You are on page 1of 6

Character Sheet

Player Name Theo

Yourman Preciouss 8 Rogue 14,550


Character Name Level Class Paragon Path Epic Destiny Total XP
Changeling Medium 30 Male Unaligned
Race Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number

INITIATIVE DEFENSES MOVEMENT


SCORE DEX 1/2 LVL MISC SCORE 10 + ARMOR/ SCORE BASE ARMOR ITEM MISC
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
10 Initiative 6 4 6 Speed (Squares) 6
CONDITIONAL MODIFIERS
20 AC 14 6 SPECIAL MOVEMENT
CONDITIONAL BONUSES
+3 AC against opportunity attacks
ABILITY SCORES SENSES
SCORE ABILITY ABIL MOD MOD + 1/2 LVL 10 +
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC SCORE PASSIVE SENSE BASE SKILL BONUS

10 STR
Strength
0 4 14 FORT 14 16 Passive Insight 10 + 6

10 CON
Constitution
0 4
CONDITIONAL BONUSES
19 Passive Perception 10 + 9
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
22 DEX 6 10
Dexterity 22 REF 14 6 2 ATTACK WORKSPACE
10 INT
Intelligence
0 4 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Vicious Dagger +2
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +

10 WIS 0 4
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 17 4 6 3 1 2 1
Wisdom 18 WILL 14 3 1 ABILITY:
Ranged Basic Attack - Vicious Dagger +2
17 CHA
Charisma
3 7 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC

+ 17 4 6 3 1 2 1
HIT POINTS ACTION POINTS
MAX HP HEALING SURGES MILESTONES
0
ACTION POINTS
1 DAMAGE WORKSPACE
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2 ABILITY:
69 2 3 Melee Basic Attack - Vicious Dagger +2
34 17 6 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES
1d4+5 3 2
RACE FEATURES ABILITY:
Ranged Basic Attack - Vicious Dagger +2
Change Shape - You have the changeling disguise power DAMAGE ABIL FEAT ENH MISC MISC

SECOND WIND 1/ENCOUNTER USED Mental Defense - +1 to Will 1d4+8 6 2


TEMPORARY HIT POINTS
Shapechanger - You have the shapechanger quality.
Changeling Trick - You have the changeling trick power BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
SAVING THROW MODS 17 vs AC Vicious Dagger +2 (Melee) 1d4+5

RESISTANCES 17 vs AC Vicious Dagger +2 (Range) 1d4+8

CURRENT CONDITIONS AND EFFECTS 16 vs AC Lifestealer Dagger +1 (Melee 1d4+4

16 vs AC Lifestealer Dagger +1 (Range 1d4+7


SKILLS CLASS / PATH / DESTINY FEATURES
BONUS SKILL NAME
ABIL MOD
+ 1/2 LVL
TRND
(+5)
ARMOR
PENALTY MISC
Level 1 Bloodsworn Starting Feature - Gain the CHARACTER PORTRAIT
18 Acrobatics DEX 10 5 n/a 3 bloodied determination power

4 4 0 n/a 0 First Strike - At encounter start, get combat advantage


Arcana INT
against foes that haven't acted yet.
12 Athletics STR 4 5 n/a 3
Rogue Tactics - Choose one of the rogue tactics.
14 Bluff CHA 7 5 n/a 2
Artful Dodger - Add Cha mod to AC against
7 Diplomacy CHA 7 0 n/a 0
opportunity attacks.
4 Dungeoneering WIS 4 0 n/a 0
Rogue Weapon Talent - Damage die increases one size
4 Endurance CON 4 0 n/a 0
with shuriken; +1 on attacks with daggers.
4 Heal WIS 4 0 n/a 0 Sneak Attack - Once per turn, if you have combat
4 History INT 4 0 n/a 0 advantage and hit with a crossbow, light blade,shortbow, or

6 Insight WIS 4 0 n/a 2 sling, deal extra damage.

7 7 0 n/a 0 Level 5 Bloodsworn Feature - Gain +2 to attack rolls


Intimidate CHA
after using your second wind
4 Nature WIS 4 0 n/a 0

9 Perception WIS 4 5 n/a 0

4 Religion INT 4 0 n/a 0 CHARACTER BACKGROUND


LANGUAGES KNOWN
15 10 5 n/a 0 Auspicious Birth
Stealth DEX
Common I was born on the slopes of Mount Emberstare during an
7 Streetwise CHA 7 0 n/a 0 eclipse, when the moon turned as red as blood.
You substitute your highest ability score for Constitution to
15 Thievery DEX 10 5 n/a 0 determine your initial hit points.
Yourman Preciouss Page 1 Theo
MAGIC ITEM INDEX POWER INDEX PERSONALITY TRAITS
List your powers below. List your powers below.
Check the box when the power is used. Check the box when the power is used.
MANNERISMS AND APPEARANCE
Clear the box when the power renews. Clear the box when the power renews. COMPANIONS AND ALLIES
MAGIC ITEMS AT-WILL POWERS
WEAPON
Lifestealer Dagger +1 Bull Rush Attack
RITUALS / ALCHEMY
WEAPON SESSION AND CAMPAIGN NOTES
Vicious Dagger +2 Grab Attack
WEAPON COINS AND OTHER WEALTH
Opportunity Attack
Money on hand: 127 gp
WEAPON
Changeling Disguise Stored money: 0 gp
ARMOR
Leather Armor of Escape +2 Deft Strike Encumbrance: 87 / 300 (+200)
ARMS
Iron Armbands of Power (heroic tier) Sly Flourish
FEET
ENCOUNTER POWERS
HANDS HOUSE RULES
Second Wind
HEAD STAT NOTES
Changeling Trick
NECK
Opening Move
RING
Jumping Blade Assault
RING
Rogue's Luck
WAIST

Bag of Holding (heroic tier) DAILY POWERS


Handspring Assault

Bat Aside

UTILITY POWERS
Second Wind

Bloodied Determination
Tumble

Sidestep Stance
Daily Item Powers Per Day
Heroic (1-10) Milestone / / /

Paragon (11-20) Milestone / / /

Epic (21-30) Milestone / / /

Yourman Preciouss Page 3 Theo


CHARACTER NAME
Skills Action Point
Yourman Preciouss
PLAYER NAME
18 Acrobatics DEX (Trained)
ADDITIONAL EFFECTS

Theo 4 Arcana INT


RACE CLASS LEVEL
Changeling Rogue 8 12 Athletics STR (Trained)
14 Bluff CHA (Trained)
SCORE ABILITY MOD
7 Diplomacy CHA
HP 10 STR +0 AC 4 Dungeoneering WIS
20 4 Endurance CON
69 10 CON +0 4 Heal WIS
Fort
Spd 4 History INT
22 DEX +6 14 6 Insight WIS
6 10 INT +0 Ref 7 Intimidate CHA
22 4 Nature WIS
Init 10 WIS +0 9 Perception WIS (Trained)
Will 4 Religion INT
+10 17 CHA +3 18 15 Stealth DEX (Trained)
7 Streetwise CHA Effect: Gain a standard action this turn.
15 Thievery DEX (Trained) Special: You are reset to one action point when
16
Passive
19
Passive ADDITIONAL EFFECTS
you take an extended rest. You gain an action
Insight Perception
point each milestone.
PLAY DATA PLAY DATA ENCOUNTER SPECIAL

Second Wind Bull Rush Attack Grab Attack


KEYWORDS USED KEYWORDS USED KEYWORDS USED

Standard Personal Standard * Melee 1 Standard * Melee touch


ACTION RANGE ACTION RANGE ACTION RANGE
AT-WILL ENCOUNTER DAILY 4 vs Fort One creature 4 vs Reflex One creature that is no more than

Effect: You spend a healing surge and regain 17 ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
hit points. You gain a +2 bonus to all defenses Attack: Strength vs. Fortitude Requirement: You must have a hand free.
until the start of your next turn. Hit: You can push the target 1 square and then Attack: Strength vs. Reflex
shift 1 square into the space it left. Hit: You grab the target until the end of your
next turn. You can end the grab as a free action.
Unarmed: +4 attack Sustain Minor: The grab persists until the end
of your next turn.

Unarmed: +4 attack

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


PH * PH * PH
UTILITY POWER AT-WILL POWER AT-WILL POWER

Opportunity Attack Changeling Disguise Deft Strike


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Polymorph Martial, Weapon

Opportunity * Melee 1 Minor Personal Standard * * Melee or Ranged weapon


ACTION RANGE ACTION RANGE ACTION RANGE
vs The triggering enemy vs 17 vs AC One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

Trigger: An enemy that you can see either Effect: You alter your physical form to take on Requirement: You must be wielding a
leaves a square adjacent to you or uses a ranged the appearance of any Medium humanoid. You crossbow, a light blade, or a sling.
or an area power while adjacent to you. retain your statistics in your new form, and your Special: Before the attack, you can move up to 2
Effect: You make a melee basic attack against clothing, armor, and possessions do not change. squares.
the target. The new form lasts until you change form again. Attack: Dexterity vs. AC
Any creature that attempts to see through your Hit: 1[W] + Dexterity modifier (+6) damage.
ruse makes an Insight check opposed by your Level 21: 2[W] + Dexterity modifier (+6)
Bluff check, and you gain a +5 bonus to your damage.
check.
Vicious Dagger +2: +17 attack, 1d4+8 damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

+2d8 to damage once per turn (Sneak Attack)


+1 to damage rolls when you have combat advantage - Light
Blade Expertise.
CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK
* PH Racial Power * EPG Rogue 1 PH
AT-WILL POWER AT-WILL POWER AT-WILL POWER

Yourman Preciouss Page 4 Theo


Sly Flourish Changeling Trick Opening Move
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Martial, Weapon Martial, Weapon

Standard * * Melee or Ranged weapon Minor * Melee 1 Standard * Melee weapon


ACTION RANGE ACTION RANGE ACTION RANGE
17 vs AC One creature vs One creature 17 vs AC One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

Requirement: You must be wielding a Effect: You make a Bluff check opposed by the Requirement: You must be wielding a light
crossbow, a light blade, or a sling. target's passive Insight. If your check succeeds, blade.
Attack: Dexterity vs. AC you gain combat advantage against the target Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier (+6) + Charisma until the end of your next turn. Hit: 2[W] + Dexterity modifier (+6) damage.
modifier (+3) damage. Effect: You gain a power bonus to AC and Reflex
Increase damage to 2[W] + Dexterity modifier equal to your Charisma modifier (+3) until the
(+6) + Charisma modifier (+3) at 21st level. end of your next turn.
Artful Dodger: The defense bonus equals 2 +
Vicious Dagger +2: +17 attack, 1d4+11 damage your Charisma modifier (+3).

Vicious Dagger +2: +17 attack, 2d4+8 damage


ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

+2d8 to damage once per turn (Sneak Attack) +2d8 to damage once per turn (Sneak Attack)
+1 to damage rolls when you have combat advantage - Light +1 to damage rolls when you have combat advantage - Light
Blade Expertise. Blade Expertise.
CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK
Rogue 1 PH Racial Power * EPG Rogue 1 Dragon 381
AT-WILL POWER ENCOUNTER POWER ENCOUNTER POWER

Jumping Blade Assault Rogue's Luck Handspring Assault


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Martial, Weapon Martial, Weapon Martial, Reliable, Weapon

Standard * Melee weapon Standard * * Melee or Ranged weapon Standard * Melee weapon
ACTION RANGE ACTION RANGE ACTION RANGE
17 vs AC One creature 17 vs AC One creature 17 vs AC One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

Requirement: You must be wielding a light Requirement: You must be wielding a crossbow, a Prerequisite: You must be trained in Acrobatics.
blade. light blade, or a sling. Requirement: You must be wielding a light
Attack: Dexterity vs. AC Attack: Dexterity vs. AC blade.
Artful Dodger: If you use this power as part of Hit: 2[W] + Dexterity modifier (+6) damage. Attack: Dexterity vs. AC
Miss: Make a secondary attack against the target.
a charge, you can target Reflex instead of AC. Hit: 3[W] + Dexterity modifier (+6) damage, and
Secondary Attack: Dexterity vs. AC
Effect: You knock the target prone. you can shift 2 squares.
Artful Dodger: You gain a bonus to the attack roll
Hit: 2[W] + Dexterity modifier (+6) damage. for the secondary attack equal to your Charisma Special: When charging, you can use this power
Special: When charging, you can use this power modifier (+3). in place of a melee basic attack.
in place of a melee basic attack. Hit: 1[W] + Dexterity modifier (+6) damage.
Vicious Dagger +2: +17 attack, 3d4+8 damage
Vicious Dagger +2: +17 attack, 2d4+8 damage Vicious Dagger +2: +17 attack, 2d4+8 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

+2d8 to damage once per turn (Sneak Attack) +2d8 to damage once per turn (Sneak Attack) +2d8 to damage once per turn (Sneak Attack)
+1 to damage rolls when you have combat advantage - Light +1 to damage rolls when you have combat advantage - Light +1 to damage rolls when you have combat advantage - Light
Blade Expertise. Blade Expertise. Blade Expertise.
CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK
Rogue 3 MP2 Rogue 7 PH Rogue 1 MP
ENCOUNTER POWER ENCOUNTER POWER DAILY POWER

Bat Aside Second Wind Bloodied Determination


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Martial, Rattling, Weapon Martial

Standard * Melee weapon Standard Personal Free Personal


ACTION RANGE ACTION RANGE ACTION RANGE
17 vs AC One creature AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY
ATTACK DEFENSE TARGET Effect: Spend a healing surge and gain a +2 Trigger: You miss with an at-will attack power
Requirement: You must be wielding a light bonus to all defenses until the start of your next while you are bloodied.
blade. turn. Effect: You reroll the missed attack roll.
Attack: Dexterity vs. AC Bloodsworn Feature: When you use your
Hit: 3[W] + Dexterity modifier (+6) damage. second wind, you gain a +2 power bonus to
Effect: You slide the target 5 squares to a attack rolls until the end of your next turn.
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.

Vicious Dagger +2: +17 attack, 3d4+8 damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

+2d8 to damage once per turn (Sneak Attack)


+1 to damage rolls when you have combat advantage - Light
Blade Expertise.
CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK
Rogue 5 MP2 * PH Bloodsworn DSH
DAILY POWER UTILITY POWER UTILITY POWER

Yourman Preciouss Page 5 Theo


Tumble Sidestep Stance Lifestealer Dagger +1
KEYWORDS USED KEYWORDS USED
Martial Martial, Stance 1d4 3 Light Blade 5/10
DAMAGE PROFICIENT GROUP RANGE
Move Personal Minor Personal
ACTION RANGE ACTION RANGE +1 attack rolls and damage rolls 4 +1d12 necrotic damag
ENHANCEMENT LEVEL CRITICAL
AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY
PROPERTIES

Prerequisite: You must be trained in Acrobatics. Prerequisite: You must be trained in Acrobatics. Whenever you kill an enemy with this weapon, you gain temporary
hit points equal to 5 + the weapon's enhancement bonus.
Effect: You shift up to your speed. Effect: Choose one enemy within 5 squares of Light Thrown, Off-hand
you that you can see. Until the stance ends, you
gain a +2 power bonus to AC against that Melee Basic Attack: +16 attack, 1d4+4 damage
Ranged Basic Attack: +16 attack, 1d4+7 damage
enemy's melee attacks and ranged attacks if you
can see the enemy. You can choose a new
AT-WILL ENCOUNTER DAILY
enemy as a minor action.
POWER

Rarity: Uncommon
Power (Daily * Healing, Necrotic): No Action.
Trigger: You hit an enemy with an attack using
this weapon. Effect: The target takes extra
ADDITIONAL EFFECTS ADDITIONAL EFFECTS
necrotic damage equal to 2 + the weapon's
enhancement bonus, and you regain a number of
hit points equal to that extra damage.
CLASS LEVEL BOOK CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK
Rogue 2 PH Rogue 6 MP Off-hand 1 840 PH
UTILITY POWER UTILITY POWER MAGIC WEAPON

Vicious Dagger +2 Leather Armor of Escape +2 Iron Armbands of Power (heroic tier)

1d4 3 Light Blade 5/10 2 - - 1 1


DAMAGE PROFICIENT GROUP RANGE AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY

+2 attack rolls and damage rolls 7 +2d12 damage +2 AC 7 Armor 6 Arms Slot Item
ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES

Light Thrown, Off-hand You gain an item bonus to escape attempts equal Gain a +2 item bonus to melee damage rolls.
to 2 + the armor's enhancement bonus. In
Melee Basic Attack: +17 attack, 1d4+5 damage addition, this armor cannot be removed without
Ranged Basic Attack: +17 attack, 1d4+8 damage your consent while you're living.

AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY


POWER POWER POWER

Rarity: Common Rarity: Common Rarity: Uncommon

ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Off-hand 1 2600 PH Body 15 2600 PH Arms 0 1800 AV

MAGIC WEAPON MAGIC ITEM MAGIC ITEM

Bag of Holding (heroic tier)

1
AC BONUS CHECK SPEED QUANTITY

5 Wondrous Item
ENHANCEMENT LEVEL TYPE
PROPERTIES

This bag can hold up to 200 pounds in weight or


20 cubic feet in volume, but it always weighs only
1 pound.
Drawing an item from a bag of holding is a minor
action.
AT-WILL ENCOUNTER DAILY
POWER

Rarity: Uncommon

ITEM SLOT WEIGHT PRICE BOOK


0 1000 PH
MAGIC ITEM

Yourman Preciouss Page 6 Theo

You might also like