Venture-Captain Shevala

Lafiel Abriel's page

257 posts. Alias of Badslacker.


Full Name

Lafiel Abriel

Race

Human

Classes/Levels

Rogue 2

Gender

Female

Size

Medium

Age

21

Alignment

Unaligned

Deity

None

Languages

Common, Goblin

Strength 13
Dexterity 18
Constitution 12
Intelligence 11
Wisdom 10
Charisma 14

About Lafiel Abriel

Basics

AC 17 (Leather +2, Dex +4, +1 Lvl), +2 against opportunity attacks
Fort 13(+1 human,+1 str, +1 Lvl)
Reflex 18(+1 human,+2 rogue, +4 dex, +1 Lvl)
Will 14 (+1 human,+2 cha, +1 Lvl)

Passive Perception : 16 (10+5 trained+1 Lvl)
Passive Insight : 16 (10+5 trained+1 Lvl)

Initiative +9 (+4 dex, +4 feat, +1 Lvl)
Action Points : 1 (1)

HP: 29
Current HP: 29
Bloodied: 14
Healing surges: 7 per day (7 left)
Amount per surge: 7

Basic Ranged attack: Shuriken Attack +8 (+4 dex, +3 prof, +1 Lvl), 1d6+4 damage
Basic Melee attack: Shortsword Attack +5 (+1 str, +3 prof, +1 Lvl), 1d6+1 damage // Dagger Attack +6 (+1 str, +3 prof, +1 rogue, +1 Lvl), 1d4+1 damage

Move: 6 squares
Carrying : 57.5 lb
Light Load : 130 lb Heavy Load : 260 lb

Feats

Spoiler:

Backstabber (d8 instead of d6 on Sneak Attacks)
Improved Initiative (+4 to Initiative)
Warrior of the Wild (Ranger Multiclass)

Rogue Features

First Strike
At the start of an encounter, you have combat advantage
against any creatures that have not yet acted in
that encounter.

Rogue Tactics
Artful Dodger: You gain a bonus to AC equal to
your Charisma modifier against opportunity attacks.

Rogue Weapon Talent
When you wield a shuriken, your weapon damage die
increases by one size. When you wield a dagger, you
gain a +1 bonus to attack rolls.

Sneak Attack
Once per round, when you have combat advantage
against an enemy and are using a weapon from the
light blade, the crossbow, or the sling weapon group,
an attack you make against that enemy deals extra
damage if the attack hits. You decide whether to apply
the extra damage after making the damage roll.
Sneak Attack Damage - +2d8

Hunter’s Quarry
Once per turn as a minor action, you can designate the
enemy nearest to you as your quarry.
Once per round, you deal extra damage to your
quarry. The extra damage is based on your level. If
you can make multiple attacks in a round, you decide
which attack to apply the extra damage to after all the
attacks are rolled.
The hunter’s quarry effect remains active until the
end of the encounter, until the quarry is defeated, or
until you designate a different target as your quarry.
You can designate one enemy as your quarry at a
time.
[i]Hunter's Quarry Damage - +1d6

Skills

Spoiler:

Acrobatics* (Dex) +10 (+4 dex, +5 trained, +1 Lvl)
Arcana (Int) +1 (, +1 Lvl)
Athletics* (Str) +7 (+1 str, +1 Lvl, +5 trained)
Bluff* (Cha) +8 (+2 cha, +5 trained, +1 Lvl)
Diplomacy (Cha)+3 (+2 cha, +1 Lvl)
Dungeoneering (Wis) +1 (+1 Lvl)
Endurance (Con) +2 (+1 con, +1 Lvl)
Heal (Wis) +1 (+1 Lvl)
History (Int) +1 (+1 Lvl)
Insight* (Wis) +6 (+5 trained, +1 Lvl)
Intimidate* (Cha) +8 (+2 cha, +5 trained, +1 Lvl)
Nature (Wis) +1 (+1 Lvl)
Perception* (Wis) +6 (+5 trained, +1 Lvl)
Religion (Int) +1 (+1 Lvl)
Stealth* (Dex) +10 (+4 dex, +5 trained, +1 Lvl)
Streetwise (Cha) +3 (+2 cha, +1 Lvl)
Thievery* (Dex) +10 (+4 dex, +5 trained, +1 Lvl)

Equipment

Spoiler:

Leather Armor (15 lb)
Short Sword (2 lb)
4 Daggers (4 lb)
25 Shurikens (2.5 lb)
Adventurer's Kit (33 lb)
Thieves' Tools (1 lb)
21 Gp

Powers

Spoiler:

3 At Will
Deft Strike Rogue Attack 1
A final lunge brings you into an advantageous position.
At-Will ✦ Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: One creature
Special: You can move 2 squares before the attack.
Attack: Dexterity vs. AC
Hit: 1d6+4 damage.

Piercing Strike Rogue Attack 1
A needle-sharp point slips past armor and into tender flesh.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1d6+4 damage.

Sly Flourish Rogue Attack 1
A distracting flourish causes the enemy to forget the blade at his
throat.
At-Will ✦ Martial,Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1d6 + 6 damage.

1 Encounter power
Positioning Strike Rogue Attack 1
A false stumble and a shove place the enemy exactly where you
want him.
Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Will
Hit: 1d6+4 damage, and you slide the target 1 square.
Artful Dodger: You slide the target 2 squares (Charisma modifier).

1 Daily Power
Trick Strike Rogue Attack 1
Through a series of feints and lures, you maneuver your foe right
where you want him.
Daily ✦ Martial,Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3d6+4 damage, and you slide the target 1 square.
Effect: Until the end of the encounter, each time you hit the
target you slide it 1 square

1 Utility Power
Tumble Rogue Utility 2
You tumble out of harm’s way, dodging the opportunistic attacks
of your enemies.
Encounter ✦ Martial
Move Action Personal
Prerequisite: You must be trained in Acrobatics.
Effect: You can shift 3 squares.

Background

Spoiler:

Lafiel grew up in a small fishing village. When she was 10, raiders raided the village and grabbed all the children they could get so they could sell them for slavery. After a couple of weeks with them, Lafiel managed to escape from the raider camp and wandered in the wilderness for 3 days, eating almost nothing. She managed to find some city, and tried to beg for food, but with no success. With no other options, Lafiel started stealing food and pickpocketing people for money to buy herself the few things she needed. After a while, an old beggar woman ('The Vixen') found her, and added Lafiel to her gang of child thieves. Lafiel spent a couple of years with the old woman till her life changed again when the city guards managed to seize The Vixen and most of the children. Lafiel managed to escape and ever since, for about 5 years, Lafiel lives alone. She never had any "legitimate" job for more than a couple of days, and wanders the towns and villages looking for... something. Lately, Lafiel felt an urge to change her life. After hearing something about vast riches and great rewards for a vague quest, she decided that this is her opportunity to change her life for good.

Personality

Spoiler:

Lafiel trusts no one but herself. After the sudden changes in her life she does not believe in anything or anyone other than herself (which is the reason she doesn't believe in any deity). Lafiel usually seems quite friendly, but she values herself above all else. Although she can cooperate with others to gain shared goals, as a survivor she's used to save herself, even if it means leaving others behind. The main motive for Lafiel is the promise of riches for herself, and other "usual" adventurer motives like honor, justice, fame and all kinds of religious motives seem very foolish for her.

10 Initiative Rolls

Spoiler:

1d20+8 [16,8] = (24)
1d20+8 [11,8] = (19)
1d20+8 [10,8] = (18)
1d20+8 [8,8] = (16)
1d20+8 [4,8] = (12)
1d20+8 [10,8] = (18)
1d20+8 [18,8] = (26)
1d20+8 [18,8] = (26)
1d20+8 [16,8] = (24)
1d20+8 [7,8] = (15)

10 Pre-rolled Initiative Rolls (1d20+8=24, 1d20+8=19, 1d20+8=18, 1d20+8=16, 1d20+8=12, 1d20+8=18, 1d20+8=26, 1d20+8=26, 1d20+8=24, 1d20+8=15)

Experience : 860

Spoiler:

75 xp for ape-creature encounter
400 xp for two drake swarms encounter (inc. 400 post bonus)
150 xp for two apemen in chasm encounter (inc. 550 post bonus)
145 xp for cliffside challenge (inc. 600 post bonus)
90 xp for rubble trap (inc. 650 post bonus)