Elf

Fiero's page

2 posts. Alias of aeryk.


Full Name

Fiero

Race

Halfling

Classes/Levels

Rogue 2

Gender

Male

Size

Small

Age

19

Strength 14
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 10
Charisma 10

About Fiero

One Unique Thing: Cursed by the light

Notes:

Birthed in the hollow of a tree, the forest was both his mother and guide. He knew the trees by name and the spirits within them. They became his family and he grew to be their guardian. He learned the secrets of the High Druid through their tutelage and saw that life was in balance.

Then monks of the Priestess found a spot to their liking and moved in. He watched them and saw them cure all manner of beasts and men. But when the animal population swelled and the growing number of men intruded on the land they did nothing. The forest gave way to industry and the monks moved on, deeper into the woods to repeat the cycle again.

So he fought back the only way he knew how: the law of nature and survival of the fittest. He attacked the monastery from the shadows, poisoning their crops and cutting their supply lines. When he was finally caught they branded him with a curse so he could never hide again. Whenever he intends to cause harm his body begins to glow with a brilliant light.

Advances:

Feat O
Hit Points O
Skills (+1) O
Extra Magic Item O
Power/Spell OOOO

Basic Melee Atk: +6, 2d8+4/2
Basic Ranged Atk: +6, 2d8+4/-

Armor Class (AC): 15
Physical Defense (PD): 16
Mental Defense (PD): 12

Initiative: +6

Hit Points: 32/32

Recoveries:

Current:
Max: 8
Roll: 2d8+2

Racial Powers:

Small: +2 AC vs AoOs.

Evasive: 1/battle force an enemy that hits you to reroll at -5

Feats:

Murderous: +2 to hit, Advances staggered enemies

Evasive: Improve penality to -5

Talents:

Improved Sneak Attack: Sneak attack is 1d8

Murderous: +2 to hit and +2 crit range vs staggered

Shadow Walk: As a move action before you have used your standard action, and you are not engaged, you can "attack" the nearby enemy with the highest MD. Hit: Remove yourself from play. At the start of the next turn come back and do double enemies damage with your first attack

Class Features:

Momentum: Gain momentum by hitting an enemy. Lose momentum when you are hit by an attack.

Sneak Attack: 1/round when you you hit an enemy in melee that is already engaged add 1d8 damage

Trap Sense: reroll natural even fails and reroll natural odd hits vs you. (Traps)

Backgrounds:

Wildchild 3
Eco Terrorist 3
Blood of Dryads 2

Icon Relationships:

1 Positive High Druid
1 Conflicted Prince of Shadows
1 Negative Priestess

Two-Weapon Fighting:

If your attack roll is a natural 2, you can reroll the attack, but you must use the new roll

Equipment:

Many extremely sharp knives
Tattered leathers
Professional tools

Powers:

Deadly Strike:

Melee Attack
At-Will

Target: One staggered nonmook Enemy
Attack: +8 vs AC
Hit: 2d8+4
Miss: 2 damage

Flying Blade:

Ranged Attack
At-Will

Target: One nearby creature
Attack: +6 vs AC
Hit: 2d8+4 and if your natural attack roll is even and one of your allies is engaged with the target you can add your sneak attack for the round
Miss: 2 damage

Roll with it:

Momentum Power
At-will (1/round)

Requires momentum: take half damage from a melee attack damage from a melee attack that hits your AC

Sure cut:

Melee Attack
At-Will

Special: You must have momentum and be able to sneak attack the target
Target: One Enemy
Attack: +6 vs AC
Hit: 2d8+4
Miss: 1d8+2

Tumbling Strike:

Melee Attack
At-Will

Always: Gain a +5 bonus to all disengage checks you attempt this turn. You can also move to engage an enemy, make this attack against it, and then use a quick action to disengage from it)
Attack: +6 vs AC
Hit: 2d8+4
Miss: 2 Damage