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Character Sheet

Player Name

Lord Hid Den

11

Character Name

Level

Rogue

Master Infiltrator

Class

Paragon Path

Minotaur

Medium

23

Batman Kin
8'

350lb

Race

Size

Age

Gender

Weight

Height

INITIATIVE
SCORE

DEX

Initiative

14

Alignment

Deity

Total XP

Adventuring Company

DEFENSES

1/2 LVL

26,000
Epic Destiny

MISC

SCORE

10 + ARMOR/
1/2 LVL ABIL
CLASS

DEFENSE

25

CONDITIONAL MODIFIERS

AC

15

RPGA Number

MOVEMENT
SCORE

FEAT

ENH

MISC

MISC

BASE

Speed

ARMOR

ITEM

MISC

(Squares)

SPECIAL MOVEMENT

CONDITIONAL BONUSES

+2 AC against opportunity attacks you provoke during a charge

ABILITY SCORES
SCORE

ABILITY

ABIL MOD

STR
Strength

18

CON

13

Constitution

MOD + 1/2 LVL

DEX

10

INT
Intelligence

-1

11

WIS
Wisdom

CHA
Charisma

20

Dexterity

16

10 +
1/2 LVL

DEFENSE

21

FORT 15

24

18
1/4 HP

CURRENT HIT POINTS

MISC

PASSIVE SENSE

BASE

15

Passive Insight

10 +

SKILL BONUS

17

Passive Perception

10 +

SPECIAL SENSES
ABIL

CLASS

REF

15

WILL

SCORE

FEAT

ENH

MISC

MISC

ATTACK WORKSPACE
ABILITY:

10 +
1/2 LVL

ABIL

15

CLASS

FEAT

ENH

MISC

MISC

ATT BONUS

1/2 LVL

ABIL

+ 14

ABILITY:

CONDITIONAL BONUSES

Melee Basic Attack - Transference Mace +3


CLASS

PROF

FEAT

ENH

MISC

Melee Basic Attack - Dagger

ATT BONUS

1/2 LVL

ABIL

+ 13

CLASS

PROF

FEAT

ENH

MISC

ACTION POINTS

SURGE VALUE

37

MISC

DEFENSE

DEFENSE

1/2 HP

ENH

CONDITIONAL BONUSES

HEALING SURGES

75

FEAT

10 +
1/2 LVL

HIT POINTS
BLOODIED

CLASS

CONDITIONAL BONUSES

20

MAX HP

SENSES
ABIL

SURGES/DAY

MILESTONES
0
1
2
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

Action Points

ACTION POINTS
1
2
3

CURRENT SURGE USES

Ferocity - Make melee basic attack when dropped to 0 hp


USED

Melee Basic Attack - Transference Mace +3

DAMAGE

1d8+9
RACE FEATURES

SECOND WIND 1/ENCOUNTER

DAMAGE WORKSPACE
ABILITY:

Goring Charge - Use goring charge as an encounter power

ABILITY:

ABIL

FEAT

ENH

MISC

MISC

MISC

MISC

Melee Basic Attack - Dagger

DAMAGE

ABIL

1d4+4

FEAT

ENH

TEMPORARY HIT POINTS

Heedless Charge - +2 AC against opportunity attacks while


charging.

DEATH SAVING THROW FAILURES

BASIC ATTACKS
ATTACK

DEFENSE

WEAPON OR POWER

DAMAGE

SAVING THROW MODS

14

vs

AC

Transference Mace +3

1d8+9

RESISTANCES

13

vs

AC

Dagger (Melee)

1d4+4

14

vs

AC

Dagger (Range)

1d4+5

vs

AC

Unarmed (Melee)

1d4+4

CURRENT CONDITIONS AND EFFECTS

SKILLS
BONUS

SKILL NAME

ABIL MOD
+ 1/2 LVL

TRND
(+5)

ARMOR
PENALTY

CLASS / PATH / DESTINY FEATURES


MISC

17

Acrobatics

DEX

10

Arcana

INT

16

Athletics

STR

13

Bluff

CHA

n/a

Diplomacy

CHA

n/a

n/a
2

n/a

FEATS

First Strike - At encounter start, get combat advantage


against foes that haven't acted yet.

Backstabber - Sneak Attack dice increase to d8s

Rogue Tactics - Choose one of the rogue tactics.

Dirty Fighting - +4 to melee damage against surprised

Ruthless Ruffian - Proficient with club, mace; use with

enemies

Sneak Attack or rogue powers requiring light blade; add Str

Weapon Focus (Mace) - Gain +1 damage per tier with

mod to damage with them for rattling attacks

Maces.

Rogue Weapon Talent - Damage die increases one size

Mark of Shadow - Remain hidden after missed attack,

with shuriken; +1 on attacks with daggers.

perform certain rituals

Sneak Attack - Once per round, if you have combat

Improved Initiative - +4 to initiative checks

Dungeoneering

WIS

Endurance

CON

Heal

WIS

n/a

advantage and hit with a crossbow, light blade, or sling, deal

Leafrunner Scout - +2 to Stealth.

n/a

History

INT

extra damage.

Midnight Stalker - +2 to Stealth; +1 for each ally within 10

Insight

WIS

n/a

Infiltrator's Action - When you spend action point to take

(max +5).

13

Intimidate

CHA

n/a

action, also gain move action

Nature

WIS

n/a

Perception

WIS

n/a

Religion

INT

n/a

19

Stealth

DEX

10

Streetwise

CHA

15

Thievery

DEX

10

Lord Hid Den

Skillful Infiltrator - +2 to Acrobatics, Athletics, and Stealth

LANGUAGES KNOWN
Giant, Common

n/a

Page 1

POWER INDEX

MAGIC ITEM INDEX

List your powers below.


Check the box when the power is used.
Clear the box when the power renews.

List your powers below.


Check the box when the power is used.
Clear the box when the power renews.

AT-WILL POWERS

MAGIC ITEMS
WEAPON

Deft Strike

CHARACTER PORTRAIT

Transference Mace +3 (E)

WEAPON

Riposte Strike

WEAPON
WEAPON
ARMOR

Summoned Leather Armor +3 (E)

ARMS
FEET

ENCOUNTER POWERS
HANDS

Second Wind

HEAD

Goring Charge

NECK

Torturous Strike

Periapt of Cascading Health +2 (E)

RING

Nasty Backswing

RING

Rogue's Luck

PERSONALITY TRAITS

WAIST

Distracting Wound

DAILY POWERS
Pommel Smash
Walking Wounded
Swift Strike

MANNERISMS AND APPEARANCE


UTILITY POWERS
Master of Deceit
Chameleon
Crowd Cover

Daily Item Powers Per Day


Heroic (1-10)

OTHER EQUIPMENT

Milestone

Paragon (11-20)

Milestone

Epic (21-30)

Milestone

RITUALS / ALCHEMY

Adventurer's Kit
Dagger (2) (E)

CHARACTER BACKGROUND
Windrise Ports
While Tarmalune is the largest and most influential of the
independent cities known collectively as the Windrise Ports,
the others are prosperous bastions of commerce and havens
for those who wish to live free of oppressive rule.
You can take class-specific multiclass feats for two classes
other than your own, rather than one. You also gain one
additional language of your choice.

COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 5,000 gp
Stored money:
Encumbrance: 156 / 180

Lord Hid Den

Page 2

CHARACTER NAME

Second Wind

Lord Hid Den


PLAYER NAME

RACE

KEYWORDS

CLASS

Minotaur

LEVEL

Rogue

HP

18 STR

75

13 CON

Spd

20 DEX

Standard

11

Personal

ACTION

RANGE

AT-WILL

AC
25

ENCOUNTER

DAILY

Effect: You spend a healing surge and regain 18


hit points. You gain a +2 bonus to all defenses
until the start of your next turn.

Fort
21

INT

USED

Ref
24

Init

11 WIS

+14

16 CHA

Will
20
ADDITIONAL EFFECTS

15

Passive
Insight

17

Passive
Perception
CLASS

PLAY DATA

Deft Strike
KEYWORDS

USED

Standard
ACTION

AC

One creature

15

DEFENSE

TARGET

ATTACK

Requirement: You must be wielding a crossbow, a


light blade, or a sling.
Special: You can move 2 squares before the attack.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier (+5) damage.
Increase damage to 2[W] + Dexterity modifier (+5)
at 21st level.
Transference Mace +3: +15 attack, 1d8+10 damage
Dagger: +14 attack, 1d4+5 damage

USED

ACTION

AC

One creature

15

DEFENSE

TARGET

BOOK

AT-WILL POWER

Torturous Strike
KEYWORDS

ATTACK

USED

Standard

15

vs

ATTACK

One creature

DEFENSE

TARGET

ADDITIONAL EFFECTS

LEVEL

Rogue

BOOK

CLASS

PH

AT-WILL POWER

KEYWORDS

Free

RANGE

ACTION

AC

One creature

15

USED

DEFENSE

TARGET

vs

ATTACK

LEVEL

Racial Power

BOOK

Dragon 369

ENCOUNTER POWER

Rogue's Luck

Martial, Weapon

Melee weapon

ACTION

AC

Unarmed: +15 attack, 1d6+4 damage

Nasty Backswing

Martial, Weapon

RANGE
vs

Transference Mace +3: +15 attack, 1d8+10 damage


Dagger: +14 attack, 1d4+5 damage

CLASS

PH

Melee 1

Requirement: You must charge and use this power in


place of a melee basic attack.
Attack: Strength + 4 vs. AC
Increase to +6 at 11th level, +8 at 21st level.
Hit: 1d6 + Strength modifier (+4) damage, and the
target is knocked prone.
Increase the damage to 2d6 + Strength modifier (+4) at
11th level and 3d6 + Strength modifier (+4) at 21st level.

+3d8 to damage once per round (Sneak Attack)


+4 to damage rolls against surprised enemies - Dirty Fighting.

Requirement: You must be wielding a light blade.


Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier (+5) 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
(+4) damage.
Increase damage to 2[W] + Dexterity modifier (+5) and
riposte to 2[W] + Strength modifier (+4) at 21st level.

+3d8 to damage once per round (Sneak Attack)


+4 to damage rolls against surprised enemies - Dirty Fighting.
LEVEL

USED

Standard

ADDITIONAL EFFECTS

Rogue

KEYWORDS

RANGE

ADDITIONAL EFFECTS

CLASS

PH

UTILITY POWER

Melee weapon

vs

BOOK

Goring Charge

Martial, Weapon

RANGE
vs

ATTACK

KEYWORDS

Melee or Ranged weapon

ACTION
15

Riposte Strike

Martial, Weapon

Standard

ENCOUNTER SPECIAL

LEVEL

KEYWORDS

USED

Martial, Weapon

Melee weapon

Standard

RANGE

ACTION

AC

One creature

15

DEFENSE

TARGET

Melee or Ranged weapon

vs

AC

One creature

DEFENSE

TARGET

RANGE

ATTACK

Trigger: You miss with a melee attack


Requirement: You must be wielding a light blade.
Attack: Dexterity vs. AC. You have combat advantage for
this attack.
Hit: 1[W] + Dexterity modifier (+5) damage, and you can
shift 1 square.
Brutal Scoundrel: The attack deals extra damage
equal to your Strength modifier (+4).

Requirement: You must be wielding a crossbow, a light


blade, or a sling.
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier (+5) damage.
Miss: Make a secondary attack against the target.
Secondary Attack: Dexterity vs. AC
Artful Dodger: You gain a bonus to the attack roll for the
secondary attack equal to your Charisma modifier (+3).
Hit: 1[W] + Dexterity modifier (+5) damage.

Transference Mace +3: +15 attack, 1d8+10 damage


Dagger: +14 attack, 1d4+5 damage

Transference Mace +3: +15 attack, 2d8+10 damage


Dagger: +14 attack, 2d4+5 damage

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+3d8 to damage once per round (Sneak Attack)


+4 to damage rolls against surprised enemies - Dirty Fighting.

+3d8 to damage once per round (Sneak Attack)


+4 to damage rolls against surprised enemies - Dirty Fighting.

+3d8 to damage once per round (Sneak Attack)


+4 to damage rolls against surprised enemies - Dirty Fighting.

Requirement: You must be wielding a light blade.


Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier (+5) damage.
Brutal Scoundrel: You gain a bonus to the
damage roll equal to your Strength modifier (+4).
Transference Mace +3: +15 attack, 2d8+10
damage
Dagger: +14 attack, 2d4+5 damage

CLASS

Rogue

ENCOUNTER POWER
Lord Hid Den

LEVEL

BOOK

CLASS

PH

Rogue

LEVEL

ENCOUNTER POWER

BOOK

CLASS

MP

Page 3

Rogue

ENCOUNTER POWER

LEVEL

BOOK

PH

Distracting Wound
KEYWORDS

Pommel Smash
USED

Martial, Weapon
*

Standard

vs

Standard

RANGE

ACTION

ATTACK

AC
TARGET

ATTACK

KEYWORDS

Standard

RANGE

ACTION

AC

One creature

15

DEFENSE

TARGET

Melee or Ranged weapon

vs

Fort

One creature

DEFENSE

TARGET

RANGE

ATTACK

Requirement: You must be wielding a crossbow,


a light blade, or a sling.
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier (+5) damage, and
the target grants combat advantage to you and
all your allies until the end of your next turn.

Requirement: You must be wielding a light blade.


Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier (+5) damage, and the
target takes a 2 penalty to attack rolls (save ends).
Miss: Half damage, and the target takes a 2
penalty to attack rolls until the end of its next turn.

Dagger: +14 attack, 2d4+5 damage

Transference Mace +3: +15 attack, 3d8+10 damage


Dagger: +14 attack, 3d4+5 damage

USED

Martial, Weapon

Melee weapon

vs

15

DEFENSE

USED

Martial, Weapon

Melee or Ranged weapon

ACTION
14

KEYWORDS

Walking Wounded

Requirement: You must be wielding a crossbow, a light


blade, or a sling.
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier (+5) damage, and the
target is knocked prone. Until the end of the encounter,
if the target moves more than half its speed in a single
action, it falls prone at the end of its movement.
Miss: Half damage, and the target is not knocked prone.
Transference Mace +3: +15 attack, 2d8+10 damage
Dagger: +14 attack, 2d4+5 damage

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+3d8 to damage once per round (Sneak Attack)


+4 to damage rolls against surprised enemies - Dirty Fighting.

+3d8 to damage once per round (Sneak Attack)


+4 to damage rolls against surprised enemies - Dirty Fighting.

+3d8 to damage once per round (Sneak Attack)


+4 to damage rolls against surprised enemies - Dirty Fighting.

CLASS

LEVEL

Master Infiltrator

11

BOOK

CLASS

PH

ENCOUNTER POWER

Swift Strike
KEYWORDS

USED

vs

ATTACK

CLASS

MP

DAILY POWER

KEYWORDS

USED

Martial

Free

Personal

RANGE

ACTION

RANGE

AC

One creature

DEFENSE

TARGET

AT-WILL

Requirement: You must be wielding a crossbow, a


light blade, or a sling.
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier (+5) damage. If the
target has not taken an action during this
encounter, the attack deals 1[W] extra damage.
Miss: Half damage.

LEVEL

Rogue

BOOK

PH

DAILY POWER

Chameleon

Melee or Ranged weapon

ACTION
15

BOOK

Master of Deceit

Martial, Weapon

Standard

LEVEL

Rogue

ENCOUNTER

KEYWORDS

USED

Martial

Personal
ACTION

DAILY

RANGE

AT-WILL

ENCOUNTER

DAILY

Trigger: You roll a Bluff check and dislike the


result
Prerequisite: You must be trained in Bluff.
Effect: Reroll the Bluff check. You decide whether
to make the reroll before the DM announces the
result.

Trigger: You are hidden and lose cover or


concealment against an enemy
Prerequisite: You must be trained in Stealth.
Effect: Make a Stealth check. You remain hidden
from the triggering enemy if your check beats its
passive Perception check. Until the end of your
next turn, you can remain hidden without needing
any cover or concealment.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

Transference Mace +3: +15 attack, 3d8+10 damage


Dagger: +14 attack, 3d4+5 damage
ADDITIONAL EFFECTS

+3d8 to damage once per round (Sneak Attack)


+4 to damage rolls against surprised enemies - Dirty Fighting.
CLASS

Rogue

LEVEL

BOOK

CLASS

MP

DAILY POWER

Crowd Cover

BOOK

CLASS

PH

UTILITY POWER

Transference Mace +3

KEYWORDS

USED

Personal
ACTION
AT-WILL

LEVEL

Rogue

RANGE
ENCOUNTER

1d8

Mace

PROFICIENT

GROUP

CLASS

Stealth

UTILITY POWER
Lord Hid Den

LEVEL

10

BOOK

PH3

BOOK

PH

UTILITY POWER

1
RANGE

AC BONUS

CHECK

SPEED

QUANTITY

+3 attack rolls and damage rolls

12

+3d6 damage

+2 Fortitude, Reflex, and Will

10

Neck Slot Item

ENHANCEMENT

LEVEL

CRITICAL

ENHANCEMENT

LEVEL

TYPE

PROPERTIES

ADDITIONAL EFFECTS

Periapt of Cascading Health +2

DAMAGE

DAILY

Trigger: An enemy makes a ranged attack roll


against you
Effect: Enemies adjacent to you and in the
attack's way grant cover to you against the attack.
If the attack misses, the attacker rerolls it against
one enemy that granted cover to you against it.
Prerequisite: You must be trained in Stealth.

LEVEL

Rogue

PROPERTIES

Versatile
Melee Basic Attack: +14 attack, 1d8+9 damage

AT-WILL

ENCOUNTER

DAILY

AT-WILL

ENCOUNTER

DAILY

POWER

POWER

Power (Daily): Free Action. Use this power when


you hit with the weapon. Transfer a condition or
ongoing damage effect that is affecting you to the
target you hit. The condition or ongoing damage
continues to run its course as normal on the target.

Power (Encounter): Minor Action. You end one


condition that a save can end.

ITEM SLOT

ITEM SLOT

One-hand

WEIGHT

PRICE

MAGIC WEAPON

13000

BOOK

PH

Page 4

Neck

MAGIC ITEM

WEIGHT

PRICE

5000

BOOK

Dragon 369

Summoned Leather Armor +3


2

AC BONUS

CHECK

SPEED

QUANTITY

+3 AC

11

Armor

ENHANCEMENT

LEVEL

TYPE

PROPERTIES

AT-WILL

ENCOUNTER

DAILY

POWER

Power (At-Will): Minor Action. You banish this


armor to a secure extradimensional location. At any
point in the future, unless you are wearing armor,
you can use another minor action to recall the
armor. The armor appears on you as though you
had donned it normally.
ITEM SLOT

Body

MAGIC ITEM

Lord Hid Den

WEIGHT

15

PRICE

9000

BOOK

PH

Page 5

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