[sblock=Aramil]
Race: Eladrin
Class: Rogue 9
Initiative: +8
Senses: Passive Perception 21, Passive Insight: 19
Alignment: Neutral Good
Deity: Corellon
Languages: Common, Eladrin
Str 15 (+2)
Dex 18 (+4)
Con 12 (+1)
Int 12 (+1)
Wis 11 (+0)
Cha 16 (+3)
HP 64; Bloodied 32; Healing Surge 16 (7/day)
AC 22/24 (vs. first attack made against me)
Speed 6
Action Points 1
Saving Throws:
Fort 18
Ref 22
Will 20 (+5 vs. charm effects)
Skills:
Acrobatics +13
t, Arcana +3, Athletics +11
t, Bluff +12
t, Diplomacy +3, Dungeoneering +0, Endurance +1, Heal +0, History +1, Insight +9
t, Intimidate +3, Nature +0, Perception +11
t, Religion +2, Stealth +15
t, Streetwise +3, Thievery +16
t
t = Trained Skill
Feats:
- Backstabber: sneak attack dmg increases to d8's
- Alertness: foes do not gain combat advantage during surprise rounds; +2 to perception check
- Weapon Proficiency: Rapier
- Surprise Knockdown: if you score a critical hit with the combat advantage, your target is knocked prone
- Weapon Focus: Light Blades +1 to damage rolls with light blades
Racial and class features:
- +2 dex, +2 int
- Low light vision
- Speak Common, Eldarin
- Skill Bonuses: +2 Arcana +2 History
- Eladrin Education: You gain training in one additional skill
- Eladrin Weapon Proficiency: gain proficiency with a longsword
- Eladrin Will: +1 racial bonus to will save; +5 vs. charm effects
- Fey Origin: you are considered a fey creature
- Trance: you need to spend 4 hours in a trance instead of sleep. You remain fully aware of your surroundings
- Fey Step:
Encounter Power (racial)
Move Action
Effect: Teleport up to 5 squares
- First Strike: you have combat advantage against any creatures that have not acted yet in that encounter
- Artful Dodger: You gain a bonus to AC equal to your CHA modifier against AoP
- Rogue Weapon Talent: When you wield a shuriken, your weapon die increases by one size. When you wield a dagger, you gain +1 to attack rolls.
- Sneak Attack: +2d8 to damage rolls when you have the combat advantage (once per round)
Powers:[sblock]
- Deft Strike:
At Will
Martial, Melee or Ranged Weapon
Standard Action
Requirement: Must be wielding a light blade, crossbow, or a sling
Target: one creature
Special: You can move 2 squares before the attack.
Attack: Dex vs. AC
Hit: 1[W] + dex mod damage
- Sly Flourish:
At Will
Martial, Melee or Ranged Weapon
Standard Action
Requirements: Must be wielding a light blade, crossbow, or a sling.
Target: one creature
Attack: Dex vs. AC
Hit: 1[W] + dex mod + cha mod
- Positioning Strike
Encounter
Martial, Melee Weapon
Standard Action
Requirement: Must be wielding a light blade
Target: One creature
Attack: Dex vs. AC
Hit: 1[W] + dex mod, and you slide the target 1 square
Artful Dodger: You slide the target a number of squares equal to your CHA modifier
- Bait and Switch
Encounter
Martial, Melee Weapon
Standard Action
Requirement: Must be wielding a light blade
Target: One creature
Attack: Dex vs. Will
Hit: 2[W] + dex mod. In addition, you switch places with the target and can then shift 1 square
Artful Dodger: You can shift a number of squares equal to you CHA modifier
- Rogue's Luck
Encounter
Martial, Melee or Ranged Weapon
Standard Action
Requirement: You must be wielding a crossbow, light blade, or a sling
Target: One creature
Attack: Dex vs. AC
Hit: 2[W] + Dex modifier
Miss: Make a secondary attack against the target
Secondary Attack: Dex vs. AC
Artful Dodger: You gain a bonus to the attack roll for the secondary attack equal to your Cha modifier
Hit: 1[W] + Dex modifier
- Trick Strike
Daily
Martial, Melee or Ranged Weapon
Standard Action
Requirement: You must be wielding a crossbow, light blade, or a sling.
Target: One Creature
Attack: Dex vs. AC
Hit: 3[W] + Dex mod, 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.
- Clever Riposte
Daily
Martial, Melee Weapon
Standard Action
Requirement: You must be wielding a light blade
Target One creature
Attack: Dex vs. Fortitude
Hit: 2[W] + dex, and ongoing damage equal to 5 + your strength modifier (save ends)
Miss: Half Damage, no ongoing damage
- Deadly Positioning
Daily
Martial, Melee Weapon
Requirement: You must be wielding a light blade.
Standard action
Target: One creature
Attack: You slide the target to any other square adjacent to you, then make a Dex vs. AC attack
Hit: 3[W] + Dex mod
Effect: Until the end of the encounter, as long as you are adjacent to the target, you slide the target 1 square before making a melee attack against it.
- Fleeting Ghost
Utility Power
At Will
Move Action
Prerequisite: You must be trained in Stealth
Effect: You can move your speed and make a Stealth check. You do not take the normal penalty from movement in this check.
- Chameleon
Utility Power
At Will
Immediate Interrupt
Trigger: You are hidden and lose cover or concealment against an opponent.
Prerequisite: You must be trained in Stealth
Effect: Make a Stealth check. Until the end of your next turn, you remain hidden if a creature that has a clear line of sight to you does not beat your check result with his Perception check. If at the end of your turn you do not have cover or concealment against a creature, that creature automatically notices you.
[/sblock]
Basic Attacks and damage:
Rapier +11 dmg: 1d8+5 Group: Light Blades
Shuriken +13 dmg: 1d6+3 range: 6/12 Group: Light Blades (light thrown)
Dagger +10 dmg: 1d4+3 range: 5/10 Group: Light Blades (light thrown)
Equipment:
- Duelist's Rapier +2 (level 8 item)
Critical: +1d6 damage per plus, or +1d8 damager per plus ifyou have combat advantage.
Power (daily) Minor Action. You have combat advantage against the next creature you attack with this weapon on this turn.
- Lightning Shuriken +2 (level 10 item)
+1d6 lightning damager per plus on critical.
Power: at will, all damage dealt by this weapon is lightning damage (free action)
Power: Daily, target and each enemy within 2 squares of the target take 1d6 lightning damage (free action use when you hit with the weapon)
- Dagger (1gp, 1lbs)
- Darkleaf Leather Armor +2 (level 9 item)
Gain a +2 item bonus to AC vs. first attack made against you
- Burglar's Gloves (360gp)
Gain a +1 item bonus to Thievery checks
- Standard Adventurer's Kit (15gp, 33lbs)
- Thieves' Tools (20gp, 1lb)
+2 bonus to open a lock or disarm a trap
- Elven Cloak (2,600gp)
Gain an item bonus to Stealth checks equal to the cloak's enhancement bonus (+2), and enhances fort, ref, will saves.
- Everburning Torch (50gp)
- Sunrods [8] (32gp)
- Riding Horse (75gp)
- Fine Clothing [2] (60gp)
Gold Remaining: 247
[/sblock]