Tuff-Nik Word doc ZIP

Tuff-Nik Level 3 Skirmisher (Striker)
Small natural Humanoid, Kobold Rogue XP 150
Initiative +5 Senses Perception +5
HP 27; Bloodied 22; Healing Surge Value 6; Healing Surges/day: 6
AC 19; Fortitude 14, Reflex 18, Will 13 (+2 racial bonus to all defenses vs. traps)
Speed 6
m or r Dagger (standard; at-will) Weapon
Range 5/10; +10 vs. AC; 1d4 +6 damage.
Shifty (minor; at will)
Shift 1 square.
M or R Deft Strike (standard; at-will) Martial, Weapon
Requirement: Must be wielding a crossbow, light blade, or a sling.
Special: You move 2 squares before the attack.
Range 5/10; +10 vs. AC; 1d4 +6 damage.
M Riposte Strike (standard; at-will) Martial, Weapon
Requirement: Must be wielding a light blade.
+10 vs. AC; 1d4 +6 damage. If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt, +7 vs. AC; 1d4+4 damage.
M Torturous Strike (standard; encounter) Martial, Weapon
Requirement: Must be wielding a light blade.
+10 vs. AC; 2d4 +9 damage.
M Topple Over (standard; daily) Martial, Weapon
Requirement: Must be wielding a light blade.
+13 vs. AC; 1d4 +6 damage and the target it knocked prone.
M or R Trick Strike (standard; daily) Martial, Weapon
Requirement: Must be wielding a crossbow, a light bade, or a sling.
Range 5/10; +10 vs. AC; 3d4 +6 damage and you slide the target 1 square. Until the end of the encounter, each time you hit the target, you slide it 1 square.
First Strike
At the start of an encounter, Tuff-Nik has combat advantage
against any creatures that have not yet acted.
Sneak Attack
Once per round, Tuff-Nik gains +2d8+3 damage when he has combat
Master of Deceit (free; encounter) Martial
Trigger: Roll a bluff check and dislike the result. Effect: Reroll the bluff check.
Alignment Unaligned Languages Common, Draconic
Skills Stealth +13, Thievery +13, Acrobatics +11, Athletics +9, Perception +5, Bluff +8
Feats Backstabber, Weapon Focus (Light Blades)
Str 16 (+4) Dex 20 (+6) Wis 8 (+0)
Con 10 (+0) Int 8 (+0) Cha 14 (+3)
Equipment Dagger x6, Leather Armour, Thieves’ Tools.

Tuff-Nik is short even for a kobold, with a particularly horny set of eyebrows lining his firey red eyes. Dull green scales cover his body, beneath a high quality set of leather armour. Many daggers are strapped to various appendages, along with various thieves tools.

Tuff-Nik’s role in the kobold group is to set traps for foes and help out during a battle. In combat he will skulk around and throw daggers before running in to stab unwary foes in the back. It is likely the party will meet Tuff-Nik for the first time in a battle. Tuff-Nik will take part in a battle until he is bloodied or if more than half of his allies have fallen. He will then leave and find somewhere to hide (this is applicable whether he fights with his original kobold allies or the adventurer’s, although he will always return a while after the battle if there are survivors on his side). If the PC’s don’t notice him leave the battlefield or fail to find him in the surrounding area (Tuff-Nik will not attack a searching PC, he is far too cowardly, he will however simply hide and hope the PC’s don’t find him) he will follow the PC’s after the battle. They may begin to notice things going missing after resting or someone may catch him attempting to steal food at some point. Tuff-Nik will barter anything to save his cowardly skin, and a captured Tuff-Nik will attempt to ally with the party, filling their heads with lies if it seems it’ll make things better, however in reality he sides with no one, and will leave the PC’s at any point to save himself.