Kennedy
Kennedy Rogue Level 4 Human
Initiative: 11 Perception: 18 Insight: 18 Vision: Normal
Spd: 6
Resistance: 5 necrotic & 10 poison
HP: 41 Bloodied: 20 Surges: 8 Value: 10
AC: 18 Fort: 16 Ref: 19 Will: 18
Str: 8 (-1) Dex 16 (+3) Con 14 (+2)
Wis 12 (+1) Int 12 (+1) Cha 18 (+4)
Duelist Rapier +1: Str (+5) vs AC 1d8+2 dmg OR Lightning Dagger +1: Str (+6) vs AC 1d4+2 dmg
Nimble Blade: When you attack with a light blade and have combat advantage, you gain a +1 bonus to attack rolls.
Lightning Dagger +1: Dex (+9) vs AC 1d4+2 dmg Range 5/10
Nimble Blade: When you attack with a light blade and have combat advantage, you gain a +1 bonus to attack rolls.
Requirement: You must be wielding a light blade.
Duelist Rapier +1: Dex (+9) vs Ref 1d8+6 dmg OR Lightning Dagger +1: Dex (+10) vs Ref 1d4+6 dmg Target: one creature
Nimble Blade: When you attack with a light blade and have combat advantage, you gain a +1 bonus to attack rolls.
Requirement: You must be wielding a crossbow, light blade, or sling.
Duelist Rapier +1: Dex (+9) vs AC 1d8+10 dmg OR Lightning Dagger +1: Dex (+10) vs AC 1d4+10 dmg Range 5/10 Target: one creature
Nimble Blade: When you attack with a light blade and have combat advantage, you gain a +1 bonus to attack rolls.
Requirement: You must be wielding a light blade.
Duelist Rapier +1: Dex (+9) vs Will 1d8+6 dmg OR Lightning Dagger +1: Dex (+10) vs Will 1d4+6 dmg Target: one creature
Hit: You slide the target 1 square.
Artful Dodger: You slide the target a number of squares equal to your Charisma modifier.
Nimble Blade: When you attack with a light blade and have combat advantage, you gain a +1 bonus to attack rolls.
Requirement: You must be wielding a light blade
Duelist Rapier +1: Dex (+9) vs Will 2d8+6 dmg OR Lightning Dagger +1: Dex (+10) vs Will 2d4+6 dmg Target: one creature
Hit: You switch places with the target and can then shift 1 square.
Artful Dodger: You can shift a number of squares equal to your Charisma modifier.
Nimble Blade: When you attack with a light blade and have combat advantage, you gain a +1 bonus to attack rolls.
Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling
Lightning Dagger +1: Dex (+10) vs AC 2d4+5 dmg Target: Each enemy in blast you can see Close Burst 3
Hit: The target is blinded until the end of your next turn.
Miss: Half damage and the target is not blinded.
Critical: +1d6 damage, or +1d8 damage if you have combat advantage
Power: You have combat advantage against the next creature you attack with this weapon on this turn.
Critical: +1d6 lightning damage
Power (At-Will * Lightning): All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal.
Power (Daily * Lightning): Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage.
Property: Resist 5 necrotic and resist 5 poison.
Power (Daily * Necrotic): You can use this power when an enemy hits you with a melee attack, deal 1d10+Cha mod (+5) necrotic damage to that enemy.
Enhancement: Fortitude, Reflex, Will
Property: Gain resist 5 poison.
Property: Gain a +1 item bonus to Acrobatics checks.
Power (At-Will): Stand up from prone.
Power: Until the end of the encounter, your attacks ignore any resistance of 10 or lower.
Trigger: You miss with an attack or fail a saving throw.
Effect: You gain a +4 racial bonus to the attack or the saving throw.
Trigger: You roll a Bluff check and dislike the result.
Prerequisite: You must be trained in Bluff.
Effect: Re-roll the Bluff check. You decide whether to make the re-roll before the DM announces the result.
Alignment: Good Languages: Common, Goblin
Racial Attributes: Human -- +2 to one ability 5 spd Heroic Effort Utility power, Bonus Feat, & Bonus Skill Human Defense Bonuses
Class Attributes: First Strike, Rogue Weapon Talent, Artful Dodge Style, Sneak Attack (+2d6 at 4th level),
Feats: Improved Initiative; Nimble Blade; Quick Draw; Weapon Proficiency - Rapier
Skills: Acrobatics +1, Arcana +2, Athletics +6, Bluff +11, Diplomacy +6, Dungeoneering +3, Endurance +4, Heal +3, History +2, Insight +8, Intimidate +6, Nature +3, Perception +8, Religion +2, Stealth +10, Streetwise +11, Thievery +10
Equipment: Adventurers Kit; Deathcut Leather Armor +1; Duelists Rapier +1; Lightning Dagger +1; Amulet of Health +1; Gloves of Piercing; Acrobat Boots; 80gp
Initiative: 11 Perception: 18 Insight: 18 Vision: Normal
Spd: 6
Resistance: 5 necrotic & 10 poison
HP: 41 Bloodied: 20 Surges: 8 Value: 10
AC: 18 Fort: 16 Ref: 19 Will: 18
Str: 8 (-1) Dex 16 (+3) Con 14 (+2)
Wis 12 (+1) Int 12 (+1) Cha 18 (+4)
[M] Melee Basic (Standard; At-Will) Lv 1 Basic Attack
Duelist Rapier +1: Str (+5) vs AC 1d8+2 dmg OR Lightning Dagger +1: Str (+6) vs AC 1d4+2 dmg
Nimble Blade: When you attack with a light blade and have combat advantage, you gain a +1 bonus to attack rolls.
[R] Ranged Basic (Standard At-Will) Lvl 1 Basic Attack
Lightning Dagger +1: Dex (+9) vs AC 1d4+2 dmg Range 5/10
Nimble Blade: When you attack with a light blade and have combat advantage, you gain a +1 bonus to attack rolls.
[M] Piercing Strike (Standard; At-Will) Lvl 1 Martial, Weapon
Requirement: You must be wielding a light blade.
Duelist Rapier +1: Dex (+9) vs Ref 1d8+6 dmg OR Lightning Dagger +1: Dex (+10) vs Ref 1d4+6 dmg Target: one creature
Nimble Blade: When you attack with a light blade and have combat advantage, you gain a +1 bonus to attack rolls.
[M/R] Sly Flourish (Standard; At-Will) Lvl 1 Martial, Weapon
Requirement: You must be wielding a crossbow, light blade, or sling.
Duelist Rapier +1: Dex (+9) vs AC 1d8+10 dmg OR Lightning Dagger +1: Dex (+10) vs AC 1d4+10 dmg Range 5/10 Target: one creature
Nimble Blade: When you attack with a light blade and have combat advantage, you gain a +1 bonus to attack rolls.
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[M] Positioning Strike (Standard; Encounter) Lvl 1 Martial, Weapon
Requirement: You must be wielding a light blade.
Duelist Rapier +1: Dex (+9) vs Will 1d8+6 dmg OR Lightning Dagger +1: Dex (+10) vs Will 1d4+6 dmg Target: one creature
Hit: You slide the target 1 square.
Artful Dodger: You slide the target a number of squares equal to your Charisma modifier.
Nimble Blade: When you attack with a light blade and have combat advantage, you gain a +1 bonus to attack rolls.
[M] Bait and Switch (Standard; Encounter) Lvl 3 Martial, Weapon
Requirement: You must be wielding a light blade
Duelist Rapier +1: Dex (+9) vs Will 2d8+6 dmg OR Lightning Dagger +1: Dex (+10) vs Will 2d4+6 dmg Target: one creature
Hit: You switch places with the target and can then shift 1 square.
Artful Dodger: You can shift a number of squares equal to your Charisma modifier.
Nimble Blade: When you attack with a light blade and have combat advantage, you gain a +1 bonus to attack rolls.
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[A] Blinding Barrage (Standard; Daily) Lvl 1 Martial, Weapon
Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling
Lightning Dagger +1: Dex (+10) vs AC 2d4+5 dmg Target: Each enemy in blast you can see Close Burst 3
Hit: The target is blinded until the end of your next turn.
Miss: Half damage and the target is not blinded.
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[WEAPON] Duelist Rapier +1 (Minor; Daily) Lvl 3
Critical: +1d6 damage, or +1d8 damage if you have combat advantage
Power: You have combat advantage against the next creature you attack with this weapon on this turn.
[WEAPON] Lightning Dagger +1 (Free Action; At-Will & Daily) Lvl 5
Critical: +1d6 lightning damage
Power (At-Will * Lightning): All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal.
Power (Daily * Lightning): Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage.
[ARMOR] Deathcut Leather Armor +1 (Immediate Reaction; Daily) Lvl 5
Property: Resist 5 necrotic and resist 5 poison.
Power (Daily * Necrotic): You can use this power when an enemy hits you with a melee attack, deal 1d10+Cha mod (+5) necrotic damage to that enemy.
[NECK] Amulet of Health +1
Enhancement: Fortitude, Reflex, Will
Property: Gain resist 5 poison.
[FEET] Acrobat Boots (Minor Action; At-Will) Lvl 2
Property: Gain a +1 item bonus to Acrobatics checks.
Power (At-Will): Stand up from prone.
[HANDS] Gloves of Piercing (Minor; Daily) Lvl 3
Power: Until the end of the encounter, your attacks ignore any resistance of 10 or lower.
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[UTILITY] Heroic Effort (No Action; Encounter) Human Racial Utility
Trigger: You miss with an attack or fail a saving throw.
Effect: You gain a +4 racial bonus to the attack or the saving throw.
[UTILITY] Master of Deceit (Free Action; Encounter) Lvl 2 Martial
Trigger: You roll a Bluff check and dislike the result.
Prerequisite: You must be trained in Bluff.
Effect: Re-roll the Bluff check. You decide whether to make the re-roll before the DM announces the result.
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Alignment: Good Languages: Common, Goblin
Racial Attributes: Human -- +2 to one ability 5 spd Heroic Effort Utility power, Bonus Feat, & Bonus Skill Human Defense Bonuses
Class Attributes: First Strike, Rogue Weapon Talent, Artful Dodge Style, Sneak Attack (+2d6 at 4th level),
Feats: Improved Initiative; Nimble Blade; Quick Draw; Weapon Proficiency - Rapier
Skills: Acrobatics +1, Arcana +2, Athletics +6, Bluff +11, Diplomacy +6, Dungeoneering +3, Endurance +4, Heal +3, History +2, Insight +8, Intimidate +6, Nature +3, Perception +8, Religion +2, Stealth +10, Streetwise +11, Thievery +10
Equipment: Adventurers Kit; Deathcut Leather Armor +1; Duelists Rapier +1; Lightning Dagger +1; Amulet of Health +1; Gloves of Piercing; Acrobat Boots; 80gp