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Kelson Lower Quays Guttersnipe Level 2 Artillery

Level 5 Elite Skirmisher (Leader)


Small natural humanoid, halfling XP 125

Small natural humanoid, halfling XP 400 HP 30; Bloodied 15 Initiative +4


AC 16, Fortitude 14, Reflex 15, Will 14 Perception+7
HP 120; Bloodied 60 Initiative +9 Speed 6
AC 20, Fortitude 16, Reflex 19, Will 16 Perception+7 Saving Throws +5 against fear effects
Speed 6
Saving Throws +2 (+5 against fear effects); Action Points 1 Traits
River Rat Tactics:
Traits The guttersnipe has combat advantage against any enemy that is adjacent
Gang Leader Aura 3 to at least one of the guttersnipe’s allies.
Allies gain a +2 power bonus to saving throws while in the aura. Sniper
River Rat Tactics If the guttersnipe is hidden and misses with a ranged attack, it remains
Kelson has combat advantage against any enemy that is adjacent to at least hidden.
one of his allies. Standard Actions
Standard Actions Gut Punch At-Will
Short Sword (weapon) At-Will Attack: Melee 1 (one creature); +7 vs. AC
Attack: Melee 1 (one creature); +10 vs. AC Hit: 1d6 + 2 damage.
Hit: 2d6 + 6 damage. Sling (weapon) At-Will
Throwing Dagger (poison, weapon) At-Will Attack: Ranged 10/20 (one creature); +9 vs. AC
Attack: Ranged 10 (one creature); +10 vs. AC Hit: 1d6 + 7 damage.
Hit: 1d4 + 5 damage, and ongoing 5 poison damage (save ends). Hooked Net Encounter
Flickering Blades At-Will Attack: Close blast 2 (creatures in the blast); +6 vs. Reflex
Effect: Kelson uses short sword against one enemy, shifts up to 3 squares, Hit: The target is restrained and takes ongoing 5 damage (save ends both).
and then uses throwing dagger against a different enemy. Triggered Actions
River Rat's Gambit Encounter Second Chance Encounter
Requirement: Kelson must be bloodied. Trigger: An enemy hits the guttersnipe with an attack.
Effect: Kelson makes a basic attack. If the attack hits, the target takes 2d6 Effect (Immediate Interrupt): The triggering enemy must reroll the attack
extra damage. If the attack misses, Kelson takes 1d6 damage. and use the new result.
Triggered Actions Skills
Second Chance Encounter Skills Acrobatics +9, Stealth +9, Streetwise +6
Trigger: An enemy hits Kelson with an attack. Str 11 (+1)                Dex 17 (+4)                Wis 13 (+2)
Effect (Immediate Interrupt): The triggering enemy must reroll the attack Con 12 (+2)                Int 11 (+1)                Cha 11 (+1)
and use the new result. Alignment Unaligned        Languages Common
Skills Equipment: hooked net, 20 sling stones, sling .
Skills Acrobatics +12, Bluff +9, Stealth +12, Streetwise +9, Thievery +12
Str 14 (+4)                Dex 20 (+7)                Wis 11 (+2)
Con 12 (+3)                Int 10 (+2)                Cha 15 (+4)
Alignment Evil        Languages Common
Razorclaw Jack Level 3 Skirmisher Lowtown Urchin Level 1 Skirmisher

Medium natural humanoid, shifter XP 150 Small natural humanoid, XP 100


halfling
HP 43; Bloodied 21 Initiative +6 HP 28; Bloodied 14 Initiative +5
AC 17, Fortitude 15, Reflex 15, Will 14 Perception+2 AC 15, Fortitude 12, Reflex 14, Will 12 Perception+4
Speed 6 Speed 6 Saving Throws +5 against fear effects

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

Lowtown Kneebreaker Level 3 Brute

Medium natural humanoid, human XP 150

HP 56; Bloodied 28 Initiative +1


AC 15, Fortitude 16, Reflex 14, Will 15 Perception+2
Speed 6

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 .

Market Green Grifter Level 2 Lurker

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

Lowtown Urchin L1 Skirmisher, 100xp


least one of the grifter’s allies.
Standard Actions
Short Sword (weapon) At-Will Lowtown Kneebreaker L3 Brute 150xp
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 1d6 + 4 damage. Market Green Grifter L2 Lurker 125xp
Play Dead (charm) Recharge when the grifter uses back from the dead
Requirement: The grifter must have taken damage during the encounter.
Effect: The grifter falls prone. Until the start of its next turn, it gains a +5
power bonus to all defenses against close attacks and area attacks, and
enemies think it is dead. An enemy cannot make a melee attack or a ranged
attack against the grifter unless that enemy succeeds on a DC 20 Insight
check as a minor action.
Back from the Dead Recharge when the grifter uses play dead
Requirement: The grifter must be prone.
Effect: The grifter stands up, shifts up to 3 squares, and uses short sword
three times against one enemy. Each of these attacks deals half damage on
a miss.
Triggered Actions
The Jig Is Up Encounter
Trigger: The grifter drops to 0 hit points.
Effect (Immediate Interrupt): The grifter instead has 1 hit point. If the grifter
is prone, it stands up. In addition, the grifter can shift up to 3 squares.
Skills
Skills Bluff +9, Diplomacy +9, Insight +6, Stealth +8, Streetwise +9
Str 12 (+2)                Dex 14 (+3)                Wis 10 (+1)
Con 10 (+1)                Int 13 (+2)                Cha 17 (+4)
Alignment Unaligned        Languages Common
Equipment: leather armor , short sword .

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