Difference between revisions of "Shattered Lands/remus"

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(Created page with '=Remus= == '''''General Info''''' == '''Eyes''': Blue '''Hair''': Black '''Height''': 5' 7" '''Weight''': 65 kg '''MAX HP''': 00 '''Bloodied''': 00 '''Surge Value'''…')
 
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=Remus=
 
=Remus=
 +
  
 
== '''''General Info''''' ==
 
== '''''General Info''''' ==
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'''Eyes''': Blue  '''Hair''': Black  '''Height''': 5' 7"  '''Weight''': 65 kg
 
'''Eyes''': Blue  '''Hair''': Black  '''Height''': 5' 7"  '''Weight''': 65 kg
  
'''MAX HP''': 00   '''Bloodied''': 00 '''Surge Value''': 00 '''Surge per Day''': 00
+
'''MAX HP''': 49   '''Bloodied''': 24 '''Surge Value''': 12 '''Surge per Day''': 07
  
'''Initiative''': +0
+
'''Initiative''': +7
  
 
'''Speed''': 6
 
'''Speed''': 6
Line 13: Line 14:
 
'''Power Points''': 0
 
'''Power Points''': 0
  
'''Background''': Draji Outlaw (Stealth)
+
'''Background''': Occupation - Thief (+2 to Stealth)
  
'''Languages''':  
+
'''Theme''': *Dan is working on it.*
  
== '''''Defenses''''' ==
+
'''Languages''': Common, Elven
  
  
'''AC'''  23= 10+3(1/2 LvL)+(7+2)+1 (Fixed rate)
 
  
'''Fort''' 19= 13+
+
== '''''Defenses''''' ==
  
'''Ref''' 17= 13+
 
  
'''Will''' 19= 13+
+
'''AC''' 20 = 13 +4 (Ability Score) +2 +1 (Armor)
  
== '''''Ability Scores''''' ==
+
'''Fort''' 15 = 13 +1 (Ability Score) +1 (Race)
  
'''Ability'''     Bonus(B)   [B+1/2 LvL]
+
'''Ref''' 20 = 13 +4 (Ability Score) +2 (Class) +1 (Race)
  
'''STR''' 14 (+2) [+5]    ''' INT''' 10 (+0) [+3]
+
'''Will''' 15 = 13 +1 (Ability Score) +1 (Race)
  
'''CON''' 19 (+4) [+7]    ''' WIS''' 15 (+2) [+5]
 
  
'''DEX''' 11 (+0) [+3]    ''' CHA''' 10 (+0) [+3]
 
  
== '''''SKILLz''''' ==
+
== '''''Ability Scores''''' ==
  
'''''Trained'''''
 
  
'''Endurance'''(Con) +12
+
'''Ability'''     Bonus(B)   [B+1/2 LvL]
  
'''Insight''' (Wis) +10
+
'''STR''' 10 (+0) [+3]   
  
'''Heal''' (Wis) +10
+
'''CON''' 12 (+1) [+4]   
  
'''Athletics''' (Str) +10
+
'''DEX''' 19 (+4) [+7] 
  
'''Arcana''' (Int) +8
+
''' INT''' 17 (+3) [+6]
  
'''''Passive'''''
+
''' WIS''' 08 (-1) [+2]
  
'''Insight'''(Wis) 20
+
''' CHA''' 12 (+1) [+4]
  
'''Perception''' (Wis) 15
 
  
== '''''Feats''''' ==
 
  
Weapon Expertise (Hammers)
+
== '''''SKILLz''''' ==
  
(+1 to hit with Hammers)
 
  
 +
'''Acrobatics''' (T) = +12
  
Melee Training (Constitution)
+
'''Arcana''' = +6
  
(Use Con instead of Strength for basic melee attacks)
+
'''Athletics''' (T) = +8
  
 +
'''Bluff''' (T) = +9
  
Blurred Speed
+
'''Diplomacy''' = +4
  
(Shift 2 squares instead of 1 when using the Blurred Step power)
+
'''Dungeoneering''' = +2
  
 +
'''Endurance''' = +4
  
Battle Awareness
+
'''Heal''' = +2
  
(gain training in 1 fighter skill, and once per encounter, whenever an enemy that is adjacent to me shifts or makes an attack that does not include me as a target, I can make a melee basic attack against that enemy as an immediate interrupt)
+
'''History''' = +6
  
 +
'''Insight''' (T) = +7
  
Weapon Proficiency (Craghammer)
+
'''Intimidate''' = +4
  
(Craghammers are awesomesauce)
+
'''Nature''' = +2
  
 +
'''Perception''' (T) = +7
  
== '''''@-WILLs''''' ==
+
'''Religion''' = +6
  
Battlemind's Demand
+
'''Stealth''' (T) = +16 [5 +4 +3 +2 (Background) +2 (Feat)]
  
I draw my foe's concentration, compelling the foe to strike at me.
+
'''Streetwise''' = +4
  
Augmentable, Psionic
+
'''Thievary''' (T) = +12
  
Minor Action, Close Burst 3
 
  
Target: One creature in burst
+
'''''Passive'''''
  
Effect: I mark the target until I use this power again, or until the end of the encounter.
 
  
Augment 1:
+
'''Insight''' = 17
  
Target: one or two creatures in burst.
+
'''Perception''' = 17
  
  
Blurred Step
 
  
I bend reality with the power of my mind, flashing across the space between me and my enemy.
+
== '''''Racial Features''''' ==
  
Psionic
+
Bonus Feat <br>
 +
Bonus Skill <br>
 +
Bonus At-Will Power <br>
 +
Human Defense Bonus
  
Free Action, Personal
+
== '''''Class Features''''' ==
  
Trigger: An adjacent enemy marked by me shifts.
 
  
Effect: I shift 2 squares.
+
1. First Strike: Combat advantage against enemy that hasn't acted yet at start of encounter.
  
Special: I can use this power only once per turn.
+
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.
  
Mind Spike
+
4. Sneak Attack
  
I force my enemy to feel the pain it has inflicted upon my friend.
+
== '''''Feats''''' ==
 
 
Force, Psionic, Psychic
 
 
 
Immediate Reaction, Melee 1
 
  
Target: The triggering enemy
 
  
Trigger: An adjacent enemy marked by me deals damage to my ally with an attack that doesn't include me as a target.
+
1> '''Far Shot''': Increase projectile weapon range by 5 squares. [Rogue: Sharpshooter Talent Bonus]
  
Effect: The target takes force and psychic damage equal to the damage that its attack dealt to my ally.
+
2> '''Two-Fisted Shooter''': You can treat the hand crossbow as an off-hand weapon, and you can reload it one-handed as a free action. When you score a critical hit and have a hand-crossbow in your off-hand, you can make a ranged basic attack with that weapon. (Character Creator : Martial Power) [Bonus Human Feat]
  
 +
3> '''Versatile Duelist''': Gain proficiency in all one-handed, Military Heavy Blades, and can use them for all Rogue powers that has Light Blade as a keyword, and for dealing Sneak Attack damage with that power. (Character Creator : Dragon Magazine 381)
  
Basic Melee Attack (Craghammer)
+
4> '''Distant Advantage''': Gain combat advantage with ranged and area attacks against enemies flanked by your allies. (Character Creator : Players' Handbook 2)
  
+11 vs AC
+
5> '''Backstabber''': Sneak Attack dies increased from d6 to d8. (Character Creator : Players' Handbook)
  
(1d8+2)+7
+
6> '''Silent Shot Student''': +2 to stealth, +3 (INT modifier) damage when using Gloaming Cut at-will power against an enemy that you are hidden from.
  
  
Conductive Defense
 
  
My attack surrounds a foe with a shroud of crackling lightning, threatening retribution for strikes against my allies.
+
== '''''At-Will Powers''''' ==
  
Augmentable, Lightning, Psionic, Weapon
 
  
Standard Action, Melee 1
+
1. '''Preparatory Shot'''
  
Target: One Creature
+
''You feint and nick the target, inhibiting its movement to set up an even deadlier attack.''
  
Attack: +11 vs Reflex
+
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''': 7 damage [DEX + INT]<br>
 +
''Hit'': Target grants combat advantage until the end of your next turn.
  
Hit: (1d8+2)+7 lightning damage.  Until the start of my next turn, the target takes my Con modifier (4) lightning damage whenever it hits one of my allies.
 
  
 +
2. '''Gloaming Cut'''
  
Twisted Eye
+
''From the shadows you strike. and into the shadows you flee.''
  
I flood the mind of my foe with psionic energy, befuddling its vision and distorting its perception of nearby threats. By increasing the flood to a torrent, I can blind the foe completely.
+
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 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 (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.
  
Augmentable, Psionic, Weapon
 
  
Standard Action, Melee weapon
+
3. '''Deft Strike'''
  
Target: One creature
+
''A final lunge brings you into an advantageous position.''
  
Attack: +11 vs AC
+
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 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>
 +
''Special'': You can move 2 squares before attack.
  
Hit: (1d8+2)+7 damage.  until the end of my next turn, the target takes a penalty to attack rolls equal to the number of my allies adjacent to it.
 
 
Augment 1:
 
 
Special: When making an opportunity attack, I can use this power in place of a melee basic attack.
 
 
Augment 2:
 
 
Hit: (1d8+2)+7 damage, and the target is blinded until the end of my next turn.
 
 
 
Vicious Cobra Strike
 
 
In my foe's mind, my weapon takes the form of a hissing serpent, its strikes hindering that enemy's attacks.
 
 
Augmentable, Psionic, Psychic, Weapon
 
 
Standard Action, Melee weapon
 
 
Target: One or two creatures
 
 
Attack: +11 vs AC
 
 
Con (4) psychic damage and I mark the target until the end of my next turn.  if I target only one creature with this power, the attack deals (1d8+2)+7 psychic damage instead.
 
 
Augment 1:
 
 
Hit: As above, and I also mark one enemy adjacent to the target until the end of my next turn.
 
 
Augment 2:
 
 
Close Burst 1
 
 
Target: All enemies I can see in burst
 
 
Hit: (1d8+2)+7 psychic damage, the target is marked, and takes a -2 penalty to attack rolls end the end of my next turn.
 
 
 
Lodestone Lure
 
 
As I raise my weapon, a foe is telekinetically pulled toward me.
 
 
Augmentable, Psionic, Weapon
 
 
Standard Action, Melee 2
 
 
Target: one creature
 
 
Attack: +11 vs Will
 
 
Hit: Con (4) damage, and I pull the target 1 square.  Until the end of my next turn, the target can move only to squares that are adjacent to me.
 
 
Augment 1:
 
 
Melee 5
 
 
Hit: As above, but I pull the target 4 squares.
 
 
Augment 2
 
 
Melee 5
 
 
Hit: (1d8+2)+7 damage, and I pull the target 4 squares and knock it prone.  Until the end of my next turn the target can move only to squares that are adjacent to me.
 
  
  
 
== ''''' Encounters ''''' ==
 
== ''''' Encounters ''''' ==
 
Adept's Insight
 
 
My mental focus provides a boost to myself or my allies.
 
 
Encounter, Psionic
 
 
Free action, Close burst 5
 
 
Trigger: I or an ally makes an attack roll, saving throw, or skill check.
 
 
Effect: I add 1 to the triggering roll.
 
 
Augment 1
 
 
Effect: I instead add 1d4+1 to the triggering roll.
 
 
 
Persistent Harrier
 
 
I slip the bonds of space to strike back against a distant foe.
 
 
Encounter, Psionic, Teleportation, Weapon
 
 
Immediate Reaction, Melee Weapon
 
 
Trigger: An enemy hits or misses me with an attack for the first time during an encounter
 
 
Target: The triggering enemy
 
 
Special: I can attack the target with this melee attack, even if the target is outside my melee reach.
 
 
Attack: +11 vs AC
 
 
Hit: (1d8+2)+7 damage and I teleport to a square adjacent to the enemy.
 
  
  
Telepathic Challenge
+
1. '''King’s Castle'''
  
I loom large in my foes' minds, forcing my enemies to turn their attention toward me.
+
''It’s hard to get to the little guy when he takes cover behind an ally who can crush plate armor in his teeth.''
  
Psionic
+
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.
  
Minor Action, Close Burst 2
 
  
Target: Each enemy in burst
+
2. '''Fleeting Spirit Strike'''
  
Effect: I mark each target until the end of my next turn.
+
''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'''''==
  
  
Aspect of Elevated Harmony
+
1. '''Scattering Shot'''
 
 
My eyes glow as I achieve harmony of mind, body and spirit. None can stand against me!
 
 
 
Healing, Polymorph, Psionic, Weapon
 
 
 
Standard Action, Melee weapon
 
 
 
Target: One creature
 
 
 
Attack: +11 vs AC
 
 
 
Hit: (2d8+4)+7 damage.
 
 
 
Miss: Half damage.
 
 
 
Effect: I can spend a healing surge.  I then assume the aspect of elevated harmony until the end of the encounter.  While in this aspect, I can use the following augmentation with my battlemind at-will attack powers that are augmentable.  This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn't supersede them.
 
 
 
Augment 1
 
 
 
Effect: I gain temporary hit points equal to 5 + Wis (+2).  In addition, I choose a single creature hit by the at-will attack.  That creature takes extra damage equal to my Wis (+2).
 
 
 
 
 
Inconstant Location
 
 
 
My attack opens up ripples in space, letting me slip from place to place to stay one step ahead of my foes.
 
 
 
Psionic, Stance, Teleportation, Weapon
 
 
 
Standard Action, Melee weapon
 
 
 
Target: one creature
 
 
 
Attack: +11 vs AC
 
 
 
Hit: (2d8+4)+7 damage.
 
 
 
Miss: Half damage
 
 
 
Effect: I assume the inconstant location stance. Until the stance ends, I can teleport 2 squares as a free action.
 
  
Special: I can take this free action only as the first or last actions of my turns.
+
''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.
  
Mental Triumph
 
  
By the power of my mind, I shrug off the most potent physical effects.
+
2. '''Lurker's Assault'''
  
Psionic
+
''Shadows mask your movement, helping you to shuffle into position and deliver a wicked attack.''
  
Minor Action, Personal
+
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.
  
Effect: I cannot be slowed, immobilized, or restrained until the end of the encounter.
 
  
  
 +
== '''''Utility Powers''''' ==
  
== '''''GEAR''''' ==
+
1. '''False Bravado'''
  
Iron Armbands of Power (Level 6, Arm Slot)
+
''Your apparent courage makes your enemy think twice about pressing its attack.''
  
The mighty power within these metal armbands enhances the power of my attacks!
+
At·Will<br>
 +
Minor Action, Personal<br>
 +
Requirement: You must be marked.<br>
 +
Effect: You are no longer marked.
  
Property: Gain a +2 item bonus to melee damage rolls.
 
  
 +
2. '''Chameleon'''
  
Gauntlets of Ogre Power (Level 5, Hand Slot)
+
''You blend into your surroundings.''
  
These oversized metal gloves increase my strength and can be activated to increase my damage.
+
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.
  
Property: Gain +1 item bonus to Athletics checks and Strength ability checks.
 
  
Power (Daily): Free Action.  Use this power whne I hit with a melee attack.  Add a +5 power bonus to the damage roll.
 
  
 +
== '''''Gear''''' ==
  
Mercurial Mind (Level 3, Psionic Talent / Boon slot)
 
  
Focusing my thoughts allows me to move with blurring speed to stay one step ahead of my enemies.
+
1. Adventurer's Kit
  
Property: While I am not bloodied, I gain a +1 item bonus to my speed.
+
2. (Off-hand) Magic Hand-Crossbow +2 : Critical-> +2d6 Damage
  
Power (Encounter, Psionic): Free action.  Trigger: I hit an enemy with an unaugmented at-will attack power.  Effect: I shift 2 squares once the attack is resolved.
+
3. (Armor slot) Deathcut Leather Armor +1 : Resist 5 Necrotic, Resist 5 Poison
  
Craghammer
+
4. (Main Hand) Deathstalker Longsword +1 : Critical-> +1d6 Necrotic Damage
  
Scale Armor
 
  
Heavy Shield
 
  
Adventurers Kit
+
== '''''Gear Powers''''' ==
  
Desert Clothing
 
  
Distillation Kit
+
1. Deathstalker Longsword +1
  
Filter Mask
+
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.
  
Fire Kit
 
  
Sun Balm
+
2. Deathcut Leather Armor +1
  
Pack Erdlu
+
Daily, Necrotic<br>
 +
Immediate Action, Use when you are hit with melee attack<br>
 +
Attacker takes 1d10 +1 (CHA) Necrotic damage.
  
Potion of Healing (Heroic)
 
  
Favor (House Tenoch) 83 gp
 
  
  
  
 
Go back to the [[Shattered Lands]]
 
Go back to the [[Shattered Lands]]

Latest revision as of 03:50, 29 October 2010

Remus[edit]

General Info[edit]

Eyes: Blue Hair: Black Height: 5' 7" Weight: 65 kg

MAX HP: 49 Bloodied: 24 Surge Value: 12 Surge per Day: 07

Initiative: +7

Speed: 6

Power Points: 0

Background: Occupation - Thief (+2 to Stealth)

Theme: *Dan is working on it.*

Languages: Common, Elven


Defenses[edit]

AC 20 = 13 +4 (Ability Score) +2 +1 (Armor)

Fort 15 = 13 +1 (Ability Score) +1 (Race)

Ref 20 = 13 +4 (Ability Score) +2 (Class) +1 (Race)

Will 15 = 13 +1 (Ability Score) +1 (Race)


Ability Scores[edit]

Ability Bonus(B) [B+1/2 LvL]

STR 10 (+0) [+3]

CON 12 (+1) [+4]

DEX 19 (+4) [+7]

INT 17 (+3) [+6]

WIS 08 (-1) [+2]

CHA 12 (+1) [+4]


SKILLz[edit]

Acrobatics (T) = +12

Arcana = +6

Athletics (T) = +8

Bluff (T) = +9

Diplomacy = +4

Dungeoneering = +2

Endurance = +4

Heal = +2

History = +6

Insight (T) = +7

Intimidate = +4

Nature = +2

Perception (T) = +7

Religion = +6

Stealth (T) = +16 [5 +4 +3 +2 (Background) +2 (Feat)]

Streetwise = +4

Thievary (T) = +12


Passive


Insight = 17

Perception = 17


Racial Features[edit]

Bonus Feat
Bonus Skill
Bonus At-Will Power
Human Defense Bonus

Class Features[edit]

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[edit]

1> Far Shot: Increase projectile weapon range by 5 squares. [Rogue: Sharpshooter Talent Bonus]

2> Two-Fisted Shooter: You can treat the hand crossbow as an off-hand weapon, and you can reload it one-handed as a free action. When you score a critical hit and have a hand-crossbow in your off-hand, you can make a ranged basic attack with that weapon. (Character Creator : Martial Power) [Bonus Human Feat]

3> Versatile Duelist: Gain proficiency in all one-handed, Military Heavy Blades, and can use them for all Rogue powers that has Light Blade as a keyword, and for dealing Sneak Attack damage with that power. (Character Creator : Dragon Magazine 381)

4> Distant Advantage: Gain combat advantage with ranged and area attacks against enemies flanked by your allies. (Character Creator : Players' Handbook 2)

5> Backstabber: Sneak Attack dies increased from d6 to d8. (Character Creator : Players' Handbook)

6> Silent Shot Student: +2 to stealth, +3 (INT modifier) damage when using Gloaming Cut at-will power against an enemy that you are hidden from.


At-Will Powers[edit]

1. Preparatory Shot

You feint and nick the target, inhibiting its movement to set up an even deadlier attack.

Standard Action, Martial, Weapon
Ranged Weapon
Must be wielding a crossbow, light blade or sling.
Range: 15/25 (With feat)
Target: One creature
Attack: 1d20 +12 vs AC [DEX vs AC]
Hit: 7 damage [DEX + INT]
Hit: Target grants combat advantage until the end of your next turn.


2. Gloaming Cut

From the shadows you strike. and into the shadows you flee.

Standard Action, Martial, Weapon
Melee or Ranged Weapon
Must be wielding a crossbow, light blade or sling.
Range: 15/25 (With feat) or Melee
Target: One creature
Attack: 1d20 +12 vs AC (for Crossbow) or 1d20 +11 vs AC (for Longsword) [DEX vs AC]
Hit: 1d6 +2 damage (for Crossbow) or 1d8 +1 damage (for Longsword) [1W]
Damage (Special): +3 (INT) against enemy you are hidden from [Silent Shot Feat]
Effect: You shift 3 squares (equal to your Intelligence modifier), and you can make a Stealth check to become hidden.


3. Deft Strike

A final lunge brings you into an advantageous position.

Standard Action, Martial, Weapon
Melee or Ranged Weapon
Must be wielding a crossbow, light blade or sling.
Range: 15/25 (With feat) or Melee
Target: One creature
Attack: 1d20 +12 vs AC (for Crossbow) or 1d20 +11 vs AC (for Longsword) [DEX vs AC]
Hit: 1d6 +6 damage (for Crossbow) or 1d8 +5 damage (for Longsword) [1W + DEX]
Special: You can move 2 squares before attack.


Encounters [edit]

1. King’s Castle

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
Melee or Ranged Weapon
Must be wielding a crossbow, light blade or sling.
Range: 15/25 (With feat) or Melee
Target: One creature
Attack: 1d20 +12 vs Ref (for Crossbow) or 1d20 +11 vs Ref (for Longsword) [DEX vs Ref]
Hit: 2d6 +6 damage (for Crossbow) or 2d8 +5 damage (for Longsword) [2W + DEX]
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
Melee or Ranged Weapon
Must be wielding a crossbow, light blade or sling.
Range: 15/25 (With feat) or Melee
Effect: Before the attack, you shift 3 squares.
Cunning Sneak: After the shift, you can make a Stealth check to become hidden.
Target: One creature
Attack: 1d20 +12 vs AC (for Crossbow) or 1d20 +11 vs AC (for Longsword) [DEX vs AC]
Hit: 2d6 +6 damage (for Crossbow) or 2d8 +5 damage (for Longsword) [2W + DEX]
Effect:You can shift 3 squares after attack.
Cunning Sneak: After the shift, you can make a Stealth check to become hidden.

Daily[edit]

1. Scattering Shot

Enemies flee from the target of your attack, each fearing it will be your next victim.

Standard Action, Martial, Weapon
Ranged Weapon
Must be wielding a crossbow, light blade or sling.
Range: 15/25 (With feat)
Target: One creature
Attack: 1d20 +12 vs AC [DEX vs AC]
Hit: 2d6 +6 damage [2W + DEX]
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
Melee or Ranged Weapon
Must be wielding a crossbow, light blade or sling.
Range: 15/25 (With feat) or Melee
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.
Target: One creature
Attack: 1d20 +12 vs AC [DEX vs AC]
Hit: 2d6 +6 damage [2W + DEX]
 ; You shift 3 squares (equal to your Intelligence modifier).
Cunning Sneak: After the shift, you can make a Stealth check to become hidden.
Miss: Half damage.


Utility Powers[edit]

1. False Bravado

Your apparent courage makes your enemy think twice about pressing its attack.

At·Will
Minor Action, Personal
Requirement: You must be marked.
Effect: You are no longer marked.


2. Chameleon

You blend into your surroundings.

At·Will, Martial
Immediate Interrupt, Personal
Trigger: You are hidden and lose cover or concealment against an opponent.
Prerequisite: You must be trained in Stealth.
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[edit]

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[edit]

1. Deathstalker Longsword +1

Daily, Necrotic
Free Action, Use when you hit with this weapon
Target takes ongoing 5 Necrotic damage (save ends).
Saves made to end this effect take -2 penalty.


2. Deathcut Leather Armor +1

Daily, Necrotic
Immediate Action, Use when you are hit with melee attack
Attacker takes 1d10 +1 (CHA) Necrotic damage.



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