[b]Effyooup McGee[/b]
Dwarf Wizard 1
Str 11 +0 HP: 27 (bloodied 13)
Con 17 +3 Surge: 6hp (9 per day)
Dex 13 +1 AC 14
Int 16 +3 Fort 13
Wis 14 +2 Reflex 13
Cha 8 -1 Will 14
Speed 5
[b]Darjin[/b]
Dragonborn Rogue Level 1 Unaligned
Str 12 +1 HP: 23 (bloodied 11)
Con 11 +0 Surge: 5 hp (6 per day)
Dex 18 +4 AC: 16
Int 8 -1 Fort: 10
Wis 10 +0 Ref: 16
Cha 16 +3 Will:13
Speed: 6
[b]Race Abilities[/b]
Dragonborn Fury (+1 att when bloodied)
Draconic Heritage (add con mod to healing surge)
Dragonbreath Encounter Power (Acid damage,
Dex +2 vs Ref att, 1d6 + Con mod dmg)
[b]Languages[/b]
Common & Draconic
[b]Rogue Features[/b]
First Strike
Rogue Tactics: Artful Dodger
Rogue Weapon Talent
Sneak Attack
[b]Skills[/b]
Acrobatics +9
Athletics +6
Intimidate +10 (I will [i]stab[/i] you and [i]poop in the wound[/i])
Stealth +9
Thievery +9
[b]At-Will[/b]
Piercing Strike Dex vs Ref
1[W] + Dex mod on hit
Sly Flourish Dex vs AC
1[W] + Dex mod + Cha mod on hit
[b]Encounter[/b]
Dragonbreath
Positioning Strike Dex vs Will
1[W] + Dex mod and slide target
number of squares equal to Con mod on hit
[b]Daily[/b]
Easy Target Dex vs AC
Hit: 2[W] + Dex mod, target is slowed, grants CA
Save ends both
Miss: Half damage, target grants CA until end of
your next turn
[b]Feats[/b]
Two Weapon Fighting
[b]Equipment[/b]
leather armor, 2 daggers, 20 shuriken (just in case)
Velak, Level 10 Dragonborn Rogue
Ability Scores
Str 18 Dex 18 Wis 10
Con 13 Int 11 Cha 14
HP 70 Bloodied 35
Surge 17, per day 7
AC 23, Fort 22, Rex 24, Will 20,
Speed 7
Init + 13
Skills
Stealth + 16
Thievery + 17
Acrobatics + 14
Athletics + 7
Dungeoneering + 10
History + 7
Intimidate + 14
Perception + 10
Feats
Backstabber (2d8 with SA)
Improved Initiative (+4 to Init)
Nimble Blade (+1 to attacks with light blade, CA)
Surprise Knockdown
Weapon Proficiency (Rapier)
Weapon Focus (light blades, +1 damage)
Equipment
Adventurer’s kit
Boots of Striding (+1 Speed in light/no armor)
Rogue’s Gloves (+3 Thievery, Daily [min] roll Thievery checks twice, take better result)
Sylvan Armor (+4 AC, +2 to Athletics/Stealth Checks)
Duelist’s Rapier (+3 att/dmg, 3d6/(CA 3d8) crit, Daily [min], CA against next targeted creature)
Cloak of Resistance (+3 Fort, Ref, Will, Daily [min] – Resist 10 until start of next turn)
Powers
At Will
Piercing Strike Rogue Attack 1
A needle-sharp point slips past armor and into tender flesh.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: +15 vs. Reflex
Hit: 1d8 + 8 (crit 16 + 3d6) damage
Riposte Strike Rogue Attack 1
With a calculated strike, you leave your foe vulnerable to an
adroit riposte should he dare attack you.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: + 15 vs. AC
Hit: 1d8 + 8 (crit 16 + 3d6) damage. If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt: a +12 vs. AC attack that deals 1d8 + 4 damage.
Encounter
Dragon Breath Dragonborn Racial Power
As you open your mouth with a roar, the deadly power of your draconic kin blasts forth to engulf your foes.
Encounter ✦ Lightning
Minor Action Close blast 3
Targets: All creatures in area
Attack: + 11 vs. Reflex
Hit: 1d6 + 1 (crit 7) damage.
Imperiling Strike Rogue Attack 7
You deal a staggering blow, opening a hole in your enemy’s
defenses.
Encounter ✦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: + 15 vs. Fortitude
Hit: 1d8 + 8 (crit 16 + 3d6) damage, and the target takes a –4 penalty to AC and Reflex defense until the end of your next turn.
Setup Strike Rogue Attack 3
You land a calculated blow that causes your enemy to drop his guard, leaving him vulnerable to subsequent attacks.
Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: + 15 vs. AC
Hit: 2d8 + 8 damage (crit 24 + 3d6), and the target grants combat advantage to you until the end of your next turn.
Torturous Strike Rogue Attack 1
If you twist the blade in the wound just so, you can make your
enemy howl in pain.
Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: + 12 vs. AC
Hit: 2d8 + 12 (crit 28 + 3d6) damage
Daily
Clever Riposte Rogue Attack 5
You follow up a fierce attack with a series of quick, painful strikes woven between your enemy’s attacks.
Daily ✦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: + 12 vs. AC
Hit: 2d8 + 8 (crit 24 + 3d6) damage.
Effect: Until the end of the encounter, the target takes 4 damage each time it attacks you, and you can shift as an immediate reaction after such an attack.
Crimson Edge Rogue Attack 9
You deal your enemy a vicious wound that continues to bleed,
and like a shark, you circle in for the kill.
Daily ✦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: + 15 vs. Fortitude
Hit: 2d8 + 8 (crit 24 + 3d6) damage, and the target takes 9 ongoing damage and grants combat advantage to you (save ends both).
Miss: Half damage, and no ongoing damage.
Trick Strike Rogue Attack 1
Through a series of feints and lures, you maneuver your foe right where you want him.
Daily ✦ Martial,Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: + 15 vs. AC
Hit: 3d8 + 8 (crit 24 + 3d6) damage, and you slide the target 1 square.
Effect: Until the end of the encounter, each time you hit the
target you slide it 1 square.
Utility
Dangerous Theft Rogue Utility 10
You snatch an item from an enemy during combat.
Encounter ✦ Martial
Free Action Personal
Prerequisite: You must be trained in Thievery.
Effect: On your next action, ignore the –10 penalty when you make a Thievery check to pick a pocket during combat.
Ignoble Escape Rogue Utility 6
With nimble ease, you sidestep one perilous situation after
another.
Encounter ✦ Martial
Move Action Personal
Prerequisite: You must be trained in Acrobatics.
Effect: If you are marked, end that condition. You can shift a number of squares equal to your speed.
Tumble Rogue Utility 2
You tumble out of harm’s way, dodging the opportunistic attacks of your enemies.
Encounter ✦ Martial
Move Action Personal
Prerequisite: You must be trained in Acrobatics.
Effect: Shift 3 squares.
[b]Darjin[/b]
Dragonborn Rogue Level 10 Unaligned
Str 12 +6 HP: 68 (bloodied 34)
Con 11 +5 Surge: 22 hp (11 per day)
Dex 20 +10 AC: 23
Int 8 +4 Fort: 16
Wis 10 +5 Ref: 23
Cha 18 +9 Will: 19
Speed: 6
Initiative: +14
[b]Race Abilities[/b]
Dragonborn Fury (+1 att when bloodied)
Draconic Heritage (add con mod to healing surge)
Dragonbreath Encounter Power (Acid damage,
Dex +2 vs Ref att, 1d6 + Con mod dmg)
[b]Languages[/b]
Common & Draconic
[b]Rogue Features[/b]
First Strike
Rogue Tactics: Artful Dodger
Rogue Weapon Talent
Sneak Attack
[b]Skills[/b]
Acrobatics +14
Athletics +11
Intimidate +15 (I will [i]stab[/i] you and [i]poop in the wound[/i])
Perception +6
Stealth +14
Thievery +14
[b]At-Will[/b]
Piercing Strike Dex vs Ref
1[W] + Dex mod on hit
Sly Flourish Dex vs AC
1[W] + Dex mod + Cha mod on hit
[b]Encounter[/b]
Dragonbreath
Positioning Strike Dex vs Will
1[W] + Dex mod and slide target
number of squares equal to Con mod on hit
Trickster's Blade Dex vs AC
2[W] + Dex mod, add Cha mod to AC until end of your next turn
Sand in the Eyes Dex vs Ref
1[W] + Dex mod, target is blinded until end of your next turn
[b]Daily[/b]
Easy Target Dex vs AC
Hit: 2[W] + Dex mod, target is slowed, grants CA
Save ends both
Miss: Half damage, target grants CA until end of
your next turn
Walking Wounded Dex vs Fort
2[W] + 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 the end of movement
Miss: Half damage and target is not knocked prone.
Knockout Dex vs Fort
2[W] + Dex Mod, target is knocked unconscious
Save ends. Any damage wakes target.
Miss: Half damage and target is dazed until end of
your next turn
[b]Utilities[/b]
Fleeting Ghost At-Will
You can move your speed and make a stealth check
no penalty on check from movement
Ignoble Escape Encounter
If you are marked, end that condition
You can shift a number of squares equal to your speed
Close Quarters Daily
Move into the space of a creature larger than you and at
least Large in size (it gets OA for leaving adjacent).
You gain CA, it gains -4 penalties to attack. When it
moves, you move with it. It can make Str or Dex vs Ref
attack to slide you to adjacent. Other enemies have no
penalty to attack.
[b]Feats[/b]
Two Weapon Fighting
+1 dmg when dual wielding melee
Two Weapon Defense
+1 to AC and Ref when dual wielding melee
Nimble Blade
+1 to att w/light blade when you have CA
Dragonborn Senses
Low light vision, +1 to perception
Backstabber
Sneak attack dice are d8s.
Improved Initiative
+4 to initiative
[b]Equipment[/b]
leather armor, 2 daggers, 20 shuriken (just in case)
Str 14 +2 HP: 171 (bloodied:85) Speed 9 squares
Dex 18 +4 Healing surges/day: 9(42 hp) Init +19
Con 14 +2 AC: 42 (& evasion)
Int 12 +1 Fort: 32 Refl: 37 Will: 42
Wis 28 +9 Passive Perception: 39 Intuition: 39
Cha 22 +6 Resist Fire & Cold 15
[b]Darjin[/b]
Dragonborn Rogue Level 20 Unaligned
Str 13 +11 HP: 119 (bloodied 59)
Con 12 +11 Surge: 40 hp (17 per day)
Dex 23 +16 AC: 23
Int 9 +9 Fort: 16
Wis 11 +10 Ref: 23
Cha 21 +15 Will: 19
Speed: 7
Initiative: +19
[b]Race Abilities[/b]
Dragonborn Fury (+1 att when bloodied)
Draconic Heritage (add con mod to healing surge)
Dragonbreath Encounter Power (Acid damage,
Dex +2 vs Ref att, 1d6 + Con mod dmg)
[b]Languages[/b]
Common & Draconic
[b]Rogue Features[/b]
First Strike
Rogue Tactics: Artful Dodger
Rogue Weapon Talent
Sneak Attack
[b]Paragon Path Features: Daggermaster[/b]
Daggermaster's Action (11th level)
May use action point to reroll attack or damage of dagger.
Dagger Precision (11th level)
Daggers crit on 18-20
Dagger Advantage (16th level)
When crit with a dagger, CA until end of your next turn
[b]Skills[/b]
Acrobatics +19
Athletics +16
Intimidate +20 (I will [i]stab[/i] you and [i]poop in the wound[/i])
Perception +16
Stealth +19
Thievery +19
[b]At-Will[/b]
Piercing Strike Dex vs Ref
1[W] + Dex mod on hit
Sly Flourish Dex vs AC
1[W] + Dex mod + Cha mod on hit
[b]Encounter[/b]
Dragonbreath
Tornado Strike Dex vs AC, one or two creatures
2[W] + Dex mod, slide target 1 + Cha mod
Hounding Strike Dex vs Will
3[W] + Dex mod, until end of next turn, gain CA and
Cha mod power bonus to all defenses against its attacks
Sand in the Eyes Dex vs Ref
1[W] + Dex mod, target is blinded until end of your next turn
Critical Opportunity Dex vs AC, minor action
Must wield a dagger, must have crit the enemy this turn
3[W] + Dex mod
[b]Daily[/b]
Bloody Path
You move your speed, every enemy that can take OA
must take basic OA, but against itself.
Feinting Flurry Dex vs Will
5[W] + Dex mod, until end of your next turn, all target's
defenses take penalty equal to your Cha mod
sustain penalty minor
Knockout Dex vs Fort
2[W] + Dex Mod, target is knocked unconscious
Save ends. Any damage wakes target.
Miss: Half damage and target is dazed until end of
your next turn
Deep Dagger Wound Dex vs AC
Hit: 4[W] + Dex mod, 10 ongoing. 20 ongoing on crit
Save ends ongoing
Miss: 2[W] + Dex mod, no ongoing
[b]Utilities[/b]
Fleeting Ghost At-Will
You can move your speed and make a stealth check
no penalty on check from movement
Ignoble Escape Encounter
If you are marked, end that condition
You can shift a number of squares equal to your speed
Close Quarters Daily
Move into the space of a creature larger than you and at
least Large in size (it gets OA for leaving adjacent).
You gain CA, it gains -4 penalties to attack. When it
moves, you move with it. It can make Str or Dex vs Ref
attack to slide you to adjacent. Other enemies have no
penalty to attack.
Meditation of the Blade
Minor action, until end of encounter, dagger's damage die
increases one size.
Leaping Dodge Immediate interrupt
When enemy targets you, make athletics check +5 to jump
and move appropriate distance.
[b]Feats[/b]
Two Weapon Fighting
+1 dmg when dual wielding melee
Two Weapon Defense
+1 to AC and Ref when dual wielding melee
Nimble Blade
+1 to att w/light blade when you have CA
Dragonborn Senses
Low light vision, +1 to perception
Backstabber
Sneak attack dice are d8s.
Improved Initiative
+4 to initiative
Fleet Footed
+1 to speed
Devestating Critical
When you crit, add 1d10 damage
Blood Thirst
+2 damage to bloodied foes
Great Fortitude
+2 to fortitude
[b]Equipment[/b]
leather armor, 2 daggers, 20 shuriken (just in case)
Str 8 -1 HP: 21 (bloodied:11) Speed 6 squares
Dex 14 +2 Healing surges/day: 6(5 hp) Initiative +2
Con 11 +0 AC: 12
Int 16 +3 Fort: 10 Ref: 12 Will: 15
Wis 16 +3 Passive Perception: 13
Cha 13 +1 Passive Intuition: 18
Darkshadow, Drow Ranger 1
Str 17 +3 HP 31 (15 bloodied)
Con 14 +2 Surge 7 (8 per day)
Dex 15 +2 AC 15
Int 10 +0 Fort 14
Wis 11 +0 Refl 13
Cha 10 +0 Will 10
Speed 6 sq.
[b]Darjin[/b]
Dragonborn Rogue, Daggermaster, Deadly Trickster
Level 30 Unaligned
Str 14 +17 HP: 169 (bloodied 84)
Con 13 +16 Surge: 58 hp (22 per day)
Dex 26 +23 AC: 36
Int 10 +15 Fort: 28
Wis 12 +16 Ref: 36
Cha 24 +22 Will: 29
Speed: 7
Initiative: +27
[b]Race Abilities[/b]
Dragonborn Fury (+1 att when bloodied)
Draconic Heritage (add con mod to healing surge)
Dragonbreath Encounter Power (Acid damage,
Dex +2 vs Ref att, 1d6 + Con mod dmg)
[b]Languages[/b]
Common & Draconic
[b]Rogue Features[/b]
First Strike
Rogue Tactics: Artful Dodger
Rogue Weapon Talent
Sneak Attack
[b]Paragon Path Features: Daggermaster[/b]
Daggermaster's Action (11th level)
May use action point to reroll attack or damage of
dagger.
Dagger Precision (11th level)
Daggers crit on 18-20
Dagger Advantage (16th level)
When crit with a dagger, CA until end of your next
turn
[b]Epic Destiny: Deadly Trickster[/b]
Sly Fortune's Favor (level 21)
Three times per day, reroll a d20
Trickster's Control (level 24)
If you roll an 18 or higher for the first attack roll
of a daily or encounter power, that power is not
expended
Trickster's Disposition (level 30)
Once per day, you tell the DM to treat a d20 roll
as a 1. No rerolls possible.
[b]Skills[/b]
Acrobatics +28
Athletics +22
Intimidate +29 (I will [i]stab[/i] you and [i]poop in the wound[/i])
Perception +22
Stealth +28
Thievery +28
[b]At-Will[/b]
Piercing Strike Dex vs Ref
2[W] + Dex mod on hit
Sly Flourish Dex vs AC
2[W] + Dex mod + Cha mod on hit
[b]Encounter[/b]
Dragonbreath
Dance of Death Dex vs AC, Close Burst 1
3[W] + Dex mod, if target melee attacks you before
the end of your next turn, you can make it attack
anyone else, including itself. AD: it gains your Cha
mod as a bonus to its attack
Hounding Strike Dex vs Will
3[W] + Dex mod, until end of next turn, gain CA and
Cha mod power bonus to all defenses against its
attacks
Steel Entrapment Dex vs Fort, Close Blast 5
3[W] + Dex mod, target is immobilized until end of your
next turn
Critical Opportunity Dex vs AC, minor action
Must wield a dagger, must have crit the enemy this turn
3[W] + Dex mod
[b]Daily[/b]
Moving Target, Immediate Interrupt, Cha vs Will
Hit: You choose another creature within two squares of
you to be hit by the attack instead. Target must be
able to attack new target.
Miss: Attack aims at you, but for half damage if it
hits.
Feinting Flurry Dex vs Will
5[W] + Dex mod, until end of your next turn, all
target's defenses take penalty equal to your Cha
mod sustain penalty minor
Ghost on the Wind Dex vs Will
Hit: 6[W] + Dex mod, you become invisible, move into
any square adjacent to target, reappear at start of
your next turn. Gain CA until end of your next turn.
Miss: Half damage, shift 1 square to another square
adjacent to target, gain CA until end of your next
turn.
Deep Dagger Wound Dex vs AC
Hit: 4[W] + Dex mod, 10 ongoing. 20 ongoing on crit
Save ends ongoing
Miss: 2[W] + Dex mod, no ongoing
[b]Utilities[/b]
Fleeting Ghost At-Will
You can move your speed and make a stealth check
no penalty on check from movement
Ignoble Escape Encounter
If you are marked, end that condition
You can shift a number of squares equal to your speed
Close Quarters Daily
Move into the space of a creature larger than you and
at least Large in size (it gets OA for leaving
adjacent). You gain CA, it gains -4 penalties to
attack. When it moves, you move with it. It can make
Str or Dex vs Ref attack to slide you to adjacent.
Other enemies have no penalty to attack.
Meditation of the Blade
Minor action, until end of encounter, dagger's damage
die increases one size.
Leaping Dodge Immediate interrupt
When enemy targets you, make athletics check +5 to
jump and move appropriate distance.
Hide From the Light, Minor
Must be hidden to use this power, invisible until end
of encounter OR until you move more than 2 squares OR
attack with other than basic or at-will.
Epic Trick, Minor
Regain all hit points, healing surges, encounter,
and daily actions (except this one). ET cannot
be recovered except by extended rest.
[b]Feats[/b]
Two Weapon Fighting
+1 dmg when dual wielding melee
Two Weapon Defense
+1 to AC and Ref when dual wielding melee
Nimble Blade
+1 to att w/light blade when you have CA
Dragonborn Senses
Low light vision, +1 to perception
Backstabber
Sneak attack dice are d8s.
Improved Initiative
+4 to initiative
Fleet Footed
+1 to speed
Devestating Critical
When you crit, add 1d10 damage
Blood Thirst
+2 damage to bloodied foes
Great Fortitude
+2 to fortitude
Epic Resurgence
First time you crit during an encounter, regain an
encounter ability, only works for the first roll of
an attack with multiple targets.
Triumphant Attack
If you crit, target takes -2 to attacks and defenses
until end of encounter, save ends.
Flanking Maneuver
Can move diagonally even when wall would prevent,
can move through enemy space (still provoke OA
for doing so).
Unfettered Stride
Ignore effect of difficult terrain when moving.
Two Weapon Flurry
Following succesful OA with main hand weapon,
make OA with offhand weapon with -5 to attack
Defensive Advantage
+2 AC against enemy you have CA against
[b]Equipment[/b]
leather armor, 2 daggers, 20 shuriken (just in case)