Gnoll Rogue:
Age: 14
Possible Names: Scout, Fleabiter, The Derg

Vitality:
Maximum hit points: 45
Injured at: 22 or fewer hit points
Healing surge value: 11
Healing surges per day: 10
Defenses:
Armor Class: 18
Fortitude: 15
Reflex: 18
Will: 14
Movement:
Speed: 7
Initiative: +8
Combat:
Attack Bonus (aka AB): +10
Weapon: Daggers (light one-handed)
Weapon Dice (aka [W]): d4
Damage Bonus (aka DB): +4
Skills:
Acrobatics: +11
Athletics: +10
Bluff: +9
Heal: +1
Intimidate: +3
Stealth: +11
Lockpicking: +13
Special Features:
-Sneak Attack: Once per round when you have combat advantage against an opponent and hit them with a light weapon, you do an extra 2d8+3 damage to that opponent.
-Cornered Beast: You gain +2 to all damage rolls while you’re injured.
-Dagger Specialization: +1 to attack rolls made with a dagger (already counted in your attack bonus).
For a complete list of this character’s powers click here:
Rogue At-Will Powers:
Hide:
Move Action, only usable if you have cover against all opponents
Range: Personal
Skill Check: Stealth vs. Opponents’ Perception (you must beat them all for the hide to succeed)
Effect: You gain combat advantage over all opponents, but the combat advantage is lost if you lose your cover.
Lunging Slash:
Standard Action
Range: Melee
Target: One creature
Special: You can move 2 squares before the attack.
Attack: AB vs. Opponent’s Armor Class
Hit: [W]+DB damage.
Piercing Strike:
Standard Action
Range: Melee or Ranged 5
Target: One creature
Attack: AB vs. Opponent’s Reflex
Hit: [W]+DB damage.
Encounter Powers:
Vicious Strike:
Standard Action
Range: Melee or Ranged 5
Target: One opponent
Attack: AB vs. Opponent’s Armor Class
Hit: 2x[W]+DB+3 damage.
Setup Attack:
Standard Action
Range: Melee
Target: One opponent
Attack: AB vs. Opponent’s Armor Class
Hit: 2x[W]+DB damage, and the target grants combat advantage to you until the end of your next turn.
Tumble:
Move Action
Range: Personal
Effect: You can shift 3 squares, and you are considered to have cover until the end of your turn.
Feint:
Standard Action
Range: Melee
Target: One opponent
Skill Check: Bluff vs. Opponent’s Insight
Hit: You gain combat advantage over the target until the end of your next turn.
Distraction:
Standard Action
Target: All opponents that can see you.
Skill Check: Bluff vs. Opponents’ Insight (you must beat them all for the distraction to succeed)
Hit: You gain combat advantage over the targets until the end of your next turn.
Predatory Eye:
Minor Action
Range: Personal
Effect: If you have combat advantage against a target, you deal an extra d6 damage on the next attack you make against that target. You must apply this bonus before the end of your next turn.
Second Wind:
Standard Action
Range: Personal
Effect: Spend a Healing surge. You also gain +2 to all of your defenses until the start of your next turn.
Daily Powers:
Easy Target:
Standard Action
Range: Melee or Ranged 5
Target: One opponent
Attack: AB vs. Opponent’s Armor Class
Hit: 2x[W]+DB 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.
Deep Cut:
Standard Action
Range: Melee
Target: One opponent
Attack: AB vs. Fortitude
Hit: 2x[W]+DB damage, and the target takes 8 ongoing damage (save ends).
Miss: Half damage, and no ongoing damage.