NockerGeek (
nockergeek) wrote2008-07-08 11:14 am
D&D4e Conversion: Averyl
Having discussed 4e recently with people, I decided to convert the last 3.5 character I've played into 4th Edition rules. It's not perfect by any means, but I think it's a serviceable conversion that captures the style of the character (an assassin that specialized in both stealth and impersonation). Granted, I'd use the old appearance of tieflings, rather than the "Big Red Demon" version that 4e uses.
Note: All attacks already figure in magic item and proficiency bonuses
Averyl
Level 11 Tiefling Rogue/Shadow Assassin
Str: 13 (+1) | Con: 12 (+1) | Dex: 19 (+4) | Int: 16 (+3) | Wis: 11 (+0) | Cha: 19 (+4)
AC: 24 | Fort: 16 | Ref: 21 | Will: 19
Health: 73 / 36
Init: +9
Speed: 6
Vision: Low-light
Healing Surges: 7 (18 each)
Alignment: Evil
Skills: +14 Acrobatics, +19 Bluff, +10 Insight, +22 Stealth, +14 Streetwise, +14 Thievery, +7 Perception (Untrained)
Feats: Backstabber, Weapon Proficiency (Rapier), Weapon Focus (Light Blades), Skill Focus (Stealth), Skill Focus (Bluff), Quick Draw, Alertness
Racial Abilities:
Bloodhunt (+1 attack vs. bloodied foes), Fire Resistance (resist fire 10), Infernal Wrath
Infernal Wrath
Encounter
Effect: Averyl gains a +1 power bonus to his next attack roll against an enemy that hit him since his last turn. If his attack hits and deals damange, add +4 extra damage.
Class Abilities:
First Strike (combat advantage against any creatures that have not yet acted in the encounter), Rogue Tactics: Artful Dodger (+4 AC vs. Opportunity Attacks), Rogue Weapon Talent (+1 attack w/ daggers), Sneak Attack (+3d8), Shadow Assassin's Action (+4 to attack until the start of Averyl's next turn after spending an action point to take an extra action)
Powers:
Deft Strike
At-Will
Special: Averyl may move 2 squares before the attack
Attack: +14 vs. AC
Hit: 1d8+7 damage
Sly Flourish
At-Will
Attack: +14 vs. AC
Hit: 1d8+11 damage
Dazing Strike
Encounter
Attack: +14 vs. AC
Hit: 1d8+7 damage, and target is dazed until end of Averyl's next turn
Setup Strike
Encounter
Attack: +14 vs. AC
Hit: 2d8+7 damage, and target grants combat advantage to Averyl until the end of his next turn
Rogue's Luck
Encounter
Attack: +14 vs. AC
Hit: 2d8+7 damage
Miss: Make a secondary attack against the target
Secondary Attack: +18 vs. AC Hit: 1d8+7 damage
Killer's Eye
Encounter
Attack: +14 vs. Reflex
Hit: 2d8+7 damage
Special: If this attack is made before the target has acted in the encounter, increase damage to 3d8+7
Easy Target
Daily
Attack: +14 vs. AC
Hit: 2d8+7 damage, and the target is slowed and grants combat advantage to Averyl (save ends both)
Miss: Half damage, and the target grants combat advantage to Averyl until the end of his next turn.
Crimson Edge
Daily
Attack: +14 vs. Fortitude
Hit: 2d8+7 damage, and the target takes ongoing damage 6 and grants combat advantage to Averyl (save ends both)
Miss: Half damage, and no ongoing damage
Deep Cut
Daily
Attack: +14 vs. Fortitude
Hit: 2d8+7 damage, and ongoing damage 6 (save ends)
Miss: Half damage, and no ongoing damage
Master of Deceit
Utility - Encounter
Trigger: Averyl rolls a bluff check and dislikes the result
Effect: Reroll the bluff check. Averyl decides whether to make the reroll before the DM announces the result.
Chameleon
Utility - At-Will
Trigger: Averyl is hidden and loses cover or concealment against an opponent
Effect: Averyl makes a Stealth check. Until the end of his next turn, he remains hidden if a creature that has a clear line of sight to him does not beat his check with its perception check. If at the end of his turn Averyl does not have cover or concealment against a creature, the creature automatically notices him.
Shadow Stride
Utility - At-Will
Effect: Averyl must be hiding to use this power. He can move his speed. At the end of that movement, if he has cover, he can make a Stealth check with no penalty for moving. If he makes the Stealth check, he stays hidden during his movement.
Items of Note: +3 Shadowflow Armor, +2 Duelist's Rapier, Hat of Disguise
The Hat of Disguise became a key tool for the character, so I couldn't really run him without it... so I statted it up myself:
Hat of Disguise
Level 7
2,600 gp
Item Slot: Head
Power (Daily) Minor: You make yourself, your clothing, and your equipment look different. You can take on the appearance of any creature of similar build and size, including a specific individual whom you’ve seen. You gain neither the abilities or mannerisms of the chosen form, nor the tactile or audible properties of your form or gear. For example, if you took on the illusion of a dwarf fighter in plate armor, anyone touching you would realize you weren’t wearing plate armor, and you would not clank, creak, or jingle as you walked. The illusion lasts for 1 hour, although you can end it as a minor action. You must keep the same appearance for the entire duration.
Anyone who attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 power bonus to your check.
Note: All attacks already figure in magic item and proficiency bonuses
Averyl
Level 11 Tiefling Rogue/Shadow Assassin
Str: 13 (+1) | Con: 12 (+1) | Dex: 19 (+4) | Int: 16 (+3) | Wis: 11 (+0) | Cha: 19 (+4)
AC: 24 | Fort: 16 | Ref: 21 | Will: 19
Health: 73 / 36
Init: +9
Speed: 6
Vision: Low-light
Healing Surges: 7 (18 each)
Alignment: Evil
Skills: +14 Acrobatics, +19 Bluff, +10 Insight, +22 Stealth, +14 Streetwise, +14 Thievery, +7 Perception (Untrained)
Feats: Backstabber, Weapon Proficiency (Rapier), Weapon Focus (Light Blades), Skill Focus (Stealth), Skill Focus (Bluff), Quick Draw, Alertness
Racial Abilities:
Bloodhunt (+1 attack vs. bloodied foes), Fire Resistance (resist fire 10), Infernal Wrath
Infernal Wrath
Encounter
Effect: Averyl gains a +1 power bonus to his next attack roll against an enemy that hit him since his last turn. If his attack hits and deals damange, add +4 extra damage.
Class Abilities:
First Strike (combat advantage against any creatures that have not yet acted in the encounter), Rogue Tactics: Artful Dodger (+4 AC vs. Opportunity Attacks), Rogue Weapon Talent (+1 attack w/ daggers), Sneak Attack (+3d8), Shadow Assassin's Action (+4 to attack until the start of Averyl's next turn after spending an action point to take an extra action)
Powers:
Deft Strike
At-Will
Special: Averyl may move 2 squares before the attack
Attack: +14 vs. AC
Hit: 1d8+7 damage
Sly Flourish
At-Will
Attack: +14 vs. AC
Hit: 1d8+11 damage
Dazing Strike
Encounter
Attack: +14 vs. AC
Hit: 1d8+7 damage, and target is dazed until end of Averyl's next turn
Setup Strike
Encounter
Attack: +14 vs. AC
Hit: 2d8+7 damage, and target grants combat advantage to Averyl until the end of his next turn
Rogue's Luck
Encounter
Attack: +14 vs. AC
Hit: 2d8+7 damage
Miss: Make a secondary attack against the target
Secondary Attack: +18 vs. AC Hit: 1d8+7 damage
Killer's Eye
Encounter
Attack: +14 vs. Reflex
Hit: 2d8+7 damage
Special: If this attack is made before the target has acted in the encounter, increase damage to 3d8+7
Easy Target
Daily
Attack: +14 vs. AC
Hit: 2d8+7 damage, and the target is slowed and grants combat advantage to Averyl (save ends both)
Miss: Half damage, and the target grants combat advantage to Averyl until the end of his next turn.
Crimson Edge
Daily
Attack: +14 vs. Fortitude
Hit: 2d8+7 damage, and the target takes ongoing damage 6 and grants combat advantage to Averyl (save ends both)
Miss: Half damage, and no ongoing damage
Deep Cut
Daily
Attack: +14 vs. Fortitude
Hit: 2d8+7 damage, and ongoing damage 6 (save ends)
Miss: Half damage, and no ongoing damage
Master of Deceit
Utility - Encounter
Trigger: Averyl rolls a bluff check and dislikes the result
Effect: Reroll the bluff check. Averyl decides whether to make the reroll before the DM announces the result.
Chameleon
Utility - At-Will
Trigger: Averyl is hidden and loses cover or concealment against an opponent
Effect: Averyl makes a Stealth check. Until the end of his next turn, he remains hidden if a creature that has a clear line of sight to him does not beat his check with its perception check. If at the end of his turn Averyl does not have cover or concealment against a creature, the creature automatically notices him.
Shadow Stride
Utility - At-Will
Effect: Averyl must be hiding to use this power. He can move his speed. At the end of that movement, if he has cover, he can make a Stealth check with no penalty for moving. If he makes the Stealth check, he stays hidden during his movement.
Items of Note: +3 Shadowflow Armor, +2 Duelist's Rapier, Hat of Disguise
The Hat of Disguise became a key tool for the character, so I couldn't really run him without it... so I statted it up myself:
Hat of Disguise
Level 7
2,600 gp
Item Slot: Head
Power (Daily) Minor: You make yourself, your clothing, and your equipment look different. You can take on the appearance of any creature of similar build and size, including a specific individual whom you’ve seen. You gain neither the abilities or mannerisms of the chosen form, nor the tactile or audible properties of your form or gear. For example, if you took on the illusion of a dwarf fighter in plate armor, anyone touching you would realize you weren’t wearing plate armor, and you would not clank, creak, or jingle as you walked. The illusion lasts for 1 hour, although you can end it as a minor action. You must keep the same appearance for the entire duration.
Anyone who attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 power bonus to your check.
no subject
Though, looks spiffy. :o Haven't tried the rogue-route yet. I've only played a fighter and a warlord.
no subject
It'll be interesting to see what makes it into the Tome of Treasure in September though.