Bernardo the Magnificent
Race: human, Class: Rogue Level: 5 Alignment: Unaligned
DEFENSES: AC 19 Fortitude 15 Reflex 19 Will 15
Initiative: +8 Move 6” Surges Per Day 8
Hit Points: 46 Bloodied: 23 Heal per Surge 11 hp
ABILITIES STR 12 (+1) DEX 19 (+4) CON 14 (+2) INT 11 (+0) WIS 10 (+0) CHA 14 (+2)
FEATSBackstabber; Nimble Blade; Quick Draw; Proficiency: Rapier
SKILLS Acrobatics , Bluff, Insight, Perception, Stealth, Thievery, Dungeoneering
CLASS FEATURES First Strike, Artful Dodger, Rogue Weapon Talent, Sneak Attack
PROFICIENCIES Armor: Cloth and Leather Weapons: dagger, hand crossbow, shuriken, sling, short sword, rapier
EXPLOITS At-Will: Deft Strike, Sly Flourish, Piercing Strike, Fleeting Ghost Encounter: Positioning Strike, Set Up Strike Daily: Trick Strike, Walking Wounded
GEAR: Blood-cut leather armor +1, thief’s tools, magic rapier +2, 2 daggers, adventurer’s kit, bag of holding
ATTACKS Attack Dagger Rapier +2 Defense Notes Basic Melee +7 /1d4+1 +8/1d8+5 AC At will, standard
Basic Ranged +10/1d4+1 —- AC At will, standard
Deft Strike +10/1d4+4 +11/1d8+6 AC At will, standard
Sly Flourish +10/1d4+6 +11/1d8+8 AC At will, standard
Piercing Strike +10/1d4+4 +11/1d8+6 Reflex At will, standard, no ranged
Position Strike +10/1d4+4 +11/1d8+6 Will Encounter, standard, no ranged
Set-Up Strike +10/2d4+4 +11/2d8+6 AC Encounter, standard no ranged
Trick Strike +10/3d4+4 +11/3d8+6 AC Daily, standard
Walk Wounded +10/2d4+4 +11/2d8+6 Fortitude Daily, standard
Deft Strike: you may move 2 squares before hitting as part of attack
Positioning Strike: you slide the target 2 squares with hit
Set-Up strike: enemy gives you combat advantage until end of your next turn
Trick Strike: slide target 1 square. Each time you hit it until end of encounter, slide it again.
Walking Wounded: target falls prone, if it moves more than ½ its movement it will fall prone again.
OTHER COMBAT BONUSES/POWERS
Sneak Attack: whenever you have Combat advantage, do 2d8 extra damage
Artful Dodger: +2 AC against opportunity attacks
First strike: automatic combat advantage against enemy who has not acted in fight
Nimble Blade: +1 to hit with light blades when you have combat advantage
Fleeting Ghost: can make full movement under stealth
Blood-Cut Armor: if bloodied, spend surge to get 10 resistance to all damage until end of your next turn.
Rapier Critical: +2 rapier does 2d6 extra damage on a critical hit