Murrok

Description:

“Murrok” (Specialist Mender-Rapture-Kilo-368)

Human Stalker (Sniper) 8
[Defender/Striker]

HP: 59 (bloodied: 30)
AC: 23, Fort: 18, Ref: 22, Will: 22

Str 10 (+4), Con 12 (+5), Dex 16(+7), Int 13 (+5), Wis 20 (+9), Cha 11 (+4)
Skills: Acrobatics +12, Insight +14, Perception +14, Stealth +14, Thievery +12


Feats

  • Monastic Disciple (Monk Multiclass)
    You are trained in Thievery. You can use centered flurry of blows as an encounter power. In addition, you can wield monk implements.
  • Improved Marksman Talent
    If you successfully hit with an attack with the sniper keyword, add +1 to the roll for the purposes of Marksman Talent.
  • Wild Talent Mastery
    You gain the following three wild talents: sensing eye, body equilibrium, and thought projection.
  • Xenotactical Memory Implants (“Foreign Memories”)
    You gain a +5 feat bonus to Arcana, Insight, History, and Dungeoneering checks as they relate to aberrant creatures or their works.
  • Superior Reflexes
    You gain a +2 feat bonus to Reflex. You also gain combat advantage against all enemies during your first turn in an encounter.
  • Acolyte Power
    Your 6th level utility power is replaced with the monk power echoing thunder.

Class Features

  • Act on Instinct
    For any power you activate while using a weapon with the sniper keyword, you may use Wisdom instead of Dexterity. You may also use Wisdom instead of Dexterity for all attack and damage rolls using one-handed small arms (one or both).
  • Anywhere, Anytime
    You suffer no penalties to attack rolls with one-handed small arms if prone and penalties to attack with one-handed small arms while running is reduced to -1 (from -5).
  • Cinematic Style
    You can wield a one-handed small arm in your off-hand as an off-hand ranged weapon. When using one-handed small arms, they may also be used as clubs.
  • Converging Fire
    When using one-handed small arms against a target in an adjacent square, you gain a +1 bonus to attack rolls with those weapons.
  • Fast Switch
    Although you take as much time as everyone else to load weapons, you can switch to any of your weapons as a single minor action without dropping any weapons (where normally, it would take two minor actions to return one weapon and draw another).
  • Reflex Shot
    You may use a ranged basic attack with an opportunity action though you must still target the enemy that triggered the action. You may only use this ability with one-handed small arms.
  • Trained as Reflex
    Your aimed shot power is considered a ranged basic attack.
  • Marksman Talent
    When using powers with the sniper keyword, you gain the ability to inflict additional effects depending on how much you defeat your enemy’s defense by.




















Marksman Talent
Enemy's Defense Beaten By Additional Effect
2 Target is slowed until the beginning of your next turn or inflict 2 ongoing damage (save ends).
4 Target is weakened until the beginning of your next turn round or inflict 4 ongoing damage (save ends).
8 Target is dazed until the beginning of your next turn or inflict 6 ongoing damage (save ends).
12 Target is stunned until the beginning of your next turn or inflict 8 ongoing damage (save ends).
You only apply one condition listed above per attack and may choose which condition goes into effect you are able to (e.g., If you beat the enemy’s defense by 10, you may inflict slowed or weakened, but not dazed). If you score a critical hit, you must still determine by how much you beat the enemy’s defense. If you do roll a natural 20, add +5 to the attack roll for the purposes of Marksman Talent. You may decide to use Marksman Talent after resolving an attack. You can employ Marksman Talent as many times per an Encounter as your Wisdom modifier.

Equipment

C-10 Canister Rifle

Fires high-caliber sabot rounds, equipped with underslung laser sight and flashlight.
Two-handed small arms (+2/+3 proficiency bonus)
1d8 damage (+2d6 critical)
+2 enhancement bonus
Range 20/40
Cell: M
Clip: 10
Properties

  • Self-propelled projectile: Power (daily): Free action. After you miss with an attack, roll again and take the second result.
  • Sniper: Power (daily): Free action. If you hit, add +5 to attack for the purposes of Marksman Talent.
    • Special: Sniper weapons list two bonuses for profi- ciency. You only receive the full proficiency bonus if you use a move action to aim. The full proficiency bonus ends if you move or are moved. The effect doesn’t expire other- wise (so you don’t have to use a move action on every turn if you don’t move or are moved).

Ammunition

  • 9 canister rifle magazines

Hostile Environment Suit

Armor bonus: +4 (light armor)
+2 enhancement bonus
Property: You can move 4 squares during an action while you’re hidden (instead of 2 squares) without taking a –5 penalty to your Stealth check.

Psionic Augmenter

Enhancement: +2 bonus to Fortitude, Reflex, Will
Property: You gain an item bonus to Stealth checks equal to the enhancement bonus.

Ocular Implants

You gain low-light vision.

Personal Cloaking Unit

6 charges
Minor action: Consume one charge. You become invisible until the end of your next turn. The invisibility ends if you make an attack roll.


Powers

Aimed Shot
Stalker Attack 1
You take a second to aim before firing a shot.
At-WillMartial, Weapon
Standard ActionRanged Weapon
Target: One creature in range
Attack: Wisdom +2 vs. AC
Hit: 1[W] damage.
Canister Rifle: + text

Sharpshooter
Stalker Attack 1
You check for range and squeeze off a perfect shot
At-WillMartial, Weapon
Standard ActionRanged Weapon
Target: One creature at least 5 squares away
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom damage and you add +1 to your attack roll for the purposes of Marksman Talent for this attack.
Canister Rifle: text

Centered Breath Flurry of Blows
Monk Feature
Your fists become a blur as you follow up your initial attack with another, shifting your foes’ positions to your advantage.
EncounterPsionic
Free ActionMelee 1
Trigger: You hit with an attack during your turn
Target: One creature
Effect: The target takes damage equal to 2 + your Wisdom modifier, and you slide it 1 square to a square adjacent to you, or 1 square in any direction if the target wasn’t targeted by the triggering attack.
Special: You can use this power only once per round.

Armor Piercing Attack
Stalker Attack 1
You locate an opponent's weakness and place a perfect shot
EncounterMartial, Weapon
Standard ActionRanged Weapon
Target: One creature
Attack: Dexterity vs. AC or Reflex (whichever is lower)
Hit: 2[W] + Dexterity modifier damage.
Canister Rifle: text

Keyhole Attack
Stalker Attack 1
The target is dead before the echo of the weapon is heard.
EncounterMartial, Weapon
Standard ActionRanged Weapon
Target: One creature more than 5 squares away
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage and you add +5 to your attack roll for the purposes of Marksman Talent.
Canister Rifle: text

Fake Echo
Stalker Utility 2
The sound of your weapon's discharge bounces off a distant wall or the flash is marred by the sun. Enemies have trouble finding where the shot came from.
DailyMartial, Weapon
Standard ActionPersonal
Effect: Gain a +10 bonus to opposed Stealth checks against attempts to locate you after making a ranged attack.

Weak Spot
Stalker Attack 3
They are still built like us. Cripple the target and gain precious time to plan your next attack.
EncounterMartial, Weapon
Standard ActionRanged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage and the target is weakened (save ends).

Systematic Inflammatory Response
Stalker Attack 5
The bullet pierced a vital organ and the subject struggles to breathe.
DailyMartial, Reliable, Sniper, Weapon
No ActionRanged weapon
Target: One enemy more than 5 squares away that you hit this same turn.
Attack: Wisdom vs. Fort
Hit: Ongoing 5 damage (save ends) and add +10 to Marksman talent for this hit.
Special: This power uses no additional ammunition.
Canister Rifle: text

Centered Breath Flurry of Blows
Monk Feature
Your fists become a blur as you follow up your initial attack with another, shifting your foes’ positions to your advantage.
EncounterPsionic
Free ActionMelee 1
Trigger: You hit with an attack during your turn
Target: One creature
Effect: The target takes damage equal to 2 + your Wisdom modifier, and you slide it 1 square to a square adjacent to you, or 1 square in any direction if the target wasn’t targeted by the triggering attack.
Special: You can use this power only once per round.

Quicksilver Motion
Monk Utility 6
You surge through combat in the blink of an eye.
EncounterPsionic
Free ActionPersonal
Effect: You move your speed.
Special: You can use this power only as the first or the last action of your turn.

Firing Discipline
Stalker Attack 7
Your first shot finds its target and disables an enemy just long enough for a follow-up shot.
EncounterMartial, Sniper, Weapon
Standard ActionRanged weapon
Target: One creature
Attack: Wisdom +2 vs. AC
Hit: 2[W] + Wisdom modifier damage and you gain a +2 power bonus to attack with your next ranged attack against the same target.












































Wild Talents

Sensing Eye
At-WillPsionic
Minor ActionPersonal
Effect: Choose one square you can see that is within 5 squares of you. Until the end of your next turn, you can determine your line of sight from that square.

Thought Projection
At-WillPsionic
Minor ActionClose Burst 5
Target: One or more allies in burst
Effect: You convey either an image or a message of 10 words or fewer to each target.

Body Equilibrium
At-WillPsionic
Move ActionPersonal
Effect: You move your speed. During the move, you gain a +5 power bonus to Acrobatics checks to balance and do not sink when moving over soft or brittle terrain, such as dust, silt, mud, snow, or thin ice.