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Yourman Preciouss - Rogue 11
Yourman Preciouss - Rogue 11
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 / / /
HOUSE RULES
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
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
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).
+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
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
+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
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.
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
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
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
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