Surik, the Artful Dodger Kenku Shadow Assassin

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In the same spirit as Sproing!, the leaping bullywug, Surik is an attempt at making a rogue that makes the most of the kenku's racial features and fluff. He's got constant CA through Owlbear and an extra bonus to attack from flanking. His Artful Dodger skills let him constantly reposition with up to 2 x Charisma mod bonuses to all defenses against OAs, and Shadow Assassin lets him punish enemies for trying anyway. The two-weapon series of feats provide defense and attack bonuses as well as a chance at an extra hit if he crits.

Along with the flock ability, he take Bluff seriously with a +29 to pass off a disguise, voice included.

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====== Created Using Wizards of the Coast D&D Character Builder ======
Surik, level 16
Kenku, Rogue (Scoundrel), Shadow Assassin
Build: Aerialist Rogue
Rogue Tactics Option: Artful Dodger
Rogue Option: Scoundrel Weapon Talent
Associate: Trained Young Owlbear
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Fey Beast Tamer
 
FINAL ABILITY SCORES
STR 12, CON 11, DEX 24, INT 11, WIS 9, CHA 20
 
STARTING ABILITY SCORES
STR 11, CON 10, DEX 18, INT 10, WIS 8, CHA 14
 
 
AC: 32 Fort: 24 Ref: 35 Will: 28
HP: 111 Surges: 6 Surge Value: 27
 
TRAINED SKILLS
Acrobatics +21, Athletics +14, Bluff +20, Perception +12, Stealth +22, Thievery +20
 
UNTRAINED SKILLS
Arcana +8, Diplomacy +13, Dungeoneering +7, Endurance +8, Heal +7, History +8, Insight +7, Intimidate +13, Nature +7, Religion +8, Streetwise +13
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Rogue Attack 1: Sly Flourish
Rogue Attack 1: Deft Strike
Rogue Utility 2: Sneak in the Attack
Rogue Attack 3: Low Slash
Rogue Attack 5: Bloodbath
Rogue Utility 6: Swift Parry
Rogue Attack 7: Sand in the Eyes
Rogue Attack 9: Knockout
Rogue Utility 10: Acrobat's Escape
Shadow Assassin Attack 11: Killer's Eye
Shadow Assassin Utility 12: Bad Idea, Friend
Rogue Attack 13: Vaulting Charge
Rogue Attack 15: Bloody Path
Rogue Utility 16: Anticipate Attack (Rogue)
 
FEATS
Level 1: Light Blade Expertise
Level 2: Backstabber
Level 4: Improved Defenses
Level 6: Nimble Blade
Level 8: Silvery Glow
Level 10: Harlequin Style
Level 11: Two-Weapon Fighting
Level 12: Two-Weapon Defense
Level 14: Two-Weapon Opening
Level 16: Lasting Frost
 
ITEMS
Frost Dagger +3 x1
Rhythm Blade Dagger +1 x1
Gloves of Ice (paragon tier) x1
Siberys Shard of Merciless Cold (paragon tier)
Iron Armbands of Power (paragon tier) x1
Hat of Disguise x1
Steadfast Amulet +3 x1
Disguise Kit
Disguise
Acrobat Boots x1
Drowmesh of Dark Deeds +3 x1
====== End ======


Calculations
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8hl+7dex+2CA+1flock+1nimble+2exp+3enh+1weapontalent+3prof=20+7= 27 against 30 = 90% hit rate
1d4+3d8+7dex+1nimble+3enh+1exp+3silvery
+1twoweapon+5vuln+2gloves+3shard+4armbands+2owlbear = 1d4+3d8+32 on ALL rogue powers (+5cha on sly flourish)
.85*(2.5+13.5+37) + .05*(60+10.5 +(.85*(2.5+37) + .05(41+10.5))
.85*(53) + .05*(60+10.5 +(.85*(39.5) + .05(51.5))
45.05 + .05*(70.5 +(33.575 + 2.575))
45.05 + .05*(106.65)
50.38 DPR
8*level+24 = 152
3.01 RPK
.331 KPR

The end result is a versatile, mobile rogue who deals just under DPR Kings damage with a highly accurate Sly Flourish, and also takes advantage of kenku racial features and flavor. He flanks constantly with great flexibility, is excellent at normal rogue skills, and has a talent for bluff. Most powers were simply picked off of the rogue handbook, so I assume it would be effective outside of at-wills, but the advantage this has over a lot of the charge-spam or sole at-will optimizers is the ability to get nearly the same damage and bonus on all attacks, including encounters and dailies.

Please let me know what you think!