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Abilities Scores Modifier Defense Value
Strength 10 +0 Fortitude 11
Constitution 13 +1 Reflex 15
Dexterity 16 +3 Will 14
Intelligence 14 +2 AC 15
Wisdom 13 +1 Insight 11
Charisma 18 +4 Perception 16
Health: 25 (Bloodied @ 12hp) Healing Surges: 7, 6hp
Rogue Class Features
Armor: Cloth, leather Weapons: Dagger, crossbow, shuriken, sling, short sword Defense: +2 Reflex Hit Points at First Level: 12 + Constitution Hit Points gained per level: 5 Healing Surges: 6 + Constitution modifier First Strike: You gain combat advantage against anyone who has not yet acted in the encounter. Rogue Tactics (Artful Dodger): Add Charisma bonus to AC vs. opportunity attacks. Rogue Weapon Talent (Shuriken): Increase damage by one size category. Rogue Weapon Talent (Dagger): Gain +1 to attack rolls. Sneak Attack (2d8): Once per round. - Extra damage while you have combat advantage. Must be using light blades, crossbows or slings.
Tiefling Racial Traits
Move 6, Medium, Low-light Vision Languages: Common, one other Skill Bonuses: +2 Bluff, +2 Stealth Bloodhunt: You gain a +1 racial bonus to attack rolls made against bloodied foes. Fire Resistance: 5 (5+1/2 level) Infernal Wrath: Minor encounter power. - Gain +1 attack bonus against enemy made after your last turn. Add Charisma bonus to damage.
Trained Skills
Acrobatics (Dex) 8, Bluff (Cha) 11, Streetwise (Cha) 9, Perception (Wis) 6, Stealth (Dex) 10, Thievery (Dex) 8
Feats
Backstabber: Increase bonus Sneak Attack damage from d6 to d8.
Equipment
Leather Armor (+2 AC, 25g) Concealed Daggers (+3 AB, 1d4 damage, off-hand - light - thrown 5/10, 2g) 5 Shuriken (+3, 1d6 damage, thrown 6/12, 1g) Hand Crossbow (+2 AB, 1d6 damage, 10/20, 25g) Standard Adventurer Kit (15g) Lantern (7g) Thieves Tools (+2 equipment bonus to Open Lock or Disarm Trap, 20g) Rations (10 days, 5g)
At-Will Powers (2)
Sly Flourish: 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: Dexterity vs. AC Hit: 1[W] + Dexterity modifier + Charisma modifier damage. - Increase damage to 2[W] + Dexterity modifier + Charisma modifier at 21st level. Riposte Strike: Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier 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 Strength vs. AC attack that deals 1[W] + Strength modifier damage. - Increase damage to 2[W] + Dexterity modifier and riposte to 2[W] + Strength modifier at 21st level.
Encounter Powers
King's Castle: 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: Dexterity vs. Reflex Hit: 2[W] + Dexterity modifier damage. Effect: Switch places with a willing adjacent ally.
Daily Powers
Trick Strike: 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: Dexterity vs. AC Hit: 3[W] + Dexterity modifier 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.
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