Dungeons & Dragons 4th Edition
Lair Assault Ravenloft
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NUNCIO GIORDANO
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Male Giomorgo |
Unaligned Medium |
Level 11 |
Class Rogue (Wizard Multiclass) |
Paragon Path Daggermaster |
Sanity 17 |
Languages Darkonese (1), High Mordentish (2), Low Mordentish (2), Patterna (1); Deity Ezra; Background Western Core; Height 5 ft. 9 in.; Weight 178 lb.; Age 29; Hair Black; Eyes Brown
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Hit Points |
Healing Surges |
Max HP |
Bloodied |
Surge Value |
Surges/Day |
7412 Con score plus 62 class levels
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37
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1818 one-quarter hit points
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□□□□□
□□
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Current HP
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Second Wind 1/encounter |
Used □ |
standard action ♦ +2 all Defenses til start turn ♦ spend healing surge |
Death Saving Throw Failures □ □ □ |
Saving Throw Mods +5 racial saves against madness or Sanity loss |
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Attack |
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Damage |
Total |
1/2 Lvl |
Abil |
Class |
Prof |
Feat |
Enh |
Misc |
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Total |
W |
Abil |
Feat |
Enh |
Misc |
Misc |
vicious dagger +3 ♦ off-hand, light thrown ♦ STR vs. AC |
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on critical (18-20) +3d12 +1d6 fire +1d10 |
+14 |
+5 |
+2 |
+1 |
+3 |
+0 |
+3 |
+0 |
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1d4+7 |
1d4 |
+2 |
+2 |
+3 |
+0 |
+0 |
dagger ♦ off-hand, light thrown ♦ STR vs. AC |
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on critical (18-20) +1d6 fire +1d10 |
+11 |
+5 |
+2 |
+1 |
+3 |
+0 |
+0 |
+0 |
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1d4+4 |
1d4 |
+2 |
+2 |
+0 |
+0 |
+0 |
dagger (thrown) ♦ light thrown ♦ DEX vs. AC |
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range 5/10; on critical (18-20) +1d10 |
+12 |
+5 |
+3 |
+1 |
+3 |
+0 |
+0 |
+0 |
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1d4+5 |
1d4 |
+3 |
+2 |
+0 |
+0 |
+0 |
sling ♦ load free ♦ DEX vs. AC |
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range 10/20; on critical +1d10 |
+10 |
+5 |
+3 |
+0 |
+2 |
+0 |
+0 |
+0 |
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1d6+3 |
1d6 |
+3 |
+0 |
+0 |
+0 |
+0 |
unarmed strike ♦ STR vs. AC |
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on critical +1d6 fire +1d10 |
+7 |
+5 |
+2 |
+0 |
+0 |
+0 |
+0 |
+0 |
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1d4+2 |
1d4 |
+2 |
+0 |
+0 |
+0 |
+0 |
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Workspace |
Conditions
Ongoing Effects
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Resistances |
None |
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Armor Check Penalty
-0-0 armor -0 shield
Skills
Acrobatics +10 (+3 Dex, +2 racial, +5 half-lvl, -0 armor),
Arcana +12 (+2 Int, +5 trained, +5 half-lvl),
Athletics +12 (+2 Str, +5 trained, +5 half-lvl, -0 armor),
Bluff +8 (+3 Cha, +5 half-lvl),
Diplomacy +11 (+3 Cha, +5 half-lvl),
Dungeoneering +11 (+1 Wis, +5 trained, +5 half-lvl),
Endurance +6 (+1 Con, +5 half-lvl, -0 armor),
Heal +6 (+1 Wis, +5 half-lvl),
History +7 (+2 Int, +5 half-lvl),
Insight +8 (+1 Wis, +2 racial, +5 half-lvl),
Intimidate +13 (+3 Cha, +5 trained, +5 half-lvl),
Nature +6 (+1 Wis, +5 half-lvl),
Perception +6 (+1 Wis, +5 half-lvl),
Religion +7 (+2 Int, +5 half-lvl),
Stealth +14 (+3 Dex, +5 trained, +1 Western Core background, +5 half-lvl, -0 armor),
Streetwise +13 (+3 Cha, +5 trained, +5 half-lvl),
Thievery +14 (+3 Dex, +5 trained, +1 Western Core background, +5 half-lvl, -0 armor)
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Feats
Acolyte Power,
Arcane Initiate,
Armor Proficiency (cloth, leather),
Backstabber,
Devastating Critical,
Novice Power,
Quick Draw,
Weapon Focus (light blades),
Weapon Proficiency (dagger, hand crossbow, shuriken, sling, short sword)
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Combat Features |
- Brutal Scoundrel – You gain a bonus to Sneak Attack damage equal to your Strength modifier.
- Dagger Precision – You can score critical hits with daggers on a roll of 18-20.
- Daggermaster's Action – You can spend an action point to reroll one attack roll or damage roll you made using a dagger, instead of taking an extra action.
- First Strike – At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.
- Rogue Weapon Talent – When you wield a shuriken, your weapon damage die increases by one size. When you wield a dagger, you gain a +1 bonus to attack rolls.
- Sneak Attack – ( □ ) 1/round – When you have combat advantage against an enemy and are using a weapon from the light blade, the crossbow, or the sling weapon group, an attack you make against that enemy deals 3d8+23d6 Rogue levels converted to d8s due to Backstabber feat plus Strength modifier Brutal Scoundrel extra damage if the attack hits. You decide whether to apply the extra damage after making the damage roll.
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At-Will Powers |
- Fleeting Ghost – Martial ♦ Move Action ♦ Personal ♦ Effect You can move your speed and make a Stealth check. You do not take the normal penalty from movement on this check. ♦ Reference Player's Handbook, pg. 119.
- Piercing Strike – Martial, Weapon ♦ Std ♦ Melee weapon ♦ Requirement You must be wielding a light blade. ♦ Target one creature ♦ Attack DEX vs. Reflex ♦ Hit 1[W] + Dexterity modifier damage. ♦ Advances level 21 ♦ Reference Player's Handbook, pg. 118.
- Riposte Strike – Martial, Weapon ♦ Std ♦ Melee weapon ♦ Requirement You must be wielding a light blade. ♦ Target one creature ♦ Attack DEX vs. AC ♦ Hit 1[W] + Dexterity modifier damage. If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt: a Strength vs. AC attack that deals 1[W] + Strength modifier damage. ♦ Advances level 21 ♦ Reference Player's Handbook, pg. 118.
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Encounter Powers |
- Critical Opportunity – Martial, Weapon ♦ Minor Action ♦ Melee weapon ♦ Requirement You must be wielding a dagger and have scored a critical hit with a dagger against an enemy during this turn. ♦ Target The same creature you hit with a critical hit. ♦ Attack DEX vs. AC ♦ Hit 3[W] + Dexterity modifier damage. ♦ Reference Player's Handbook, pg. 127.
- Curse of the Blood – Immediate Reaction ♦ Ranged 10 ♦ Trigger An enemy deals damage to you. ♦ Target The enemy who dealt damage. ♦ Effect The target takes a -1 penalty to all defenses against your attacks until the end of your next turn. If you deal damage to the target, add your Wisdom modifier as extra damage. ♦ Reference Jester's 4E Player's Guide, pg. 5.
- Dangerous Theft – Martial ♦ Free Action ♦ Personal ♦ Effect On your next action, ignore the -10 penalty when you make a Thievery check to pick a pocket during combat. ♦ Reference Player's Handbook, pg. 122.
- Sand in the Eyes – Martial, Weapon ♦ Std ♦ Melee weapon ♦ Requirement You must be wielding a light blade. ♦ Target one creature ♦ Attack DEX vs. Reflex ♦ Hit 1[W] + Dexterity modifier damage, and the target is blinded until the end of your next turn. ♦ Reference Player's Handbook, pg. 121.
- Shock Sphere – Arcane, Implement, Lightning ♦ Std ♦ Area burst 2 within 10 squares ♦ Target each creature in burst ♦ Attack INT vs. Reflex ♦ Hit 2d6 + Intelligence modifier lightning damage. ♦ Reference Player's Handbook, pg. 161.
- Thunderwave – Arcane, Implement, Thunder ♦ Std ♦ Close burst 3 ♦ Target each creature in burst ♦ Attack INT vs. Fortitude ♦ Hit 1d6 + Intelligence modifier thunder damage, and you push the target a number of squares equal to your Wisdom modifier. ♦ Advances level 21 ♦ Reference Player's Handbook, pg. 159.
- Torturous Strike – Martial, Weapon ♦ Std ♦ Melee weapon ♦ Requirement You must be wielding a light blade. ♦ Target one creature ♦ Attack DEX vs. AC ♦ Hit 2[W] + Dexterity modifier damage. ♦ Brutal Scoundrel You gain a bonus to the damage roll equal to your Strength modifier. ♦ Advances level 21 ♦ Reference Player's Handbook, pg. 118.
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Daily Powers |
- Crimson Edge – Martial, Weapon ♦ Std ♦ Melee weapon ♦ Requirement You must be wielding a light blade. ♦ Target one creature ♦ Attack DEX vs. Fortitude ♦ Hit 2[W] + Dexterity modifier damage, and the target takes ongoing damage equal to 5 + your Strength modifier and grants combat advantage to you (save ends both). ♦ Miss Half damage, and no ongoing damage. ♦ Reference Player's Handbook, pg. 121.
- Deep Cut – Martial, Weapon ♦ Std ♦ Melee weapon ♦ Requirement You must be wielding a light blade. ♦ Target one creature ♦ Attack DEX vs. Fortitude ♦ Hit 2[W] + Dexterity modifier damage, and ongoing damage equal to 5 + your Strength modifier (save ends). ♦ Miss Half damage, and no ongoing damage. ♦ Reference Player's Handbook, pg. 120.
- Dimension Door – Arcane, Teleportation ♦ Move Action ♦ Personal ♦ Effect Teleport 10 squares. You can't take other creatures with you. ♦ Reference Player's Handbook, pg. 162.
- Easy Target – Martial, Weapon ♦ Std ♦ Melee or Ranged weapon ♦ Requirement You must be wielding a crossbow, a light blade, or a sling. ♦ Target one creature ♦ Attack DEX vs. AC ♦ Hit 2[W] + Dexterity modifier damage, and the target is slowed and grants combat advantage to you (save ends both). ♦ Miss Half damage, and the target grants combat advantage to you until the end of your next turn. ♦ Reference Player's Handbook, pg. 119.
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Special Features |
- Group Intuition – You grant non-giomorgo allies within 5 squares a +1 racial bonus to Insight checks.
- Human Blooded – You can take feats that have either the giomorgo or human prerequisites.
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Equipment & Possessions |
Magic Items Equipped
WEAPONvicious dagger +3 (lvl 12; +3 enhancement attack and damage; +3d12 damage on critical; +3 proficiency; 1d4 damage; range 5/10; light blade; off-hand, light thrown; 1 lb.) (13,000 gp),
ARMORmagic leather armor +3 (lvl 11; +2 armor bonus; +3 enhancement AC; weight 15 lbs.) (9,000 gp),
ARMSflame bracers (PowerDaily ♦ Minor Action ♦ Your next successful weapon attack before the end of your next round deals an extra 1d6 fire damage.) (When you score a critical hit with a melee attack, deal an extra 1d6 fire damage.) (lvl 3) (680 gp),
IMPLEMENTprecise wand of color spray +2 (PowerDaily ♦ Arcane, Implement, Radiant ♦ Standard Action ♦ Close blast 5 ♦ Target each creature in blast ♦ Attack INT vs. Will ♦ Hit 1d6 + Intelligence modifier radiant damage, and the target is dazed until the end of your next turn.) (Gain a +1 item bonus to color spray attack rolls made using this implement.) (lvl 10; +2 enhancement attack and damage; +2d6 damage on critical) (5,000 gp)
Potions
□□ potion of healing (lvl 5; minor action; Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.) (50 gp)
Nonmagical Items
backpack (2 gp),
bedroll (1 sp),
belt pouch (1 gp),
4 daggers (+3 proficiency; 1d4 damage; 5/10 range; light blade; light thrown, off-hand; 1 lb.) (1 gp),
flint and steel (1 gp),
grappling hook (1 gp),
hammer (5 sp),
hempen rope (50 ft.) (1 gp),
□□□□□ | □□□□□ pitons (5 sp),
sling (+2 proficiency; 1d6 damage; 10/20 range; sling; load free) (1 gp),
□□□□□ | □□□□□ | □□□□□ | □□□□□ sling bullets (1 gp),
□□ sunrods (bright light 20 squares; 4 hour duration; 1 lb.) (2 gp),
thieves' tools (+2 item bonus open lock or disarm trap) (20 gp),
□□□□□ | □□□□□ trail rations (5 gp),
waterskin (4 lb.) (1 gp)
ad 0,
pp 0,
gp 17,
sp 0,
cp 0
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Phoenix Gaming Club
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Created 09/26/2011
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0 Games Played
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