Scarlet Jax
Medium natural humanoid, half-elf
Level 9 Elite Skirmisher (Leader) XP 800
| HP 192; Bloodied 96 | Initiative +10 |
| AC 23, Fortitude 19, Reflex 21, Will 20 | Perception+10 |
| Speed 6 | Low-light vision |
| Saving Throws +2; Action Points 1 | |
Traits
Combat Advantage
Scarlet Jax deals 2d6 extra damage against any creature granting combat advantage to her.
Standard Actions
(⚔) Rapier (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +14 vs. AC
Hit: 1d8 + 7 damage.
(➶) Dagger (weapon) ✦ At-Will
Attack: Ranged 5 (one creature); +14 vs. AC
Hit: 1d4 + 7 damage.
⚔ Dirty Fighting (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +14 vs. AC
Hit: 1d8 + 7 damage, and the target is dazed until the end of Scarlet Jax's next turn.
⚔ Double Attack ✦ At-Will
Effect: Scarlet Jax uses dirty fighting twice.
Move Actions
Hard to Follow (zone) ✦ Encounter
Effect: Scarlet Jax moves up to 6 squares. The squares through which Scarlet Jax moves become a zone that lasts until the end of the encounter. Squares in the zone are difficult terrain.
Triggered Actions
Outright Lie ✦ Encounter
Trigger: Scarlet Jax makes a Bluff check.
Effect (Free Action): Scarlet Jax gains a +5 bonus on the check.
Scarlet Flourish ✦ Recharge ⚄ ⚅
Trigger: An enemy hits Scarlet Jax.
Effect (Immediate Reaction): Scarlet Jax shifts up to 4 squares. This shift ignores difficult terrain.
Skills Acrobatics +13, Athletics +11, Bluff +13, Streetwise +13
Str 14 (+6) Dex 18 (+8) Wis 12 (+5)
Con 16 (+7) Int 15 (+6) Cha 19 (+8)
Alignment Unaligned Languages Common, Elven
Equipment: dagger , leather armor , rapier .
Published in Dungeon Magazine 186.