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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.
Clear the box when the power renews. Clear the box when the power renews.
MAGIC ITEMS AT-WILL POWERS
WEAPON
Lifestealer Dagger +1 Bull Rush Attack
WEAPON
Vicious Dagger +2 Grab Attack
WEAPON
Opportunity Attack
WEAPON
Changeling Disguise
ARMOR
Leather Armor of Escape +2 Deft Strike MANNERISMS AND APPEARANCE
ARMS
Iron Armbands of Power (heroic tier) Sly Flourish
FEET
ENCOUNTER POWERS
HANDS
Second Wind
HEAD
Changeling Trick
NECK
Opening Move
RING
Jumping Blade Assault
RING
Rogue's Luck COMPANIONS AND ALLIES
WAIST

Bag of Holding (heroic tier) DAILY POWERS


Handspring Assault

Bat Aside
Aerial Assault

RITUALS / ALCHEMY

UTILITY POWERS
Second Wind

Bloodied Determination
Tumble

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

Paragon (11-20) Milestone / / /

Epic (21-30) Milestone / / /

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 0 gp
Stored money: 0 gp
Encumbrance: 85 / 300 (+200)

HOUSE RULES

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ITEM NOTES HOUSE RULES STAT NOTES

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

Theo 5 Arcana INT


RACE CLASS LEVEL
Changeling Rogue 10 13 Athletics STR (Trained)
15 Bluff CHA (Trained)
SCORE ABILITY MOD
8 Diplomacy CHA
HP 10 STR +0 AC 5 Dungeoneering WIS
21 5 Endurance CON
79 10 CON +0 5 Heal WIS
Fort
Spd 5 History INT
22 DEX +6 15 7 Insight WIS
6 10 INT +0 Ref 10 Intimidate CHA
23 5 Nature WIS
Init 10 WIS +0 10 Perception WIS (Trained)
Will 5 Religion INT
+13 17 CHA +3 19 16 Stealth DEX (Trained)
8 Streetwise CHA Effect: Gain a standard action this turn.
16 Thievery DEX (Trained) Special: You are reset to one action point when
17
Passive
20
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 5 vs Fort One creature 5 vs Reflex One creature that is no more than

Effect: You spend a healing surge and regain 19 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: +5 attack Sustain Minor: The grab persists until the end
of your next turn.

Unarmed: +5 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 18 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: +18 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

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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
18 vs AC One creature vs One creature 18 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: +18 attack, 1d4+11 damage your Charisma modifier (+3).

Vicious Dagger +2: +18 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
18 vs AC One creature 18 vs AC One creature 18 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: +18 attack, 3d4+8 damage
Vicious Dagger +2: +18 attack, 2d4+8 damage Vicious Dagger +2: +18 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 Aerial Assault Second Wind


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

Standard * Melee weapon Standard * Melee weapon Standard Personal


ACTION RANGE ACTION RANGE ACTION RANGE
18 vs AC One creature 18 vs Reflex One creature AT-WILL ENCOUNTER DAILY
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET Effect: Spend a healing surge and gain a +2
Requirement: You must be wielding a light Requirement: You must be wielding a light blade. bonus to all defenses until the start of your next
blade. Effect: Before the attack, you move your speed and turn.
Attack: Dexterity vs. AC can make an Athletics check to jump with a +10 Bloodsworn Feature: When you use your
Hit: 3[W] + Dexterity modifier (+6) damage. bonus to the check. You do not provoke opportunity second wind, you gain a +2 power bonus to
attacks during the jump. attack rolls until the end of your next turn.
Effect: You slide the target 5 squares to a
Attack: Dexterity vs. Reflex. The target grants
square adjacent to one or more of its allies. You
combat advantage to you for the attack if you jumped
knock the target prone and also knock prone 3 squares or more before the attack.
each one of its allies adjacent to it. Hit: 3[W] + Dexterity modifier (+6) damage.
Miss: Half damage.
Vicious Dagger +2: +18 attack, 3d4+8 damage
Vicious Dagger +2: +18 attack, 3d4+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 5 MP2 Rogue 9 MP2 * PH
DAILY POWER DAILY POWER UTILITY POWER

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Bloodied Determination Tumble Sidestep Stance
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Martial Martial Martial, Stance

Free Personal Move Personal Minor Personal


ACTION RANGE ACTION RANGE ACTION RANGE
AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY

Trigger: You miss with an at-will attack power Prerequisite: You must be trained in Acrobatics. Prerequisite: You must be trained in Acrobatics.
while you are bloodied. Effect: You shift up to your speed. Effect: Choose one enemy within 5 squares of
Effect: You reroll the missed attack roll. you that you can see. Until the stance ends, you
gain a +2 power bonus to AC against that
enemy's melee attacks and ranged attacks if you
can see the enemy. You can choose a new
enemy as a minor action.

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Bloodsworn DSH Rogue 2 PH Rogue 6 MP
UTILITY POWER UTILITY POWER UTILITY POWER

Shadow Stride Lifestealer Dagger +1 Vicious Dagger +2


KEYWORDS USED
Martial 1d4 3 Light Blade 5/10 1d4 3 Light Blade 5/10
DAMAGE PROFICIENT GROUP RANGE DAMAGE PROFICIENT GROUP RANGE
Move Personal
ACTION RANGE +1 attack rolls and damage rolls 4 +1d12 necrotic damag +2 attack rolls and damage rolls 7 +2d12 damage
ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL CRITICAL
AT-WILL ENCOUNTER DAILY
PROPERTIES PROPERTIES

Prerequisite: You must be trained in Stealth. Whenever you kill an enemy with this weapon, you gain temporary Light Thrown, Off-hand
hit points equal to 5 + the weapon's enhancement bonus.
Requirement: You must be hidden. Light Thrown, Off-hand
Effect: Make a Stealth check and then move up Melee Basic Attack: +18 attack, 1d4+5 damage
to your speed to a square where you have cover Melee Basic Attack: +17 attack, 1d4+4 damage Ranged Basic Attack: +18 attack, 1d4+8 damage
Ranged Basic Attack: +17 attack, 1d4+7 damage
or concealment. You take no penalty to the check
if you move more than 2 squares. Unless the
AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY
check fails to beat an enemy's passive
Perception, you remain hidden during the move, POWER POWER

even if you have no cover or concealment during Rarity: Uncommon Rarity: Common
it. Power (Daily * Healing, Necrotic): No Action.
Trigger: You hit an enemy with an attack using
this weapon. Effect: The target takes extra
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 ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Rogue 10 PH Off-hand 1 840 PH Off-hand 1 2600 PH

UTILITY POWER MAGIC WEAPON MAGIC WEAPON

Leather Armor of Escape +2 Iron Armbands of Power (heroic tier) Bag of Holding (heroic tier)

2 - - 1 1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY

+2 AC 7 Armor 6 Arms Slot Item 5 Wondrous Item


ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES

You gain an item bonus to escape attempts equal Gain a +2 item bonus to melee damage rolls. This bag can hold up to 200 pounds in weight or
to 2 + the armor's enhancement bonus. In 20 cubic feet in volume, but it always weighs only
addition, this armor cannot be removed without 1 pound.
your consent while you're living. Drawing an item from a bag of holding is a minor
action.
AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY
POWER POWER POWER

Rarity: Common Rarity: Uncommon Rarity: Uncommon

ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Body 15 2600 PH Arms 0 1800 AV 0 1000 PH
MAGIC ITEM MAGIC ITEM MAGIC ITEM

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