Here is Garrick - Master Infiltrator. I have removed the paladin bits and tweaked his attributes to suit. If you want to let me see the MP powers, Mal I would appreciate that but I won't bother if its going to hold things up.
Garrick the Grey, Halfling Rogue, Level 12: Master Infiltrator
HP: 80 (Bloodied 40)
Surges 7 @ 20
Save vs Fear: +5
Initiative: +13
Action points: 1
Passive Perception 22
Passive Insight 17
Move 7
Defence:
AC: 26: = 10 + 5 magic armour +6 level + 5 Dex
AC 33 vs Opportunity Attacks: = (26 + 2 race + 5 Cha)
Ref: 27: = 10 + 3 Amulet + 5 dex + 6 level + 2 class +1 armour
Fort: 21 =10 + 3 Amulet+ 2 Str + 6 level
Will: 24 = 10+ 3 Amulet + 5 Cha + 6 level
+2 AC (untyped) if adjacent to at least two larger enemies (Lost in the Crowd)
+2 AC (untyped) vs attacks from an enemy I have CA over. (Def. Advantage)
Quickling Boots: +2 item bonus to AC vs OA during encounter power move.
(All Stackable?)
Offence:
With Combat Advantage I have +3 to hit (CA and Nimble Blade)
Sneak Attack 3d8 (Level and Backstabber)
Basic melee attack:
With Footpad’s Dagger +2
+14 to hit: (+3 prof +2 str +1 class +2 magic + 6 level)
Damage = 1d4 (+2 Str +2 Feat + 2 magic) = +6:
Crit damage 2d6
Basic ranged attack
With Vicious Shuriken +3: Range 12 (Ignore cover):
+17 to hit: (+3 prof +5 Dex +3 magic + 6 level)
Damage =1d6 (+5 Dex + 2 Feat+ 3 Magic) =+10:
Crit: Damage 3d12
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Alignment: Unaligned
Deity: The Raven Queen
Size: Small
Height 4’6”
Weight: 105 lbs
Age: 25
Gender: Male
Hair: Grey- streaked brown Eyes: Grey
Str 14 + 2 Con 13 +1 Dex 20 +5
Int 9 -1 Wis 13 +1 Cha 20 +5
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Skills
Acrobatics +20 (T),
Arcana +5
Athletics +10
Bluff +16 (T)
Diplomacy +11
Dungeoneering +7
Endurance +7
Heal +7
History +5
Insight +7
Intimidate +16 (T)
Nature +7
Perception +12 (T)
Religion +5
Streetwise +11
Stealth +18 (T)
Thievery +18 (T)
Feats: Quick Draw;
Lost in the Crowd:
Defensive Advantage:
Backstabber:
Nimble Blade
Weapon Focus Light Blade
Fleet Footed
Distant Shot
Race, Class and PP abilities
Second Chance: (Encounter) Force attack re-roll
Nimble: + 2 bonus vs OA
Bold: +5 save vs Fear
Artful Dodger: +5 bonus vs OA
1st Strike: (Encounter) I have CA vs any creature that has not yet acted.
Weapon Talent: Shuriken damage = 1d6. Dagger attack roll = +1
Sneak Attack: 3d6 (3d8 - Backstabber)
Infiltrator’s Action: When I spend an action point to take an extra action I also gain a move action.
Skillful Infiltrator: +2 bonus to Acrobatics, Athletics and Stealth
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At-will Powers:
Deft Strike: Martial, Weapon, Standard action, Melee or Ranged weapon
Must use crossbow, sling or light blade; Can move 2 squares before attack;
Target = One creature; Attack; Dex vs AC = +14 Melee /+17 Ranged: :
Hit = 1W + Dex Mod = Damage = 1d4 + 9/1d6 +10
Sly Flourish: Martial, Weapon, Standard action, Melee or Ranged weapon
crossbow, sling or light blade; Target = One creature; Attack: Dex vs AC: +14/+17:
Hit = 1W + Dex + Cha Mods = Damage = 1d4 + 14/ 1d6 + 15
Fleeting Ghost: (Utility): Martial, Move, Personal: Must be trained in Stealth
I can move my speed and make a stealth check. I do not take the normal penalty from movement.
Shadow Stride: (Utility) Martial: Move: Personal; Must be trained in Stealth
Effect: Must be hiding to use this power. Can move my speed. At end of that movement, if I have cover, I can make a stealth check with no penalty for movement. If I make the Stealth check I remain hidden during my movement.
Chameleon: (Utility) Martial: Immediate Interrupt: Personal: Must be trained in Stealth.
Trigger: I am hidden and lose cover of concealment against an opponent
Effect: Make a stealth check. Until the end of my next turn I remain hidden if a creature that has a clear line of sight to me does not beat my check result with its Perception check. If at the end of my turn I do not have cover or concealment against a creature, that creature automatically notices me.
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Encounter Powers:
Positioning Strike; Martial, Weapon, Standard action, Melee weapon:
Target = One creature: Attack: Dex vs Will = +17:
Hit = 1W +Dex Mod = Damage = 1d4 + 9/ 1d6 + 10 & slide target 5 squares
Bait and Switch: Martial, Weapon: Standard action: Melee weapon
Target = 1 creature: Attack: Dex vs Will= +17
Hit = 2W + Dex mod. = Damage = 2d4 + 9/ 2d6 + 10; switch places with the target and can shift <5 squares
Cloud of Steel: Martial, Weapon, Standard action; Close Blast 5
Must wield Xbow, light blade or sling; Target: Each enemy in blast I can see:
Attack = Dex vs AC: Attack = +17
Hit = 1W + Dex mod damage = Damage 1d4 + 9/ 1d6 + 10
Distracting Wound: Martial, Weapon, Standard action, Melee or ranged weapon:
Must use crossbow, sling or light blade:
Target = One creature I have CA against: Attack: Dex vs AC = +17:
Hit = 2W +Dex Mod = Damage = 1d4 + 9/ 1d6 + 10 and target grants CA to me and allies until the end of my next turn.
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Second Chance: Encounter: Immediate Interrupt: When an attack hits, force enemy
to re- roll attack
Impossible to Grab: Utility Martial; Minor Action: Personal:
I become invisible until the start of my next turn
Quickling Boots (Item): Move Action: Move up to my speed +1. Gain a +2 item bonus to AC against opportunity attacks during this movement.
Elven Battle Armour level 13: (Item): Minor Action: Gain a +2 power bonus to speed until the end of my turn.
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Daily powers
Blinding Barrage; Martial, Weapon, Standard action, Close blast 3
Must use crossbow, sling or light blade; Target: Each enemy in blast I can see
Attack: Dex vs AC; Hit = 2W + Dex Mod; targets blind till end of my next turn.
Attack = +17 Damage 2d4 + 9/ 2d6 + 10
Miss = half damage and target not blinded.
Walking Wounded; Martial, Weapon, Standard action, Melee or ranged weapon:
Must use crossbow, sling or light blade; Target = One creature
Attack: Dex vs Fort: Hit 2W +Dex Mod & target is knocked prone. Until end of encounter, if target moves more than half its speed in a single action it falls prone at end of movement.
Attack = +17 Damage 2d4 + 9/ 2d6 + 10
Miss: Half damage and target not knocked prone.
Knockout: Martial, Weapon, Standard action, Melee weapon:
Must be wielding a light blade; Target = One creature
Attack: Dex vs Fort:
Hit 2W +Dex Mod and target is knocked unconscious (save ends)
If the unconscious target takes any damage it is no longer unconscious.
Attack = +17 Damage 2d4 + 9/ 2d6 + 10
Miss: Half damage and no ongoing damage.
Utility Powers
Fleeting Ghost (At Will) see above
Chameleon (At Will) See above
Shadow Stride: (At Will) (See above)
Impossible to Grab (Encounter) see above
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Magic Items
Quickling Boots: Level 8: Property: Gain +2 bonus to Acrobatics and Athletics checks
Power (Encounter): Move Action: Move up to my speed +1. Gain a +2 item bonus to AC against opportunity attacks during this movement..
Sure Shot Gloves: Level 9: Property: My ranged weapon attacks ignore cover (but not superior cover)
Footpad’s Friend Dagger Level 10: +2: Critical 1d6 per plus:
Property: When I hit with this weapon and deal extra damage from Sneak Attack, I can add my Charisma mod (+5) to the damage roll.
Amulet of Protection Level 11: +3 bonus to Ref, Fort and Will
Vicious Shuriken; Level 12: +3 bonus to attack and damage. Critical 3d12
Elven Battle Armour Level 13: +3 Drowmesh leather armour.
Property: Gain +5 bonus to saving throws against being slowed or immobilized.
Power (Encounter): Minor Action: Gain a +2 power bonus to speed until the end of your turn.
Prayerbook
Backpack
Bedroll
Flint and Steel
Belt Pouch
Hemp rope
2 sunrods
Waterskin
Hand crossbow +2
20 bolts
2 Potion of healing
2 Elixirs of Regeneration