Darwood Deeves Lev4 Charsheet

From Krinn, 8 Years ago, written in Venderant Nalaberong, viewed 926 times. This paste is a reply to Re: Darwood Deeves Lev3 Charsheet from Krinn - view diff
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  1. Player: Demonicuss Krinn
  2.  
  3. Name: Darwood Deeves
  4. Daemontouched Rogue Level 4
  5.  
  6. One Unique Thing: Call Me Legion, For I am Many (in my head)  OR  "Everyone is Darwood"
  7. --After what was supposed to be the caper to put him on Easy Street went terribly wrong, Darwood is braindead and host to a batch of daemons, manitous, and spirits.  While the Host tries to figure out life, they also have to deal with the One Bad Thing that also happened.
  8.  
  9. Icon Relationships:
  10.  
  11. Diabolist 2 - Ambiguous
  12. As a bunch of creatures mashed into a human body, this will get the Diabolist's attention (and amusement).  The problem is, perhaps the One Bad Thing Darwood is trying to stop is something the Diabolist wants to happen...
  13.  
  14. Prince of Shadows 1 - Positive
  15. Darwood was a thief, pre-possession.  And it was a robbery that led to what/who he is now. Maybe, in teh schemes between the Diabolist and the Prince, he wants to stack the deck in Darwood's favor...
  16.  
  17. Str 11 +0   2pts +1 Lev3 Powerup                  
  18. Con 12 +1  4pts                  
  19. Dex 19 +4   (16 10pts +2 class +1 Lev3 Powerup)  
  20. Int 15  +2  (13 5pts +2 Race)      
  21. Wis 12 +1  (3pts +1 Lef3 Powerup)                
  22. Cha 12 +1  (4pts)                
  23.  
  24. AC  17 (12 + middle mod of Con/Dex/Wis 1 +Level 4)
  25. Physical Defense 17 (12 + middle mod of Str/Con 1/Dex + Level 4)
  26. Mental Defense 15  (10 + middle mod of Int/Wis/Cha 1 + Level 4)
  27.  
  28. Init: 8 (Dex mod 4 + Level 4)
  29.  
  30. HP: 42  ((6+Con Mod 1)*6)  25/35
  31. Recoveries: 8  (8/8 as of 12 Jul)
  32. Recovery Roll: (1d8 * Level 4) + Con mod 1
  33.  
  34. Basic Attacks:
  35. Melee: Dex 4 + Lev 4 = 8 VS AC
  36. --On Hit, WEAPON (4dX) + Dex damage  On Miss, Damage equal to Level
  37. Ranged: Dex 4 + Lev 4 = 8 VS AC
  38. --On Hit, WEAPON (4dx) + Dex damage  On Miss, Damage equal to Level
  39.  
  40. Backgrounds: 8 pts (plus 2 pts for Knowledge skill from Cunning, plus 5pts from Thievery)
  41.  
  42. I Was a Professional Burglar, You Know +5
  43. Mixed Darwood/Manitou Knowledge +2
  44. Sadly, Now We Can Really Act Crazy +3
  45. We Know Some People, Who Know Some People +2
  46. Knowledge of the Spirit World (Because We Are Spirits) +3
  47.  
  48.  
  49. Daemontouched: +2 Str OR +2 Int
  50. Racial Power: Curse of Chaos
  51.   -once per battle as free action, when nearby enemy rolls natural 1-5, turn their roll into natty one and improvise a curse on how they fucked up.
  52.  
  53. Rogue Features:
  54. +2 to Dex or Cha
  55. Momentum
  56. Sneak Attack: +2d6 dam to targets already engaged with your allies
  57.  --Avd Feat: also works the first round of combat against enemies with a lower initiative than you.
  58. TrapSense: If failed skill check against trap is even, reroll once.  If Odd, force trap to reroll attack once
  59.  
  60. Rogue Talents (pick 3)
  61. Cunning (Mixed Darwood/Manitou Knowledge)
  62.  --Use Int instead of Cha for Rogue powers
  63. Thievery (I was a professional Burglar, you know)
  64. --Adv Feat: Get Thief's Strike Power, regardless of level as a bonus power
  65. RANDOM THIRD Due to Possession: Murderous
  66. --Against staggered enemies, crit range with rogue attacks expands by 2
  67.  
  68. FEAT 4 Adv at Level 4:
  69.  *Thievery Adventurer's Feat - Thief's Strike
  70.  *Sneak Attack Feat
  71.  *Roll With It Feat
  72.  * Evasive Strike
  73.  
  74.  
  75. Powers: 6
  76.  
  77. Evasive Strike
  78. Melee attack At-Will
  79. Target: One enemy
  80. Attack: Dexterity 4 + Level 2 vs. AC
  81. Hit: WEAPON + Dexterity damage, and you can pop free from
  82. the target.
  83. Miss: Damage equal to your level.
  84. Adv Feat: If you can drop the target with Evasive Strike, pop free from ALL Targets instead.
  85.  
  86. Roll With It
  87. Momentum power
  88. At-Will (once per round)
  89. Interrupt action; requires momentum
  90. Trigger: A melee attack that targets AC hits you.
  91. Effect: You take half damage from that attack.
  92.  *Adv Feat: also triggers on attack on PD
  93.  
  94. Sure Cut
  95. Melee attack At-Will
  96. Special: You must have momentum and be able to deal your
  97. Sneak Attack damage to the target if you hit.
  98. Target: One enemy
  99. Attack: Dexterity 4+ Level 2 vs. AC
  100. Hit: WEAPON + Dexterity damage.
  101. Miss: Deal your Sneak Attack damage + damage equal to your level.
  102.  
  103. Flying Blade
  104. Ranged attack At-Will
  105. Special: You must use a small bladed weapon with this attack.
  106. Target: One nearby creature
  107. Attack: Dexterity + Level vs. AC
  108. Hit: WEAPON + Dexterity damage, and if your natural attack
  109. roll is even and one of your allies is engaged with the target,
  110. you can use your Sneak Attack damage for the round.
  111. Miss: Damage equal to your level.
  112.  
  113. Deadly Thrust
  114. Melee attack At-Will
  115. Target: One staggered non-mook enemy
  116. Attack: Dexterity + Strength + Level vs. AC
  117. Hit: WEAPON + Dexterity damage.
  118. Miss: Damage equal to your level.
  119.  
  120. Deflection
  121. Momentum power, At-Will (once per round)
  122. Interrupt Acton; must spend momentum
  123. Target: Melee attack misses you
  124. Effect: attack hits a different enemy you are engaged with instead, but only for half damage
  125.  
  126. BONUS: Thief's strike
  127. Melee attack
  128. At-Will
  129. Target: One enemy
  130. Attack: Dexterity 4 + Level 2 vs. PD
  131. Hit: Half of WEAPON + Dexterity damage (including Sneak
  132. Attack damage if any), and roll a normal save. If you succeed,
  133. you can pickpocket an item from the target that they are
  134. not holding. (If you roll 16+, the target doesn’t realize you
  135. pickpocketed them.)
  136. Miss: —
  137.  
  138.  
  139. Gear: At 1 st level, rogues start with the clothes on their back and the
  140. dice in their pockets; also, various bladed weapons, a music box
  141. that certainly didn’t belong to them yesterday, and some armor.
  142. Plus various oddments suggested by their backgrounds.
  143. Rogues taking it easy start with 25 gp.
  144.  
  145. Weapons: 4d8 Ceremonial Knife from That Bad Experience (Darwood/Manitous don't know what it really does)
  146. Throwin' Knives 4d4
  147. Dagger Claimed from Pear's Corpse
  148. The Attention of the Diabolist
  149.  
  150.  
  151.  

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