Dagger, Level 1 Kobold Assassin (Night Stalker)

Initiative +4, Perception 0, Insight 5, DarkVision
HP: 21; Bloodied 10; Surges 6, Value 5
AC: 16; Fort 11, Reflex 14, Will 14
Speed 6
Saves: N/A
Resistances: N/A

[M] Melee Basic (Standard; At-Will) * Melee Basic
Shortsword: +4 Vs. AC; 1d6+0 DMG.

[R] Ranged Basic (Standard; At-Will) * Ranged Basic
Dagger: +8 Vs. AC; 1d4+4 DMG, Range 5/10?

[M+2] Inescapable Blade (Standard; At-Will) Lv 1 * Shadow, Weapon
Shortsword: +8 Vs. AC; 1d6+1 DMG, Reach 2.

[R5] Executioner's Noose (Standard; At-Will) Lv 1 * Force, Implement, Shadow
Shortsword: +5 Vs. Fort; 1d6+4 Force DMG.
Hit: Pull target 2, target slowed until End Of My Next Turn.

[R] Nightmare Shades (Standard; Encounter) Lv 1 * Fear, Implement, Psychic, Shadow
Shortsword: +5 Vs. Will; 2d8+4 Psychic DMG, range 5.
Hit: Target Grants Combat Advantage to you, until end of your next turn.
Night Stalker: Until the end of your next turn, You gain a CHA(+4) Power bonus to DMG rolls,
Vs the target. (I THINK this applies to this attack itself?).

[R] Targeted For Death (Standard; Day) Lv 1 * Cold, Implement, Shadow.
Shortsword: +5 Vs. Will; 3d8+4 Cold DMG.
Miss: Half Damage.
Effect: Until End Of Encounter, whenever you place a shroud on the target, you may place two.

[RACIAL] Shifty
Effect: Once a turn, you can shift 1 as a minor action.

Alignment: Dagger
Languages; Common, Draconic.
 4 Acrobatics, 0 Arcana, 0 Athletics, 8 Bluff*, 3 Diplomacy, 2 Dungeoneering,
 0 Endurance, 0 Heal, 0 Hist, 5 Insight*, 11 Intimidate*, 0 Nature, 0 Percep,
 0 Religion, 9 Stealth, 8 Streetwise*, 6 Thievery
STR 10(+0/+0)  DEX 18(+4/+4)  WIS 10(+0/+0)
CON 11(+0/+0)  INT 10(+0/+0)  CHA 17(+3/+3)
Equipment: Shortswords. Daggers. Leather Armor. Ki Focus. Light Shield. Rapier.

Racial Attributes: Kobold. +2 CON.  Choice of +2 CHA, DEX. Darkvision. 6 square speed. Draconic. +2 Dungeoneering, Thievery. +2 Defense vs traps.  Reptile keyword. Shifty power (see above).

Class Attributes:
Assassin (Magazine)
Armor Proficiencies: Cloth, Leather. Light Shield.
Weapon Proficiencies: Simple One-Handed Melee, Simple Ranged. Military Heavy Blade. Military Light Blade.
Implements: Ki Focus, Proficient Weapons.
Bonus To Defense: +1 Fort, +1 Will.
Guild Training; Night Stalker: I gain +CHA(3) to DMG Rolls, against targets not adjacent to any enemy.
Assassin's Shroud: At-Will, Free (Special). Shadow.  Target; One enemy I can see in Close Burst 10.
  Place one Shroud (up to 4) on a target. Shroud's last until I use one on another target, or end of Enc.
  I can choose to invoke either All my Shrouds or None of them on attacks.  Invoking deals damage per shroud (minus one on a miss) and removes them.
  1d6/1d6+3/1d6+6 Per Shroud.  This Damage can not benefit from any bonus to damage rolls.
  Special: I can only use this power on my turn, and once per turn.
Shadow Step: At-Will, Move. Shadow, Teleport.  Requirement; Adjacent to Creature.  Effect; Teleport 3/4/5 per Tier, adjacent different Creature.
Shade Form: Minor, Enc. Shadow.  Shadow form until End Of My Next Turn, or I make an attack roll. Gain Insubstantial, Vuln 5 Radiant.  Can use cover or concealment for Hidden Stealth checks.  Can use Allies as cover to become and remain hidden.
  Sustain Minor: Form persists.

Background Benefit: Wandering Duelist;  Add Intimidate to C list, +3 Intimidate.

Critical: N/A

  +1 Bonus to DMG rolls when dual wielding (Feat 1).

Feats:  Two Weapon Fighting(Lv1).

Additional Equipment:
SAK. Climber's Kit. Light Shield. shortswords Rapier. Daggers.  Footpads camo cloth thieves tools Etc etc blah blah.

Cash Etc:
Total GP Value: Whatever.

Char Desc:

Char BG: