Jourdain is a swashbuckling young halfling, just as pleased to settle a dispute with words, with blades, or with a back-flipping competition. In combats he prides himself on being everywhere at once -- except where his opponents try to land their blows. Name: Jourdain d'Augustin Alignment: Good Race: Halfling Class: Rogue 1 Speed: 6 Initiative: +4 (+4 dex) Languages: Common, Goblin Deity: Erathis (civilization, innovation, pushing back the darkness) Str 10 -> +0 Dex 18 -> +4 [includes racial +2] Con 12 -> +1 Int 11 -> +0 Wis 13 -> +1 Cha 16 -> +3 [includes racial +2] Hit points: 24/24 (bloodied at 12, surges heal 6) Healing surges: 7/7 AC: 16 (+2 armor, +4 dex), 21 vs opportunity attacks (+2 racial, +3 class) Fortitude: 11 (+1 con) Reflex: 16 (+4 dex, +2 class) Will: 13 (+3 cha) Saves: 10, +5 vs fear effects Attacks: Basic Melee: dagger +4 vs AC, 1d4 (+2d8) damage Basic Ranged: dagger +8 vs AC, range 5/10, 1d4 (+2d8) damage Piercing Strike: melee, dagger +8 vs Reflex, 1d4+4 (+2d8) damage Deft Strike: melee/ranged, dagger +8 vs AC, 1d4+4 (+2d8) damage, can move 2 before attack Positioning Strike (enc): melee, dagger +8 vs Will, 1d4+4 (+2d8) damage, can slide target 3 squares Trick Strike (daily): melee/ranged, dagger +8 vs AC, 3d4+4 (+2d8) damage, can slide target 1 square and slide them 1 every future time you hit them this encounter Other Actions/Powers: First Strike: Gain combat advantage against targets who haven't acted yet Sneak Attack: Do +2d8 damage once/round, can choose after damage is rolled Rogue Weapon Talent: +1 to hit with daggers Backstabber [feat]: Sneak attack does 2d8 rather than 2d6 Second Chance (encounter): Force enemy to reroll successful attack Feint (encounter): Standard action, bluff vs insight to get combat advantage until end of next turn Distract (encounter): Standard action, bluff vs insight to make immediate stealth check to hide Second Wind (encounter): Standard action, spend healing surge to heal and get +2 AC on defenses until next turn Skills: Acrobatics: +11 (+5 trained, +4 dex, +2 racial) Arcana: +0 (+0 int) Athletics: +0 (+0 str) Bluff: +8 (+5 trained, +3 cha) Diplomacy: +3 (+3 cha) Dungeoneering: +1 (+1 wis) Endurance: +1 (+1 con) Heal: +1 (+1 wis) History: +0 (+0 int) Insight: +1 (+1 wis) Intimidate: +3 (+3 cha) Nature: +1 (+1 wis) Perception: +6 (+5 trained, +1 wis) Religion: +0 (+0 int) Stealth: +9 (+5 trained, +4 dex) Streetwise: +8 (+5 trained, +3 cha) Thievery: +11 (+5 trained, +4 dex, +2 racial) Equipment: Adventurer's kit (15 gp, 33 lb) Thieves' tools (20 gp, 1 lb) Leather armor (25 gp, 15 lb) 5 Daggers (1 gp, 1 lb) (x4) (total: 65 gp, 54 lb) (remaining: 35 gp, 46 lb below max normal load)