Initiative: +11 = +5(Dex)+6(1/2Level)
Speed: 6
Speed (Razorclaw Shifting): 8 = 6(base)+2
Action Points: 1 Shadow Assassin's Action (11th Level): When you spend an action point to take an extra action, you also gain a +4 bonus to attack rolls until the start of your next turn.
Melee Basic Attack: +14(Challenge-Seeking Short Sword+3) vs. AC = +2(Str)+3(Weapon Prof.)+3(Magic)+6(1/2Level)
Damage: 1d6+7 = +2(Str)+3(Magic)+2(Iron Armbands of Power) / (Sneak Attack +3d8, +2d6 vs. max HP Enemy, Crit. none)
Melee Basic Attack: +14(Footpad's Friend Dagger+2) vs. AC = +2(Str)+3(Weapon Prof.)+1(Rogue Weapon Talent)+2(Magic)+6(1/2Level)
Damage: 1d4+6 = +2(Str)+2(Magic)+2(Iron Armbands of Power) / (Sneak Attack +3d8+4, Crit. +2d6)
Acrobatocs(Dex): +20 = +5(Dex)+6(1/2Level)+5(Trained)+2(Razorclaw Shifter)+2(Background)
Arcana(Int): +6 = +0(Int)+6(1/2Level)
Athletics(Str): +14 = +5(Trained)+2(Str)+6(1/2Level)+1(Gauntlets of Ogre Power)
Bluff(Cha): +15 = +4(Cha)+6(1/2Level)+5(Trained)
Diplomacy(Cha): +10 = +4(Cha)+6(1/2Level)
Dungeoneering(Wis): +6 = +0(Wis)+6(1/2Level)
Endurance(Con): +8 = +2(Con)+6(1/2Level)
Heal(Wis): +6 = +0(Wis)+6(1/2Level)
History(Int): +6 = +0(Int)+6(1/2Level)
Insight(Wis): +6 = +0(Wis)+6(1/2Level), Flint gains another +2 bonus to Insight checks to sense and recognize dhampyrs and undead.
Intimidate(Cha): +15 = +5(Trained)+4(Cha)+6(1/2Level)
Nature(Wis): +6 = +0(Wis)+6(1/2Level)
Perception(Wis): +11 = +5(Trained)+0(Wis)+6(1/2Level), Flint gains another +2 bonus to Perception checks to sense and recognize dhampyrs and undead.
Religion(Int): +6 = +0(Int)+6(1/2Level)
Stealth(Dex): +18 = +5(Trained)+5(Dex)+6(1/2Level)+2(Razorclaw Shifter)
Streetwise(Cha): +10 = +4(Cha)+6(1/2Level)
Thievery(Dex): +16 = +5(Trained)+5(Dex)+6(1/2Level)
Rogue Class Features:
Artful Dodger: You gain a bonus to AC equal to your Charisma modifier (+4) against opportunity attacks.
Rogue Weapon Talent: When you wield a shuriken, your weapon damage die increases by one size. When you wield a dagger, you gain a +1 bonus to attack rolls.
Sneak Attack: Once per round when you have combat advantage against an enemy and are using a weapon from the light blade, the crossbow, or the sling weapon group, an attack you make against that enemy deals extra damage if the attack hits. You decide whether to apply the extra damage after making the damage roll. As you advance in level, your extra damage increases.
At-Will Powers:
Deft Strike (Harlequin Style): Rogue Attack 1, Player's Handbook
Fluff text.
At-Will <> Martial, Weapon Standard Action Melee or Ranged weapon
Target: One creature
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Special: You can move 3 squares before the attack. Add your Charisma modifier (+4) to your defenses against opportunity attacks provided by this movement.
Attack(Short Sword): +17 (Dex) vs. AC = +5(Dex)+3(Weapon Prof.)+3(Magic)+6(1/2Level)
Attack(Dagger): +17 (Dex) vs. AC = +5(Dex)+3(Weapon Prof.)+1(Rogue)+2(Magic)+6(1/2Level)
------------------------------
Hit(Short Sword): 1d6+10 = +5(Dex)+3(Magic)+2(Iron Armbands of Power) / (Crit. none) --- 1[W] + Dexterity modifier damage.
Hit(Dagger): 1d4+9 = +5(Dex)+2(Magic)+2(Iron Armbands of Power) / (Crit. +2d6) --- 1[W] + Dexterity modifier damage.
------------------------------
Additional Effects(Short Sword): +3d8 Sneak Attack damage with combat advantage, once per round.
+2d6 to damage rolls against enemies at maximum hit points.
Additional Effects(Dagger): +3d8+4 Sneak Attack damage with combat advantage, once per round.
Clever Strike: Rogue Attack 1, Player's Handbook Series 2
Fluff text.
At-Will <> Martial, Weapon Standard Action Melee weapon
Target: One creature
Requirement: You must be wielding a light blade.
Attack(Short Sword): +17 (Dex) vs. AC = +5(Dex)+3(Weapon Prof.)+3(Magic)+6(1/2Level)
Attack(Dagger): +17 (Dex) vs. AC = +5(Dex)+3(Weapon Prof.)+1(Rogue)+2(Magic)+6(1/2Level)
Special: if an ally is adjacent to the target and is able to attack it, you have combat advantage against the target for this attack.
------------------------------
Hit(Short Sword): 1d6+10 = +5(Dex)+3(Magic)+2(Iron Armbands of Power) / (Crit. none) --- 1[W] + Dexterity modifier damage.
Hit(Dagger): 1d4+9 = +5(Dex)+2(Magic)+2(Iron Armbands of Power) / (Crit. +2d6) --- 1[W] + Dexterity modifier damage.
------------------------------
Additional Effects(Short Sword): +3d8 Sneak Attack damage with combat advantage, once per round.
+2d6 to damage rolls against enemies at maximum hit points.
Additional Effects(Dagger): +3d8+4 Sneak Attack damage with combat advantage, once per round.
Encounter Powers:
[ ]Tumble: Rogue Utility 2, Player Handbook
Fluff text.
Encounter <> Martial Move Action Personal Prerequisite: You must be trained in Acrobatics.
Effect:You can shift a number of squares equal to one half your speed.
[X]Combat Tumbleset: Rogue Utility 10, Martial Power
Fluff text.
Encounter <> Martial Move Action Personal Prerequisite: You must be trained in Acrobatics.
Effect:You can shift your speed and can shift through squares occupied by enemies during this movement.
[ ]Razorclaw Shifting Shifter Racial Power, PHB II p.16
You unleash the beast within and take on a savage countenance.
Encounter Minor Action Personal Requirement: You must be bloodied.
Effect: Until the end of the encounter, your speed increases by 2, and you gain +1 bonus to AC and Reflex.
[X]Killer's Eye: Shadow Assassin Attack 11, Player's Handbook
Fluff text.
Encounter <> Martial, Weapon Standard Action Melee or Ranged weapon
Target: One creature
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Attack(Short Sword): +17 (Dex) vs. Ref = +5(Dex)+3(Weapon Prof.)+3(Magic)+6(1/2Level)
Attack(Dagger): +17 (Dex) vs. Ref = +5(Dex)+3(Weapon Prof.)+1(Rogue)+2(Magic)+6(1/2Level)
------------------------------
Special: If this attack is made before the target has acted in the encounter, increase the weapon damage to 3[W].
Hit(Short Sword): 2d6+10 or 3d6+10 = +5(Dex)+2(Iron Armbands of Power)+3(Magic) / (Crit. none) --- 2[W] or 3[W] + Dexterity modifier damage.
Hit(Dagger): 2d4+9 or 3d4+9 = +5(Dex)+2(Iron Armbands of Power)+2(Magic) / (Crit. +2d6) --- 2[W] or 3[W] + Dexterity modifier damage.
------------------------------
Additional Effects(Short Sword): +3d8 Sneak Attack damage with combat advantage, once per round.
+2d6 to damage rolls against enemies at maximum hit points.
Additional Effects(Dagger): +3d8+4 Sneak Attack damage with combat advantage, once per round.
[ ]Blood Drain: *, Dragon 371
Fluff text.
Encounter <> Healing Standard Action Melee touch
Target: You can use your blood drain power on a target granting you combat advantage without having that target grabbed.
Attack: +15 (Dex) vs. Fort = +4+5(Dex)+6(1/2Level)
------------------------------
Hit: 2d4+4 = +2(Con)+2(Iron Armbands of Power) / (Crit. none) --- 2d4 + Constitution modifier damage, and you can spend a healing surge.
------------------------------
Special: When you select the Vampiric Heritage feat, you determine whether to use Strength, Constitution, or Dexterity to attack with this power.
[ ]From the Shadows: Rogue Attack 7, Martial Power
Fluff text.
Encounter <> Martial, Weapon Standard Action Melee or Ranged weapon
Target: One creature
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Effect: Before the attack, you can shift 5 squares. If the target could not see you before the shift, you gain combat advantage for this attack.
Attack(Short Sword): +17 (Dex) vs. AC = +5(Dex)+3(Weapon Prof.)+3(Magic)+6(1/2Level)
Attack(Dagger): +17 (Dex) vs. AC = +5(Dex)+3(Weapon Prof.)+1(Rogue)+2(Magic)+6(1/2Level)
------------------------------
Hit(Short Sword): 1d6+10 = +5(Dex)+2(Iron Armbands of Power)+3(Magic) / (Crit. none) --- 2[W] + Dexterity modifier damage, and you can shift 5 squares. If you have any cover or concealment after this shift, you can make a Stealth check as a free action.
Hit(Dagger): 1d4+9 = +5(Dex)+4(Cha)+2(Iron Armbands of Power)+2(Magic) / (Crit. +2d6) --- 2[W] + Dexterity modifier damage, and you can shift 5 squares. If you have any cover or concealment after this shift, you can make a Stealth check as a free action.
Artful Dodger: Before the attack and after the hit, you can instead shift a number of squares equal to 1 + your Charisma modifier(5 squares).
------------------------------
Additional Effects(Short Sword): +3d8 Sneak Attack damage with combat advantage, once per round.
+2d6 to damage rolls against enemies at maximum hit points.
Additional Effects(Dagger): +3d8+4 Sneak Attack damage with combat advantage, once per round.
[X]Flamboyant Strike: Rogue Attack 3, Martial Power
Fluff text.
Encounter <> Martial, Weapon Standard Action Melee weapon
Target: One creature
Requirement: You must be wielding a light blade.
Attack(Short Sword): +17 (Dex) vs. AC = +5(Dex)+3(Weapon Prof.)+3(Magic)+6(1/2Level)
Attack(Dagger): +17 (Dex) vs. AC = +5(Dex)+3(Weapon Prof.)+1(Rogue)+2(Magic)+6(1/2Level)
------------------------------
Hit(Short Sword): 2d6+14 = +5(Dex)+4(Cha)+2(Iron Armbands of Power)+3(Magic) / (Crit. none) --- 2[W] + Dexterity modifier damage.
Hit(Dagger): 2d4+13 = +5(Dex)+4(Cha)+2(Iron Armbands of Power)+2(Magic) / (Crit. +2d6) --- 2[W] + Dexterity modifier damage.
Artful Dodger: You can shift one square.
------------------------------
Additional Effects(Short Sword): +3d8 Sneak Attack damage with combat advantage, once per round.
+2d6 to damage rolls against enemies at maximum hit points.
Additional Effects(Dagger): +3d8+4 Sneak Attack damage with combat advantage, once per round.
[ ]Guarded Attack: Rogue Attack 1, Martial Power
Fluff text.
Encounter <> Martial, Weapon Standard Action Melee weapon
Requirement: You must be wielding a light blade
Target: One creature
Attack(Short Sword): +17 (Dex) vs. AC = +5(Dex)+3(Weapon Prof.)+3(Magic)+6(1/2Level)
Attack(Dagger): +17 (Dex) vs. AC = +5(Dex)+3(Weapon Prof.)+1(Rogue)+2(Magic)+6(1/2Level)
------------------------------
Hit(Short Sword): 2d6+10 = +5(Dex)+2(Iron Armbands of Power)+3(Magic) / (Crit. none) --- 2[W] + Dexterity modifier damage, and if the target makes a melee attack against you before the start of your next turn, you can make a secondary attack against it as an immediate interrupt.
Secondary Attack(Short Sword): +14 (Str) vs. AC = +2(Str)+3(Weapon Prof.)+3(Magic)+6(1/2Level)
Secondary Hit(Short Sword): 1d6+7 = +2(Str)+2(Iron Armbands of Power)+3(Magic)
Hit(Dagger): 2d4+9 = +5(Dex)+2(Iron Armbands of Power)+2(Magic) / (Crit. +2d6) --- 2[W] + Dexterity modifier damage, and if the target makes a melee attack against you before the start of your next turn, you can make a secondary attack against it as an immediate interrupt.
Secondary Attack(Dagger): +14 (Str) vs. AC = +2(Str)+3(Weapon Prof.)+1(Rogue)+2(Magic)+6(1/2Level)
Secondary Hit(Dagger): 1d4+6 = +2(Str)+2(Iron Armbands of Power)+2(Magic)
------------------------------
Additional Effects(Short Sword): +3d8 Sneak Attack damage with combat advantage, once per round.
+2d6 to damage rolls against enemies at maximum hit points.
Additional Effects(Dagger): +3d8+4 Sneak Attack damage with combat advantage, once per round.
Daily Powers:
[ ]Cloak of Resistance +3 Daily <> Immediate Reaction Effect: You can use this power when an enemy hits you with a melee attack. Deal 1d10 + Charisma modifier (+4) necrotic damage to that enemy.
[ ]Deathcut Leather Armor +2 Daily <> Necrotic Minor Action Effect: You gain resist 10 to all damage until the start of your next turn.
[ ]Gauntlets of Ogre Power Daily <> Free Action Effect: Use this power when you hit with a melee attack. Add a +5 power bonus to the damage roll.
[ ]Tongueworm Daily <> Healing Minor Action Effect: The tongueworm makes an attack: +8 vs. AC; 1d10+1 poison damage. If the attack roll is a 1, you are dazed until the end of your next turn.
[ ]Fortuitous Dodge: Rogue Utility 6, Martial Power
Fluff text.
Daily <> Martial Immediate Reaction Melee 1
Trigger: A melee or ranged attack misses you.
Target: One creature other than the attacker.
Effect: The target is also targeted by the triggering attack. You can then shift 1 square.
[ ]Mist Form: Feat Power, Dragon 371
Your form dissolves into an eerie, billowing mist.
Daily <> Polymorph Standard Action Personal
Effect: You become insubstantial and gain a fly speed of 8 (hover), but you cannot make any attacks. This lasts until the end of your next turn.
Sustain Minor: Your mist form persists.
[ ]Handspring Assault Rogue Attack 1, Martial Power
Fluff Text.
Daily <> Martial, Reliable, Weapon Standard Action Melee weapon
Target: One creature
Prerequisite: You must be trained in Acrobatics.
Requirement: You must be wielding a light blade.
Attack(Short Sword): +17 (Dex) vs. AC = +5(Dex)+3(Weapon Prof.)+3(Magic)+6(1/2Level)
Attack(Dagger): +17 (Dex) vs. AC = +5(Dex)+3(Weapon Prof.)+1(Rogue)+2(Magic)+6(1/2Level)
------------------------------
Special: When charging, you can use this power in place of a melee basic attack.
Hit(Short Sword): 3d6+10 = +5(Dex)+2(Iron Armbands of Power)+3(Magic) / (Crit. none) --- 3[W] + Dexterity modifier damage, and you can shift two squares.
Hit(Dagger): 3d4+9 = +5(Dex)+2(Iron Armbands of Power)+2(Magic) / (Crit. +2d6) --- 3[W] + Dexterity modifier damage, and you can shift two squares.
------------------------------
Additional Effects(Short Sword): +3d8 Sneak Attack damage with combat advantage, once per round.
+2d6 to damage rolls against enemies at maximum hit points.
Additional Effects(Dagger): +3d8+4 Sneak Attack damage with combat advantage, once per round.
[ ]Compel the Craven Rogue Attack 5, Martial Power
Fluff Text.
Daily <> Fear, Martial, Rattling, Weapon Standard Action Melee or Ranged weapon
Target: One creature
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Attack(Short Sword): +17 (Dex) vs. Will = +5(Dex)+3(Weapon Prof.)+3(Magic)+6(1/2Level)
Attack(Dagger): +17 (Dex) vs. Will = +5(Dex)+3(Weapon Prof.)+1(Rogue)+2(Magic)+6(1/2Level)
------------------------------
Hit(Short Sword): 2d6+10 = +5(Dex)+2(Iron Armbands of Power)+3(Magic) / (Crit. none) --- 2[W] + Dexterity modifier damage, and the target moves away from you a number of squares equal to your Charisma modifier (+4), avoiding unsafe squares and difficult terrain if it can.
Hit(Dagger): 2d4+9 = +5(Dex)+2(Iron Armbands of Power)+2(Magic) / (Crit. +2d6) --- 2[W] + Dexterity modifier damage, and the target moves away from you a number of squares equal to your Charisma modifier (+4), avoiding unsafe squares and difficult terrain if it can.
------------------------------
Additional Effects(Short Sword): +3d8 Sneak Attack damage with combat advantage, once per round.
+2d6 to damage rolls against enemies at maximum hit points.
Additional Effects(Dagger): +3d8+4 Sneak Attack damage with combat advantage, once per round.
[ ]Rogue's Recovery Rogue Attack 9, Martial Power
Fluff Text.
Daily <> Martial, Weapon Standard Action Melee or Ranged weapon
Target: One creature
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Attack(Short Sword): +17 (Dex) vs. AC = +5(Dex)+3(Weapon Prof.)+3(Magic)+6(1/2Level)
Attack(Dagger): +17 (Dex) vs. AC = +5(Dex)+3(Weapon Prof.)+1(Rogue)+2(Magic)+6(1/2Level)
------------------------------
Effect: if you have used all your encounter attack powers, you regain the use of a rogue encounter power you have used during this encounter. Or if you have combat advantage against the target, you can instead deal 2[W] extra damage with the attack.
Hit(Short Sword): 2d6+10 or 4d6+10 = +5(Dex)+2(Iron Armbands of Power)+3(Magic) / (Crit. none) --- 2[W] or 4[W] + Dexterity modifier damage.
Hit(Dagger): 2d4+9 or 4d4+9v= +5(Dex)+2(Iron Armbands of Power)+2(Magic) / (Crit. +2d6) --- 2[W] or 4[W]+ Dexterity modifier damage.
------------------------------
Additional Effects(Short Sword): +3d8 Sneak Attack damage with combat advantage, once per round.
+2d6 to damage rolls against enemies at maximum hit points.
Additional Effects(Dagger): +3d8+4 Sneak Attack damage with combat advantage, once per round.
Feats:
Backstabber (Rogue) PHB p.194
Requirement: Rogue, Sneak Attack class feature
Benefit: The extra damage dice from your Sneak Attack class feature increase from d6's to d8's.
Bravo (Multiclass Bravo), Dragon Magazine 373
You are a grim and relentless killer - a bloodthirsty combatant who pursues your enemies to the bitter end.
Benefit: You gain training in Intimidate skill. Once per encounter, as a minor action, you can designate one creature you can see as your prey, gaining +2 to attack and damage rolls against that creature until the end of your next turn. The creature remains your prey until it drops to 0 hit points, until you end the effect as a free action, or until the end of the encounter - whichever comes first.
Defensive Mobility, PHB p.194
Benefit: You gain a +2 bonus to AC against opportunity attacks.
Harlequin Style, Dragon Magazine 373
Prerequisites: Cha 13, any martial class
Benefit: You gain the benefit with any of the following powers you possess.
Deft Strike (rogue, Player's Handbook, page 118):
You can move 3 squares before this attack, instead of 2. Add your Charisma modifier (+4) to your defenses against opportunity attacks provided by this movement.
Vampiric Heritage Dragon 371
Prerequisite: Living humanoid race
Benefit: You gain blood drain as an encounter power. Additionally, you gain a +2 bonus to Perception and Insight checks to sense and recognize dhampyrs and undead.
Special: You are considered a vampire for the purpose of effects that relate to vampires.
Mist Form, Dragon 371
Prerequisite: 10th level, Vampiric Heritage feat
Benefit: You can swap one 10th-level or higher utility power you know for mist form.
Savage Bite (Vampire Bloodline), Dragon 371
Paragon Tier Prerequisite: 11th level, Vampiric Heritage feat
Benefit: You can use your blood drain power on a target granting you combat advantage without having that target grabbed.
Equipment:
Challenge-Seeking Short Sword +3
Footpad's Friend Dagger +2
Deathcut Leather Armor +2
Cloak of Resistance +3
Iron Armbands of Power
Gauntlets of Ogre Power
Belt of Vigor
Tongueworm
Adventurer's Kit