Rhagar
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.