Syler

Brutal Halfling Rogue

Description:

Syler Thyll
Level 5 Rogue (Striker)
Small natural humanoid (halfling)

Initiative +11; Senses Perception 17, Insight 12
HP 42; Bloodied 21
Resist 5 poison
Healing Surge 10; Surges Per Day 6
AC 20 (22 vs. Opportunity Attacks); Fortitude 15, Reflex 20, Will 14
Saving Throws +5 vs. Fear
Speed 6; Action Points 1

Alignment Unaligned; Languages Common, Elven
Skills Acrobatics +14, Intimidate +8, Perception +7, Stealth +12, Streetwise +8, Thievery +14
Feats Backstabber, Improved Initiative, Nimble Blade
Str 15 (+2/+4) Dex 21 (+5/+7) Wis 10 (+0/+2)
Con 10 (+0/+2) Int 8 (-1/+1) Cha 13 (+1/+3)
Possessions Vicious Short Sword +1, Dagger x5, Shuriken x25, Sling, Sling Bullets x40, Leather Armor +1, Thieves Tools, Backpack, Bedroll, Flint & Steel, Belt Pouch, Trail Rations (16 days), Silk Rope (50 ft), Waterskin, Candle x7, Grappling Hook, Hammer, Pitons, Flask, Amulet of Health +1, Bag of Holding, Hand Crossbow, Hand Crossbow Bolts x50, Healing Potion x2, 10 gp, 0 sp

Racial Traits Skill Bonuses +2 Acrobatics & Thievery, Bold, Nimble Reaction, Second Chance (E) [see below]
Class Features First Strike, Brutal Scoundrel, Rogue Weapon Talent, Sneak Attack (2d8+2)

Basic Attacks

Short Sword (standard; at-will) ✦ Weapon +7 vs. AC; 1d6+2 damage.
Dagger (standard; at-will) ✦ Weapon +8 vs. AC; 1d4+2 damage.
Dagger (standard; at-will) ✦ Weapon Ranged 5/10; +11 vs. AC; 1d4+5 damage.
Shuriken (standard; at-will) ✦ Weapon Ranged 6/12; +10 vs. AC; 1d6+5 damage.
Sling (standard; at-will) ✦ Weapon Ranged 10/20; +9 vs. AC; 1d6+5 damage.
Hand Crossbow (standard; at-will) ✦ Weapon Ranged 10/20; +9 vs. AC; 1d6+5 damage.

Power Descriptions

At-Will Exploits

Piercing Strike Rogue Attack 1
At-WillMartial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: +10 (short sword) or +11 (dagger) vs. Reflex
Hit: 1d6+5 (short sword) or 1d4+5 (dagger)

Riposte Strike Rogue Attack 1
At-WillMartial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: +10 (short sword) or +11 (dagger) vs. AC
Hit: 1d6+5 (short sword) or 1d4+5 (dagger), and if the target attacks you before the start of your next turn, you make riposte against the target as an immediate interrupt.
Secondary Attack: +7 (short sword) or +8 (dagger)
Hit: 1d6+2 (short sword) or 1d4+2 (dagger)

Encounter Exploits

Second Chance Halfling Racial Power
Encounter
Immediate Interrupt Personal
Effect: When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.

Topple Over Rogue Attack 3
EncounterMartial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: +12 (short sword) or +13 (dagger) vs. AC
Hit: 1d6+5 (short sword) or 1d4+5 (dagger) and the target is knocked prone.

Torturous Strike Rogue Attack 1
EncounterMartial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: +10 (short sword) or +11 (dagger) vs. AC
Hit: 2d6+7 (short sword) or 2d4+7 (dagger)

Tumble Rogue Utility 2
EncounterMartial
Move Action
Effect: You can shift a number of squares equal to one-half your speed.

Daily Exploits

Easy Target Rogue Attack 1
DailyMartial, Weapon
Standard Action Melee or Ranged Weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: +10 (short sword, hand crossbow, sling) or +11 (dagger) vs. AC
Hit: 2d6+5 (short sword, hand crossbow, sling, shuriken) or 2d4+5 (dagger), and the target is slowed and grants combat advantage to you (save ends both).
Miss: Half damage, and the target grants combat advantage to you until the end of your next turn.

Walking Wounded Rogue Attack 5
DailyMartial, Weapon
Standard Action Melee or Ranged Weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: +10 (short sword, hand crossbow, sling) or +11 (dagger) vs. Fortitude
Hit: 2d6+5 (short sword, hand crossbow, sling, shuriken) or 2d4+5 (dagger), and the target is knocked prone. Until the end of the encounter, if the target moves more than half its speed in a single action, it falls prone at the end of its movement.
Miss: Half damage, and the target is not knocked prone.

Magic Item Powers

Amulet of Health +1
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property: Gain resist 5 poison.

XP: 5,971

Bio:

Syler

The Dark zero