The Return of Guistenal
T'Jown, First Merchant of Guistenal
Perception +0 Low light vision
HP 29, Bloodied 14
AC 12, Fort 13, Ref 14, Will 12
Healing Surges 7 Value 7
Action Points 1
Maquahilt (standard; at-will) * Martial, Weapon
+7 vs. AC; 1d6 + 3 damage
Sly Flourish (standard; at-will) * Martial, Weapon
Melee or ranged 6; +6 vs. AC; 1d6 + 3 damage.
Disheartening Strike (standard; at-will) * Martial, Rattling, Weapon
+6 vs. AC; 1d6 + 2 damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Sly Lunge (standard; encounter) * Martial, Weapon
One creature granting combat advantage to you; +6 vs. AC; 1d6 + 5 damage, and you gain combat advantage against the target until the end of your next turn. If you don’t apply your Sneak Attack damage to this attack, it deals 1d6 extra damage.
Quick Information (standard action; encounter) * Martial, Weapon
+6 vs. AC; 1d6 + 2 damage, and either you shift 4 squares, or each ally within 5 squares can shift 2 squares as a free action.
Checking Jab (standard; daily) * Martial, Rattling, Weapon
+6 vs. AC; 1d6 + 2 damage, and the target is slowed (save ends). You have combat advantage against this target while it is slowed by this attack. Miss: Half damage, and the target is not slowed.
Rogue Weapon Talent
Shuriken damage uses 1d6, daggers have +1 bonus to attack rolls.
Once per round, when you have combat advantage against an enemy and are using a weapon from the light blade weapon group, you deal an extra 2d8 (backstabber) damage on a successful hit.
You add your Strength bonus to your sneak attack modifier.
At the start of an encounter, you have combat advantage against any creature that has not acted yet.
When you make an Athletics check to jump or climb, roll twice and use either result.
Marking the Victor
The first time you make an attack roll during each encounter, you can roll twice and use either result.
If you spend an action point to take an extra action and have already dealt Sneak Attack damage during this round, you can deal the extra damage a second time during this turn.
Stones Endurance (minor action, encounter)
You gain resist 5 to all damage until the end of your next turn.
Tumble (move; encounter) * Martial
You shift 3 squares.
Skills Acrobatics (Str) +9, Athletics (Dex) +5, Dungeoneering (Wis) +6, Intimidate (Cha) +7, Nature (Wis) +3, Streetwise (Cha) +7
Feats Backstabber, Marking the Victor, slaying Action
Str 16 ( +3) Dex 15 ( +2) Wis 10 ( +0)
Con 12 ( +1) Int 11 ( +0) Cha 13 ( +1)
Equipment short maquahilt