Gloaming Cut (At Will / Standard Action / Melee or Ranged 5/10 (Rebounding Dagger) or 10/20 (Distance Dagger) ✦ Martial, Weapon) | Rogue At-Will Power |
Requirement: You must be wielding a crossbow, a light blade, or a sling | |
Target: One Creature | |
Attack: +16 vs. AC | |
Hit: 1d4+2 damage | |
Effect: Shift 1 square, and you can make a Stealth check to become hidden. | |
Critical: 6+2d6 damage (Rebounding Dagger), 6 damage (Distance Dagger), +17 damage w/ Sneak Attack |
Deft Strike (At Will / Standard action / Melee or Ranged 5/10 (Rebounding Dagger) or 10/20 (Distance Dagger) ✦ Martial, Weapon) | Rogue At-Will Power |
Requirement: You must be wielding a crossbow, a light blade, or a sling | |
Target: One creature | |
Attack: +16 vs. AC | |
Hit: 1d4+7 damage. | |
Special: You can move 2 squares before the attack. | |
Critical: 11+2d6 damage (Rebounding Dagger), 11 damage (Distance Dagger), +17 damage w/ Sneak Attack |
Fast Hands (At Will / Free Action / Personal ✦ Martial, Stance) | Skill Power 2 |
Requirement: Must be trained in thievery | |
Effect: You draw or sheathe a weapon, pick up an item in your space or adjacent to you, or retrieve or stow an item. | |
Special: You can use this power only once per round |
Chameleon (At Will / Immediate Interrupt / Personal ✦ Martial) | Rogue Utility 6 |
Requirement: Must be trained in stealth | |
Trigger: You are hidden and lose cover or concealment against an enemy | |
Effect: Make a stealth check. You remain hidden from the triggering enemy if your check beats its passive perception check. Until the end of your next turn, you can remain hidden without needing any cover or concealment. |
Heroic Effort (Encounter / No Action / Personal ) | Human Racial |
Trigger: You miss with an attack roll or fail a saving throw | |
Effect: You gain a +4 racial bonus to the attack roll or saving throw. |
Eyebite (Encounter / Standard Action / Ranged 10 ✦ Arcane, Charm, Implement, Psychic) | Pact Initiate |
Target: One creature | |
Attack: +10 vs. Will | |
Hit: 1d6 + 5 psychic damage, and you are invisible to the target until the start of your next turn. | |
Critical: 11+1d6 damage, +17 w/ sneak attack |
Evil Eye of the Vistani (Encounter / Minor Action / Ranged 10 ✦ Charm) | Vistani Heritage |
Target: One creature | |
Attack: +11 vs. Will | |
Hit: Until the end of your next turn the target grants combat advantage to you and cannot willingly move closer to you. |
King's Castle (Encounter / Standard Action / Melee or Ranged 5/10 (Rebounding Dagger) or 10/20 (Distance Dagger) ✦ Martial, Weapon) | Rogue Encounter 1 |
Requirement: You must be wielding a crossbow, a light blade, or a sling | |
Target: One creature | |
Attack: +16 vs. Ref | |
Hit: 2d4+7 damage | |
Effect: Switch places with a willing adjacent ally. | |
Critical: 15+2d6 damage (Rebounding Dagger), 15 damage (Distance Dagger), +17 damage w/ Sneak Attack |
Fleeting Spirit Strike (Encounter / Standard Action / Melee or Ranged 5/10 (Rebounding Dagger) or 10/20 (Distance Dagger) ✦ Martial, Weapon) | Rogue Encounter 3 |
Requirement: You must be wielding a crossbow, a light blade, or a sling | |
Target: One creature | |
Attack: +16 vs. AC | |
Hit: 2d4+7 damage. You shift 3 squares, and can make a Stealth Check to become hidden. | |
Effect: Before the attack you shift 3 squares, and can make a Stealth Check to become hidden. | |
Critical: 15+2d6 damage (Rebounding Dagger), 15 damage (Distance Dagger), +17 damage w/ Sneak Attack |
Snap Shot (Encounter / Minor Action / Ranged 5/10 (Rebounding Dagger) or 10/20 (Distance Dagger) ✦ Martial, Weapon) | Rogue Encounter 7 |
Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling | |
Target: One creature | |
Attack: +16 vs. AC | |
Hit: 1d4+7 damage. | |
Critical: 11+2d6 damage (Rebounding Dagger), 11 damage (Distance Dagger), +17 damage w/ Sneak Attack |
Blinding Barrage (Daily / Standard Action / Close blast 3 ✦ Martial, Weapon) | Rogue Daily 1 |
Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling | |
Target: Each creature you can see in blast | |
Attack: +16 vs. AC | |
Hit: 2d4+7 damage, and the target is blinded until the end of your next turn. | |
Miss: Half damage, and the target is not blinded. | |
Critical: 15+2d6 damage (Rebounding Dagger), 15 damage (Distance Dagger), +17 damage w/ Sneak Attack |
Bloodbath (Daily / Standard Action / Melee or Ranged 5/10 (Rebounding Dagger) or 10/20 (Distance Dagger) ✦ Martial, Weapon) | Rogue Daily 5 |
Requirement: You must be wielding a crossbow, a light blade, or a sling | |
Target: One Creature | |
Attack: +16 vs. Fort | |
Hit: 1d4+7 damage and ongoing damage equal to any sneak attack damage you deal with this attack (save ends). | |
Effect: 1d4+7 damage. | |
Critical: 11+2d6 damage (Rebounding Dagger), 11 damage (Distance Dagger), +17 damage and 17 ongoing damage (save ends) w/ Sneak Attack |
Prison of Salzacas (Encounter / Minor Action / ✦ Conjuration) | Magic Item |
Effect: You conjure the spirit contained within the prison In an unoccupied space within 10 squares of you. The spirit can pick up, move, or manipulate an object adjacent to it weighing 20 pounds or less and can carry it 10 squares. If you're holding the object when you use this power, the spirit can move the object Into a pack, a pouch, a sheath, or a similar container and simultaneously move anyone object carried or worn anywhere on your body into your hand. As a move action, you can move the spirit 10 squares. As a free action, you can cause the spirit to drop an object it's holding. As a minor action, you can cause the spirit to pick up or manipulate a different object. Sustain Minor: The spirit persists. Property: Your Thievery checks are always treated as if you're using thieves' tools, and you gain an additional +2 Item bonus to Thievery checks. |
Gambler's Suit (Daily / Immediate Interrupt / ) | Magic Item |
Trigger: An enemy hits you with an attack. | |
Effect: The triggering enemy rerolls the attack roll and must use the second result. If that result is a hit, the attack scores a critical hit. Property: When you make at least two saving throws, you can choose to gain a +2 bonus to the first saving throw and take a -2 penalty to the second. |
Demon Hunter's Boon (Daily / Free Action / ) | Legendary Boon |
Trigger: You take Acid, Cold, Fire, Lightning, or Thunder damage | |
Effect: Gain resist 5 against that damage type until the end of the encounter. Property: 19-20 crit range on attacks against demons. |
Steadfast Amulet (Daily / Immediate Interrupt / ) | Magic Item |
Trigger: You are dazed or stunned by an attack | |
Effect: Make a saving throw against the condition. On a failure, you don’t expend the use of this power and no daily use of a magic item power occurs. |
Boots of Stealth (Item Property / No Action / ) | Magic Item |
Effect: You gain a +2 item bonus to stealth checks. |
Rebounding Accurate Dagger (Encounter / Free Action / ) | Magic Item |
Trigger: You attack an enemy with this weapon and miss | |
Effect: You make a ranged basic attack against a different enemy within 5 squares of that enemy. |
Backlash Tattoo (Item Property / Immediate Reaction / ) | Magic Item |
Effect: The first time you are bloodied in an encounter make a basic attack as an immediate reaction. |
Fluff[]
Background[]
Auntie Mab has a problem. It's her nephew Yenros, he's sick. He's stuck in some kind of sleep he can't wake up from. And, since his parents and sister were killed in that undead attack on East Daunton a few weeks back, Old Mabbeth is stuck taking care of him.
Not that she minds, mind you. She used to love spending time with her sister Therella's family, particularly Sunday dinners. Therella was an excellent cook, and while she toiled away in the kitchen, Auntie Mab would entertain the children, telling Yenros and his sister Lynda far-fetched tales about the exploits of Luran, a cold and mysterious, yet brave and handsome fey lord.
But the thing is, Auntie Mab's never been much of a caretaker. Never could even take care of herself properly. Oh sure, she made enough money with her tarot cards, palm-reading, and claims of being a "fey touched seer" to pay the rent on her shabby basement apartment, but her clients were few and far between, as most saw through her clumsy, if entertaining charade. It was a public secret that she would regularly pilfer fruit from the vendor's carts in Daunton Market whenever the money ran out. Even the vendors themselves knew it, but not wanting to have the sweet old lady arrested, they'd turn a blind eye to her shoplifting.
So Mabbeth was beside herself with worry over what to do to provide for her nephew in his state of unnatural sleep, and where she'd ever get the money to keep paying for his bed in the magical afflictions ward at St. Jeronel's, much less afford the magical cures that word has it, only the strange wizard Doddoddod can provide.
Imagine her surprise then, when the imaginary fey lord, who Auntie Mab claimed to have had many a triste and adventure with, actually spoke to her for the first time. Mabbeth Tarmikos!, said Luran the fey lord, speaking his thoughts directly into her mind across the veil between the worlds, I can help you cure your nephew, but you must do something for me in return. You must go to the Hanged Man tavern and seek out adventure. What I ask of you will become clear in time. I bestow upon you the power of the evil eye and the protection of the shadows.
Awestruck, but never one to sit idly by wasting time, Auntie Mab quickly readied herself for adventure. She grabbed her "best traveling cloak" (a faded old rag), and packed up her entire set of kitchen cutlery, thinking it might come in handy for self-defense. Then, struck by a burst of inspiration, she took her carving knife and dissected her leather sofa, turning its upholstery into a set of "real adventuring armor." Into an old rucksack she threw some old bobby pins and screwdrivers that she'd found useful for bypassing the locks on the grocer's shop in the past, and some scraps of felt that she'd used to mask her footfalls during these nighttime food-gathering forays. She then tried out her newfound arcane powers by ensorceling her pet brown rat, Tristram, who she had been domesticating by feeding him crumbs and table scraps, and binding him to her as a familiar. Thus "armed and prepared" for adventure if a little nervous about this whole business, Auntie Mab locked-up her dingy but safe apartment for the last time, and made her way down to The Hanged Man, that most peculiar bar, where legend has it great deeds are done, and great heroes are made.
Well she got to the Hanged Man, and sure enough adventure quickly found her. In the decidedly odd company of a shapeshifter, a lightning man, a tree spirit, and a "scrumgrum," she set off in search of the murderers of Mr. Dartanian Grey. Using her "great and mysterious arcane powers" she helped track the abyssal assassins to a forbidden temple on a remote and uncharted isle, where only her quick wit and sharp blade- er, that is, her "psychic intuition and fey magics"- kept her alive in the midst of a plethora of deadly traps and demons.
Sadly though, she was not able to recoup as much gold as she had hoped from the temple, and the cost of a true cure for her nephew still proved beyond her means. So with the old addage that 'you've got to spend money to make money' in mind, Old Mabbeth instead treated herself to a shopping spree with her spoils, acquiring some "lovely soft boots, pretty magical goggles, and a diamond lucky charm!," because "a lady's got to look her best when dispatching demons, after all." Thus outfitted, Auntie Mab once again crossed the threshold of the Hanged Man tavern, hoping against hope that her next job would bring the windfall that she needed, or at least bring her closer to understanding Luran's plans for her and her nephew.
Hooks[]
- Luran, the inscrutable fey lord with whom Auntie Mab has sworn her fey pact, makes a request of the poor old woman. It may not be pleasant, but if she truly wants the power to cure her nephew that he has promised her, she has no choice but to complete the task he's set for her.
- Old Mabbeth gets wind of some rare herb, unguent, or treatment from a far corner of the Isles, and sets out immediately in search of this new substance that may help her nephew overcome his magical torpor.
Kicker[]
Auntie Mab was specifically instructed by Luran to go to the Hanged Man in search of adventure, saying that his designs would in time become clear. But what does the fey lord want? In the stories Mab told the reclusive Eladrin was dashingly brave, handsome, and powerful, but certainly not altruistic. She is certain that if he is the same Luran she's been fibbing about all these years he will want something significant of her in return. Perhaps his wishes will indeed become apparent when she visits the Hanged Man in search of adventure.
Appearance and Personality[]
Age: 68
Gender: Female
Height: 5'4"
Weight: 128 lb.
Alignment: Good
Personality: Though cheerful and sweet, Auntie Mab is almost habitually deceitful. She can't resist telling a tall tale, especially one about fey lords and monsters. She has a sweet tooth, and is especially fond of fruit.
Magic Item Wish List[]
Level | Item Name | Source | Item Slot | Priority |
---|---|---|---|---|
10 | Diamond Cincture (heroic) | AV2 | Waist | !! |
11 | Gambler's Suit Drowmesh Armor +3 | AV, AV2 | Armor | !!!! |
12 | Familiar's Cowl | Dragon 377 | Familiar | !!! |
13 | Bracers of the Perfect Shot (paragon) | PH | Arms | !! |
13 | Boots of Stealth (paragon) | AV | Feet | !!!!! |
16 | Gloves of Dimensional Grasp | AV2 | Hands | !!! |
20 | Hood of the Wolf | Dragon 364 | Head | !!!! |
Math[]
Basic Attacks[]
Attack Type | Attrib | Class | Class Feature | Feat | Feat Name | Prof. | Enhance. | Equip Name | Other | Level | Total | vs ? |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Basic Melee | +5 (dex) | +1 | Rogue Weapon Talent | +1 | Light Blade Expertise | +3 | +2 | Distance Dagger | +4 | +16 | vs AC | |
OA: Melee | +5 (dex) | +1 | Rogue Weapon Talent | +1 | Light Blade Expertise | +3 | +2 | Distance Dagger | +4 | +16 | vs AC | |
Basic Ranged | +5 (dex) | +1 | Rogue Weapon Talent | +1 | Light Blade Expertise | +3 | +2 | Distance Dagger | +4 | +16 | vs AC |
Senses and Reactions[]
-- | Attrib mod | Class | Class feature | Racial | Feat | Feat Name | Equip | Equip Name | Level | Other | Total |
---|---|---|---|---|---|---|---|---|---|---|---|
Initiative | +5 | +4 | +9 | ||||||||
Passive Perception | +1 | +4 | +5 | +10 | |||||||
Passive Insight | +1 | +4 | +5 | +10 |
Senses: normal vision
Health[]
-- | Base Class | Con | Lvl after 1st | Racial | Feat | Feat Name | Equip | Equip Name | Other | Total | Blooded | Surge |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit Points | 12 | 13 | 35 | 60 | 30 | 15 |
Surges per day: 7 (6 class, +1 con)
Defenses[]
Saving Throw | Attrib | Attrib Type | Class | Racial | Feat | Feat Name | Equip | Equip Name | Level | Other | Total |
---|---|---|---|---|---|---|---|---|---|---|---|
Armor Class | +5 | Dex | +4 | Gambler's Suit +2 | +4 | 23 | |||||
Fortitude | +1 | Con | +1 | +2 | Steadfast Amulet | +4 | 18 | ||||
Reflex | +5 | Dex | +2 | +1 | +2 | Steadfast Amulet | +4 | 24 | |||
Will | +4 | Cha | +1 | +2 | Steadfast Amulet | +4 | 21 |
Saving Throw Bonuses[]
none
Speed and Movement[]
Speed: 6 (6 race)
Ability scores[]
Ability | Cost | Initial | Racial | Level | Other | Final | Mod |
---|---|---|---|---|---|---|---|
Str | 0 | 8 | 8 | -1 | |||
Con | 3 | 13 | 13 | +1 | |||
Dex | 9 | 16 | +2 | +2 | 20 | +5 | |
Int | 2 | 12 | 12 | +1 | |||
Wis | 2 | 12 | 12 | +1 | |||
Cha | 9 | 16 | +2 | 18 | +4 | ||
Totals | 25 | +11 |
Racial abilities[]
- +2 Dex
- Speed 6
- Languages: Allarian, Elven
- Bonus Class Skill
- Heroic Effort Encounter Power
- Bonus Feat
- Human Defense Bonus: +1 to Fort, Ref, and Will
Class features[]
- First Strike (PHB pg. 117) - At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.
- Cunning Sneak Tactics (MP2 pg. 56) - You don't take a penalty to Stealth checks for moving more than 2 squares, and you take a -5 penalty instead of a -10 penalty to Stealth checks for running. If you end a move action at least 3 squares away from your starting position, you can make a Stealth check to become hidden if you have any concealment or any cover, except for cover provided by intervening allies.
- Rogue Weapon Talent (PHB pg. 117) - 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 (PHB pg. 117 + errata) - Once per round, when you have combat advantage against an enemy and hit that enemy with an attack that uses a crossbow, a light blade, or a sling, the attack deals extra damage. If you have dealt Sneak Attack damage since the start of your turn, you cannot deal it again until the start of your next turn. You decide whether to apply the extra damage after making the damage roll. As you advance in level, your extra damage increases: Heroic Tier +2d8, Paragon Tier +3d8, Epic Tier +5d8.
Feats[]
- Human Bonus - Pact Initiate: Fey Pact (PHB pg. 208) - Gained training in Arcana. Gained eyebite as an encounter power. Can pursue fey pact paragon path, and use rods, wands, and pact blades as implements when using warlock powers or paragon path powers.
- Level 1 - Arcane Familiar: Rat (AP pg. 139) - You gain a familiar. For each familiar feat you have beyond this one, your familiar gains a +1 bonus to its defenses.
- Level 2 - Skill Focus: Stealth (PHB pg. 201) - +3 feat bonus to Stealth.
- Level 4 - Vistani Heritage (Dragon 380) - +2 Diplomacy vs. Vistani, Vistani Blooding Ritual, Evil Eye of the Vistani feat power
- Level 5 - Light Blade Expertise (HOTFL) - You gain a +1 feat bonus to weapon attack rolls that you make with a light blade. In addition, you gain a +1 bonus to the damage rolls of weapon attacks that you make with a light blade against a creature granting combat advantage to you. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.
- Level 6 - Backstabber (PHB pg. 194) - The extra damage dice from your Sneak Attack class feature increase from d6s to d8s.
- Level 8 - Melee Training: Dexterity (PHB 2) - Use dex mod for MBA attack rolls, and 1/2 Dex mod for MBA damage rolls.
Background Benefit[]
- Arcane Mercenary (AP pg. 159) - Diplomacy class skill
Auntie Mab is seeking a magical cure for her nephew's ailment and/or money to avail him of the best magical health care wizardry has to offer. To that end she will use no end of sweet talk and cajolery.
Skills and Languages[]
Languages: Allarian, Elven
Trained skills: Arcana (Pact Initiate); Diplomacy (Human Bonus, Background); Stealth, Thievery (Rogue Fixed); Bluff, Insight, Perception, Streetwise (Rogue Choose 4)
Skill | Trained | Attrib | Attrib Type | Racial | Feat | Feat Name | Equip | Level | Other | Total |
---|---|---|---|---|---|---|---|---|---|---|
Acrobatics | +5 | dex | +4 | +9 | ||||||
Arcana | +5 | +1 | int | +4 | +10 | |||||
Athletics | -1 | str | +4 | +3 | ||||||
Bluff | +5 | +4 | cha | +4 | +13 | |||||
Diplomacy | +5 | +4 | cha | +4 | +13 | |||||
Dungeoneering | +1 | wis | +4 | +5 | ||||||
Endurance | +1 | con | +4 | +5 | ||||||
Heal | +1 | wis | +4 | +5 | ||||||
History | +1 | int | +4 | +5 | ||||||
Insight | +5 | +1 | wis | +4 | +10 | |||||
Intimidate | +4 | cha | +4 | +8 | ||||||
Nature | +1 | wis | +4 | +5 | ||||||
Perception | +5 | +1 | wis | +4 | +10 | |||||
Religion | +1 | int | +4 | +5 | ||||||
Stealth | +5 | +5 | dex | +3 | Skill Focus | +2 (Boots of Stealth) | +4 | +2 (Rat Familiar) | +21 | |
Streetwise | +5 | +4 | cha | +4 | +13 | |||||
Thievery | +5 | +5 | dex | +2 with an additional +2 vs. locks or traps (Prison of Salzacas) | +4 | +16 (18 vs. locks or traps) | ||||
Totals | 8 trained |
Powers[]
Powers Known[]
- Pact Initiate Encounter Power: Eyebite
- Human Racial: Heroic Effort
- Feat Power: Evil Eye of the Vistani
- From Level 1:
- At Will: Gloaming Cut, Deft Strike
- Encounter: King's Castle
- Daily: Blinding Barrage
- From Level 2:
- At Will: Fast Hands
- From Level 3:
- Encounter: Fleeting Spirit Strike
- From Level 5:
- Daily: Bloodbath
- From Level 6:
- At Will: Chameleon
- From Level 7:
- Encounter: Snap Shot
Power Attack Bonuses[]
Power | Attrib | Attrib Type | Feat | Feat Name | Prof. | Enhance. | Equip Name | Level | Other | Total | vs ? |
---|---|---|---|---|---|---|---|---|---|---|---|
Gloaming Cut | +5 | dex | +1 | Light Blade Expertise | +3 | +2 | +2 daggers | +4 | +1 (Rogue Talent) | +16 | vs AC |
Sly Flourish | +5 | dex | +1 | Light Blade Expertise | +3 | +2 | +2 daggers | +4 | +1 (Rogue Talent) | +16 | vs AC |
Eyebite | +4 | cha | +1 | Pact Blade Dagger +1 | +4 | +1 (Rogue Talent) | +10 | vs Will | |||
Evil Eye of the Vistani | +4 | cha | +4 | +3 from power itself | +11 | vs Will | |||||
King's Castle | +5 | dex | +1 | Light Blade Expertise | +3 | +2 | +2 daggers | +4 | +1 (Rogue Talent) | +16 | vs Ref |
Blinding Barrage | +5 | dex | +1 | Light Blade Expertise | +3 | +2 | +2 daggers | +4 | +1 (Rogue Talent) | +16 | vs AC |
Fleeting Spirit Strike | +5 | dex | +1 | Light Blade Expertise | +3 | +2 | +2 daggers | +4 | +1 (Rogue Talent) | +16 | vs AC |
Bloodbath | +5 | dex | +1 | Light Blade Expertise | +3 | +2 | +2 daggers | +4 | +1 (Rogue Talent) | +16 | vs Fort |
Snap Shot | +5 | dex | +1 | Light Blade Expertise | +3 | +2 | +2 daggers | +4 | +1 (Rogue Talent) | +16 | vs AC |
Equipment[]
Item | Value | Weight | Slot | Notes |
---|---|---|---|---|
Adventurer's kit | 15gp | 33 lb | Contains: backpack, bedroll, flint and steel, 10 days trail rations, 50ft hemp rope, | |
Backlash Tattoo | 4200gp | - | Tattoo | Property: The first time you’re bloodied during an encounter, you can make a basic attack as an immediate reaction. |
Boots of Stealth | 680 | - | Feet | Property: Gain a +2 item bonus to Stealth checks. |
Demon Hunter's Boon | - | - | Boon | Property: 19-20 crit range on attacks against demons. Property: Gain +1 to all skill checks made to notice, avoid, or disarm traps. Gain +1 to all defenses against trap attacks. Power: Variable Resistance (Free Action, when you take Acid, Cold, Fire, Lightning, or Thunder damage * Daily) Gain resist 5 against that damage type until the end of the encounter. |
Distance Dagger +2 | 1800gp | 1 lb | Off Hand |
Weapon: light blade |
Gambler's Suit +2 | 360gp | 15 lb | Armor | Armor: leather Enhancement: AC Property: When you make at least two saving throws, you can choose to gain a +2 bonus to the first saving throw and take a -2 penalty to the second. Power (Daily): Immediate Interrupt. Trigger: An enemy hits you with an attack. Effect: The triggering enemy rerolls the attack roll and must use the second result. If that result is a hit, the attack scores a critical hit. |
Pact Blade Dagger +1 (Zy Tomtor's Trinkets) | 680 | 1 lb | Sheathed | Weapon: light blade (usually daggers and sickles) Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Property: This blade functions as a warlock implement, adding its enhancement bonus to attack rolls and damage rolls for warlock powers that use implements. Property: When a creature you have cursed with your Warlock's Curse makes a melee attack against you, deal damage to the creature equal to the pact blade's enhancement bonus. Special: You do not gain your weapon proficiency bonus to the attack roll when using a pact blade as an implement. |
Potion of Healing (Heroic) | 50 | - | Quantity: 1 | Power (Consumable * Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points. |
Prison of Salzacas (Zy Tomtor's Trinkets) | 520 | - | Wondrous Item | Property: Your Thievery checks are always treated as if you're using thieves' tools, and you gain an additional +2 Item bonus to Thievery checks. Power (Encounter, Conjuration): Minor Action. You conjure the spirit contained within the prison In an unoccupied space within 10 squares of you. The spirit can pick up, move, or manipulate an object adjacent to it weighing 20 pounds or less and can carry it 10 squares. If you're holding the object when you use this power, the spirit can move the object Into a pack, a pouch, a sheath, or a similar container and simultaneously move anyone object carried or worn anywhere on your body into your hand. As a move action, you can move the spirit 10 squares. As a free action, you can cause the spirit to drop an object it's holding. As a minor action, you can cause the spirit to pick up or manipulate a different object. Sustain Minor: The spirit persists.. |
Rebounding Accurate Dagger +2 | 2,600 | 1 lb | Main Hand | Enhancement: +2 attack rolls and damage rolls Critical: +2d6 damage Power (Encounter): Free Action. Trigger: You attack an enemy with this weapon and miss. Effect: You make a ranged basic attack against a different enemy within 5 squares of that enemy. |
Steadfast Amulet | 3,400 | - | Neck | Enhancement: +2 Fortitude, Reflex, and Will Power (Daily): Immediate Interrupt. Use this power when you are dazed or stunned by an attack. Make a saving throw against the condition. On a failure, you don’t expend the use of this power and no daily use of a magic item power occurs. |
Tarot Cards | - | - | flavor equipment, no mechanical benefit | |
Walking stick | - | - | flavor equipment, no mechanical benefit | |
COINS | 816gp |
Total weight: 50 lbs
Carrying capacity: normal load up to 80 lb. Heavy load up to 160 lb. Drag up to 400 lb.
Tracking[]
Status[]
Role | Striker |
Status | Not Assigned |
Location | Tavern |
Notes | Stealthy skill monkey and "fey-touched seer" |
Treasure[]
- 467 time gp from The Hunted
- Gambler's Suit +2 and 340gp from The Hunted
- 178 time gp from The Hunted
- Distance Dagger +2 from The Hunted
- Demon Hunter's Boon from The Hunted
- 1,191 gp from The Hunted
- 3,630 time gp from retiring Siveris Smythe
- 1,399 gp from Dungeons and Them
- 590 time gp from Dungeons and Them
Money[]
+100gp starting gold -5 bought 5 daggers -25 bought leather armor -15 bought adventurer's kit -30 bought camouflaged clothing -5 bought footpads -20 bought thieves' tools +882gp from 7 DM credits spent +467 time gp from The Hunted +762 gp for 3 DM credits spent at level 3 +4 gp sold Thieves' Tools -520gp Bought Prison of Salzacas -680gp Bought Pact Blade +1 -360gp Bought Magic Leather Armor +1 -520gp Bought Cloak of Resistance +1 +340gp from The Hunted +72gp sold Magic Leather Armor +1 +178 time gp from The Hunted +1,191gp from The Hunted +6gp sold camouflaged clothing +1gp sold footpads -680gp bought Boots of Stealth +3,630 time gp from retiring Siveris Smythe -3,400gp bought Steadfast Amulet +104gp sold Cloak of Resistance +1,399gp from Dungeons and Them -2,600gp bought Rebounding Accurate Dagger +2 -50gp bought Potion of Healing +590 time gp from Dungeons and Them 816gp on hand
Stat Block[]
[sblock=Actions/Stat block][U]Start[/U]= [U]Minor[/U]= [U]Move[/U]= [U]Standard[/U]= [U]End[/U]= [sblock=statblock][COLOR=Pink][U][B]Auntie Mab[/B][/U][/COLOR] - [I]Human Rogue 8[/I] [URL]http://l4w.wikia.com/wiki/L4W:PC:Auntie_Mab_%28pacdidj%29[/URL] [B]Conditions:[/B] none [B]Passive Perception:[/B] 20, [B]Passive Insight:[/B] 20, [B]Init:[/B] +9 [B]AC:[/B] 23, [B]Fort:[/B] 18, [B]Reflex:[/B] 24, [B]Will:[/B] 21 [B]Speed:[/B] 6 [B]HP:[/B] 60/60, [B]Bloodied:[/B] 30, [B]Surge Value:[/B] 15, [B]Surges left:[/B] 7/7 [B]Action Points:[/B] 1, [B]Second Wind:[/B] not used, [B]Milestones: [/B] [IMG]http://www.enworld.org/forum/images/smilies/bm.gif[/IMG]Basic Atk: Rebounding Accurate Dagger +16 vs AC, 1d4+4 dmg [IMG]http://www.enworld.org/forum/images/smilies/br.gif[/IMG]Ranged Basic Atk: Throw Dagger +16 vs AC, 1d4+7 dmg, Range 5/10 (Rebounding) or 10/20 (Distance) [B][U]Powers-[/U][/B] [COLOR=Green] Gloaming Cut, Sly Flourish, Fast Hands, Chameleon[/COLOR] [COLOR=red]Heroic Effort, Eyebite, Evil Eye of the Vistani, King's Castle, Fleeting Spirit Strike, Snap Shot[/COLOR] [COLOR=gray] Blinding Barrage, Bloodbath[/COLOR] [COLOR=orange]Prison of Salzacas, Steadfast Amulet, Rebounding Accurate Dagger[/COLOR] [U][B]Combat notes: [/B][/U]+1 to all defenses vs. traps, +2d8 sneak attack damage 1/round w/ CA, +1 dmg on light blade weapon attacks w/ CA, make basic attack as an immediate reaction when first bloodied 1/encounter, scores critical hits against demons on a roll of 19-20 [COLOR=Indigo][U][B]Tristram[/B][/U][/COLOR] - [I]Rat Familiar[/I] [B] HP:[/B] 1/1; [B]AC: [/B]23, [B]Fort:[/B] 18, [B]Ref: [/B]24, [B]Will: [/B]21 [B] Skills: [/B]+18 Thievery (+20 vs. Locks, +21 vs. Traps), +26 Stealth [B]Status: [/B]Passive Mode[/sblock][/sblock]
XP[]
- used 7 DM credits to level up
- received 1,983 XP in The Hunted
- used 3 DM credits for 750 XP to reach level 4
- received 583 XP in The Hunted
- received 3,156 XP in The Hunted
- credited 2,418 XP from retiring Siveris Smythe
- received 2,999 XP in Dungeons and Them
- received 571 XP in Dungeons and Them
Total XP: 13,622
Changes[]
Level 2 / Overhaul -
- Retrained Distracting Shot to Shadow Strike
- Retrained Scattering Shot to Twilight Menace
Level 4 -
- Retrained Arm and Edge to Fast Hands
Level 5 -
- Retrained Bonus At-Will Power to Heroic Effort class feature
- Retrained Shadow Strike to King's Castle
Level 6 -
- Retrained Twilight Menace to Blinding Barrage
Level 8 -
- Retrained Sly Flourish to Deft Strike
- Retrained Grasping Magpies feat to Vistani Heritage
Judge Comments[]
Level 1[]
Approval 1[]
Approved by Approved by ScorpiusRisk
- Summary: Surges per day is listed as 6, instead of 7
Approval 2[]
Approved by renau1g.
Level 7[]
Approval 1[]
No problems found, approved.
Approval 2[]
Approved by TwoHeadsBarking.
Level 8[]
Approval 1 from [judge]
Approval 2 from [judge]
Status[]
Requesting Approval for Level 8