Medium natural humanoid, tiefling rogue
XP 350
Initiative +8
Senses Perception +5; low-light vision
HP 79;
Bloodied 39
AC 21;
Fortitude 19,
Reflex 23,
Will 22
Resist: fire 9
Speed: 6
Melee Dagger +1 (standard; at-will) Weapon
Melee Sly Flourish (standard; at-will) Martial, Weapon
Melee Dazing Strike (standard; encounter) Martial, Weapon
Infernal Wrath: (minor; encounter) Orest gains a +1 power bonus to his next attack roll against an enemy that hit him since his last turn. If the attack hits and deals damage, Orest deals an extra 5 damage.
First Strike: At the start of an encounter, Orest has combat advantage against any creatures that have not yet acted.
Sneak Attack: Once per round, Orest gains +2d6 damage when he has combat advantage.
Bloodhunt: Orest gains a +1 racial bonus to attack rolls against bloodied foes.
Alignment: Unaligned
Languages: Common, Dwarven
Skills: Bluff +13, Diplomacy +14, Insight +11, Stealth +10
Equipment: usually unarmored, might carry a level 6 through 8 magic dagger
Deletions:
Orest Naerumar
Level 8 Skirmisher
Medium natural humanoid, tiefling rogue
XP 350
Initiative +8 Senses Perception +5; low-light vision
HP 79; Bloodied 39
AC 21; Fortitude 19, Reflex 23, Will 22
Resist fire 9
Speed 6
MeleeDagger +1 (standard; at-will) Weapon
MeleeSly Flourish (standard; at-will) Martial, Weapon
MeleeDazing Strike (standard; encounter) Martial, Weapon
Infernal Wrath (minor; encounter)
Orest gains a +1 power bonus to his next attack roll against an enemy that hit him since his last turn. If the attack hits and deals damage, Orest deals an extra 5 damage.
First Strike
At the start of an encounter, Orest has combat advantage against any creatures that have not yet acted.
Sneak Attack
Once per round, Orest gains +2d6 damage when he has combat advantage.
Bloodhunt
Orest gains a +1 racial bonus to attack rolls against bloodied foes.
Alignment Unaligned
Languages Common, Dwarven
Skills Bluff +13, Diplomacy +14, Insight +11, Stealth +10
Equipment usually unarmored, might carry a level 6 through 8 magic dagger
Oldest known version of this page was edited on 2008-05-29 12:06:47 by LoneGunman []
Page view:
FALLCREST
Orest Naerumar
Level 8 Skirmisher
Medium natural humanoid, tiefling rogue
XP 350
Initiative +8 Senses Perception +5; low-light vision
HP 79; Bloodied 39
AC 21; Fortitude 19, Reflex 23, Will 22
Resist fire 9
Speed 6
MeleeDagger +1 (standard; at-will) Weapon
+11 vs. AC; 1d4 + 1 damage.
MeleeSly Flourish (standard; at-will) Martial, Weapon
+14 vs. AC; 1d4 + 9 damage.
MeleeDazing Strike (standard; encounter) Martial, Weapon
+14 vs. AC; 1d4 + 4 damage and target dazed until the end of Orest’s next turn.
Infernal Wrath (minor; encounter)
Orest gains a +1 power bonus to his next attack roll against an enemy that hit him since his last turn. If the attack hits and deals damage, Orest deals an extra 5 damage.
First Strike
At the start of an encounter, Orest has combat advantage against any creatures that have not yet acted.
Sneak Attack
Once per round, Orest gains +2d6 damage when he has combat advantage.
Bloodhunt
Orest gains a +1 racial bonus to attack rolls against bloodied foes.
Alignment Unaligned
Languages Common, Dwarven
Skills Bluff +13, Diplomacy +14, Insight +11, Stealth +10
Str 13 (+5)
Dex 19 (+8)
Wis 14 (+6)
Con 15 (+6)
Int 15 (+6)
Cha 20 (+9)
Equipment usually unarmored, might carry a level 6 through 8 magic dagger