[MENTION=16069]Goonalan[/MENTION]: Please give this a look-see. I'm too sleepy to add the gear, but I think everything else is there.
Played by Herobizkit (filling in for ripjames)
Dwarf Rogue Level 1
Perception: +9 Insight: +4 Low-light Vision
AC 15 Fortitude 13 Reflex 15 Will 12
Initiative: +3 Speed: 5
Str 16 Con 14 Dex 16 Int 8 Wis 14 Cha 10
Hit Points: 26 / 26 Bloodied: 13
Temporary Hit Points: 0
Healing Surge: 6 Surges per day: 9 / 9
Saving Throw: +5 vs Poison.
Action Points: 1 Second Wind: 1 (Minor Action)
Languages: Common, Dwarven.
Trained Skills: Acrobatics +8, Athletics +8, Dungeoneering +9, Perception +7, Stealth +8, Thievery +8.
Other Skills: Arcana -1, Bluff +0, Diplomacy +0, Endurance +5, Heal +2, History -1, Insight +2, Intimidate +0, Nature +2, Religion -1, Streetwise 0.
Feat(s): Weapon Focus (Light Blades)
Languages: Common, Dwarven
Skill Bonuses: +2 Dungeoneering, +2 Endurance
Cast-Iron Stomach: +5 racial bonus to saving throws against poison.
Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.
Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to.
In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
Melee Basic Attack (Dagger): +7 vs AC, 1d4+4 damage.
Melee Basic Attack (Shortsword): +6 vs AC, 1d6+4 damage.
Ranged Basic Attack (Dagger): +7 vs AC, 1d4+4 damage. Range 5/10.
Ranged Basic Attack (Shuriken): +6 vs AC, 1d6+4 damage. Range 6/12.
First Strike: At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.
Rogue Tactics: Brutal Scoundrel - You gain a bonus to Sneak Attack damage equal to your Strength modifier (+3).
Rogue Weapon Talent: When you wield a shuriken, your weapon damage die increases by one size (1d6). When you wield a dagger, you gain a +1 bonus to attack rolls.
Sneak Attack: Once per round, when you have combat advantage against an enemy and hit that enemy with an attack that uses a crossbow, a light blade, or a sling, the attack deals 2d6 extra damage. If you have dealt Sneak Attack damage since the start of your turn, you cannot deal it again until the start of your next turn. You decide whether to apply the extra damage after making
the damage roll.
At-Will Powers: Standard Action.
Deft Strike: (Melee or Ranged; crossbow, light blade, sling) Dex vs AC, 1[W]+4 (+3 with crossbow or sling).
Riposte Strike: (Melee; light blade) Dex vs AC, 1[W] +4. If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt: a Str vs AC attack that deals 1[W] +4 damage.
Second Wind (minor action): Healing Surge & +2 to all Defences until end of next turn.
Dazing Strike (standard action): (Melee, light blade) Dex vs AC, 1[W] +4 and the target is dazed until the end of your next turn.
Easy Target: (Melee or Ranged; crossbow, light blade, sling) Dex vs AC, 2[W] +4 (+3 with crossbow or sling), and the target is slowed and grants combat advantage to you (save ends both).
Miss: Half damage, and the target grants combat advantage to you until the end of your next turn.
Light Blade Expertise (HotFL p. 315) also gives a +1 damage bonus with Combat Advantage. It is strictly better than Weapon Expertise (Light Blades).
Both the hit and the damage bonus scales with the tiers (+2 from 11th level,...)
To be fair, the only book I've used is the Core PHB (sans errata) because I thought the only book we were allowed to use was the Core PHB. I haven't even heard of a few of the resources you've mentioned.
And true, I don't have access to the Character Builder. Perhaps I should. It's a damn shame you need to pay per month to get access to it, though.
... when I start hearing "you have to" instead of "it's fun to", I get a sinking feeling.
I will probably invest in the CB, but won't have it until Friday or so (dang CC payments).
It's tough to pick a feat when you only get one and the list is so huge... AND that +1 is SO IMPORTANT compared to how games used to be.
How's this look, [MENTION=16069]Goonalan[/MENTION]? I plan to take Lethal Hammer Training as my level 2 feat to open up Warhammer (1d10) and throwing hammer (1d6) for use with my light weapon powers.
====== Created Using Wizards of the Coast D&D Character Builder ======
Mardred, level 1
Dwarf, Rogue (Scoundrel)
Rogue Tactics Option: Brutal Scoundrel
Rogue Option: Rogue Weapon Talent
Recent Life - Explorer of the Ancient (+2 to Thievery)
FINAL ABILITY SCORES
STR 14, CON 14, DEX 18, INT 10, WIS 10, CHA 10
STARTING ABILITY SCORES
STR 12, CON 12, DEX 18, INT 10, WIS 10, CHA 10
AC: 16 Fort: 12 Ref: 16 Will: 10
HP: 26 Surges: 8 Surge Value: 6
Acrobatics +9, Athletics +7, Dungeoneering +7, Perception +5, Stealth +9, Thievery +11
Arcana +0, Bluff +0, Diplomacy +0, Endurance +4, Heal +0, History +0, Insight +0, Intimidate +0, Nature +0, Religion +0, Streetwise +0
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guttersnipe Attack: Running Slash
Dwarf Racial Power: Dwarven Resilience
Rogue Attack 1: Clever Strike
Rogue Attack 1: Duelist's Flurry
Rogue Attack 1: One-Two Punch
Rogue Attack 1: Blinding Barrage
Level 1: Dwarven Weapon Training
Belt Pouch (empty) x2
====== End ======