Comrade Pogsley, Goblin Rogue 10Init: +16,
Senses: normal
AC: 24,
Fort: 19,
Ref: 25,
Will: 21
HP: 69,
Bloodied: 34
Healing Surge Value: 17,
Surges/day: 7
Speed: 6
Strength: 14 (+7)
Constitution: 12 (+6)
Dexterity: 20 (+10)
Intelligence: 9 (+4)
Wisdom: 10 (+5)
Charisma: 18 (+9)
Racial FeaturesGoblin Reflexes - +1 Reflex
Goblin Tactics - Shift 1 sq when missed by melee attack
Goblin Tenacity - +1 to Death Saves
Class FeaturesRogue Tactics - Charisma bonus (+4) to AC against opportunity attacks.
First Strike- Combat advantage against enemies that haven't attacked.
Rogue Weapon Talent - +1 to hit with daggers.
Sneak Attack - +2d8 (+4) damage w/ combat advantage
FeatsBackstabber - d8 for sneak attacks
Nimble Blade - +1 to hit w/ light blade and combat advantage
Weapon Focus- +1 damage w/ light blades.
Deadeye Slinger - +3 to hit with slings, plus high crit range
Improved Initiative - +4 to initiative.
Duelist's Panache - Cha bonus (+4) to Acrobatics and Athletics checks.
Weapon Expertise - +1 to hit (free)
Trained SkillsAcrobatics: +19
Athletics: +16
Intimidate: +17
Stealth: +17
Thievery: +17
Bluff: +14
Untrained SkillsArcana +4, Diplomacy +9, Dungeoneering +5, Endurance +6, Heal +5, History +4, Insight +5, Nature +5, Religion +4, Streetwise +9, Thievery +17
Dagger: +17, 1d4+8
Sling: +16, 1d6+6
At-Will powersSly Flourish - +17 vs. AC, 1d4 +14 (DS)
Piercing Strike - +17 vs. Reflex, 1d4 +10
Encounter PowersSecond Wind - Spend spurge, regain 17 hp; +2 bonus to all defenses
Opening Move - +17 vs. AC, 2d4 +10, gain Cha bonus +2 (+6) to AC & Reflex until end of your next turn
Low Slash - +17 vs. Reflex, 1d4 +10, slide target 1 sq & target is slowed until end of your next turn; if flanking Cha bonus (+4) to damage
Sand in the Eyes - +17 vs. Reflex, 1d4 +10, target is blinded until end of your next turn
Daily PowersSpinning Blade Leap - +17 vs. AC, 2d4 +10, shift speed before and after attack; half damage on miss
Go for the Eyes - +17 vs. AC, 2d4 +10, target is blinded & can't move until end of your next turn; until end of encounter, when you damage opponent it takes -2 to penalty to attack rolls and can't move until end of your next turn; if hidden from the target before attack, power is not expended (DS)
Knockout - +17 vs. AC, 2d4 +10, target is knocked unconscious (save or damage ends); half damage on miss & target is dazed until end of your next turn
Utility PowersSneak in the Attack - (encounter) Until end of your next turn, the next ally who hits the target had combat advantage & gains your sneak attack damage
Swift Parry - (encounter) Immediate interrupt; gain cha bonus to (+4) to defenses against that attack & get combat advantage against attacker until end of your next turn
Executioner's Mien - (daily) Until stance ends, targets take -2 to hit after every successful attack (unless immune to fear) (DS)
Items and EquipmentFootpad's Friend Dagger +2 - Add Cha bonus (+4) to sneak attack damage
Magic Sling +1 Battle Harness Leather Armor +2 - Draw sheathed items or stowed items as free action; gain +2 to initiative
Amulet of Life +2 - (encounter) Gain extra healing surge when spending one.
Iron Armbands of Power - +2 item bonus to melee damage rolls.
Feinting Gloves - Gain +2 bonus to Bluff checks to gain combat advantage; (daily, minor action) Gain combat advantage against next creature you attack this turn
Baldric of Tactical Positioning - (encounter, minor action) Choose adjacent square that will act as an ally for purpose of flanking until end of your next turn
BiographyThis simple Goblin has discovered a lost city, stolen gods, killed a sea monster, and survived being fired into the ground from a cannon.