STR CON DEX INT WIS CHA: Initiative Initiative Defenses AC Movement Speed
STR CON DEX INT WIS CHA: Initiative Initiative Defenses AC Movement Speed
STR CON DEX INT WIS CHA: Initiative Initiative Defenses AC Movement Speed
Player Name
10 STR
Strength
0 0 10 FORT 10 12 Passive Insight 10 + 2
8 CON
Constitution
-1 -1
CONDITIONAL BONUSES
15 Passive Perception 10 + 5
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
18 DEX 4 4 16
Dexterity REF 10 4 2 ATTACK WORKSPACE
16 INT
Intelligence
3 3 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Short sword
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +
11 WIS 0 0
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 3 0 0 3 0
Wisdom 13 WILL 10 2 1 ABILITY:
Melee Basic Attack - Dagger
15 CHA
Charisma
2 2 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 4 0 0 3 0 1
HIT POINTS ACTION POINTS
MAX HP HEALING SURGES MILESTONES
0
ACTION POINTS
1 DAMAGE WORKSPACE
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2 ABILITY:
20 Melee Basic Attack - Short sword
10 5 5 2
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
3
DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES
1d6 0 0
RACE FEATURES ABILITY:
Melee Basic Attack - Dagger
Change Shape - You have the changeling disguise power DAMAGE ABIL FEAT ENH MISC MISC
8 3 5 n/a 0 Rogue Tactics - Choose one of the rogue tactics. Ritual Caster - Master and perform rituals
Arcana INT
Cunning Sneak
7 Athletics STR 0 5 n/a 2
Rogue Weapon Talent - Damage die increases one size
9 Bluff CHA 2 5 n/a 2
with shuriken; +1 on attacks with daggers.
2 Diplomacy CHA 2 0 n/a 0
Sneak Attack - Once per turn, if you have combat
0 Dungeoneering WIS 0 0 n/a 0
advantage and hit with a crossbow, light blade,shortbow, or
-1 Endurance CON -1 0 n/a 0
sling, deal extra damage.
0 Heal WIS 0 0 n/a 0 Bardic Training - Gain Ritual Caster feat and perform one
3 History INT 3 0 n/a 0 bard ritual per day without expending components
RING
DAILY POWERS
Handspring Assault
UTILITY POWERS
Second Wind
Effect: You spend a healing surge and regain 5 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: +0 attack Sustain Minor: The grab persists until the end
of your next turn.
Unarmed: +0 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 Attack: Dexterity vs. AC
Effect: You make a melee basic attack against clothing, armor, and possessions do not change. Hit: 1[W] damage.
the target. The new form lasts until you change form again. Level 21: 2[W] damage.
Any creature that attempts to see through your Effect: You shift a number of squares equal to
ruse makes an Insight check opposed by your your Intelligence modifier (+3), and you can
Bluff check, and you gain a +5 bonus to your make a Stealth check to become hidden.
check.
Short sword: +7 attack, 1d6+0 damage
Dagger: +8 attack, 1d4+0 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
Requirement: You must be wielding a Effect: You make a Bluff check opposed by the Requirement: You must be wielding a
crossbow, a light blade, or a sling. target's passive Insight. If your check succeeds, crossbow, a light blade, or a sling.
Attack: Dexterity vs. AC you gain combat advantage against the target Attack: Dexterity vs. Reflex
Hit: Dexterity modifier (+4) + Intelligence until the end of your next turn. Hit: 2[W] + Dexterity modifier (+4) damage.
modifier (+3) damage, and the target grants Effect: You and an adjacent ally can swap places
combat advantage to you until the end of your (the ally slides 1 square, and you shift 1 square).
next turn.
Level 21: 5 + Dexterity modifier (+4) + Short sword: +7 attack, 2d6+4 damage
Intelligence modifier (+3) damage. Dagger: +8 attack, 2d4+4 damage
+2d6 to damage once per turn (Sneak Attack) +2d6 to damage once per turn (Sneak Attack)