You flip and twist as you attack, confounding your foe.
At-Will
Martial, Weapon
Standard Action Melee weapon
Prerequisite: You must be trained in Acrobatics.
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. If you are grabbed, you escape the grab.
Level 21: 2[W] + Dexterity modifier damage.
Effect: Before or after the attack, you shift 1 square.
You can turn even a minor distraction into an opportunity for a deadly attack.
At-Will
Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Level 21: 2[W] + Dexterity modifier damage.
Special: If an ally is adjacent to the target and is able to attack it, you have combat advantage against the target for this attack.
A final lunge brings you into an advantageous position.
At-Will
Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Effect: Before the attack, you can move up to 2 squares.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Level 21: 2[W] + Dexterity modifier damage.
The bite of your weapon is deepened by the sting of your ire.
At-Will
Martial, Rattling, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
You move your blade quickly, stinging your foe with a series of cuts and slashes. Each slice does little damage, but when combined, they form a deadly threat.
At-Wil
l Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: Dexterity modifier damage, slide the target 1 square, and you shift 1 square. You may use your sneak attack damage even if you do not have combat advantage with this attack.
Level 21: 5 + Dexterity modifier damage.
From the shadows you strike, and into the shadows you flee.
At-Wi
ll Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] damage.
Level 21: 2[W] damage.
Effect: You shift a number of squares equal to your Intelligence modifier, and you can make a Stealth check to become hidden.
You slash out with one hand while the other reaches into your pack to grab exactly what you need.
At-W
ill Martial, Weapon
Standard Action Melee or Ranged weapon
Prerequisite: You must be trained in Thievery
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Level 21: 2[W] + Dexterity modifier damage.
Effect: You may draw a single item from a bag or pouch as a free action.
You drive your weapon past your foe’s guard and into a tender spot.
At-
Will Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage.
Level 21: 2[W] + Dexterity modifier damage.
You feint and nick the target, inhibiting its movement to set up an even deadlier attack.
At
-Will Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: Dexterity modifier + Intelligence modifier damage, and the target grants combat advantage to you until the end of your next turn.
Level 21: 5 + Dexterity modifier + Intelligence modifier damage.
As you attack, you perceive a flaw in the enemy’s defenses.
A
t-Will Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.
Effect: You gain a +1 power bonus to your next attack roll against the target before the end of your next turn.
With a calculated strike, you leave your foe vulnerable to an adroit riposte if it dares to attack you.
At-Will Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. If the target attacks you before the start of your next turn and it is within reach, you can make a Strength vs. AC attack against it as an immediate interrupt. On a hit, the target takes 1[W] + Strength modifier damage.
Level 21: 2[W] + Dexterity modifier damage and 2[W] + Strength modifier damage.
You use a distracting flourish with your off hand to land a solid blow.
At-Will Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier + Charisma modifier damage.
Level 21: 2[W] + Dexterity modifier + Charisma modifier damage.
You flip into a spinning acrobatic display of flashing blades. Then the display transforms into a deadly attack.
Encounter Martial, Weapon
Standard Action Close burst 1
Prerequisite: You must be trained in Acrobatics.
Requirement: You must be wielding a light blade.
Target: Each enemy in the burst you can see
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage
Effect: After the attack, you can shift a number of squares equal to the number of enemies you hit with this attack. During the shift, you can move through squares occupied by enemies you hit with this attack.
An expert strike catches your foe by surprise and leaves it reeling from the pain.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn.
Your attack draws your enemy’s attention long enough to give your ally an opening
.
Encounter Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Cunning Sneak: If you are hidden when you attack, you can make a Stealth check to remain hidden if you have superior cover or total concealment.
Hit: 1[W] + Dexterity modifier damage. Until the end of your next turn, the target grants combat advantage to one of your allies adjacent to it.
A distracting stab is all you need to foil your enemy's focus and make a quick dash to a better positio
n.
Encounter Martial, Weapon
Standard Action Melee weapon
Prerequisite: You must be trained in Acrobatics.
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage, and you negate any marks the target has applied. The target cannot mark any targets until the end of your next turn.
Effect: You can shift 1 square.
Artful Dodger: You can instead shift a number of squares equal to your Dexterity modifier.
Striking quickly, you remain ready to par
ry.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Primary Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and if the target makes a melee attack against you before the start of your next turn, you can make a secondary attack against it as an immediate interrupt.
Secondary Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target takes a –2 penalty to the triggering attack roll.
Your shot slams your foe backw
ard.
Encounter Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and you push the target 1 square.
You make a stinging strike against your foe and then retreat behind a nearby
ally.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage.
Effect: You and an adjacent ally can swap places (the ally slides 1 square, and you shift 1 square).
You stab your blade into the back of a foe and then plunge it into the chest of an
other.
Encounter Martial, Rattling, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One or two creatures
Attack: Dexterity vs. AC
Hit: 1[W] damage. If you hit both targets, you can deal your Sneak Attack damage to each target instead of just one.
While your enemies fumble for weapons or stand and gape, you leap into the fray to score a dead
ly hit.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Effect: You gain a power bonus to AC and Reflex equal to your Charisma modifier until the end of your next turn.
Artful Dodger: The defense bonus equals 2 + your Charisma modifier.
A false stumble and a shove place the enemy exactly where you
want it.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Will
Hit: 1[W] + Dexterity modifier damage, and you can slide the target 1 square.
Artful Dodger: The distance of the slide can be up to your Charisma modifier.
You emerge from the darkness, delivering a quick strike before retreating back into the
shadows.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC. If you are hidden when you attack, you can make a Stealth check to remain hidden after the attack.
Hit: 1[W] + Dexterity modifier damage.
Your sling stone skips off the first target and smashes into an
other one.
Encounter Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a sling.
Primary Target: One creature
Primary Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. Make a secondary attack.
Secondary Target: One creature within 10 squares of the primary target
Secondary Attack: Dexterity vs. AC
Hit: Dexterity modifier damage, and the secondary target is dazed until the end of your next turn.
Cunning Sneak: The secondary attack deals extra damage equal to your Intelligence modifier.
You dart in to take advantage of lax defenses, and after striking, you’re ready to capitalize on the same ope
ning again.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature granting combat advantage to you
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier 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.
Brutal Scoundrel: The attack deals extra damage equal to your Strength modifier.
Your attack unnerves your foe, possibly freezing it in
its tracks.
Encounter Martial, Rattling, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier + Charisma modifier damage.
Ruthless Ruffian: If the target is already taking the attack penalty from one of your rattling attacks, the target is also immobilized until the end of your next turn.
You wrench your weapon just so, making your enemy
howl in pain.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Brutal Scoundrel: You gain a bonus to the damage roll equal to your Strength modifier.
The impact of your shot leaves your
enemy wobbly.
Encounter Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is slowed until the end of your next turn.
A rapid flurry of projectiles leaves your enemies clearing the blo
od from their eyes.
Daily Martial, Weapon
Standard Action Close blast 3
Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling.
Target: Each enemy you can see in the blast
Attack: Dexterity vs. AC
Hit: Dexterity modifier damage, and the target is blinded until the end of your next turn.
Miss: Dexterity modifier damage.
You smile callously as your attack lands, cowing your enemy into an
overcautious state.
Daily Martial, Rattling, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and the target is slowed (save ends). You have combat advantage against the target while it is slowed by this attack.
Miss: Half damage, and the target is not slowed.
Your attack causes your opponent to accident
ally wallop his ally.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Effect: As a free action, the target makes a melee basic attack against a creature of your choice adjacent to it. If you or the target has combat advantage against the creature and you haven’t dealt your Sneak Attack damage during this round, you can deal your Sneak Attack damage against the creature.
The way you stand appears to allow a foe an opening, but in truth your skill is such that you use your foe’s attack to draw it in for
your own quick strike.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, each time an enemy hits or misses you, you can use the Duelist's Prowess Attack power against it
Daily Martial, Weapon
Immediate Interrupt Melee weapon
Requirement: The power Duelist's Prowess must be active in order to use this power.
Requirement: You must be wielding a light blade.
Trigger: An enemy adjacent to you attacks you
Target: The triggering enemy
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage.
You deal a staggering blow to your enemy, setting i
t up for future attacks.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier 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.
Springing forward with feline agility, you lash out, cut deep,
and roll away to safety.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Prerequisite: You must be trained in Acrobatics.
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and you can shift 2 squares.
Special: When charging, you can use this power in place of a melee basic attack.
Your vicious attack rends flesh and courage alike, l
eaving your foe quivering.
Daily Martial, Rattling, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, your melee attacks have the rattling keyword.
You pound the pommel of your bl
ade into your enemy’s face.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and the target takes a –2 penalty to attack rolls (save ends).
Miss: Half damage, and the target takes a –2 penalty to attack rolls until the end of its next turn.
You target an opening in your foe’s a
rmor and make a vicious cut.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 3[W] + Dexterity modifier damage.
Having just wounded your opponent, you fol
low up with a finishing move.
Daily Martial, Weapon
Free Action Melee weapon
Trigger: You bloody an enemy with a melee attack
Requirement: You must be wielding a light blade.
Target: The triggering enemy
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Miss: Half damage.
Enemies flee from the target of your attack, each fearin
g it will be your next victim.
Daily Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Miss: You do not expend this power if you were hidden from the target when you made the attack.
Effect: Each enemy adjacent to the target takes a -2 penalty to attack rolls (save ends). In addition, each enemy adjacent to the target is pushed 1 square away from the target.
You leap into the air, landing atop your foe. Y
ou stab down and then leap off.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Effect: Before and after the attack, you shift your speed.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Miss: Half damage.
Through a series of feints and lures, you maneuver y
our foe right where you want it.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and you can slide the target 1 square.
Effect: Until the end of the encounter, you can slide the target 1 square whenever you hit it.
Your assault menaces your foe, causing it to flinch and look away as you
continue your relentless attack.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target treats you as having concealment (save ends).
Miss: Half damage, and the target treats you as having concealment until the end of your next turn.
The mere presence of an ally gives y
ou all the advantage you need.
Encounter Martial
Minor Action Personal
Requirement: You and an ally must be adjacent to the same enemy.
Effect: You gain combat advantage against the enemy until the start of your next turn.
Though your foe wants to move in closely, you’d rather keep your dis
tance, so you nimbly move away.
Encounter Martial
Immediate Reaction Personal
Trigger: An enemy ends its turn adjacent to you.
Effect: You shift up to 3 squares.
You sharpen your aim and flex your arm, preparing t
o hurl your dagger at a distant foe.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, whenever you make a ranged attack with a thrown weapon or a sling, you double the normal range and the long range.
You cut corners and dodge obstacles, making it seem as
though you move with unnatural speed.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, you gain a power bonus to speed equal to half your Intelligence modifier.
You twist your weapon or adjust your aim, hurting
your foe a little more than usual.
Encounter Martial
Free Action Personal
Trigger: Your attack bloodies an enemy or scores a critical hit against an enemy
Effect: The triggering attack deals extra damage equal to your Intelligence modifier to the enemy.
Suspecting something is hidden, you co
ncentrate your will on spotting it.
Encounter Martial
Minor Action Personal
Prerequisite: You must be trained in Perception.
Effect: Make a Perception check with a bonus equal to your Charisma modifier.
You are stealt
hy and fleet of foot at the same time.
At-Will Martial
Move Action Personal
Prerequisite: You must be trained in Stealth.
Effect: You move up to your speed and can make a Stealth check to hide. You take no penalty to the Stealth check for the movement, though you must still meet the normal requirements to hide.
You leap a
great distance without a running start.
At-Will Martial
Move Action Personal
Prerequisite: You must have training in Athletics.
Effect: You make an Athletics check to jump. You are considered to have a running start, and the distance of the jump isn’t limited by your speed.
Rolling with a blow that knocked you d
own, you hop up just a few steps away.
Encounter Martial
Immediate Reaction Personal
Trigger: You are knocked prone
Prerequisite: You must be trained in Acrobatics.
Effect: You stand up and can shift 1 square.
You maximize the benefit
of the obstacle or shadows hiding you.
Encounter Martial
Minor Action Personal
Effect: Until the end of your next turn, you gain a +2 power bonus to all defenses while you have any concealment or any cover.
Through y
our subtlety, you end your enemy's mark.
Encounter Martial
Minor Action Personal
Requirement: You must be marked.
Effect: The marked condition ends on you.
The line between truth and decep
tion is thin, and you cross it with ease.
Encounter Martial
Free Action Personal
Prerequisite: You must have training in Bluff.
Trigger: You make a Bluff check and dislike the result.
Effect: You reroll the Bluff check and must use the second result.
You can p
ilfer a coin pouch in the blink of an eye.
Encounter Martial
Minor Action Personal
Prerequisite: You must have training in Thievery.
Effect: You make a Thievery check as part of this action, even if the check is normally a standard action.
Rattled foes are ripe fodder for your attacks.
Daily Martial
Minor Action Personal
Prerequisite: You must be trained in Intimidate.
Effect: Select an enemy within line of sight that is taking the penalty from one of your rattling attacks. You gain combat advantage against that enemy until the end of your next turn.
You give your ally the advantag
e she needs to inflict a devastating attack.
Encounter Martial
Minor Action Melee 1
Target: One creature
Effect: Until the start of your next turn, the next ally who hits the target and has combat advantage against it deals extra damage against it equal to your Sneak Attack damage.
You jump fr
om a standing position, surprising your foes.
Encounter Martial
Minor Action Personal
Prerequisite: You must have training in Athletics.
Effect: You jump a number of squares up to half your speed.
You pull t
he old switcheroo to put your enemies off guard.
At-Will Martial
Move Action Close burst 1
Target: You and one ally in the burst
Effect: The targets swap places.
You dodge and tumble past your foes with such spe
ed and precision that they are unable to react.
Encounter Martial
Move Action Personal
Prerequisite: You must have training in Acrobatics.
Effect: You shift up to your speed.
You strike and weave, causing your foe to lurch forward an
d allowing you to move to where it was standing.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Will
Hit: 2[W] + Dexterity modifier damage. In addition, you swap places with the target, sliding it 1 square and shifting 1 square. You can then shift 1 square.
Artful Dodger: The distance of the second shift can be up to your Charisma modifier.
You bound i
nto the air, driving your blade home as you land.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Effect: Before the attack, you can shift 2 squares. If you are trained in Athletics, ignore difficult terrain during the shift.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. For every square you shifted as part of this power, the attack deals extra damage equal to your Strength modifier.
You create an opening that lulls your foe into a false sense o
f security. Then you unleash a devastating attack.
Encounter Martial, Rattling, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC. This attack provokes an opportunity attack from the target. If the target misses with the opportunity attack, you target the lower of its AC or Reflex.
Ruthless Ruffian: If the target misses or does not make the opportunity attack, you can target the lower of its AC, Fortitude, or Reflex.
Hit: 3[W] + Dexterity modifier damage.
You move your weapon with blinding speed, striking
a foe who didn’t realize it was open to an attack.
Encounter Martial, Weapon
Opportunity Action Melee 1
Prerequisite: You must be trained in Acrobatics.
Trigger: An enemy within 2 squares of you makes a ranged or area attack, or moves without shifting or teleporting
Effect: You shift 2 squares to a space adjacent to the enemy and make the following attack with combat advantage.
Target: The triggering enemy
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Another warrior’s vigilance is all you
need to find the soft spot in your enemy’s defenses.
Encounter Martial, Rattling, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. If the target is marked by an ally of yours, the attack deals extra damage equal to your Charisma modifier.
Your weapon
backs up your threats, extracting its toll in blood.
Encounter Martial, Rattling, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Ruthless Ruffian: If the target is taking the attack penalty from one of your rattling attacks, you gain combat advantage against the target for this attack.
Hit: 2[W] + Dexterity modifier damage.
The enemy recoils from yo
ur slashing blade and accidentally strikes its allies.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. You push the target 1 square, and after the push, each enemy adjacent to the target takes 3 damage.
Brutal Scoundrel: Each enemy instead takes damage equal to 2 + your Strength modifier.
By distracting your foe with a colorful f
lourish, you manage to attack from an unexpected angle.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier + Charisma modifier damage.
Artful Dodger: You can shift 1 square.
Your sling’s stone careens
toward an enemy and hits with a crack, knocking it over.
Encounter Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and you push the target 1 square and knock it prone.
Cunning Sneak: The attack deals extra damage equal to your Intelligence modifier.
Yo
u dart from shadow to shadow, striking out along the way.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Effect: Before the attack, you shift 3 squares.
Cunning Sneak: After the shift, you can make a Stealth check to become hidden.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. You shift 3 squares.
Cunning Sneak: After the shift, you can make a Stealth check to become hidden.
You deliver a flying kick to the face of your foe, knocking it
to the ground. You then plunge your blade into its vitals.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Artful Dodger: If you use this power as part of a charge, you can target Reflex instead of AC.
Effect: You knock the target prone.
Hit: 2[W] + Dexterity modifier damage.
Special: When charging, you can use this power in place of a melee basic attack.
Yo
ur blade bites your enemy’s legs, momentarily hobbling him.
Encounter Martial, Weapon
Minor Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage, you slide the target 1 square, and the target is slowed until the end of your next turn. If you’re flanking the target, the attack deals extra damage equal to your Strength modifier or Charisma modifier.
Ducking to the side, you drive your weapon upward. You force your o
pponent to step away or face a devastating follow-up attack.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage, and you slide the target 1 square. If you slide the target, it grants combat advantage to one ally you can see until the end of your next turn. If you don’t slide the target, it grants combat advantage to you until the end of your next turn.
You follow a
missed attack with a surprising strike and a hasty sidestep.
Encounter Martial, Weapon
Free Action Melee weapon
Trigger: You miss with a melee attack
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC. You have combat advantage for this attack.
Hit: 1[W] + Dexterity modifier damage, and you can shift 1 square.
Brutal Scoundrel: The attack deals extra damage equal to your Strength modifier.
You land a calculated blow that causes your enemy t
o drop its guard, leaving it vulnerable to subsequent attacks.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target grants you combat advantage until the end of your next turn.
You roll from
shadow to shadow, your blade carving a path through your foes.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Effect: Before the attack, you shift your speed, and you can make a Stealth check to become hidden.
Target: One creature
Attack: Dexterity vs. AC. If you are hidden when you attack, you remain hidden after the attack.
Hit: 1[W] + Dexterity modifier damage.
Cunning Sneak: The attack deals extra damage equal to your Intelligence modifier.
You strike before your foe even realizes that you are a threat.
Encounter Martial, Weapon
Immediate Reaction Melee 1
Requirement: You must be wielding a light blade.
Trigger: An enemy enters a square within 3 squares of you.
Effect: You shift up to 2 squares to a square adjacent to the triggering enemy and make the following attack with combat advantage.
Target: The triggering enemy
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
You dart in, s
lash with your blade, and dart away before your enemy can answer.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Effect: You can shift a number of squares equal to your Charisma modifier. At any point during this shift, you can make the following attack.
Artful Dodger: You instead shift 2 + your Charisma modifier squares.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Balance and momentum are your allies as you lu
nge forward, strike deftly, and knock your opponent to the ground.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Brutal Scoundrel: You gain a bonus to the attack roll equal to your Strength modifier.
Hit: 1[W] + Dexterity modifier damage, and you knock the target prone.
You land an expert blow and f
ollow up with a clever series of feints that bewilder your enemies.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and you gain a bonus to AC equal to your Charisma modifier until the start of your next turn.
You ram into your foe, sending it flying into one of its allies.
Daily Martial, Rattling, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Effect: You slide the target 5 squares to a square adjacent to one or more of its allies. You knock the target prone and also knock prone each one of its allies adjacent to it.
You slice your foe’s artery, inflicting a gushing wound.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 1[W] + Dexterity modifier damage, and ongoing damage equal to any Sneak Attack damage you deal with this attack (save ends).
Effect: 1[W] + Dexterity modifier damage.
You follow up a fierce attack w
ith a series of quick, painful strikes woven between your enemy’s attacks.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Effect: Until the end of the encounter, the target takes damage equal to your Dexterity modifier immediately after attacking you, and you can shift 1 square as an immediate reaction after such an attack.
Your unne
rving attack forces your foe to run away from you, heedless of its enemies.
Daily Fear, Martial, Rattling, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. Will
Hit: 2[W] + Dexterity modifier damage, and the target moves away from you a number of squares equal to your Charisma modifier, avoiding unsafe squares and difficult terrain if it can.
Miss: The target moves 1 square away from you, avoiding unsafe squares and difficult terrain if it can.
You strike your enemy, delivering a deep, bleeding wound.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, and ongoing damage equal to 5 + your Strength modifier (save ends).
Miss: Half damage.
You spin about with your weapon, toppling your enemies.
Daily Martial, Rattling, Weapon
Standard Action Close burst 1
Requirement: You must be wielding a light blade.
Target: Each enemy in the burst you can see
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage.
Effect: You knock the target prone.
The force of your rapid attacks throws your enemy from its feet.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC, two attacks
Hit: 1[W] + Dexterity modifier damage per attack, you push the target 1 square, and you can shift 1 square toward the target. If both attacks hit, you knock the target prone after the second push.
Miss: Half damage per attack.
You hem your foe in with a seri
es of deadly strikes. It cannot move as long as your weapon is ready to strike.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is immobilized and grants combat advantage to you. This effect ends if the target ends its turn and you are not adjacent to it.
Miss: Half damage, and the target is immobilized and grants combat advantage to you until the end of your next turn.
Under attack, you eleg
antly whirl and let your blade give a sharp reply, leaving your foe off balance.
Daily Martial, Rattling, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy makes a melee attack against you
Requirement: You must be wielding a light blade.
Target: The triggering enemy
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Effect: The target grants combat advantage to you and your allies until the end of your next turn.
You strike at your foe’s face, attempting to blind the creature. I
f you miss, the creature would do well to find you before you repeat your attack.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is blinded and can’t shift until the end of your next turn.
Aftereffect: Until the end of the encounter, whenever you damage the target, it takes a −2 penalty to attack rolls and can’t shift until the end of your next turn.
Miss: If you were hidden from the target before the attack, you do not expend this power.
You slash at your foe with a brutal attack that cripples it.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Effect: You knock the target prone. The target can’t stand up (save ends).
Shadows ma
sk your movement, helping you to shuffle into position and deliver a wicked attack.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Effect: If you are hidden from the target, you can shift a number of squares equal to your Intelligence modifier before the attack. You remain hidden during this movement.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. You shift a number of squares equal to your Intelligence modifier.
Cunning Sneak: After the shift, you can make a Stealth check to become hidden.
Miss: Half damage.
You mimic your foe’s movements, causing the creature to second-guess itself.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. Will
Hit: 2[W] + Dexterity modifier damage, and the target takes a -3 penalty to all defenses against your attacks until the end of the encounter.
Miss: Half damage, and the target takes a -3 penalty to all defenses against your attacks (save ends).
You deal a savage strike that staggers your adversary.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is slowed (save ends). If the target is not bloodied when you make this attack, the attack deals 1[W] extra damage.
Effect: Until the end of the encounter, when you hit the target, it is slowed (save ends).
Lessening the impact of an
incoming attack, you swivel away from your foe and deliver a slash as you come about.
Daily Martial, Weapon
Immediate Interrupt Melee weapon
Trigger: An enemy attacks you
Prerequisite: You must be trained in Acrobatics.
Requirement: You must be wielding a light blade.
Target: The triggering enemy
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: If the triggering attack would knock you prone or slow you, negate the condition. Reduce any pull, push, or slide from the triggering attack by a number of squares equal to your Dexterity modifier.
You
topple your enemy with a crippling blow, leaving it to stumble around the battlefield.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, and you knock the target prone. Until the end of the encounter, if the target moves more than half its speed with a single action on its turn, it falls prone at the end of the move.
Miss: Half damage.
You take advantage of your enemy’s blind spot to ensure that you won’t be hit.
Encounter Martial
Minor Action Personal
Effect: You gain concealment against one enemy you can see unti
l the end of your next turn.
You blend into your surroundings.
At-Will Martial
Immediate Interrupt Personal
Prerequisite: You must have training in Stealth.
Trigger: You are hidden and lose cover or concealment against an enemy.
Effect: You make a Stealth check. If your check beats the triggering enemy’s passive Perception, you remain hidden from it, and until the end of your next turn you can remain hidden from it without needing any
cover or concealment.
You can always spot easy prey.
Encounter Martial
Minor Action Personal
Prerequisite: You must be trained in Insight.
Effect: Until the beginning of your next turn, you gain combat advantage against one target within line of sight. If the target is taking the attack penalty from one of your rattling attacks, you instead gain combat advantage until the end of your next turn.
You duck out of the way of an incoming attack, and it strikes another target.
Daily Martial
Immediate Reaction Melee 1
Trigger: A melee or a ranged attack misses you
Target: One creature other than the attacker
Effect: The target is also targeted by the triggering attack. You can then shift 1 s
quare.
You conceal a small weapon until it’s time to strike.
Encounter Martial
Minor Action Personal
Prerequisite: You must have training in Thievery.
Effect: You gain combat advantage for the next attack you make with an off-hand weapon before the end of your turn.
With nimble
ease, you sidestep one perilous situation after another, ignoring any who challenge you.
Encounter Martial
Move Action Personal
Prerequisite: You must have training in Acrobatics.
Effect: If you are marked, that condition ends on you. You can shift up to your speed.
When it comes to lying, cajoling, or persuading others, your allies follow your lead.
Encounter Martial
Standard Action Close burst 10
Prerequisite: You must have training in Intimidate.
Targets: You and each ally in the burst
Effect: Each target gains a +2 power bonus to Charisma-based skill checks and ability checks until th
e end of your next turn.
You climb surfaces with astounding ease.
At-Will Martial
Move Action Personal
Prerequisite: You must have training in Athletics.
Effect: You make an Athletics check to climb. If the check succeeds, you gain a +4 power bonus to your speed while cl
imbing during this move.
Your feint takes everyone by surprise.
Encounter Martial
Minor Action Close burst 1
Prerequisite: You must be trained in Bluff.
Target: Each enemy in the burst you can see
Effect: Each target grants combat advantage to you until the end of your next turn.
You go on the defensive against a particular opponent, watching carefully for its attacks.
Daily Martial, Stance
Minor Action Personal
Prerequisite: You must be trained in Acrobatics.
Effect: Choose one enemy within 5 squares of you that you can see. Until the stance ends, you gain a +2 power bonus to AC against that enemy’s melee attacks and ranged attacks if you can see the enemy. You can choose a new enemy as a m
inor action.
You distract a foe to diminish the effect of an attack.
Encounter Martial
Immediate Interrupt Personal
Prerequisite: You must have training in Stealth.
Trigger: You are hit by an attack against your AC or Reflex.
Effect: You take only half damage from the triggering attack.
You cloud your mind with vague thoughts that shield you against a sudden mental attack.
Encounter Martial
Immediate Interrupt Personal
Prerequisite: You must have training in Bluff.
Trigger: You are hit by an attack against your Will.
Effect: Gain a +2 power bonus to Will against the triggering attack.
You deflect your enemy’s attack, causing
the force behind its blow to send it off balance and leaving it vulnerable to your next attack.
Encounter Martial, Weapon
Immediate Interrupt Personal
Requirement: You must be wielding a light blade.
Trigger: You are hit by a melee attack
Effect: You gain a bonus to defenses against the triggering attack equal to your Charisma modifier, and you gain combat advantage against the attacker until the end of your ne
xt turn.
Your hostile visage warns enemies to beware your wrath.
Encounter Fear, Martial
Minor Action Personal
Prerequisite: You must be trained in Intimidate.
Effect: Until the end of your turn, opportunity attacks against you deal half damage, and if an enemy makes an opportunity attack against you, you gain combat advantage against that enemy until t
he end of your next turn.
A bloody display of force rattles nearby enemies.
Daily Fear, Martial
Free Action Close burst 5
Prerequisite: You must be trained in Intimidate.
Trigger: You score a critical hit against an enemy with a melee attack or reduce an enemy to 0 hit points with a melee attack
Target: Each enemy in the burst
Effect: Each target takes a –2 penalty to attack rolls and grants combat advantage until the end of your next turn.
You assume a balanced pose, ready to leap away from danger at a moment’s notice.
Daily Martial, Stance
Minor Action Personal
Prerequisite: You must be trained in Acrobatics and Athletics.
Effect: Until the stance ends, you gain a +1 power bonus to Reflex. As a minor action, you can make an Athletics check to jump, but doing s
o ends the stance.
Nimble feet and intense focus keep you on your foe.
Encounter Martial
Immediate Reaction Personal
Trigger: An ally enters a square adjacent to an enemy adjacent to you
Effect: You can shift to any other square adjac
ent to the enemy.
You wheel around your foe, attacking mercilessly.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Primary Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Effect: You can shift 1 square and must end adjacent to the target. Then make a secondary attack against it.
Secondary Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and you gain combat advantage against the target until the e
nd of your next turn.
You shower your enemies with a host of projectiles.
Encounter Martial, Weapon
Standard Action Close blast 5
Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling.
Target: Each enemy you can see in the blast
Attack: Dexterity vs. AC
Hit: 1[W] + Dext
erity modifier damage.
Your ripping strike saps your foe’s determination.
Encounter Martial, Rattling, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target takes a –2 penalty to saving throws until the end of your next turn.
With a flourish of your weapon, you strike at two foes, attempting to bring each down.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One or two creatures
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and you knock the target prone.
Artful Dodger: You shift 2 squares.
You spring from the shadows to strike, and then you fade away as if you were never there.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Effect: Before the attack, you can shift 2 squares. If the target could not see you before the shift, you gain combat advantage for this attack.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and you can shift 2 squares. If you have any cover or concealment after this shift, you can make a Stealth check as a free action.
Artful Dodger: Before the attack and after the hit, you can instead shift a number of squares equal to 1 + your Charisma modifi
er.
You deliver a strong attack, dampening your opponent’s fighting spirit.
Encounter Martial, Rattling, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier + Strength modifier damage.
Brutal Scoundrel: You slide the target 1 square, and the target grants combat advantage to you until the end of your next tu
rn.
You deal a staggering blow to your foe, opening a hole in its defenses.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 1[W] + Dexterity modifier damage, and the target takes a -1 penalty to AC and Reflex until the end of your next turn.
Brutal Scoundrel: The penalty to AC and Reflex equals your Strength modifier.
Yo
ur enemy doesn’t see you until it’s too late, and by then, you’ve left it a gaping wound to remember you by.
Encounter Martial, Rattling, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature from which you are hidden
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage. You shift 1 square.
Cunning Sneak: You shift a number of squares equal to your Intelligence modifier, and you can make a Stealth check to become hidden.
A foe near you feels the sting of your
blade as you lash out, but you attack so with such agility that this enemy has a problem returning the favor.
Encounter Martial, Weapon
Standard Action Mele
e weapon
Effect: Until the end of your next turn, you can use the Lashing Blade Attack power.
At-Will Martial, Weapon
Opportunity Action Melee weapon
Requirement: You must be wielding a light blade. The power Lashing Blade must be active in order to use this power.
Trigger: An enemy starts its turn in or enters a square adjacent to you
Target: The triggering enemy
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage, and the target takes a penalty to attacks against you equal to your Charisma modifier until the end of your next turn.
Artful Dodger: The attack penalty equals 2 + your Charisma modifier.
You deliver a crushing strike to your enemy’s limb that causes it to crumple in pain.
Encounter Martial, Rattling, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage. If the target moves 2 squares or more during its next turn, it takes damage equal to your Dexterity modifier.
Brutal Scoundrel or Ruthless Ruffian: The damage the target takes for moving equals your Strength modifier + y
our Dexterity modifier.
You hit your foe in a vital spot, causing it to reel in pain.
Encounter Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Cunning Sneak: The target grants combat advantage to you until the end o
f your next turn.
You jam your weapon into your foe’s foot, pinning it to the ground.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and the target is restrained until the e
nd of your next turn.
You turn a failed initial attack into a successful counterattack.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Miss: Make the secondary attack against the target.
Secondary Attack: Dexterity vs. AC
Artful Dodger: You gain a bonus to the attack roll equal to your Charisma modifier.
Hit: 1[W] + Dexterity modifier damage.
You scoop up a handful of sand or dirt or pebbles, strike your foe, and throw the grit in its face to blind it.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage, and the target is blinded until the end of your next turn.
You attack from your foe’s shadow, confounding the creature as you slip in and out of sight.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and until the end of your next turn, the target grants superior cover to you while you are adjacent to it.
Effect: You can make a Stealth check to become hidden.
Cunning Sneak: You gain a bonus to the Stealth check equal to your Intel
ligence modifier.
You pain your grasping enemy, allowing yourself an opening to tumble away.
Encounter Martial, Weapon
Standard Action Melee weapon
Prerequisite: You must be trained in Acrobatics.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. If you’r
e grabbed, you escape. You can shift half your speed.
You strike as quickly as a coiled viper.
Encounter Martial, Weapon
Minor Action Ranged weapon
Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling.
Target: One creature
Attack: Dexte
rity vs. AC
Hit: 1[W] + Dexterity modifier damage.
You’re surrounded—just as you planned.
Encounter Martial, Weapon
Standard Action Close burst 1
Requirement: You must be wielding a light blade.
Target: Each enemy in the burst you can see
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and you can shift 1 square.
Ruthless Ruffian: This power gains the rat
tling keyword.
With a daring movement, you strike your foe and trick it into a narrow space.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. Reflex
Special: If you’re squeezing when you use this power, you don’t take the penalty to the attack roll from squeezing.
Hit: 2[W] + Dexterity modifier damage, and you swap places with the target if possible, forcing it to squeeze if necessary. You then shift up to half your speed.
You
launch yourself at your foe in a display of aerial finesse. The creature stands awestruck until you sink your weapon into it.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Effect: Before the attack, you move your speed and can make an Athletics check to jump with a +10 bonus to the check. You do not provoke opportunity attacks during the jump.
Target: One creature
Attack: Dexterity vs. Reflex. The target grants combat advantage to you for the attack if you jumped 3 squares or more before the atta
ck.
Hit: 3[W] + Dexterity modifier damage.
Miss: Half damage.
Your precise aim finds a weak spot.
Daily Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage, and the target is slowed and takes ongoing 10 damage (save ends both).
Aftereffect: The target is slowed and takes ongoing 5 damage (save ends both).
Miss: Half damage, no ongoing damage, and the target is slowed (save ends).
You attack from the darkness and deliver a blow that unbalances your foe. You then retreat to the shadows.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature from which you are hidden
Attack: Dexterity vs. AC
Cunning Sneak: If you have total concealment or superior cover, you remain hidden after the attack.
Hit: 2[W] + Dexterity modifier damage, and you slide the target 2 squares. The target gains vulnerable 5 to all damage (save ends).
Miss: Half damage, and you slide the target 1 square.
You deal your enemy a vicious wound that continues to bleed, and then wait for your opportunity as it weakens.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, and the target grants combat advantage to you and takes ongoing damage equal to 5 + your Strength modifier (save ends both).
Miss: Half damage.
You adroitly outmaneuver your enemy, baiting it with every stride and strike.
Daily Martial, Weapon
Standard Action Melee 1
Requirement: You must be wielding a light blade.
Target: One creature
Attack: You slide the target up to 3 squares to a different square adjacent to you, and then make a Dexterity vs. AC attack against it.
Hit: 3[W] + Dexterity modifier damage.
Effect: Until the end of the encounter, when you are adjacent to the target, you can slide the target 1 square before making a me
lee attack against it.
You deliver a slashing feint, causing your enemy to stumble into more danger.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Will
Hit: 2[W] + Dexterity modifier damage, and you slide the target 2 squares. Then an ally of yours can make a melee basic attack
against the target as a free action.
Miss: Half damage.
A well-placed blow takes your foe out of the fight.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, and the target falls unconscious (save ends). If the unconscious target takes any damage, this unconsciousness ends.
Miss: Half damage, and
the target is dazed until the end of your next turn.
Your sly attack directs your foe’s attention to your ally.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and an ally adjacent to you or the target marks the target until the start of your next turn.
Miss: Half damage, an
d no mark.
With a vicious blow and a callous shove, you judge your foe unworthy of further attention.
Daily Martial, Rattling, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and you push the target 1 square. The target is then immobilized (save ends).
Miss: Half damage, no push, and the target is immob
ilized until the end of its next turn.
Your blade blurs as you plunge it into your foe over and over.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Primary Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Effect: Make the following secondary attack twice against the target.
Secondary Attack: Dexterity vs. AC
Hit: Dexterity modifier damage.
You step aside as the enemy’s attack sweeps toward you. You then slide your blade into a place where the foe is vulnerable.
Daily Martial, Rattling, Weapon
Immediate Interrupt Melee 1
Requirement: You must be wielding a light blade.
Trigger: An enemy adjacent to you hits you with a melee attack
Effect: You gain a +4 bonus to all defenses against the attack. The triggering enemy grants combat advantage to you until the end of your next turn.
Target: The triggering enemy
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: Yo
u knock the target prone.
From the shadows, you send out a barrage of attacks, raining death upon your foes.
Daily Martial, Weapon
Standard Action Ranged 5
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: Each enemy from which you are hidden
Attack: Dexterity vs. AC
Hit: 1[W] + Dexte
rity modifier damage.
Miss: Half damage.
With a cunning attack, you create a new opportunity for yourself.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Effect: If you have used all your encounter attack powers, you regain the use of a rogue encounter attack power you have used during this encounter. Or if you have combat advantage against the target, you can instead
deal 2[W] extra damage with the attack.
Your brutal efficiency makes your enemy pay for its lack of initiative.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage. If the target has not taken an action during this encounter, the attack deals 1[W] extra damage.
Miss: Half damage.
Your timely attack allows you to break away from combat, and you remain one step ahead of your foe thereafter.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and you can shift a number of squares equal to your Charisma modifier.
Miss: Half damage, and you can shift 1 square.
Effect: Until the end of the encounter, each time the target enters a square adjacent to you, you can
shift 1 square as an immediate reaction.
Despite your foe’s armor, you drive your point home, disheartening him.
Daily Martial, Reliable, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 3[W] + Dexterity modifier damage, and the target takes a –2 penalty to attack rolls
(save ends).
As an enemy tries to move close, you slip away and leave the approaching foe off balance.
Encounter Martial
Immediate Reaction Melee 1
Prerequisite: You must have training in Acrobatics.
Trigger: An enemy enters a square adjacent to you.
Target: The triggering enemy
Effect: The target is immobilized until the start of its next turn. You then shift a number of squares up to your Dexterity modifier to
a square that is not adjacent to the target.
Leaping across minor obstacles, you dart across the battlefield.
Encounter Martial
Move Action Personal
Prerequisite: You must be trained in Athletics.
Effect: You can move your speed + 4. During this movement and until the en
d of your next turn, you can move across difficult terrain at your normal speed.
You are as slippery as an eel.
Daily Martial
Move Action Personal
Prerequisite: You must have training in Acrobatics.
Effect: You automatically succeed on an Acrobatics check to escape from a grab
or from restraints.
You take cover beneath a much larger creature, making it harder for the creature to hit you.
Daily Martial
Move Action Melee 1
Prerequisite: You must have training in Acrobatics.
Effect: You move 1 square into the target’s space, provoking opportunity attacks as normal. While there, you have combat advantage against it, and it takes a -4 penalty to attack rolls against you. When the target moves, you move with it, staying in the same portion of its space. The target can take a standard action to make a Strength or a Dexterity vs. Reflex attack against you, without the -4 penalty. On a hit, the ta
rget slides you 1 square into an adjacent square, and this effect ends.
You deftly somersault into position.
Encounter Martial
Move Action Personal
Prerequisite: You must be trained in Acrobatics.
Effect: You can shift your speed and can shift through squares occupied by enemies during this m
ovement.
As your foe bears down on you, you use its momentum to maneuver it into position for your counterattack.
Encounter Martial
Immediate Reaction Melee 1
Prerequisite: You must have training in Athletics.
Trigger: An enemy enters a square adjacent to you.
Target: The triggering enemy
Effect: You can slide the target 1 square. You then shift up to 2 squares to a square adjacent to the target. You gain combat advantage and a +2 power bon
us to all defenses against the target until the end of your next turn.
You boldly snatch an item from an enemy.
Encounter Martial
Free Action Personal
Prerequisite: You must have training in Thievery.
Effect: On your next action, ignore the -10 penalty when you make a Thievery check to pick
a pocket during combat.
Putting yourself at risk gives you the opening you need to bring this battle to its close.
Encounter Martial
Minor Action Personal
Effect: Until the start of your next turn, any enemy that attacks you grants combat advantage to you until t
he end of the encounter.
Your threat draws your enemy’s attack. If you survive, you can be certain the foe will pay.
Daily Martial
Immediate Interrupt Melee touch
Trigger: An ally adjacent to you is hit by an enemy’s melee attack
Target: The triggering ally
Effect: You and the target swap places. The attack hits you instead of the target. The enemy grants combat advantage to you until the end of the encounter. In addition, your Sneak Attack deals extra damage against the enemy equal to your Intelligence modifier
until the end of the encounter.
Every one of your attacks exudes a murderous intent that unnerves your adversaries.
Daily Martial, Stance
Minor Action Personal
Prerequisite: You must be trained in Intimidate.
Effect: Until the stance
ends, all your attacks gain the rattling keyword.
You take a moment to find a weak point in your opponent’s defenses.
Daily Martial
Minor Action Personal
Prerequisite: You must be trained in Perception.
Effect: Choose an enemy within 5 squares of you. You gain a +2 power bonus to attack rolls against
that enemy until the end of the encounter.
You can snatch or stow an enemy’s possessions even in the heat of combat.
Encounter Martial
Minor Action Melee 1
Prerequisite: You must have training in Thievery.
Target: One creature
Effect: You draw one weapon that is sheathed or worn (but not held) by the target, stow a single item on the target, or retrieve a single item the target has stowed. If you are hidden from the target, the
target is not aware that you have used this power.
You slip away, and others briefly lose track of where you are.
Daily Martial
Standard Action Personal
Prerequisite: You must be trained in Stealth.
Requirement: No creature is within 3 squares of you.
Effect: You become hidden until you attac
k or until the end of your next turn.
You silently step from shadow to shadow, slipping past your foes unseen and unheard.
At-Will Martial
Move Action Personal
Prerequisite: You must have training in Stealth.
Requirement: You must be hidden.
Effect: Make a Stealth check and then move up to your speed to a square where you have cover or concealment. You take no penalty to the check if you move more than 2 squares. Unless the check fails to beat an enemy’s passive Perception, you remain hidden during the move, even if
you have no cover or concealment during it.
You take advantage of your foe’s success to somersault into a better position.
Encounter Martial
Immediate Reaction Personal
Prerequisite: You must be trained in Acrobatics.
Trigger: You are hit by a melee attack.
Effect: You can shift half your speed, including through s
quares occupied by enemies.
You attack and then jump away from your foe without leaving yourself open to counterattack.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Prerequisite: You must be trained in Athletics.
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Effect: You can jump horizontally a number of squares equal to your Strength modifier or jump vertically half that number of squares. This movement does not provoke opportunity attacks from the target.
Artful Dodger: This movement does n
ot provoke opportunity attacks from any enemy.
A series of lightning-fast attacks does devastating work to your opponents.
Encounter Martial, Rattling, Weapon
Standard Action Close burst 1
Requirement: You must be wielding a light blade.
Target: Each enemy in the burst you can see
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Special: If you have combat advantage against more than one target, you can deal one die of Sneak Attack damage to each target that you have combat advantage against, rather than dealing all your Sneak Attack damage to one target. This counts as one use of Sneak Attack, r
egardless of the number of targets.
Your attack resonates with your cold-blooded intent, overwhelming your enemy’s resolve.
Encounter Martial, Rattling, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Targets: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn.
Ruthless Ruffian: f the target is already taking the penalty to attack rolls from one of your rattling attacks, instead of being dazed, the target is stunned until the end of your next turn.
You emerge from the shadows to deliver a deadly attack. You then retreat back to the darkness, as if you had been there all along.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature from which you are hidden
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage. You can make a Stealth check to remain hidden after the attack.
Cunning Sneak: The attack deals extra dama
ge equal to your Intelligence modifier.
You bait your foe into attacking you, and then turn his blow straight back at him.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Will
Hit: The target hits itself with its melee basic attack. (If you have combat advantage against the target and your Sneak Attack isn’t expended, you can use Sneak Attack against the ta
rget.)
Springing out from hiding, you deliver a swift attack and move away before your enemy can figure out what just happened.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature from which you are hidden
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Effect: The attack doesn’t cause you to stop b
eing hidden, and you can move up to your speed as a free action.
Your sling bullet strikes a nerve, causing your enemy to crumple.
Encounter Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a sling.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, you knock the
target prone, and the target is weakened until the end of your next turn.
The sharp force of your shot causes your foe to stumble.
Encounter Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, you push the
target 1 square, and the target is slowed until the end of your next turn.
Your missile careens off your foe and grazes another enemy.
Encounter Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage, and an enemy within 3 squares of the target t
akes damage equal to your Dexterity modifier.
The shadows seem to swirl around you as your blades rip through your foes.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade and be hidden.
Effect: Before the attack, you shift 1 square and remain hidden during the shift.
Cunning Sneak: Add your Intelligence modifier to the number of squares you shift.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. You shift 1 square and remain hidden during the attack and the shift.
Cunning Sneak: Add your Intelligence
modifier to the number of squares you shift.
A well-timed attack leaves your enemy flailing helplessly for a few critical seconds.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity mo
difier damage, and the target is stunned until the end of your next turn.
Your decisive cut forces your opponent to stumble and fall.
Encounter Martial, Rattling, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and you push the target 1 square and knock it prone.
Brutal Scoundrel: The attack deals extra damage equal to your Strength modifier, and you push the target
1 extra square.
Your weapon becomes a blur as you make swift, sweeping attacks against a pair of foes that moves them out of position.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One or two creatures
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and you slide the target up to 2 squares.
Artful Dodger: The distance of the slide can be up to 1 + your Charisma modifier.
Effect: After the attack, y
ou move up to 3 squares.
Ducking and weaving, you land a decisive blow that staggers your foe and sets it up for a tripping attack.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and the target cannot shift until the end of your next turn. If the target provokes an opportunity attack from you before the start of your next turn, you gain a bonus to the attack roll and damage roll of the opportunity attack equal to your Strength modifier, and y
ou knock the target prone on a hit.
You rush forward and leap into the air, skewering a foe that thought it was safe behind its allies.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Effect: You shift your speed before making the following attack, and you can move through enemies’ spaces. You gain a power bonus to AC equal to your Charisma modifier until the end of your next turn.
Artful Dodger: The AC bonus equals 2 + your Charisma modifier.
Target: One creature
Attack: Dexterity vs. AC, or Dexterity vs. Reflex if the target has not yet acted in combat.
Hit: 3[
W] + Dexterity modifier damage.
Your weapon flies through the air, catching your foe in the head and causing blood to obscure its vision.
Encounter Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 3[W] + Dexterity modifier damage. You gain concealment against the target until the end of your next turn.
Cunning Sneak: You can make
a Stealth check to become hidden.
Each time the enemy feels the bite from your allies’ attacks, it recalls the injury you dealt it last.
Encounter Martial, Rattling, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Ruthless Ruffian: If the target is already suffering the effect of the rattling keyword, this attack targets Reflex instead of AC.
Hit: 1[W] + Dexterity modifier damage.
Effect: The target gains vulnerability to weapon attacks equa
l to your Strength modifier until the end of your next turn.
You nick one of your enemy’s major arteries, creating a wound that spurts blood.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 3[W] + Dexterity modifier damage, and ongoing damage equal to any Sneak Attack dama
ge you deal with this attack (save ends).
Miss: Half damage.
You dash across the battlefield, leaving bewildered and bleeding enemies in your wake.
Daily Martial
Standard Action Personal
Effect: You move up to your speed. Any enemy that can make an opportunity attack against you as a result of this movement must do so, but it make
s the opportunity attack against itself instead of against you.
With a rakish flourish of your weapon, you misdirect your foe’s thrust into his ally.
Daily Martial, Reliable, Weapon
Immediate Interrupt Melee weapon
Trigger: An enemy hits you with a melee attack and another enemy is within its reach
Prerequisite: You must be trained in Bluff.
Target: The attacking enemy
Attack: Charisma vs. Will
Hit: Choose an enemy within the target’s rea
ch. That enemy is instead the target of the triggering attack.
You strike a crippling blow to an enemy, inspiring fear in that creature’s allies.
Daily Fear, Martial, Rattling, Reliable, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage, and the target is slowed (save ends). Until the
target is no longer slowed by this power, any enemy adjacent to the target takes a -2 penalty to attack rolls.
A lethal stab hastens your foe’s demise.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One bloodied creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and ongoing 5 damage. The ongoing damage lasts unt
il the creature is no longer bloodied.
Miss: Half damage, and no ongoing damage.
You put your foe into a hold that will soon take it out of the fight.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade and have a hand free.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage, and you grab the target until the end of your next turn. Until the grab ends, you have partial cover, and any melee attack or ranged attack that misses you hits the target instead.
Sustain Minor: The grab persists until the end of your next turn. The third time you sustain the grab, the target falls unconscious. If the unconscious target takes any damage, the unconsciousness ends.
Special: You can use this power as a minor action if you are grabbing a cr
eature, and you automatically hit that creature.
You emerge from hiding like a ghost. You stab your foe and send it careening toward nearby enemies.
Daily Fear, Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Primary Target: One creature from which you are hidden
Primary Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, you slide the primary target 2 squares, and the primary target is dazed (save ends). Make a secondary attack that is a close burst 3.
Secondary Target: Each enemy in the burst
Secondary Attack: Dexterity vs. Will
Hit: The secondary target grants combat advantage until the end of your next turn.
Miss: Half damage, and the primary tar
get is dazed until the end of your next turn.
Your fearsome attack shakes your enemy to the core—a situation you can later take advantage of.
Daily Martial, Rattling, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Effect: Whether or not this rattling attack deals damage, the target takes the –2 penalty to attack rolls until the end of your next turn.
Sustain Minor: The penalty to attack rolls lasts until the end of your next turn, or you can end th
e penalty and daze the target until the end of your next turn.
Your tumbling swipe sends your foe headlong into another enemy, which sends it stumbling.
Daily Martial, Weapon
Standard Action Melee weapon
Prerequisite: You must be trained in Acrobatics.
Requirement: You must be wielding a light blade.
Primary Attack: Dexterity vs. Reflex
Primary Target: One creature
Hit: 3[W] + Dexterity modifier damage, and you slide the primary target 4 squares.
Miss: Half damage, and you slide the primary target 1 square.
Effect: Make a secondary attack after the slide.
Secondary Target: One enemy adjacent to the primary target
Secondary Attack: Dexterity vs. Reflex
Hit: 1d6 + Dexterity m
odifier damage, and you slide the secondary target 1 square.
You look for an enemy near death, and then deliver a swift strike that will quickly end it.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC. If the target is bloodied, you can score a critical hit on a roll of 17–20.
Hit: 3[W] + Dexterity modifier damage, or 5[W] + Dexterity modifier
+ Strength modifier damage if the target is bloodied.
Miss: Half damage.
Your attack gives your comrade the perfect opening to thump your opponent.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature you’re flanking
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage.
Effect: An ally flanking the target with you can make a melee basic attack against it as a free action. You can deal Sne
ak Attack damage to the target if either you or the ally hit it.
Your vicious assault overcomes your foe with pain, leaving it unable to attack accurately.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage. The target takes a -2 penalty to attack rolls and ongoing 10 damage (save ends both).
Miss: Half damag
e, and the target takes a –2 penalty to attack rolls until the end of your next turn.
You leap and spin past your foe, nicking it with dozens of cuts.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Effect: Before and after the attack, you move your speed. This movement does not provoke opportunity
attacks from the target.
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Miss: Half damage.
You strike, intending to inflict grave injury.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage. If the target is not bloodied
before you make this attack, the attack also deals ongoing 10 damage (save ends).
Miss: Half damage.
You sense the attack before it comes.
Encounter Martial
Immediate Interrupt Personal
Trigger: You are hit by an attack.
Requirement: You must be trained in Insight.
E
ffect: You gain a +4 bonus to all defenses until the end of your next turn.
An explosion momentarily dazzles your opponents so you can make a quick getaway.
Encounter Martial
Immediate Reaction Personal
Trigger: An enemy makes an area or a close attack against you
Effect: You shift your speed. You must end this shift in a square where you have cover, superior cover, concealment, or total conceal
ment against the triggering enemy. After this shift, you can make a Stealth check to become hidden.
As you evade an attack, you tumble into a better spot.
Encounter Martial
Immediate Reaction Personal
Trigger: You are missed by an attack
Prerequ
isite: You must be trained in Acrobatics
Effect: You can shift your speed.
The attacks of your enemies allow you to better size them up and avoid future blows.
Daily Martial, Stance
Minor Action Personal
Effect: Until the stance ends, each time an enemy misses you with
a melee or a ranged attack, that enemy takes a –2 penalty to its next attack roll against you.
After your attack, you duck back under cover and hide.
Encounter Martial
Free Action Personal
Trigger: You make an attack roll against an enemy from which you are hidden
Effect: You remain hidden from the enemy until the end of
your next turn or until you no longer have superior cover or total concealment from the enemy.
You tug on a lock a certain way, and just like that, it snaps open.
Daily Martial
Minor Action Personal
Prerequisite: You must have training in Thievery.
Effect: On your next action, you gain
a +10 power bonus when you make a Thievery check to open a lock. If the check succeeds, the lock opens at once.
You jump, covering a jaw-dropping distance.
Encounter Martial
Free Action Personal
Trigger: You make an Athletics check to jump
Prerequisite: You must be trained i
n Athletics.
Effect: Treat the Athletics check as if you had rolled a 20.
You stand unseen in the midst of the battle, striking from your place of hiding.
Encounter Martial
Minor Action Personal
Prerequisite: You must be trained in Stealth.
Requirement: You must be hidden.
Effect: You are invisible until you leave your
current space or until the end of the encounter. No other action that you perform makes you visible.
You leap out of harm’s way just in time to avoid an attack.
Encounter Martial
Immediate Interrupt Personal
Prerequisite: You must have training in Athletics.
Trigger: An enemy target
s you with an attack.
Effect: You jump, making an Athletics check with a +5 power bonus.
You covertly snatch something from a foe distracted by your successful attack.
Daily Martial
Free Action Melee 1
Trigger: You hit a creature with a melee attack
Prerequisite: You must be trained in Thievery.
Requirement: You must have a hand free.
Target: The triggering creature
Effect: You take a small object from the target as if you had
made a successful Thievery check to pick pocket.
You capitalize on the distraction caused by downing a foe, slyly repositioning for your next maneuver.
Encounter Martial
Move Action Personal
Requirement: You must hav
e reduced an enemy to 0 hit points during this turn.
Effect: You can shift your speed.
You focus on bringing your foe down quickly at the expense of your own safety.
Daily Martial
Minor Action Personal
Prerequisite: You must have training in Bluff.
Effect: Until the end of your next turn, you can score a critical hit on a
roll of 17–20, and any attack against you can score a critical hit on a roll of 19–20.
Careful movements and deft positioning keep your enemies’ attention elsewhere.
Encounter Martial
Minor Action Personal
Effect: Until the end of your next turn, you can make a Stealth check to become hidden if you have any concealme
nt or any cover except that provided by intervening allies.
As a master thief, no chains can hold you, no enemy can corner you. You always have one last gambit.
Encounter Martial
No Action Personal
Trigger: Your turn starts.
Effect: If you are grabbed, the grab ends. If you are subject to an effect that is slowing or immobilizing you, the effect ends. You can also make a saving throw again
st an effect you are subject to that a save can end.
You have learned the ways of locks and traps, so when presented with one, you can disable it with extraordinary speed.
At-Will Martial
Minor Action Personal
Prerequisite: You must be trained in Th
ievery.
Effect: You make a Thievery check to open a lock or disable a trap.
You parry and dodge close-quarters attacks with amazing focus, never hampering your offense.
Daily Martial, Stance, Weapon
Minor Action Personal
Requirement: You must be wielding a light bla
de.
Effect: Until the stance ends, you gain a +1 power bonus to AC and Reflex against melee attacks.
You lunge forward recklessly, then roll defensively to the side.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Effect: Before the attack, you can move 4 squares.
Attack: Dexterity vs. AC
Hit
: 3[W] + Dexterity modifier damage.
Effect: You can shift 2 squares.
In a flurry of lunges and strikes, you leave nearby foes unable to give decisive counterattacks.
Encounter Martial, Weapon
Standard Action Close burst 1
Requirement: You must be wielding a light blade.
Target: Each creature in the burst you can see
Attack: Dexterity vs. Fortitude
Hit: 1[W] + Dexterity mod
ifier damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
Your sling bullet slams into your target’s head and leaves the enemy reeling.
Encounter Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a sling.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, and the target is dazed until the end of its next turn.
Cunni
ng Sneak: If the target moves or attacks before the end of its next turn, it falls prone at the end of that action.
First you set them up, and then you knock them down.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 3[W] + Dexterity modifier damage. If the target hits or misses you with an attack before the start of your next turn, you can repeat the attack against it as an immediate interrupt, dealing 2[W] + Dexterity modifier damage on a hit.
Brutal Scoundrel: Yo
u gain a bonus to the attack roll of the immediate interrupt. The bonus equals your Strength modifier.
You take a parting shot as you wriggle free and scramble away.
Encounter Martial, Weapon
Standard Action Melee weapon
Prerequisite: You must be trained in Acrobatics.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and you can shift 1 square. If you are immobilized, slowed, or both, those conditions end before you shift, and you automatically escape if you are grabbed.
Artful Dodger: You can instead shift a
number of squares equal to 1 + your Dexterity modifier.
You strike your foe, leaving a painful reminder that if it attacks you or an ally again, it will pay the price.
Encounter Martial, Rattling, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage. If the target misses with an attack before the start of your next turn, you can make a ranged or a melee basic attack against the target with combat advantage as an opportunity action.
Ruthless Ruffian: If you hit with the basic attack, the target grants combat advan
tage to you until the end of your next turn.
The speed and accuracy displayed during your daring assault causes your enemies to momentarily overcompensate when attacking you.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Effect: Before the attack, you can move your speed.
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Brutal Scoundrel: The attack deals extra damage equal to your Strength modifier.
Effect: Until the start of your next turn, you
gain a +1 power bonus to AC and Reflex for every 2 squares you moved as part of this power.
You deliver a ferocious strike that puts doubt into enemy of its chances of living.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. Will
Hit: 3[W] + Dexterity modifier damage. Until the end of your next turn, you have combat advantage against the target and gain a +1 power bon
us to all defenses against its attacks.
Artful Dodger: The power bonus equals your Charisma modifier.
You leap through the air, crashing into your foe and slashing at it.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Effect: You knock the target prone.
Hit: 3[W] + Dexterity modifier damage.
Artful Dodger: If you charged the target, it is da
zed until the end of your next turn.
Special: When charging, you can use this power in place of a melee basic attack.
Your enemy tries to escape, but you leave it lying in its tracks.
Encounter Martial, Weapon
Immediate Interrupt Ranged weapon
Trigger: An enemy leaves a square adjacent to you or enters a square where it has cover or concealment against you
Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling.
Target: The triggering enemy
Attack: Dex
terity vs. AC
Hit: 2[W] + Dexterity modifier damage, and you knock the target prone.
You slash at your enemies, forcing them to part before you as you rush your intended enemy.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Effect: You can shift a number of squares equal to 2 + your Charisma modifier. Two times duri
ng this shift, you can use the Path of the Blade Attack power, each time against a different enemy adjacent to you.
Artful Dodger: You instead shift 4 + your Charisma modifier squares.
Encounter Martial, Weapon
Free Action Melee weapon
Requirement: The power Path of the Blade must be active in order to use this power.
Primary Target: One enemy
Primary Attack: Dexterity vs. Will
Hit: 2[W] + Dexterity modifier damage and you slide the creature 1 square.
Secondary Target: One enemy other than the primary target
Secondary
Attack: Dexterity vs. Will
Hit: 2[W] + Dexterity modifier damage, and you slide the creature 1 square.
You grab your foe with one hand and deliver a quick, deadly jab with the other.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade and have a hand free.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 3[W] + Dexterity modifier damage, and you grab the target until the end of your next turn. If you already have the target grabbed, it is restrained until the grab ends (it can still try to escape).
Sustain
Minor: The grab persists until the end of your next turn.
Spooked by your flurry of jabs, nearby adversaries are unable to make anything but feeble retaliatory strikes against you.
Encounter Martial, Rattling, Weapon
Standard Action Close burst 1
Requirement: You must be wielding a light blade.
Target: Each enemy in the burst you can see
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and the target is weakened when making attacks against you until the end of your next turn.
Ruthless Ruffian: The attack deals extra damage equal to your Charisma modifier,
and the target is weakened when making any attack (not just against you).
You deliver a swift smash to your opponent’s head, surprising the foe with the brutality of your attack.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn.
Cunning Sneak: The target is stunned instead of dazed if you were hid
den from the target when you made the attack.
With great agility, you cross harsh terrain and weave through foes just before making your enemy regret it ever confronted you in battle.
Encounter Martial, Weapon
Minor Action Melee 1
Prerequisite: You must be trained in Acrobatics.
Effect: You shift your speed and make the following attack at any point during the shift. During this shift, you can shift through squares occupied by enemies and you ignore difficult terrain.
Target: One c
reature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
From your hiding place, you deliver an attack. If you miss, you feel assured you’ ll strike your target next time.
Encounter Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier dam
age.
Miss: You do not expend this power if you were hidden from the target when you made the attack.
Your blade flashes like lightning, and fountains of blood erupt from the foes around you.
Daily Martial, Weapon
Standard Action Close burst 1
Requirement: You must be wielding a light blade.
Target: Each enemy in the burst you can see
Attack: Dexterity vs.
AC
Hit: 2[W] + Dexterity modifier damage, and ongoing 10 damage (save ends).
Miss: Half damage, and no ongoing damage.
Your vicious attack leaves the enemy lying in a pool of his own blood.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, you knock the target prone, and it takes ongoing damage equal to your Strength modifier (save ends).
Effect: Until the end of the encounter
, whenever you hit the target, the target takes ongoing damage equal to your Strength modifier (save ends).
Your blades lash out to strike anyone you pass as you dart across the battlefield.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Effect: You shift half your speed. Make the following attack against each enemy you move adjacent to. No enemy can be attacked more than once from a single use of this power.
Attack: Dexterity vs. AC
Hit: 2[W
] + Dexterity modifier damage, and you knock the target prone.
Miss: Half damage.
Effect: You slide the target 1 square.
A blistering volley of projectiles knocks your enemies for a loop.
Daily Martial, Rattling, Weapon
Standard Action Close blast 5
Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling.
Target: Each enemy in the blast you can see
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier da
mage, and the target is dazed (save ends).
Miss: Half damage, and the target is not dazed.
Your shot strikes with such potency and accuracy that you daunt foes near the target of your attack.
Daily Martial, Rattling, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: Each enemy within 3 squares of t
he target grants combat advantage until the end of your next turn and is pushed 1 square away from the target.
A series of clever feints throws your foe off his game and makes it an easy target.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. Will
Hit: 5[W] + Dexterity modifier damage.
Effect: Until the end of your next turn, the target takes a penalty to all defenses against your attacks. The penalty equals your
Charisma modifier.
Sustain Minor: The penalty persists until the end of your next turn.
As soon as your foe is off-balance, you deliver a powerful strike, then easily shove it where you want it to go.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 4[W] + Dexterity modifier damage, and you slide the target a number of squares up to your Strength modifier. If you end the slide with the target adjacent to one or more objects or creatures, you can cause both the target and one of those objects or creatures to take 10 d
amage.
Miss: Half damage, and you slide the target a number of squares up to your Strength modifier.
You brutally slam the blunt end of your weapon into your foe’s head, sending the creature staggering.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and the target is stunned (save ends). You push the target 5 squares, and you grant combat advantage until the e
nd of your next turn.
Miss: Half damage, and the target is dazed (save ends). You push the target 3 squares.
You deliver a crippling strike that promises to leave your opponent hampered for a while.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier dam
age.
Effect: You knock the target prone. The target is slowed, cannot shift, and cannot charge (save ends all).
Using the distraction caused by an ally, you brutalize your foe, leaving it off kilter.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature marked by an ally
Attack: Dexterity vs. Reflex
Hit: 5[W] + Dexterity modifier damage, and the target is dazed and takes a
–2 penalty to all defenses (save ends both).
Miss: Half damage, the target is dazed until the end of your next turn, and no penalty to defenses.
You slip up behind your enemy and slash across its back.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Effect: Before the attack, you shift your speed.
Target: One creat
ure
Attack: Dexterity vs. Reflex
Hit: 4[W] + Dexterity modifier damage, and ongoing 10 damage (save ends).
After striking boldly, you thwart your foe by shifting away just as it’s about to attack you.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 6[W] + Dexterity modifier damage.
Effect: The target is frustrated by you (save ends). Until this effect ends, you can shift 1 square
as an immediate interrupt when the target makes a melee or a ranged attack against you.
Your vicious assault leaves your enemy unable to move quickly, and you gain a burst of confidence from the deed.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage, and the target is slowed (save ends). You gain temporary hit points equal to 10 + your Charisma
modifier.
Miss: Half damage, the target is slowed until the end of your next turn, and no temporary hit points.
You browbeat your wounded foe with a cruel attack, forcing compliance for a short time.
Daily Martial, Weapon
Standard Action Melee weapon
Prerequisite: You must be trained in Intimidate.
Requirement: You must be wielding a light blade.
Target: One bloodied creature
Attack: Dexterity vs. Will
Hit: 2[W] + Dexterity modifier damage, and the target is dominated until the start of your next turn or until it is attacked.
Miss: Half damage, and the target is immobilized until the start of your next turn or until it is attacked.
Your attack has such force that if it fails to hit one opponent, it might careen into another.
Daily Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling.
Primary Target: One creature
Primary Attack: Dexterity vs. Reflex
Hit: 4[W] + Dexterity modifier damage.
Miss: Make a secondary attack with combat advantage.
Secondary Target: On
e creature within 3 squares of the primary target
Secondary Attack: Dexterity vs. Reflex
Hit: 4[W] + Dexterity modifier damage.
Miss: Half damage.
The shadows seem to follow your every step.
Encounter Martial
Minor Action Personal
Requirement: You must have concealment or total concealment.
Effect: Your concealment or total concealment lasts until the end of your next turn.
You leap a phenomenal distance.
Encounter Martial
Move Action Personal
Prerequisite: You must have training in Athletics.
Effect: You make two consecutive Athletics checks to jump, wi
th a +5 power bonus to each check. You don’t have to land between the jumps, and the distance jumped isn’t limited by your speed.
With quick leaps and bold spins, you slip away from a foe’s attack.
Encounter Martial
Move Action Personal
Prerequisite: You must have training in Acrobat
ics.
Effect: You shift up to twice your speed. During the shift, you gain a +4 bonus to AC and can climb at full speed.
Until you choose to burst into action, you can move around the battlefield unseen.
Daily Martial
Minor Action Personal
Prerequisite: You must have training in Stealth.
Requirement: You must be hidden.
Effect: You are invisible until the end o
f the encounter. The invisibility ends if you move more than 2 squares during your turn or make any attack other than a basic attack or an at-will attack.
When you want to be free, no force can stop you.
Daily Martial
Free Action Personal
Effect: You are no longer daz
ed, grabbed, immobilized, marked, restrained, or slowed. In addition, you shift your speed and can move through enemies’ squares during the shift.
You move with such grace that your foes cannot track you.
At-Will Martial
Move Action Personal
Effect: Y
ou become invisible and move up to your speed to a square that is not adjacent to any enemy. You become visible when the movement ends.
Sensing weakness in your foe, you close the gap between you and it.
Encounter Martial
Immediate Reaction Personal
Trigger: An enemy you can see becomes bloodied
Effect: You shift your speed and must end this shift closer to the triggering en
emy. If you end this shift adjacent to the triggering enemy, it grants combat advantage to you until the end of your next turn.
You steal a bit of magic to stow away on another creature’s teleportation.
Encounter Martial, Telepor
tation
Immediate Reaction Personal
Trigger: A creature within 5 squares of you teleports
Effect: You teleport to any square adjacent to the triggering creature.
The answer is on the tip of your tongue.
Daily Martial
Free Action Personal
Trigger: You make a Dungeoneering or a Streetwise check to remember or discover a useful bit of information
Prerequisite: You must be trained in Dungeoneering or Streetwise.
Effect: If you are trained in t
he skill, don’t roll for the check; you are considered to have rolled a 25 and then add your skill check bonus. If you are not trained in the skill, you gain a +5 bonus to the check.
It’s time to make your move.
Daily Martial
No Action Personal
Trigger: You make an initiative check at the beginning of an encounter
Effect: You gain a +20
bonus to your initiative check. Until the end of your first turn in the encounter, you gain a +2 power bonus to attack rolls and a +4 power bonus to speed.
You flip away from your foe as its attack flies wide.
At-Will Martial
Immediate
Reaction Personal
Prerequisite: You must be trained in Acrobatics.
Trigger: An enemy misses you with a melee or a ranged attack
Effect: You shift 2 squares.
You make your own luck by stealing it from others.
Daily Martial
No Action Personal
Trigger: Your attack misses or you fail a saving throw
Requirement: You must be able to see another creature.
Effect: Reroll the triggering attack roll or saving throw and us
e the new result. One creature you can see takes a –2 penalty to attack rolls and saving throws until the end of your next turn.
Everything around you fades away momentarily as you focus on a distant target.
Encounter Martial
Minor Action Personal
Effect: You
increase the normal range and the long range of your next ranged attack before the end of your turn by 20 squares.
Your amazing footwork shows you to be a superior combatant, disheartening enemies that draw near.
Daily Martial, Stance
Minor Action Personal
Prerequisite: You must be traine
d in Intimidate.
Effect: Until the stance ends, any creature that ends its turn adjacent to you takes a –2 penalty to attack rolls against you until the end of its next turn.
You scramble upward with preternatural speed.
At-Will Martial
Move Action Personal
Prerequisite: You m
ust be trained in Acrobatics and Athletics.
Effect: You climb a number of squares equal to your speed minus your armor’s check penalty.
Your attack comes from such an unexpected angle that your adversary is taken aback.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit:
4[W] + Dexterity modifier damage, and if you have combat advantage against the target, it is dazed until the start of your next turn.
When your enemy overreaches to attack you, you cut his legs out from under him.
Encounter Martial, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy misses you with a melee attack
Requirement: You must be wielding a light blade.
Target: The triggering enemy
Attac
k: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and you knock the target prone.
Artful Dodger: The target is also dazed until the end of your next turn.
Your lightning-fast shots send your opponents sprawling.
Encounter Martial, Weapon
Standard Action Area burst 1 within 10 squares
Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling.
Target: Each enemy in the burst you can see
Attack: Dexterity
vs. AC
Hit: 3[W] + Dexterity modifier damage, and you knock the target prone.
You slash at your foe and take up a defensive posture. You assure your foe that it will suffer dire consequences if it attacks you again.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage.
Ruthless Ruffian: This power gains the rattling keyword.
Effect: The next time the target makes a melee attack against you before
the end of your next turn, you can make a melee basic attack against it as a free action. If your melee basic attack hits, you knock the target prone.
A pair of carefully placed attacks causes your foes to hesitate.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One or two creatures
Attack: Dexterity vs. AC
Hit: 2[W] + Dext
erity modifier damage, and the target is dazed until the end of your next turn.
Artful Dodger: You shift 2 squares.
Masterfully lunging and weaving, you deliver a series of powerful attacks and then slip to a new location.
Encounter Martial, Weapon
Standard Action Close burst 1
Requirement: You must be wielding a light blade.
Target: Each enemy in the burst you can see
Attack: Dexterit
y vs. AC
Hit: 2[W] + Dexterity modifier damage.
Brutal Scoundrel: The attack deals extra damage equal to your Strength modifier.
Effect: You can shift 2 squares.
Your shot sinks into your foe, causing excruciating pain.
Encounter Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage. The next time the target attacks before the end of your next turn, it takes damage equal to twice your Intelligence modifier.
Cunning Snea
k: The target grants combat advantage until the end of your next turn if you were hidden from it when you made the attack.
You cut the legs out from under your foe so brutally that its head hits the ground before its feet do.
Encounter Martial, Rattling, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack
: Dexterity vs. Reflex
Hit: 4[W] + Dexterity modifier damage, and you knock the target prone.
Ruthless Ruffian: The target is also dazed until the end of your next turn.
With a clever shot, you pin your target to the spot.
Encounter Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling.
Target
: One creature
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage, and the target is immobilized until the end of your next turn.
You jab your weapon into tender flesh, forcing the opponent to let you slip away.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage, and if you were marked, you are no longer marked. You shift 2 squares.
Cunning Sneak: You instead shift a number of squares equal to 1 + your Intelligence modifier, and
you can make a Stealth check to become hidden after the shift.
You use superior positioning to make a decisive attack that assures a nasty wound to your foe, or that its counterattack strikes one of its allies rather than you.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage.
Miss: The target must take a free action to make a melee basic attack against an enemy of yours that is adjacent to it. You choose the enemy.
Artful Dodger:
The target gains a bonus to the attack roll and the damage roll. The bonus equals your Charisma modifier.
One of your allies deals a timely blow to your enemy, and like a scorpion, you take advantage of the opening to strike.
Encounter Martial, Weapon
Immediate Reaction Melee 1
Trigger: An ally damages a creature adjacent to you
Requirement: You must be wielding a light blade.
Target: The creature damaged
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Brutal Scoundrel: Whether or not the attack hits, you shift a number of squares up to your Strength modifier.
You stand ready to counter each of your enemies’ moves, your blade a blur of steel as you strike again and again.
Encounter Martial, Weapon
Standard Action Melee weapon
Effect: Until the end of your next turn, you can use the Shimmering Blade attack power.
Encounter Martial, Weapon
Opportunity Action Melee weapon
Requirement: The power Shimmering Blade must be active in order to use this power.
Requirement: You must be wielding a light blade.
Trigger: An enemy makes a melee attack against you, starts its turn adjacent to you, or ends its turn adjacent to you
Target: The triggering enemy
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage.
Effect: You gain a pow
er bonus to AC and Reflex equal to your Charisma modifier until the end of your next turn.
Artful Dodger: The defense bonus equals 2 + your Charisma modifier.
A few quick, well-aimed attacks momentarily pin your foes in place.
Encounter Martial, Weapon
Standard Action Close blast 5
Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling.
Target: Each e
nemy you can see in the blast
Attack: Dexterity vs. Fortitude
Hit: 3[W] + Dexterity modifier damage, and the target is immobilized until the end of your next turn.
You run your weapon across your foe’s tendons, crippling the creature.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs
. AC
Hit: 3[W] + Dexterity modifier damage. You knock the target prone, and it is restrained until the end of your next turn.
With tumbling lunges, you deliver a sharp blow to each nearby enemy and return to your starting position.
Daily Martial, Weapon
Standard Action Melee weapon
Prerequisite: You must be trained in Acrobatics.
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: You can shift 4 squares and repeat the attack against a second target. You can then shift 4 squares and repeat the attack against a third target.
Your prowess shocks your foe into hesitation and indecision.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 5[W] + Dexterity modifier damage, and you slide the target 5 squares. In
addition, either the target takes a –10 penalty to attack rolls until the end of its next turn, or it is restrained (save ends).
You strike with deadly ferocity, hitting your foe in places that will hinder it and cause the greatest pain.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 3[W] + Dexterity modifier damage, and the target is wea
kened and takes ongoing 10 damage (save ends both).
Miss: Half damage, and ongoing 10 damage (save ends).
You dash across the battlefield, ducking under and leaping over foes’ attacks. Then you deliver a brutal attack against your enemy.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 6[W] + Dexterity modifier damage.
Miss: Half damage.
Special: When charging
, you can use this power in place of a melee basic attack. The charge’s movement does not provoke opportunity attacks.
Your initial probing attack makes your enemy lurch to one side, allowing you to move up and finish with a wounding strike.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Primary Attack: Dexterity vs. Reflex
Hit: 3[W] + Dexterity modifier damage, and you slide the target a number of squares equal to 1 + your Charisma modifier. You can then shift a number of squares equal to 3 + your Charisma modifier to a square adjacent to the target.
Miss: Half damage, you slide the target 2 squares, and you can then shift 3 squares to a square adjacent to the target.
Effect: Mak
e a secondary attack against the target.
Secondary Attack: Dexterity vs. Reflex
Hit: 3[W] + Dexterity modifier damage.
Miss: Half damage.
You vanish from your foe’s sight, only to appear out of nowhere and strike a devastating blow.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Will
Hit: 6[W] + Dexterity modifier damage, and you have combat advantage against the target until the end of your next turn. You become invisible, and you shift up to 5 squares to a square adjacent to the target. You reappear at the start of your n
ext turn.
Miss: Half damage, and you have combat advantage against the target until the end of your next turn. You can shift 1 square to a square adjacent to the target.
Your bladed savagery opens a gushing wound that cripples your foe with pain.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage, and the target takes ongoing 10 damag
e and is immobilized (save ends both).
Miss: Half damage, and ongoing 5 damage (save ends). The target is immobilized until the start of your next turn.
You hobble your opponent with a ruthless slash across the legs, leaving it barely able to walk.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage
, and the target is slowed and takes ongoing 10 damage (save ends both).
Miss: Half damage, and the target is slowed and takes ongoing 5 damage (save ends both).
You distract your adversary just long enough to deliver a shot that bypasses armor.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You
must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 6[W] + Dexterity modifier + Strength modifier + Charisma modifier damage.
Miss: Half damage.
With time and preparation, you can’t miss.
Daily Martial, Weapon
Standard Action Rang
ed weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature granting combat advantage to you
Effect: You hit the target and deal 4[W] damage.
Slashing and stabbing, you haunt your enemy’s every move.
Daily Martial, Rattling, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and ongoing 20 damage (save ends).
Miss: Half damage, and ongoing 10 damage (save ends
).
Effect: Until the end of the encounter, whenever you deal damage to the target, it takes a -2 penalty to saving throws until the end of your next turn.
Your skill allows you to take advantage of openings granted by foes even some distance away.
Daily Martial, Stance
Minor Action Personal
Prerequisite: You must be trained in Acrobatics.
Effect: Until the stance ends, whenever an ally within 3 squares of you hits with an o
pportunity attack, you can, as a free action, shift your speed to a space adjacent to the target of that attack and use a rogue at-will melee attack power against that target.
Your attack is so powerful that it reverberates against nearby foes.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Primary Target: One creature granting combat advantage to you
Primary Attack: Dexterity vs. AC
Hit: 5[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: Make a secondary attack of the same attack type as the primary attack.
Secondary Target: One creature adjacent to the prima
ry target
Secondary Attack: Dexterity vs. Reflex
Hit: Dexterity modifier damage, plus any Sneak Attack damage you dealt to the primary target.
You strike with murderous exactness and then pull a deadly exploit back out of your bag of tricks.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage.
Effect: If you have used all your encounter attack powers, you regain the use of
a rogue encounter attack power you have used during this encounter. Or if you have combat advantage against the target, you can instead deal 4[W] extra damage with the attack.
You viciously lunge for a wounded enemy’s throat and shock its allies.
Daily Martial, Rattling, Weapon
Standard Action Melee weapon
Prerequisite: You must be trained in Intimidate.
Requirement: You must be wielding a light blade.
Target: One bloodied creature
Attack: Dexterity vs. Fortitude
Hit: 4[W] + Dexterity modifier damage, and each enemy within 3 squares of you t
akes a –2 penalty to attack rolls (save ends).
Miss: Half damage, and each enemy within 3 squares of you takes a –2 penalty to attack rolls until the start of your next turn.
You cut open your foe across the middle, drastically hampering her actions.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage, and the targ
et is stunned (save ends).
Aftereffect: The target is weakened and slowed (save ends both).
Miss: Half damage, and the target is weakened and slowed until the end of your next turn.
A mix of threats and slashes leaves your foe in fear and agony.
Encounter Fear, Martial, Rattling, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage. If this attack bloodies the target, it moves its speed away from y
ou, taking the safest path possible.
Ruthless Ruffian: The target grants combat advantage until the end of your next turn.
You duck and dodge your enemies’ attacks, striking as opportunity allows while expertly deflecting attacks made against you.
Encounter Martial, Weapon
Standard Action Close burst 1
Requirement: You must be wielding a light blade.
Target: Each enemy you can see in the burst
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage. If the target makes a melee attack against you before the end of your next turn, you can have it attack another creat
ure of your choice, including itself, instead of you.
Artful Dodger: The target gains a bonus to the attack roll equal to your Charisma modifier.
The enemy’s attack misses you and hits an adjacent enemy instead as you dodge nimbly out of the way.
Encounter Martial, Weapon
Immediate Reaction Melee 1
Requirement: You must be wielding a light blade.
Trigger: An enemy misses you with a melee attack, and a different enemy is adjacent to you
Target: The attacking enemy
Attack: Dexterity vs. Will
Hit: The attack hits an enemy adjacent to you other than the target. You can add your Sneak Attack damage to the attack’s damage, e
ven if you have already used your Sneak Attack during this round.
Cunning Sneak: Both enemies grant combat advantage to you until the end of your next turn.
As your enemy fumbles for its weapon, you stride forward to deliver a deadly attack.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Effect: You can shift your speed before making the following attack and can move through enemies’ spaces. You gain a power bonus to AC equal to your Charisma modifier until the end of your next turn.
Artful Dodger: The AC bonus instead equals 2 + your Charisma modifier.
Target: One creature
Attack
: Dexterity vs. Reflex
Hit: 4[W] + Dexterity modifier damage, or 5[W] + Dexterity modifier damage if the target has not yet acted in combat.
A stone from your sling strikes your foe between the eyes, causing it to fall to the ground, senseless.
Encounter Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a s
ling.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, and you knock the target prone. The target is stunned until the end of your next turn.
As you send one foe staggering away from you, you spring on another.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Primary Target: One creature
Primary Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and you push the primary target 2 squares. You can then shift 2 squares and make a secondary attack.
Brutal Scoundrel: You can instead push the primary target a number of squares equal to 1 + your Strength modifier.
Secondary Target: One creature other than the primary target
Secondary Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
You stab and slash your foe mercilessly, getting in close so your enemy has a hard time avoiding your attacks.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wie
lding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Brutal Scoundrel: You gain a bonus to the attack roll equal to your Strength modifier.
Hit: 5[W] + Dexterity modifier damage.
Your brutal attack sends your enemy staggering away from you.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature from which you are hidden
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and you slide the target 1 square. The target is stunned
until the end of your next turn.
Cunning Sneak: The number of squares you slide the target equals your Intelligence modifier.
From the darkness, you carefully aim your shot and fire. Your foe glances around, but you’re too well hidden for it to spot you.
Encounter Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature from which you are hidden
Attack: Dexterity vs. AC. If you have superior cover or total concealment, you remain hidden after the attack.
Cunning Sneak: You remain hidden after the attack if you have any cover or any concealment.
Hit: 5[W] + Dexterity modifier damage.
Watching your foe’s movements, you time your attack perfectly, knowing exactly where and how to strike to do the most harm.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC, Fortitude, Reflex. You make one attack roll. If it hits at least one of the three defenses, the attack hits.
Hit: 4[W] + Dexterity modifier damage, or 5[W] +
Dexterity modifier damage if the attack hits at least two defenses. If the attack hits all three defenses, the target is also stunned until the end of your next turn.
With an initial strike, you set yourself up to spring at your enemy if she dares to attack again.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage. If the target makes an attack before the sta
rt of your next turn, you can shift a number of squares equal to your Dexterity modifier and make a basic attack against the target as an immediate interrupt.
You sheathe your weapon in your foe’s flesh and then shove it away for your allies to finish off.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light b
lade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and you push the target 1 square. The target gains vulnerable 10 to all damage until the start of your next turn.
You move hastily to take your shot and then depart.
Encounter Martial, Weapon
Minor Action Melee weapon
Requirement: You must be wielding a light blade
.
Target: One creature
Attack: Dexterity – 2 vs. AC
Hit: 3[W] + Dexterity modifier damage, and you can shift 1 square.
Artful Dodger: You can instead shift a number of squares equal to your Charisma modifier.
The fighter distracts him, and you shut him down.
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling
Targets: One c
reature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn. If the target is marked by any of your allies, it is stunned instead of dazed.
Your enemy reels from your shocking belligerence.
Encounter Martial, Rattling, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Targets: One creature
Attack
: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage, and you slide the target 2 squares.
Ruthless Ruffian: You instead slide the target a number of squares equal to 2 + your Charisma modifier.
You flip and flit, stab and slash, as if flying among your foes.
Daily Martial, Weapon
Standard Action Melee weapon
Prerequisite: You must be trained in Acrobatics.
Requirement: You must be wielding a light blade.
Primary Target: One creature
Primary Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage.
Effect: You can shift 3 squares and can shift through squares occupied by enemies during this movement. Make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage. If the primary attack hit, this attack deals 1[W] extra damage.
Effect: You can shift 3 squares and can shift through squares occupied by enemies during this movement. Make a tertiary attack.
Tertiary Target: One creature other than the primary and secondary targets
Tertiary At
tack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. If the primary or the secondary attack hit, this attack deals 1[W] extra damage.
You wait for the perfect moment to slay your foe, delivering a lethal strike when its defenses are down for but a moment.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: D
exterity vs. AC
Hit: 7[W] + Dexterity modifier damage.
Miss: Half damage.
Special: If you have combat advantage against the target, double any extra damage from Sneak Attack or a critical hit.
You smile and flick your weapon; your enemy stares unmoving at the deep wound.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity mo
difier damage, and the target is stunned (save ends).
Aftereffect: The target is dazed (save ends).
Miss: Half damage, and the target is dazed (save ends).
Your attack sends the enemy lurching past your comrades, who take advantage by making attacks of their own.
Daily Martial, Reliable, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 3[W] + Dexterity modifier damage, and you slide the target a number of squares equal to 1 + your Charisma modifier. Each of your allies adjacent to the target at any point during this forced m
ovement can make a basic attack against the target as an opportunity action. Each ally’s attack has combat advantage and deals extra damage equal to your Charisma modifier on a hit.
With terrifying ease, you slash at your enemy’s legs, leaving it whimpering in pain.
Daily Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 5[W] + Dexterity modifier damage, and the target is immobilized (save ends).
After
effect: The target is slowed (save ends).
Miss: Half damage, and the target is slowed (save ends).
Effect: The target takes a -5 penalty to saving throws against this power’s effects.
Your attacks rain down upon unsuspecting enemies, planting terror among your foes’ ranks.
Daily Fear, Martial, Weapon
Standard Action Area burst 2 within 10 squares
Requirement: You must be wielding a crossbow or a sling.
Target: Each enemy in the burst you can see
Attack: Dexterity vs.
AC
Hit: 4[W] + Dexterity modifier damage, and the target moves its speed away from the burst’s origin square. The target grants combat advantage (save ends).
Miss: Half damage.
You promise death to a nearby foe. Then you take advantage of your allies’ attacks to deliver it.
Daily Martial, Stance
Minor Action Personal
Requirement: You must be wielding a light blade.
Effect: Choose one creature adjacent to you. Until the stance ends, whenever the chosen creature is adjacent to you and takes dam
age from a melee or a ranged attack while you are wielding a light blade, you can make a melee basic attack against it as an opportunity action. In addition, your basic attacks against the target gain the rattling keyword.
You direct an attack meant for you to another enemy.
Daily Martial, Weapon
Immediate Interrupt Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Trigger: An enemy hits you with a melee or a ranged attack.
Target: The triggering en
emy
Attack: Charisma vs. Will
Hit: The attack hits a creature of your choice within 2 squares of you, instead of hitting you.
Miss: The target’s attack deals only half damage to you.
You attack your foe in the eyes, leaving him dumbfounded and temporarily unable to see.
Daily Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling
.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 4[W] + Dexterity modifier damage, and the target is blinded and dazed (save ends both).
Miss: Half damage, and the target is dazed until the end of its next turn.
You come out of hiding to inflict a fatal wound on your foe.
Daily Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature from which yo
u are hidden
Attack: Dexterity vs. Fortitude
Hit: 5[W] + Dexterity modifier damage, and ongoing 15 damage (save ends).
Miss: Half damage, and ongoing 5 damage (save ends).
You throw out the notion of a fair fight when you launch a devastating attack from your hiding place.
Daily Martial, Reliable, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC. You can make two attack rolls and use the higher result if you are hidden from the target before the attack. In addition, if you are hidden and have superior cover or total concealment when you attack, you remain hidden after the attack.
Hit: 6[W] + Dexterity modifier damage.