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Wroth Fatebane

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Post  Chucklossus Sat Aug 21, 2010 10:10 am

Wroth Fatebane

Class: Assassin, Race: Drow Revenant, Level: 2, Age: 237, Size: medium, Gender: male, Height: 6ft, Weight: 100 lb, Skin: Ashen blue/black, Hair: White, Eyes: Black with red pupils, Alignment: Chaotic Neutral, Deity: The Black Sovereign, Languages: Common, Elvin, Undercommon

Ability, Mod, Mod +1/2lvl
STR 10, +0, 1
CON 16, +3, 4
DEX 20, +5, 6
INT 12, +1, 2
WIS 14, +2, 3
CHA 16, +3, 4

HP: 30
Bloodied: 15
Surge value: 7
Surges/Day: 9

Speed: 6 Squares

Initiative: +6

Defenses:
AC: 20
FORT: 16
REF: 18
WILL: 16

Weapons:
+1 Subtle Khopesh: Brutal 1, Versatile
Attack: +9
Damage: 1d8+10 (+1 Combat Advantage)
Critical (20): 1d8 +1d6 +10 (+1 C.A.)

Armor:
+1 Veteran’s Leather Armor
Armor bonus: +3
Properties: When you spend an action point, you gain a +1 item bonus to all attack rolls and defenses until the end of your next turn.
Light Shield
Armor bonus: +1

Skills:
Acrobatics: 6
Arcana: 2
Athletics: 1
Bluff: 9
Diplomacy: 4
Dungeoneering: 3
Endurance: 6
Heal: 3
History: 2
Insight: 8
Intimidate: 6
Nature: 3
Perception: 8
Religion: 2
Stealth: 12
Streetwise: 4
Thievery: 13

Passive:
Insight: 18
Perception: 18

Items Equipped:
Amulet of Protection: +1 to Fortitude, Reflex, and Will
Bracers of Mighty Striking: +2 bonus to damage for melee base attacks.
Footpads: +1 bonus to Stealth checks

Items Carried:
Thieves’ Tools: +2 bonus to Thievery checks to open a lock or disarm a trap

Feats:
Drow Soul: Gain Lolthtouched racial feature and its associated powers
Melee Training (Dexterity): Use Dexterity in place of strength for melee basic attacks

Powers(At-Will):
Inescapable Blade: (Shadow, Weapon) Standard action. Melee weapon +2 reach
Target: One creature
Attack: Dexterity vs. AC. The attack ignores cover and superior cover
Hit: 1(W) damage
Executioner’s Noose: (Force, Implement, Shadow) Standard action. Ranged 5
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 1d6 +DEX mod force damage, and you pull the target 2 squares. The target is slowed until the end of your next turn

Powers(Encounter):
Gloom Thief: (Shadow, Weapon) Standard action. Melee weapon.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2(W) + DEX mod damage. Until the end of your next turn, you are invisible while within 2 squares of the target

Powers(Daily):
Targeted for Death: (Cold, Implement, Shadow) Standard action. Ranged 5
Target: One creature
Attack: Dexterity vs. Will
Hit: 3d8 +DEX mod cold damage
Miss: Half damage
Effect: Until the end of the encounter, whenever you use assassin’s shroud against the target, you subject it to two shrouds instead of one

Powers(Utility):
Fast Hands: (At-Will) Free action. Personal
Effect: You draw or sheathe a weapon, pick up an item in your space or adjacent to it, or retrieve or stow an item
Special: You can use this power only once per round
Prerequisite: You must be trained in Thievery

Class Features:
Bleak Disciple: When you hit an unbloodied target, you gain temp. HP equal to your CON mod.
Assassin’s Shroud: (At-Will) (Shadow) Free action. Close burst 10
Target: One enemy you can see in burst
Effect: You subject the target to your shroud. If any of your shrouds are already on the target, you subject it to an additional shroud, up to a max of four. The shrouds last until you use this power against a different enemy or until you use this power against a different enemy or until the end of the encounter. Before you make an attack roll against the target, you choose to invoke either all your shrouds on it or none of them. If you invoke your shrouds, the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all your shrouds then vanish from the target. The damage roll never benefits from bonuses to damage rolls, and is in addition to the attack’s damage, if any
Shadow Form: (Encounter) (Shadow) Minor action. Personal
Effect: You assume a shadowy form that lasts until you make an attack roll or until the end of your next turn. While in this form, you are insubstantial, and you gain vulnerable 5 radiant. In addition, you can make Stealth checks to become hidden if you have any cover or concealment, and you can use cover granted by your allies both to become hidden and to remain hidden.
Sustain Minor: The form persists
Shadow Step: (At-Will) (Shadow, Teleportation) Move action. Personal
Requirement: You must be adjacent to a creature
Effect: You teleport 3 squares to a square adjacent to a different creature

Race Features:
Undead: You are considered to be an undead creature for effects that relate to that keyword. You are also considered a living creature
Unnatural Vitality: When you drop to 0 HP or fewer, you are dying but you can choose to remain conscious until you attempt your first death saving throw. If you remain conscious, you can take only one standard action before you attempt your first death saving throw
Vision: Low-light vision
Skill Bonuses: +2 Endurance, +2 Intimidate
Dark Reaping: (Encounter) (Necrotic) Free action.
Trigger: A creature within 5 squares of you is reduced to 0 HP
Effect: One creature you hit with an attack you make before the end of your next turn takes an additional 1d8 +CON mod necrotic damage.
Cloud of Darkness: (Encounter) Minor action. Close burst 1
Effect: The burst creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are Immune to these effects.
Darkfire: (Encounter) Minor action. Ranged 10
Target: One creature
Attack: Charisma +4 vs. Reflex
Hit: Until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.

Chucklossus

Posts : 46
Join date : 2010-07-24

Character sheet
Name: Falcor Bloodscale
Class and Level: Monstrous Human lvl 7, Fighter lvl 3
Hit Points:
Wroth Fatebane Left_bar_bleue120/120Wroth Fatebane Empty_bar_bleue  (120/120)

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