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Ishana

Hoku Te Ulani's page

80 posts. Alias of Scribbling Rambler.

Profile

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Full Name

Hoku Te Ulani

Race

Halfling

Classes/Levels

Rogue 7

Gender

Female

Size

Small

Alignment

Good

Deity

Avandra

Languages

Common, Draconic

Strength 12
Dexterity 19
Constitution 14
Intelligence 8
Wisdom 12
Charisma 16

About Hoku Te Ulani

XP:

Action Points: 1

HP: 56 [12+5+5+5+5+5+5+Con score(14)]
Current HP: 46
Temp HP: 0
Bloodied Value: 25
Surge Value: 12 HP
Healing Surges per day: 8 [6 + Con mod(2)]
Surges Used: 0

Initiative +9 = +4(Dex) +3 Level +2 Quick Draw
Passive Insight: 14 Passive Perception: 19

AC: 20 = 10 +3 Level +4 Dex +2 Armour +1 Enhancement
+5 AC vs Opportunity Attacks (Racial/Class)
Fort 17 =10 + 3 Level +2 Con +2 Amulet
Ref 21 = 10 + 3 Level +4 Dex +2 Class +2 Amulet
Will 18 = 10 + 3 Level +3 Cha +2 Amulet

Resistances: +5 save vs Fear (Racial)

Speed: 6

Second Chance: When an attack hits her, Hoku forces the enemy to re-roll (at -2 due to Halfling Agility)(Encounter)

Sneak Attack: Once per round, when she has combat advantage and hits with a light blade, crossbow, or sling, Hoku deals extra 2d8 damage

Basic Attacks

Spoiler:
Vicious Dagger (melee) +10 = +3 Level +3 prof +1 Rogue Talent +2 Enhancement
1d4+5 (+1d12 Crit)

Vicious Dagger (Ranged) +13 = +3 Level +3 Prof +4 Dex +1 Rogue Talent +2 Enhancement
Range 5/10
1d4+5 (+1d12 Crit)

Class/Race Features

Spoiler:
First Strike: combat advantage against foes who haven't acted yet
Artful Dodger: +3 AC (Cha) vs opportunity attacks
Rogue Weapon Talent: +1 on attacks with daggers
Sneak Attack
Bold: +5 on saves vs fear
Second Chance
Nimble Reaction: +2 AC vs opportunity attacks

Powers

Spoiler:

Second Chance
Racial Power - Encounter - Immediate Interrupt - Personal
Effect: When an attack hits Hoku, she may force an enemy to roll the attack again (at -2 because of Halfling Agility).The enemy uses the second roll, even if it is lower.

Sly Flourish
Attack 1 - At Will - Standard Action - M or R Weapon - 1 Creature
+13 (Dex, Weapon) vs AC
Requirement: must be wielding a crossbow, light blade or sling
Hit: 1d4+ 10 damage {+1d12 Crit}

Piercing Strike
Attack 1 - At Will - Standard Action - M Weapon - 1 Creature
+13 (Dex, Weapon) vs Ref
Requirement: must be wielding a light blade
Hit: 1d4+7 damage {+1d12 Crit}

Positioning Strike used
Attack 1 - Encounter - Standard Action - M Weapon - 1 Creature
+13 (Dex, Weapon) vs Will
Hit: 1d4+7 Damage (+1d12 Crit), and slide the target 3 squares (Cha)

Trick Strike used
Attack 1 - Daily - Standard Action - M or R Weapon - 1 Creature
+13 (Dex, Weapon) vs AC
Requirement: Must be wielding light blade, crossbow, or sling
Hit: 3d4+7 damage (+1d12 Crit) and slide target 1 square
Effect: Until end of encounter, each time Hoku hits the target she slides it 1 square

Tumble
Utility 2 - Encounter - Standard Action - Personal
Effect: Hoku can shift 3 squares (half speed)

Bait and Switch
Attack 3 - Encounter - Standard Action - M Weapon - 1 Creature
+13 (Dex, Weapon) vs Will
Hit: 2d4+7 damage (+1d12 Crit) In addition, Hoku switches places with target and shifts 3 squares (Cha)

Walking Wounded used
Attack 5 - Daily - Standard Action - M or R Weapon - 1 creature
+13 (Dex, Weapon) vs Fortitude
Requirement: Must be wielding a crossbow, light blade, or sling
Hit: 2d4+7 damage (+1d12 Crit), 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

Slippery Mind
Utility 6 - Daily - Immediate Interrupt - Personal
Trigger: Hoku is hit by an attack against Will
Effect: Gains a +2 Power bonus vs the triggering attack

Cloud of Steel
Attack 7 - Encounter - Standard Action - Close Blast 5 - all enemies in blast
+13 (Dex, Weapon) vs AC
Requirement: Must be wielding a crossbow, light thrown weapon, or sling
Hit: 1d4+7 damage (+1d12 Crit)

Skills

Spoiler:

Acrobatics +14 = +3 Level +4 Dex +5 Trained +2 Race
Arcana +2 = +3 Level -1 Int
Athletics +10 = +3 Level +1 Str +5 Trained +1 Armour
Bluff +11 = +3 Level +3 Cha +5 Trained
Diplomacy +6 = +3 Level +3 Cha
Dungeoneering +4 = +3 Level +1 Wis
Endurance +5 = +3 Level +2 Con
Heal +4 = +3 Level +1 Wis
History +2 = +3 Level -1 Int
Insight +4 = +3 Level +1 Wis
Intimidate +6 = +3 Level +3 Cha
Nature +4 = +3 Level +1 Wis
Perception +9 = +3 Level +1 Wis +5 Trained
Religion +2 = +3 Level -1 Int
Stealth +13 = +3 Level +4 Dex +5 Trained +1 Armour
Streetwise +6 = +3 Level +3 Cha
Thievery +14 = +3 Level +4 Dex +5 Trained +2 Race

Feats

Spoiler:

Backstabber
Halfling Agility
Quick Draw
Weapon Focus (Light Blades): +1 to Damage with Light Blades

Equipment

Spoiler:

Sylvan Leather Armour +1 - grants +1 item bonus to Athletics and Stealth
(15 lbs)
Amulet of Protection +2
Vicious Dagger +2 (1 lbs)
3 Daggers (3 lbs)
2 Alchemist's Frost
2 Alchemist's Fire
2 Alchemist's Acid
Everburning Torch
Bag of Holding (1 lb)
Standard Adventurer's Kit (33 lbs)
Journeybread
Thieves' Tools
3 pints Oil
Climber's Kit
Fine Clothing
Lantern

100 gp (2 lbs)

Total Weight: 20 lbs



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