Summary[]
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 | |||||||||||
Ability | Cost | Initial | Racial | Level | Final | Mod | |||||
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 Type | Attrib | Attrib Type | Class | Class Feature | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total | vs? |
Basic Melee |
0 | str | 1 | Rogue Weapon Talent | 1 | Versatile Expertise | 5 | Subtle Dagger +2 | 0 | 4 | 11 | AC | |
Basic Ranged |
5 | dex | 1 | Rogue Weapon Talent | 1 | Versatile Expertise | 5 | Subtle Dagger +2 | 0 | 4 | 16 | AC |
Defenses[]
Defenses | ||||||||||||
Defense | Attrib | Attrib Type | Class | Racial | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total |
Armor Class | +6/+4 | dex/int | 0 | 0 | 0 | 0 | 4 | Summoned Leather Armor +2 | 0 | 0 | 4 | 24 |
Fortitude | +0/+1 | str/con | 0 | 0 | 0 | 0 | 2 | Amulet of False Life +2 | 0 | 0 | 4 | 17 |
Reflex | +6/+4 | dex/int | 2 | 0 | 0 | 0 | 2 | Amulet of False Life +2 | 0 | 0 | 4 | 24 |
Will | -1/+4 | wis/cha | 0 | 0 | 0 | 0 | 2 | Amulet of False Life +2 | 0 | 0 | 4 | 20 |
Saving Throw Bonuses +5 bonus to saving throws against fear
Senses and Reactions[]
Senses and Reactions | |||||||||||
Sense/Reaction | Attrib mod | Class | Class Feature | Racial | Feat | Feat Name | Equip | Equip Name | Level | Other/Trained | Total |
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 Class | Con | Per Level | Racial | Feat | Feat Name | Equip | Equip Name | Other | Surge Value Bonus | Total | Bloodied | Surge |
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[]
- 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[]
- +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 | ||||||||||
Skill | Trained | Attrib | Attrib Type | Racial | Feat | Feat Name | Equip | Equip Name | Level | Total |
Acrobatics | 5 | 6 | dex | 2 | 0 | 0 | 0 | 0 | 4 | 17 |
Arcana | 0 | 0 | int | 0 | 0 | 0 | 0 | 0 | 4 | 4 |
Athletics | 0 | 0 | str | 0 | 0 | 0 | 0 | 0 | 4 | 4 |
Bluff | 5 | 4 | cha | 0 | 0 | 0 | 0 | 0 | 4 | 13 |
Diplomacy | 0 | 4 | cha | 0 | 0 | 0 | 0 | 0 | 4 | 8 |
Dungeoneering | 0 | -1 | wis | 0 | 0 | 0 | 0 | 0 | 4 | 3 |
Endurance | 0 | 1 | con | 0 | 0 | 0 | 0 | 0 | 4 | 5 |
Heal | 0 | -1 | wis | 0 | 0 | 0 | 0 | 0 | 4 | 3 |
History | 0 | 0 | int | 0 | 0 | 0 | 0 | 0 | 4 | 4 |
Insight | 0 | -1 | wis | 0 | 0 | 0 | 0 | 0 | 4 | 3 |
Intimidate | 0 | 4 | cha | 0 | 0 | 0 | 0 | 0 | 4 | 8 |
Nature | 0 | -1 | wis | 0 | 0 | 0 | 0 | 0 | 4 | 3 |
Perception | 5 | -1 | wis | 0 | 2 | Alertness | 0 | 0 | 4 | 10 |
Religion | 0 | 0 | int | 0 | 0 | 0 | 0 | 0 | 4 | 4 |
Stealth | 5 | 6 | dex | 0 | 0 | 0 | 0 | 0 | 4 | 15 |
Streetwise | 5 | 4 | cha | 0 | 0 | 0 | 0 | 0 | 4 | 13 |
Thievery | 5 | 6 | dex | 2 | 0 | 0 | 0 | 0 | 4 | 17 |
Powers[]
Powers Known[]
- Rogue
- At-Will
- Encounter
- Positioning Strike
- Nasty Backswing
- From the Shadows
- Daily
- Blinding Barrage
- Surefooted Retort
- Utility
- Agile Recovery
- Other
- Second Chance [Racial: Halfling; Encounter]
- Cloud of Darkness [Daily, as per Drow ability; from Ring of the Darkhidden]
Powers to Hit[]
Power To-Hit | |||||||||||||
Attack Type | Attrib | Attrib Type | Class | Class Feature | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total | vs? |
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 NotesLeather Armor 15 lbs 25 gpSoldHand Crossbow 2 lbs 25 gpSold 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"