Shattered Lands/remus

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Remus

General Info

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)

Languages: Common, Elven


Defenses

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

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

STR 10 (+0) [+3] INT 17 (+3) [+6]

CON 12 (+1) [+4] WIS 08 (-1) [+2]

DEX 19 (+4) [+7] CHA 12 (+1) [+4]


SKILLz

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


Feats

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

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

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 move 3 squares after attack.
Cunning Sneak: After the shift, you can make a Stealth check to become hidden.


Daily

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

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

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
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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