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Welcome to STAR WARS Super Secret Game!

03:39, 20th April 2024 (GMT+0)

Kennedy

Kennedy – Rogue – Level 4 – Human
Initiative: 11 – Perception: 18 – Insight: 18 – Vision: Normal
Spd: 6
Resistance: 5 necrotic & 10 poison
HP: 41 – Bloodied: 20 – Surges: 8 – Value: 10
AC: 18 – Fort: 16 – Ref: 19 – Will: 18
Str: 8 (-1) Dex 16 (+3) Con 14 (+2)
Wis 12 (+1) Int 12 (+1) Cha 18 (+4)

[M] Melee Basic (Standard; At-Will) – Lv 1 – Basic Attack

Duelist Rapier +1: Str (+5) vs AC – 1d8+2 dmg – OR – Lightning Dagger +1: Str (+6) vs AC – 1d4+2 dmg
Nimble Blade: When you attack with a light blade and have combat advantage, you gain a +1 bonus to attack rolls.

[R] Ranged Basic (Standard At-Will) – Lvl 1 – Basic Attack

Lightning Dagger +1: Dex (+9) vs AC – 1d4+2 dmg – Range 5/10
Nimble Blade: When you attack with a light blade and have combat advantage, you gain a +1 bonus to attack rolls.

[M] Piercing Strike (Standard; At-Will) – Lvl 1 – Martial, Weapon

Requirement: You must be wielding a light blade.
Duelist Rapier +1: Dex (+9) vs Ref – 1d8+6 dmg – OR Lightning Dagger +1: Dex (+10) vs Ref – 1d4+6 dmg – Target: one creature
Nimble Blade: When you attack with a light blade and have combat advantage, you gain a +1 bonus to attack rolls.

[M/R] Sly Flourish (Standard; At-Will) – Lvl 1 – Martial, Weapon

Requirement: You must be wielding a crossbow, light blade, or sling.
Duelist Rapier +1: Dex (+9) vs AC – 1d8+10 dmg – OR – Lightning Dagger +1: Dex (+10) vs AC – 1d4+10 dmg – Range 5/10 – Target: one creature
Nimble Blade: When you attack with a light blade and have combat advantage, you gain a +1 bonus to attack rolls.
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[M] Positioning Strike (Standard; Encounter) – Lvl 1 – Martial, Weapon

Requirement: You must be wielding a light blade.
Duelist Rapier +1: Dex (+9) vs Will – 1d8+6 dmg – OR – Lightning Dagger +1: Dex (+10) vs Will – 1d4+6 dmg – Target: one creature
Hit: You slide the target 1 square.
Artful Dodger: You slide the target a number of squares equal to your Charisma modifier.
Nimble Blade: When you attack with a light blade and have combat advantage, you gain a +1 bonus to attack rolls.

[M] Bait and Switch (Standard; Encounter) – Lvl 3 – Martial, Weapon

Requirement: You must be wielding a light blade
Duelist Rapier +1: Dex (+9) vs Will – 2d8+6 dmg – OR – Lightning Dagger +1: Dex (+10) vs Will – 2d4+6 dmg – Target: one creature
Hit: You switch places with the target and can then shift 1 square.
Artful Dodger: You can shift a number of squares equal to your Charisma modifier.
Nimble Blade: When you attack with a light blade and have combat advantage, you gain a +1 bonus to attack rolls.
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[A] Blinding Barrage (Standard; Daily) – Lvl 1 – Martial, Weapon

Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling
Lightning Dagger +1: Dex (+10) vs AC – 2d4+5 dmg – Target: Each enemy in blast you can see – Close Burst 3
Hit: The target is blinded until the end of your next turn.
Miss: Half damage and the target is not blinded.
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[WEAPON] Duelist Rapier +1 (Minor; Daily) – Lvl 3

Critical: +1d6 damage, or +1d8 damage if you have combat advantage
Power: You have combat advantage against the next creature you attack with this weapon on this turn.

[WEAPON] Lightning Dagger +1 (Free Action; At-Will & Daily) – Lvl 5

Critical: +1d6 lightning damage
Power (At-Will * Lightning): All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal.
Power (Daily * Lightning): Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage.

[ARMOR] Deathcut Leather Armor +1 (Immediate Reaction; Daily) – Lvl 5

Property: Resist 5 necrotic and resist 5 poison.
Power (Daily * Necrotic): You can use this power when an enemy hits you with a melee attack, deal 1d10+Cha mod (+5) necrotic damage to that enemy.

[NECK] Amulet of Health +1

Enhancement: Fortitude, Reflex, Will
Property: Gain resist 5 poison.

[FEET] Acrobat Boots (Minor Action; At-Will) – Lvl 2

Property: Gain a +1 item bonus to Acrobatics checks.
Power (At-Will): Stand up from prone.

[HANDS] Gloves of Piercing (Minor; Daily) – Lvl 3

Power: Until the end of the encounter, your attacks ignore any resistance of 10 or lower.
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[UTILITY] Heroic Effort (No Action; Encounter) – Human Racial Utility

Trigger: You miss with an attack or fail a saving throw.
Effect: You gain a +4 racial bonus to the attack or the saving throw.

[UTILITY] Master of Deceit (Free Action; Encounter) – Lvl 2 – Martial

Trigger: You roll a Bluff check and dislike the result.
Prerequisite: You must be trained in Bluff.
Effect: Re-roll the Bluff check. You decide whether to make the re-roll before the DM announces the result.
- - - -

Alignment: Good – Languages: Common, Goblin

Racial Attributes: Human -- +2 to one ability – 5 spd – Heroic Effort Utility power, Bonus Feat, & Bonus Skill – Human Defense Bonuses

Class Attributes: First Strike, Rogue Weapon Talent, Artful Dodge Style, Sneak Attack (+2d6 at 4th level),

Feats: Improved Initiative; Nimble Blade; Quick Draw; Weapon Proficiency - Rapier

Skills: Acrobatics +1, Arcana +2, Athletics +6, Bluff +11, Diplomacy +6, Dungeoneering +3, Endurance +4, Heal +3, History +2, Insight +8, Intimidate +6, Nature +3, Perception +8, Religion +2, Stealth +10, Streetwise +11, Thievery +10

Equipment: Adventurer’s Kit; Deathcut Leather Armor +1; Duelist’s Rapier +1; Lightning Dagger +1; Amulet of Health +1;  Gloves of Piercing; Acrobat Boots; 80gp