My GW Fantasy Origins: The Scoundrel

SCOUNDREL

There’s no honor among thieves. Scoundrels, however, at least have class.

Scoundrel Traits:

  • Origin Type: Dexterity, Dark; +2 to Dark Overcharge
  • Skill Bonus: +2 Stealth, +2 Mechanics, +2 Interaction
  • Nimble (Level 1): +2 Reflex
  • Sneaky Bastard (Level 1): Gain combat advantage on enemies you go before on initiative in combat.
  • Scoundrel Critical (Level 2 or 6): When you score a critical hit, the attack deals +1d10 damage and shift yourself 3 squares.

Scoundrel Powers:

  • BACKSTAB       SCOUNDREL NOVICE
    Don’t worry, I got your back.
    At-Will * Dark, Physical, Weapon
    Standard Action        Melee Weapon
    Target:
    One Creature  you have combat advantage on
    Attack:
    Dex +  Level + Weapon Acc. vs AC
    Hit:
    1[W] + Dex Modifier + x2 Level + 2D6 Physical Damage 
  • QUIT HITTING YOURSELF       SCOUNDREL UTILITY
    Clever timing lets a foe fall on his own blade
    Encounter * Dark
    Immediate Reaction       Personal
    Trigger:
    An enemy damages you with a melee attack.
    Effect: Damage rolled is dealt to the foe instead.
  • TRICKS & TRAPS        SCOUNDREL EXPERT
    Funny what a pouch full of sneezing powder, a blast cap and caltrops can do!
    Encounter * Dark
    Standard Action       Close Burst 2
    Target:
    One Creature
    Attack:
    Dex + Level vs Fortitude
    Hit: 1D10 + Dex + Level Physical Damage, and foe is Dazed until the end of your next turn.
    Effect: Until the end of your next turn, the burst area is difficult terrain and any other creatures entering or leaving the zone take 2d4 physical damage.

Obligatory Fun Ideas:

  • Scoundrel/Doppleganger: Thomas Crown doesn’t have anything on you.
  • Hypercognitive/Scoundrel: Glimpsing into what’s ahead is handy. But it won’t make you popular on the Salty Mug’s second floor.

Edited with suggestions from DazesSaveEnds.
PS — Even further edited by suggestions. Okay, my build theory sucks 😛

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