Here's my character sheet. He's a Halfling Rogue with a whole load of stabbing abilities. I've probably messed something up along the way while making this character, but whatever. I'll try to work out any problems.
Chrontim
Male Halfling Rogue
Level 1
Good
Representing Leafsnail
Strength 14 (+2)
Constitution 12 (+1)
Dexterity 18 (+4)
Intelligence 11 (+0)
Wisdom 10 (+0)
Charisma 15 (+2)
Height: 4' 0"
Weight: 85 lb
Skin: Tan
Eyes: Hazel
Hair: Dark Brown; Curly; Beardless [may grow sideburns]
Maximum Hit Points: 24
Bloodied: 12
Surge Value: 6
Surges / Day: 7 [includes constitution modifier]
Size: Small
Speed: 6 squares
Vision: Normal
Initiative: 1d20 +4 = + 4 [dexterity]
Base Strength Attack: 1d20 +2 = + 2 [strength]
Base Dexterity Attack: 1d20 +4 = + 4 [dexterity]
Base Constitution Attack: 1d20 +1 = + 1 [constitution]
Base Intelligence Attack: 1d20 +0 = + 0 [intelligence]
Base Wisdom Attack: 1d20 +0 = + 0 [wisdom]
Base Charisma Attack: 1d20 +2 = + 2 [charisma]
Armor Class: 16 = 10 + 4 [dexterity] + 2 [leather]
Fortitude Defense: 12 = 10 + 2 [strength]
Reflex Defense: 16 = 10 + 2 [rogue] + 4 [dexterity]
Will Defense: 12 = 10 + 2 [charisma]
Armor: Leather (15 lb)
Shield: None
Attacks:
Unarmed Melee: +2 [base strength attack] vs AC; damage 1[W]=1d4+2 [strength bonus]
Dagger: +6 vs AC [+2 strength attack] [+3 proficiency][+1 rogue weapon talent]; damage 1[W]=1d4+2 [strength bonus] 1 lb (Light blade); usable off-hand; light throwable
Thrown: range 5/10 +8 vs AC [+4 dexterity attack] [+3 proficient, +1 rogue weapon talent]; damage 1d4+4 [dexterity bonus];
Deft Strike +4w [base dexterity attack] vs AC
Piercing Strike +4w [base dexterity attack] vs reflex
Dazing Strike +4w [base dexterity attack] vs AC
Trick Strike +4w [base dexterity attack] vs AC
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
Base Saving Throw: d20 vs 10
Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
140 lb.
280 lb.
700 lb.
Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
44 or less
44-87 lb.
88-131 lb.
131 lb.
263 lb.
656 lb.
Languages: Common; (? 1 more)
Rituals Known:
Skills:
Acrobatics: +11 = 4 [dexterity] + 2 [Halfling] + 5 [class training]
Arcana: +0 = 0 [intelligence]
Athletics: +7 = 2 [strength] + 5 [class training]
Bluff: +2 = 2 [charisma]
Diplomacy: +2 = 2 [charisma]
Dungeoneering: +0 = 0 [wisdom]
Endurance: +1 = 1 [constitution]
Heal: +0 = 0 [wisdom]
History: +0 = 0 [intelligence]
Insight: +0 = 0 [wisdom]
Intimidate: +7 = 2 [charisma] + 5 [class training]
Nature: +0 = 0 [wisdom]
Perception: +5 = 0 [wisdom] + 5 [class training]
Religion: +0 = 0 [intelligence]
Stealth: +9 = 4 [dexterity] + 5 [class training]
Streetwise: +2 = 2 [charisma]
Thievery: +11 = 4 [dexterity] + 2 [Halfling] + 5 [class training]
Feats:
Backstabber
At-Will:
Basic Melee Attack: By weapon, damage 1[W]+2 [strength bonus] [standard action]
Basic Ranged Attack: By weapon, damage 1[W]+4 [dexterity bonus] [standard action]
Bull Rush: +2 [base strength attack] vs fortitude [standard action]
Grab: +2 [base strength attack] vs reflex [standard action]
Move grabbed target: +2 [base strength attack] vs fortitude [standard action]
Escape: +11 [acrobatics] vs reflex / +7 [athletics] vs fortitude [move action]
Deft Strike [Level 1]
Piercing Strike [Level 1]
Other Standard Actions: Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision),Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Action: Readied action
Other Opportunity Action: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check
Encounter Powers:
Second Wind
Spend an Action Point [free action, not in surprise round]
Second Chance [Halfling][immediate interrupt]
Dazing Strike [Level 1]
Daily Powers:
Trick Strike [Level 1]
Halfling
* +2 Dexterity, +2 Charisma (already included)
* +2 Acrobatics, +2 Thievery
* Bold: +5 on saves vs fear
* Nimble Reaction: +2 on AC vs opportunity attacks
* Second Chance (once per encounter, if hit, force opponent to re-roll attack)
Rogue
* First Strike
* Rogue Weapon Talent
* This rogue chose the rogue weapon talent [PH1].
* This rogue chose the artful dodger style. Remember to add your charisma modifier to AC against opportunity attacks.
* Sneak Attack [+2d8 at level 1] [once per round with combat advantage]
Chrontim's Equipment:
16 lb
2 lb
5 lb
4 lb
2 lb
1 lb
5 lb
1 lb
10 lb
10 lb
2 lb
4 lb
1 lb
_____
63 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Flint and steel
Grappling hook
Hammer
Lamp (common)
Pitons x10
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1
Thieves' tools
Total
Magic items:
Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:
Resistances:
Action Point Tally:
Daily Item Powers Per Day: Heroic Tier Milestones: / / /
Death Saving Throw Failures:
More about Chrontim:
Chrontim had been living life as a normal rogue for his whole life. He thought nothing of stealing from the weak or innocent - afterall, it was their loss. However, he grew more and more tired of his condition. Why should he have to steal while those living in the palaces could live in luxury whilst doing nothing? What made them special? What made them better? Chrontim realized that only he could do something about it. Only he could create justice in the world. It would be a simple quest - to steal from the rich, and give what he stole to the poor (Barring his expenses and salary, of course)! From that day forwards, his sense of social justice and his desire for change drove him. And, afterall, the poor had nothing worth stealing.