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Summary[]

Carolina Player industrygothica
Halfling Rogue (unaligned) Level 9 (XP 19853)
Initiative +10
Passive Insight 13 Passive Perception 20; Senses normal
HP 64 Bloodied 32 Surge Value 16; Surges Per-Day 7
AC 24 Fortitude 17 Reflex 24 Will 20
Speed 6 Size Small
Str 10 (+0) Dex 22 (+6) Wis 8 (-1)
Con 12 (+1) Int 10 (+0) Cha 19 (+4)
Racial Abilities Bold, Second Chance, Nimble Reaction
Class Features First Strike, Rogue Tactics (Artful Dodger), Rogue Weapon Talent, Sneak Attack
Battack Basic Attack Subtle Dagger +9 vs AC 1d4+2 damage
Branged Ranged Basic Attack Hand Crossbow +10 vs. AC 1d6+5 damage; +2 Subtle Dagger +15 vs. AC 1d4+7 damage
Feats Backstabber, Alertness, Slaying Action,Distant Advantage
Skills Acrobatics +15, Bluff +12, Perception +9, Stealth +13, Streetwise +12, Thievery +15
Languages Common, Goblin
Powers
Sly Flourish (At Will Standard Melee or Ranged ✦ Martial, Weapon)
Target: One creature
Attack: +16 vs. AC (Goblin Totem Hand Crossbow +3) or +17 vs. AC (Subtle Dagger +2)
Hit: 1d6+13 (Goblin Totem Hand Crossbow +3); 1d4+12 (Subtle Dagger +2)
Clever Strike (At Will Standard Melee ✦ Martial, Weapon)
Target: One creature
Attack: +17 vs. AC (Subtle dagger +2)
Hit: 1d4+8 damage (Subtle dagger +2)
Special: If an ally is adjacent to the target and is able to attack it, you have combat advantage against the target for this attack.
Second Chance (Encounter Immediate Interrupt )
Effect: When at attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it's lower.
Special: Nimble Dodge Feat - When you make an enemy reroll an attack roll using your second chance racial power, the enemy takes a -5 penalty to the second attack roll and can't score a critical hit on that roll.
Positioning Strike (Encounter Standard Melee ✦ Martial, Weapon)
Target: One creature
Attack: +17 vs. Will (Subtle Dagger +2)
Hit: 1d4+8 damage, and you slide the target 4 squares (artful dodger).
Blinding Barrage (Daily Standard Close Blast 3 ✦ Martial, Weapon)
Target: Each enemy in blast you can see
Attack: +16 vs. AC (Goblin Totem Hand Crossbow) or +17 vs. AC (Subtle Dagger +2)
Hit: 2d6+9 damage (Goblin Totem Hand Crossbow +3) or 2d4+8 damage (Subtle Dagger +2), and the target is blinded until the end of your next turn.
Miss: Half damage, and the target is not blinded.
Agile Recovery (At-Will Minor ✦ Acrobatics Utility 2)
Requirement: You must be trained in Acrobatics
Effect: You stand up.
Nasty Backswing (Encounter Free ✦ Martial, Weapon)
Requirement: You must be wielding a light blade.
Target: One Creature
Trigger: You miss with a melee attack
Attack: Dexterity vs. AC. You have combat advantage for this attack.
Weapon: Subtle Dagger +2: +17 attack, 1d4+8 damage
Hit: 1[W] + Dexterity modifier (+6) damage, and you can shift 1 square.
Surefooted Retort (Daily Immediate Interrupt ✦ Martial, Weapon)
Requirement: You must be trained in Acrobatics. You must be wielding a light blade.
Target: The triggering enemy
Trigger: An enemy attacks you
Attack: Dexterity vs. AC
Weapon: Subtle Dagger +2: +17 attack, 2d4+8 damage
Hit: 2[W] + Dexterity modifier (+6) damage.
Miss: Half damage
Effect: If the triggering attack would knock you prone or slow you, negate the condition. Reduce any pull, push, or slide from the triggering attack by a number of squares equal to your Dexterity modifier.
Hidden Blade (Encounter Minor ✦ Martial)
Requirement: You must be trained in Thievery.
Effect: You gain combat advantage on the next attack roll you make with a weapon that has the off-hand property before the end of your turn.
From the Shadows (Encounter Standard ✦ Rogue Attack 7)
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: +16 vs. AC (Goblin Totem Hand Crossbow +3) or +17 vs. AC (Subtle dagger +2)
Hit: 1d6+9 damage (Goblin Totem Hand Crossbow) or 1d4+8 damage (Subtle Dagger +2), and you can shift 2 squares. If you have any cover or concealment after this shift, you can make a stealth check as a free action.
Effect: Before the attack, you can shift 2 squares. If the target could not see you before the shift, you gain combat advantage for this attack.
Special: Artful dodger: Before the attack and after the hit, you can instead shift a number of squares equal to 1 + your Charisma modifier (+4).
Rogue's Recovery (Daily Standard ✦ Martial, Weapon)
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: +16 vs. AC (Goblin Totem Hand Crossbow +3) or +17 vs. AC (Subtle dagger +2)
Hit: 2d6+9 damage (Goblin Totem Hand Crossbow) or 2d4+8 damage (Subtle Dagger +2)
Effect: If you have use all your encounter attack powers, you regain the use of a rogue encounter attack power you have used during this encounter. Or if you have combat advantage against the target, you can instead deal 2[W] extra damage with the attack.

Magic Items[]

Boots of the Fencing Master ( ) Level 7
Effect: When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn.
Properties: Power (Encounter): Minor Action. Shift 2 squares.

Fluff[]

Background[]

Carolina was born to a high ranking lieutenant in a prominent thieves guild. She was small even by halfling standards, and guild officials quickly began training her to use her size to her (and the guild’s) advantage by training her in the art of stealth and breaking and entering. Carolina rarely saw her mother and secretly loathed her for her lack of affection--and for allowing the guild to use her as a tool. Not having the chance to experience life outside of the guild, Carolina swore to one day break free and strike out on her own.

Perhaps sooner than she could have imagined, she got her chance.

Carolina watched from the sewers beneath the city as her house was successfully defending an attack brought on by a rival guild. Soon she saw opportunity, and sneaked into the bowels of her own guild house. Without even an instant of hesitation, she put a torch to the structure's supporting timbers.

Back down in the sewers, Carolina waited… and waited. After the screams had subsided and the last of the smoke began to drift away, she made her way back out onto the blackened streets. Wading through the rubble of her fallen guild house, she didn’t even notice when she stepped on her mother’s charred hand. Convinced her work was done, she left the city and never looked back.

Carolina now wonders the countryside experiencing whatever life has to offer. Those who encounter her are often surprised at her stoicism and lack of typical halfling merriment, but those few who take the time to get to know her will find that the have made a friend for life. Those who dare to cross her may find their backs the target of a well placed crossbow bolt.

Appearance and personality[]

Age: 22
Gender: Female
Height: 3'6"
Weight: 65 lb.
Alignment: unaligned
Personality: No personality yet.

Region[]

Daunton - +2 Monster knowledge checks and re-roll 1 failed knowledge check/day while access to Daunton library is available (requires 4 hours).

Hooks[]

  • --

Kicker[]

  • --

Show Math[]

Ability Scores[]

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 0 10 0 0 10 0
Con 2 12 0 0 12 1
Dex 16 18 2 2 22 6
Int 0 10 0 0 10 0
Wis 0 8 0 0 8 -1
Cha 7 15 2 2 19 4
Totals 25   10



Attacks[]

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee

0

str 1Rogue Weapon Talent1Versatile Expertise5Subtle Dagger +20411AC
Basic Ranged

5

dex1Rogue Weapon Talent1Versatile Expertise5Subtle Dagger +20416AC


Defenses[]

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +6/+4 dex/int 0 0 0 0 4 Summoned Leather Armor +2 0 0 4 24
Fortitude+0/+1str/con00002Amulet of False Life +2004 17
Reflex+6/+4dex/int200 02Amulet of False Life +2004 24
Will-1/+4wis/cha000 02Amulet of False Life +2004 20


Saving Throw Bonuses +5 bonus to saving throws against fear

Senses and Reactions[]

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 6 0 0 0 0 0 0 0 4 0 10
Passive Insight -1 0 0 0 0 0 0 0 4 0 13
Passive Perception -1 0 0 0 2 Alertness 0 0 4 5 20


Health[]

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 12 12 5 0 0 0 0 0 0 0 64 32 16


Surges per Day 7 (Class 6 + Con 1)

Speed and Movement[]

Speed: 6 (Race 6 - Equipment 0)

Racial Features[]

Halfling

  • Bold: You gain a +5 racial bonus to saving throws against fear.
  • Nimble Reaction: You gain a +2 racial bonus to AC against opportunity attacks.
  • Second Chance: You can use second chance as an encounter power.
  • Skill Bonuses: +2 Acrobatics, +2 Thievery
  • +2 Charisma, +2 Dexterity
  • Size: Small
  • Speed: 6
  • Vision: Normal
  • Languages: Common + any 1

Class Features[]

Rogue

  • +2 Reflex
  • First Strike: At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.
  • Rogue Tactics (Artful Dodger): You gain a bonus to AC equal to your Charisma (+4) modifier against opportunity attacks.
  • 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: 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

Feats[]

  • Backstabber [1st level]: The extra damage dice from Carolina's Sneak Attack class feature increase from d6s to d8s.
  • Alertness [2nd level]: Carolina doesn't grant enemies combat advantage from being surprised. She also gains a +2 feat bonus to Perception checks.
  • Slaying Action [4th level]: If Caorlina spends an action point to take an extra action and has already dealt Sneak Attack damage this round, she can deal the extra damage a second time during this turn.
  • Versatile Expertise [free 5th level]: light blades, crossbow.
  • Distant Advantage [6th level]: Carolina gains combat advantage for ranged or area attacks against any enemy flanked by her allies.
  • Nimble Dodge [8th level]: When you make an enemy reroll an attack roll using your second chance racial power, the enemy takes a -5 penalty to the second attack roll and can't score a critical hit on that roll.

Skills and Languages[]

Languages Common, Goblin


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics56dex20000417
Arcana 0 0 int 0 0 0 0 0 4 4
Athletics00str0000044
Bluff54cha00000413
Diplomacy04cha0000048
Dungeoneering0-1wis0000043
Endurance01con0000045
Heal0-1wis0000043
History00int0000044
Insight0-1wis0000043
Intimidate04cha0000048
Nature0-1wis0000043
Perception5-1wis02Alertness00410
Religion00int0000044
Stealth56dex00000415
Streetwise54cha00000413
Thievery56dex20000417



Powers[]

Powers Known[]

Powers to Hit[]

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Sly Flourish +5 Dex 1 Versatile Expertise +2 Hand Crossbow 0 0 3 11 AC
Sly Flourish +5 Dex +1 Rogue Weapon Talent 1 Versatile Expertise +5 Subtle Dagger +2 0 0 3 15 AC
Deft Strike +5 Dex 1 Versatile Expertise +2 Hand Crossbow 0 0 3 11 AC
Deft Strike +5 Dex 1 Rogue Weapon Talent 1 Versatile Expertise +5 Subtle Dagger +2 0 0 3 15 AC
Positioning Strike +5 Dex 1 Rogue Weapon Talent 1 Versatile Expertise +5 Subtle Dagger +2 0 0 3 15 Will
Blinding Barrage +5 Dex 1 Versatile Expertise +2 Hand Crossbow 0 0 3 11 AC
Blinding Barrage +5 Dex 1 Rogue Weapon Talent 1 Versatile Expertise +5 Subtle Dagger +2 0 0 3 15 AC
Nasty Backswing +5 Dex 1 Rogue Weapon Talent 1 Versatile Expertise +5 Subtle Dagger +2 0 0 3 15 AC
Surefooted Retort +5 Dex 1 Rogue Weapon Talent 1 Versatile Expertise +5 Subtle Dagger +2 0 0 3 15 AC
From the Shadows +5 Dex 1 Rogue Weapon Talent 1 Versatile Expertise +5 Subtle Dagger +2 0 0 3 15 AC
From the Shadows +5 Dex 1 Versatile Expertise +2 Hand Crossbow 0 0 3 11 AC


Equipment[]

Level   Item                             Weight    Price               Notes                    
        Leather Armor                    15 lbs    25 gp               Sold
        Hand Crossbow                     2 lbs    25 gp               Sold
        Dagger                            1 lbs     1 gp
        Standard Adventurer's Kit        33 lbs    15 gp
        Thieve's Tools                    1 lbs    20 gp
        Crossbow Bolts (20)               2 lbs     1 gp
Level 3 Subtle Dagger +1                  1 lbs    (Treasure item)   Unequipped
Level 6 Amulet of Protection +2                    (Treasure item)   Unequipped
Level 6 Summoned leather armor +2        15 lbs    (Treasure item)
Level 7 Boots of the Fencing Master                (Treasure item)
Level 8 Subtle Dagger +2                  1 lbs    (Treasure item)
Level 9 Amulet of False Life +2                    (Treasure item)
Level 10 Diamond Cincture                          (Treasure Item)
Level 12 Goblin Totem Hand Crossbow +3    2 lbs    13,000 gp
------------------------------------------------------------------------------------------------
Total Weight: 56 lbs

Tracking[]

Money Log[]

  +100 gp Starting gold
   -87 gp Starting equipment
  +339 gp (Adventure reward: A Problem of Nobility)
  +623 gp (Adventure reward: To Catch a Crimelord)
    +5 gp Sold leather armor
  +816 gp (Adventure reward: Lord Byron's High-Seas High-Stakes)
 +1209 gp (Adventure reward: Lord Byron's Lost Silver)
  +115 gp (Adventure reward: Lord Byron's Lost Silver) 
  +605 gp (Adventure reward: Lord Byron's Lost Silver)
 +2831 gp (Adventure reward: Lord Byron's Lost Silver)
 +9103 gp (Adventure reward: Lord Byron's Lost Silver)
-13000 gp (Purchase: Goblin Totem Hand Crossbow +3)
    +5 gp sold hand crossbow
----------------------
  2664 gp Total Wealth

Treasure[]

Ring of the Darkhidden              (renau1g's A Problem of Nobility, or Things that go Bump in the Night)
Level 3 Subtle Dagger +1            (renau1g's To Catch a Crime Lord, or Down the Rabbit Hole)
Level 6 Amulet of Protection +2     (Substituted for Ring of the Darkhidden)
Level 6 Summoned leather armor +2   (renau1g's To Catch a Crimelord)
Level 7 Boots of the Fencing Master (Tenchuu's Lord Byron's High-Seas High-Stakes)
Level 8 Subtle Dagger +2            (Tenchuu's Lord Byron's Lost Silver)
Level 9 Amulet of False Life        (Tenchuu's Lord Byron's Lost Silver)
Level 10 Diamond Cincture           (Tenchuu's Lord Byron's Lost Silver)

XP[]

 814 in renau1g's A Problem of Nobility
 317 in renau1g's To Catch a Crimelord
2942 in renau1g's To Catch a Crimelord
 935 in Tenchuu's Lord Byron's High-Seas High-Stakes
1268 in Tenchuu's Lord Byron's High-Seas High-Stakes
1531 in Tenchuu's Lord Byron's Lost Silver
  76 in Tenchuu's Lord Byron's Lost Silver
1552 in Tenchuu's Lord Byron's Lost Silver
2999 in Tenchuu's Lord Byron's Lost Silver
7419 in Tenchuu's Lord Byron's Lost Silver
--------------
19853 Total XP

Consumables[]

Stat Block[]

[sblock=Carolina's stat block]Carolina- Female Halfling Rogue 9
Passive Perception: 20, Passive Insight: 13
AC:24, Fort:17, Reflex:24, Will:20 -- Speed:6
HP:64/64, Bloodied:32, Surge Value:16, Surges left:7/7
Initiative +10
Action Points: 2, Second Wind: not used
Powers: [color=Green]Sly Flourish[/color], [color=green]Clever Strike[/color], 
[color=red]Second Chance[/color], [color=red]Positioning Strike[/color], [color=red]Nasty Backswing[/color], [color=red]Hidden Blade[/color], [color=red]From the Shadows[/color], 
[color=gray]Blinding Barrage[/color], [color=gray]Surefooted Retort[/color], [color=gray]Rogue's Recovery[/color]
[color=blue]Agile Recovery[/color], [color=blue]Hidden Blade[/color]
[/sblock]

Wish List[]

Level 13   Subtle Dagger +3

Judge Comments[]

Level 1[]

Approval 1[]

Under review by Dunamin

1. Math > Attacks > Basic Melee. Noted "Rogue Weapon Talent" under "Class Feature" entry for the dagger.

2. Math > Health. Corrected Class Base from 10 to 12, thus raising max hp to 24 (correct in Summary).

3. Equipment. Corrected remaining gold from 4 to 13.

Nice gritty backstory!


Approval 2[]

Approved by Ozymandias79]

Approved!NuffSaid!

Level 2[]

Approval 1[]

Approved by renau1g

Approval 2[]

Approved by Voda Vosa

Subtle dagger weight not noted (Fixed) Nothing else I can see, so it's good to go.

[]

Level 4[]

Approval 1[]

Approval from ScorpiusRisk


Approval 2[]

Approval from renau1g

Level 5[]

Approval 1[]

  • What is this ring of the dark hidden? The link you provided does not lead to the post where it was earned and I can’t find it in the DDI Compendium. The weakest ring I can find is a level 11 item (all rings being paragon item) so... yeah. I am perplex!
  • Math section, skill, your charisma is still entered at +3, leading to all your CHA skill being too low by 1.
  • You seem to have forgotten the expertise free feat at level 5, leading to all your to hit value being too low by at least 1. In several of the summary powers, you are in fact short by 2. I.E. Sly flourish is shown at +11, whereas it is +12 in the math section and the correct value is presumably +13 with the expertise feat.
  • Hit points are correct in the summary but wrong in the math section.


EDIT: Found the post where the ring of Dark hidden was granted. Still don't find it as a legit magic item. Was that custom from renaug1?

EDIT 2: Requested changes have been made. As for the ring, it turns out that it is a custom item. At brush value, by my estimate, it is just a little less valuable than a ring of invisibility (level 18, 85,000gp) for a rogue. So I humbly suggest it should be traded for an heroic tier item of acceptable worth.


Otherwise, Approved By User:Mal Malenkirk

Approval 2[]

Comments from TwoHeadsBarking:

  • Summary: Your RBA with your dagger should be at +13 with Expertise. And your MBA needs Expertise too.
  • Summary/Attacks/Feats/Powers: You should state what Expertise Feat you took. When adding it to the tables, "Feats" is a better column than "Level", which looks like what you did in your Powers-to-hit table.
  • Summary: Positioning Strike should be sliding farther than what you have listed.
  • Summary: Why the different format for Nasty Backswing and Surefooted Retort?
  • Summary: Surefooted Retort should state numerically how much forced movement is reduced by.
  • Attacks: Missing Expertise and the dagger's enhancement bonus.
  • Powers-to-hit: Half level is only 2.
  • Equipment: Still has the ring instead of the amulet. Also missing the Boots of the Fencing Master if you still have those.
  • Wishlist: Be sure to remove the amulet.

Status[]

Approved at level 1 with 0 XP by Dunamin andOzymandias79.

Approved at level 4 with 4073 XP by Renau1g and ScorpiusRisk"

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