Asher Davidson
Male Human Rogue
Level 1
Good (Chaotic)
Strength 11 (+0)
Constitution 8 (-1)
Dexterity 18 (+4)
Intelligence 12 (+1)
Wisdom 16 (+3)
Charisma 7 (-2)
Height: 5' 11"
Weight: 180 lb
Skin: Gray
Eyes: Silver
Hair: White; Straight; Beardless
Maximum Hit Points: 20
Bloodied: 10
Surge Value: 5
Surges / Day: 5 [includes constitution modifier]
Size: Medium
Speed: 6 squares
Vision: Normal
Initiative: 1d20 +4 = + 4 [dexterity]
Base Strength Attack: 1d20 +0 = + 0 [strength]
Base Dexterity Attack: 1d20 +4 = + 4 [dexterity]
Base Constitution Attack: 1d20 -1 = -1 [constitution]
Base Intelligence Attack: 1d20 +1 = + 1 [intelligence]
Base Wisdom Attack: 1d20 +3 = + 3 [wisdom]
Base Charisma Attack: 1d20 -2 = -2 [charisma]
Armor Class: 16 = 10 + 4 [dexterity] + 2 [leather]
Fortitude Defense: 11 = 10 + 1 [Human]
Reflex Defense: 17 = 10 + 1 [Human] + 2 [rogue] + 4 [dexterity]
Will Defense: 14 = 10 + 1 [Human] + 3 [wisdom]
Armor: Leather (15 lb)
Shield: None
Attacks:
Unarmed Melee: +0 vs AC [0 strength]; damage 1[W]=1d4
Daggers (x4): +4 vs AC [0 strength] [+3 proficiency][+1 rogue]; damage 1[W]=1d4 range 5/10 1 lb (Light blade); usable off-hand; light throwable
Thrown: +8 vs AC [+4 dexterity] [+3 proficient, +1 rogue]; damage 1d4+4 [dexterity];
Short sword: +3 vs AC [0 strength] [+3 proficiency]; damage 1[W]=1d6 2 lb (Light blade) Usable Off-hand
Deft Strike +4w [dexterity] vs AC
Riposte Strike +4w [dexterity] vs AC
Sly Flourish +4w [dexterity] vs AC
Dazing Strike +4w [dexterity] vs AC
Blinding Barrage +4w [dexterity] vs AC
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
Base Saving Throw: d20 vs 10
Encumberance 4e
Normal Load: 110 lb.
Heavy Load: 220 lb.
Maximum Drag Load 550 lb.
Encumberance 3.5
Light load: 38 lb. or less
Medium load: 39-76 lb.
Heavy load: 77-115 lb.
Lift over head: 115 lb.
Lift off ground: 230 lb.
Push or drag: 575 lb.
Languages: Common; (? 1 more)
Skills:
Acrobatics: +9 = 4 [dexterity] + 5 [class training]
Arcana: +1 = 1 [intelligence]
Athletics: +0 = 0 [strength]
Bluff: +3 = -2 [charisma] + 5 [class training]
Diplomacy: -2 = -2 [charisma]
Dungeoneering: +3 = 3 [wisdom]
Endurance: -1 = -1 [constitution]
Heal: +3 = 3 [wisdom]
History: +1 = 1 [intelligence]
Insight: +8 = 3 [wisdom] + 5 [class training]
Intimidate: +3 = -2 [charisma] + 5 [class training]
Nature: +3 = 3 [wisdom]
Perception: +10 = 3 [wisdom] + 2 [alertness] + 5 [class training]
Religion: +1 = 1 [intelligence]
Stealth: +9 = 4 [dexterity] + 5 [class training]
Streetwise: -2 = -2 [charisma]
Thievery: +9 = 4 [dexterity] + 5 [class training]
Feats:
Alertness
Nimble Blade
At-Will:
Basic Melee Attack: By weapon, damage 1[W]
Basic Ranged Attack: By weapon, damage 1[W]+4 [dexterity]
Bull Rush: +0 [strength] vs fortitude
Grab: +0 [strength] vs reflex
Move grabbed target: +0 [strength] vs fortitude
Escape: +9 [acrobatics] vs reflex / +0 [athletics] vs fortitude
Deft Strike [Level 1]
Riposte Strike [Level 1]
Sly Flourish [Level 1]
Other Standard Actions: Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid, Intimidate, Perception -- active, Thievery depending on circumstances)
Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Action: Readied action
Other Opportunity Action: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check
Encounter Powers:
Second Wind
Spend an Action Point [free action, not in surprise round]
Dazing Strike [Level 1]
Daily Powers:
Blinding Barrage [Level 1]
Human
* One extra at-will power from your class (already included)
* One bonus feat at 1st level (already included)
* One bonus skill from the skill class list (already included)
* +1 to fortitude, reflex, and will defenses
Rogue
* First Strike
* Rogue Weapon Talent
* This rogue chose the artful dodger style.
* Sneak Attack [+2d6 at level 1] [once per round with combat advantage]
Asher Davidson's Equipment:
21 lb Weapons / Armor / Shield (from above)
2 lb Backpack
5 lb Bedroll
Flint and steel
1 lb Pouch (belt) x1
10 lb Rations (1 day) x10
10 lb Rope (50', hempen) x1
2 lb Sunrods x2
4 lb Waterskins x1
1 lb Thieves' tools
_____
56 lb Total
Magic items:
Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:
Resistances:
Action Point Tally:
Daily Item Powers Per Day: Heroic Tier () Milestones: () () () ()
Death Saving Throw Failures: () ()
More about Asher Davidson:
Asher, a human cursed with the appearance of an undead, honed his skills with the blades to be honored with the title "paladin" by his sect, The Wolves of God, and his gang of outlaws, Sieben von Samiel.
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