Steve "Fred" Frankenson
3 posters
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Steve "Fred" Frankenson
Name: Steve Frankenson
Health Points: 121/121
Health Points: 68/121
Health Points: 64/121
Treasure:
CP:578
SP:344
EP:42
GP:425625
PP:147
AD:300
Piercing Strike: Dexterity vs. Reflex; 1[W] + DMD (Dexterity Modifier Damage)
Encounter:
Tortuous Strike: Dexterity vs AC; 2[W] + DMD
Setup Strike: Dexterity vs. AC; 2[W] + DMD, and the target grants combat advantage to you until the end of your next turn.
Rouge's Luck: Dexterity vs AC; Hit:2[W] + DMD.
Miss: Make a secondary attack against the target. Dexterity vs AC; 1[W] + DMD
Unbalancing Attack: Dexterity vs AC; Hit:3[W] + DMD and Target cannot shift until the end of your next turn. If the target provokes an opportunity attack from you before the start of your next turn, you gain a bonus to the attack roll and damage roll with the opportunity attack equal to your Strength modifier, and you knock the target prone on a hit.
Critical Opportunity
Requirement: You must be wielding a dagger and have scored a critical hit with a dagger against an enemy during this turn.
Target: The same creature you hit with a critical hit
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Hounding Strike
Attack: Dexterity vs. Will
Hit: 3[W] + Dexterity modifier damage. Until the end of
your next turn, you gain combat advantage against the
target and a +1 power bonus to all defenses against its
attacks.
Artful Dodger: The power bonus is equal to your Charisma
modifier.
Daily:
Trick Strike: Dexterity vs AC; Hit: 3[W] + DMD, and you slide the target 1 square. Until the end of the encounter, each time you hit the target you slide it 1 square.
Deadly Positioning: Slide the target to any other square adjacent to you then make a Dexterity vs AC attack.
Hit: 3[W] + DMD
Effect: Until the end of the encounter, as long as you are adjacent to the target, you slide the target 1 square before making a melee attack against it.
Walking Wounded
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, and the target is
knocked prone. Until the end of the encounter, if the
target moves more than half its speed in a single action, it
falls prone at the end of its movement.
Miss: Half damage, and the target is not knocked prone.
Feinting Flurry
Attack: Dexterity vs. Will
Hit: 5[W] + Dexterity modifier damage.
Effect: Until the end of your next turn, all of the target’s
defenses against your attacks take a penalty equal to your
Charisma modifier.
Sustain Minor: Sustain the penalty for another round.
Summon Giant Beetle
Daily Exploits:
Slaying Strike
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Miss: Half damage.
Special: If the target is bloodied, this attack does 5[W] + Dexterity modifier + Strength modifier damage on a hit (half damage on a miss) and can score a critical hit on a roll of 17–20.
Meditation of the Blade
Effect: Until the end of the encounter, your dagger’s damage die increases by one size.
Encounter Exploits:
Hide in Plain Sight
Prerequisite: You must be trained in Stealth.
Effect: You must already be hidden to use this power. You
are invisible until you leave your current square. No other
action that you perform makes you visible.
Utility:
Great Leap: Make a High jump or a Long Jump as though you had a running start.
Chameleon: Make a stealth check. Until the end of your next turn, you remain hidden if a creature that has a clear line of sight to you does not beat your check result with it's Perception check. If at the end of the turn you do not have cover or concealment against a creature, that creature automatically notices you.
Shadow Stride: You must be hiding to use this power. You can move your speed. At the end of that movement, if you have cover, you can make a Stealth Check with no penalty for moving. If you make the stealth check, you stay hidden during your movement.
Health Points: 121/121
Health Points: 68/121
Health Points: 64/121
Treasure:
CP:578
SP:344
EP:42
GP:425625
PP:147
AD:300
- Code:
Loots (TDW):
2500 XP
200 gold
Ruby
Poison Dart
- Code:
Level: 19
Race:Human
Class:Rogue
Experience:306197
Armour Class: 22
Initiative:?
Tactics: Artful Dodger: You gain a bonus to AC equal to your Charisma modifier against opportunity attacks.
Paragon Path: Daggermaster
Epic Destiny:
Age: 17
Gender: Male
Height: 5'6"
Weight: 150lb
Alignment: Chaotic Evil
Languages: Whatever is convenient.
- Code:
Stats
Strength:19 +4
Intelligence:22 +6
Wisdom:18 +3
Dexterity:23 +9
Constitution:18 +3
Charisma:22 +8
Acrobatics Dex Trained (8+9+5) 22
Arcana Int (8+6+2) 16
Athletics Str (8+4+2) 14
Bluff Cha Trained (8+9+5) 22
Diplomacy Cha (8+9+2) 19
Dungeoneering Wis (8+3+2) 13
Endurance Con (8+3+2) 13
Heal Wis (8+3+2) 13
History Int (8+6+2) 15
Insight Wis (8+3+2) 13
Intimidate Cha (8+8+2) 18
Nature Wis (8+3+2) 13
Perception Wis (8+3+2+2) 15
Religion Int (8+6+2) 16
Stealth Dex Trained (8+9+5) 22
Streetwise Cha (8+8+2) 18
Thievery Dex Trained (8+9+5) 22
- Code:
Feats
Ageless
MacGuyver
Self-Contradictory
Antkiller
Allergies
Genre Savvy
Awesomeness
Ambidextrous: Gain +1 to attack rolls when using two weapons
Nimble Blade: +1 to Attack rolls with Light blade and Combat Advantage
Jack of All Trades: +2 to untrained skill checks
Alertness: No combat advantage when surprised, +2 to Perception
Blade Opportunist: +2 to opportunity attacks with a heavy blade or a light blade.
Surprise Knockdown: Knock target prone with critical hit.
Seize the Moment: Gain combat advantage over foe with lower initiative than you.
Back to the Wall: +1 Melee attack, Damage, AC when adjacent to a wall.
Evasion
Prerequisite: Dex 15
Benefit: When an area or close attack targeting your AC or Reflex defense misses you but deals damage on a miss, you take no damage from the attack.
Mettle
Benefit: When an area or close attack targeting your Fortitude or Will defense misses you and still deals damage on a miss, you take no damage from the attack.
Uncanny Dodge
Prerequisite: Wis 15
Benefit: Enemies do not gain the normal +2 bonus to attack rolls against you when they have combat advantage. Any other benefits derived from combat advantage still apply.
Daggermaster’s Action (11th level): You can spend an action point to reroll one attack roll or damage roll you made using a dagger, instead of taking an extra action.
Dagger Precision (11th level): You can score critical hits with daggers on a roll of 18–20.
Dagger Advantage (16th level): When you score a critical hit with a dagger, the target grants combat advantage to you until the end of your next turn.
- Code:
Skills
Backstab +5 to hit
Watermelon
Sun God's Lazer 5d8, Daily, 1 Hp to use
Goblin Punch 1d8 1 of 3
Banana
Mango
Pineapple
Poisonous Banana
Fire Blast 3d8 +8, 0/20
Piercing Strike: Dexterity vs. Reflex; 1[W] + DMD (Dexterity Modifier Damage)
Encounter:
Tortuous Strike: Dexterity vs AC; 2[W] + DMD
Setup Strike: Dexterity vs. AC; 2[W] + DMD, and the target grants combat advantage to you until the end of your next turn.
Rouge's Luck: Dexterity vs AC; Hit:2[W] + DMD.
Miss: Make a secondary attack against the target. Dexterity vs AC; 1[W] + DMD
Unbalancing Attack: Dexterity vs AC; Hit:3[W] + DMD and Target cannot shift until the end of your next turn. If the target provokes an opportunity attack from you before the start of your next turn, you gain a bonus to the attack roll and damage roll with the opportunity attack equal to your Strength modifier, and you knock the target prone on a hit.
Critical Opportunity
Requirement: You must be wielding a dagger and have scored a critical hit with a dagger against an enemy during this turn.
Target: The same creature you hit with a critical hit
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Hounding Strike
Attack: Dexterity vs. Will
Hit: 3[W] + Dexterity modifier damage. Until the end of
your next turn, you gain combat advantage against the
target and a +1 power bonus to all defenses against its
attacks.
Artful Dodger: The power bonus is equal to your Charisma
modifier.
Daily:
Trick Strike: Dexterity vs AC; Hit: 3[W] + DMD, and you slide the target 1 square. Until the end of the encounter, each time you hit the target you slide it 1 square.
Deadly Positioning: Slide the target to any other square adjacent to you then make a Dexterity vs AC attack.
Hit: 3[W] + DMD
Effect: Until the end of the encounter, as long as you are adjacent to the target, you slide the target 1 square before making a melee attack against it.
Walking Wounded
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, and the target is
knocked prone. Until the end of the encounter, if the
target moves more than half its speed in a single action, it
falls prone at the end of its movement.
Miss: Half damage, and the target is not knocked prone.
Feinting Flurry
Attack: Dexterity vs. Will
Hit: 5[W] + Dexterity modifier damage.
Effect: Until the end of your next turn, all of the target’s
defenses against your attacks take a penalty equal to your
Charisma modifier.
Sustain Minor: Sustain the penalty for another round.
Summon Giant Beetle
Daily Exploits:
Slaying Strike
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Miss: Half damage.
Special: If the target is bloodied, this attack does 5[W] + Dexterity modifier + Strength modifier damage on a hit (half damage on a miss) and can score a critical hit on a roll of 17–20.
Meditation of the Blade
Effect: Until the end of the encounter, your dagger’s damage die increases by one size.
Encounter Exploits:
Hide in Plain Sight
Prerequisite: You must be trained in Stealth.
Effect: You must already be hidden to use this power. You
are invisible until you leave your current square. No other
action that you perform makes you visible.
Utility:
Great Leap: Make a High jump or a Long Jump as though you had a running start.
Chameleon: Make a stealth check. Until the end of your next turn, you remain hidden if a creature that has a clear line of sight to you does not beat your check result with it's Perception check. If at the end of the turn you do not have cover or concealment against a creature, that creature automatically notices you.
Shadow Stride: You must be hiding to use this power. You can move your speed. At the end of that movement, if you have cover, you can make a Stealth Check with no penalty for moving. If you make the stealth check, you stay hidden during your movement.
- Epic Items:
- Magic Carpet: 50x100 ft.
1hp/sq. ft. = 50000hp
Boots of the Thief: 1 charge = +5 to any thiefy roll. 50/50 charges
- Code:
Equipped Items
Steve (2xLevel)d4 +5, +1 Dex +1 Cha -1 Bleedout/turn
Black Leather +1 Bow Damage
Ravager 3d12
Ogre's Skull Cap +1 Strength Mod
Cutpurse Ring +1 Dex
Vitality Ring +2 HP
Sun God's Gem
Bluegrass Band +1 Con
The Indomitable Negate 1 attack per encounter
Lightning Charm +5 Lightning Resist
Thief's tools
Boots of the Thief
Beetle Totem
- Code:
Inventory
Steve
Crossbow
4 Rations
200 corpses of rotten flesh
Thief's tools
2 Steel Plate Armour
Ignite
Zap
Freeze
Pottery Banana
Smoke
Devil's Sling
Bluegrass Band
Sun God's Gem
Vitality Ring
Cutpurse Ring Scourge 3d4 +1 Dex
15 Bottles "Thieves Brew" Beer +2 Dex
2 Bottles Green Slime Wine
Ring of Hades +2 All Stats -1d4 HP and -1 AC Per round in Combat
Ice Shard
Vial of Holy Water
Mango
2 Buttons
Copper Wiring
Clothes Hanger
Spider Abdomen
Gunpowder
Core X Spike Launcher 8d4
Lute
Omelet Pot
A Bunch of Pets
Large Bone Pile
Jagged Shrapnel 1d4 +1, -1 Bleedout/turn
15 Shards of Glass
Mythril Longsword
Bone Shovel
5 Black Swords 1d8 +3, +2 to hit
6 Black Armour +1 damage
Black Bow 2d8 +1 to hit
Black Leather
10 Cyanide Tablets
1 Broom
10 Unlit Torches
Jonah's Harpoon
Ravager 3d12, +1 Con
Scale Armour +1 Dex
1 True Resurrection Scroll
Devil's Right Arm
-3000 GP
Map Fragment
15 lbs Scrap Metal
8 Throwing Axes
Shiny Ruby
Knight's Armour
Knight's Helmet
Platinum Key
7 Footman Longsword
3 Priest's Staff
2 Broken Crossbows
3 Plate Armour
3 Footman Helmets
1 Dear God: It's me Margret
Delivery Scroll
The Indomitable
10 Meters of Rope
2 Spike Daggers 1d4
2 Poison Dart 4d4 +1d4 Poison
1 Chest
Gaseous Supreme Diamond
5 Bolts of Cotton
Liquid Supreme Diamond
1 Bane of Satan Sword
Boots of the Thief
14 Pounds Gold Nuggets
4 door keys
Destroyed Crushed Lock Mechanism
Dirt
Icebane 1d8 Water Damage
Windbane 1d8 Wind Damage
Lightsword 1d8 Light Damage
Voidsword 3d10
Shade robes +6 AC
2 Logs
Shotgun
41 Coal
5 Slime Goo
Lightning Charm
Ogre Skill Cap +1 Strength Mod
1 Glowing Crystal
1 Diamond
1 Beetle Totem Summon Giant Beetle Daily Power
1 Jesse's Beetle Totem To Remind Him on Monday
Last edited by Nut_Column on Sat Jan 07, 2012 11:03 am; edited 54 times in total (Reason for editing : HP updated)
Nut_Column- Commander
- Number of posts : 1115
Age : 30
Location : Over there! *points*
Reputation : 3
Registration date : 2010-12-18
Re: Steve "Fred" Frankenson
At the time of TDW I will have the same stats as our ongoing IRL things, whereas the Online QftSD is moving VERY VERY SLOWLY for some reason, and I started it when I was at level 10. I can't just make myself level 12 suddenly. or... can I?
Nut_Column- Commander
- Number of posts : 1115
Age : 30
Location : Over there! *points*
Reputation : 3
Registration date : 2010-12-18
Re: Steve "Fred" Frankenson
Or, or....
Arik could continue posting in it. I know, it's a crazy idea, but I think it has merit. Just try it.
Arik could continue posting in it. I know, it's a crazy idea, but I think it has merit. Just try it.
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