How To Play Joss Freeman Crs

  • June 2020
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Playing Joss Humans get higher defenses and an extra feat and at-will exploit. Rogues have Sneak Attack, which is a basic attack (not an exploit) made when he has Combat Advantage (CA) vs. the target. It adds 2d6+2 damage. This works with any of his weapons, like 1d4+2d6+4 with his dagger, or 3d6+5 with his hand crossbow, so you should always try to be attacking with CA, PHB 279. He gets CA from the usual ways, including flanking, but also while hiding using Stealth, from the rogue ability: First Strike, and from hitting with his daily exploit: Easy Target. He has a +8 in Stealth, PHB 188, to help him achieve CA against a target who isn’t aware of him. First Strike gives him CA against targets who haven’t acted yet in the encounter, which includes targets who didn’t beat his initiative. His initiative is +7. Exploits are arranged in separate columns, one for each weapon. Piercing Strike ignores armor. Save Riposte Strike for if he gets into a long or one-on-one melee fight. It gives him an immediate interrupt, which means he actually stops the target from making an attack. King’s Castle lets you to switch him in and out of combat with your adjacent character if one of them gets wounded too badly, like tag-team wrestling. Easy Target gives him CA against the target if it fails its save. Weapons: Draw both rapier and hand crossbow at the beginning of combat; there is no left-hand penalty for the crossbow. Fire that from behind cover with concealment if possible. Reloading it is a free action. The rapier can be ready for when he gets into melee. Skills: Despite the fact that I like to hear myself talk, his Bluff and Diplomacy are only +1. He is a physical rogue; Athletics, Acrobatics, Stealth and Thievery are his best skills. Insight and Perception are OK too. Personality: Smart-alecky atheist who has a problem with authority, but he is also a war veteran who witnessed the enemy’s armada annihilate his whole army. Must use Firefly jargon at least once or twice for his only magic item, a Brown Coat, to function.

JOSS FREEMAN HUMAN BRAWNY ROGUE LEVEL 1 UNALIGNED “May have been (on) the losing side. Still not convinced it was the wrong one.”

STRENGTH CONSTITUTION DEXTERITY INTELLIGENCE WISDOM CHARISMA

15 12 16 12 11 13

HIT POINTS BLOODIED

HEAL SURGE HP HEALED 6 HEAL SURGES PER DAY 7

24 12

Basic Attacks Dagger +6 vs AC Unarmed +3 vs AC

+2 +1 +3 +1 +0 +1

XP 235

ARMOR CLASS FORTITUDE REFLEX WILL INITIATIVE SPEED SECOND WIND

[STD ACT, ENCOUNTER]

Rapier +5 vs AC Thrown Dagger +7 vs AC Hand Crossbow +5 vs AC

1d4+2 1d4+2

FEATS

16 15 16 12 +7 6 

1d8+2 1d4+2 5/10 1d6+3 10/20

RACE AND CLASS FEATURES

First Strike At the start of an encounter, you Improved Initiative [+4] Weapon Proficiency [rapier] have combat advantage against any creatures that have not yet acted in that encounter.

SKILLS

Brutal Scoundrel You gain a bonus to Sneak Attack damage equal to your Strength modifier.

Passive Insight 15 Passive Perception 15 Acrobatics Arcana Athletics Bluff Diplomacy Dungeoning Endurance Heal History

8 1 7 1 1 0 1 1 1

EQUIPMENT

Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery

5 3 0 5 1 8 6 8

Rogue Weapon Talent When you wield a shurkien your weapon damage die increase by 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 light blade, crossbow or sling, an attack you make against the enemy deals an extra 2d6+2 damage on a hit.

Leather armor, Brown Coat, rapier, dagger, hand crossbow, 35 bolts, thieves tools, grapple hook, hammer, pitons, backpack, bedroll, flint and tinder, belt pouch, silk rope, waterskin, 1.6GP, Orcus necklace. BROWN COAT +1: ARMOR leather, ENHANCEMENT AC, PROPERTY +2 intimidate, +1 unarmed, must use words like ‘shiny,’‘’verse’ and ‘gorram.’

RAPIER

DAGGER

CROSSBOW

At-Will

At-Will

At-Will

Piercing Strike +6 vs Reflex Hit: 1d8+3

Piercing Strike +7 vs Reflex Hit: 1d4+3

Riposte Strike Rapier +6 vs AC Hit: 1d8+3 If the target attacks me before the start of my next turn, make my riposte against the target as an immediate interrupt: +5 vs AC, 1d8+2.

Riposte Strike +7 vs AC Hit: 1d4+3 If the target attacks me before the start of my next turn, make my riposte against the target as an immediate interrupt: +6 vs AC, 1d4+2.

Sly Flourish +6 vs AC Hit: 1d8+4

Sly Flourish +7 vs AC Hit: 1d4+4

Sly Flourish +5 vs AC Hit: 1d6+4

Encounter

Encounter

Encounter

King’s Castle +6 vs Reflex Hit: 2d8+3 Effect: Switch places with willing, adjacent ally.

King’s Castle +7 vs Reflex Hit: 2d4+3 Effect: Switch places with willing, adjacent ally.

King’s Castle +5 vs Reflex Hit: 2d6+3 Effect: Switch places with willing, adjacent ally.

Easy Target +6 vs AC Hit: 2d8+3 and the target is slowed [277] and grants combat advantage to me [save ends both]. Miss: half damage and the target grants combat advantage to me until the end of my next turn. Tell opponent: “Do no Red or Orange next turn.”

Easy Target +7 vs AC Hit: 2d4+3 and the target is slowed [277] and grants combat advantage to me [save ends both]. Miss: half damage and the target grants combat advantage to me until the end of my next turn. Tell opponent: “Do no Red or Orange next turn.”

Easy Target +5 vs AC Hit: 2d6+3 and the target is slowed [277] and grants combat advantage to me [save ends both]. Miss: half damage and the target grants combat advantage to me until the end of my next turn. Tell opponent: “Do no Red or Orange next turn.”

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