Goodenough

"Never!" Goodenough - The Tief, Rogue and a Scoundrel: level 19

Piter_Blood.jpg

Stats:
STR 9 [-1/+8] CON 16 [+3/+12] DEX 25 [+7/+16] INT 11 [+0/+9] WIS 16 [+3/+12] CHA 11 [+0/+9]
4th Wis, 8th Wis, 14th Con, 18th Con
Defences +2 Ref (Tief), +1 All (human) +3 All (Feats).

AC base 19, Armor +7, Feat +1, Dex +7 = 34
Fort base 19, Armor +4, Race +1, Feat +3, Con +3 = 30
Ref base 19, item +4, Race +1, Feats +4, Class +2, Dex +7 = 37
Will base 19, Item +4, Race +1, Feat +3, Cha +3 = 30
Initiative: +9 (Level), +7 (Dex), +2 (Tief), +4 (Feat) = +22

Healing Surges 6 + 3 +2 (Durable) Total 11
HP 12 + 16 + 90 + 10 (Toughness) Total 128
[HP] 128 [Bloodied:] 64 [Surge] 33
Skills: Stealth +25, Thievery +22, Acrobatic +21, Athletics +18, Dungeoneering +17, Perception +17, Bluff +14, Insight +17

Rapier Attack: + 9 (level) + 4 (Ench) + 2 (Feat) + 1 (Tief) + 3 (Prof) +7 Dex = +26
Damage: + 1d8 + 7 (Dex) + 4 (Ench) + 1 (Feat) +4 (Thief Weapon) +4 (Items) = 1d8 + 20
Trick + 4 (Acrobat’s Trick - Move) = 1d8 + 24
Combat Advantage: +2 (L-B Exp) = 1d8 + 26
Sneak Attack (1/turn + AP Attack): +3d6
Backstab (x4): +3 Attack + 3d6 Damage and Shift 3
Backstab Sneak attack: +31 (w. Combat Advantage) 1d8 + 26 + 6d6. (Crit: 4d12 + 70) + Shift 3.

Dagger Attack Throw (5/10): + 9 (level) + 4 (Ench) + 2 (Feat) + 1 (Tief) + 3 (Prof) +7 Dex = +26
Damage: + 1d4 + 7 (Dex) + 4 (Ench) + 1 (Feat) +4 (Thief Weapon) +4 (Items) = 1d4 + 20

NOTES:
Speed 7
First turn shift 3 as free action and have CA vs. enemies
+4 All Defences with total defense and Second Wind
Natural 20 on skill challenge +1 Success.
If Hidden you remain hidden if you have any cover or concealment after attack
+5 escape actions, +26 with Acrobatics
save vs. Immob. Slow and restrain at the start of turn.
Save at start of turn vs. daze or stun, even if there is no save
Resist 3/6/9 Ongoing.

Improvising with Thievery:
Fix a broken wagon
Craft a standard lock
Bind a creature with robe

ITEMS:
Sylvan Armor +4 (18th Level) Free (+4 Athletics & Stealth)
Safewing Amulet +4 (18th Level) Free
Defensive +4 Dagger (17th level) Free (+4 All Defences with total defense and Second Wind)
Visious +4 Rapier (17th Level) From Money (65 000gp)
Brazers of Mighty Striking (12th Level) from Money (13 000gp)
Boots of Striding (9th Level) from money (4 200gp)
Belt of Vigor (2nd Level) from money (520 gp)
Burglar's Gloves (1st Level) from money (360 gp)
Adventurer’s Kit From money (15 gp)
Leftover gold 1905

1 Human Heroic Effort : (No Action: Missed Attack or Saving Throw = +4 Racial Bonus.
1 Sneak Attack +3d6
1 Backstab (E) (Free Act Within 5 Squares) +3 Att, +3d6
1 Weapon Finesse: Light Blade (Use DEX for Att & Damage) +2 Dam
1 Rogue Trick (1) Acrobat Trick: Move -2, Climb speed, next attack +4 Damage,
1 Rogue Trick (2) Ambush Trick: Move, CA to enemy within 5 that has no their allies adjacent.
2 Weapon Talent +1 Att Light Blades
2 Skill Mastery: Bluff, Natural 20 on skill challenge +1 Success.
2 Utility power (E) Agile Footwork; Immedaite reaction; enemy ends turn adjacent, Shift 3.
3 Backstab +1 (2)
4 Rogue Trick +1 (3) Sneak’s Trick; Move -2, make stealth if you have any cover or concealment.
5 Cunning Escape (E) Immediate Reaction(?) Enemy Attacks you: +4 All Def Against that attack. After e-turn shift 3.
6 Hidden Blade (E) Minor gain CA with off hand weeapon.
7 Rogue Trick +1 (4) Tactical Trick; Move, don't provoke from squares adjacent to allies. CA to enemies adjacent to your allies.
9 Combat Readiness +2 Initiative
9 Improved Combat Finesse Light blades +3
10: Acrobat’s Escape (E) Immediate Reaction: Enemy enter adjacent: Enemy Immobilized until start of its next turn. Shift Speed.
11 Masterful Cunning: First turn shift 3 as free action.
11 Masterful Action (AP) Sneak Again with AP and even with miss.
11 Backstab +1 (3)
12 Fading Retreat (E) Immediate reaction: Enemy enters adjacent: Shift speed/2
13 Backstab +1 (4)
15 Improved Combat Finesse Light blades +4
16 Shadow Strike; If Hidden you remain hidden if you have any cover or concealment after attack
16 Slip from the Grasp (E) No action: Grap, Slow or immobilized end, make one extra saving throw.
17 Rogue Trick +1 (5) Thug's Trick; Shift 3; Enemies you flank provoke from you if they shift.
19 Evasive Backstab: Shift 3 after Backstab

Feats (Human) Toughness +5/10/15 hp
Feat 1 Disciple of Freedom: +5 escape actions, save vs. Immob. Slow and restrain at the start of turn also.
Feat 2 Resilient Focus to +2 Saves
Feat 4 Superior reflexes +2/+3/+4 Ref: CA vs. enemies on first turn.
Feat 6 Improved Initiative +4 Initiative
Feat 8 Superior Will +2/+3/+4 Will: Save at start of turn vs. daze or stun, even if there is no save.
Feat 10 Light Blade Expertise +1/+2/+3 Attack, +1/+2/+3 Dam with CA.
Feat 11 Weapon Proficiency Rapier
Feat 12 Two- Weapon Defense +1 Shield bonus to AC and Ref
Feat 14 Two – Weapon Fighting +1 Damage
Feat 16 Superior Fortitude +2/+3/+4 Fort: Resist 3/6/9 Ongoing.
Feat 18 Durable +2 Surges

All from D&D Essentials - Heroes of the Fallen Lands

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