Professional Documents
Culture Documents
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
Bat Aside
UTILITY POWERS
Second Wind
Bloodied Determination
Tumble
Sidestep Stance
Daily Item Powers Per Day
Heroic (1-10) Milestone / / /
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
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
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).
+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
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
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)
+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.
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
1
AC BONUS CHECK SPEED QUANTITY
5 Wondrous Item
ENHANCEMENT LEVEL TYPE
PROPERTIES
Rarity: Uncommon