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[sblock=Houndaer][/FONT]
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[sblock=Game Info][/FONT]
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Race: Drow[/FONT]
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Class: Rogue (Scoundrel)[/FONT]
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Level: 5[/FONT]
Languages: Common and Elven
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Alignment: Unaligned[/FONT]
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Deity: None[/sblock][/FONT]
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[sblock=Abilities][/FONT]
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STR: 10[/FONT]
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CON: 13[/FONT]
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DEX: 20[/FONT]
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INT: 8[/FONT]
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WIS: 12[/FONT]
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CHA: 17[/sblock][/FONT]
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[sblock=Combat Info][/FONT]
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HP: 45 Bloodied: 22 Surges: 7 Surge Value: 11[/FONT]
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AC: 21 = 10 + 3 (+1 Flowform Leather Armor) + 2 (½ level) + 5 (DEX) + 1 (+1 Rythm Blade Dagger)[/FONT]
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Initiative: +7[/FONT]
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Passive Insight: 18 Passive Perception: 13[/FONT]
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MBA: +7 = + 4 (+1 Flensing Dagger) + 2 (½ level) + 0 (STR) + 1 (SWT) + 1 (LBE)[/FONT]
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RBA: +13 = + 4 (+1 Flensing Dagger) + 2 (½ level) + 5 (DEX) + 1 (SWT) + 1 (LBE)[/FONT]
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Fort: 13 = 10 + (Rogue) + 1 (CON) + 2 (½ level)[/FONT]
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Ref: 21 = 10 + 2 (Rogue) + 5 (DEX) + 2 (½ level) + 1 (+1 Rythm Blade Dagger)[/FONT]
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Will: 15 = 10 + (Rogue) + 3 (WIS) + 2 (½ level)[/FONT]
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Speed: 6[/FONT]
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Armor Check Penalty: None[/FONT]
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Damage Reduction: None[/FONT]
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SWT= Scoundral Weapon Talent[/FONT]
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LBE= Light Blade Expertise[/sblock][/FONT]
[sblock=Feats]
Level 1: Backstabber- Increases sneak attack damage dice from d6's to d8's.
Level 2: Light Blade Expertise: Gain a +1 on attack rolls with a light blade, you gain a +1 bonus to the damage rolls of weapon attacks that you make with a light blade against a creature granting combat advantage to you.
Level 4: Weapon Focus (Light Blade): Gain a +1 per tier feat bonus to damage rolls of weapon attacks with weapons in the light blade group.[/sblock]
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[sblock=Exploits][/FONT]
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[sblock=At-Will][/FONT]
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[sblock=Melee Basic Attack][/FONT]
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At-Will * Standard Action[/FONT]
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+1 Flensing Dagger: +8 vs. AC, 1d4+2 damage[/FONT]
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+1 Rythm Blade Dagger: +8 vs. AC, 1d4+2 damage[/FONT]
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Melee Weapon Target: One creature[/FONT]
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Keyword: Weapon[/FONT]
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Attack: Strength vs. AC[/FONT]
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Hit: 1 [W] + Str modifier (+0) damage.[/FONT]
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Level 21: 2[W] + Str modifier (+0) damage.[/sblock][/FONT]
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[sblock=Ranged Basic Attack][/FONT]
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At-Will * Standard Action[/FONT]
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+1 Rythm BLade Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
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Ranged weapon Target: One creature[/FONT]
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Keyword: Weapon[/FONT]
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Attack: Dexterity vs. AC[/FONT]
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Hit: 1[W] + Dex modifier (+5) damage.[/FONT]
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Level 21: 2[W] + Dex modifier (+5) damage.[/sblock][/FONT]
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[sblock=Deft Strike][/FONT]
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At-WIll *Standard Action[/FONT]
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+1 Flensing Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
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+1 Rythm Blade Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
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Melee or Ranged weapon Target: One creature[/FONT]
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Keyword: Martial, Weapon[/FONT]
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Requirement: You must be wielding a crossbow, a light blade, or a sling.[/FONT]
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Effect: Before the attack, you can move up to 2 squares.[/FONT]
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Attack: Dexterity vs. AC[/FONT]
Hit: 1[W] + Dex modifier (+5) damage.[/sblock]
[sblock=Sly Flourish]
At-Will * Standard Action
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[FONT=Verdana, sans-serif]+1 Flensing Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
[FONT=Verdana, sans-serif]+1 Rythm Blade Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
[FONT=Verdana, sans-serif]Melee or Ranged weapon Target: One creature[/FONT]
[FONT=Verdana, sans-serif]Keyword: Martial, Weapon[/FONT]
[FONT=Verdana, sans-serif]Requirement: You must be wielding a crossbow, a light blade, or a sling.[/FONT]
[FONT=Verdana, sans-serif]Attack: Dexterity vs. AC[/FONT]
Hit: 1[W] + Dex modifier (+5) + Cha modifier (+3) damage.[/sblock][/sblock]
[sblock=Encounter][/FONT]
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[sblock=Running Slash][/FONT]
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Encounter * Standard Action[/FONT]
[FONT=Verdana, sans-serif][FONT=Verdana, sans-serif][FONT=Verdana, sans-serif]+1 Flensing Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
[FONT=Verdana, sans-serif]+1 Rythm Blade Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
[FONT=Verdana, sans-serif]Melee weapon Target: One creature[/FONT]
[FONT=Verdana, sans-serif]Keyword: Martial, Weapon[/FONT]
Effect: You move up to your speed and make the following attack at any point during your move. This movement does NOT provoke an opportunity attack from the target.
Attack: Highest ability modifier vs. Reflex
Hit: 1[W] + highest ability modifier damage, and the target is slowed until the end of your next turn.[/sblock]
[sblock=Dazing Strike]
Encounter * Standard Action
[FONT=Verdana, sans-serif][FONT=Verdana, sans-serif]+1 Flensing Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
[FONT=Verdana, sans-serif]+1 Rythm Blade Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
[FONT=Verdana, sans-serif]Melee: 1 Target: One creature[/FONT]
[FONT=Verdana, sans-serif]Keyword: Martial, Weapon[/FONT]
Requirement: You must be wielding a light blade.
Attack: Dexterity vs. AC
Hit: 1[W] + Dex modifier (+5) damage, and the target is dazed until the end of your next turn.[/sblock]
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[sblock=Low Slash]
Encounter * Standard Action
[FONT=Verdana, sans-serif][FONT=Verdana, sans-serif]+1 Flensing Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
[FONT=Verdana, sans-serif]+1 Rythm Blade Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
[FONT=Verdana, sans-serif]Melee: 1 Target: One creature[/FONT]
[FONT=Verdana, sans-serif]Keyword: Martial, Weapon[/FONT]
Requirement: You must be wielding a light blade.
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dex modifier (+5) damage, you slide the target 1 square, and the target is slowed until the end of your next turn. If you're flanking the target, the attack deals extra damage equal to your Str modifier (+0) or Cha modifier (+3).[/sblock]
[sblock=Cloud of Dakness]
Effect: The burst creates a cloud of darkness that remains in place until the end og your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are immune to these effects.
Sneak in the Attack
Keyword: Martial
Effect: Until the start of your next turn, the next ally who hits the target and has combat advantageagainst it deals extra damage against it equal to your Sneak Attack damage.[/FONT][/sblock][/sblock][/FONT]
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[sblock=Daily][/FONT]
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[sblock=Handspring Assault][/FONT]
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Daily * Standard Action[/FONT]
[FONT=Verdana, sans-serif][FONT=Verdana, sans-serif][FONT=Verdana, sans-serif]+1 Flensing Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
[FONT=Verdana, sans-serif]+1 Rythm Blade Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
[FONT=Verdana, sans-serif]Melee: weapon Target: One creature[/FONT]
[FONT=Verdana, sans-serif]Keyword: Martial, Weapon[/FONT]
Requirement: You must be wielding a light blade.
Attack: Dexterity vs. AC[/FONT]
Hit: 3[W] + Dex modifier (+5) damage, and you can shift 1 square.
Special: When charging, you can use this power in place of a melee basic attack.[/sblock]
[sblock=Bloddbath]
Daily * Standard Action
[FONT=Verdana, sans-serif][FONT=Verdana, sans-serif]+1 Flensing Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
[FONT=Verdana, sans-serif]+1 Rythm Blade Dagger: +13 vs. AC, 1d4+7 damage[/FONT]
[FONT=Verdana, sans-serif]Melee: weapon Target: One creature[/FONT]
[FONT=Verdana, sans-serif]Keyword: Martial, Weapon[/FONT]
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Attack: Dexterity vs. Fortitude
Hit: 1[W] + Dex modifier (+5) damage, and ongoing damage equal to any Sneak Attack damage you deal with this attack (save ends).
Effect: 1[W] + Dex modifier (+5) damage.[/sblock][/sblock][/FONT][/FONT]
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[sblock=Utility][/FONT]
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...[/sblock] [/sblock][/FONT]
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[sblock=Racial Traits][/FONT]
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Ability Scores: +2 Dexterity, +2 Charisma[/FONT]
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Vision: Darkvision[/FONT]
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Languages: Common and Elven[/FONT]
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Skill Bonuses: +2 Intimidate, +2 Stealth[/FONT]
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Trance (Drow): Rather than sleep, drow enter a meditative state known as a trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundsings and notice approaching enemies and other events as normal.[/FONT]
Lolthtouched: You have your choice of either the cloud of darkness or darkfire power.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purposes of eefects that relate to creature origin.[FONT=Verdana, sans-serif]
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[sblock=Class Features][/FONT]
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Armor Proficincies: Cloth, leather[/FONT]
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Weapon Proficencies: Dagger, hand crossbow, short sword, shuriken, sling.[/FONT]
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Bonuses to Defenses: +2 Reflex[/FONT]
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Hit Points at 1st Level: 12 + Constitution Score[/FONT]
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Hit Points per Level Gained: 5[/FONT]
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Healing Surges: 6 + Constitution Modifier[/FONT]
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Scoundrel Weapon Talent: When you wield a shuriken, your weapon damage die increases by one size. In addition, you gain a +1 bonus to weapon attack rolls with daggers.[/FONT]
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Artful Dodger: You gain a bonus to AC against opportunity attacks. The bonus equals your Charisma modifier.[/sblock][/FONT]
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[sblock=Skills][/FONT]
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Trained Skills: Acrobactics +12, Bluff +10, Insight +8, Intimidate +12, Stealth +14, Thievery +12[/FONT]
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Untrained Skills: Arcane +1, Athletics +2, Diplomacy +5, Dungeoneering +3, Endurance +3, Heal +3, [/FONT]
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History +1, Nature +3, Perception +3, Religion +1, Streetwise +5[/sblock][/FONT]
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[sblock=Equipment][/FONT]
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+1 Flensing Dagger[/FONT]
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+1 Rhythm Blade Dagger[/FONT]
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+1 Flowform Leather Armor[/FONT]
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Iron Armbands of Power[/FONT]
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Adventurer's Kit[/sblock][/FONT]
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[sblock=Details][/FONT]
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Size: Medium[/FONT]
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Gender: Male[/FONT]
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Age: [/FONT]
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Height: 5'8"[/FONT]
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Weight: 157[/FONT]
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Hair Color: White[/FONT]
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Eye Color: Gray[/FONT]
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Skin Color: Dark[/FONT]
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Appearance: [/FONT]
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Demeanor:[/sblock][/FONT]
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[sblock=Background][/FONT]
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...[/sblock][/FONT]
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[sblock=Adventure Notes][/FONT]
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[sblock=Level Ups][/FONT]
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...[/sblock][/sblock][/FONT]