Character for agentAAA game: Draqx
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Character for agentAAA game: Draqx
Draqx
Male
Kitsune
Rogue 12
neutral good
114700xp
84/84 hp
str 12 +1
con 14 +2
dex 18 +4
int 22 +6
wis 11 +0
cha 18 +4
8 Healing surges
14 ac
bab +6
9,617 gp
81 plat
+15 faction to dwarfs
leather armour
dagger
2 spike daggers 1D4
1 unlit grass knife torch 3D6
INTELECTUAL ring +3
1 adventure's kit
9000 gp X cooking supplies
1 bowstring
1 LOG
3 sections of rope
1 coil of rope ( 100 feet )
1 trap arrow
1 key B
1 silver mirror +10 to undead
2 chest
1 shotgun
1 Maaaagic emerald
1 broken steel door
1000 Pranking supply kit equivelent
Crossbow 1d10
5000 bolts ( 2999 fire 1000 electric 1000 bomb )
60 aqubesers
Languages:
Common, Dwarven
feats:
keen intillect
jack of all trades
Action surge
Surprise Knockdown
Artful dodger
fey origin
wild speech *all canines
alertness
fox senses Benefit: Your keen nose gives you a +2 bonus to see through disguises and illusions and a +2 to Perception when used for tracking. Your keen ears makes it so that as long as you can hear a target you only count it as partially concealed even if you can’t see it. To gain the benefits you must at least partially change shape.
Two-tail sneak Benefit: You gain a +2 bonus to Stealth. Chose one arcane encounter utility power of a level at least 2 lower than your own, you gain this power as a daily power. The power doesn’t benefit from any implement you can use.
Three-tail sneak Benefit: Chose one arcane encounter attack power of a level at least 5 lower than your own, you gain this power as a daily power. The power doesn’t benefit from any implement you can use.
Fox Magic Benefit: All your powers gained through "tail" feats are now based on the same ability score as your Trance Attack power. In addition all those powers (including Trance Attack) gain a +2 bonus to attack rolls and damage at 11th level, increased to a +4 bonus at 21st level.
four-tail trickster Benefit: You gain a +2 bonus to Bluff. Chose one paragon or epic arcane encounter utility power of a level at least 2 lower than your own, you gain this power as a daily power. The power doesn’t benefit from any implement you can use.
five-tail trickster Benefit: Chose one one paragon or epic arcane encounter attack power of a level at least 5 lower than your own, you gain this power as a daily power. The power doesn’t benefit from any implement you can use
skills:
stealth
theifery
acrobatics
bluff
perception
dungeoneering
Powers:
Change shape *bite
trance attack
atwill:
riposte strike
sly flourish
fleeting ghost
chameleon
turn wood to WOODCRETE
encounter:
Tricksters blade
dazing
Rogue's luck
daily:
easy target
Walking Wounded
Knockout
Shadow stride
*arcane from tails*
Fire Burst standard action, area burst 2 within 20 squares, each creatures in burst, int vs reflex, 3d6 + int fire damage
Winters Wrath standard action, area burst 2 within 10 squares, each creature in burst, int vs fort, 2d8 + int cold damage, a blizzard erupts untill the end of your next turn its area is lightly obscured and any creature that starts its turn in the storm takes cold damage equal to your int od you can end this effect as a minor action
Mire the mind standard action, ranged 10, one creature, cha vs will, 1d10 + cha psychic damage, you and all allies in range are invisible to the target untill end of next turn.
Otherworld stride standard action, close burst 1, each creature in burst, cha vs fort, 1d8 + cha damage, target immobilized untill end of next turn, teleport 5 squares
Male
Kitsune
Rogue 12
neutral good
114700xp
84/84 hp
str 12 +1
con 14 +2
dex 18 +4
int 22 +6
wis 11 +0
cha 18 +4
8 Healing surges
14 ac
bab +6
9,617 gp
81 plat
+15 faction to dwarfs
leather armour
dagger
2 spike daggers 1D4
1 unlit grass knife torch 3D6
INTELECTUAL ring +3
1 adventure's kit
9000 gp X cooking supplies
1 bowstring
1 LOG
3 sections of rope
1 coil of rope ( 100 feet )
1 trap arrow
1 key B
1 silver mirror +10 to undead
2 chest
1 shotgun
1 Maaaagic emerald
1 broken steel door
1000 Pranking supply kit equivelent
Crossbow 1d10
5000 bolts ( 2999 fire 1000 electric 1000 bomb )
60 aqubesers
Languages:
Common, Dwarven
feats:
keen intillect
jack of all trades
Action surge
Surprise Knockdown
Artful dodger
fey origin
wild speech *all canines
alertness
fox senses Benefit: Your keen nose gives you a +2 bonus to see through disguises and illusions and a +2 to Perception when used for tracking. Your keen ears makes it so that as long as you can hear a target you only count it as partially concealed even if you can’t see it. To gain the benefits you must at least partially change shape.
Two-tail sneak Benefit: You gain a +2 bonus to Stealth. Chose one arcane encounter utility power of a level at least 2 lower than your own, you gain this power as a daily power. The power doesn’t benefit from any implement you can use.
Three-tail sneak Benefit: Chose one arcane encounter attack power of a level at least 5 lower than your own, you gain this power as a daily power. The power doesn’t benefit from any implement you can use.
Fox Magic Benefit: All your powers gained through "tail" feats are now based on the same ability score as your Trance Attack power. In addition all those powers (including Trance Attack) gain a +2 bonus to attack rolls and damage at 11th level, increased to a +4 bonus at 21st level.
four-tail trickster Benefit: You gain a +2 bonus to Bluff. Chose one paragon or epic arcane encounter utility power of a level at least 2 lower than your own, you gain this power as a daily power. The power doesn’t benefit from any implement you can use.
five-tail trickster Benefit: Chose one one paragon or epic arcane encounter attack power of a level at least 5 lower than your own, you gain this power as a daily power. The power doesn’t benefit from any implement you can use
skills:
stealth
theifery
acrobatics
bluff
perception
dungeoneering
Powers:
Change shape *bite
trance attack
atwill:
riposte strike
sly flourish
fleeting ghost
chameleon
turn wood to WOODCRETE
encounter:
Tricksters blade
dazing
Rogue's luck
daily:
easy target
Walking Wounded
Knockout
Shadow stride
*arcane from tails*
Fire Burst standard action, area burst 2 within 20 squares, each creatures in burst, int vs reflex, 3d6 + int fire damage
Winters Wrath standard action, area burst 2 within 10 squares, each creature in burst, int vs fort, 2d8 + int cold damage, a blizzard erupts untill the end of your next turn its area is lightly obscured and any creature that starts its turn in the storm takes cold damage equal to your int od you can end this effect as a minor action
Mire the mind standard action, ranged 10, one creature, cha vs will, 1d10 + cha psychic damage, you and all allies in range are invisible to the target untill end of next turn.
Otherworld stride standard action, close burst 1, each creature in burst, cha vs fort, 1d8 + cha damage, target immobilized untill end of next turn, teleport 5 squares
Draqx- Observer
- Number of posts : 1
Age : 40
Reputation : 1
Registration date : 2011-11-24
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