nockergeek: (d&d)
NockerGeek ([personal profile] nockergeek) wrote2008-07-08 11:14 am
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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.

[identity profile] nightambre.livejournal.com 2008-07-08 04:21 pm (UTC)(link)
Haha, oh 4e tieflings, how I love you. I recall when we were first making characters, how me and another friend got into a very "heated discussion" (read borderline argument) about how different the backgrounds were between this edition and previous editions. He said there were no differences, and I"m like "...did you ever /read/ about them? Just once?"

Though, looks spiffy. :o Haven't tried the rogue-route yet. I've only played a fighter and a warlord.

[identity profile] tim-almasy.livejournal.com 2008-07-08 10:29 pm (UTC)(link)
He looks pretty cool. I gotta admit, rogue is probably hands down my favorite class right now. They just have some of the coolest abilities... and I love the sheer number of Utilities they get that are at-will or encounter powers. Makes their bag of tricks soooo much larger. Also, I dig the Hat of Disguise there. Works pretty well, and seems right in line with the all the 4e rules. I even think 7th level is perfect for it, even though I'd imagine Wizards of the Coast would make an item like that 10+ because they seem to just throw Magic items at a wall covered in numbers and make them whatever level they stick too.

It'll be interesting to see what makes it into the Tome of Treasure in September though.