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Size: Medium
Speed: 6 squares
Vision: Normal Armor: Leather (15 lb) Maximum Hit Points: 26
- Bloodied: 13
Surge Value: 6
Surges / Day: 10 [includes constitution modifier] [includes durable]
Initiative: | 1d20 +3 | = + 3 [dexterity] |
Base Strength Attack: | 1d20 +1 | = + 1 [strength] |
Base Dexterity Attack: | 1d20 +3 | = + 3 [dexterity] |
Base Constitution Attack: | 1d20 +2 | = + 2 [constitution] |
Base Intelligence Attack: | 1d20 +1 | = + 1 [intelligence] |
Base Wisdom Attack: | 1d20 +1 | = + 1 [wisdom] |
Base Charisma Attack: | 1d20 +1 | = + 1 [charisma] |
Armor Class: | 15 | = 10 + 3 [dexterity] + 2 [Leather] |
Fortitude Defense: | 13 | = 10 + 1 [Human] + 2 [constitution] |
Reflex Defense: | 16 | = 10 + 1 [Human] + 2 [rogue] + 3 [dexterity] |
Will Defense: | 12 | = 10 + 1 [Human] + 1 [charisma] |
Base Saving throw: d20 +1 [human perseverence] vs 10
Skills:
Acrobatics: | +3 | = 3 [dexterity] |
Arcana: | +1 | = 1 [intelligence] |
Athletics: | +6 | = 1 [strength] +5 [class training] |
Bluff: | +6 | = 1 [charisma] +5 [class training] |
Diplomacy: | +1 | = 1 [charisma] |
Dungeoneering: | +6 | = 1 [wisdom] +5 [skill training] |
Endurance: | +2 | = 2 [constitution] |
Heal: | +1 | = 1 [wisdom] |
History: | +1 | = 1 [intelligence] |
Insight: | +6 | = 1 [wisdom] +5 [class training] |
Intimidate: | +1 | = 1 [charisma] |
Nature: | +1 | = 1 [wisdom] |
Perception: | +6 | = 1 [wisdom] +5 [class training] |
Religion: | +1 | = 1 [intelligence] |
Stealth: | +8 | = 3 [dexterity] +5 [class training] |
Streetwise: | +6 | = 1 [charisma] +5 [class training] |
Thievery: | +8 | = 3 [dexterity] +5 [class training] |
Durable | |
Skill Training -- Dungeoneering |
- Melee Basic Attack: By weapon, damage 1[W]+1 [strength bonus] [standard
action]
Ranged Basic Attack: By weapon, damage 1[W]+3 [dexterity bonus] [standard action]
Bull Rush: +1 [base strength attack] vs fortitude [standard action]
Grab: +1 [base strength attack] vs reflex [standard action]
Move grabbed target: +1 [base strength attack] vs fortitude [standard action]
Escape: +3 [acrobatics] vs reflex / +6 [athletics] vs fortitude [move action]
Deft Strike [Level 1]
Riposte Strike [Level 1]
Sly Flourish [Level 1]
Other Standard Actions: | Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances); |
Other Move Actions: | Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action) |
Other Minor Actions: | Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight) |
Other Immediate Actions: | Readied action |
Other Opportunity Actions: | Opportunity attack |
Other Free Actions: | Drop held items; End a grab; Talk |
Other Non-Actions: | Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive |
Short rest: | Healing surges as available |
Five minutes: | Normal escape from restraints (Acrobatics) |
One hour: | Forage; Streetwise check |
- Second Wind
Spend an Action Point [free action, not in surprise round]
Torturous Strike [Level 1]
- Blinding Barrage [Level 1]
- One bonus feat at 1st level (already included)
- One bonus skill from the skill class list (already included)
- +1 to fortitude, reflex, and will defenses
- This human chose an extra first-level at-will attack power instead of Heroic Effort.
- First Strike
- Rogue Weapon Talent -- per update, dagger must be used as a weapon
- This rogue chose the rogue weapon talent [PH1].
- This rogue chose the brutal scoundrel style. Remember to add your strength modifier to sneak attack damage.
- Sneak Attack [+2d6 at level 1] [once per round with combat advantage; using light blade, hand crossbow. sling, or short bow]
- Essentials rules appear to consider shortbow a principal rogue weapon like the crossbow.
Encumberance 4e
| Encumberance 3.5
|
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Nichol of Tapun's Equipment:
21 lb 2 lb 2 lb 5 lb 4 lb 2 lb 5 lb 1 lb 10 lb 10 lb 2 lb 4 lb 1 lb _____ 69 lb |
Weapons / Armor / Shield (from above) Crossbow bolts (quiver of 20) x1 Backpack Bedroll Flint and steel Grappling hook Hammer Pitons x10 Pouch (belt) x1 Rations (1 day) x10 Rope (50', hempen) x1 Sunrods x2 Waterskins x1 Thieves' tools Total |
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