Fye

Possibly Deceased

Description:
Level 2 Changeling Rogue
Fye
+1
12
Strength
+0
10
Constitution
+4
18
Dexterity
+0
10
Intelligence
+0
10
Wisdom
+4
18
Charisma
HIT POINTS
Total
27
Bloodied
13
Surges
7
Value
6
+5
Initiative
6
Speed
SKILLS
+10
Acrobatics
+1
Arcana
+2
Athletics
+12
Bluff
+5
Diplomacy
+1
Dungeoneering
+1
Endurance
+1
Heal
+1
History
+3
Insight
+5
Intimidate
+1
Nature
+6
Perception
+1
Religion
+10
Stealth
+10
Streetwise
+12
Thievery
18
Armor Class
+2 against Opportunity Attacks
13
Fortitude
18
Reflex
17
Will
CLASS FEATURES
First Strike
At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.
Artful Dodger
You gain a bonus to AC equal to your Charisma modifier 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, add 2d8 (2d6 base) extra damage when you have combat advantage against an enemy and hit that enemy with an attack that uses a crossbow, a light blade, or a sling.
FEATS
Backstabber
The extra damage dice from your Sneak Attack class feature increase from d6s to d8s.
Opportunity Knocks
Whenever you hit with an opportunity attack, or when an enemy misses you with an opportunity attack, the enemy you hit or the enemy that missed you grants combat advantage to you until the end of your next turn.
AT-WILL POWERS
Changeling Disguise
You alter your form to look like another person.
Duelist’s Flurry
You move your blade quickly, stinging your foe with a series of cuts and slashes. Each slice does little damage, but when combined, they form a deadly threat.
Sly Flourish
A distracting flourish causes the enemy to forget the blade at his throat.
Fleeting Ghost
You are stealthy and fleet of foot at the same time.
ENCOUNTER POWERS
Changeling Trick
Your feint tricks a foe into giving you an advantage.
Opening Move
While your enemies fumble for weapons or stand and gape, you leap into the fray to score a deadly hit.
DAILY POWERS
Blinding Barrage
A rapid barrage of projectiles leaves your enemies clearing the blood from their eyes.
ATTACKS
1d4 + 2
+7 vs AC
Dagger
1d6 + 4
+8 vs AC
Shuriken
EQUIPMENT
Leather Armor
Adventurer’s Kit
Thieves’ Tools
Climber’s Kit
MONEY
Platinum
0
Gold
34
Silver
6
Copper
0

Changeling Disguise
Changeling Racial Power
You alter your form to look like another person.
At-WillPolymorph
Minor ActionPersonal
Effect: You alter your physical form to take on the appearance of any Medium humanoid. You retain your statistics in your new form, and your clothing, armor, and possessions do not change. The new form lasts until you change form again. Any creature that attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 bonus to your check.

Duelist’s Flurry
Rogue Attack 1
You move your blade quickly, stinging your foe with a series of cuts and slashes. Each slice does little damage, but when combined, they form a deadly threat.
At-WillMartial, Weapon
Standard ActionMelee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: +10 vs. AC
Hit: 4 damage, slide the target 1 square, and you shift 1 square. You may use your sneak attack damage even if you do not have combat advantage against the target with this attack.

Sly Flourish
Rogue Attack 1
A distracting flourish causes the enemy to forget the blade at his throat.
At-WillMartial, Weapon
Standard ActionMelee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: +10 / +8 vs. AC
Hit: 1d4 + 9 / 1d6 + 8

Fleeting Ghost
Rogue Utility 2
You are stealthy and fleet of foot at the same time.
At-WillMartial
Move ActionPersonal
Prerequisite: You must be trained in Stealth.
Effect: You can move your speed and make a Stealth check. You do not take the normal penalty from movement on this check.

Changeling Trick
Changeling Racial Power
Your feint tricks a foe into giving you an advantage.
Encounter
Minor ActionMelee 1
Target: One creature
Effect: You make a Bluff check opposed by the target’s passive Insight. If your check succeeds, you gain combat advantage against the target until the end of your next turn.

Opening Move
Rogue Attack 1
While your enemies fumble for weapons or stand and gape, you leap into the fray to score a deadly hit.
EncounterMartial, Weapon
Standard ActionMelee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: +10 vs. AC
Hit: 2d4+5 damage.
Effect: You gain a power bonus to AC and Reflex equal to 2 + your Charisma modifier until the end of your next turn.

Blinding Barrage
Rogue Attack 1
A rapid barrage of projectiles leaves your enemies clearing the blood from their eyes.
DailyMartial, Weapon
Standard ActionClose Blast 3
Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling.
Target: Each enemy in blast you can see
Attack: +10 vs. AC
Hit: 2d4+5 damage, and the target is blinded until the end of your next turn.
Miss: Half damage, and the target is not blinded.

Bio:

Fye

Night in the City of Towers enigmatics