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12:34, 27th April 2024 (GMT+0)

Rhagar

Rhagar, Level 2 Dragonborn(Kapak) Rogue(Scoundrel)
Theme: Spy

Initiative +6, Perception 11, Insight 11, Normal Vision.
HP: 30; Bloodied 15; Surges 7, Value 7
AC: 18, (22 Vs. AoO); Fort 13, Reflex 18, Will 16
Save+: N/A
Resists: N/A
Speed 6
Fly: 6* See racial details.
Murderous Eye: I have CA Vs Slow, Immobilized, and Weakened targets.
Cunning Stalker: I Have CA if I am only one next to target.

[M] Melee Basic (Standard; At-Will) Lv 1 * Weapon
Dagger: +7 Vs. AC; 1d4+1 DMG.
Rapier: +6 Vs. AC; 1d8+1 DMG

[R] Ranged Basic (Standard; At-Will) Lv 1 * Weapon
Dagger: +11 Vs. AC; 1d4+5 DMG, 20 RNG.
Shuriken: +10 Vs. AC; 1d6+5 DMG, 6/12 RNG.
Sling +9 Vs. AC; 1d6+5 DMG, 10/20 RNG.

[M] Clever Strike (Standard; At-Will) Lv 1 * Martial, Weapon
Dagger: +11 Vs. AC; 1d4+5 DMG.
Rapier: +10 Vs. AC; 1d8+5 DMG
Special: If an ally is next to the target and able to attack it,
I have CA vs target for this attack.

[M/R] Sly Flourish (Standard: At-Will) Lv 1 * Martial, Weapon
Dagger: +11 Vs. AC; 1d4+9 DMG, 20 RNG.
Rapier: +10 Vs. AC; 1d8+9 DMG
Shuriken +10 Vs. AC; 1d6+9 DMG, 6/12 RNG.
Sling +9 Vs. AC; 1d6+9 DMG, 10/20 RNG.

[M] Positioning Strike (Standard; At-Will) Lv 1 * Martial, Rattling, Weapon
Target: One, or Two targets.
Requirement: Light Blade.
Dagger: +11 Vs. WILL; 1d4+9 DMG.
Rapier: +10 Vs. WILL; 1d8+9 DMG.
Hit: I can slide Target CHA(4).

[M/R] Trick Strike (Standard; Day) Lv 1 * Martial, Weapon
Dagger: +11 Vs. AC; 3d4+5 DMG, 20 RNG.
Rapier: +10 Vs. AC; 3d8+5 DMG.
Shuriken +10 Vs. AC; 3d6+5 DMG, 6/12 RNG.
Sling +9 Vs. AC; 3d6+5 DMG, 10/20 RNG.

[UTILITY] Fleeting Ghost (Move; At-Will) Lv 2 * Martial
effect: You move up to your speed and can make a Stealth check to hide.
You take no penalty to the Stealth check for the movement,
though you must still meet the normal requirements to hide.

[Racial] [CBL3] Dragon Breath (Minor; Encounter) * Cold
Target: Everything in Close Blast 3.
Dragon Breath +9 Vs. Reflex; 1d6+2(5) Cold DMG.
Special: +2/3/6 To-Hit, and 1/2/3d6 DMG per Tier.

[THEME] [M] Skulking Spy (Move; Encounter) * Personal
Effect: Shift up to your speed.  If you have any cover or concealment
at the end of those movement, you can make a stealth check to hide.

Alignment: Wannabe Good.
Languages; Common, Draconic
 10 Acrobatics*, 0 Arcana, 6 Athletics*, 10 Bluff*, 5 Diplomacy, 1 Dungeoneering,
 2 Endurance, 1 Heal, 2 Hist, 1 Insight*, 7 Intimidate, 1 Nature, 1 Percep,
 0 Religion, 10(12) Stealth*, 10 Streetwise*, 10(12) Thievery*
STR 10(+0/+1)  DEX 18(+4/+5)  WIS 10(+0/+1)
CON 13(+1/+2)  INT  9(-1/+0)  CHA 18(+4/+5)
Equipment: Subtle Rapier +1(Lv3). Dagger Of Long Range +1(Lv2). Magic Armor +1(Lv1).
Amulet Of Protection +1(Lv1). Shuriken(5). Sling.




Deity: Sehanine is pretty cool I guess.

Racial Attributes: Dragonborn; Kapak +2 DEX, +2 CHA. 6 Speed. Normal Vision. +2 History, Intimidate. Draconic Language.
Dragonborn Racial Power; Dragon Breath: DEX, Cold. See Power.
Sinuous Agility: Replaces normal Dragonborn stats with +2 DEX, +2 CHA.
Murderous Eyes: I have CA Vs. Slowed, Immobilized, and Weakened targets. Replaces Draconic Heritage.
Instinctive Flight: Gain a Fly Speed of 6, Altitude Limit 1. I Must Land at the end of my turn. Can not Fly if carrying more than a Normal Load.
Altitude Limit: Flying higher than your altitude limit at the end of your turn, means you crash.
Crashing For Flying Creatures: Subtract Fly Speed (in Feet) from distance fallen, if distance is 0 or less no damage and do not fall prone.  Example, a Fly speed of 6=60 feet, a fall of 60 Feet or less and you are fine.
Thoughts: Since you have to voluntarily land at the end of your turn, but you can fly higher than it is possible to do that before then...  This can be confusing.

Class Attributes:
ROGUE (Scoundrel)
Armor Proficiencies: Cloth, leather.
Weapon Proficiencies: Dagger, Hand Crossbow, Short Sword, Shuriken, Sling.
Defense Bonus: +2 Reflex
Sneak Attack: When I attack and hit an enemy Granting CA with Light Blade, Hand Crossbow, Shortbow, or Sling.  Deal 2d6/3d6/5d6 extra DMG per Tier.  I can only deal this extra DMG once per turn.
First Strike: At the start of an Encounter, I have CA vs any target that has not yet acted.
Rogue Option; Scoundrel Weapon Talent: Shuriken Damage increases by one Die size.  +1 Flat To-Hit bonus with Daggers.
Rogue Tactics Option; Artful Dodger: +CHA to AC Vs AoO.
HOUSE RULES: 1: Thievery can be used to Detect Traps (Or things close enough without the Keyword) and Detect Locks/Switches.

Theme Benefits
Spy
Level 1: Skulking Spy power.  Move; Enc.  Shift up to your speed, and can make a hide check if move ends in cover or concealment.
Level 5: +2 Power to Bluff and Perc.
Level 10: Can use Bluff instead of a Knowledge or Diplomacy check, when interacting with someone (or cheating on a test).

Background Benefit:  Gritty Sergeant: +1 Initiative.  Military Weapon Prof: Rapier.

Critical: 1d6

Special:
D8s for Sneak Attack Dice (Feat 1).
+2 Flat DMG Rolls Vs Bloodied (Alt Item).
+1 Item DMG Rolls VS CA Targets (Weapon, Rapier).

Combat Advantage Granted
  CA vs Slowed, Immobilized, or Weakened targets (Murderous Eye, Racial).
  If I am the only one next to a target.

Combat Advantage Bonuses:
Default.

Feats: Backstabber(Lv1). Cunning Stalker(Lv2).

Additional Equipment: S.A.K, Thieves Tools, Climber's Kit, Dagger Boots(+2 Climb,-2 Stealth), Footpads, Flotation Bladder.
  Torch(5), Candle(3), Oil(1).
  Extra Pouch(2), Sacks(2), Flask(3).
  Extra Rope(50x2), Extra Grappling Hook.
  Ten Foot Pole(1), Gambler's Gear.
  Various other gear.

  Crimson Determination (+2 DMG rolls vs Bloodied).

Cash Etc:
Coins:
Total GP Value: whatever

Char BG:



Rhagar, Level 1 Dragonborn(Kapak) Rogue(Scoundrel)
Theme: Spy

Initiative +5, Perception 10, Insight 10, Normal Vision.
HP: 25; Bloodied 12; Surges 7, Value 6
AC: 16, (20 Vs. AoO); Fort 11, Reflex 16, Will 14
Save+: N/A
Resists: N/A
Speed 6
Fly: 6* See racial details.
Murderous Eye: I have CA Vs Slow, Immobilized, and Weakened targets.
Cunning Stalker: CA Vs enemies I am the only one next to.

[M] Melee Basic (Standard; At-Will) Lv 1 * Weapon
Dagger: +5 Vs. AC; 1d4+0 DMG.
Rapier: +4 Vs. AC; 1d8+0 DMG

[R] Ranged Basic (Standard; At-Will) Lv 1 * Weapon
Dagger: +9 Vs. AC; 1d4+4 DMG, 5/10 RNG.
Shuriken: +8 Vs. AC; 1d6+4 DMG, 6/12 RNG.
Sling: +7 Vs. AC; 1d6+4 DMG, 10/20 RNG.
Short Bow (Not Proficient): +5 Vs. AC; 1d8+4 DMG, 15/30 RNG.

[M] Clever Strike (Standard; At-Will) Lv 1 * Martial, Weapon
Dagger: +9 Vs. AC; 1d4+4 DMG.
Rapier: +8 Vs. AC; 1d8+4 DMG
Special: If an ally is next to the target and able to attack it,
I have CA vs target for this attack.

[M/R] Sly Flourish (Standard: At-Will) Lv 1 * Martial, Weapon
Dagger: +9 Vs. AC; 1d4+8 DMG, 5/10 RNG.
Rapier: +8 Vs. AC; 1d8+8 DMG
Shuriken +8 Vs. AC; 1d6+8 DMG, 6/12 RNG.
Sling +7 Vs. AC; 1d6+8 DMG, 10/20 RNG.

[M] Positioning Strike (Standard; At-Will) Lv 1 * Martial, Weapon
Requirement: Light Blade.
Dagger: +9 Vs. WILL; 1d4+4 DMG.
Rapier: +8 Vs. WILL; 1d8+4 DMG.
Hit, Artful Dodger: Slide target CHA(4).

[M/R] Trick Strike (Standard; Day) Lv 1 * Martial, Weapon
Dagger: +9 Vs. AC; 3d4+4 DMG, 5/10 RNG.
Rapier: +8 Vs. AC; 3d8+4 DMG.
Shuriken +8 Vs. AC; 3d6+4 DMG, 6/12 RNG.
Sling +7 Vs. AC; 3d6+4 DMG, 10/20 RNG.
Effect: Until End Of Encounter, I can slide target 1 every time I hit.

[Racial] [CBL3] Dragon Breath (Minor; Encounter) * Cold
Target: Everything in Close Blast 3.
Dragon Breath +7 Vs. Reflex; 1d6+1(4) Cold DMG.
Special: +2/3/6 To-Hit, and 1/2/3d6 DMG per Tier.

[THEME] [M] Skulking Spy (Move; Encounter) * Personal
Effect: Shift up to your speed.  If you have any cover or concealment
at the end of those movement, you can make a stealth check to hide.

Alignment: Bad At Being Good.
Languages; Common, Draconic
 9 Acrobatics*, -1 Arcana, 5 Athletics*, 9 Bluff*, 4 Diplomacy, 0 Dungeoneering,
 1 Endurance, 0 Heal, 1 Hist, 0 Insight*, 6 Intimidate, 0 Nature, 0 Percep,
 -1 Religion, 9(11) Stealth*, 9 Streetwise*, 9(11) Thievery*
STR 10(+0/+0)  DEX 18(+4/+4)  WIS 10(+1/+1)
CON 13(+0/+0)  INT  9(-1/-1)  CHA 18(+4/+4)
Equipment: Rapier. Daggers. Shurikens. Sling. Leather Armor. Shortbow.




Deity: Sehanine is pretty cool I guess.

Racial Attributes: Dragonborn; Kapak +2 DEX, +2 CHA. 6 Speed. Normal Vision. +2 History, Intimidate. Draconic Language.
Dragonborn Racial Power; Dragon Breath: DEX, Cold. See Power.
Sinuous Agility: Replaces normal Dragonborn stats with +2 DEX, +2 CHA.
Murderous Eyes: I have CA Vs. Slowed, Immobilized, and Weakened targets. Replaces Draconic Heritage.
Instinctive Flight: Gain a Fly Speed of 6, Altitude Limit 1. I Must Land at the end of my turn. Can not Fly if carrying more than a Normal Load.

Flight/falling Rules trivia:
Altitude Limit: Flying higher than your altitude limit at the end of your turn, means you crash.
Crashing For Flying Creatures: Subtract Fly Speed (in tile feet) from distance fallen, if distance is 0 or less no damage and do not fall prone.  Example, a Fly speed of 6=30 feet, a fall of 30 Feet or less and you are fine.
High altitude: High altitude mysteriously means you fall farther, faster.  These rules are irrelevant to Rhagar, because he has little baby wings that are useless in such a situation.
Falling does not trigger AoO: Yup.
Hop Down: DC 15 for a 10 foot "hop down" as part of a move action. Fly speed auto landing up to 30 feet means no need to roll.
Reduce Falling Damage: Subtract 30 feet from fall distance.  Acrobatics check total negates fall damage left, if zero damage then you land on your feet.
Guaranteed Safe Distance:  40 Feet (8 Tile) Guaranteed safe landing. Minimum Acro roll is 10.

Class Attributes:
ROGUE (Scoundrel)
Armor Proficiencies: Cloth, leather.
Weapon Proficiencies: Dagger, Hand Crossbow, Short Sword, Shuriken, Sling.
Defense Bonus: +2 Reflex
Sneak Attack: When I attack and hit an enemy Granting CA with Light Blade, Hand Crossbow, Shortbow, or Sling.  Deal 2d6/3d6/5d6 extra DMG per Tier.  I can only deal this extra DMG once per turn.
First Strike: At the start of an Encounter, I have CA vs any target that has not yet acted.
Rogue Option; Scoundrel Weapon Talent: Shuriken Damage increases by one Die size.  +1 Flat To-Hit bonus with Daggers.
Rogue Tactics Option; Artful Dodger: +CHA to AC Vs AoO.
HOUSE RULES: 1: Thievery can be used to Detect Traps (Or things close enough without the Keyword) and Detect Locks/Switches.

Theme Benefits
Spy
Level 1: Skulking Spy power.  Move; Enc.  Shift up to your speed, and can make a hide check if move ends in cover or concealment.
Level 5: +2 Power to Bluff and Perc.
Level 10: Can use Bluff instead of a Knowledge or Diplomacy check, when interacting with someone (or cheating on a test/skill challenge).

Background Benefit:  Gritty Sergeant: +1 Initiative.  Military Weapon Prof: Rapier.

Critical: N/A

Special:
I have CA against enemies nobody else is next to (Feat lv1).

Combat Advantage Granted
  CA vs Slowed, Immobilized, or Weakened targets (Murderous Eye, Racial). CA when I am only one next to target (Feat Lv1).

Bonuses During Combat Advantage:
Default.

Feats: Cunning Stalker(Lv1).

Additional Equipment: S.A.K, Thieves Tools, Climber's Kit, Dagger Boots(+2 Climb,-2 Sneak when walking), Footpads, Flotation Bladder. Ten foot pole. Gambler's gear.
Misc usual stuff.