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POWER INDEX MAGIC ITEM INDEX CHARACTER PORTRAIT

List your powers below. List your powers below.


Check the box when the power is used. Check the box when the power is used.
Clear the box when the power renews. Clear the box when the power renews.
AT-WILL POWERS MAGIC ITEMS
WEAPON
Changeling Disguise Lifestealer Dagger +1 (E)
WEAPON
Sly Flourish
WEAPON
Deft Strike
WEAPON

ARMOR
Bloodcut Leather Armor +1 (E)
ARMS

FEET
ENCOUNTER POWERS Boots of Stealth (heroic tier) (E)
HANDS
Second Wind
HEAD
Changeling Trick
NECK
Opening Move
RING
Jumping Blade Assault
RING

WAIST PERSONALITY TRAITS

DAILY POWERS
Blinding Barrage

Bat Aside

MANNERISMS AND APPEARANCE

UTILITY POWERS
Tumble

Daily Item Powers Per Day


Heroic (1-10) Milestone / / / CHARACTER BACKGROUND
Auspicious Birth
Paragon (11-20) Milestone / / /
I was born on the slopes of Mount Emberstare during an
Epic (21-30) Milestone / / / eclipse, when the moon turned as red as blood.
You substitute your highest ability score for Constitution to
OTHER EQUIPMENT RITUALS / ALCHEMY determine your initial hit points.

Thieves' Tools
Oil (1 pint)
Flask (empty) (2)
Candle (2) COMPANIONS AND ALLIES
Hammer
Dagger (5)
Backpack (empty)
Bedroll
Belt Pouch (empty)
Flint and Steel
Waterskin
Trail Rations (10)
SESSION AND CAMPAIGN NOTES
Hempen Rope (50 ft.)

COINS AND OTHER WEALTH


Money on hand: 1 gp; 8 sp; 2 cp
Stored money: 0 gp
Encumbrance: 81 / 100

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Opening Move Jumping Blade Assault Blinding Barrage
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Martial, Weapon Martial, Weapon Martial, Weapon

Standard * Melee weapon Standard * Melee weapon Standard Close blast 3


ACTION RANGE ACTION RANGE ACTION 3 RANGE
13 vs AC One creature 13 vs AC One creature 13 vs AC Each enemy in blast you can see
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

Requirement: You must be wielding a light blade. Requirement: You must be wielding a light blade. Requirement: You must be wielding a
Attack: Dexterity vs. AC Attack: Dexterity vs. AC crossbow, a light thrown weapon, or a sling.
Hit: 2[W] + Dexterity modifier (+5) damage. Artful Dodger: If you use this power as part of Attack: Dexterity vs. AC
Effect: You gain a power bonus to AC and Reflex a charge, you can target Reflex instead of AC. Hit: 2[W] + Dexterity modifier (+5) damage, and
equal to your Charisma modifier (+3) until the end Effect: You knock the target prone. the target is blinded until the end of your next
of your next turn. Hit: 2[W] + Dexterity modifier (+5) damage. turn.
Artful Dodger: The defense bonus equals 2 + Special: When charging, you can use this power in Miss: Half damage, and the target is not blinded.
your Charisma modifier (+3). place of a melee basic attack.
Lifestealer Dagger +1: +13 attack, 2d4+6
Lifestealer Dagger +1: +13 attack, 2d4+6 damage Lifestealer Dagger +1: +13 attack, 2d4+6 damage
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)

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Rogue 1 Dragon 381 Rogue 3 MP2 Rogue 1 PH
ENCOUNTER POWER ENCOUNTER POWER DAILY POWER

Tumble Lifestealer Dagger +1 Bloodcut Leather Armor +1


KEYWORDS USED
Martial 1d4 3 Light Blade 5/10 2 - - 1
DAMAGE PROFICIENT GROUP RANGE AC BONUS CHECK SPEED QUANTITY
Move Personal
ACTION RANGE +1 AC 4 Armor
ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL TYPE
AT-WILL ENCOUNTER DAILY
PROPERTIES PROPERTIES

Prerequisite: You must be trained in Acrobatics. Light Thrown, Off-hand Leather armor is sturdier than cloth armor. It
Effect: You shift up to your speed. protects vital areas with multiple layers of boiled-
Melee Basic Attack: +13 attack, 1d4+3 damage leather plates, while covering the limbs with
Ranged Basic Attack: +13 attack, 1d4+6 damage supple leather that provides a small amount of
protection.
AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY
POWER POWER

Power (Healing Surge): Minor Action. While


you are bloodied, use this armor to gain resist 10
to all damage until the end of your next turn.

ADDITIONAL EFFECTS

CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Rogue 2 PH Off-hand 1 PH Body 15 840 PH

UTILITY POWER MAGIC WEAPON MAGIC ITEM

Boots of Stealth (heroic tier)

1
AC BONUS CHECK SPEED QUANTITY

3 Feet Slot Item


ENHANCEMENT LEVEL TYPE
PROPERTIES

Gain a +2 item bonus to Stealth checks.

AT-WILL ENCOUNTER DAILY


POWER

ITEM SLOT WEIGHT PRICE BOOK


Feet 0 680 AV
MAGIC ITEM

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Character Sheet
Player Name Theo

Yourman Preciouss 5 Rogue 6,200


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
7 Initiative 5 2 6 Speed (Squares) 6
CONDITIONAL MODIFIERS
20 AC 12 7 1 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 2 13 FORT 12 1 14 Passive Insight 10 + 4

10 CON
Constitution
0 2
CONDITIONAL BONUSES
17 Passive Perception 10 + 7
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
21 DEX 5 7
Dexterity 20 REF 12 5 2 1 ATTACK WORKSPACE
10 INT
Intelligence
0 2 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Lifestealer Dagger +1
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +

10 WIS 0 2
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 13 2 5 3 1 1 1
Wisdom 17 WILL 12 3 1 1 ABILITY:
Ranged Basic Attack - Lifestealer Dagger +1
16 CHA
Charisma
3 5 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC

+ 13 2 5 3 1 1 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:
53 2 3 Melee Basic Attack - Lifestealer Dagger +1
26 13 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+3 2 1
RACE FEATURES ABILITY:
Ranged Basic Attack - Lifestealer Dagger +1
Change Shape - Use changeling disguise as an at-will DAMAGE ABIL FEAT ENH MISC MISC

SECOND WIND 1/ENCOUNTER USED power 1d4+6 5 1


TEMPORARY HIT POINTS
Mental Defense - +1 to Will
Shapechanger - You have the shapechanger quality. BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
SAVING THROW MODS Changeling Trick - You have the changeling trick power. 13 vs AC Lifestealer Dagger +1 (Melee 1d4+3

RESISTANCES 13 vs AC Lifestealer Dagger +1 (Range 1d4+6

CURRENT CONDITIONS AND EFFECTS 13 vs AC Dagger (Melee) 1d4+3

13 vs AC Dagger (Range) 1d4+6


SKILLS CLASS / PATH / DESTINY FEATURES
BONUS SKILL NAME
ABIL MOD
+ 1/2 LVL
TRND
(+5)
ARMOR
PENALTY MISC
First Strike - At encounter start, get combat advantage FEATS
12 Acrobatics DEX 7 5 n/a 0 against foes that haven't acted yet. Melee Training (Dexterity) - Use Dexterity for melee

2 2 0 n/a 0 Rogue Tactics - Choose one of the rogue tactics. basic attacks
Arcana INT
Artful Dodger - Add Cha mod to AC against Backstabber - Sneak Attack dice increase to d8s
7 Athletics STR 2 5 n/a 0
opportunity attacks. Weapon Expertise (Light Blade) - Gain bonus to attack
12 Bluff CHA 5 5 n/a 2
Rogue Weapon Talent - Damage die increases one size rolls with light blades.
5 Diplomacy CHA 5 0 n/a 0
with shuriken; +1 on attacks with daggers.
2 Dungeoneering WIS 2 0 n/a 0
Sneak Attack - Once per turn, if you have combat
2 Endurance CON 2 0 n/a 0
advantage and hit with a crossbow, light blade,shortbow, or
2 Heal WIS 2 0 n/a 0 sling, deal extra damage.
2 History INT 2 0 n/a 0

4 Insight WIS 2 0 n/a 2

5 Intimidate CHA 5 0 n/a 0

2 Nature WIS 2 0 n/a 0

7 Perception WIS 2 5 n/a 0

2 Religion INT 2 0 n/a 0


LANGUAGES KNOWN
14 Stealth DEX 7 5 n/a 2
Common
5 Streetwise CHA 5 0 n/a 0

12 Thievery DEX 7 5 n/a 0

Yourman Preciouss Page 1 Theo


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

Theo 2 Arcana INT


RACE CLASS LEVEL
Changeling Rogue 5 7 Athletics STR (Trained)
12 Bluff CHA (Trained)
SCORE ABILITY MOD
5 Diplomacy CHA
HP 10 STR +0 AC 2 Dungeoneering WIS
20 2 Endurance CON
53 10 CON +0 2 Heal WIS
Fort
Spd 2 History INT
21 DEX +5 13 4 Insight WIS
6 10 INT +0 Ref 5 Intimidate CHA
20 2 Nature WIS
Init 10 WIS +0 7 Perception WIS (Trained)
Will 2 Religion INT
+7 16 CHA +3 17 14 Stealth DEX (Trained)
5 Streetwise CHA Effect: Gain a standard action this turn.
12 Thievery DEX (Trained) Special: You are reset to one action point when
14
Passive
17
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 Changeling Disguise Deft Strike


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Polymorph Martial, Weapon

Standard Personal Minor Personal Standard * * Melee or Ranged weapon


ACTION RANGE ACTION RANGE ACTION RANGE
AT-WILL ENCOUNTER DAILY vs 13 vs AC One creature

Effect: You spend a healing surge and regain 13 ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
hit points. You gain a +2 bonus to all defenses Effect: You alter your physical form to take on Requirement: You must be wielding a
until the start of your next turn. the appearance of any Medium humanoid. You crossbow, a light blade, or a sling.
retain your statistics in your new form, and your Special: You can move 2 squares before the
clothing, armor, and possessions do not change. attack.
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 (+5) damage.
ruse makes an Insight check opposed by your Increase damage to 2[W] + Dexterity modifier
Bluff check, and you gain a +5 bonus to your (+5) at 21st level.
check.
Lifestealer Dagger +1: +13 attack, 1d4+6
damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

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

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


PH Racial Power * EPG Rogue 1 PH
UTILITY POWER AT-WILL POWER AT-WILL POWER

Sly Flourish Bat Aside Changeling Trick


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

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


ACTION RANGE ACTION RANGE ACTION RANGE
13 vs AC One creature 13 vs AC One creature vs One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

Requirement: You must be wielding a Requirement: You must be wielding a light Effect: You make a Bluff check opposed by the
crossbow, a light blade, or a sling. blade. target's passive Insight. If your check succeeds,
Attack: Dexterity vs. AC Attack: Dexterity vs. AC you gain combat advantage against the target
Hit: 1[W] + Dexterity modifier (+5) + Charisma Hit: 3[W] + Dexterity modifier (+5) damage. until the end of your next turn.
modifier (+3) damage. Effect: You slide the target 5 squares to a
Increase damage to 2[W] + Dexterity modifier square adjacent to one or more of its allies. You
(+5) + Charisma modifier (+3) at 21st level. knock the target prone and also knock prone
each one of its allies adjacent to it.
Lifestealer Dagger +1: +13 attack, 1d4+9
damage Lifestealer Dagger +1: +13 attack, 3d4+6
damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

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

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Rogue 1 PH Rogue 5 MP2 Racial Power * EPG
AT-WILL POWER DAILY POWER ENCOUNTER POWER

Yourman Preciouss Page 3 Theo

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