Charalee

Charalee
Razorclaw Shifter
Rogue, Brutal Scoundrel
Level 10

ability score modifier check
Str: 18 +4 +9
Dex: 20 +5 +10
Con: 12 +1 +6
Wis: 14 +2 +7
Int: 8 -1 +4
Cha: 10 0 +5
total class ability level item armor feat racial other
HP 69 12 12 45
bloodied 34
surge value 17
surges/day 7 6 1
initiative 10 5 5
speed 6 6
skill: total training level ability racial item feat other
acrobatics 17 5 5 5 2
stealth 17 5 5 5 2
thievery 15 (17) 5 5 5 (2)
athletics 14 (16) 5 5 4 (2)
perception 12 5 5 2
insight 12 5 5 2
dungeoneering 12 5 5 2
endurance 8 5 1 2
nature 7 5 2
heal 7 5 2
defences: total base+level ability racial+class armor item enchantment feat other
AC 24 15 5 2 2
fortitude 21 15 4 2
reflex 24 15 5 2 2
will 19 15 2 2
feats racial class items
Weapon Focus, light blade Low-light vision Sneak Attack resist 5 cold
Surprising Charge Razorclaw Shifting Rogue Weapon Talent resist 5 fire
Battle Awareness +2 Stealth Brutal Scoundrel +5 item bonus to saving throws against being slowed or immobilized
Slaying Action +2 Acrobatics First Strike +1d6 to charge damage
Weapon Expertise, light blade +2 to melee basic damage
Nimble Blade

Languages: Common, Elven

Items:

<main hand> Lightning shortsword +2 (lvl 10, 5000 gp)
<off-hand> Duelist's dagger +1 (lvl 3, 680 gp)
<body> Elven leather battle armor +2 (lvl 8, 3400 gp)
<neck> Cloak of Survival +2 (lvl 9, 4200 gp)
<head> Horned Helm (lvl 6, 1800 gp)
<arms> Bracers of Mighty Striking (lvl 2, 520 gp)
<waist> Totemic belt (lvl 11, 9000 gp)
Figurine of Bloodstone Spider (lvl 11, 9000 gp)
4 healing potions (lvl 5, 4x50 gp)
Standard adventurer's kit
Climber's kit
thieves' tools

cash: 163 gp

power type action attack damage range Special
Riposte Strike At-Will Std +16 vs. AC 1d6+8 melee Hit: If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt: +15 vs. AC | 1d6 + 7 damage
Deft Strike At-Will Std +16 vs. AC 1d6+8 Melee or Ranged You can move 2 squares before the attack
Guarded Attack Encounter Std +16 vs. AC 2d6+8 Melee Hit: If the target makes a melee attack against you before the start of your next turn, you can make a secondary attack against it as an immediate interrupt. Secondary Attack: +15 vs. AC | 1d6 + 7 damage and the target takes a –2 penalty to the triggering attack roll
Handspring Assault Daily Std +16 vs. AC 3d6+8 Melee Hit: You can shift 2 squares. When charging, you can use this power in place of a melee basic attack
Tumble Encounter Move - - Personal You can shift a number of squares equal to one-half your speed
Low Slash Encounter Minor +16 vs. Ref 1d6+8 (+4) Melee Hit: You slide the target 1 square, and the target is slowed until the end of your next turn. If you're flanking the target, the attack deals extra damage equal to your Strength modifier or Charisma modifier.
Walking Wounded Daily Std +16 vs. Fort 2d6+8 Melee or Ranged Hit: Target is knocked prone. Until the end of the encounter, if the target moves more than half its speed in a single action, it falls prone at the end of its movement. Miss: Half damage, and the target is not knocked prone.
Ferret Out Frailty Encounter Minor - - Personal Until the beginning of your next turn, you gain combat advantage against one target within line of sight.
Nasty Backswing Encounter Free +16 vs. AC 1d6+12 Melee Trigger: You miss with a melee attack. You have combat advantage for this attack. Hit: You can shift 1 square.
Knockout Daily Std +16 vs. Fort 2d6+8 Melee Hit: Target is knocked unconscious (save ends). If the unconscious target takes any damage, it is no longer unconscious. Miss: Half damage, and the target is dazed until the end of your next turn.
Gap in the Armor Daily Minor Action - - 5 You gain a +2 power bonus to attack rolls against target enemy until the end of the encounter.
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