Name
Si'trova Fallensong
Race
Wood Elf
Class
Rogue
Level
6
Alignment
Chaotic Good
Gender
Female
Height
181 cm
Age
102
Weight
69 kg
Eyes
Brown
Languages
Common, Elvish
Hair
White
STR
CON
DEX
INT
WIS
CHA
10
15
19
12
9
16
+0
+2
+4
+1
+0
+3
+6
+8
+10
+7
+6
+9
Armor Class
A C
20
Physical Defense
P D
20
Mental Defense
M D
17
Save Bonuses
+0
HIT POINTS
80 / 80
RECOVERIES
8 / 8
Recovery Roll
6d8+4
ONE UNIQUE THING
Born with a skin as dark as a Dark Elf, and hair as white as one -- only identified as Wood Elf by scrutinizing.
ICON RELATIONSHIPS
Positive: The Prince of Shadows (2 points)
Conflicted: The Elf Queen (2 points)
BACKGROUNDS
Lockpicking, shadowing, pickpocketing, general Thievery skills picked up when living with the Dark Elves (4 points)
Magician (sleight of hand) at the Elf Queen's Court (2 points)
Ratcatcher at the Elf Queen's Court (1 point)
Apprentice of a clockworkmaker at the Elf Queen's Court (1 point)
RACIAL POWER
1
Elven grace
Roll a die at the start of every turn; if the result is less than the escalation die, you get an extra standard action. The die starts with d6, move upward through d8, d10, d12, d20 on every success. No more extra actions after a success with d20.
TALENTS
1
Murderous
Against staggered enemies, your crit range with rogue attacks expands by 2, and you gain a +2 attack bonus (Adventurer's Level Feat).
2
Shadow Walk

You gain the Shadow Walk at-will power: as a move action before you have used your standard action this turn, if you are not engaged, you can make the following "attack" against all nearby enemies, targeting the enemy among them with the highest Mental Defense.
Attack: Charisma + Level (9) vs MD
Hit: Remove yourself from play. At the start of your next turn, return anywhere nearby that you could have moved to normally during your turn, and deal double damage with your first rogue attack that turn. Twice per day, you can reroll the rogue attack that follows your succesful use of shadow walk (Champion Level Feat).
Miss: No effect. You can't attempt to shadow walk again until your next turn, but you still have your standard and your move action this turn (Adventurer's Level Feat).
3
Tumble
You gain a +5 bonus to disengage checks. In addition, while you are moving, if an enemy moves to intercept you, you can make one disengage check per intercepting enemy as a free action to avoid that enemy, but you must stop the first time you fail any of those disengage checks.
FEATS
1
Heritage of the Sword (A)
You gain a +2 damage bonus with swords that deal d6 and d8 damage.
2
Shadow Walk (A)
On a miss, you can still use your move action normally (but you still can't Shadow Walk this turn).
3
Shadow Walk (C)
Twice per day, you can reroll the rogue attack that follows your succesful use of shadow walk.
4
Murderous (A)
You gain a +2 attack bonus against staggered enemies.
5
Improved Initiative (A)
+4 to all initiative checks.
6
Spiky Bastard (C)
Damage now applies when you are staggered, though obviously not while you are unconscious.
CLASS FEATURES
1
Momentum
You gain momentum when hitting an enemy with an attack. You lose momentum when you are hit by an attack. The default is that you can use momentum powers without losing momentum, but a few powers specify that you must spend your momentum to use them. You don't have to use attacks that require momentum against the foe you hit to gain momentum. Most momentum powers are interrupt actions.
2
Sneak Attack
Once per round when you make a rogue melee weapon attack against an enemy engaged with one of more of your allies, you can deal +3d6 damage.
3
Trap Sense
If a rogue's skill check involving a trap is a natural even failure, the rogue can reroll the skill check once. If a trap's attack roll against a rogue is a natural odd roll, the rogue can force the trap to reroll the attack once.
POWERS & SPELLS
1
Sure Cut
Melee attack
At-Will
Special: You must have momentum and be able to deal your Sneak Attack damage to the target if you hit.
Target: One enemy
Attack: Dexterity + Level (10) vs AC
Hit: WEAPON (6d8+4) + 2 * Dexterity (8) damage.
Miss: Deal your Sneak Attack damage + damage equal to your level (3d6 + 6).
2
Tumbling Strike
Melee attack
At-Will
Always: You gain a +5 bonus to all disengage checks you attempt this turn. You can also move to engage an enemy, make this attack against it, and then use a quick action to attempt to disengage from it (the quick action disengage lets you move again if you succeed).
Attack: Dexterity + Level (10) vs AC
Hit: WEAPON (6d8+4) + 2 * Dexterity (8) damage
Miss: Damage equal to your level (6).
3
Slick Feint
Melee attack
At-Will
First Target: One enemy engaged with you
Attack: Charisma + Level (9) vs MD
Hit: The target is dazed until the end of your next turn, and you can make an improved attack against a second target.
Miss: Your attack action is over; the feint was a screw-up.
Second Target: A different target from the first target that is engaged with you.
Attack: Dexterity + Level + 2 (12) vs AC
Hit: WEAPON (6d8+4) + 2 * Dexterity (8) damage
Miss: Damage equal to your level (6).
4
Flying Blade
Ranged attack
At-Will
Special: You must use a small bladed weapon with this attack.
Target: One nearby creature
Attack: Dexterity + Level (10) vs AC
Hit: WEAPON (6d8+4) + 2 * Dexterity (8) damage, and if your natural attack roll is even and one of your allies is engaged with the target, you can use your Sneak Attack damage for the round.
Miss: Damage equal to your level (6).
BASIC MELEE ATTACK
ATTACK
+10
HIT
6d8+12
MISS
6
Includes +2 dmg w/sword (Feat)
Includes +2 magic weapon dmg
BASIC RANGED ATTACK
ATTACK
+10
HIT
6d6+8
MISS
6
EQUIPMENT
GP: 25
Dice
Music Box
Short Sword
Dagger x 4
Leather armor
MAGIC ITEMS
Boots of Sure Feet: Disengage checks and other checks involving fancy footwork gain a +2 bonus (champion). You can walk or run normally through terrain that would usually slow one down, such as rubble, undergrowth, muck, etc. The boots don't protect you against damage or similar effects incurred from hospitable terrain.
Reckless Short Sword: recharge 6+
When you miss with an attack, reroll the attack with a +4 bonus. In addition, until the end of the battle, enemies attacking you add the escalation die to their attack roll (no effect if the enemy already adds it for some reason).
POWERS & SPELLS (ct'd)
5
Harmless Misdirection
Momentum Power
At-Will (once per round)
Interrupt action; requires momentum
Trigger: You miss with a melee attack while an ally is engaged with the target.
Effect: You can pop free from the target, and the target can't attack you during its next turn as long as your ally remains engaged with it.
6
Swift Dodge
Momentum power
At-Will (once per round)
Interrupt action; requires momentum
Trigger: You are hit by an attack against AC.
Effect: The attacker must reroll the attack.
7
Spiky Bastard
Daily
Quick action
Effect: You go all-out to hurt anyone who tries to get a piece of you. For the rest of the battle, while you’re conscious, using at least one bladed weapon, and are not stunned, you deal 10 damage to each enemy that makes a melee attack against you and rolls a natural odd attack roll. The damage hits the enemy before their attack damages you. (includes champion Feat: damage now applies when you are staggered, though obviously not while you are unconscious.)
BASIC RULES
Rally: Once a battle, use a standard action to rally, spending one of your recoveries and regain hit points. Specify what gives your character the will to keep fighting (honor, pride, mission, vengeance, etc). After the first time you can try to rally, but need to make a normal save (11+) first. If you fail, you can take your turn normally.
FRIENDS
♂ Bazkar (Marcel)
♂ Vharguk (Ferry)
♂ Enzo (Matthijs)
♀ Rhiannon (Jake)
♀ Ghorza (Xavier)
INCREMENTAL ADVANCES
Ability Bonus
Hit Points
Talent
Magic Item slot
Feat
Skills (+1)
Power / Spell
Icon rel. (ask GM)