Aralethiel "Stabbyhammer" S'Eledin

Eladrin Rogue. Weren't you carrying something valuable, when you walked in?

Description:
Level 5 Eladrin Rogue
Aralethiel "Stabbyhammer" s'Eledin
+2
14
Strength
-
10
Constitution
+4
19
Dexterity
+1
12
Intelligence
-
10
Wisdom
+1
12
Charisma
HIT POINTS
Total
42
Bloodied
21
Surges
6
Value
10
SAVE MODIFIERS
+5 vs Charm
+10
Initiative
Dex +4
Half-level +2
Improved Initiative +4
6
Speed
SKILLS
+10
Acrobatics
+5
Arcana
+8
Athletics
+3
Bluff
+3
Diplomacy
+7
Dungeoneering
+2
Endurance
+2
Heal
+5
History
+2
Insight
+3
Intimidate
+2
Nature
+7
Perception
+3
Religion
+10
Stealth
+8
Streetwise
+10
Thievery
20
Armor Class
Dex +4
Armour +4
Half-level +2
14
Fortitude
Strength +2
Half-level +2
18
Reflex
Dex +4
Rogue +2
Half-level +2
13
Will
Eladrin +1
Half-level +2
RACE FEATURES
Low Light Vision
Fey Step
See Encounter Power description
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.
Rogue Tactics - Brutal Scoundrel
You gain a bonus to Sneak Attack damage equal to your Strength modifier.
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. [2D8+2]
FEATS
Backstabber
Sneak Attack dice increase to d8s
Improved Initiative
+4 to initiative checks
Dirty Fighting
+4 Damage to Melee Attacks against surprised Mobs
AT-WILL POWERS
Riposte Strike
At-Will ✦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt: a Strength vs. AC attack that deals 1[W] + Strength modifier damage.
Increase damage to 2[W] + Dexterity modifier and riposte to 2[W] + Strength modifier at 21st level.
Piercing Strike
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
ENCOUNTER POWERS
Torturous Strike
Encounter ✦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Brutal Scoundrel: You gain a bonus to the damage roll equal to your Strength modifier.
Fey Step
Encounter ✦ Teleportation
Move Action Personal
Effect: Teleport up to 5 squares (see “Teleportation,” PHB page 286).
Adaptable Flanker
Encounter ✦ Martial
Minor Action Personal
Requirement: Your ally must be adjacent to the same enemy.
Effect: You gain combat advantage against the enemy until the start of your next turn.
Nasty Backswing
Look it up - it's in Martial Power. Sorry, I didn't write it all out, because I put the card in my envelope of Stabby's Powers
DAILY POWERS
Easy Target
Daily ✦ Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, 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.
Flashy Riposte
Daily ✦ Martial, Rattling, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy makes a melee attack against you
Requirement: You must be wielding a light blade.
Target: The triggering enemy
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Effect: The target grants combat advantage to you and your allies until the end of your next turn.
ATTACKS
1D6+3 (STR) or 1D6+5 (DEX)
+8 (STR) or +10 (DEX) vs AC
+1 Vicious Shortsword (+1D12 on Crit)
1D6+5
+10 vs AC
+1 Shuriken (returns)
EQUIPMENT
Bag of Holding
200lb. 20 cubic feet. It has things in it.
Bedroll
It has Stabbyhammer in it ... rarely
Flint & Steel
Stabbyhammer lights fires with it ... sometimes on people.
Belt Pouch
Never you mind what's in it.
Rations
They go into Stabbyhammer.
Rope - Silken
50'
Sunrods
2 of
Waterskin
Water in it
+1 Vicious Shortsword
Serrated on both sides. Goes into others.
+1 Bloodcut Hide Armour
Stops things going into Stabbyhammer
Hand Crossbow
Helps put bolts into others. We have a heck-load of bolts, but Stabby's standard supply is 40.
Hand Crossbow Bolts
Go into others.
+1 Shuriken
Forty-something grams of screaming death. Stabby's favourite way of killing from afar.
MONEY
Platinum
0
Gold
656
Silver
3
Copper
0
Bio:

Stabbyhammer grew up as an Eladrin in the large city of Septobush, where she used to be rich … and bored. Stabbyhammer’s boredom led to wandering about and stealing things. And to fighting. Soon, wandering, stealing and fighting became the joys of life, for Stabbyhammer.

Stabbyhammer cares not for your ideals, your employer, your moral code. Stabbyhammer sneers at your quaint property laws.

If Stabbyhammer was prepared to steal all of her mother’s jewelry and hit the road, at the tender Eladrin age of 30; why would she hesitate to take your stuff?

Stabbyhammer is looking for a good anvil. It is possible, though not necessarily likely, that Stabbyhammer will not steal from her anvil, when she finds it. Or if she does, she will say sorry later, and maybe give whatever she stole back … maybe.

Stabbyhammer has been searching for her anvil for a while, now. She has travelled quite a ways. All the way to a little pimple on the bottom of the world, called Fellwood. It is boring, and there is not much to steal. Stabbyhammer will be leaving soon.

Aralethiel "Stabbyhammer" S'Eledin

The Stirrings of Evil Hedron dejinshathe