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River Rats L1-3
River Rats L1-3
Traits Traits
Razorclaw Shifting : River Rat Tactics:
While bloodied, the razorclaw jack gains a +2 power bonus to speed. The urchin has combat advantage against any enemy that is adjacent to at
River Rat Tactics: least one of the urchin’s allies.
The jack has combat advantage against any enemy that is adjacent to at Standard Actions
least one of the jack’s allies. Dagger (weapon) At-Will
Standard Actions Attack: Melee 1 (one creature); +6 vs. AC
Claws At-Will Hit: 2d4 + 4 damage.
Attack: Melee 1 (one creature); +8 vs. AC River Rat's Gambit Encounter
Hit: 1d6 + 6 damage, or 2d6 + 6 while the jack has combat advantage Requirement: The urchin must be bloodied.
against the target. Effect: The urchin uses dagger. If the attack hits, the target takes 2d6 extra
River Rat's Gambit Encounter damage. If the attack misses, the urchin takes 1d6 damage.
Requirement: The jack must be bloodied. Move Actions
Effect: The jack uses claws. If the attack hits, the target takes 2d6 extra Cloak of Filth At-Will 1/round
damage. If the attack misses, the jack takes 1d6 damage. Effect: The urchin shifts up to 3 squares and gains partial concealment until
Move Actions the end of its next turn.
Skulduggery Recharge Triggered Action
Effect: The jack shifts up to half its speed and gains combat advantage Second Chance Encounter
against any enemy adjacent to it at the end of this move. The combat Trigger: An enemy hits the urchin with an attack.
advantage lasts until the end of the jack’s turn. Effect (Immediate Interrupt): The triggering enemy must reroll the attack
Skills roll and use the new result.
Skills
Skills Acrobatics +9, Stealth +9, Streetwise +6, Thievery +9 Skills Acrobatics +8, Bluff +6, Streetwise +6, Thievery +8
Str 16 (+4) Dex 16 (+4) Wis 12 (+2) Str 9 (-1) Dex 16 (+3) Wis 8 (-1)
Con 11 (+1) Int 11 (+1) Cha 10 (+1) Con 12 (+1) Int 12 (+1) Cha 13 (+1)
Alignment Unaligned Languages Common Alignment Unaligned Languages Common
Equipment: cloak, dagger
Traits
River Rat Tactics:
The kneebreaker has combat advantage against any enemy that is adjacent
to at least one of the kneebreaker’s allies.
Standard Actions
Club (weapon) At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 2d6 + 7 damage.
Crippling Strike (weapon) Recharge
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 3d6 + 10 damage, and the target is slowed (save ends).
Miss: Half damage.
River Rat's Gambit Encounter
Requirement: The kneebreaker must be bloodied.
Effect: The kneebreaker uses club. If the attack hits, the target takes 2d6
extra damage. If the attack misses, the kneebreaker takes 1d6 damage.
Skills
Skills Athletics +9, Intimidate +6, Streetwise +6
Str 17 (+4) Dex 10 (+1) Wis 12 (+2)
Con 16 (+4) Int 9 (0) Cha 11 (+1)
Alignment Unaligned Languages Common
Equipment: club .
Medium natural humanoid, half-elf XP 125 River Rats (Nentir Vale p94)
HP 28; Bloodied 14 Initiative +7
(Fallcrest)
AC 16, Fortitude 13, Reflex 14, Will 15 Perception+1
Speed 6 Kelson L5 Elite Skirmisher, Leader, 400xp
Traits Lower Quays guttersnipe L2 Artillery 125xp
Razorclaw Jack L3 Skirmisher, 150xp
River Rat Tactics:
The grifter has combat advantage against any enemy that is adjacent to at