lurker's Assault'''
 
 
''Shadows mask your movement, helping you to shuffle into position and deliver a wicked attack.''
 
 
Standard Action, Martial, Weapon<br>
 
Melee or Ranged Weapon<br>
 
Must be wielding a crossbow, light blade or sling.<br>
 
Range: 15/25 (With feat) or Melee<br>
 
''Effect'': If you are hidden from the target, you can shift a number of squares equal to your Intelligence modifier before the attack. You remain hidden during this movement. <br>
 
Target: One creature<br>
 
'''Attack''': 1d20 +12 vs AC [DEX vs AC]<br>
 
'''Hit''': 2d6 +6 damage [2W + DEX]<br> ; You shift 3 squares (equal to your Intelligence modifier).<br>
 
''Cunning Sneak'': After the shift, you can make a Stealth check to become hidden.<br>
 
'''Miss''': Half damage.
 
 
 
 
== '''''Utility Powers''''' ==
 
 
1. '''False Bravado'''
 
 
''Your apparent courage makes your enemy think twice about pressing its attack.''
 
 
At·Will<br>
 
Minor Action, Personal<br>
 
Requirement: You must be marked.<br>
 
Effect: You are no longer marked.
 
 
 
2. '''Chameleon'''
 
 
''You blend into your surroundings.''
 
 
At·Will, Martial<br>
 
Immediate Interrupt, Personal<br>
 
Trigger: You are hidden and lose cover or concealment against an opponent.<br>
 
Prerequisite: You must be trained in Stealth.<br>
 
Effect: Make a Stealth check. Until the end of your next turn, you remain hidden if a creature that has a clear line of sight to you does not beat your check result with its Perception check. If at the end of your turn you do not have cover or concealment against a creature, that creature automatically notices you.
 
 
 
 
== '''''Gear''''' ==
 
 
 
1. Adventurer's Kit
 
 
2. (Off-hand) Magic Hand-Crossbow +2 : Critical-> +2d6 Damage
 
 
3. (Armor slot) Deathcut Leather Armor +1 : Resist 5 Necrotic, Resist 5 Poison
 
 
4. (Main Hand) Deathstalker Longsword +1 : Critical-> +1d6 Necrotic Damage
 
 
 
 
== '''''Gear Powers''''' ==
 
 
 
1. Deathstalker Longsword +1
 
 
Daily, Necrotic<br>
 
Free Action, Use when you hit with this weapon<br>
 
Target takes ongoing 5 Necrotic damage (save ends).<br>
 
Saves made to end this effect take -2 penalty.
 
  
  
2. Deathcut Leather Armor +1
 
  
Daily, Necrotic<br>
+
== '''''GEAR''''' ==
Immediate Action, Use when you are hit with melee attack<br>
 
Attacker takes 1d10 +1 (CHA) Necrotic damage.
 
  
  

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