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Dungeons and Dragons 4th Edition Character Record Sheet
Character Name
Player
Class
Paragon Path
Epic Destiny
Race
Size
Age
Gender
Height
Weight
Align.
Deity
Adventure Company
XP
Next XP
Level
Ability
Score
Temp
Score
Mod
Mod+
1/2 Lv.
STR
CON
DEX
INT
WIS
CHA
Quick Look Up
Weapon / Power
Attack
Damage
Armor Bonus
Shield Bonus
Check Penalty
Speed Penalty
Armor is Heavy
INIT
Dex Mod
1/2 Lv.
Misc
Temp
=
+
+
+
Score
Base
Arm.
Item
Misc
Speed
P. Perception
P. Insight
Special Senses/Movement
Skills
Skill
Mod
Skill Name
Abil.
Train
(+5)
Mod+
.5Lv
Arm.
Misc
Temp
Total
10+
1/2Lv
Arm./
Abil.
Class
Feat
Enh.
Misc
Temp
AC
FORT
REF
WILL
Conditional Modifiers, Resistances & Action Points Note
[b]Critical hit:[/b] +5d6 damage [b]Combat Advantage:[/b] +3 attack, +3 damage, and +2AC against creatures granting CA to me. [b]Sneak Attack damage:[/b] +3d8+6 damage once per round on CA. [b]First time bloodied in an encounter:[/b] gain 10 temporary hit points [b]Roll twice:[/b] for Initiative, Acrobatics, and Athletics [b]Boots of Free Movement:[/b] +2 to saving throws against slow, restrained, or immobilize [b]Charge:[/b] +4 speed when charging, +2d6 damage, +1 AC and +1 Reflex until start of next turn, can end movement in any square adjacent the target, and can take actions after a charge. [b]Spend action point:[/b] Take a free move action. [spoiler=Full List][u]Racial [/u] -[b]Ability bonuses:[/b] +2 Strength, +2 Dexterity -[b]Skill bonuses:[/b] +2 Endurance, +2 Intimidate -[b]Half-Orc Resilience:[/b] The first time you are bloodied during an encounter, you gain 5 temporary hit points. The temporary hit points increase to 10 at 11th level and to 15 at 21st level. -[b]Swift Charge:[/b] You gain a +2 bonus to speed when charging. [U]Class[/U] -[B]Armor Proficiencies[/B]: Cloth, leather -[B]Weapon Proficiencies[/B]: Dagger, hand crossbow, shuriken, sling, short sword -[B]Bonus to Defense[/B]: +2 Reflex -[B]Brutal Scoundrel[/B]: Add Strength modifier to Sneak Attack damage. -[B]Sneak Attack[/B]: Do extra damage with rogue weapon groups and combat advantage. (at level 11st–20th +3d6) -[b]Acrobatic Action (11th level):[/b] When you spend an action point to take an extra action, you can take a move action in addition to taking an extra action. -[b]Tumbling Positions (11th level):[/b] You do not grant combat advantage to enemies when you are balancing, climbing, or prone. -[b]Agile Charge (16th level):[/b] (16th level): When you begin a charge, you gain a +1 bonus to AC and Reflex until the start of your next turn. Also, after completing a charge, you can take further actions (if you have any left). [U]Feats[/U] -[B]Rapier proficiency[/B]: Gain proficiency with the rapier. -[B]Warrior of the Wild[/B]: You gain training in one skill from the ranger’s class skill list (Perception.) Once per encounter, you can use the ranger’s Hunter’s Quarry class feature. -[B]Thirst for Battle[/B]: +3 Initiative, one additional healing surge. -[B]Weapon Focus (Light Blades)[/B]: +1 damage per tier with light blades. -[B]Backstabber[/B]: Sneak Attack dice increase to d8. -[B]Nimble Blade[/B]: Gain +1 to attack rolls with light blades and combat advantage. -[b]Danger Sense[/b]: When you make an initiative check, roll twice and take the higher of the two rolls. -[b]Agile Athlete[/b]: When you make an Acrobatics check or an Athletics check, roll twice and take the higher of the two rolls. -[B]Defensive Advantage[/B]: When you have combat advantage against an enemy, you gain a +2 bonus to AC against that enemy’s attacks. -[b]Roundabout Charge:[/b] When you charge, you can end your movement in any square adjacent to the target from which you can attack it. -[B]Slaying Action[/B]: If you spend an action point to take an extra action and have already dealt Sneak Attack damage during this round, you can deal the extra damage a second time during this turn. -[B]Epic Fortitude[/B]: You gain a +4 bonus to Fortitude. -[B]Epic Will[/B]: You gain a +4 bonus to Will. [u]Items[/u] Bloodclaw Weapon Level 2+ Lvl 22 +5 325,000 gp Weapon: Any melee Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Power (At-Will): Free Action. Use this power before making a melee attack on your turn. You take damage up to a maximum of the weapon’s enhancement bonus (a +3 weapon deals up to 3 damage to its wielder). This damage cannot be reduced or prevented in any way. If you hit, increase the damage your target takes by double the amount of damage you took, triple if you are wielding the weapon in two hands. Double sword +3 d8/d8 — 40 gp 9 lb. Heavy blade, light blade, Defensive, off-hand Amulet of Physical Resolve Level 2+ Lvl 17 +4 65,000 gp Item Slot: Neck Enhancement: Fortitude, Reflex, and Will Property: Gain a +2 item bonus to saving throws against effects with the poison keyword and effects that render you weakened, slowed, or immobilized. Magic Armor Level 21 Lvl 21 +5 225,000 gp Armor: Any Enhancement: AC Anathema armor +3 +5 — — 10 lb. +1 Reflex Iron Armbands of Power Level 6+ Lvl 16 45,000 gp Item Slot: Arms Property: Gain a +2 item bonus to melee damage rolls. Level 16: +4 item bonus. Acrobat Boots Level 2 These enchanted boots enhance your acrobatic skills. Item Slot: Feet 520 gp Property: Gain a +1 item bonus to Acrobatics checks. Power (At-Will): Minor Action. Stand up from prone. Horned Helm Level 6+ Lvl 16 45,000 gp Item Slot: Head Property: Your charge attacks deal an extra 1d6 damage. Level 16: 2d6 extra damage. Tigerclaw Gauntlets Level 8+ Lvl 8 +2 3,400 gp Weapon: Spiked gauntlets Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Property: Gain a +2 item bonus to your speed when charging. Power (Encounter): Standard Action. Make a charge attack. At the end of your charge, make two melee basic attack rolls against one target using this weapon. If you hit with both, deal an extra 1d6 damage. Belt of Mountain Endurance Level 18 (Dragon Magazine 365) Item Slot: Waist 85,000 gp Property: When you spend a healing surge, you can add your Strength modifier to the surge value. Power (Daily): Free Action. You can trigger this power when you spend an action point. You gain a +2 bonus to all defenses until the start of your next turn. [spoiler=Consumables]Potion of Clarity Level 5+ Lvl 5 50 gp Potion Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, once during this encounter as a free action, you can reroll a d20 roll you just made, gaining a +1 bonus on the reroll. You must use the result of the reroll. Potion of Vitality Level 15 Potion 1,000 gp Power (Consumable ✦ Healing): Minor Action. Drink the potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 25 hit points and make one saving throw against an effect that a save can end. Kruthik Potion Level 10 Potion 200 gp Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, gain 15 temporary hit points and resist 5 acid until the end of the encounter. Potion of Regeneration Level 9+ Lvl 9 160 gp Potion Power (Consumable ✦ Healing): Minor Action. Drink this potion and spend a healing surge. You do not gain hit points as normal. Instead, gain regeneration 5 until the end of the encounter. If you aren’t bloodied at the start of your turn while this power is in effect, you don’t regain any hit points and the regeneration is suppressed until the start of your next turn. Antivenom Level 1+ Lvl 11 350 gp Alchemical Item Power (Consumable): Minor Action. Gain a +2 bonus to saving throws against poisons from a source of 10th level or lower. This effect lasts until the end of the encounter or for the next 5 minutes. Level 11: Poisons of 20th level or lower. Clearsense Powder Level 1+ Lvl 16 1,800 gp Alchemical Item Power (Consumable): Minor Action. You or an adjacent ally can make a saving throw against a blinded or deafened condition that a save can end. The source of the condition must be 5th level or lower. Level 16: 20th level or lower.[/spoiler][/spoiler]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=137244][size=4][B]Krugsh Bo-Bash[/B][/size][/url], Half-Orc Rogue, Daring Acrobat [B]Init[/B] +17 [B]HP[/B] 98/98 [B]Bloodied[/B] 49 [B]Healing Surge[/B] 24 (0 used /8) [B]AC[/B] 30 [B]Fort[/B] 28 [B]Reflex[/B] 32 [B]Will[/B] 28 [B]Speed[/B] 6 [B]Str[/B] 22 (+6) [B]Con[/B] 11 (0) [B]Dex[/B] 22 (+6) [B]Int[/B] 10 (0) [B]Wis[/B] 14 (+2) [B]Cha[/B] 11 (0) [OOC='[color=green]Acrobatic Strike[/color]'][B][color=green]Acrobatic Strike[/color][/B] Rogue Attack 1 At-WiII - 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.[/OOC], [OOC='[color=green]Riposte Strike[/color]'][B][color=green]Riposte Strike[/color][/B] +27 vs. AC, 2d8+19 Rogue Attack 1 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, you make your riposte against the target as an immediate interrupt: a Strength vs. AC attack that deals 1[W] + Strength modifier damage. Increase damage to 2[W] + Dexterity modifier and riposte to 2[W] + Strength modifier at 21st level.[/OOC], [OOC='[color=red]Half-Orc Resilience[/color]'][B][color=red]Half-Orc Resilience[/color][/B] Encounter Free Action, Personal The first time you are bloodied during an encounter, you gain 15 temporary hit points.[/OOC], [OOC='[color=red]Furious Assault[/color]'][B][color=red]Furious Assault[/color][/B] Encounter Free Action Personal Trigger: You hit an enemy Effect: The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.[/OOC], [OOC='[color=red]Sneak in the Attack[/color]'][B][color=red]Sneak in the Attack[/color][/B] +5d8+7 damage Rogue Utility 2 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.[/OOC], [OOC='[color=red]Wild Tumble Cut[/color]'][B][color=red]Wild Tumble Cut[/color][/B] +27 vs. AC, 4d8+19 Daring Acrobat Attack 11 Encounter - Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade, and you must charge and use this power in place of a melee basic attack. Target: One creature Attack: Dexterity vs. AC Hit: 4[W] + Dexterity modifier damage, and the target gains combat advantage against you until the start of your next turn.[/OOC], [OOC='[color=red]Stunning Strike[/color]'][B][color=red]Stunning Strike[/color][/B] +27 vs. AC, 1d8+19 Rogue Attack 13 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 stunned until the end of your next turn.[/OOC], [OOC='[color=red]Imperiling Strike[/color]'][B][color=red]Imperiling Strike[/color][/B] +27 vs. Fort, 1d8+19 Rogue Attack 7 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 defense until the end of your next turn. Brutal Scoundrel: The penalty to AC and Reflex defense is equal to your Strength modifier. (-6)[/OOC], [OOC='[color=red]Nasty Backswing[/color]'][B][color=red]Nasty Backswing[/color][/B] +27 vs. AC, 1d8+26 Retrained from Dragon Tail Strike encounter 11 Rogue Attack 3 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.[/OOC], [OOC='[color=red]Ignoble Escape[/color]'][B][color=red]Ignoble Escape[/color][/B] Rogue Utility 6 Encounter ✦ Martial Move Action Personal Prerequisite: You must be trained in Acrobatics. Effect: If you are marked, end that condition. You can shift a number of squares equal to your speed.[/OOC], [OOC='[color=red]Flawless Stunt[/color]'][B][color=red]Flawless Stunt[/color][/B] Daring Acrobat Utility 12 Encounter ✦ Martial Minor Action Personal Effect: You gain a +5 bonus to Acrobatics and Athletics checks until the end of your turn.[/OOC], [OOC='[color=red]Combat Tumbleset[/color]'][B][color=red]Combat Tumbleset[/color][/B] Rogue Utility 10 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 movement.[/OOC], [OOC='[color=red]Leaping Dodge[/color]'][B][color=red]Leaping Dodge[/color][/B] Rogue Utility 16 Encounter ✦ Martial Immediate Interrupt Personal Trigger: An enemy targets you with an attack Prerequisite: You must be trained in Athletics. Effect: Make an Athletics check to jump with a +5 power bonus and move the appropriate distance.[/OOC], [OOC='[color=green]Basic Melee (Riposte, Charge)[/color]'][B][color=green]Basic Melee (Riposte, Charge)[/color][/B] +27 vs. AC 2d8+19 damage With Combat Advantage and Bloodclaw: +30 vs. AC 2d8+29 damage At-Will - Weapon Standard Action Melee weapon Targets: One creature Attack: Strength vs. AC Hit: 1[W] + STR damage. Increase damage to 2[W] at 21st level.[/OOC], [OOC='[color=black]Handspring Assault[/color]'][B][color=black]Handspring Assault[/color][/B] Handspring Assault Rogue Attack 1 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.[/OOC], [OOC='[color=black]Knockout[/color]'][B][color=black]Knockout[/color][/B] +27 vs. Fort, 2d8+19, half damage on miss Rogue Attack 9 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 is knocked unconscious (save ends). If the unconscious target takes any damage, it is no longer unconscious. Miss: Half damage, and the target is dazed until the end of your next turn.[/OOC], [OOC='[color=black]Slaying Strike[/color]'][B][color=black]Slaying Strike[/color][/B] vs. Bloodied: +27 vs. AC, 5d8+26, crit on 17-20, half damage on miss Rogue Attack 15 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. Miss: Half damage. Special: If the target is bloodied, this attack does 5[W] + Dexterity modifier + Strength modifier damage on a hit (half damage on a miss) and can score a critical hit on a roll of 17–20.[/OOC], [OOC='[color=Black]Amulet of Resolution[/color]'][B][color=Black]Amulet of Resolution[/color][/B] Amulet of Resolution Level 2+ Lvl 17 +4 65,000 gp Item Slot: Neck Enhancement: Fortitude, Reflex, and Will Power (Daily): No Action. Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it’s lower.[/OOC], [OOC='[color=red]Skybound Armor[/color]'][B][color=red]Skybound Armor[/color][/B] Skybound Armor Level 5+ Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp Armor: Cloth, Leather Enhancement: AC Power (Encounter): Free Action. Use this power when you make an Athletics check to jump. You jump an additional number of squares equal to this armor’s enhancement bonus. This jump can exceed your normal movement.[/OOC], [OOC='[color=red]Scabbard of Sacred Might[/color]'][B][color=red]Scabbard of Sacred Might[/color][/B] Level 10 Wondrous Item 5,000 gp Property: This scabbard resizes to fit any light blade or heavy blade. You can draw a weapon from this scabbard as part of the same action used to make an attack with that weapon. Power (Encounter ✦ Radiant): Free Action. Use this power when you attack with the weapon most recently sheathed in the scabbard. The next attack you make with that weapon before the end of your next turn deals radiant damage instead of its normal damage. The weapon must have been sheathed in the scabbard within the past 24 hours to gain this power.[/OOC], [OOC='[color=red]Tigerclaw Gauntlets[/color]'][B][color=red]Tigerclaw Gauntlets[/color][/B] +22 vs. AC, 2d6+13, two attacks If both hit, +1d6 damage. Tigerclaw Gauntlets Level 8+ Lvl 8 +2 3,400 gp Weapon: Spiked gauntlets Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Property: Gain a +2 item bonus to your speed when charging. Power (Encounter): Standard Action. Make a charge attack. At the end of your charge, make two melee basic attack rolls against one target using this weapon. If you hit with both, deal an extra 1d6 damage. Level 13 and 18: +2d6 damage. Level 23 and 28: +3d6 damage.[/OOC], [OOC='[color=red]Boots of Free Movement[/color]'][B][color=red]Boots of Free Movement[/color][/B] Boots of Free Movement Level 6 Item Slot: Feet 1,800 gp Property: Gain a +2 item bonus to saving throws against effects that apply the slowed, immobilized, or restrained condition. Power (Encounter): Minor Action. Make a saving throw against a slow, immobilize, or restrain effect that a save can end.[/OOC] [B]Notes[/B] [b]Critical hit:[/b] +5d6 damage [b]Combat Advantage:[/b] +3 attack, +3 damage, and +2AC against creatures granting CA to me. [b]Sneak Attack damage:[/b] +3d8+6 damage once per round on CA. [b]First time bloodied in an encounter:[/b] gain 10 temporary hit points [b]Roll twice:[/b] for Initiative, Acrobatics, and Athletics [b]Boots of Free Movement:[/b] +2 to saving throws against slow, restrained, or immobilize [b]Charge:[/b] +4 speed when charging, +2d6 damage, +1 AC and +1 Reflex until start of next turn, can end movement in any square adjacent the target, and can take actions after a charge. [b]Spend action point:[/b] Take a free move action. [spoiler=Full List][u]Racial [/u] -[b]Ability bonuses:[/b] +2 Strength, +2 Dexterity -[b]Skill bonuses:[/b] +2 Endurance, +2 Intimidate -[b]Half-Orc Resilience:[/b] The first time you are bloodied during an encounter, you gain 5 temporary hit points. The temporary hit points increase to 10 at 11th level and to 15 at 21st level. -[b]Swift Charge:[/b] You gain a +2 bonus to speed when charging. [U]Class[/U] -[B]Armor Proficiencies[/B]: Cloth, leather -[B]Weapon Proficiencies[/B]: Dagger, hand crossbow, shuriken, sling, short sword -[B]Bonus to Defense[/B]: +2 Reflex -[B]Brutal Scoundrel[/B]: Add Strength modifier to Sneak Attack damage. -[B]Sneak Attack[/B]: Do extra damage with rogue weapon groups and combat advantage. (at level 11st–20th +3d6) -[b]Acrobatic Action (11th level):[/b] When you spend an action point to take an extra action, you can take a move action in addition to taking an extra action. -[b]Tumbling Positions (11th level):[/b] You do not grant combat advantage to enemies when you are balancing, climbing, or prone. -[b]Agile Charge (16th level):[/b] (16th level): When you begin a charge, you gain a +1 bonus to AC and Reflex until the start of your next turn. Also, after completing a charge, you can take further actions (if you have any left). [U]Feats[/U] -[B]Rapier proficiency[/B]: Gain proficiency with the rapier. -[B]Warrior of the Wild[/B]: You gain training in one skill from the ranger’s class skill list (Perception.) Once per encounter, you can use the ranger’s Hunter’s Quarry class feature. -[B]Thirst for Battle[/B]: +3 Initiative, one additional healing surge. -[B]Weapon Focus (Light Blades)[/B]: +1 damage per tier with light blades. -[B]Backstabber[/B]: Sneak Attack dice increase to d8. -[B]Nimble Blade[/B]: Gain +1 to attack rolls with light blades and combat advantage. -[b]Danger Sense[/b]: When you make an initiative check, roll twice and take the higher of the two rolls. -[b]Agile Athlete[/b]: When you make an Acrobatics check or an Athletics check, roll twice and take the higher of the two rolls. -[B]Defensive Advantage[/B]: When you have combat advantage against an enemy, you gain a +2 bonus to AC against that enemy’s attacks. -[b]Roundabout Charge:[/b] When you charge, you can end your movement in any square adjacent to the target from which you can attack it. -[B]Slaying Action[/B]: If you spend an action point to take an extra action and have already dealt Sneak Attack damage during this round, you can deal the extra damage a second time during this turn. -[B]Epic Fortitude[/B]: You gain a +4 bonus to Fortitude. -[B]Epic Will[/B]: You gain a +4 bonus to Will. [u]Items[/u] Bloodclaw Weapon Level 2+ Lvl 22 +5 325,000 gp Weapon: Any melee Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Power (At-Will): Free Action. Use this power before making a melee attack on your turn. You take damage up to a maximum of the weapon’s enhancement bonus (a +3 weapon deals up to 3 damage to its wielder). This damage cannot be reduced or prevented in any way. If you hit, increase the damage your target takes by double the amount of damage you took, triple if you are wielding the weapon in two hands. Double sword +3 d8/d8 — 40 gp 9 lb. Heavy blade, light blade, Defensive, off-hand Amulet of Physical Resolve Level 2+ Lvl 17 +4 65,000 gp Item Slot: Neck Enhancement: Fortitude, Reflex, and Will Property: Gain a +2 item bonus to saving throws against effects with the poison keyword and effects that render you weakened, slowed, or immobilized. Magic Armor Level 21 Lvl 21 +5 225,000 gp Armor: Any Enhancement: AC Anathema armor +3 +5 — — 10 lb. +1 Reflex Iron Armbands of Power Level 6+ Lvl 16 45,000 gp Item Slot: Arms Property: Gain a +2 item bonus to melee damage rolls. Level 16: +4 item bonus. Acrobat Boots Level 2 These enchanted boots enhance your acrobatic skills. Item Slot: Feet 520 gp Property: Gain a +1 item bonus to Acrobatics checks. Power (At-Will): Minor Action. Stand up from prone. Horned Helm Level 6+ Lvl 16 45,000 gp Item Slot: Head Property: Your charge attacks deal an extra 1d6 damage. Level 16: 2d6 extra damage. Tigerclaw Gauntlets Level 8+ Lvl 8 +2 3,400 gp Weapon: Spiked gauntlets Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Property: Gain a +2 item bonus to your speed when charging. Power (Encounter): Standard Action. Make a charge attack. At the end of your charge, make two melee basic attack rolls against one target using this weapon. If you hit with both, deal an extra 1d6 damage. Belt of Mountain Endurance Level 18 (Dragon Magazine 365) Item Slot: Waist 85,000 gp Property: When you spend a healing surge, you can add your Strength modifier to the surge value. Power (Daily): Free Action. You can trigger this power when you spend an action point. You gain a +2 bonus to all defenses until the start of your next turn. [spoiler=Consumables]Potion of Clarity Level 5+ Lvl 5 50 gp Potion Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, once during this encounter as a free action, you can reroll a d20 roll you just made, gaining a +1 bonus on the reroll. You must use the result of the reroll. Potion of Vitality Level 15 Potion 1,000 gp Power (Consumable ✦ Healing): Minor Action. Drink the potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 25 hit points and make one saving throw against an effect that a save can end. Kruthik Potion Level 10 Potion 200 gp Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, gain 15 temporary hit points and resist 5 acid until the end of the encounter. Potion of Regeneration Level 9+ Lvl 9 160 gp Potion Power (Consumable ✦ Healing): Minor Action. Drink this potion and spend a healing surge. You do not gain hit points as normal. Instead, gain regeneration 5 until the end of the encounter. If you aren’t bloodied at the start of your turn while this power is in effect, you don’t regain any hit points and the regeneration is suppressed until the start of your next turn. Antivenom Level 1+ Lvl 11 350 gp Alchemical Item Power (Consumable): Minor Action. Gain a +2 bonus to saving throws against poisons from a source of 10th level or lower. This effect lasts until the end of the encounter or for the next 5 minutes. Level 11: Poisons of 20th level or lower. Clearsense Powder Level 1+ Lvl 16 1,800 gp Alchemical Item Power (Consumable): Minor Action. You or an adjacent ally can make a saving throw against a blinded or deafened condition that a save can end. The source of the condition must be 5th level or lower. Level 16: 20th level or lower.[/spoiler][/spoiler]
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Rogue Attack 1 At-WiII - 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.
+27 vs. AC, 2d8+19 Rogue Attack 1 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, you make your riposte against the target as an immediate interrupt: a Strength vs. AC attack that deals 1[W] + Strength modifier damage. Increase damage to 2[W] + Dexterity modifier and riposte to 2[W] + Strength modifier at 21st level.
Encounter Free Action, Personal The first time you are bloodied during an encounter, you gain 15 temporary hit points.
Encounter Free Action Personal Trigger: You hit an enemy Effect: The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
+5d8+7 damage Rogue Utility 2 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.
+27 vs. AC, 4d8+19 Daring Acrobat Attack 11 Encounter - Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade, and you must charge and use this power in place of a melee basic attack. Target: One creature Attack: Dexterity vs. AC Hit: 4[W] + Dexterity modifier damage, and the target gains combat advantage against you until the start of your next turn.
+27 vs. AC, 1d8+19 Rogue Attack 13 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 stunned until the end of your next turn.
+27 vs. Fort, 1d8+19 Rogue Attack 7 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 defense until the end of your next turn. Brutal Scoundrel: The penalty to AC and Reflex defense is equal to your Strength modifier. (-6)
+27 vs. AC, 1d8+26 Retrained from Dragon Tail Strike encounter 11 Rogue Attack 3 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.
Rogue Utility 6 Encounter ✦ Martial Move Action Personal Prerequisite: You must be trained in Acrobatics. Effect: If you are marked, end that condition. You can shift a number of squares equal to your speed.
Daring Acrobat Utility 12 Encounter ✦ Martial Minor Action Personal Effect: You gain a +5 bonus to Acrobatics and Athletics checks until the end of your turn.
Rogue Utility 10 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 movement.
Rogue Utility 16 Encounter ✦ Martial Immediate Interrupt Personal Trigger: An enemy targets you with an attack Prerequisite: You must be trained in Athletics. Effect: Make an Athletics check to jump with a +5 power bonus and move the appropriate distance.
Powers
+27 vs. AC 2d8+19 damage With Combat Advantage and Bloodclaw: +30 vs. AC 2d8+29 damage At-Will - Weapon Standard Action Melee weapon Targets: One creature Attack: Strength vs. AC Hit: 1[W] + STR damage. Increase damage to 2[W] at 21st level.
Handspring Assault Rogue Attack 1 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.
+27 vs. Fort, 2d8+19, half damage on miss Rogue Attack 9 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 is knocked unconscious (save ends). If the unconscious target takes any damage, it is no longer unconscious. Miss: Half damage, and the target is dazed until the end of your next turn.
vs. Bloodied: +27 vs. AC, 5d8+26, crit on 17-20, half damage on miss Rogue Attack 15 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. Miss: Half damage. Special: If the target is bloodied, this attack does 5[W] + Dexterity modifier + Strength modifier damage on a hit (half damage on a miss) and can score a critical hit on a roll of 17–20.
Amulet of Resolution Level 2+ Lvl 17 +4 65,000 gp Item Slot: Neck Enhancement: Fortitude, Reflex, and Will Power (Daily): No Action. Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it’s lower.
Skybound Armor Level 5+ Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp Armor: Cloth, Leather Enhancement: AC Power (Encounter): Free Action. Use this power when you make an Athletics check to jump. You jump an additional number of squares equal to this armor’s enhancement bonus. This jump can exceed your normal movement.
Level 10 Wondrous Item 5,000 gp Property: This scabbard resizes to fit any light blade or heavy blade. You can draw a weapon from this scabbard as part of the same action used to make an attack with that weapon. Power (Encounter ✦ Radiant): Free Action. Use this power when you attack with the weapon most recently sheathed in the scabbard. The next attack you make with that weapon before the end of your next turn deals radiant damage instead of its normal damage. The weapon must have been sheathed in the scabbard within the past 24 hours to gain this power.
+22 vs. AC, 2d6+13, two attacks If both hit, +1d6 damage. Tigerclaw Gauntlets Level 8+ Lvl 8 +2 3,400 gp Weapon: Spiked gauntlets Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Property: Gain a +2 item bonus to your speed when charging. Power (Encounter): Standard Action. Make a charge attack. At the end of your charge, make two melee basic attack rolls against one target using this weapon. If you hit with both, deal an extra 1d6 damage. Level 13 and 18: +2d6 damage. Level 23 and 28: +3d6 damage.
Boots of Free Movement Level 6 Item Slot: Feet 1,800 gp Property: Gain a +2 item bonus to saving throws against effects that apply the slowed, immobilized, or restrained condition. Power (Encounter): Minor Action. Make a saving throw against a slow, immobilize, or restrain effect that a save can end.
Magic Items & Equipment
Item Name
Use
Daily Item Powers Per Day
Heroic(1-10)
Milestone
Paragon(11-20)
Milestone
Epic(21-30)
Milestone
Rituals
Languages Known
Coins and Other Wealth
Amulet of Resolution 65,000 (level 17) Horned Helm 45,000 (level 16) +3 Skybound Drowmesh armor (level 15) Starting gold: 25,000 Scabbard of Sacred Might 5,000 +3 Subtle Rapier 17,000 (level 13) Iron Armbands of Power 1,800 Tigerclaw Gauntlets 3,400 Boots of Free Movement 1800 +1 Distance Dagger 360 -5000 (loan from Rukh Agassi) Leftover: 640 gold for mundane items Crossbow 25 20 Bolts 1 Daggers 5 Standard Adventurer's Kit 15 Tent 10 Thieves' Tools 20 Climber's Kit 2
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
To be retrained: Swap a feat for Surprising Charge ASAP Change epic destiny to Harbinger of Doom, Deadly Trickster, or Demigod Consider retraining: Swap out Agile Athlete for something useful Consider swapping Warrior of the Wild Consider swapping Slaying Action Swap out Godhunter for something useful! Swap out Leaping Dodge for something useful Deft Blade lets basics target Reflex Elusive Movement grants +1 AC & Ref for moving 3 squares each turn Gain Light Blade Mastery as next Epic feat Take Furious Charge to reroll a missed charge on quarry
Companions and Allies
Background & Other Notes
[u]Racial [/u] -[b]Ability bonuses:[/b] +2 Strength, +2 Dexterity -[b]Skill bonuses:[/b] +2 Endurance, +2 Intimidate -[b]Half-Orc Resilience:[/b] The first time you are bloodied during an encounter, you gain 5 temporary hit points. The temporary hit points increase to 10 at 11th level and to 15 at 21st level. -[b]Swift Charge:[/b] You gain a +2 bonus to speed when charging. [U]Class[/U] -[B]Armor Proficiencies[/B]: Cloth, leather -[B]Weapon Proficiencies[/B]: Dagger, hand crossbow, shuriken, sling, short sword -[B]Bonus to Defense[/B]: +2 Reflex -[B]Brutal Scoundrel[/B]: Add Strength modifier to Sneak Attack damage. -[B]Sneak Attack[/B]: Do extra damage with rogue weapon groups and combat advantage. (at level 21st–30th +5d6) -[b]Acrobatic Action (11th level):[/b] When you spend an action point to take an extra action, you can take a move action in addition to taking an extra action. -[b]Tumbling Positions (11th level):[/b] You do not grant combat advantage to enemies when you are balancing, climbing, or prone. -[b]Agile Charge (16th level):[/b] (16th level): When you begin a charge, you gain a +1 bonus to AC and Reflex until the start of your next turn. Also, after completing a charge, you can take further actions (if you have any left). -[b]Peerless Predator (21st level):[/b] Once per encounter, you can reroll an attack roll against a creature that is higher level than you. [U]Feats[/U] -[B]Double sword proficiency[/B]: Gain proficiency with the double sword. -[B]Warrior of the Wild[/B]: You gain training in one skill from the ranger’s class skill list (Perception.) Once per encounter, you can use the ranger’s Hunter’s Quarry class feature. -[B]Thirst for Battle[/B]: +3 Initiative, one additional healing surge. -[B]Weapon Focus (Light Blades)[/B]: +1 damage per tier with light blades. -[B]Backstabber[/B]: Sneak Attack dice increase to d8. -[B]Nimble Blade[/B]: Gain +1 to attack rolls with light blades and combat advantage. -[b]Danger Sense[/b]: When you make an initiative check, roll twice and take the higher of the two rolls. -[b]Agile Athlete[/b]: When you make an Acrobatics check or an Athletics check, roll twice and take the higher of the two rolls. -[B]Defensive Advantage[/B]: When you have combat advantage against an enemy, you gain a +2 bonus to AC against that enemy’s attacks. -[b]Roundabout Charge:[/b] When you charge, you can end your movement in any square adjacent to the target from which you can attack it. -[B]Slaying Action[/B]: If you spend an action point to take an extra action and have already dealt Sneak Attack damage during this round, you can deal the extra damage a second time during this turn. -[B]Epic Fortitude[/B]: You gain a +4 bonus to Fortitude. -[B]Epic Will[/B]: You gain a +4 bonus to Will. [u]Items[/u] Amulet of Resolution Level 2+ Lvl 17 +4 65,000 gp Item Slot: Neck Enhancement: Fortitude, Reflex, and Will Power (Daily): No Action. Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it’s lower. Magic Armor Level 21 Lvl 21 +5 225,000 gp Armor: Any Enhancement: AC Anathema armor +3 +5 — — 10 lb. +1 Reflex Iron Armbands of Power Level 6+ Lvl 16 45,000 gp Item Slot: Arms Property: Gain a +2 item bonus to melee damage rolls. Level 16: +4 item bonus. Level 26: +6 item bonus. Boots of Free Movement Level 6 Item Slot: Feet 1,800 gp Property: Gain a +2 item bonus to saving throws against effects that apply the slowed, immobilized, or restrained condition. Power (Encounter): Minor Action. Make a saving throw against a slow, immobilize, or restrain effect that a save can end. Horned Helm Level 6+ Lvl 16 45,000 gp Item Slot: Head Property: Your charge attacks deal an extra 1d6 damage. Level 16: 2d6 extra damage. Level 26: 3d6 extra damage. Tigerclaw Gauntlets Level 8+ Lvl 8 +2 3,400 gp Weapon: Spiked gauntlets Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Property: Gain a +2 item bonus to your speed when charging. Power (Encounter): Standard Action. Make a charge attack. At the end of your charge, make two melee basic attack rolls against one target using this weapon. If you hit with both, deal an extra 1d6 damage. Level 13 and 18: +2d6 damage. Level 23 and 28: +3d6 damage. Belt of Mountain Endurance Level 18 (Dragon Magazine 365) Item Slot: Waist 85,000 gp Property: When you spend a healing surge, you can add your Strength modifier to the surge value. Power (Daily): Free Action. You can trigger this power when you spend an action point. You gain a +2 bonus to all defenses until the start of your next turn. [spoiler=Consumables]Potion of Clarity Level 5+ Lvl 5 50 gp Potion Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, once during this encounter as a free action, you can reroll a d20 roll you just made, gaining a +1 bonus on the reroll. You must use the result of the reroll. Potion of Vitality Level 15 Potion 1,000 gp Power (Consumable ✦ Healing): Minor Action. Drink the potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 25 hit points and make one saving throw against an effect that a save can end. Kruthik Potion Level 10 Potion 200 gp Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, gain 15 temporary hit points and resist 5 acid until the end of the encounter. Potion of Regeneration Level 9+ Lvl 9 160 gp Potion Power (Consumable ✦ Healing): Minor Action. Drink this potion and spend a healing surge. You do not gain hit points as normal. Instead, gain regeneration 5 until the end of the encounter. If you aren’t bloodied at the start of your turn while this power is in effect, you don’t regain any hit points and the regeneration is suppressed until the start of your next turn. Level 19: Gain regeneration 10. Level 29: Gain regeneration 15. Antivenom Level 1+ Lvl 11 350 gp Alchemical Item Power (Consumable): Minor Action. Gain a +2 bonus to saving throws against poisons from a source of 10th level or lower. This effect lasts until the end of the encounter or for the next 5 minutes. Level 11: Poisons of 20th level or lower. Level 21: Poisons of 30th level or lower.[/spoiler]
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
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