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 +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.
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.
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.