Rhagar
Rhagar, Level 1 Dragonborn(Kapak) Rogue(Scoundrel)
Theme: Spy

Initiative +5, Perception 10, Insight 10, Normal Vision.
HP: 25; Bloodied 12; Surges 7, Value 6
AC: 16, (20 Vs. AoO); Fort 11, Reflex 16, Will 14
Save+: N/A
Resists: N/A
Speed 6
Fly: 6* See racial details.
Murderous Eye: I have CA Vs Slow, Immobilized, and Weakened targets.
Cunning Stalker: CA Vs enemies I am the only one next to.

[M] Melee Basic (Standard; At-Will) Lv 1 * Weapon
Dagger: +5 Vs. AC; 1d4+0 DMG.
Rapier: +4 Vs. AC; 1d8+0 DMG

[R] Ranged Basic (Standard; At-Will) Lv 1 * Weapon
Dagger: +9 Vs. AC; 1d4+4 DMG, 5/10 RNG.
Shuriken: +8 Vs. AC; 1d6+4 DMG, 6/12 RNG.
Sling: +7 Vs. AC; 1d6+4 DMG, 10/20 RNG.
Short Bow (Not Proficient): +5 Vs. AC; 1d8+4 DMG, 15/30 RNG.

[M] Clever Strike (Standard; At-Will) Lv 1 * Martial, Weapon
Dagger: +9 Vs. AC; 1d4+4 DMG.
Rapier: +8 Vs. AC; 1d8+4 DMG
Special: If an ally is next to the target and able to attack it,
I have CA vs target for this attack.

[M/R] Sly Flourish (Standard: At-Will) Lv 1 * Martial, Weapon
Dagger: +9 Vs. AC; 1d4+8 DMG, 5/10 RNG.
Rapier: +8 Vs. AC; 1d8+8 DMG
Shuriken +8 Vs. AC; 1d6+8 DMG, 6/12 RNG.
Sling +7 Vs. AC; 1d6+8 DMG, 10/20 RNG.

[M] Positioning Strike (Standard; At-Will) Lv 1 * Martial, Weapon
Requirement: Light Blade.
Dagger: +9 Vs. WILL; 1d4+4 DMG.
Rapier: +8 Vs. WILL; 1d8+4 DMG.
Hit, Artful Dodger: Slide target CHA(4).

[M/R] Trick Strike (Standard; Day) Lv 1 * Martial, Weapon
Dagger: +9 Vs. AC; 3d4+4 DMG, 5/10 RNG.
Rapier: +8 Vs. AC; 3d8+4 DMG.
Shuriken +8 Vs. AC; 3d6+4 DMG, 6/12 RNG.
Sling +7 Vs. AC; 3d6+4 DMG, 10/20 RNG.
Effect: Until End Of Encounter, I can slide target 1 every time I hit.

[Racial] [CBL3] Dragon Breath (Minor; Encounter) * Cold
Target: Everything in Close Blast 3.
Dragon Breath +7 Vs. Reflex; 1d6+1(4) Cold DMG.
Special: +2/3/6 To-Hit, and 1/2/3d6 DMG per Tier.

[THEME] [M] Skulking Spy (Move; Encounter) * Personal
Effect: Shift up to your speed.  If you have any cover or concealment
at the end of those movement, you can make a stealth check to hide.

Alignment: Bad At Being Good.
Languages; Common, Draconic
 9 Acrobatics*, -1 Arcana, 5 Athletics*, 9 Bluff*, 4 Diplomacy, 0 Dungeoneering,
 1 Endurance, 0 Heal, 1 Hist, 0 Insight*, 6 Intimidate, 0 Nature, 0 Percep,
 -1 Religion, 9(11) Stealth*, 9 Streetwise*, 9(11) Thievery*
STR 10(+0/+0)  DEX 18(+4/+4)  WIS 10(+1/+1)
CON 13(+0/+0)  INT  9(-1/-1)  CHA 18(+4/+4)
Equipment: Rapier. Daggers. Shurikens. Sling. Leather Armor. Shortbow.




Deity: Sehanine is pretty cool I guess.

Racial Attributes: Dragonborn; Kapak +2 DEX, +2 CHA. 6 Speed. Normal Vision. +2 History, Intimidate. Draconic Language.
Dragonborn Racial Power; Dragon Breath: DEX, Cold. See Power.
Sinuous Agility: Replaces normal Dragonborn stats with +2 DEX, +2 CHA.
Murderous Eyes: I have CA Vs. Slowed, Immobilized, and Weakened targets. Replaces Draconic Heritage.
Instinctive Flight: Gain a Fly Speed of 6, Altitude Limit 1. I Must Land at the end of my turn. Can not Fly if carrying more than a Normal Load.

Flight/falling Rules trivia:
Altitude Limit: Flying higher than your altitude limit at the end of your turn, means you crash.
Crashing For Flying Creatures: Subtract Fly Speed (in tile feet) from distance fallen, if distance is 0 or less no damage and do not fall prone.  Example, a Fly speed of 6=30 feet, a fall of 30 Feet or less and you are fine.
High altitude: High altitude mysteriously means you fall farther, faster.  These rules are irrelevant to Rhagar, because he has little baby wings that are useless in such a situation.
Falling does not trigger AoO: Yup.
Hop Down: DC 15 for a 10 foot "hop down" as part of a move action. Fly speed auto landing up to 30 feet means no need to roll.
Reduce Falling Damage: Subtract 30 feet from fall distance.  Acrobatics check total negates fall damage left, if zero damage then you land on your feet.
Guaranteed Safe Distance:  40 Feet (8 Tile) Guaranteed safe landing. Minimum Acro roll is 10.

Class Attributes:
ROGUE (Scoundrel)
Armor Proficiencies: Cloth, leather.
Weapon Proficiencies: Dagger, Hand Crossbow, Short Sword, Shuriken, Sling.
Defense Bonus: +2 Reflex
Sneak Attack: When I attack and hit an enemy Granting CA with Light Blade, Hand Crossbow, Shortbow, or Sling.  Deal 2d6/3d6/5d6 extra DMG per Tier.  I can only deal this extra DMG once per turn.
First Strike: At the start of an Encounter, I have CA vs any target that has not yet acted.
Rogue Option; Scoundrel Weapon Talent: Shuriken Damage increases by one Die size.  +1 Flat To-Hit bonus with Daggers.
Rogue Tactics Option; Artful Dodger: +CHA to AC Vs AoO.
HOUSE RULES: 1: Thievery can be used to Detect Traps (Or things close enough without the Keyword) and Detect Locks/Switches.

Theme Benefits
Spy
Level 1: Skulking Spy power.  Move; Enc.  Shift up to your speed, and can make a hide check if move ends in cover or concealment.
Level 5: +2 Power to Bluff and Perc.
Level 10: Can use Bluff instead of a Knowledge or Diplomacy check, when interacting with someone (or cheating on a test/skill challenge).

Background Benefit:  Gritty Sergeant: +1 Initiative.  Military Weapon Prof: Rapier.

Critical: N/A

Special:
I have CA against enemies nobody else is next to (Feat lv1).

Combat Advantage Granted
  CA vs Slowed, Immobilized, or Weakened targets (Murderous Eye, Racial). CA when I am only one next to target (Feat Lv1).

Bonuses During Combat Advantage:
Default.

Feats: Cunning Stalker(Lv1).

Additional Equipment: S.A.K, Thieves Tools, Climber's Kit, Dagger Boots(+2 Climb,-2 Sneak when walking), Footpads, Flotation Bladder. Ten foot pole. Gambler's gear.
Misc usual stuff.