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14:49, 27th April 2024 (GMT+0)

Maverick (4e)

Paragon notes:
Buy Tattoo of Shared Vengeance (5,000 gp)

Maverick, Level 11 Human Shadowy Rogue Master Infiltrator
Age: 8, Height: 4' 4", Weight: 62 lb.
Initiative +11, Perception 21(23), Insight 21(23), Normal vision
Insight and Perception get +2 to detect illusions.

Cunning Sneak: Maverick takes no penalty to stealth checks when moving more than 2 squares. When running, the normal -10 penalty is instead -5. If Maverick ends a move at least 3 squares away from the starting position, he can make a stealth check to become hidden as long as there is concealment or cover (Except cover provided by intervening allies).

Sneak Attack: +3d8 dmg to enemies that grant combat advantage.

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

Save throws: +2 vs charm, fear or psychic effects.

ACTION POINT:
Slaying Action: Deal SA dmg again when you spend action point
Infiltrator’s Action (11th level): When you spend an action point to take an extra action, you also gain a move action.

Crit: +3d6

HP 67; Bloodied 33; Surges 6; value: 16
AC 27*; Fortitude 18*, Reflex 27*; Will 20*
* +1 to all defenses vs attacks made from more than 5 squares away.
  +2 to Will vs illusion attacks
Resist: 5 psychic 5 poison
Speed: 6
[M/R] Basic Attack (Standard; At-Will) * Melee or Ranged Weapon
Weapon

Unarmed    : +5 vs AC; 1d4+0 dmg
Dagger     : +7 vs AC; 1d4+0 dmg
Rapier     : +7 vs AC; 1d8+0 dmg
Sling      : +16 vs AC; 1d6+6 dmg (Range: 15/25)
Shuriken   : +16 vs AC; 1d6+6 dmg (Range: 6/12)
[M] Acrobatic Strike (Standard; At-Will) * Melee Weapon
Martial, Weapon
Effect: Before or after the attack, you shift 1 square
Dagger: +16 vs AC; 1d4+6 dmg
Rapier: +16 vs AC; 1d8+6 dmg
Hit: If you are grabbed, you escape the grab.
[M/R] Clever Strike (Standard; At-Will) * Melee Weapon
Martial, Weapon
Requirement: Must wield a light blade.
Dagger: +16 vs AC; 1d4+6 dmg
Rapier: +16 vs AC; 1d8+6 dmg
Special: If an ally is adjacent to the target and is able to attack it, you have combat advantage against the target for this attack.
[M] Piercing Strike (Standard; At-Will) * Melee Weapon
Martial, Weapon

Dagger: +16 vs Ref; 1d4+6 dmg
Rapier: +16 vs Ref; 1d8+6 dmg
Sling : +16 vs Ref; 1d6+6 dmg
[P] Chameleon (Immediate Interrupt; At-Will) * Personal
Martial
Trigger: You are hidden and lose cover or concealment against an enemy.
Effect: Make a stealth check. You remain hidden from the triggering enemy if your check beats their passive perception check. Until the end of your next turn, you can remain hidden without needing any cover or concealment.
[P] Body Equilibrium (Move; At-Will) * Personal
Psionic
Effect: You move your speed. During the move, you gain a +5 power bonus to Acrobatics checks to balance and do not sink when moving over soft or brittle terrain, such as dust, silt, mud, snow, or thin ice.
[P] Far Hearing (Minor; At-Will) * Personal
Psionic
Effect: Choose one square you can see that is within 10 squares of you. Until the end of your next turn, you can hear as if you occupied that square.
[P] Know Direction (Minor; At-Will) * Personal
Psionic
Effect: You determine which way is north. For 1 hour, you gain a +2 power bonus to checks to navigate natural terrain using either Perception or Nature.
[M/R] King's Castle (Standard; Encounter) * Melee or Ranged weapon
Martial, Weapon
Requirement: You must be wielding a crossbow. a light blade, or a sling.
Melee: +16 vs. AC; 2d8+8 dmg.
Ranged: +16 vs. AC; 2d6+8 dmg.
Effect: Switch places with a willing adjacent ally.
Mage's Weapon: Minor; You can expend an arcane encounter attack power (Eyebite) to regain the use of a martial encounter attack power you know of up to the same level (King's Castle)
[M/R] Fleeting Spirit Strike (Standard; Encounter) * Melee or Ranged
Martial, Weapon
Effect: Before the attack, shift 3 squares.
+16 vs. AC; 2d8+8 dmg. Shift 3 squares. After the shift, make a stealth check to become hidden.
[C] Cloud of Steel (Standard; Encounter) * Close Blast 5
Martial, Weapon
Target: Each enemy in blast you can see
Requirement: Must be wielding a crossbow, light thrown weapon, or a sling
+16 vs. AC; 1d6+8 dmg.
[M/R] Distracting Wound (Standard; Encounter) * Melee or Ranged weapon
Martial, Weapon
Target: One creature you have combat advantage against
Requirement: Must be wielding a crossbow, light thrown weapon, or a sling
+16 vs. AC; 2d8+8 dmg and the target grants combat advantage to you and all your allies until the end of your next turn.
[R] Eyebite (Standard; Encounter) * Ranged 10
Arcane, Charm, Implement, Psychic
+5 vs. Will; 1d6+2 psychic damage, and you are invisible to the target until the start of your next turn.
Master's Wand of Eyebite: When you hit a target with eyebite using this wand, you gain combat advantage against the target on your first attack next turn. You also have a second use of Eyebite due to the power being stored in the wand.
Mage's Weapon: Minor; You can expend an arcane encounter attack power (Eyebite) to regain the use of a martial encounter attack power you know of up to the same level (King's Castle)
[R] Spot Weakness (Minor; Encounter) * Ranged sight
No keywords
Target: One creature
Effect: Until the end of your next turn, you gain a +4 power bonus to damage rolls against the target when you hit it.
[M] Handspring Assault (Standard; Daily) * Melee Weapon
Martial, Reliable, Weapon
+16 vs. AC; 3d8+8 dmg and Maverick can shift 2 squares.
Special: When charging, Maverick can use this power in place of a melee basic attack.
[M/R] Go for the Eyes (Standard; Daily) * Melee or Ranged Weapon
Martial, Weapon
+16 vs. AC; 2d8+8 dmg and target is blinded and can't shift until the end of your next turn.
Aftereffect: Until the end of the encounter, whenever Maverick damages the target, it takes a -2 penalty to attack rolls and can't shift until the end of Maverick's next turn.
Miss: If you were hidden from the target before the attack, you do not expend this power.
[P] Gloves of Piercing (Minor; Daily) * Personal
No keyword
Effect: Until the end of the encounter, your attacks ignore any resistance of 10 or lower.
Alignment: Lawful I Kill You; Languages: Common, Draconic
(* = Trained in that skill)
20 Acrobatics*, 6 Arcana, 13 Athletics* (+2 climb), 7 Bluff, 7 Diplomacy,
6 Dungeoneering, 5 Endurance, 6 Heal, 6 Hist, 11(13) Insight*, 12 Intimidate*,
6 Nature, 11(13) Perception*, 6 Religion, 29 Stealth*, 12 Streetwise*, 18(20) Thievery*
Insight and Perception get +2 to detect illusions.
+2 Thievery to open lock or disarm trap
Skillful Infiltrator: +2 Acro, Athl, Stealth
Str 8(-1) Dex 22(6) Wis 12(1)
Con 10(0) Int 12(1) Cha 14(2)
Equipment: Camouflaged Clothing (30gp), Dagger (1gp), Rhythm Parrying Dagger +1, Sling (1gp), S.A.K. (15gp), Thieves' Tools (20gp), Footpads (5gp), Climber's Kit (2gp), Cynic's Goggles (1,000), Cloak of Distortion +1 (840), Nightmare Ward Leather Armor +1, Master's Wand of Eyebite +1 (680), Mage's Rapier +1 (520), Poisoned Short Sword +1 (???), Distance Sling (360), Executioner's Bracers (680), Gloves of Piercing (680), Viper Belt (840), MONEY: 12,926gp


Poisoned Short Sword +1
makes a secondary attack against the same target.
Secondary Attack: +10 vs. Fortitude; ongoing 10 poison damage
(save ends).

Attack Math: 3 (half lvl) + 5 (Dex) + 3 (prof) + 1 (enh) + 1 (Weapon Expertise: Light Blade) = 13
+1 on sling attacks (sharpshooter talent)

Defense Math:
  AC: 13 + 5 (Dex) + 2 (Leather) + 1 (enh) + 1 (Dagger) +1 (Defensive) = 23 AC
Fort: 13 + 0 (Con) + 1 (Race) + 1 (enh) = 15
Refl: 13 + 5 (Dex) + 1 (Race) + 1 (enh) + 2 (Class) + 1 (Dagger) +1 (Defensive) = 23
Will: 13 + 1 (Wis) + 1 (Race) + 1 (enh) = 16


Things to get:
Lightstep Slippers (225,000gp) lvl 21 - haha no tremorsense heehee! Oh and extra stealth and no activating tile-traps.


Racial attributes: +2 to ability of choice (Chose Dex), movement 6, Normal Vision, Languages Common and choice of one other (Chose ??), Bonus At-Will power, Bonus feat, Bonus skill from class, +1 to Fort Ref and Will.

Class attributes: Armor Proficiency: Cloth, Leather. Weapon Proficiency: Dagger, hand crossbow, shuriken, sling, short sword. Bonus to Defense: +2 Ref. Skill Training: Stealth and Thievery, four others. First Strike, Rogue Tactics (Artful Dodger), Rogue Weapon Talent, Sneak Attack


Rituals: None.

Feats:
01) Weapon Expertise: Light Blade (GM Bonus feat)
01) Far Shot (Bonus feat from Class)
01) Skill Focus: Stealth (Haha Human LoL)
01) (Wild Talent Master)? <- Shadow Soul? (Prereq: Ref 13, Wis 13)
02) Weapon Proficiency (Parrying Dagger)
04) Pact Initiate (MC Warlock)
06) Backstab (SA dmg is d8's instead of d6's)
08) Slaying Action (Deal SA dmg again when you spend action point)
10) Arcane Familiar (Rat)

Wild Talent Master feat!
 Body Equilibrium
 Far Hearing
 Know Direction

Future Feats:
??) Light Blade Precision (+2 dmg v large and larger targets)
??) Defensive Advantage (+2 AC v enemy I have CA against)
??) Evasion (When missed, no damage from attack that does dmg on a miss)
??) Superior Refelexes
??) Flash of the Blade (deal SA dmg with rapier even without CA)
??) Versatile Duelist (prof in 1-hand military heavy blades. Use w/ rogue powers that have "light blade" requirement)
??) Bogtangle Heritage

(Epic) Versatile Rogue - Choose another rogue tactic.

Superior Refelexes (essentials forgotten kingdoms p 319) - +2 ref. Combat advantage on all enemies on first turn during an encounter.


Regional Benefit: Luskan
You add Stealth and Thievery to your class skill
list, and you gain a +1 bonus to Stealth checks and
Thievery checks.

Background Benefit: Silent Hunter
You add Stealth and Perception to your class skill
list, and you gain a +1 bonus to Stealth checks and
Perception checks.


Background Benefit: Occupation - Infiltator
Choose any language other than Abyssal or Supernal. OR
Add bluff or stealth to class skill list. OR
+2 bluff or stealth (chose +2 stealth, duh)

Theme: Son Of Algondar.

quote:
Lv 1: When YOU flank an enemy, all allies gain +1 power to-hit vs flanked enemy.  Also, Low Blow Power.
Enc, no action.  Trigger, you hit a CA granting target with melee.  Effect: Target is dazed until end of your next turn.

Lv 5: +2 power bonus to stealth and thievery.

Lv 10: First time you are bloodied during an encounter. gain  2+Half Level THP.

Useful Level 6 Utility: Encounter, No Action.  Trigger, you hit with melee.  Effect: AFTER attack, shift half your speed.  if you are to a creature after this, but NOT adjacent to triggering target, gain partial concealment until end of your next turn.


Character description:
A small human boy, looking to be about 10, give or take a year. He has brown hair and wears all black: A large tunic, a cloak and a bunch of leather armor underneath (Maverick would NEVER sacrifice stealth for anything... even armor. After all, stealth IS his armor). Maverick stands about 4' 7" tall and stairs darkly through a pair of green eyes.

Character personality:
Not able to trust as easily as others, Maverick is paranoid. He is always looking for reasons to despise people, but not without giving them a benefit of a doubt. Maverick is a particularly dangerous kind of hater, though. He is able to keep his malice to himself and serves revenge so cold some of his enemies don't even know or remember why he is exacting revenge on them. He is a boy of long-term goals and sees himself as an adult even though he isn't. He takes great pride in his ability to sneak around and be effectively invisible without the aid of magic. Maverick loathes being caught and if he can't be angry at the person who caught him, he will be angry with himself. Maverick needs outlets to allow himself to relax at least a little so he is able to sleep at night. These outlets include hobbies such as star watching and rock collecting. Depending on his mood, Maverick can be anywhere from full of malice and staring laser beams to calm and collected. He doesn't smile often...

Combat tactics:
Sneak, sneak and sneak. Maverick's tactics involve not being seen. He rushes from cover to cover and becomes a nightmarish shadow that strikes from behind when his enemy least expects it. Maverick is even patient when he sees someone he cares about in trouble. But if worse came to worse, Maverick would likely charge in, hoping to get cover again later.

Character background:
Having grown up in what almost amounts to a war zone, but creepier, Maverick is an escapee from the Luskan Region. When his parents died, Maverick realised he was too small and weak to take care of himself in that town for long and decided to move on to get training in a safer area. He moved from town to town before he heard about a region called Kei where a lot of people were going for safety. Maverick did the paperwork necessary and discovered he was required to report to the local orphanage as though it were his home and he had to abide by the orphanage's rules. But Maverick could not so easily agree to such things and frequently sneaks off much farther from the orphanage than he's allowed. Currently, he is looking for a parent or two. As long as said caretaker is willing to adventure or train him hard on how to become a better survivor so he can some day go back home and avenge his parents by burning the entire Luskan Region down. Currently, he has run off to a fringe town called Sunshine Villa only to find it in need of help...

Wild Talents:
Maverick has always had a stubborn will and a powerful sense of independence. But what he doesn't know is that this willpower is his latent psionic talent slowly awakening. Maybe some day he will be capable of bigger psionic feats with some training. But for now, he isn't even aware of it as all he can currently do with his psionics is slightly enhance things he normally does quite well...

Pact:
Waikiki, a totem spirit from the Feywild, contacted Maverick in a dream when he first slept in the Feywild. From then on, he continued visiting Maverick in his sleep, offering knowledge of the stars and of the rocks of the Earth, and even offering power... all in exchange for Maverick doing things for Waikiki. What these things are is a mystery since Maverick has not so much as mentioned his dreams, much less what's in them, to his allies.


XP earned: 0
Money: 33 gold.

Future Feats: Backstabber, Weapon Proficiency (Parrying Dagger), Surprising Charge, Vicious Advantage (immob or slowed grants CA), Bogtangle Heritage (ongoing poison), Hunting Wolf Style (Can move before OR after attack on Deft Strike), Impending Victory (+1 to At-Wills v bloodied), Ghostwalker Style (shift after Deft Strike instead of move before), Escape Artist (escape grab as minor instead of move. +2 feat to acro), Deadly Draw (CA on enemy I pull or slide), Battle Hardened (+5 save v fear. +2 feat to init)
Future Equipment: Parrying Dagger
Future Utility Power: Fleeting Ghost


possible gear:
Fey Strike Weapon (1000) Enc: melee basic at rng 20.
Vengeful Weapon (1000) Enc: +2 atk, +1d10 dmg vs enemy who hit bloodied ally.

Hedge Wizard's Gloves (840)

Reading Spectacle (520)