lord hid den
DESCRIPTION
D&D characterTRANSCRIPT
![Page 1: Lord Hid Den](https://reader036.vdocuments.site/reader036/viewer/2022081821/563dbbb3550346aa9aaf811b/html5/thumbnails/1.jpg)
Character Sheet
Player Name
Lord Hid Den 11 Rogue Master Infiltrator 26,000Character Name Level Class Paragon Path Epic Destiny Total XP
Minotaur Medium 23 Batman Kin8' 350lbRace Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number
INITIATIVESCORE DEX 1/2 LVL MISC
14 Initiative 5 5 4
CONDITIONAL MODIFIERS
ABILITY SCORESSCORE ABILITY ABIL MOD MOD + 1/2 LVL
18 STRStrength
4 9
13 CONConstitution
1 6
20 DEXDexterity
5 10
9 INTIntelligence
-1 4
11 WISWisdom
0 5
16 CHACharisma
3 8
HIT POINTSMAX HP HEALING SURGES
BLOODIED SURGE VALUE SURGES/DAY
1/2 HP 1/4 HP
75 37 18 7
CURRENT HIT POINTS CURRENT SURGE USES
SECOND WIND 1/ENCOUNTER USED
TEMPORARY HIT POINTS
DEATH SAVING THROW FAILURES
SAVING THROW MODS
RESISTANCES
CURRENT CONDITIONS AND EFFECTS
SKILLS
BONUS SKILL NAME
ABIL MOD
+ 1/2 LVL
TRND
(+5)
ARMOR
PENALTY MISC
17 Acrobatics DEX 10 5 2
4 Arcana INT 4 0 n/a
16 Athletics STR 9 5 2
13 Bluff CHA 8 5 n/a
8 Diplomacy CHA 8 0 n/a
5 Dungeoneering WIS 5 0 n/a
6 Endurance CON 6 0
5 Heal WIS 5 0 n/a
4 History INT 4 0 n/a
5 Insight WIS 5 0 n/a
13 Intimidate CHA 8 5 n/a
7 Nature WIS 5 0 n/a 2
7 Perception WIS 5 0 n/a 2
4 Religion INT 4 0 n/a
19 Stealth DEX 10 5 4
8 Streetwise CHA 8 0 n/a
15 Thievery DEX 10 5
DEFENSESSCORE 10 + ARMOR/
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
25 AC 15 7 3
CONDITIONAL BONUSES
+2 AC against opportunity attacks you provoke during a charge
10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
21 FORT 15 4 2
CONDITIONAL BONUSES
10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
24 REF 15 5 2 2
CONDITIONAL BONUSES
10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
20 WILL 15 3 2
CONDITIONAL BONUSES
ACTION POINTS
Action PointsMILESTONES
012
ACTION POINTS123
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
RACE FEATURES
Ferocity - Make melee basic attack when dropped to 0 hp
Goring Charge - Use goring charge as an encounter power
Heedless Charge - +2 AC against opportunity attacks while
charging.
CLASS / PATH / DESTINY FEATURES
First Strike - At encounter start, get combat advantage
against foes that haven't acted yet.
Rogue Tactics - Choose one of the rogue tactics.
Ruthless Ruffian - Proficient with club, mace; use with
Sneak Attack or rogue powers requiring light blade; add Str
mod to damage with them for rattling attacks
Rogue Weapon Talent - Damage die increases one size
with shuriken; +1 on attacks with daggers.
Sneak Attack - Once per round, if you have combat
advantage and hit with a crossbow, light blade, or sling, deal
extra damage.
Infiltrator's Action - When you spend action point to take
action, also gain move action
Skillful Infiltrator - +2 to Acrobatics, Athletics, and Stealth
LANGUAGES KNOWN
Giant, Common
MOVEMENTSCORE BASE ARMOR ITEM MISC
6 Speed (Squares) 6
SPECIAL MOVEMENT
SENSESSCORE PASSIVE SENSE BASE SKILL BONUS
15 Passive Insight 10 + 5
17 Passive Perception 10 + 7
SPECIAL SENSES
ATTACK WORKSPACEABILITY: Melee Basic Attack - Transference Mace +3ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 14 5 4 2 3
ABILITY: Melee Basic Attack - DaggerATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 13 5 4 3 1
DAMAGE WORKSPACEABILITY: Melee Basic Attack - Transference Mace +3DAMAGE ABIL FEAT ENH MISC MISC
1d8+9 4 2 3
ABILITY: Melee Basic Attack - DaggerDAMAGE ABIL FEAT ENH MISC MISC
1d4+4 4
BASIC ATTACKSATTACK DEFENSE WEAPON OR POWER DAMAGE
14 vs AC 1d8+9Transference Mace +3
13 vs AC 1d4+4Dagger (Melee)
14 vs AC 1d4+5Dagger (Range)
9 vs AC 1d4+4Unarmed (Melee)
FEATS
Backstabber - Sneak Attack dice increase to d8s
Dirty Fighting - +4 to melee damage against surprised
enemies
Weapon Focus (Mace) - Gain +1 damage per tier with
Maces.
Mark of Shadow - Remain hidden after missed attack,
perform certain rituals
Improved Initiative - +4 to initiative checks
Leafrunner Scout - +2 to Stealth.
Midnight Stalker - +2 to Stealth; +1 for each ally within 10
(max +5).
Lord Hid Den Page 1
![Page 2: Lord Hid Den](https://reader036.vdocuments.site/reader036/viewer/2022081821/563dbbb3550346aa9aaf811b/html5/thumbnails/2.jpg)
POWER INDEXList your powers below.
Check the box when the power is used.Clear the box when the power renews.
AT-WILL POWERS
Deft Strike
Riposte Strike
ENCOUNTER POWERS
Second Wind
Goring Charge
Torturous Strike
Nasty Backswing
Rogue's Luck
Distracting Wound
DAILY POWERS
Pommel Smash
Walking Wounded
Swift Strike
UTILITY POWERS
Master of Deceit
Chameleon
Crowd Cover
OTHER EQUIPMENT
Adventurer's Kit
Dagger (2) (E)
COINS AND OTHER WEALTHMoney on hand: 5,000 gp
Stored money:
Encumbrance: 156 / 180
MAGIC ITEM INDEXList your powers below.
Check the box when the power is used.Clear the box when the power renews.
MAGIC ITEMSWEAPON
Transference Mace +3 (E)
WEAPON
WEAPON
WEAPON
ARMORSummoned Leather Armor +3 (E)
ARMS
FEET
HANDS
HEAD
NECKPeriapt of Cascading Health +2 (E)
RING
RING
WAIST
Daily Item Powers Per Day
Heroic (1-10) Milestone / / /
Paragon (11-20) Milestone / / /
Epic (21-30) Milestone / / /
RITUALS / ALCHEMY
CHARACTER PORTRAIT
PERSONALITY TRAITS
MANNERISMS AND APPEARANCE
CHARACTER BACKGROUNDWindrise Ports
While Tarmalune is the largest and most influential of the
independent cities known collectively as the Windrise Ports,
the others are prosperous bastions of commerce and havens
for those who wish to live free of oppressive rule.
You can take class-specific multiclass feats for two classes
other than your own, rather than one. You also gain one
additional language of your choice.
COMPANIONS AND ALLIES
SESSION AND CAMPAIGN NOTES
Lord Hid Den Page 2
![Page 3: Lord Hid Den](https://reader036.vdocuments.site/reader036/viewer/2022081821/563dbbb3550346aa9aaf811b/html5/thumbnails/3.jpg)
CHARACTER NAME
Lord Hid DenPLAYER NAME
RACEMinotaur
CLASSRogue
LEVEL11
HP
75
Spd
6
Init
+14
18 STR
13 CON
20 DEX
9 INT
11 WIS
16 CHA
AC
25
Fort
21
Ref
24
Will
20
15Passive
Insight 17Passive
Perception
PLAY DATA ® ENCOUNTER SPECIAL ®
Second Wind
KEYWORDS USED
Standard
ACTION
Personal
RANGE
AT-WILL ENCOUNTER DAILY
Effect: You spend a healing surge and regain 18
hit points. You gain a +2 bonus to all defenses
until the start of your next turn.
ADDITIONAL EFFECTS
CLASS LEVEL BOOKPH
UTILITY POWER ®
Deft Strike
KEYWORDSMartial, Weapon
USED
Standard
ACTION
Melee or Ranged weapon
RANGE
15
ATTACK
One creature
TARGET
* *
vs AC
DEFENSE
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 (+5) damage.
Increase damage to 2[W] + Dexterity modifier (+5)
at 21st level.
Transference Mace +3: +15 attack, 1d8+10 damage
Dagger: +14 attack, 1d4+5 damage
ADDITIONAL EFFECTS
+3d8 to damage once per round (Sneak Attack)
+4 to damage rolls against surprised enemies - Dirty Fighting.
CLASSRogue
LEVEL1
BOOKPH
AT-WILL POWER ®
Riposte Strike
KEYWORDSMartial, Weapon
USED
Standard
ACTION
Melee weapon
RANGE
15
ATTACK
One creature
TARGET
*
vs AC
DEFENSE
Requirement: You must be wielding a light blade.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier (+5) damage. If the target
attacks you before the start of your next turn, you make your
riposte against the target as an immediate interrupt: a
Strength vs. AC attack that deals 1[W] + Strength modifier
(+4) damage.
Increase damage to 2[W] + Dexterity modifier (+5) and
riposte to 2[W] + Strength modifier (+4) at 21st level.
Transference Mace +3: +15 attack, 1d8+10 damage
Dagger: +14 attack, 1d4+5 damage
ADDITIONAL EFFECTS
+3d8 to damage once per round (Sneak Attack)
+4 to damage rolls against surprised enemies - Dirty Fighting.
CLASSRogue
LEVEL1
BOOKPH
AT-WILL POWER ®
Goring Charge
KEYWORDS USED
Standard
ACTION
Melee 1
RANGE
15
ATTACK
One creature
TARGET
*
vs AC
DEFENSE
Requirement: You must charge and use this power in
place of a melee basic attack.
Attack: Strength + 4 vs. AC
Increase to +6 at 11th level, +8 at 21st level.
Hit: 1d6 + Strength modifier (+4) damage, and the
target is knocked prone.
Increase the damage to 2d6 + Strength modifier (+4) at
11th level and 3d6 + Strength modifier (+4) at 21st level.
Unarmed: +15 attack, 1d6+4 damage
ADDITIONAL EFFECTS
CLASSRacial Power
LEVEL*
BOOKDragon 369
ENCOUNTER POWER ®
Torturous Strike
KEYWORDSMartial, Weapon
USED
Standard
ACTION
Melee weapon
RANGE
15
ATTACK
One creature
TARGET
*
vs AC
DEFENSE
Requirement: You must be wielding a light blade.
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier (+5) damage.
Brutal Scoundrel: You gain a bonus to the
damage roll equal to your Strength modifier (+4).
Transference Mace +3: +15 attack, 2d8+10
damage
Dagger: +14 attack, 2d4+5 damage
ADDITIONAL EFFECTS
+3d8 to damage once per round (Sneak Attack)
+4 to damage rolls against surprised enemies - Dirty Fighting.
CLASSRogue
LEVEL1
BOOKPH
ENCOUNTER POWER ®
Nasty Backswing
KEYWORDSMartial, Weapon
USED
Free
ACTION
Melee weapon
RANGE
15
ATTACK
One creature
TARGET
*
vs AC
DEFENSE
Trigger: You miss with a melee attack
Requirement: You must be wielding a light blade.
Attack: Dexterity vs. AC. You have combat advantage for
this attack.
Hit: 1[W] + Dexterity modifier (+5) damage, and you can
shift 1 square.
Brutal Scoundrel: The attack deals extra damage
equal to your Strength modifier (+4).
Transference Mace +3: +15 attack, 1d8+10 damage
Dagger: +14 attack, 1d4+5 damage
ADDITIONAL EFFECTS
+3d8 to damage once per round (Sneak Attack)
+4 to damage rolls against surprised enemies - Dirty Fighting.
CLASSRogue
LEVEL3
BOOKMP
ENCOUNTER POWER ®
Rogue's Luck
KEYWORDSMartial, Weapon
USED
Standard
ACTION
Melee or Ranged weapon
RANGE
15
ATTACK
One creature
TARGET
* *
vs AC
DEFENSE
Requirement: You must be wielding a crossbow, a light
blade, or a sling.
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier (+5) damage.
Miss: Make a secondary attack against the target.
Secondary Attack: Dexterity vs. AC
Artful Dodger: You gain a bonus to the attack roll for the
secondary attack equal to your Charisma modifier (+3).
Hit: 1[W] + Dexterity modifier (+5) damage.
Transference Mace +3: +15 attack, 2d8+10 damage
Dagger: +14 attack, 2d4+5 damage
ADDITIONAL EFFECTS
+3d8 to damage once per round (Sneak Attack)
+4 to damage rolls against surprised enemies - Dirty Fighting.
CLASSRogue
LEVEL7
BOOKPH
ENCOUNTER POWER ®
Lord Hid Den Page 3
![Page 4: Lord Hid Den](https://reader036.vdocuments.site/reader036/viewer/2022081821/563dbbb3550346aa9aaf811b/html5/thumbnails/4.jpg)
Distracting Wound
KEYWORDSMartial, Weapon
USED
Standard
ACTION
Melee or Ranged weapon
RANGE
14
ATTACK TARGET
* *
vs AC
DEFENSE
Requirement: You must be wielding a crossbow,
a light blade, or a sling.
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier (+5) damage, and
the target grants combat advantage to you and
all your allies until the end of your next turn.
Dagger: +14 attack, 2d4+5 damage
ADDITIONAL EFFECTS
+3d8 to damage once per round (Sneak Attack)
+4 to damage rolls against surprised enemies - Dirty Fighting.
CLASSMaster Infiltrator
LEVEL11
BOOKPH
ENCOUNTER POWER ®
Pommel Smash
KEYWORDSMartial, Weapon
USED
Standard
ACTION
Melee weapon
RANGE
15
ATTACK
One creature
TARGET
*
vs AC
DEFENSE
Requirement: You must be wielding a light blade.
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier (+5) damage, and the
target takes a –2 penalty to attack rolls (save ends).
Miss: Half damage, and the target takes a –2
penalty to attack rolls until the end of its next turn.
Transference Mace +3: +15 attack, 3d8+10 damage
Dagger: +14 attack, 3d4+5 damage
ADDITIONAL EFFECTS
+3d8 to damage once per round (Sneak Attack)
+4 to damage rolls against surprised enemies - Dirty Fighting.
CLASSRogue
LEVEL1
BOOKMP
DAILY POWER ®
Walking Wounded
KEYWORDSMartial, Weapon
USED
Standard
ACTION
Melee or Ranged weapon
RANGE
15
ATTACK
One creature
TARGET
* *
vs Fort
DEFENSE
Requirement: You must be wielding a crossbow, a light
blade, or a sling.
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier (+5) damage, and the
target is knocked prone. Until the end of the encounter,
if the target moves more than half its speed in a single
action, it falls prone at the end of its movement.
Miss: Half damage, and the target is not knocked prone.
Transference Mace +3: +15 attack, 2d8+10 damage
Dagger: +14 attack, 2d4+5 damage
ADDITIONAL EFFECTS
+3d8 to damage once per round (Sneak Attack)
+4 to damage rolls against surprised enemies - Dirty Fighting.
CLASSRogue
LEVEL5
BOOKPH
DAILY POWER ®
Swift Strike
KEYWORDSMartial, Weapon
USED
Standard
ACTION
Melee or Ranged weapon
RANGE
15
ATTACK
One creature
TARGET
* *
vs AC
DEFENSE
Requirement: You must be wielding a crossbow, a
light blade, or a sling.
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier (+5) damage. If the
target has not taken an action during this
encounter, the attack deals 1[W] extra damage.
Miss: Half damage.
Transference Mace +3: +15 attack, 3d8+10 damage
Dagger: +14 attack, 3d4+5 damage
ADDITIONAL EFFECTS
+3d8 to damage once per round (Sneak Attack)
+4 to damage rolls against surprised enemies - Dirty Fighting.
CLASSRogue
LEVEL9
BOOKMP
DAILY POWER ®
Master of Deceit
KEYWORDSMartial
USED
Free
ACTION
Personal
RANGE
AT-WILL ENCOUNTER DAILY
Trigger: You roll a Bluff check and dislike the
result
Prerequisite: You must be trained in Bluff.
Effect: Reroll the Bluff check. You decide whether
to make the reroll before the DM announces the
result.
ADDITIONAL EFFECTS
CLASSRogue
LEVEL2
BOOKPH
UTILITY POWER ®
Chameleon
KEYWORDSMartial
USED
ACTION
Personal
RANGE
AT-WILL ENCOUNTER DAILY
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
CLASSRogue
LEVEL6
BOOKPH
UTILITY POWER ®
Crowd Cover
KEYWORDS USED
ACTION
Personal
RANGE
AT-WILL ENCOUNTER DAILY
Trigger: An enemy makes a ranged attack roll
against you
Effect: Enemies adjacent to you and in the
attack's way grant cover to you against the attack.
If the attack misses, the attacker rerolls it against
one enemy that granted cover to you against it.
Prerequisite: You must be trained in Stealth.
ADDITIONAL EFFECTS
CLASSStealth
LEVEL10
BOOKPH3
UTILITY POWER ®
Transference Mace +3
1d8
DAMAGE
2
PROFICIENT
Mace
GROUP RANGE
+3 attack rolls and damage rolls
ENHANCEMENT
12
LEVEL
+3d6 damage
CRITICAL
PROPERTIES
Versatile
Melee Basic Attack: +14 attack, 1d8+9 damage
AT-WILL ENCOUNTER DAILY
POWER
Power (Daily): Free Action. Use this power when
you hit with the weapon. Transfer a condition or
ongoing damage effect that is affecting you to the
target you hit. The condition or ongoing damage
continues to run its course as normal on the target.
ITEM SLOTOne-hand
WEIGHT6
PRICE13000
BOOKPH
MAGIC WEAPON ®
Periapt of Cascading Health +2
AC BONUS CHECK SPEED
1
QUANTITY
+2 Fortitude, Reflex, and Will
ENHANCEMENT
10
LEVEL
Neck Slot Item
TYPE
PROPERTIES
AT-WILL ENCOUNTER DAILY
POWER
Power (Encounter): Minor Action. You end one
condition that a save can end.
ITEM SLOTNeck
WEIGHT0
PRICE5000
BOOKDragon 369
MAGIC ITEM ®
Lord Hid Den Page 4
![Page 5: Lord Hid Den](https://reader036.vdocuments.site/reader036/viewer/2022081821/563dbbb3550346aa9aaf811b/html5/thumbnails/5.jpg)
Summoned Leather Armor +3
2
AC BONUS
-
CHECK
-
SPEED
1
QUANTITY
+3 AC
ENHANCEMENT
11
LEVEL
Armor
TYPE
PROPERTIES
AT-WILL ENCOUNTER DAILY
POWER
Power (At-Will): Minor Action. You banish this
armor to a secure extradimensional location. At any
point in the future, unless you are wearing armor,
you can use another minor action to recall the
armor. The armor appears on you as though you
had donned it normally.
ITEM SLOTBody
WEIGHT15
PRICE9000
BOOKPH
MAGIC ITEM ®
Lord Hid Den Page 5