Kern Dalquas
I don't think you understand. You're going to tell us where you left the blaststones. And I don't care what we need to break to get you to tell us.
Male Human Death Dealer Rogue 12
Initiative +18, See
Danger Sense;
Senses Passive Insight 21, Passive Perception 21
HP 90;
Bloodied 45;
Healing Surge 22;
Surges Per Day 7
AC 28;
Fort 24,
Ref 29,
Will 21; See
Two-Weapon Defense
Speed 7
Action Points 1
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Subtle Mace +3 (standard; at-will) ✦ Weapon
+15 vs AC; 1d8+10 damage.
Defensive Parrying Dagger +2 (standard; at-will) ✦ Weapon
+15 vs AC; 1d4+9 damage.
Magic Shuriken +2 (standard; at-will) ✦ Weapon
Range 6/12; +16 vs AC; 1d6+8 damage.

Disheartening Strike (standard; at-will) ✦ Martial, Rattling, Weapon
+16 vs AC.

1d8+15 (Mace)/1d4+14 (Parrying Dagger) or

1d6+13 (Shuriken, Ranged 6/12) damage and target takes -2 to attacks until the end of Kern's next turn unless immune to fear.
Piercing Strike (standard; at-will) ✦ Martial, Weapon
+16 vs Ref. 1d8+11 (Mace)/1d4+10 (Parrying Dagger) damage.
Riposte Strike (standard; at-will) ✦ Martial, Weapon
+16 vs AC. 1d8+11 (Mace)/1d4+10 (Parrying Dagger) damage and if the target attacks Kern before the start of his next turn, he may make a secondary attack as an immediate interrupt.
Secondary Attack: +15 vs AC. 1d8+10 (Mace)/1d4+9 (Parrying Dagger) damage.
Sizing Strike (standard; encounter) ✦ Martial, Rattling, Weapon
+16 vs. AC. 1d8+15 (Mace), 1d4+14 (Parrying Dagger) damage and Kern gains 10 temporary hp. If Kern has combat advantage, he adds +4 to the damage and temporary hp gained.
Spring the Trap (standard; encounter) ✦ Martial, Rattling, Weapon
Close burst 1. +16 vs. AC. 1d8+15 (Mace), 1d4+14 (Parrying Dagger) damage, the target takes -2 to attacks until the end of Kern's next turn unless immune to fear, and Kern can shift one square.

Enforced Threat (standard; encounter) ✦ Martial, Rattling, Weapon
+16 vs AC.

2d8+15 (Mace)/2d4+14 (Parrying Dagger) or

2d6+13 (Shuriken, Ranged 6/12) damage and target takes -2 to attacks until the end of Kern's next turn unless immune to fear. If the target is taking an attack penalty due to Kern's rattling attack, he gains combat advantage for the attack.

Termination Threat (standard; encounter) ✦ Martial, Rattling, Weapon
+16 vs AC.

1d8+16 (Mace)/1d4+15 (Parrying Dagger) or

1d6+14 (Shuriken, Ranged 6/12) damage and target takes -2 to attacks until the end of Kern's next turn unless immune to fear. If the target is taking an attack penalty due to Kern's rattling attack, the target is also immobilized until the end of Kern's next turn.
Precise Incision (standard; daily) ✦ Martial, Reliable, Weapon
+16 vs Ref. 3d8+11 (Mace)/3d4+10 (Parrying Dagger) damage.
Deep Cut (standard; daily) ✦ Martial, Weapon
+16 vs Fort. 2d8+11 (Mace)/2d4+10 (Parrying Dagger) damage and ongoing 9 damage (save ends).
Miss: Half damage, and no ongoing damage.

Rogue Recovery (standard; daily) ✦ Martial, Weapon
+16 vs AC.

2d8+11 (Mace)/2d4+10 (Parrying Dagger) or

1d6+9 (Shuriken, Ranged 6/12) damage.
Effect: If Kern has used all his encounter attack powers, he regains the use of one such power he used this encounter. Or, if Kern has combat advantage vs. the target, he can deal 2[W] extra damage with the attack.
Gruesome Kill (free when Kern reduces an enemy to 0 hp; at-will) ✦ Martial
Each enemy that can see Kern takes a -2 penalty to attack rolls against him until the start of his next turn.
Ferret Out Frailty (minor; encounter) ✦ Martial
Until the beginning of Kern's next turn, he gains combat advantage against one target within line of sight. If the target is rattled by one of his attacks, Kern gains combat advantage until the end of his next turn.
Reap the Rattled (minor; daily) ✦ Martial
Kern gains combat advantage against one target within line of sight that is rattled by one of Kern's attacks until the end of his next turn.
Executioner's Mien (minor; daily) ✦ Martial, Stance
Until the stance ends, all of Kern's attacks gain the rattling keyword.
Subtle Mace +3
Critical: +3d6.
Property: +3 damage when attacking with combat advantage.
Defensive Parrying Dagger +2
Critical: +2d6.
Property: When Kern takes the total defense or second wind actions, add a +2 item bonus to all of his defenses until the start of his next turn.
Feytouched Drowmesh +3
Property: +1 armor bonus to Reflex and +3 item bonus to initiative.
Power (Encounter ✦ Illusion): Standard Action. Kern becomes invisible until the end of his next turn.
Boots of Striding (heroic)
Property: +1 item bonus to speed.
Iron Armbands of Power (heroic)
Property: +2 item bonus to melee damage rolls.
Bloodstinger Poison (13th)
Power (Consumable ✦ Poison): Standard Action. Apply to weapon or one piece of ammunition. Make a secondary attack against next target hit: +16 vs. Fort; Target takes ongoing 5 poison damage (save ends).
Elixir of Will (13th)
Power (Consumable): Minor action. Use power after elixir consumed. Once during encounter as an immediate interrupt, replace Will Defense with 25 against single attack. Counts a a magic item daily ability.
Lockburst Chalk (9th)
Power (Consumable): Standard Action. Kern makes a Thievery check on an adjacent locked object or locked object he is holding, gaining a +9 bonus instead of his normal bonus. A successful check destroys the lock.
First Strike
At the beginning of an encounter, Kern has combat advantage against foes that have not acted.
Sneak Attack
Once per round when wielding a crossbow, light blade, club, mace, or sling, he deals +3d8 damage to a target that grants Kern combat advantage.
No Respite
Adjacent enemies suffer a -2 penalty on saving throws.
Slaying Action When Kern spends an action point, he gains +2 damage per die of damage until the start of his next turn.
Bleeding Backstab
When using sneak attack with a daily rogue attack power, the target also gains 5 ongoing damage (save ends); this damage is in addition to any other ongoing damage.
Danger Sense
Kern rolls twice of initiative, taking the higher result.
Rogue Tactics (Ruthless Ruffian)
Rogue Weapon Talent
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Alignment Unaligned;
Languages Common, Goblin
Str 19 (+4)
Dex 21 (+5)
Wis 11 (+0)
Con 13 (+1)
Int 9 (-1)
Cha 13 (+1)
Athletics +15,
Insight +11,
Intimidate +12,
Perception +11,
Stealth +16,
Streetwise +12,
Thievery +16
Feats: Backstabber, Bleeding Backstab, Danger Sense, Improved Initiative, Toughness, Two-Weapon Defense, Two-Weapon Fighting, Weapon Proficiency (Parrying Dagger)
Gear Feytouched Drowmesh Leather +3, Subtle Mace +3, Defensive Parrying Dagger +2, Magic Shuriken +2; Bloodstinger Poison (13th), 2 Elixirs of Will (13th), Lockburst Chalk (9th); Lots of mundane equipment
Background
The Dalquas family are from the Empire and obviously look it (whatever that means). While they are staunch supporters of the Republic, they are also devote worshipers of Bane (in his martial and civilizing aspects, not so much the more Evil aspects). This gets them in a lot of trouble, obviously. Kern has had to put of this drek all his life, but his ruthless ways get the job done for SCU and he is grudgingly respected for that.
Personality and Appearance
Kern is grim, to the point, and disciplined. He is not above using fear and threats to get his way, and is more than willing to use violence to back them up. He is very patriotic, almost fervently so, and will do almost anything to prove it.
Kern does not dress to draw attention to himself. He has a holy symbol of Bane that he wears around his neck, usually under his clothes.[sblock=MiniKern]Kern—Male Human Death Dealer Rogue 1
Initiative: +18,
Danger Sense; Passive Perception: 21, Passive Insight: 21
HP: 81/90, Bloodied: 45, Surge: 22, Surges left: 6/7
AC: 28, Fort: 24, Reflex: 29, Will: 21;
Two-Weapon Defense — Speed:7
Action Points: 1, Second Wind: Not Used
Powers -
Disheartening Strike
Piercing Strike
Riposte Strike
Sizing Strike
Spring the Trap
Enforced Threat
Termination Thread
Precise Incision
Deep Cut
Rogue Recovery
Gruesome Kill
Ferret Out Frailty
Reap the Rattled
Executioner's Mien
Full character sheet[/sblock]