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Player Name
Nim
Character Name
14
Level
Rogue
Class Height Weight
Daggermaster
Paragon Path Epic Destiny Deity Adventuring Company
47,000
Total XP RPGA Number
Gnome
Race
Small
Size Age
Male
Gender
Unaligned
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
16
Initiative
29
CONDITIONAL MODIFIERS
AC
17
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
9 14 22 14 11 20
STR Strength
Constitution
-1 2 6 2 0 5 HIT POINTS
6 9 13 9 7 12
24
FORT 17
17 22
10 + 10 +
7 12
CON
CONDITIONAL BONUSES
DEFENSE
Low-light Vision
32
REF
17
1
ABILITY: ATT BONUS
ATTACK WORKSPACE
Melee Basic Attack - Hidden Dagger +3
1/2 LVL ABIL CLASS PROF FEAT ENH MISC
CONDITIONAL BONUSES
WIS CHA
DEFENSE
CLASS
FEAT
ENH
MISC
MISC
+ 22
ABILITY: ATT BONUS
6
CLASS
3
PROF
2
FEAT
3
ENH
1
MISC
27
WILL 17
CONDITIONAL BONUSES
Charisma
+ 22 ACTION POINTS
SURGES/DAY
MAX HP
BLOODIED
HEALING SURGES
SURGE VALUE
91
CURRENT HIT POINTS
45
1/2 HP
22
1/4 HP
8
CURRENT SURGE USES
Action Points
ACTION POINTS 1 2 3
DAMAGE WORKSPACE
ABILITY: DAMAGE
3
ABIL
2
FEAT
3
ENH MISC
1
MISC
USED
cover or concealment when rolling initiative Fade Away - You have the fade away power Fey Origin - You have the fey origin
1d4+12
BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
Trickster's Cunning - +5 to saving throws against illusions Master Trickster - 1/encounter, can use ghost sound as minor action
22 22 22
vs vs vs vs
AC AC AC AC
1d4+9 1d4+12
Rhythm Blade Dagger +3 (Melee) 1d4+9 Rhythm Blade Dagger +3 (Range) 1d4+12
22
SKILLS
BONUS SKILL NAME ABIL MOD + 1/2 LVL TRND (+5) ARMOR PENALTY MISC
insidious commentary power First Strike - At encounter start, get combat advantage against foes that haven't acted yet. Rogue Tactics - Choose one of the rogue tactics. Artful Dodger - Add Cha mod to AC against opportunity attacks. Rogue Weapon Talent - Damage die increases one size with shuriken; +1 on attacks with daggers. Sneak Attack - Once per turn, if you have combat advantage and hit with a crossbow, light blade,shortbow, or sling, deal extra damage.
9 7 12 7 7 9 13 12 13 0 0 0 0 5 0 5 5 5 n/a n/a n/a n/a n/a n/a n/a n/a n/a 0 0 0 0 0 0 2 2 2
FEATS
Light Blade Expertise - +1/+2/+3 (by tier) to weapon attacks with light blades; +1/+2/+3 (by tier) to damage of light blade weapon attacks with CA Backstabber - Sneak Attack dice increase to d8s Weapon Focus (Light Blade) - Gain +1 damage per tier with weapon attacks with Light Blades Melee Training (Dexterity) - Use Dex for MBAs but gain only 1/2 modifier to damage Slaying Action - Deal Sneak Attack damage again with an AP attack Improved Defenses - +1/+2/+3 (by tier) to Fortitude, Reflex, and Will Two-Weapon Fighting - +1 to weapon damage while wielding a melee weapon in each hand Two-Weapon Opening - Crit with main weapon grants free MBA against the target with off-hand weapon Deft Blade - BA with light blade targets AC or Reflex
18 11 6 19 14 7 9 7 9 7 12 7 12 9 20 19 20
Nim
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
13 9 6 12 12 7 9 7
5 0 0 5 0 0 0 0
0 2 0 2 2 0 0 0
Level 5 Underdark Envoy Feature Level 10 Underdark Envoy Feature 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
LANGUAGES KNOWN
Common, Elven, 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
Bull Rush Attack Grab Attack Opportunity Attack Sly Flourish Acrobatic Strike
WEAPON WEAPON WEAPON WEAPON ARMOR ARMS FEET
MAGIC ITEMS
Rhythm Blade Dagger +3 (E) Hidden Dagger +3 (E)
ENCOUNTER POWERS
Second Wind Insidious Commentary Low Slash Snap Shot Critical Opportunity Stunning Strike
HANDS HEAD NECK RING RING WAIST
PERSONALITY TRAITS
DAILY POWERS
Blinding Barrage Compel the Craven Knockout
CHARACTER BACKGROUND
Occupation - Criminal You lived on the wrong side of the law. What sorts of crimes did you commit? Did you enter a life of crime by necessity or by choice? Did you belong to a gang? Do you still engage in occasional wrongdoing, or have you left that life behind? If the latter, what caused you to give up your criminal ways? Do you still have contacts among the criminal underworld? Do your former associates now consider you an enemy?
OTHER EQUIPMENT
Dagger
RITUALS / ALCHEMY
Nim
Page 2
CHARACTER NAME
Nim
PLAYER NAME
Skills 18 11 6 19 14 7 9 7 9 7 12 7 12 9 20 19 20 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)
Action Point
ADDITIONAL EFFECTS
RACE
Gnome
CLASS
Rogue
LEVEL
14
(Trained)
SCORE ABILITY
MOD
STR 1
Slaying Action: If you spend an action point to take an extra action and have already dealt Sneak Attack damage during this round, you can deal the extra damage a second time during this turn. 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.
17
PLAY DATA
Passive Insight
22
ADDITIONAL EFFECTS
Effect: Gain a standard action this turn. Special: You are reset to one action point when you take an extended rest. You gain an action point each milestone.
ENCOUNTER SPECIAL
PLAY DATA
Second Wind
KEYWORDS USED
Grab Attack
KEYWORDS USED
Melee 1 RANGE
vs
Fort DEFENSE
vs
Reflex DEFENSE
Effect: You spend a healing surge and regain 22 hit points. You gain a +2 bonus to all defenses until the start of your next turn.
Attack: Strength vs. Fortitude Hit: You can push the target 1 square and then shift 1 square into the space it left. Unarmed: +9 attack
Requirement: You must have a hand free. Attack: Strength vs. Reflex Hit: You grab the target until the end of your next turn. You can end the grab as a free action. Sustain Minor: The grab persists until the end of your next turn. Unarmed: +9 attack
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
LEVEL
BOOK
PH
CLASS
LEVEL
BOOK
PH
CLASS
LEVEL
BOOK
PH
UTILITY POWER
AT-WILL POWER
AT-WILL POWER
Opportunity Attack
KEYWORDS USED
Sly Flourish
KEYWORDS
Acrobatic Strike
USED KEYWORDS
Martial, Weapon
* *
Martial, Weapon
*
USED
* Opportunity Action
Melee 1 RANGE
vs
AC DEFENSE
vs
AC DEFENSE
Trigger: An enemy that you can see either leaves a square adjacent to you or uses a ranged or an area power while adjacent to you. Effect: You make a melee basic attack against the target.
Requirement: You must be wielding a crossbow, a light blade, or a sling. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+6) + Charisma modifier (+5) damage. Increase damage to 2[W] + Dexterity modifier (+6) + Charisma modifier (+5) at 21st level. Hidden Dagger +3: +22 attack, 1d4+17 damage Rhythm Blade Dagger +3: +22 attack, 1d4+17 damage
Prerequisite: You must be trained in Acrobatics. Requirement: You must be wielding a light blade. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+6) damage. If you are grabbed, you escape the grab. Level 21: 2[W] + Dexterity modifier (+6) damage. Effect: Before or after the attack, you shift 1 square. Hidden Dagger +3: +22 attack, 1d4+12 damage Rhythm Blade Dagger +3: +22 attack, 1d4+12 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+3d8 to damage once per turn (Sneak Attack) +2 to damage rolls when you have combat advantage - Light Blade Expertise.
CLASS LEVEL
+3d8 to damage once per turn (Sneak Attack) +2 to damage rolls when you have combat advantage - Light Blade Expertise.
CLASS
BOOK
PH
CLASS
Rogue
LEVEL
BOOK
PH
Rogue
LEVEL
BOOK
MP2
AT-WILL POWER
Nim
AT-WILL POWER
Page 3
AT-WILL POWER
Insidious Commentary
KEYWORDS
Low Slash
USED KEYWORDS
Snap Shot
USED KEYWORDS
Martial
5
Martial, Weapon
*
Martial, Weapon
*
USED
Ranged 5 RANGE
Will DEFENSE
vs
Reflex DEFENSE
AC DEFENSE
Attack: Charisma + 2 vs. Will Level 11: Charisma + 4 vs. Will Level 21: Charisma + 6 vs. Will Hit: The target grants combat advantage until the end of your next turn, and your next attack against the target this turn deals 1d6 extra damage on a hit. Unarmed: +17 attack, The+0 damage
Requirement: You must be wielding a light blade. Attack: Dexterity vs. Reflex Hit: 1[W] + Dexterity modifier (+6) damage, you slide the target 1 square, and the target is slowed until the end of your next turn. If you're flanking the target, the attack deals extra damage equal to your Strength modifier (-1) or Charisma modifier (+5). Hidden Dagger +3: +22 attack, 1d4+12 damage Rhythm Blade Dagger +3: +22 attack, 1d4+12 damage
ADDITIONAL EFFECTS
Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+6) damage. Hidden Dagger +3: +22 attack, 1d4+12 damage Rhythm Blade Dagger +3: +22 attack, 1d4+12 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+3d8 to damage once per turn (Sneak Attack) +2 to damage rolls when you have combat advantage - Light Blade Expertise.
CLASS
+3d8 to damage once per turn (Sneak Attack) +2 to damage rolls when you have combat advantage - Light Blade Expertise.
CLASS
Underdark Envoy
LEVEL
BOOK
DSH
CLASS
Rogue
LEVEL
BOOK
MP
Rogue
LEVEL
BOOK
MP
ENCOUNTER POWER
ENCOUNTER POWER
ENCOUNTER POWER
Critical Opportunity
KEYWORDS
Stunning Strike
USED KEYWORDS
Blinding Barrage
USED KEYWORDS
Martial, Weapon
*
Martial, Weapon
*
USED
Standard ACTION 22
RANGE AC DEFENSE Each enemy you can see in the blast TARGET
vs
AC DEFENSE TARGET
vs
AC DEFENSE
vs
ATTACK
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 (+6) damage. Hidden Dagger +3: +22 attack, 3d4+12 damage Rhythm Blade Dagger +3: +22 attack, 3d4+12 damage
Requirement: You must be wielding a light blade. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+6) damage, and the target is stunned until the end of your next turn. Hidden Dagger +3: +22 attack, 1d4+12 damage Rhythm Blade Dagger +3: +22 attack, 1d4+12 damage
ADDITIONAL EFFECTS
Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling. Attack: Dexterity vs. AC Hit: Dexterity modifier (+6) damage, and the target is blinded until the end of your next turn. Miss: Dexterity modifier (+6) damage. Hidden Dagger +3: +22 attack, 6 damage Rhythm Blade Dagger +3: +22 attack, 6 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+3d8 to damage once per turn (Sneak Attack) +2 to damage rolls when you have combat advantage - Light Blade Expertise.
CLASS
+3d8 to damage once per turn (Sneak Attack) +2 to damage rolls when you have combat advantage - Light Blade Expertise.
CLASS
Daggermaster
LEVEL
11
BOOK
PH
Rogue
LEVEL
13
BOOK
PH
CLASS
Rogue
LEVEL
BOOK
PH
ENCOUNTER POWER
ENCOUNTER POWER
DAILY POWER
Knockout
USED KEYWORDS
Second Wind
USED KEYWORDS USED
Martial, Weapon
*
vs
Will DEFENSE
vs
Fort DEFENSE
Requirement: You must be wielding a crossbow, a light blade, or a sling. Attack: Dexterity vs. Will Hit: 2[W] + Dexterity modifier (+6) damage, and the target moves away from you a number of squares equal to your Charisma modifier (+5), avoiding unsafe squares and difficult terrain if it can. Miss: The target moves 1 square away from you, avoiding unsafe squares and difficult terrain if it can. Hidden Dagger +3: +22 attack, 2d4+12 damage Rhythm Blade Dagger +3: +22 attack, 2d4+12 damage
ADDITIONAL EFFECTS
Requirement: You must be wielding a light blade. Attack: Dexterity vs. Fortitude Hit: 2[W] + Dexterity modifier (+6) damage, and the target falls unconscious (save ends). If the unconscious target takes any damage, this unconsciousness ends. Miss: Half damage, and the target is dazed until the end of your next turn. Hidden Dagger +3: +22 attack, 2d4+12 damage Rhythm Blade Dagger +3: +22 attack, 2d4+12 damage
ADDITIONAL EFFECTS
Effect: Spend a healing surge and gain a +2 bonus to all defenses until the start of your next turn.
ADDITIONAL EFFECTS
+3d8 to damage once per turn (Sneak Attack) +2 to damage rolls when you have combat advantage - Light Blade Expertise.
CLASS
+3d8 to damage once per turn (Sneak Attack) +2 to damage rolls when you have combat advantage - Light Blade Expertise.
CLASS
Rogue
LEVEL
BOOK
MP
Rogue
LEVEL
BOOK
PH
CLASS
LEVEL
BOOK
PH
DAILY POWER
Nim
DAILY POWER
Page 4
UTILITY POWER
Fade Away
KEYWORDS
Ghost Sound
USED KEYWORDS
Body Equilibrium
USED KEYWORDS
Illusion
Arcane, Illusion 10
Psionic
USED
Trigger: You take damage. Effect: You are invisible until you attack or until the end of your next turn.
Target: One object or unoccupied square Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Effect: You move your speed. During the move, you gain a +5 power bonus to Acrobatics checks to balance and do not sink when moving over soft or brittle terrain, such as dust, silt, mud, snow, or thin ice.
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
Gnome
LEVEL
BOOK
PH2
CLASS
Gnome
LEVEL
BOOK
PH
CLASS
LEVEL
BOOK
DSCS
UTILITY POWER
UTILITY POWER
UTILITY POWER
Swift Parry
USED KEYWORDS
Acrobat's Escape
USED KEYWORDS
Martial *
Martial, Weapon
Martial
USED
Minor ACTION
* Imm Reaction
ACTION AT-WILL
AT-WILL
Target: One creature Effect: Until the start of your next turn, the next ally who hits the target and has combat advantage against it deals extra damage against it equal to your Sneak Attack damage.
Requirement: You must be wielding a light blade. Trigger: You are hit by a melee attack Effect: You gain a bonus to defenses against the triggering attack equal to your Charisma modifier (+5), and you gain combat advantage against the attacker until the end of your next turn.
Prerequisite: You must have training in Acrobatics. Trigger: An enemy enters a square adjacent to you. Target: The triggering enemy Effect: The target is immobilized until the start of its next turn. You then shift a number of squares up to your Dexterity modifier (+6) to a square that is not adjacent to the target.
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
Rogue
LEVEL
BOOK
MP
CLASS
Rogue
LEVEL
BOOK
Dragon 381
CLASS
Rogue
LEVEL
10
BOOK
PEHOTFL
UTILITY POWER
UTILITY POWER
UTILITY POWER
Hidden Dagger +3
5/10
RANGE
Martial
1d4
DAMAGE
3
PROFICIENT
Light Blade
GROUP
1d4
DAMAGE
3
PROFICIENT
Light Blade
GROUP
5/10
RANGE
13
LEVEL
13
LEVEL
+3d6 damage
CRITICAL
ENHANCEMENT
Effect: Until the end of the encounter, your dagger's damage die increases by one size
While you wield this weapon in your off hand, your shield bonus to AC and Reflex increases by 1. Light Thrown, Off-hand Melee Basic Attack: +22 attack, 1d4+9 damage Ranged Basic Attack: +22 attack, 1d4+12 damage
AT-WILL
POWER
You gain an item bonus to initiative checks equal to the weapon's enhancement bonus. Light Thrown, Off-hand Melee Basic Attack: +22 attack, 1d4+9 damage Ranged Basic Attack: +22 attack, 1d4+12 damage
AT-WILL
POWER
ENCOUNTER
DAILY
ENCOUNTER
DAILY
Rarity: Uncommon
ADDITIONAL EFFECTS
Rarity: Uncommon Power (At-Will): Free Action (1/round). Effect: You draw or sheathe this weapon. If you sheathe this weapon, it vanishes, and only you can find and draw it.
CLASS
Daggermaster
LEVEL
12
BOOK
PH
ITEM SLOT
Off-hand
WEIGHT
PRICE
17000
BOOK
PH
ITEM SLOT
Off-hand
WEIGHT
PRICE
17000
BOOK
PH
UTILITY POWER
Nim
MAGIC WEAPON
Page 5
MAGIC WEAPON
Magic Drowmesh +3
2
AC BONUS
CHECK
1
QUANTITY
+3 AC
ENHANCEMENT
PROPERTIES
11
LEVEL
Armor
TYPE
Special: +1 Reflex
AT-WILL
POWER
ENCOUNTER
DAILY
The origin of the mysterious combat art known as the blade dance is hotly contested among those who study and perform it. This manner of fighting is known for its grace and control, and practitioners of the blade dance can be found among all races and cultures. Each group of blade dancers can be easily distinguished by the details of their unique style. However, the underlying similarities of the form remain apparent.
Rarity: Common
ITEM SLOT
Body
WEIGHT
10
PRICE
9000
BOOK
AV
2: You gain a bonus to AC against opportunity attacks equal to the number of items you have from this set. 5: You can use your Hunter's Quarry class feature as a free action instead of a minor action.
ITEM SET
MAGIC ITEM
Nim
Page 6