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Player Name
Dak
Character Name
20
Level
Rogue
Class
Daggermaster
Paragon Path Epic Destiny Deity Adventuring Company
143,000
Total XP RPGA Number
Changeling
Race
Medium
Size
42
Age
Male
Gender
6'0"
Height
160 lbs.
Weight Alignment
INITIATIVE
SCORE DEX 1/2 LVL MISC SCORE DEFENSE
DEFENSES
10 + ARMOR/ 1/2 LVL ABIL CLASS SCORE FEAT ENH MISC MISC
MOVEMENT
BASE ARMOR ITEM MISC
21
Initiative
10
27
CONDITIONAL MODIFIERS
AC
20
Speed
(Squares)
SPECIAL MOVEMENT
CONDITIONAL BONUSES
ABILITY SCORES
SCORE ABILITY ABIL MOD MOD + 1/2 LVL DEFENSE
SENSES
CLASS FEAT ENH MISC MISC SCORE PASSIVE SENSE BASE SKILL BONUS
15 11 24 19 13 17
STR Strength
Constitution
2 0 7 4 1 3 HIT POINTS
12 10 17 14 11 13
22
FORT 20
28 27
CLASS FEAT ENH MISC MISC
10 + 10 +
18 17
CON DEX
CONDITIONAL BONUSES
DEFENSE
SPECIAL SENSES
Dexterity
29
REF
20
2
ABILITY: ATT BONUS CLASS FEAT ENH MISC MISC
INT Intelligence
Wisdom
ATTACK WORKSPACE
Melee Basic Attack - Subtle Dagger +4
1/2 LVL ABIL CLASS PROF FEAT ENH MISC
CONDITIONAL BONUSES
WIS CHA
DEFENSE
+ 22
ABILITY: ATT BONUS
10
2
CLASS
3
PROF
2
FEAT
4
ENH
1
MISC
24
WILL 20
CONDITIONAL BONUSES
Charisma
+ 27 ACTION POINTS
SURGES/DAY
10
MAX HP
BLOODIED
HEALING SURGES
SURGE VALUE
118
CURRENT HIT POINTS
59
1/2 HP
29
1/4 HP
6
CURRENT SURGE USES
Action Points
ACTION POINTS 1 2 3
DAMAGE WORKSPACE
ABILITY: DAMAGE
2
ABIL
2
FEAT
4
ENH MISC MISC
USED
power Mental Defense - +1 to Will Shapechanger - You have the shapechanger quality.
1d4+13
BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
22 27 22 27
vs vs vs vs
AC AC AC AC
Subtle Dagger +4 (Melee) Subtle Dagger +4 (Range) Distance Dagger +4 (Melee) Distance Dagger +4 (Range)
SKILLS
BONUS SKILL NAME ABIL MOD + 1/2 LVL TRND (+5) ARMOR PENALTY MISC
FEATS
Backstabber - Sneak Attack dice increase to d8s Improved Initiative - +4 to initiative checks Far Throw - Increase thrown weapon range by 2 squares
24 14 17 15 13 11 10 11 14 18 13 11 17 14 23 13 22
Dak
Acrobatics Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery
DEX INT STR CHA CHA WIS CON WIS INT WIS CHA WIS WIS INT DEX CHA DEX
17 14 12 13 13
5 0 5 0 0
2 0 0 2 0
advantage and hit with a crossbow, light blade,shortbow, or sling, deal extra damage. Dagger Precision - Score critical hits with daggers on 18 20 using rogue or daggermaster powers Daggermaster's Action - Can spend action point to reroll attack or damage roll with dagger Dagger Advantage - When you score critical hit with dagger, target grants you combat advantage until end of your next turn
Weapon Focus (Light Blade) - Gain +1 damage per tier wi Distant Shot - Ignore -2 penalty for long range
LANGUAGES KNOWN
Common, Deep Speech
Page 1
POWER INDEX
List your powers below. Check the box when the power is used. Clear the box when the power renews.
CHARACTER PORTRAIT
AT-WILL POWERS
Changeling Disguise Deft Strike Gloaming Cut
WEAPON WEAPON WEAPON WEAPON ARMOR ARMS FEET
MAGIC ITEMS
Subtle Dagger +4 Distance Dagger +4
ENCOUNTER POWERS
Second Wind Changeling Trick Fleeting Spirit Strike Critical Opportunity Strike of Dancing Shadows Guerrilla Blitz
HANDS HEAD NECK RING RING WAIST
PERSONALITY TRAITS
Strongheart Tattoo (heroic tier) (Tattoo) (E) Boots of Speed (epic tier) (Feet) Ruby Scabbard (heroic tier) (2)
DAILY POWERS
Lurker's Assault Whirlwind of Blades Feinting Flurry Deep Dagger Wound
CHARACTER BACKGROUND
Silent Hunter I'm either someone you never see, or I'm the last someone you see. You add Stealth and Perception to your class skill list, and you gain a +1 bonus to Stealth and Perception checks.
OTHER EQUIPMENT
Adventurer's Kit Dagger (2)
RITUALS / ALCHEMY
Dak
Page 2
CHARACTER NAME
Dak
PLAYER NAME
Skills 24 14 17 15 13 11 10 11 14 18 13 11 17 14 23 13 22 Acrobatics Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery DEX INT STR CHA CHA WIS CON WIS INT WIS CHA WIS WIS INT DEX CHA DEX (Trained) (Trained)
Action Point
ADDITIONAL EFFECTS
RACE
Changeling
CLASS
Rogue
LEVEL
20
Daggermaster's Action: You can spend an action point to reroll one attack roll or damage roll you made using a dagger, instead of taking an extra action.
SCORE ABILITY
MOD
(Trained)
28
PLAY DATA
Passive Insight
27
ADDITIONAL EFFECTS
PLAY DATA
Second Wind
KEYWORDS USED
Changeling Disguise
KEYWORDS
Deft Strike
USED KEYWORDS
Martial, Weapon
* *
USED
Minor ACTION
Standard ACTION 27
vs
AC DEFENSE
Effect: You spend a healing surge and regain 29 hit points. You gain a +2 bonus to all defenses until the start of your next turn.
ATTACK
DEFENSE
TARGET
ATTACK
Effect: You alter your physical form to take on the appearance of any Medium humanoid. You retain your statistics in your new form, and your clothing, armor, and possessions do not change. The new form lasts until you change form again. Any creature that attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 bonus to your check.
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 (+7) damage. Increase damage to 2[W] + Dexterity modifier (+7) at 21st level. Subtle Dagger +4: +27 attack, 1d4+13 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+3d8 to damage once per turn (Sneak Attack) +1 to attack rolls when you have combat advantage - Nimble Blade.
CLASS LEVEL BOOK
PH
CLASS
Racial Power
LEVEL
BOOK
EPG
CLASS
Rogue
LEVEL
BOOK
PH
UTILITY POWER
AT-WILL POWER
AT-WILL POWER
Gloaming Cut
KEYWORDS
Critical Opportunity
USED KEYWORDS
Changeling Trick
USED KEYWORDS USED
Martial, Weapon
* *
Martial, Weapon
*
Minor ACTION
Melee 1 RANGE
vs
AC DEFENSE
vs
vs DEFENSE
Requirement: You must be wielding a crossbow, a light blade, or a sling. Attack: Dexterity vs. AC Hit: 1[W] damage. Level 21: 2[W] damage. Effect: You shift a number of squares equal to your Intelligence modifier (+4), and you can make a Stealth check to become hidden. Subtle Dagger +4: +27 attack, 1d4+6 damage
ADDITIONAL EFFECTS
Requirement: You must be wielding a dagger and have scored a critical hit with a dagger against an enemy during this turn. Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier (+7) damage. Subtle Dagger +4: +27 attack, 3d4+13 damage
Effect: You make a Bluff check opposed by the target's passive Insight. If your check succeeds, you gain combat advantage against the target until the end of your next turn.
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+3d8 to damage once per turn (Sneak Attack) +1 to attack rolls when you have combat advantage - Nimble Blade.
CLASS
+3d8 to damage once per turn (Sneak Attack) +1 to attack rolls when you have combat advantage - Nimble Blade.
CLASS
Rogue
LEVEL
BOOK
MP2
Daggermaster
LEVEL
11
BOOK
PH
CLASS
Racial Power
LEVEL
BOOK
EPG
AT-WILL POWER
Dak
ENCOUNTER POWER
Page 3
ENCOUNTER POWER
Guerrilla Blitz
USED KEYWORDS
Martial, Weapon
*
Martial, Weapon
* *
Martial, Weapon
* *
USED
Standard ACTION
vs ATTACK DEFENSE
vs
AC DEFENSE
vs
AC DEFENSE
Requirement: You must be wielding a light blade and be hidden. Effect: Before the attack, you shift 1 square and remain hidden during the shift. Cunning Sneak: Add your Intelligence modifier to the number of squares you shift. Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier (+7) damage. You shift 1 square and remain hidden during the attack and the shift. Cunning Sneak: Add your Intelligence modifier to the number of squares you shift.
Requirement: You must be wielding a crossbow, a light blade, or a sling. Effect: Before the attack, you can move your speed. Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier (+7) damage. Brutal Scoundrel: The attack deals extra damage equal to your Strength modifier (+2). Effect: Until the start of your next turn, you gain a +1 power bonus to AC and Reflex for every 2 squares you moved as part of this power. Subtle Dagger +4: +27 attack, 2d4+13 damage
Requirement: You must be wielding a crossbow, a light blade, or a sling. Effect: Before the attack, you shift 3 squares. Cunning Sneak: After the shift, you can make a Stealth check to become hidden. Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier (+7) damage. You shift 3 squares. Cunning Sneak: After the shift, you can make a Stealth check to become hidden. Subtle Dagger +4: +27 attack, 2d4+13 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+3d8 to damage once per turn (Sneak Attack) +1 to attack rolls when you have combat advantage - Nimble Blade.
CLASS
+3d8 to damage once per turn (Sneak Attack) +1 to attack rolls when you have combat advantage - Nimble Blade.
CLASS
Rogue
LEVEL
13
BOOK
MP2
CLASS
Rogue
LEVEL
17
BOOK
MP
Rogue
LEVEL
BOOK
MP2
ENCOUNTER POWER
ENCOUNTER POWER
ENCOUNTER POWER
Lurker's Assault
KEYWORDS
Whirlwind of Blades
USED KEYWORDS
Feinting Flurry
USED KEYWORDS
Martial, Weapon
* *
Martial, Weapon
*
Martial, Weapon
* *
USED
vs
AC DEFENSE
vs
AC DEFENSE
vs
Will DEFENSE
Requirement: You must be wielding a crossbow, a light blade, or a sling. Effect: If you are hidden from the target, you can shift a number of squares equal to your Intelligence modifier (+4) before the attack. You remain hidden during this movement. Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier (+7) damage. You shift a number of squares equal to your Intelligence modifier (+4). Cunning Sneak: After the shift, you can make a Stealth check to become hidden. Miss: Half damage. Subtle Dagger +4: +27 attack, 2d4+13 damage
ADDITIONAL EFFECTS
Requirement: You must be wielding a light blade. Effect: Before and after the attack, you move your speed. This movement does not provoke opportunity attacks from the target. Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier (+7) damage. Miss: Half damage. Subtle Dagger +4: +27 attack, 3d4+13 damage
Requirement: You must be wielding a crossbow, a light blade, or a sling. Attack: Dexterity vs. Will Hit: 5[W] + Dexterity modifier (+7) damage. Effect: Until the end of your next turn, all of the target's defenses against your attacks take a penalty equal to your Charisma modifier (+3). Sustain Minor: Sustain the penalty for another round. Subtle Dagger +4: +27 attack, 5d4+13 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+3d8 to damage once per turn (Sneak Attack) +1 to attack rolls when you have combat advantage - Nimble Blade.
CLASS
+3d8 to damage once per turn (Sneak Attack) +1 to attack rolls when you have combat advantage - Nimble Blade.
CLASS
+3d8 to damage once per turn (Sneak Attack) +1 to attack rolls when you have combat advantage - Nimble Blade.
CLASS
Rogue
LEVEL
BOOK
MP2
Rogue
LEVEL
15
BOOK
MP2
Rogue
LEVEL
19
BOOK
PH
DAILY POWER
DAILY POWER
DAILY POWER
Cunning Step
USED KEYWORDS
Chameleon
USED KEYWORDS
Martial, Weapon
*
Martial, Stance
Martial
USED
vs
AC DEFENSE
Requirement: You must be wielding a dagger. Attack: Dexterity vs. AC Miss: 2[W] + Dexterity modifier (+7) damage, and no ongoing damage. Hit: 4[W] + Dexterity modifier (+7) damage, and ongoing 10 damage (save ends). On a critical hit, ongoing 20 damage (save ends). Subtle Dagger +4: +27 attack, 4d4+13 damage
Effect: Until the stance ends, you gain a power bonus to speed equal to half your Intelligence modifier (+4).
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
ADDITIONAL EFFECTS
+3d8 to damage once per turn (Sneak Attack) +1 to attack rolls when you have combat advantage - Nimble Blade.
CLASS
Daggermaster
LEVEL
20
BOOK
PH
CLASS
Rogue
LEVEL
BOOK
MP2
CLASS
Rogue
LEVEL
BOOK
PH
DAILY POWER
Dak
UTILITY POWER
Page 4
UTILITY POWER
Brisk Stride
KEYWORDS
Reflexive Dodge
USED KEYWORDS USED
Martial
Martial, Weapon
Prerequisite: You must be trained in Athletics. Effect: You can move your speed + 4. During this movement and until the end of your next turn, you can move across difficult terrain at your normal speed.
Effect: Until the end of the encounter, your dagger's damage die increases by one size
Trigger: An area or a close attack hits you Effect: You make an Acrobatics check and reduce the damage you take from the triggering attack by half the check result. You then shift half your speed. Prerequisite: You must be trained in Acrobatics.
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
Rogue
LEVEL
10
BOOK
MP
CLASS
Daggermaster
LEVEL
12
BOOK
PH
CLASS
Acrobatics
LEVEL
16
BOOK
PH3
UTILITY POWER
UTILITY POWER
UTILITY POWER
Subtle Dagger +4
1d4
DAMAGE
Distance Dagger +4
Light Blade
GROUP
3
PROFICIENT
5/10
RANGE
1d4
DAMAGE
3
PROFICIENT
5/10
RANGE
3
AC BONUS
CHECK
SPEED
1
QUANTITY
18
LEVEL
+4d6 damage
CRITICAL
16
LEVEL
None
CRITICAL
PROPERTIES
+4 AC
ENHANCEMENT
17
LEVEL
Armor
TYPE
Whenever you make a damage roll with this weapon against an enemy granting combat advantage to you, you gain an item bonus to the damage roll against that enemy. The item bonus equals this weapon's enhancement bonus. Light Thrown, Off-hand Melee Basic Attack: +22 attack, 1d4+8 damage Ranged Basic Attack: +27 attack, 1d4+13 damage
Increase the weapon's normal range by 5 squares and the long range by 10 squares. Light Thrown, Off-hand Melee Basic Attack: +22 attack, 1d4+8 damage Ranged Basic Attack: +27 attack, 1d4+13 damage
You can treat dim light as bright light within 5 squares of you.
AT-WILL
POWER
ENCOUNTER
DAILY
AT-WILL
POWER
ENCOUNTER
DAILY
AT-WILL
POWER
ENCOUNTER
DAILY
Power (Daily): Minor Action. Until the end of your next turn, you gain concealment against enemies farther than 5 squares away from you.
ITEM SLOT
Off-hand
WEIGHT
PRICE
85000
BOOK
PH
ITEM SLOT
Off-hand
WEIGHT
PRICE
45000
BOOK
PH
ITEM SLOT
Body
WEIGHT
15
PRICE
65000
BOOK
PH
MAGIC WEAPON
MAGIC WEAPON
MAGIC ITEM
15
ENHANCEMENT
PROPERTIES
Ring
TYPE
PROPERTIES
8
ENHANCEMENT LEVEL
Wondrous Item
TYPE
PROPERTIES
9
ENHANCEMENT LEVEL
LEVEL
When you spend a healing surge, you regain extra hit points equal to the number of healing surges you have spent since your last extended rest.
AT-WILL
POWER
AT-WILL
POWER
ENCOUNTER
DAILY
ENCOUNTER
DAILY
AT-WILL
POWER
ENCOUNTER
DAILY
Power (Daily): No Action. Use this power when you are surprised. You are not surprised. If you've reached at least one milestone today, you also move 3 squares and take a minor action.
Power (Encounter): Minor Action. Use this power during your turn to take a move action.
ITEM SLOT
Ring
WEIGHT
PRICE
25000
BOOK
AV
ITEM SLOT
Tattoo
WEIGHT
PRICE
3400
BOOK
AV2
ITEM SLOT
Feet
WEIGHT
PRICE
4200
BOOK
AV
MAGIC ITEM
Dak
MAGIC ITEM
Page 5
MAGIC ITEM
Absence Amulet +5
1
AC BONUS CHECK SPEED QUANTITY
22
LEVEL
22
ENHANCEMENT LEVEL
9
ENHANCEMENT LEVEL
Attempts to scry upon you, your location, or objects in your possession fail, as if the target of the attempt did not exist.
As a minor action, you can store one unattended item in one of the gloves. Each glove can hold one item, and each item must weigh no more than 10 pounds. As a minor action, you can cause an item stored within one glove to materialize in your hand. Weapons so produced are ready to wield, but items that require an additional action to equip (such as shields) must still be readied. Items have no weight while within the gloves.
AT-WILL
POWER
ENCOUNTER
DAILY
AT-WILL
POWER
ENCOUNTER
DAILY
AT-WILL
POWER
ENCOUNTER
DAILY
ITEM SLOT
Neck
WEIGHT
PRICE
325000
BOOK
AV
ITEM SLOT
Feet
WEIGHT
PRICE
325000
BOOK
AV
ITEM SLOT
Hands
WEIGHT
PRICE
4200
BOOK
AV
MAGIC ITEM
MAGIC ITEM
MAGIC ITEM
5
ENHANCEMENT
PROPERTIES
Wondrous Item
TYPE
LEVEL
This scabbard resizes to fit any light blade or heavy blade. You can draw a weapon from this scabbard as part of the same action used to make an attack with that weapon.
AT-WILL
POWER
ENCOUNTER
DAILY
Power (Encounter): Free Action. Use this power when you attack with the weapon most recently sheathed in the scabbard. Gain a +1 power bonus to the next damage roll you make with that weapon before the end of your next turn. The weapon must have been sheathed in the scabbard for the full duration of your last extended rest to gain this power.
ITEM SLOT WEIGHT
PRICE
1000
BOOK
AV
MAGIC ITEM
Dak
Page 6