Zaer Darkwail's Rogue:<br/><br/>Cutter<br/><br/>Male Tiefling Rogue / Shadow assassin<br/>Level 14<br/>Unaligned (Chaotic)<br/>Representing Zaer Darkwail<br/><br/>Strength    15   (+2)<br/>Dexterity    20   (+5)<br/>Constitution    13   (+1)<br/>Intelligence    14   (+2)<br/>Wisdom    10   (+0)<br/>Charisma    22   (+6)<br/><br/>Height:6' 0"<br/>Weight:180 lb<br/>Skin:Scarlet<br/>Eyes:Red<br/>Hair:Purple; Wavy<br/><br/>Maximum Hit Points: 90<br/><br/>Bloodied: 45<br/>Surge Value: 22<br/>Surges / Day: 7<br/><br/>Size: Medium<br/>Speed: 6 squares<br/>Vision: Low-light<br/><br/>Initiative:   1d20 +14   = + 7 [half level] + 5 [dexterity] + 2 [quick draw]<br/>Base Strength Attack:   1d20 +9   = + 7 [half level + 2 [strength]<br/>Base Dexterity Attack:   1d20 +12   = + 7 [half level + 5 [dexterity]<br/>Base Constitution Attack:   1d20 +8   = + 7 [half level + 1 [constitution]<br/>Base Intelligence Attack:   1d20 +9   = + 7 [half level + 2 [intelligence]<br/>Base Wisdom Attack:   1d20 +7   = + 7 [half level + 0 [wisdom]<br/>Base Charisma Attack:   1d20 +13   = + 7 [half level + 6 [charisma]<br/><br/>Armor Class:    27   = 10 + 7 [half level] + 5 [dexterity] + 5 [leather]<br/>Fortitude Defense:22   = 10 + 7 [half level] + 2 [strength] +3 [enchantment]<br/>Reflex Defense:    27   = 10 + 7 [half level] + 2 [rogue] + 5 [dexterity] +3 [enchantment]<br/>Will Defense:    26   = 10 + 7 [half level] + 6 [charisma] +3 [enchantment]<br/><br/>Armor: Leather (15 lb)<br/><br/>Shield: None (street clothes)<br/><br/>Attacks:<br/><br/>Unarmed Melee: 9 vs AC [+9 strength]; damage 1[W]=1d4+2 [strength]<br/><br/>Duelist's +3 Katar: +15 vs AC [+9 strength] [+3 proficiency] [+3 enchament]; damage 1[W]=1d6+5<br/>[strength] [Enchament] 1 lb (Light blade) Off-hand, high crit (max + 2W damage on crit)<br/><br/>Shurikens (x22): +15 vs AC [+11 dexterity] [+3 proficiency]; damage 1[W]=1d6 [rogue] +4 [dexterity]<br/>range 6/12 1/2 lb (Light blade) Light throwable<br/><br/>Powers<br/>Riposte Strike +12w [dexterity] vs AC<br/>Sly Flourish +12w [dexterity] vs AC<br/>Positioning Strike +12w [dexterity] vs AC<br/>Blinding Barrage +12w [dexterity] vs AC<br/>Bait and Switch +12w [dexterity] vs will<br/>Clever Riposte +12w [dexterity] vs AC<br/>Cloud of Steel +12w [dexterity] vs AC<br/>Crimson Edge +12w [dexterity] vs fortitude<br/>Killer's Eye +12w [dexterity] vs reflex<br/>Tornado Strike +12w [dexterity] vs AC<br/>w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.<br/><br/>Base Saving Throw: d20 vs 10<br/><br/>Encumberance 4e<br/><br/>Normal Load:<br/>Heavy Load:<br/>Maximum Drag Load<br/>150 lb.<br/>300 lb.<br/>750 lb.<br/>Encumberance 3.5<br/><br/>Light load:<br/>Medium load:<br/>Heavy load:<br/>Lift over head:<br/>Lift off ground:<br/>Push or drag:<br/>66 lb. or less<br/>67-133 lb.<br/>134-200 lb.<br/>200 lb.<br/>400 lb.<br/>1000 lb.<br/><br/>Languages:   Common; Goblin;<br/><br/>Skills:<br/><br/>Acrobatics:   +17   = 5 [dexterity] + 7 [half level] + 5 [skill training]<br/>Arcana:   +9   = 2 [intelligence] + 7 [half level]<br/>Athletics:   +14   = 2 [strength] + 7 [half level] + 5 [skill training]<br/>Bluff:   +20   = 6 [charisma] + 7 [half level] + 2 [Tiefling] + 5 [class training]<br/>Diplomacy:   +13   = 6 [charisma] + 7 [half level]<br/>Dungeoneering:   +7   = 0 [wisdom] + 7 [half level]<br/>Endurance:   +11   = 1 [constitution] + 7 [half level] +3 [item bonus]<br/>Heal:   +7   = 1 [wisdom] + 7 [half level]<br/>History:   +9   = 2 [intelligence] + 7 [half level]<br/>Insight:   +7   = 0 [wisdom] + 7 [half level]<br/>Intimidate:   +18   = 6 [charisma] + 7 [half level] + 5 [class training]<br/>Nature:   +7   = 0 [wisdom] + 7 [half level]<br/>Perception:   +14   = 0 [wisdom] + 7 [half level] + 2 [alertness] + 5 [class training]<br/>Religion:   +9   = 2 [intelligence] + 7 [half level]<br/>Stealth:   +19   = 5 [dexterity] + 7 [half level] + 2 [Tiefling] + 5 [class training]<br/>Streetwise:   +18   = 6 [charisma] + 7 [half level] + 5 [class training]<br/>Thievery:   +17   = 5 [dexterity] + 7 [half level] + 5 [class training]<br/><br/>Feats:<br/><br/>Alertness<br/>Backstabber<br/>Press the Advantage<br/>Quickdraw<br/>Skill Training -- Acrobatics<br/>Skill Training -- Athletics<br/>Weapon Proficiency -- Katar<br/>Evasion<br/>Secret Stride<br/><br/>At-Will:<br/><br/>Basic Melee Attack: By weapon, damage 1[W]+2 [strength]<br/>Basic Ranged Attack: By weapon, damage 1[W]+5 [dexterity]<br/>Bull Rush: +9 [strength] vs fortitude<br/>Grab: +9 [strength] vs reflex<br/>Move grabbed target: +9 [strength] vs fortitude<br/>Escape: +17 [acrobatics] vs reflex / +14 [athletics] vs fortitude<br/>Riposte Strike [Level 1]<br/>Sly Flourish [Level 1]<br/>Great Leap [Level 2 Utility][move action]<br/>Chameleon [Level 6 Utility][immediate interrupt]<br/><br/>Other Standard Actions:   Administer a potion; Aid another; Charge [+1 to basic melee attack or bull<br/>rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action<br/><br/>Other Move Actions:   Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk<br/><br/>Other Minor Actions:   Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open /<br/>close a door; Pick up an item; Retrieve / stow an item; Sustain minor action<br/><br/>Other Immediate Action:   Readied action<br/><br/>Other Opportunity Action: Opportunity attack<br/><br/>Other Free Actions:   Drop held items; End a grab; Talk<br/><br/>Other Non-Actions:   Delay<br/><br/>Encounter Powers:<br/><br/>Second Wind<br/>Spend an Action Point [free action, not in surprise round]<br/>Infernal Wrath [Tiefling][minor action]<br/>Positioning Strike [Level 1]<br/>Bait and Switch [Level 3]<br/>Cloud of Steel [Level 7]<br/>Killer's Eye [Shadow Assassin Level 11]<br/>Tornado Strike [Level 13]<br/><br/>Daily Powers:<br/><br/>Blinding Barrage [Level 1]<br/>Clever Riposte [Level 5]<br/>Crimson Edge [Level 9]<br/>Certain Freedom [Level 10 Utility][move action]<br/>Bad Idea, Friend [Shadow Assassin Level 12 Utility]<br/><br/>Tiefling<br/><br/>* +2 Intelligence, +2 Charisma (already included)<br/>* +2 Bluff, +2 Stealth<br/>* Bloodhunt<br/>* Fire Resistance 5 + 1/2 level<br/>* Infernal Wrath<br/><br/>Rogue<br/><br/>* First Strike<br/>* Rogue Weapon Talent<br/>* This rogue chose the artful dodger style.<br/>* Sneak Attack [once per round with combat advantage]<br/><br/>Shadow Assassin<br/><br/>* Shadow Assassin's Action [Level 11]<br/>* Shadow Assassin's Riposte [Level 11]<br/>* Bloody Evisceration [Level 16]<br/>* Killer's Eye [paragon attack 11]<br/>* Bad Idea, Friend [paragon utility 12]<br/>* Final Blow [paragon attack 20]<br/><br/><br/>Cutter's Equipment:<br/><br/>+27 lb<br/>+2 lb<br/>+5 lb<br/>+2 lb<br/>+1 lb<br/>+5 lb<br/>+4 lb<br/>+4 lb<br/>+10 lb<br/>+2 lb<br/>+1 lb<br/>+1 lb<br/>_____<br/>Total: 64 lb<br/><br/>Weapons / Armor / Shield (from above)<br/>Backpack<br/>Bedroll<br/>Caltrops<br/>Case (for map or scroll)<br/>Chalk<br/>Crowbar<br/>Flint and steel<br/>Grappling hook<br/>Ink vial<br/>Ink pen<br/>Paper sheets x6<br/>Rations (1 day) x4<br/>Rope (50', silk) x2<br/>Sunrods x2<br/>Whetstone<br/>Thieves' tools<br/><br/>Magic items:<br/><br/>Weapon: Duelist's +3 Katar<br/>Level: 13<br/>Enhancement: +3 Attack rolls and damage rolls<br/>Critical: +3d6 damage, or +3d8 damage if you have combat advantage<br/>Power (Daily): Minor Action. You have combat advantage against the next creature you attack with<br/>this weapon on this turn.<br/><br/>Armor: Deathcut Armor+3<br/>Level: 15<br/>Enhancement: +3 AC<br/>Property: Resist 5 necrotic.<br/>Property: Resist 5 poison.<br/>Power (Daily • Necrotic): Immediate Reaction. You can use this power when an enemy hits you with a<br/>melee attack. Deal 2d10 + Charisma modifier necrotic damage to that enemy.<br/><br/>Neck:Cloak of Survival +3<br/>Level: 14<br/>Enhancement: +3 Fortitude, Reflex, and Will<br/>Property: Gain a +3 item bonus to Endurance checks.<br/>Property: Gain resist 5 cold<br/>Property: Gain resist 5 fire.<br/><br/>Item: Keoghtom’s Ointment<br/>Level: 12<br/>Price: 13000 gp<br/>Wondrous Item<br/>Power (Daily • Healing): Standard Action. Apply this substance to yourself or an adjacent ally. That<br/>creature automatically ends one disease or poison effect that a save can end or regains one healing<br/>surge (your choice).<br/><br/>Arms:<br/>Feet:<br/>Hands:<br/>Head:<br/>Ring:<br/>Ring:<br/>Waist:<br/><br/><br/>Resistances: Fire 17, Necrotic 5, Cold 5, Poison 5<br/><br/>Action Point Tally:<br/><br/>Milestone  /  /  /<br/><br/>Death Saving Throw Failures:<br/><br/>More about Cutter:<br/><br/>'Cutter' is one urban tieflings who were orphan ever since he was born. With no parents he was raised by thugs, thieves and murderers of the dark alleys of the metropolis. He learned early in life he had no hesitation to kill what he wants but he did not kill out of desire but from need. Although if he was angered he does not hesitate to kill the offender. Soon legend of 'blood cutter' started run in the streets. Known for devastating use of katar in close combat he soon became renowned shadow assassin in the streets. However soon his reputation growed so high that wild rumors start ed spread out, silly rumors which did hold any meaning of truth but in fearful hearths of among his friends they grown root and soon rumors became a 'fact'. It is unknown what rumous or story was involved but it ended up in that Cutter butchered his own guild members in self defense and killed them so he is left alone. When dark alleys run into chaos from power vacuum when powerful thieves guild was brought down Cutter left the city and started aimlessly wander as mysterious mercenary.