Rounding out the corners...

Jun 26, 2008 23:27

((4th Edition, all standard rules [22 point buy, 100 gp to equip, options per 4ed PHB]))

Name: Malcolm Level: 1st Class: Rogue Paragon Path: __________ Epic Destiny: _________
Race: Human Size: Medium Age: 19 years Height: 5' 10" Weight: 175 lbs.
Alignment: Unaligned Deity: ___________ Affiliations: __________ Role: Striker Power Source: Martial
Initiative: +3 Speed: 6 Level Constant (Lv / 2): +0

Max HP: 25 Bloodied: 12 Healing Surge Value: 06 Healing Surges/Day: 07

Defenses
15 : [ AC ] Armor Class (+2 Armor, +0 Shield, +0 LC, +3 Dexterity)
13 : [Fort] Fortitude (+0 LC, +2 Str, +1 Human)
16 : [Refl] Reflex (+0 Shield +0 LC, +3 Dex, +1 Human, +2 Rogue)
12 : [Will] Will (+0 LC, +1 Wis, +1 Human)

Ability Scores
15 (+02) Strength
13 (+01) Constitution
17 (+03) Dexterity
08 (-01) Intelligence
12 (+01) Wisdom
13 (+01) Charisma

Senses
16 Passive Insight
16 Passive Perception
Special Senses: None

Race Features:
Ability Score Bonuses: +2 Dexterity

Bonus At-Will Power: You know one extra at-will power from your class.

Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat's prerequisites.

Bonus Skill: You gain training in one additional skill from your class skill list.

Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.

Languages Known: Language [Script]
Common [Common], Goblin [Common]

Class Features
First Strike: At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.

Rogue Tactics [Brutal Scoundrel]: You gain a bonus to Sneak Attack damage equal to your Strength modifier.

Rogue Weapon Talent: When you wield a shuriken, your weapon damage die increases one size. When you wield a dagger, you gain a +1 bonus to attack rolls.

Sneak Attack: Once per round, when you have combat advantage against an enemy and are using a weapon from the light blade, the crossbow, or the sling weapon group, an attack you make against that enemy deals extra damage if the attack hits. You decide whether to apply the extra damage after making the damage roll. As you advance in level, your extra damage increases.
- Levels 01 - 10 : +2d8 + Strength modifier damage
- Levels 11 - 20 : +3d8 + Strength modifier damage
- Levels 21 - 30 : +5d8 + Strength modifier damage
- Special : Brutal Scoundrel adds Strength modifier to Sneak Attack Damage. Backstabber feat increases the die size from d6s to d8s.

Proficiency
Weapons: Dagger, hand crossbow, shuriken, sling, short sword
Armour: Cloth, leather
Shields: None

Basic Attacks
Dagger: Strength vs. AC [ttl: +6] 1d4+2
Hand Crossbow: Dexterity vs. AC [ttl: +5] 1d6

Powers
Deft Strike - Rogue Attack 1
At-Will * Martial, Weapon
Standard Action * Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.

Piercing Strike - Rogue Attack 1
At-Will * Martial, Weapon
Standard Action * Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifer at 21st level

Sly Flourish - Rogue Attack 1
At-Will * Martial, Weapon
Standard Action * Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier + Charisma modifier damage.
Increase to 2[W] + Dexterity modifier + Charisma modifier at 21st level.

Torturous Strike - Rogue Attack 1
Encounter * Martial, Weapon
Standard Action * Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Brutal Scoundrel: You gain a bonus to the damage roll equal to your Strength modifier.

Easy Target - Rogue Attack 1
Daily * Martial, Weapon
Standard Action * Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is slowed and grants combat advantage to you (save ends both).
Miss: Half damage, and the target grants combat advantage to you until the end of your next turn.

Skills * indicates a trained skill
Total = LC + St + Tr + Ra + Ft + Ot - ACP: Skill Name [Stat]
+08 = 00 + 03 + 05 + __ + __ + __ - __ Acrobatics* [Dex]
-01 = 00 - 01 + __ + __ + __ + __ - NA Arcana [Int]
+07 = 00 + 02 + 05 + __ + __ + __ - __ Athletics* [Str]
+01 = 00 + 01 + __ + __ + __ + __ - NA Bluff [Cha]
+01 = 00 + 01 + __ + __ + __ + __ - NA Diplomacy [Cha]
+01 = 00 + 01 + __ + __ + __ + __ - NA Dungeoneering [Wis]
+01 = 00 + 01 + __ + __ + __ + __ - __ Endurance [Con]
+01 = 00 + 01 + __ + __ + __ + __ - NA Heal [Wis]
-01 = 00 - 01 + __ + __ + __ + __ - NA History [Int]
+06 = 00 + 01 + 05 + __ + __ + __ - NA Insight* [Wis]
+01 = 00 + 01 + __ + __ + __ + __ - NA Intimidate [Cha]
+01 = 00 + 01 + __ + __ + __ + __ - NA Nature [Wis]
+06 = 00 + 01 + 05 + __ + __ + __ - NA Perception* [Wis]
-01 = 00 - 01 + __ + __ + __ + __ - NA Religion [Int]
+08 = 00 + 03 + 05 + __ + __ + __ - __ Stealth* [Dex]
+06 = 00 + 01 + 05 + __ + __ + __ - NA Streetwise* [Cha]
+11 = 00 + 03 + 05 + __ + __ + 03 - __ Thievery* [Dex]

Feats
Backstabber
Prerequisites: Rogue, Sneak Attack class feature
Benefit: The extra damage dice from your Sneak Attack class feature increase from d6s to d8s.

Skill Focus (Thievery)
Prerequisites: Training in Thievery
Benefit: You have a +3 feat bonus with the Thievery skill.
Special: You can take the Skill Focus feat more than once. Each time you select this feat, choose a different skill.

Equipment & Encumbrance
Normal Load: 150 lbs
Heavy Load: 300 lbs Requires two hands to carry, count as slowed
Maximum Drag Load: 750 lbs

Weight of Gear: 062 lb.
Weight of Coin: 0.02 lb. (# coins / 50)
Total: 062.02 lbs
Dead Weight: 237.02 lb. (Character + Total)

Leather Armor (25 gp, 15 lb., +2 Armor bonus)
Dagger (1 gp, 1 lb., Prof: +3, Damage: 1d4, Range: 5/10, Group: Light blade Properties: Off-hand, light thrown)
Hand Crossbow (25 gp, 2 lb., Prof: +2, Damage: 1d6, Range: 10/20, Group: Crossbow, Properties: Load free)
40 Crossbow Bolts (2 gp, 4 lb.)
Thieves' Tools (20 gp, 1 lb., +2 to Thievery skill checks to open a lock or disarm a trap)
Standard Adventurer's Kit (15 gp + 9 gp to upgrade to silk rope, 28 lb. total)
Backpack (2 lb.)
Bedroll (5 lb.)
Flint and Steel (-)
Pouch, Belt (1/2 lb.)
Rations, trail (10 days) (10 lb.)
Rope, silk (50 ft.) (10 lb.)
Sunrods (2) (2 lb.)
Waterskin (4 lb.)
Climber's Kit (2 gp, 11 lb. total)
Grappling Hook (4 lb.)
Hammer (2 lb.)
Pitons (10) (5 lb.)

01 gp reserved

Build Plan

Projected Feat Selection through level 12
Level 02: Surprise Knockdown
Level 04: Alertness
Level 06: Improved Initiative
Level 08: Far Shot
Level 10: Toughness
Level 11: Danger Sense
Level 12: Secret Stride

4ed, character build

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