JOSS FREEMAN “May have been [on] the losing side. Still not convinced it was the wrong one.”
STRENGTH CONSTITUTION DEXTERITY INTELLIGENCE WISDOM CHARISMA
16 12 17 12 11 13
HIT POINTS BLOODIED
HEAL SURGE HP HEALED 9 HEAL SURGES PER DAY 7
39 19
+1 Rapier +9 v AC +2 Dagger +11 v AC Unarmed +6 v AC
+3 +1 +3 +1 +0 +1
1d8+4 1d4+5 1d4+4
AP XP
ARMOR CLASS FORTITUDE REFLEX WILL INITIATIVE SPEED
Thrown +2 Dagger Hand Crossbow
SECOND WIND
19 16 19 15 +9 6
[STD ACT, ENC, +2 DEF]
+11 v AC 1d4+5 5/10 +7 v AC 1d6+3 10/20
HUMAN BRAWNY ROGUE LEVEL 4 UNALIGNED
FEATS
RACE AND CLASS FEATURES
Action Surge +3 atk w/AP
First Strike At the start of an encounter, you
Backstabber 2d8+3 sneak attack have combat advantage against any creatures
Improved Initiative +4 Weapon Proficiency rapier
that have not yet acted in that encounter.
SKILLS
Brutal Scoundrel You gain a bonus to Sneak Attack damage equal to your Strength modifier.
Passive Insight 17 Passive Perception 17 Acrobatics Arcana Athletics Bluff Diplomacy Dungeoning Endurance Heal History
10 3 10 3 3 2 3 3 3
Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery
7 5 2 7 3 10 8 10
Rogue Weapon Talent When you wield a shurkien your weapon damage die increase by one size. 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 are using a light blade, crossbow or sling, an attack you make against the enemy deals an extra 2d8+3 damage on a hit.
EQUIPMENT +1 Leather Armor, Brown Coat, Safewing Amulet +1, Duelist’s Rapier +1, +2 Dagger, hand crossbow, 40 bolts, thieves tools, grapple hook, hammer, pitons, backpack, bedroll, flint and tinder, belt pouch, silk rope, waterskin, 2 bone dice, 15 GP, bag ‘drow stones’
+2 DAGGER +1 DUELIST’S RAPIER HAND CROSSBOW At-Will Piercing Strike Dag +11 v Reflex Hit: 1d4+5 Rap: +9 v Reflex Hit: 1d8+4
Riposte Strike Dag +11 v AC Hit: 1d4+5 Rap: +9 v AC Hit: 1d8+4 Hit: If the target attacks me before the start of my next turn, make my riposte against the target as an immediate interrupt: Dag +11 v AC hit: 1d4+5 Rap: +9 v AC Hit: 1d8+4
Sly Flourish
Tumble
Dag +11 v AC Hit: 1d4+6 Rap: +9 v AC Hit: 1d8+5 Bow +7 v AC Hit: 1d6+4
Move Effect: I can shift 3 squares
Encounter
Easy Target
Blade Vault
Daily
Dag +11 v AC Hit: 1d4+5 Rap: +9 v AC Hit: 1d8+4 Effect: before the attack, shift 2 squares. Ignore difficult terrain. Hit: +2 damage per square shifted.
King’s Castle
Dag +11 v Reflex Hit: 2d4+5 Rap: +9 v Reflex Hit: 2d8+4 Bow +7 v Reflex Hit: 2d6+3 Effect: Switch places with willing, adjacent ally.
Dag +11 v Reflex Hit: 2d4+5 Rap: +9 v Reflex Hit: 2d8+4 Bow +7 v Reflex Hit: 2d6+3 Hit: target is slowed [277] and grants combat advantage to me [save ends both]. Miss: half damage and the target grants combat advantage to me until the end of my next turn.
Magic Items BROWN COAT +1: ARMOR leather, ENHANCEMENT AC, Property +2 intimidate, +1 unarmed, must use words like ‘shiny,’ ‘verse,’ and ‘gorram.’ LEATHER ARMOR +1 [+3 AC] DUELIST’S RAPIER +1: CRITICAL: +1d6, or +1d8 if you have combat advantage. Power [Daily]: Minor Action. You have combat advantage against the next creature you attack with this weapon on this turn. SAFEWING AMULET +1: Fort, Ref, Will. Property: When falling reduce distance by 10’. Always land on feet.