Me
Eadric is a handsome swashbuckler in his early 30's. He draws the attention of the lasses and the envy of the lads. He carries a rapier in his right hand and a dagger in his left, yet his tounge is as quick as his blade.

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I am the only one to escape from New Port Imperial Prison
Background 1: +3 Raised as the one true Lord of Durhambrock, I can fit in with nobles across the Empire. 
Background 2: +3 Imprisoned for resisting the Emperor, I escaped and now stay one step ahead of the law. 
Background 3: +3 On the run, I became a sellsword who fought for the common people and asked for nothing in return.
Positive: Prince of Shadows.  ”Don’t bother thanking me, I already thanked myself to your gold and your lover’s heart.” 
2 Die - 1 Point

Negative: Emperor
2 Die - 0 Points

Negative: Crusader
1 Die  - 0 Points

Complicated: Priestess
1 Die - 1 Point

Quick to Fight (pg.29) At the start of each battle, roll initiative twice and choose the result you want. 

Bonus Feat: At 1st level, human PCs start with two feats instead of one.
--Bravado
Initiative: You gain a point of Bravado when your natural initiative roll is even.
Hitting: You also gain a point of Bravado the first time you hit with a rogue attack on each of your turns.

--Rush Attack
Once on each of your turns, your rogue melee weapon attack deals additional damage against an enemy you were not engaged with at the start of your turn if you hit. Decide whether you are using Rush Attack before rolling an eligible attack.
5th +11 attack (2d10) damage

--Sneak Attack
Once on your turn, when you make a rogue melee weapon attack against an enemy engaged with one or more of your allies, you can deal additional damage if your attack hits.
5th +9 attack (2d8) damage




--Both Styles Now
If you can use both the Rush Attack and Sneak Attack features. 

--Shadow Walk
At-Will if used while not engaged, expended until end of battle if used while engaged - Quick action
Target: Nearby enemy with the highest MD
Attack: Charisma + Level vs. MD
Special: Spend a point of Bravado to turn it into an automatic hit.
Hit: No further actions this turn until the start of your next turn. At the start of your next turn, return anywhere nearby that you could have moved to normally during your turn and deal double damage with your first attack roll that turn. (Add your relevant Sneak Attack or Rush Attack damage first before doubling.)
Miss: No effect. You can’t attempt to shadow walk again until your next turn, but you still have your standard action this turn, and possibly your move action.

--Tumble 
You gain a +3 bonus to disengage checks. In addition, while you are moving, if an enemy moves to intercept you, you can make a disengage check as a free action to avoid that enemy.

--Domain: War or Leadership
Once per turn when you make a melee attack against an enemy, hit
or miss, your allies gain a +1 attack bonus against that enemy until
the start of your next turn.
--Improved Initiative: At 5th level, the bonus increases to +5 

--Toughness: At 5th level, the total bonus hit points increase to double
your baseline hit point value. +7 * 12 =+12 (7th +7x2 =+14 bonus)

--Swashbuckle: Once per battle as a quick action, you can pull off a daring stunt the likes of which others could scarcely conceive. Yes, it’s improv night at the rogue show, and you’re the star baby, the star. 

--Murderous: Your crit range against staggered enemies expands by 2.
  (Adventurer) You also gain a +2 attack bonus against
staggered enemies.
  (Champion) Staggered enemies are always vulnerable
to your attacks.
Vulnerable: When you attack a creature that’s vulnerable to
that attack, you deal bonus damage equal to double your
level, whether you hit or miss. If you score a critical hit, you
deal bonus damage equal to triple your level!





--Roll With It (1st): Interrupt action 1/battle
Trigger: A melee attack that targets AC hits you
Effect: Reduce the damage from the attack by double your level. If you spend a point of Bravado, you take half damage.

--Tumbling Strike (1st): 1/battle
Effect: You gain a +2 bonus to all disengage checks you attempt this turn. You can also move to engage an enemy, make this attack against it, and then use a quick action to attempt to disengage from it (the quick action disengage lets you move again if you succeed). If your disengage check fails and you’re stuck in place, you at least get to make this attack.

--Slick Feint (1st): pg.156 At-Will, 1 Bravado
First Target: One engaged enemy
  First Attack: Charisma + Level vs. MD
  Hit: Psychic damage equal to your level, but no other
damage of any type, and you can make an improved
melee attack against the same target or a different
engaged target.
  Natural even hit or miss: The target is also dazed until the
end of your next turn.
  Miss: Your attack action is over; the feint was a screw-up.
Second Target: The same enemy as the first attack or a
different engaged enemy.
Second Attack: Dexterity + Level +4 vs. AC
Hit: Weapon + Dexterity damage, and improve damage
at 5th level and above exactly like your basic attack
progression.
Miss: Half damage.
Adventurer Feat: If the second attack is against a different target than the first attack, the second attack can be against PD, not AC.

--Bleeding Strike (3rd): 1/battle
Natural even hit: Same base damage as basic attack, and an additional (5th lvl: 20 ongoing damage)
Natural odd hit: Same base damage as basic attack, and half as much ongoing damage as the even hit.
Adventurer Feat: You can use bleeding strike a second time in a battle by spending 1 point of Bravado.
Champion Feat: Misses with bleeding strike now also deal half the ongoing damage they would have dealt with a hit (in addition to the standard basic attack’s miss damage equal to your level).

--Deflection (3rd): 1/battle - Interrupt action - 1 Bravado
Trigger: A melee attack misses you
Effect: The attack hits an engaged enemy other than the enemy that just missed you, but the attack deals only half damage and none of its other effects.

--Cut After Cut (5th): Melee attack - arc/desperate
Effect: This power lets you make a number of basic melee attacks equal to the escalation die. You can’t score a critical hit with any of these attacks; if you do, treat it as a normal hit.
Natural even hit: Weapon + Dexterity damage, increasing at 5th level and beyond the same as basic attacks.
Natural odd hit: Half of Weapon + Dexterity damage.
Miss: Damage equal to your level.

Light Armor AC14 
Rapier 1d8 (NightKiss -> 2 Attacks)
Dagger 1d8 
Light Crossbow 1d6 
Fancy Clothes and Frilly shirts 
A music box that didn’t belong to me yesterday 
Playing Cards or Dice

Wyvern Poison: 10 ongoing poison damage, end on a difficult save 16+

Magical Rapier (Night Thorn): Once belonged to the Prince of Shadows and gives 2 attacks per round.

Throwing and Catching Dagger (+2 throwing dagger - recharge 16+): When you throw the dagger, you teleport and catch it before it hits the ground. You may throw the dagger anywhere within throwing range, allowing you to teleport to any point you can hit with the dagger. Precarious locations (like, say, throwing the dagger up a cliff, or between narrow bars) may require an attack roll or a skill check, or even both. You can combine throwing the dagger with a melee attack - you throw the dagger at a foe, teleport over, snatch the dagger out of the air and use it to stab your enemy. Treat this as the High Elf racial power, only you can also shave with it. Quirk: Jumpy and quick to change the topic of conversation.

Cloak of Anonymity: While wearing this cloak, you blend in with crowds. People ignore you and overlook anything else that's strange about you. You could be a ten-foot-tall fanged demon who constantly weeps poison, and no-one would look twice when you walked past them in the marketplace. The cloak's magic can't hide you if you do something out of the ordinary. If someone is specifically looking for you, you get a +4 bonus to checks to hide in the crowds. Quirk: Wants to do whatever common people do.

Strangling Robes: Recharge 6+. This strange armor looks like a tangle of black bandages held together with leather straps. In battle, the bandages writhe and flail with a mind of their own. When you use the armor, you may make an opportunity attack on any nearby enemy that provokes one, even if you’re not actually engaged with them. If you’ve got the sneak attack power, you can activate the robe to have it count as an ally engaged with your target, allowing you to sneak attack. This light armor grants +1 AC per tier (+2 AC at level 5).

Enchiridion of Heroes: Recharge 6+. This book contains instructions on how to be a hero, complete with friendly and comprehensive advice on swashbuckling, thwarting liches, rescuing princesses, and slaying dragons. When you make a natural roll on a d20 that’s less than the escalation die, you may activate this book to reroll it.