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the official Advanced Dungeons & Dragons tournament at Origins I in 1974. It was published as. Dungeon Module S1 in 1981 using the 1st edition rules,.
Paragon 11-20

TOMB OF HORRORS “TOMB OF HORRORS” is a Dungeons & Dragons adventure for five characters of 11th level. It can take place in a marsh region in any game world. The original version of this adventure was first shown at the official Advanced Dungeons & Dragons tournament at Origins I in 1974. It was published as Dungeon Module S1 in 1981 using the 1st edition rules, the story was expanded in Return to the Tomb of Horrors in 2nd edition, and the rules were finally updated in 2005 for Dungeons and Dragons version 3.5. Thirty-four years later, the original module is being updated to the latest version of Dungeons and Dragons, 4th edition, where Acererak will hopefully find a new home to house his diabolical machinations.

by Gary Gygax illustrations by David C. Sutherland III, Jeff Dee and David A. Trampier update to 4th Edition by Jacob Dieffenbach cartography by Jacob Dieffenbach

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INTRODUCTION Welcome to the 4th Edition redesign of the Tomb of Horrors. It's been a long time coming—not just because every edition needs to be graced with Gary Gygax's meatgrinder, but because I've been working on this project since before 4th Edition came out. I'd just like to take a few moments here to describe the process, my thoughts and design notes, as well as a house rule or two I implemented while doing the design.

The Process My tomb reconstruction began before 4th Edition even came out, actually. I had heard the new edition was coming up, and started jotting notes down based on the previews we got on how to convert my favorite tomb. I decided I would almost entirely ignore the 3.5 remake—going directly from the original 1st-edition tomb to 4th edition. But the first problem came during the first playtest, which was a line-by-line, challenge-bychallenge conversion: 4E characters are really, really, REALLY durable. They weren't phased by the tomb at all, and just plowed through it. Even the lava pit trap didn't even get them worried. I forced it as much as I could, though. Keep every room pristine, identical to Gary Gygax's original text... but it didn't work. Most of the rooms just were not acceptable 4th Edition challenges or even puzzles. So I started over, from the beginning. Room by room, I reshaped it—as little as possible—into a suitable challenge arena. My first stroke of understanding of how to do this came when I realized that the entrance hall was pitifully easy no matter what I did, unless a monster was in it to pressure the party—likewise, the gargoyle in the next room was pathetically easy without interesting terrain for him to work with. Combine the two together, and you have an

encounter that could be memorable on its own terms, while still staying mostly faithful to the original vision of the tomb. After that, things became easy. All of the original tomb's 33 areas neatly combined into 16 areas (reduced to 15 during the final cut—the siren room simply could not work on its own) with very little modification. In fact, very little of the tomb's original course of events has been altered at all: • The gargoyle has been moved to the entrance hall. • The fake Acererak is an actual lich. • There are four “bloodrots” from Open Grave instead of an ochre jelly. • There is a fire archon instead of an efreet, and his treasury is combined with the blood-filling stairwell. • Rooms with a lot of randomness, or challenges which were taken one at a time (such as the room with the ring of protection during which the party faced the skeleton, poison darts, and asps one at a time, if they faced them at all) were combined into one single, still avoidable, challenge. I'm sure there are other changes, but they're just as minor and acceptable. In fact, the biggest uproar I expect is to come from Acererak's actual tomb, which has been upgraded from a 2 x 2 square room to an actual tomb—a recreation of King Tutankhamun's tomb, though of course, King Tut didn't have a demilich construct sitting on his remains. Partially, this came from a restriction of my cartography style requiring me to drop him down to a separate floor—but partially, one thing I learned about Gary Gygax's cartography through multiple playtests is that it doesn't translate to 4th Edition well. The party simple has no room to move, neither do the monsters, and spell ranges are either moot or too short to be effective.

The final result, I'd like to think, is something that all the hardcore Tomb fans can enjoy, without losing that feel of playing 4th Edition. In fact, I'd like to think that through my own DMing and studious examination of every podcast and play report that comes through DDI that I go through, this is even a better example of 4th Edition than 4th Edition.

House Rules Of course, I play my own Dungeons and Dragons campaigns, and come up with my own house rules. I only imposed a couple upon the users of this module: • When determining skill DCs of the various skill challenges and checks, I went to the appropriate line on page 42, as normal. But, instead of making the DC “hard” or “easy” to alter its level, I simply added 1 or removed 1 from the DC. Mathematically, this almost works out perfectly. Much more perfect than the previous system of it being possible to create both a level 7 skill DC of 8 (level 8 easy) and a level 7 skill DC of 17 (level 5 hard). • My skill challenges almost always are on a perPC basis. Each PC has to make 4 successes before 3 failures, and PCs can assist other PCs with fewer successes than them.

Final Thoughts It was fun recreating the Tomb of Horrors. You can't look at Gary Gygax's quintessential dungeon and not enjoy imagining crushing a level 11 4E PC in its depths. I hope you all enjoy playing it as much as I enjoyed recreating it. And may Gary Gygax rest in peace—or, at least, in much better peace than the PCs who dared enter his dungeon. —Jacob Dieffenbach 3

BACKGROUND Ages past, a cambion of surpassing evil and skill in both arcane and divine magic took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became the lich Acererak. Over the scores of years that followed, the lich dwelt with hordes of ghastly servants in the gloomy stone walls of the very hill in the Witchlight Fens of the Nentir Vale that houses the current tomb. Eventually Acererak hit upon a more insidious plan for extending his existence and power, so for more than eight decades, the lich's servants labored to create the Tomb of Horrors. Then Acererak apparently destroyed all of his slaves and servitors, magically hid the entrance to his halls, and went to his final haunt, while his soul roamed strange planes unknown to even the wisest of sages. The legend of the tomb is an old story with many parts, some of which may be lost or obscured. Characters attempting to glean special information by consulting sages or through divination rituals may

Treasure Parcels Parcel A: Parcel B: Parcel C: Parcel D: Parcel E: Parcel F: Parcel G: Parcel H: Parcel I: Parcel J: Parcel K:

6. Chapel of Evil 6. Chapel of Evil 10. Agitated Room 10. Agitated Room 13. Cell of Despair 13. Cell of Despair 14. False Treasury 14. False Treasury 15. Acererak's Crypt 15. Acererak's Crypt 15. Acererak's Crypt

Based on the guidelines in the Dungeon Master's Guide, the following parcels can go in the spaces above. Rely on the wish lists your players gave you for the first seven parcels. 4

still have difficulty obtaining as much background as they desire, for the scraps of information are often minimal and mystical. When the Tomb is spoken of, it is not in serious academic research but as a reference to any ancient crypt that provides certain death to invaders, or to any burial place that a sorcerer king constructed for himself. In any case, a “tomb of horror” is usually full of treasure available at great price. Heroes brave enough to continue searching the tomb may find Acererak's final haunt, and face only a facsimile of Acererak—in truth, the real demilich resides in his Fortress of Conclusion in the Shadowfell, seeking to merge his consciousness with the plane itself, and so undergo a terrible apotheosis where he dominates all undead life... but that is a story for another adventure.

The Tomb The hill under which the tomb can be found is 600 feet wide, 900 feet long, and its flat top stands 60 feet over the surrounding undrinkable Witchlight Fens Parcel 1: Magic item, level 15 Parcel 2: Magic item, level 15 Parcel 3: Magic item, level 14 Parcel 4: Magic item, level 14 Parcel 5: Magic item, level 13 Parcel 6: Magic item, level 13 Parcel 7: Magic item, level 12 Parcel 8: A clear diamond worth 5,000 and two chipped emeralds wrapped in a polishing cloth worth 1,000 gp apiece, 200 gp. Parcel 9: A solid gold dinner plate worth 2,500 gp, and a golden goblet worth 500 gp Parcel 10: A box with with 2,000 ancient, polished gold coins, sorted and labeled on racks by date and location of minting. Parcel 11: A potion of vitality

swamp water. Sparse weeds, thorns, and briars grow along the hill itself, except for a cliff of gravel and sand, 300 feet wide, on the northern side of the island. The cliff is completely obscured by a large patch of vegetation from the sides, and a stone ledge from above. The hill's distinctive black boulders form the eyes, nose, and jagged teeth of a grinning human skull— though this is only visible from above. It is assumed that the PCs arrive at the proper hill in the Witchlight Fens by rowboat, manned by a marsh guide who promises to return in 48 hours and immediately thereafter depart—whether or not the party is there to climb aboard. To get out of the marsh, it normally takes a day of rowing with a guide, but a full five days without—assuming the party knows where they're going and don't get attacked by natives.

Tomb Exterior The entrance to the tomb is concealed beneath the sand cliff on the northern part of the island. There are two false entrances which accompany it: the western most part of the cliff conceals the entrance to room 1, the eastern most part contains the entrance room 2, and the central area leads to room 3, the true tomb entrance. Characters digging in any part of the cliff face (the players must specify where they are searching) will find evidence of the entrance, but it will require 1 hour of excavation to completely reveal it (though a crawlspace can be cleared in merely 1 minute). It requires guesswork to find the correct entrance. No amount of time spent on the hill of the tomb invokes a random encounter (not that they know this); however, the marsh guide which brought them to the hill will return in 48 hours, so the party has little time to spare—unless they want to brave the fens on their own.

Death Death does not occur as normal within the confines of the tomb—the powerful necromantic energies emanating from Acererak's influence mean that a character who dies rises the next round as a mummy. Give the character a mummy champion's darkvision, resistance, regeneration and powers. The mummy attacks the party relentlessly until slain.

Ceiling Most ceilings in the tomb are 15 feet above the floor.

Doors Most doors in the dungeon are oak with iron straps securing the pieces, but jammed against their frames from years of swamp moisture—treat as stuck barred doors, requiring a standard action and a DC 20 Strength check to open. Secret doors require a DC 21 Perception check to locate. One-way doors, once passed through, automatically re-seal and are as solid masonry wall.

Stairs All stairs are difficult terrain, constructed of ill-fitting stone bricks and cracked mortar.

Walls Most walls in the dungeon are masonry, requiring a DC 20 Athletics check to climb. Walls in the main passageways and chambers are covered in plaster, increasing the DC of climbing to 25.

Illumination Most areas are dark—the party should track their light sources. A wizard's light cantrip has a 20% chance of ending during combat—the DM should roll 1d10 to determine after how many rounds it does. 5

1. TUNNEL CAVE IN Encounter Level 11 (3,000 XP)

Setup 5 cave-in skill challenges Acererak built his tomb with two separate false entrances—one that collapsed, and one that sealed shut permanently. They both flank the main entrance to the tomb, concealed beneath a hill of dirt and sand. If any party investigates these entrances without proper consideration, they deserve whatever punishment he choses to give them. While this is the less lethal western entrance, which merely tries to bury the party alive, it is still likely to end the life of the more callous adventurers. When the PCs step into the chamber, read: The entrance the tomb is a short, roughly carved passageway, completely filled with cobwebs. Tiny spiders flee from the light and motion caused by the unearthing of the tunnel. You cannot see more than a

Notes to the Dungeon Master You should be familiar with the entire Tomb of Horrors before moving forward; some of the traps or rooms work in complex ways that require comprehension first. When providing information, use the read-aloud text (or paraphrase it, providing your own flavor) but never provide any more information than the PCs would normally have. Finally, avoid giving facial expressions or visual cues as to how they should act; the real joy of this module to the players should be their ability to overcome obstacles, to live or die on their own. One final note is to always make sure your party is aware of the passage of time. Make their torches go out, so they have to get out new ones; make them stop and eat. The clock is ticking before their guide brings them away from the tomb.

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few feet into the room; the cobwebs are too thick. It takes 5 minutes of work with a torch for a single PC to clear the hallway of cobwebs. Afterwards, a Dungeoneering check (DC 21) might inform that the ceiling cobbled together and unstable.

Features of the Area Illumination: Light filters through whatever entrance the characters dug into the chamber, which fills the room with dim light. Cobwebs: The cobwebs that fill this corridor are natural and built by normal spiders, and provide heavily obscured terrain. Trap: The trap starts if the PCs happen to prod the (initially) concealed ceiling, or opens the door at the end of the corridor. Cave-In Level 11 Skill Challenge XP 600 The ceiling will begin collapsing—risking injuring or burying alive anyone left in the chamber. The PCs have triggered a trap, and the ceiling begins to collapse and bury them alive. Each PC will have to face his own version of the skill challenge, though they can assist each other (see Special: Actions, below). Complexity 1 (requires 4 successes before 3 failures). Any party member who is less than halfway down the corridor when the trap is activated gains an automatic success. Primary Skills Acrobatics, Athletics, Perception Victory The PC has left the tunnel safely. Defeat The PC is buried beneath debris—trapped and suffocating. After three rounds of being buried, that character is dead; though another character can free him with a Dungeoneering check. Special: Teleportation DC 10 A PC can use a teleportation spell to leave the corridor if he likes. Have him roll a d20, modified by half his level and the teleport distance. A success counts

as a success on the skill challenge. If the PC succeeds by 10 or more, he gains an additional success on the skill challenge. The PC teleports closer to safety, though there's still quite a distance to go. Special: Order of Events At the start of the skill challenge, each PC rolls a Perception check (see below) as their first check in the challenge to notice the trap starting. Special: Actions Each action in the challenge is a move action; this leaves a minor action and standard action for each PC. Each PC can use a standard action to aid another character, but they can only assist characters with fewer successes than they have. Acrobatics (DC 16; 1 success) The PC dodges between the larger falling stones, rolling and weaving to safety. Athletics (DC 21; 1 success) The PC dashes across the room as fast as his legs can go. Dungeoneering (DC 10; automatic failure) On a success the character can remove a single failure from another character's skill challenge —including someone who has failed the challenge, potentially bringing them back into play. The PC stops his progress across the chamber to pull a friend out of the debris and into safety. Perception (DC 16; 1 success) This must be the first skill rolled in the challenge. The PC notices the ceiling beginning to collapse and gets a head start on fleeing the area.

Aftermath Once the entire party is done with their skill challenge, the tunnel will completely collapse, making it inaccessible.

2. STONE PARTITION Encounter Level 11 (3,000 XP)

Setup 5 stone partition skill challenges Acererak makes great use of the adventurers who perish in his tomb; they rise after they die (assuming their bodies aren't destroyed) as mummies, and get to work restoring the Tomb to its former state. While the first of Acererak's false entrance tunnels crushes any adventurers in it, the second tunnel serves a more practical purpose: it lets the party starve to death behind an impenetrable stone wall, rising as mummies to rebuild the tomb. When the PCs enter this room, read: The entrance to the tomb is a long, harshly carved passageway. The ceiling, floor, and walls are roughly hewn. A pair of doors at the end of the hallway are built of heavy oak and iron bars, with pull rings to open them. It looks like it would be treacherous to move at more than a snail's pace across the badly excavated floor. When the PCs enter the trapped area, read: The room rumbles loudly, shaking as though in the midst of a minor earthquake.

Features of the Area Illumination: Light filters through whatever entrance the characters dug into the chamber, which fills the room with dim light. Should the barrier close, the tunnel is dark. Partition: A solid stone block, effectively a fourth wall, slides into place if the party approaches

within 2 squares of the doors to the south. It is impassable and indestructible—any character without a way of teleporting past the block is stuck forever. Stone Partition Level 11 Skill Challenge XP 600 The partition is slamming shut—in the next couple seconds, the entire party will be sealed within. The PCs have triggered a trap, a sliding stone partition that will permanently seal them in their own tomb. Each PC will have to face his own version of the skill challenge, though they can assist each other (see Special: Actions, below). Complexity 1 (requires 4 successes before 3 failures). Any party member who is less than halfway down the corridor when the trap is activated gains an automatic success. Primary Skills Acrobatics, Endurance, Perception Victory The PC has darted out of the room before the stone partition could close. Defeat The PC is trapped behind the stone partition—with practically no way of getting out short of Linked Portal. Special: Teleportation DC 10 A PC can use a teleportation spell to leave the corridor if he likes. Have him roll a d20, modified by half his level and the teleport distance. A success counts as a success on the skill challenge. If the PC succeeds by 10 or more, he gains an additional success on the skill challenge. The PC teleports closer to safety, though there's still quite a distance to go. Special: Order of Events At the start of the skill challenge, each PC rolls a Perception check (see below) as their first check in the challenge to notice the trap starting. Special: Actions Each action in the challenge is a move action; this leaves a minor action and standard action for each PC. Each PC can use a standard action to aid another character, but they can only assist characters with fewer successes than they have. Acrobatics (DC 21; 1 success)

The PC gets some good footing and darts across the shaking, harshly carved floor. Athletics (DC 16; 1 success) The PC dashes across the room as fast as his legs can go. Endurance (DC 21) This check does not count as a success or failure for the challenge. Any PC who has finished his skill challenge can roll this check and spend a healing surge to hold the partition open, granting everyone else still attempting their challenge a +2 bonus to skill checks. If he has an iron rod or something equally strong to brace the door with that he is willing to destroy, he can gain a +2 bonus on this check. The PC, being in safety, decides to risk his health to keep the partition from slamming shut. Perception (DC 16; 1 success) This must be the first skill rolled in the challenge. The PC notices the partition starting to close and gets a head start on fleeing the area.

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3. TOMB ENTRANCE Encounter Level 12 (3,600 XP)

Setup 1 four-armed gargoyle (G) 8 false-floor pit traps Only the truly intelligent—or lucky—can make it merely to the entrance to Acererak's tomb. But the demilich is unrelenting in checking the intelligence of his foes; only those who remain focused on the task at hand and don't get distracted by false guides through his tomb don't risk falling victim to one of his many traps and hazards. When the PCs enter this room, read: This long corridor seems untouched by the passing of the ages. Decadent frescoes are painted upon the plaster-covered walls, which is in some places chipped to reveal underlying masonry. A winding path of red tiles meanders down the corridor, leading to a great green devil face, and a magical portal. A grotesque winged statue with four arms is perched on the green devil face's horns, staring blankly forward. When PCs examine the walls, read: The images depict fields with cattle grazing, and low woodlands with several wolves in the background, common race slaves toiling with various tasks, mixed in with zoomorphic humanoids. Chairs, windows, boxes, bales, doors, chests, birds, bats, spiders, and all manner of things appear on the walls. Some frescoes are more focused and show rooms of some building—a library filled with many books and scrolls, a chamber with a horrid creature in a cage used to torture prisoners, and a magical workshop. 8

Two jackal-headed human figures in this latter painting are portrayed as if holding a bronze chest— except that the chest is real, and protrudes into the corridor. The chest is hinged on the bottom so as to allow the lid to swing down when a stud is pressed. A message is etched into the floor's red mosaic, in Supernal hieroglyphs. If the party examines the mosaic, they find it; if they can decipher Supernal, give the party Acererak's riddle handout (see the back page).

Tactics The gargoyle only attacks the party if they attempt to tear away the plaster on the walls, or if one of the party members falls into a pit trap. They may otherwise explore freely without disturbing him. The gargoyle makes claw attacks, hoping to wound its enemy with its bloodfire gaze. It uses its savage bite against the first enemy that succumbs to its aura, and uses it again once the power recharges. It will try to end its turns next to traps, luring party members toward them—and if a PC ends his turn next to a pit trap, the gargoyle will make a bull rush attack to push him in. If it is reduced to 65 hit points or lower, it will perch atop the green devil face and revert to stone form until it is no longer bloodied, at which point it will resume its attack. The gargoyle will not follow the PCs out of the area. If all PCs fall into pits during the combat, the gargoyle will select the most isolated PC and dive into the pit and melee that PC to death before moving onward.

Features of the Area Bronze Wall Chest: The chest protrudes above the northernmost pit trap on the map, which doesn't activate when stepped on. Any flesh which touches

the button which opens the chest is attacked: +15 vs. Fortitude; ongoing 5 poison damage (save ends). If characters reach into the chest, they find a concealed lever; pulling it activate a normal false-floor pit trap beneath them. Magical Archway: The red tile leads to a stone arch, filled with opaque, swirling gray mist. Three large stones are embedded in the arch—yellow on the lower left, orange on the lower right, and blue as the keystone. If pressed in the proper sequence (yellow, blue, orange), the vapor disappears, and the path appears to go eastward. Stepping into the arch while it is clouded teleports a character to Area 4's iron cell. Otherwise, characters stepping on the red tile through the arch teleport to the three-armed gargoyle statue in Area 5, while characters stepping through while not on the red tile teleport to the top of the tomb's hill. If the player does not specify how they walk through the portal, determine whether they're on the red tiles randomly. Floor Traps: All of the floor traps on the map with spiked pits are immediately active; the blank trap only becomes an active threat if the party pulls the lever in the bronze chest jutting from the wall. Secret Door: The door is concealed behind the fresco of a torture chamber—the plaster is easily torn away to reveal it, but tearing away the plaster invokes the wrath of the gargoyle. Great Green Devil Face: The red tile leads to an evil-appearing devil face set into the mosaic, with a huge dead-black mouth, three feet in diameter. Anything that enters the mouth is disintegrated; a creature who inserts a limb loses the limb and takes 4d10 + 5 damage (simply jumping into the mouth immediately kills the creature). Creatures or objects reduced to 0 hit points by the mouth's damage are destroyed, reduced to a pile of fine gray dust.

False-Floor Pit Level 13 Minion Trap XP 200 A covered pit is hidden in the corridor. Flagstones are built on a rotating axis, rigged to drop a creature into a 30-footdeep pit before slamming back to its concealed position. Hazard: A square of the floor hides a 30-foot spiked pit. Perception ♦ DC 22: The character notices the false stonework. Trigger The trap attacks when a creature enters one of the trap's four squares. Attack Immediate Reaction Melee Target: The creature that triggered the trap. Attack: +16 vs. Reflex Hit: Target falls into pit, takes 3d10 damage plus ongoing 5 poison damage (save ends), and falls prone. Miss: The target returns to the last square it occupied and its move action ends immediately. Countermeasure ♦ An adjacent character can trigger the trap with a DC 10 Thievery check (standard action). The trap swings open briefly, then shuts. ♦ An adjacent character can disable the trap with a DC 22 Thievery check (standard action). The floor becomes safe. ♦ A character who makes an Athletics check (DC 11, or DC 21 without a running start) can jump over the pit. ♦ A character can climb Athletics checks (DC 22) as a move action. Since the pit is 6 squares deep, and most characters climb at one-half their speed, it might take a couple rounds for someone to escape a pit. Four-Armed Gargoyle (G) Level 14 Elite Brute Medium elemental humanoid (earth) XP 2,000 Initiative +18 Senses Perception +14; darkvision Bloodfire Gaze (Fire) aura 2; any creature taking ongoing damage that enters or starts its turn in the aura takes 5 fire damage and is weakened (the effect ends when the creature leaves the aura). This aura is not active while the nebassu gargoyle is in stone form. HP 260; Bloodied 130 AC 30; Fortitude 26, Reflex 26, Will 24 Immune petrification

Resist 10 necrotic Saving Throws +2 Action Points 1 Speed 6, fly 8 M Claws (standard; at-will) +19 vs. AC; 2d8 + 6 damage, and ongoing 5 damage (save ends). m Bull Rush (standard; at-will) +13 vs. Fortitude; The target is pushed 1 and the gargoyle slides 1 into the target's former space. m Rending Claws (standard; at-will) Make 2 attacks against the same target; +19 vs. AC each; 1d10 + 6 each. If both attacks hit, the target takes ongoing 5 damage (save ends) c Death's Breath (minor; encounter) ♦ Necrotic Close burst 5; +16 vs. Fortitude; 2d8 + 5 necrotic damage, and the target is immobilized (save ends). m Savage Rend (standard; recharge 56) ♦ Healing +19 vs. AC; 2d6 + 6 damage, or 2d10 + 6 damage against a bloodied or weakened target. In addition, the gargoyle regains a number of hit points equal to the amount of damage dealt. Stone Form (standard; at-will) The gargoyle becomes a statue and gains resist 30 to all damage, regeneration 4, and tremorsense 10. It loses all other senses and can take no actions in stone form other than to revert to its normal form (minor action). Alignment Evil Languages Primordial Skills Stealth +18 Str 23 (+13) Dex 22 (+13) Wis 15 (+9) Con 20 (+12) Int 5 (+4) Cha 18 (+11) Equipment Collar with ten 100 gp quartz gems

Aftermath After the gargoyle has been defeated, a collar can be looted from around its throat, studded with ten gleaming blue quartz crystals, each worth 100 gp. If the collar is turned inside out, a message is written in Supernal, which if translated says: “Look low and high for gold, to hear a tale untold. The archway at the end, and on your way you'll wend. —A”

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4. FORSAKEN PRISON Encounter Level 10 (2,500 XP)

Setup 2 asp swarms (A) 1 prison trap 1 chute trap 1 poison darts trap 1 skeletal tomb guardian (S) Acererak punishes idiocy. And in a world filled with magic, what's more idiotic than stepping through a portal without knowing what's on the other side? To that end he built a prison, a simple iron cube with no seams that contains three levers. Pushing them all up provides a way to safety... but pushing them all down almost certainly means death. Of course, the demilich also enjoys rewarding good fortune, or forethought, as the case may be— players who break out of his prison might find themselves in a (potentially deadly) treasury. When the PCs enter the iron prison, read: This 20-by-20-by-10-foot iron cube is completely featureless, except for three iron levers on one wall. There are no visible exits. When PCs enter the treasury, read: The chamber is broad, but immediately reeks of danger. Some of the hundreds of sleeping asps awaken and raise their heads at you, their hoods opening. A single, large oaken chest is in the center of the room, bolted to the floor with its own silver bands. There is no visible exit to the room. A mangled pile of bones lies outstretched on the floor, arm bones reaching toward the chest. Asps slither through the bodies to get a look at you. 10

pit trap in Area 3. Any character who makes a DC 16 Nature check realizes that these asps are probably natives to the swamp, and have made their nest in this room. They are not aggressive unless disturbed.

Tactics The asps are not very aggressive, unless provoked, at which point they relentlessly attack the closest living creature, going so far as to chase them across the tomb. The skeletal tomb guardian lacks complex strategy as well, though it won't leave the treasury. The asps and the skeleton won't attack each other, but the poison dart trap might hit both of them.

Features of the Area Levers: The levers function very simply: if they're all pointing up, a tunnel opens in the ceiling that a Small or Medium character can squeeze through. If they are all pointing down, the falling trap opens beneath the PCs' feet. They all start in a neutral facing position. Asps: While not aggressive, moving through the room requires a DC 15 Acrobatics or Nature check to avoid aggravating the asps into attacking. Treasure Chest: Inside the treasure chest is a crystal box, inside of which is a red velvet pillow holding a white gold ring engraved with a tiny shield (a ring of protection). If the PCs take no precautions to be quiet while opening the chest (or fail a DC 22 Stealth check), the skeletons will rise to form a skeletal tomb guardian. Taking or opening the crystal box in the chest engages the poison darts trap. Tunnels: This three-foot-wide path is too small for a Large creature to move through. There is a plug in the ceiling of the tunnel halfway down it's length that requires a DC 20 Perception check to notice from either side. It leads to the treasury. Otherwise, the crawlway leads to a one-way door at the bottom of a

Asp Swarm Level 12 Brute Medium natural beast (swarm) XP 700 Initiative +10 Senses Perception +6; darkvision Swarm Attack aura 1; the asp swarm makes a basic attack as a free action against each enemy that begins its turn in the aura HP 145; Bloodied 72 AC 25; Fortitude 23, Reflex 25, Will 25 Resist 10 poison, half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks Speed 6, climb 6 M Venomous Swarm (standard; at-will) ♦ Poison +15 vs. AC; 2d6 + 4 damage, and ongoing 5 poison damage (save ends). Alignment Unaligned Languages — Skills Stealth +14 Str 12 (+7) Dex 19 (+10) Wis 10 (+6) Con 15 (+8) Int 2 (+2) Cha 14 (+8) Skeletal Tomb Guardian Level 10 Brute Medium natural animate (undead) XP 500 Initiative +10 Senses Perception +12; darkvision HP 126; Bloodied 63 AC 23; Fortitude 22, Reflex 23, Will 20 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 8 M Twin Scimitar Strike (standard; at-will) ♦ Weapon The skeletal tomb guardian makes two scimitar attacks against the same target: +13 vs. AC; 1d8 + 4 damage (crit 1d8 + 12). This also holds true for opportunity attacks. m Cascade of Steel (standard; at-will) ♦ Weapon The skeletal tomb guardian makes two twin scimitar strike attacks (four scimitar attacks total). m Sudden Strike (immediate reaction, when an adjacent enemy shifts; at-will) ♦ Weapon The skeletal tomb guardian makes a melee basic attack against the enemy. Alignment Unaligned Languages — Str 18 (+9) Dex 20 (+10) Wis 14 (+7)

Con 16 (+8) Int 3 (+1) Equipment 4 scimitars

Cha 3 (+1)

Prison Trap Level 14 Minion Trap XP 250 The floor of the chamber is a trapdoor over a large pit. When the levers are all pushed down, the trapdoor opens. Trap: A 4-by-4 section of the floor hides a 40-foot-deep pit. Perception ♦ DC 18: The character notices the seam to the floor. ♦ DC 23: The character notices the trapdoor in the ceiling. Trigger The trap attacks when a creature pulls all three levers into the down position. Attack Immediate Reaction Melee Target: All creatures in the room. Attack: +15 vs. Reflex Hit: Target falls into pit, takes 4d10 damage, and falls prone. Miss: Target grabs hold of one of the levers, and the trap resets at the end of the triggering creature's next turn. Countermeasures ♦ A character can climb out with a DC 23 Athletics check. The pit is 8 squares deep, and most characters climb at a rate of one-half their speed—to climb out of the pit, they would have to coordinate with someone above the pit. ♦ Characters explicitly holding on to the levers at the time of the trap avoid falling into the pit. ♦ Pushing all three levers to the up position opens a trap door in the ceiling, which itself would require teamwork to climb up (being 10 feet in the air). Poison Darts Trap Level 13 Minion Trap XP 200 The chest fires a set of spring-loaded poison darts at whoever removes the crystal box contained within. Trap: A series of darts which fire at anyone standing over the chest. Perception ♦ DC 17: The character notices the the switches and tubes behind the crystal box. Trigger The trap attacks when a creature removes the crystal box

containing the ring of protection. Attack Immediate Reaction Close burst 1 Target: All creatures in burst Attack: +14 vs. Reflex Hit: 3d8 poison damage plus ongoing 5 poison damage (save ends). Countermeasures ♦ A character can safely activate the trap with a DC 22 Thievery check (standard action). The chest becomes safe. Chute Trap Level 11 Minion Trap XP 150 Some adventurers don't enter the area through the prison— they enter it through the hall of spheres, through a chute which drops them several feet to the treasury floor. Trap: A chute from the hall of spheres. Perception This trap cannot be detected with Perception. Trigger The trap attacks when a creature opens the one-way door into the area. Attack Immediate Reaction Area the crawlway Target: All creatures in area Attack: +14 vs. Reflex Hit: Target slides into area 4, takes 3d10 damage and falls prone. Miss: The target holds onto the crawlway walls, staying where he is. Any characters behind him in the crawlway who are hit slide down the passage, hit the character, and another attack is made against him.

Aftermath Killing the asps in the chamber simply means the swarm falls apart and the remaining snakes flee; after one day, entering the room again will yield another asp swarm.

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5. HALL OF SPHERES Encounter Level 10 (2,500 XP)

Setup Complex of secret doors skill challenge Complex of secret doors puzzle solving 2 trapped false door One of Acererak's quirks to his tomb, one which the party may eventually come to notice, is that is it is rather linear—with few exceptions, the party doesn't have a choice as to what area they will be facing next, but they will often feel as though they had a choice. The hall of spheres is a long corridor with paintings of various creatures holding colored spheres along the walls. Investigation will show doors behind these sometimes illusory paintings—Acererak hopes that the party doesn't bother to read his clues, and instead simply choose the exits which will cause them great pain and torment. Before that, though, Acererak guides potential opponents through a series of chambers which— assuming they take the right path—sap their strength while they try to figure out how to move past each of a series of seven secret doors. When the PCs enter the trapped labyrinth, read: This plain, simple stone chamber has a checkered pattern of holes in the walls and ceiling. There doesn't seem to be any exit other than the door you entered from. When the PCs enter the hall of spheres read: The floor of this long, wide hall is inlaid with tiles, and the walls and ceilings are painted of figures of humans and strange signs and glyphs. Humans and humanlike creatures hold painted spheres, each a 12

different color from the next. In the corner of the hallway, an identical statue to the gargoyle in the first hall stands with one stone arm broken off, but its remaining arms spread wide, palms-up. There is also a glowing portal at the other far end of the hall, and two wooden doors on one of the walls. If examined, the gargoyle has identical grooves on each of its three palms—which a gemstone would easily fit into.

Features of the Area Three-Armed Statue: This statue resembles the four-armed gargoyle from area 3, but is completely inert. It appears to have had four arms at one point, but its fourth is on the ground and cannot be reattached. If a gem, worth at least 100 gp, is placed within the groove of each of its three hands, the hands animate, crush the gem, and return to normal. If this process is repeated until nine gems are crushed, the tenth will cause a Magic Mouth to activate on the gargoyle and say “Your sacrifice was not in vain. Look to the fourth to find your gain.” A crown of doors (level 16) will have appeared, but will be covered in a magical substance that makes it invisible (which can be wiped off) and could very well be ignored or kicked across the floor and lost. Doors: These false doors stab spears out at potential victims when opened. Labyrinths: The easily traveled labyrinth leads to a dead end—a door which opens onto an empty wall (with no false door trap). The complex of secret doors, however, requires certain pressure in certain directions on the masonry walls. Magic Archway: Similar to the archway in room 3, this mist-filled arch has a glowing dark green stone on the lower left, pale yellow on the lower right, and a brown as the keystone. Unlike the archway in room 3, the mists cannot be dispersed, and stepping through the portal sends the character to the top of the

tomb's hill, and his equipment to Acererak's crypt. Spheres: Some of the spheres are merely paint on the walls, while others are actually illusions with the appearance of a painted sphere. Touching or examining the false spheres allow a DC 20 Insight check to perceive them as illusions. Other PCs can assist on this check. The secret door behind the red sphere leads to a passageway which, if the second secret door behind it is opened, turns into a chute which drops the party 30 feet into the forsaken prison treasury (see area 4 for trap details). The DM is free to make up which spheres are held at which heights, and by what figures. However, the crawlways are always at ground level. Complex of Secret Doors Level 10 Skill Challenge XP 2,000 Each of the chambers seals the party within—with their only avenue of escape being finding and opening the next secret door. The PCs have entered the true means of crossing this area, the trapped labyrinth. Primary Skills Acrobatics, Arcana, Perception, Religion, Strength Complexity This skill challenge requires 6 primary skill checks (though a number of supplementary ones) to succeed; however, the punishment for failure is a steady stream of damage, there is no concrete end to the skill challenge. Special: Arc Lightning For every round the characters spend in a chamber, they'll be attacked by an arc of lightning tearing from the hidden runes on the walls. Every round at the highest PC initiative, a random PC will be targeted: 2d6 + 5 lightning damage, and the target is dazed until the end of their next turn. The PC can make an Acrobatics check to avoid the bolt (see below). Special: Individual Chambers For each chamber, a PC must succeed on a Perception check (minor action) to find the next secret door, and a Strength check is required to open it (move action). Aiding another on a check is still a standard action, and

some characters might choose to spend a standard action studying the runes on the wall to figure out where and when the next lightning arc will fire. Acrobatics (DC 15; immediate interrupt; no successes) When the lightning arc attacks a character, a character can make this check; a success halves the damage taken, and the character is not dazed. The PC gets some good footing and darts across the shaking, harshly carved floor. Arcana (DC 20; no successes) A successful check grants a +5 bonus on the next Acrobatics check made as a part of this skill challenge. The PC feels a surge of magic growing in one section of the room, and tells his friends to move. Perception (DC 25; no successes) A successful check enables a character to locate which direction the next door lies in. It does not reveal any details about how to move the door, except for the final door, which reveals seven studs concealed on the wall. The PC quickly scans his eyes across the walls, noticing differences in the stonework. Strength (DC 15; 1 success) As a part of the skill check the character must declare how he is moving the secret door. The doors are can be opened as follows, in this order:  Pull the wall down, into a slot in the floor.  Pivot the wall centrally, like a rotating door.  Pull inward and up at the bottom, like a garage door.  Slide up into the ceiling, like a portcullis.  Pull two panels inward, like a double door.  Slide the door left, like a sliding door.  A Strength check is not required for this door. Seven studs are concealed on the wall. Pressing all at the same time opens the door. Pressing the first or seventh opens the door—but collapses the door on anyone in the chamber (+15 vs. AC, 4d10 damage). The PC puts his body into moving the stone wall out of the way, and it slides out of place.

Trap: When the trap is triggered, a spear launches at any creature standing in front of the door. Perception ♦ Characters can't use Perception to detect this trap. Trigger When a creature opens the door, the trap attacks. Attack Immediate Reaction Melee 1 Target: The creature who triggered the trap. Attack: +15 vs. AC Hit: The target takes 5d8 damage. Miss: Target shifts 1 square away from the door. Countermeasures ♦ An adjacent character can trigger the trap with a DC 15 Thievery check (standard action). The spear misses. ♦ An adjacent character can disable the trap with a DC 20 Thievery check (standard action). The door becomes safe. ♦ The trap only resets if the door is closed.

Trapped False Door Level 10 Minion Trap XP 125 This door has a spring launch mechanism. Opening the door spikes a spear out at whoever is standing near it. The spear retracts and resets if the door is closed again.

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6. CHAPEL OF EVIL Encounter Level 12 (3,575 XP)

Setup 1 opalescent altar trap 1 poison pews trap 1 magical archway puzzle 1 door slot puzzle As many adventurers will have realized by this point, Acererak has always had an ironic sense of malicious humor, and this is reflected even in his method of worship. When he once lived in the tomb, he had a chapel built to perfectly model the standard holy church—which he then defiled, keeping some of the holy markings and paintings as he added his own more demented, creative ones. When the PCs enter the chapel, read: This chamber seems to be a chapel, with two rows of four wooden pews leading past grandiose landscapes, with the shining symbols of Avandra, Bahamut, Moradin, and Pelor in the sky. It appears that a different hand has painted throngs of zombies —rotting skin, maggoty orifaces, exposed skeletons— praising the symbols in mass worship. A faintly blue altar sits atop a short flight of steps, and is flanked by two giant flaming braziers. A human skeleton wearing rusted black chainmail lies dead in the southwestern portion of the room, one outstretched arm seeming to point into the mist-filled arch on the west wall. The pews, if investigated, are shown to have hinges and latches on them, for storage beneath the seats. On the eastern wall, behind one of the braziers, is a slot with the Common letter 'O' traced above it (see the stone door, below). 14

Features of the Area Magical Archway: The mists of this archway are glowing orange. The first time a character enters the mists, their sex and alignment are reversed. Entering a second time restores the alignment but drains a healing surge. The third time restores the sex and alignment, but teleports the PC to the top of the tomb's hill and his equipment to Acererak's crypt. Gender can be restored with Remove Affliction only if the alignment has been fixed. Pews: The pews up until the first row combined contain the room's treasure parcel. However, opening either of the front to activate the poison pew trap. Blue Altar: This block of strange material glows with an inner light. See the opalescent altar description, below. Stone Door: The stone door to the southeast can be opened by sacrificing a magical ring, inserting it into the slot in the wall. The door and slot can be detected with a DC 22 Perception check. Poison Pews Level 14 Elite Blaster Trap XP 2,000 When a character opens one of the front pews, looking for treasure, the door to the chapel slams shut and seals, and a greenish, toxic fog starts filling the room. Trap: The chamber seals off and a slowly rising level of toxic fumes fill the chapel. Perception ♦ DC 11: The character notices that the pews all have hinges and compartments beneath the seats. ♦ DC 18: The frontmost pews gives the most resistance to being opened when tested. Initiative: +4 Trigger The trap is triggered when a creature opens one of the front pews. When triggered, the door to the room slams shut. Roll initiative. On the trap's initiative, toxic smoke pours from the front pews, settling on the floor but filling the chamber quickly. Attack

Standard Action Area the whole room Targets: On the trap's initiative, the poison level in the room rises. Raising the poison fog has the following effects each round. Round 1—No effect on Medium creatures. Small creatures are slowed. Round 2—Medium creatures are slowed. Small creatures are dazed. Round 3—All creatures are dazed. Round 4—The chapel is completely filled with fog. All creatures must make an Endurance check (DC 23) or lose a healing surge. Countermeasures ♦ An adjacent character can delay the trigger as an immediate reaction with a DC 18 Thievery check. ♦ An adjacent character can stop the door from swinging shut as an immediate reaction with a DC 23 Thievery check. This causes the room to fill with smoke in twice as many rounds, using the round 1 result on round 2, the round 2 result on round 4, and so on. ♦ An adjacent character can insert a magical ring into the slot in the southeast corner to open the stone wall. ♦ An adjacent character can try to force the entry door with a DC 23 Strength check. ♦ An adjacent character can stem the flow of the fog into the room for 1 round by holding the pew doors shut with a DC 18 Strength check. For each round that the pew is held closed, poison still seeps out but at a slower rate. For every 3 rounds of being closed that accumulates, the poison level raises one level as though a round had passed. ♦ A character can climb the altar steps to double the number of rounds required to effect them (using the round 1 result on round 2, the round 2 result on round 4, and so on). ♦ An adjacent character can insert a magical ring into the slot in the southeast corner. Anything inserted into the slot is destroyed, but the stone door will slide into the floor, ending the trap. ♦ An adjacent character can attack the sealed entrance door to break it open (AC 5; Fortitude 10; Reflex 5; hp 90) ♦ A character on the opposite side of the stone wall can open it with a simple lever pull.

Opalescent Altar Level 12 Minion Trap XP 175 If touched, the altar sends a lightning bolt down the aisle of the chapel, electrifying anyone in the area. If touched a second time, it explodes. Trap: The trap electrocutes anyone standing in the aisle if it is touched by living matter, or explodes if it has already done its lightning attack. Perception ♦ DC 23: The altar has a series of concealed magical runes. Additional Skill: Arcana ♦ DC 23: The character recognizes the nature of the trap. Trigger When living flesh touches the altar, the trap attacks the aisle. After this point, it can be re-triggered by touching it with any object. Attack Immediate Reaction Melee Target: All creatures in the two rows of squares in front of the altar, between the pews. Attack: +13 vs. Reflex Hit: The target takes 4d6 + 5 lightning damage. Miss: Half damage. Effect: The altar glows a fiery red-blue, and the trap changes as follows. Immediate Reaction Area southern half of chapel Target: All creatures in area. Attack: +13 vs. Reflex Hit: The target takes 3d8 + 5 fire damage. Miss: Half damage. Effect: The altar is demolished.

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7. TRAPPED HALLWAY Encounter Level 14 (5,050 XP)

Setup 3 collapsing door pit trap 4 counterweight corridor skill challenges All of the Tomb of Horrors is one massive litmus test to determine the tenacity and ability of the adventurers approaching Acererak's alleged final resting place. Adventurers who have gotten this far might prove to be a serious threat worthy of harsher, more deadly testing.. To that end, he constructed this passage as one of his deadlier means of separating the worthy from the rest—only the highest caliber adventurer will survive a plunge into a pit of magma, so that's exactly what Acererak plans to do. When the PCs get past the pit traps, read: You can hear people singing and laughing, dancing and folk-music... all coming muffled from behind a door at the end of this very, very long hallway. The hall itself is polished alabaster and marble of only the highest quality. Adventurers find the lock to be quite unpickable—it doesn't actually contain a functioning lock mechanism. They can, however, burst down the door with another DC 23 Strength check—causing the sounds of laughter and music to turn into screams and the scattering of feet, a faint orange light fading at the end of the hallway. Characters who move more than 3 squares past the doorway trigger the counterweight corridor skill challenge.

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Features of the Area

Counterwieght Corridor

Trapped Doors: Each door in the corridor is stuck and requires a DC 23 Strength check to open. However, each door is actually the collapsing door pit, described below. Secret Door: The secret door at the bottom of the third pit is only visible to characters who specifically are looking for it—or who fell in anyway. Most adventurers skip past this pit, heading down the counterweight corridor instead.

The counterweight corridor is one of the parts of the tomb that signify it as a meat grinder—when the PCs investigate what sounds like civilized people in the tomb, they'll be tossed down a slippery chute into a pit of lava as soon as they move more than 3 squares past the door.

Collapsing Door Pit Level 16 Minion Trap XP 350 The door collapses under the strain, falling into a 40-footdeep pit filled with poison spikes—and momentum carries you with it. Trap: A 2-by-2 section of the floor behind the door contains a 40-foot-deep pit. Perception ♦ DC 24: The door has been constructed to detach from the door frame if burst open. Trigger The trap attacks when a character pushes through the door without declaring they're preparing for the pit. Attack Immediate Reaction Melee Target: The creature that triggered the trap. Attack: +19 vs. Reflex Hit: Target falls into pit, takes 4d10 damage plus ongoing 5 poison damage (save ends), and falls prone. Miss: Target returns to the last square it occupied and its move action ends immediately. Effect: The door is open and the pit is revealed. Countermeasures ♦ A character who is pushing the door open can declare before the attempt that they avoid stumbling forward into the pit after the push, making a DC 12 Acrobatics check if they succeed on the Strength check. They do not fall into the pit with the door. ♦ A character who makes an Athletics check (DC 11, or DC 21 without a running start) can jump over the pit. ♦ A character can climb out with a DC 19 Athletics check.

Counterweight Corridor Level 13 Skill Challenge XP 800 The corridor throws you to the ground as the entire thing collapses on a hinge, and slides you along its polished surface into a pit of magma. The PCs have triggered a trap, a massive chute leading into a pit of magma. Each PC will have to face his own version of the skill challenge, though they can assist each other (see Special: Actions, below) Complexity 1 (requires 4 successes before 3 failures). Primary Skills Acrobatics, Athletics, Perception Victory The PC makes his way to the top of the chute and has leaped away from danger. Defeat The PC plunges into the pit, dying as soon as he hits the bottom at the end of his turn. Special: Teleportation DC 10 A PC can use a teleportation spell to leave the plunging corridor if he likes. Have him roll a d20, modified by half his level and the teleport distance. A success counts as a success on the skill challenge. If the PC succeeds by 10 or more, he gains an additional success on the skill challenge. The PC teleports closer to safety, though there's still quite a distance to go. Special: Order of Events At the start of the skill challenge, each PC rolls a Dungeoneering check (see below) as their first check in the challenge to notice the trap starting. To finish the challenge, each PC must roll an Athletics check, to leap from the chute and to safety. Special: Actions Each action in the challenge is a move action; this leaves a

minor action and standard action for each PC. Each PC can use a standard action to aid another character, but they can only assist characters with fewer successes than they have. Acrobatics (DC 17; 1 success) The PC clambers up the slippery slope, able to get higher before the grade gets too steep. Athletics (DC 17; 1 success) This skill must be the last skill rolled in the skill challenge. Having made it to the top of the corridor, the PC leaps across the gap to safety. Dungeoneering (DC 17; 1 success) This must be the first skill rolled in the challenge. The PC notices the floor start to shift, and gets a head start on fleeing from the area.

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8. FALSE CRYPT Encounter Level 12 (3,400 XP)

Setup Fake Acererak Escape route skill challenge Most adventurers only watch the path in front of them, ignoring the possibility of there being a second, hidden path, guised by deception. Acererak hopes to only teach this lesson once, using the counterweight corridor trap—but if adventurers haven't learned that lesson at this point, then Acererak hopes to be rid of them quickly, and cleanly. To that end, he created a lich out of a human wizard ages ago, and bound him to the tomb for a single purpose: getting slaughtered by adventurers over and over, unleashing an illusory trap that pretends to crush them all, chasing them out of Acererak's tomb. When the PCs approach the gas cloud, read: Heavy gray smoke fills the passage from here forward. It roils and twists in the air, and there is an obviously supernatural air about it—not even a wisp of the smoke extends up the stairwell, as though against a glass wall. When the PCs open the southern door, read: The fear gas flows explosively out the southern door, almost instantly filling the area with normal air. With the stairwell clear of obscurement, you can see on the floor a lone, silver mace with glowing gold holy symbols carved on its length. Through the door to the south is a thick net of spider webs, past which you can barely see a crowned lich working calmly at bench in his arcane laboratory. 18

Features of the Area Gas Cloud: The cloud is heavily obscured terrain. Any PC in the cloud must hold their breath, or make a DC 22 Endurance check to be forced to flee from the cloud as quickly as possible (save ends). Mace: The mace is actually a worthless iron mace, plated with silver. Any character who picks it up senses that it's a +3 radiant mace, as follows. An Insight check (DC 22) reveals the mace enchantment to simply be an illusion. When the fake Acererak dies, the mace shatters and reforms along with him 1d10 days later. Radiant Mace Level 15 This weapon burns with glowing, radiant energy. Lvl 15 +3 25,000 gp Weapon: Mace Enhancement: Attack rolls and damage rolls Critical: +1d6 radiant damage per plus Property: When this weapon is used to deal radiant damage, add its enhancement bonus as an item bonus to damage rolls. Power (At-Will ♦ Radiant): Free action. All damage dealt by this weapon is radiant damage. Another free action returns the damage to normal.

Treasure: The room contains quite the amount of valuables. There's a jade coffer beneath a desk worth 2,500 gp, and contains two potions of vitality. There are sacks tucked on the shelves around the room containing a total of 20 platinum coins, 1,022 gold coins, and 3,980 silver coins. Lastly, there is a map on a shelf showing the location of a magnificent treasure several hundred miles away (a fake). Web: These webs are impossible to destroy by mundane means, and anything that touches them is permanently adhered. Only magical fire can clear the webs—which damages any character or object attached to the webs with equal damage.

Tactics Any character who approaches the workshop where

the lich is hears the fake Acererak bellow “WHO DARES DISTURB THE REST OF ACERERAK? IT IS YOUR DEATH WHICH YOU HAVE FOUND!” just before it attacks. Since the fake Acererak is a lich, it doesn't show any concern for its wellbeing and fulfills as a stand-in for Acererak. It uses frostburn as often as possible, and uses its action point to use second wind when first bloodied. The fake Acererak does, however, fear the radiant mace, since a solid three or four hits can kill it outright—it makes attempts to stay away from any character wielding the weapon. Fake Acererak (Lich) Level 14 Elite Controller Medium natural humanoid (undead) XP 600 Initiative +8 Senses Perception +8; darkvision Necrotic Aura (Necrotic) aura 5; any living creature that enters or starts its turn in the aura takes 5 necrotic damage. HP 218; Bloodied 109 Regeneration 10 (if the fake Acererak takes radiant damage, regeneration doesn't function on its next turn) AC 28; Fortitude 24, Reflex 28, Will 26 Immune disease, poison; Resist 10 necrotic; Vulnerable 50 radiant mace Saving Throws +2 Speed 6 Action Points 1 R Shadow Ray (standard; at-will) ♦ Necrotic Ranged 20; +18 vs. Reflex; 2d8 + 6 necrotic damage. a Frostburn (standard; sustain minor; recharge 56) ♦ Cold, Necrotic, Zone Area burst 2 within 20; +18 vs. Fortitude; 3d8 + 6 cold and necrotic damage. The burst creates a zone that lasts until the end of the fake Acererak's next turn. The zone is considered difficult terrain. Any creature that starts its turn within the zone takes 10 cold and necrotic damage. The fake Acererak can sustain or dismiss the zone as a minor action. Indestructible When the fake Acererak is reduced to 0 hit points, its body crumbles into dust, but it is not destroyed, and the

collapsing tomb challenge begins (though note the party has enough time to loot the room). He reappears (along with its possessions) in 1d10 days within the false crypt. Second Wind (standard; encounter) ♦ Healing The fake Acererak spends a healing surge and regains 54 hit points. He gains a +2 bonus to all defenses until the start of his next turn. Alignment Evil Languages Abyssal, Common Skills Arcana +18, History +18, Insight +13 Str 11 (+7) Dex 12 (+8) Wis 13 (+8) Con 14 (+9) Int 22 (+13) Cha 18 (+11) Equipment gold, gem-encrusted crown (2,500 gp), spellbook (containing Undead Ward, Fool's Gold, Gentle Repose, Detect Secret Doors, Banish Vermin, Brew Potion, and Silence).

Collapsing Tomb Challenge Escaping the tomb in a hurry is no small feat—every trap the party took their time to bypass they will face all at once. Escape Route Level 12 Skill Challenge XP 700 The room begins to shake and dust falls from the ceiling. A tremor shoots from north to south through the tomb, and rocks grind in the ceiling. Hunks of stone start falling, and a rumbling noise begins to grow, and grow... Upon killing the fake Acererak, an illusory tomb collapse will begin to crash fake rocks (and real dust) behind the PCs as they dash from the tomb, quickly moving through each chamber they had formerly gone through. For every round that a PC does not make a skill check for the challenge (such as while in combat), they accumulate a failure. Complexity 1 (requires 4 successes before 3 failures). Primary Skills Acrobatics, Athletics, Perception Victory The PC makes his way out of the tomb alive. Defeat The PC doesn't make it out of the tomb, but lives when he discovers that the tomb isn't actually collapsing—it's all

just been an illusion. Special: Teleportation DC 10 A PC can use a teleportation spell to bypass certain areas. Have him roll a d20, modified by half his level and the teleport distance. A success counts as a success on the skill challenge. The PC teleports closer to safety, though there's still quite a distance to go. Special: Actions Each action in the challenge is a move action; this leaves a minor action and standard action for each PC. Each PC can use a standard action to aid another character, but they can only assist characters with one fewer success than they have. Special: Ending the Challenge (DC 22) Any character who asks to make an Arcana check (to detect magic), Insight check (to detect illusions) or Religion check (think about the fake Acererak) and succeeds on this check can immediately end the challenge for all nearby characters, having realized the falseness of the current situation. Trapped Hallway (Athletics; DC 17; 1 success) The PC climbs up the pit, dodging rocks as they scramble toward safety. Chapel of Evil (Acrobatics; DC 17; 1 successes) A failure closes off access to this skill until this PC manages to succeed, likely accumulating failures for the rest of the party. The PC manages to wriggle through the quaking, writhing dirt crawlway all the way to the hall of spheres. Hall of Spheres (Insight; DC 22; automatic failure) This check is required if the party does not know where the secret tunnel to area 4 is. Once the exit is found, it is found for all party members. The PC runs his hands along the wall until he finds a sphere which leads to a way out. Hall of Spheres (Acrobatics; DC 17; 1 success) A failure closes off access to this skill until this PC manages to succeed, likely accumulating failures for the rest of the party. Regardless, the character takes 3d10 falling damage (see the rules for Acrobatics on reducing falling damage). The PC crawls through the narrow tunnel to the forsaken prison, falling a steep drop. Forsaken Prison (Perception; DC 22; automatic failure)

This check is required if the party does not know where the secret tunnel to area 3 is. Once the exit is found, it is found for all party members. The PC find a hidden exit in the treasure area, quickly slipping into the tunnel and making his escape. Forsaken Prison (Acrobatics; DC 17; 1 success) A failure closes off access to this skill until this PC manages to succeed, likely accumulating failures for the rest of the party. The PC squirms into the pit trap in the tomb entrance—he's almost out completely. Tomb Entrance (Perception; DC 12; automatic failure) This check is only required if the party did not have the foresight to mark the traps in area 3. On a failure, the PC falls into a random pit trap. The PC dodges around the pit traps at the tomb entrance as slabs of rock slam into the ground behind him, and he breaks into the sunlight, alive and whole.

Aftermath Since some parties might be convinced that they have just cleared the Tomb of Horrors, the DM should ask them if they thought the dungeon was too hard. Of course, most divination spells will reveal that the tomb is still intact—as is Acererak. In this case, the party might simply return to the tomb, and pick up where the left off (assuming they didn't abandon it long enough for the creatures within to restore the tomb to full condition).

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9. EMBALMING LAB Encounter Level 12 (3,500 XP)

Setup 4 bloodrots (B) 1 acid vat trap 1 spiked pit trap What was once one of Acererak's many laboratories for the religious preservation—and perhaps, reanimating—of his most trusted servants, this embalming lab has been transformed into more of a bump in the road, a way of wearing down a party and keeping them busy, rather than an actual dangerous trap. Of course, this area is easily bypassed entirely— and Acererak counts on adventurers to fail by just that measure of sloth, ignoring the golden key hidden in pieces through the room that is required for them passing through the entire tomb. When the PCs enter the laboratory, read: Shelves line the walls, and each shelf is stuffed with jars, vials, linen wrappings, herbs, oils, perfumes, and glass bottles filled with colorful liquids. A lone mummified hand, herbs, bones, and skulls are scattered about on the vats and coffins in the chamber. Clay pots, urns, and rolls of linen are strewn around the floor. In the center of the room are three large vats, each easily big enough to fit an entire person within. When the PCs touch the bloodrot vat, read: The surface of the gray liquid explodes outward, as a gigantic blood-red glob of jelly raises itself out of the vat, splitting into four distinct globs that all sprout thick, heavy tendrils.

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When the PCs approach the spiked pit, read: This long pit, far too long to merely jump over, is only ten feet deep. Short spikes, about a foot long, extend a foot high from the bottom in tight, dense rows—one every foot or so.

Tactics The bloodrots waits in its vat until prey touches the surface of the liquid, then they strike, attempting to grab a target to drain off its blood.

Features of the Area Coffin: These coffins can provide cover if a character is prone behind them. Shelves: These shelves can be moved 1 square with a DC 21 Strength check, or alternatively toppled on an adjacent enemy with a Strength attack vs. Reflex for 3d6 + 5 damage. The southern shelving must be moved before the secret door can be found. Spiked Pit: It is trivial for any character to jump into the pit, and walk across it, without being affected by the relatively short spikes. However, when a character steps onto the last square of the pit, the spiked pit trap activates. Vat: These vats provide cover. They contain gray liquids, all three feet deep. The northern one contains dirty water, the middle one contains an acid which deals 5 acid damage to anything that gets significant exposure to the liquid, and the last one contains a gray ochre jelly which attacks if disturbed. Concealed within the gray murkiness of the middle and southern vats are two halves of a golden key. Bloodrot Level 13 Brute Medium natural animate (blind, ooze, undead) XP 800 Initiative +11 Senses Perception +9; tremorsense 10 HP 163; Bloodied 81; see also split AC 26; Fortitude 27, Reflex 26, Will 24 Immune disease, gaze, poison; Resist 15 acid

Saving Throws +2 Speed 5, climb 3 Action Points 1 M Blood Tendril (standard; at-will) +14 vs. Reflex; 2d8 + 5 damage, and the target is grabbed; see also bloodsqueeze. M Bloodsqueeze (standard; at-will) Targets a creature grabbed by the bloodrot; 2d8 + 5 damage (no attack roll is required). m Taint (minor; recharge 56) ♦ Necrotic +14 vs. Fortitude; 3d6 + 7 necrotic damage, and the target loses a healing surge. Split (when first bloodied; encounter) The bloodrot splits into two Medium individuals, the second one occupying a space adjacent to the original creature. Each of the two creatures has hit points equal to one-half the original's current hit points. Both creatures act on the original creature's initiative count. Effects applied to the original bloodrot do not apply to either of the individuals after the split occurs. A bloodrot can't split if reduced to 0 hit points by the attack that bloodied it. If out of combat for 5 minutes, the two halves combine back into one bloodrot, which has hit points equal to the combined value of the two halves. Alignment Unaligned Languages — Str 19 (+10) Dex 21 (+11) Wis 17 (+9) Con 23 (+12) Int 1 (+0) Cha 1 (+0) Spiked Pit Level 10 Minion Trap XP 500 Hundreds of spear-like spikes will launch out of this pit if activated, turning anything in or near it into a pincushion. Trap: A 2-by-8 pit, 10-feet deep, contains spikes which launch upwards when activated. Perception ♦ DC 15: The spikes appear to have gaps between the blades and the floor.. Trigger The trap attacks when a character steps onto the final square of the pit's edge. Attack Immediate Reaction Area Target: Creatures in or adjacent to the pit.

Attack: +13 vs. AC Hit: Target takes 3d8 + 5 damage. Miss: Half damage. Countermeasures ♦ A character who makes a successful Athletics check (DC 20) can jump over the triggering squares and grab hold of the pit wall without falling. ♦ An adjacent character can disable the trap with a DC 20 Thievery check (standard action). That triggering tile becomes safe.

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10. AGITATED ROOM Encounter Level 13 (3,925 XP)

Setup Agitated room hazard 2 asp swarms (A) 2 living tapestries traps Trapped false door Acererak's tomb was built to weed out the inferior adventurers, since his machinations require only the best souls to be trapped by his construct at the end of the dungeon. And one trait he wants to weed out is the adventurers who are unwilling to stand on their own... sometimes literally. When the party comes to a room that wants to force them to their knees, they have a choice—stand on their own power, or collapse to their knees and stay down. Either way, Acererak doesn't care—it's coming to depend on the good fortunes of your environment, like grabbing hold of the tapestries in this area to keep standing, that he decides needs punishing. When the PCs enter the laboratory, read: Rotted sofas, several thronelike chairs, small tables, braziers, vases, and tended, chipped, even broken urns lie in disarray about the chamber, as if purposely tumbled and looted. Only the tapestries, featuring weed-grown rocks and greenish scenes of undersea life, seem to have escaped such rough treatment.

Features of the Area Junk: The junk of the room is difficult terrain. After the encounter, any treasure slots assigned to this room can be found with a DC 23 Perception check, 22

buried or locked in a chest, at the DM's option. Tapestries: One of these tapestries conceals a hidden door. The details of the tapestries are listed below. False Door: The false door on the eastern section of the room is designed to lure the characters to dart across the room, through the rubble, while being bitten by asps—only to be stabbed in the chest by a large spear.

Tactics While the asps in this chamber are just as docile and prone to ignoring adventurers as the ones in the forsaken prsion, if a party member enters the agitated room, the trap will toss all of the snakes into the air, causing them to become angry and attack whoever they can find. And while they aren't necessarily intelligent, their sense of smell is good enough to make sure that they never approach within 2 squares of the tapestries on the walls. Asp Swarm Level 12 Brute Medium natural beast (swarm) XP 700 Initiative +10 Senses Perception +6; darkvision Swarm Attack aura 1; the asp swarm makes a basic attack as a free action against each enemy that begins its turn in the aura HP 145; Bloodied 72 AC 25; Fortitude 23, Reflex 25, Will 25 Resist 10 poison, half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks Speed 6, climb 6 M Venomous Swarm (standard; at-will) ♦ Poison +15 vs. AC; 2d6 + 4 damage, and ongoing 5 poison damage (save ends). Alignment Unaligned Languages — Skills Stealth +15 Str 12 (+7) Dex 19 (+10) Wis 10 (+6) Con 15 (+8) Int 2 (+2) Cha 14 (+8)

Trapped False Door Level 10 Minion Trap XP 125 This door has a spring launch mechanism. Opening the door spikes a spear out at whoever is standing near it. The spear retracts and resets if the door is closed again. Trap: When the trap is triggered, a spear launches at any creature standing in front of the door. Perception ♦ Characters can't use Perception to detect this trap. Trigger When a creature opens the door, the trap attacks. Attack Immediate Reaction Melee 1 Target: The creature who triggered the trap. Attack: +15 vs. AC Hit: The target takes 5d8 damage. Miss: Target shifts 1 square away from the door. Countermeasures ♦ An adjacent character can trigger the trap with a DC 15 Thievery check (standard action). The spear misses. ♦ An adjacent character can disable the trap with a DC 20 Thievery check (standard action). The door becomes safe. ♦ The trap only resets if the door is closed. Living Tapestries Level 13 Lurker Trap XP 800 These brown and green tapestries will react violently if torn or attacked—not that it's easy to figure that out. Trap: When the hazard activates, a wave of green slime and brown mold fill the area where the tapestries were. Perception ♦ DC 17: The character notices that the brown and green fabrics are all one piece of intergrown living material. Additional Skills: Dungeoneering, Nature ♦ DC 22: The true nature of the tapestries are revealed. Trigger When the tapestries are torn in any way, the trap activates. The tapestries are torn by a character using them to avoid falling prone from the agitated room trap. Attack Immediate Reaction Melee 1 Target: The triggering creature Attack: +16 vs. Reflex Hit: 4d8 + 6 acid damage.

Effect: The living tapestries create a zone that will last until the end of the encounter filled with green slime. Any creature that enters or starts its turn in the area takes 3d10 + 6 acid damage. Countermeasures ♦ Handling the tapestries gently—such as carefully removing them from the ceiling and handling them in a way that wouldn't tear a normal piece of frail cloth doesn't activate the trap. ♦ If a character burns the tapestry, the trap attacks all adjacent squares and disintegrates: +16 vs. Fortitude; 4d6 + 10 cold damage. Agitated Room Level 13 Obstacle Hazard XP 800 The floor of the room tosses its contents about in a constant flurry of movement, scattering the junk on the floor. Hazard: The entire room is set to toss and knock down any character who dares stand in it. Perception ♦ DC 17: The character notices all of the junk on the floor appears to be facing roughly the same direction, as if tossed on a platter. Trigger The room attacks on the highest character initiative, so long as there are PCs in the area. Attack Opportunity Action Area the entire room Target: Creatures in the area Attack: +14 vs. Reflex Hit: 2d10 damage, the target slides 1 square and falls prone. If the creature is already prone, it takes no damage but its turn ends immediately. Countermeasures ♦ With a DC 22 Acrobatics check and a move action, a character can avoid the trap on its next attack. ♦ A character can grab hold of a tapestry to remain standing, automatically avoiding taking damage or falling prone (or so they think; see the living tapestries trap).

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11. HALL OF SECRETS Encounter Level 12 (3,550 XP)

Setup 1 false floor pit trap 2 trapped false door traps 1 sleeping corridor trap

Acererak has always had a penchant for rewarding bravery... but too much bravery can eliminate chances for survival. Eventually, the party must learn that behind every door is, potentially, instant death, and behave appropriately. Of course, patience, altruism and kindness are also the virtues Acererak hopes to acquire through the tomb's machinations. To that end, he has captured a siren—a beautiful, winged woman—and she can only be released if the party chooses to free her over a bounty of treasure. When the PCs enter the siren's chamber, read: The room is obscured with silver mist, with gold fog streamers. Barely visible in the center of the chamber, on a raised platform, is a naked, winged woman, sitting with a large bag on her lap.

Features of the Area Northern One-Way Door: The one-way door at the northern section of the map is built of impenetrable adamantine, but has three vertical slots at waist height. If three swords are inserted into it, it opens and closes 5 rounds later. Secret One-Way Door: This door is only marked as a secret door—in fact, a door frame and wooden door are clearly visible. However, when they are opened, the PCs see only a blank brick wall. 24

This wall is the secret door, requiring a DC 21 Perception check to locate and open. Trapdoor: This trapdoor requires a DC 21 Perception check to locate, leading into the tunnel shown on the map. False Floor Pits: Only the floor pit at the intersection of the corridors is active at first—the other activates if the PCs open any of the three doors near the pit. Siren: The siren will converse with the PCs, ask about their successes in the tomb, but she has no information of her own to provide. If they touch the bag on her lap, she disappears; if they ask her to go with them, the bag disappears and she proves a loyal follower and friend to her death. The bag contains 10 platinum coins, 900 gold coins, and 1,000 silver coins. Sleeping Corridor Level 12 Warder Trap XP 700 A cloud of sleeping gas washes over the corridor, knocking out everyone in its path. Trap: When the trap is triggered, a gas washes over the corridor, and activates the stone juggernaut. Perception ♦ DC 22: A check of this result allows a PC to realize that they feel slightly fatigued near the door's entrance. Trigger When a creature opens the door, the trap attacks anyone in the passage immediately south of the gas, which also activates the stone juggernaut trap, below. Attack Immediate Reaction Melee 1 Target: Characters in the passage south of the sleeping gas. Attack: +14 vs. Fortitude Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends). Miss: The target is slowed (save ends). Stone Juggernaut Trap

Level 15 Elite Blaster XP 2,400

When triggered, a huge creature resembling a stone elephant balancing on a giant stone rolling pin emerges from the sleeping gas, mindlessly beginning to roll down the passage, crushing everything in its path. Trap: When the sleeping corridor trap is activated, a stone juggernaut begins rolling down the passage, and it twists and turns until it meets the one-way door to the south of these corridors. Perception ♦ Characters cannot use Perception to detect this trap. Initiative +4 Trigger When a creature opens the door, the stone juggernaut moves down the corridor toward the one-way entrance on its initiative. Attack Standard Action Area trample attack in squares entered by the stone juggernaut Trample: Each turn, the stone juggernaut shifts 8 squares and enters enemies' spaces. The stone juggernaut can end its move in an occupied space. Creatures in the juggernaut's space at the start of their turn have cover and can act normally. When it enters an enemy's space, the stone juggernaut makes a trample attack. If a creature enters a square of the juggernaut's space, the juggernaut makes a free trample attack. Trample Attack: +17 vs. Reflex Hit: 3d10 + 6 damage, and the target is knocked prone. If the target is unconscious, the stone juggernaut coup de grace's the target as part of its trample instead of dealing normal damage. Miss: Half damage, and the target is not knocked prone. Countermeasures ♦ A character adjacent to the stone juggernaut can stop it with a DC 25 Athletics check. This provokes a trample attack, and the character's Athletics check fails if the stone juggernaut's trample attack hits. ♦ An adjacent character can attack the juggernaut to try and break it before it hits the party (AC 4; Fortitude 12; Reflex 4; hp 80) ♦ An adjacent character can delay the trigger with a DC 24 Thievery check as an immediate interrupt. False-Floor Pit Trap

Level 9 Minion XP 100

A covered pit is hidden in the corridor. Flagstones are built on a rotating axis, rigged to drop a creature into a 50-footdeep pit before slamming back to its concealed position. Hazard: A 2-by-2 section of the floor hides a 50-foot spiked pit. Perception ♦ DC 20: The character notices the false stonework. Trigger The trap attacks when a creature enters one of the trap's four squares. Attack Immediate Reaction Melee Target: The creature that triggered the trap. Attack: +12 vs. Reflex Hit: Target falls into pit, takes 5d10 damage plus ongoing 5 poison damage (save ends), and falls prone. Miss: The target returns to the last square it occupied and its move action ends immediately. Countermeasure ♦ An adjacent character can trigger the trap with a DC 9 Thievery check (standard action). The trap swings open briefly, then shuts. ♦ An adjacent character can disable the trap with a DC 20 Thievery check (standard action). The floor becomes safe. ♦ A character who makes an Athletics check (DC 11, or DC 21 without a running start) can jump over the pit. ♦ A character can climb Athletics checks (DC 20) as a move action. Since the pit is 10 squares deep, and most characters climb at one-half their speed, it might take several rounds for someone to escape a pit. Trapped False Door Level 10 Minion Trap XP 125 This door has a spring launch mechanism. Opening the door spikes a spear out at whoever is standing near it. The spear retracts and resets if the door is closed again. Trap: When the trap is triggered, a spear launches at any creature standing in front of the door. Perception ♦ Characters can't use Perception to detect this trap. Trigger When a creature opens the door, the trap attacks. Attack Immediate Reaction Melee 1

Target: The creature who triggered the trap. Attack: +15 vs. AC Hit: The target takes 5d8 damage. Miss: Target shifts 1 square away from the door. Countermeasures ♦ An adjacent character can trigger the trap with a DC 15 Thievery check (standard action). The spear misses. ♦ An adjacent character can disable the trap with a DC 20 Thievery check (standard action). The door becomes safe. ♦ The trap only resets if the door is closed. Siren Level 12 Controller Medium fey humanoid XP 700 Initiative +10 Senses Perception +10; darkvision HP 114; Bloodied 57 AC 26; Fortitude 20, Reflex 24, Will 26 Immune charm, Speed 6, fly 6 M Dagger (standard; at-will) ♦ Charm +20 vs. AC; 1d4 + 7 damage. r Charming Song (standard; at-will) ♦ Charm Ranged 10; +16 vs. Will; the target takes a -2 penalty on attack rolls against the siren (save ends). Failed save: the target cannot attack the siren, and melee or ranged attacks against the siren automatically hit the target instead if it is adjacent to the siren. The effect lasts until the siren or one of its allies attacks the target or until the siren dies. If the target is still under the effect of this power at the end of the encounter, the siren can sustain the effect indefinitely by singing to the target once per day. The siren can affect only one target at a time with its charming song. r Song of Control (standard; at-will) ♦ Charm Ranged 10; +16 vs. Will; the target is dominated until the end of the siren's next turn. Alignment Good Languages Elven Skills Athletics +11, Nature +15, Stealth +15 Str 11 (+6) Dex 18 (+10) Wis 19 (+10) Con 10 (+6) Int 15 (+8) Cha 22 (+12)

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12. THRONE ROOM Encounter Level 12 (3,500 XP)

Setup Gem of cursed wishing Tomb mummy guardian Cursed crown puzzle Acererak was once a very powerful, vain spellcaster who considered himself a king; he makes sure that anyone who manages to venture into his throne room sees it. However, just because the party has arrived closer to Acererak's actual nature and original furnishings, doesn't mean they should be any less on their guard. When the PCs enter the throne room, read: This broad stone chamber is filled with pillars every five feet, which seem decorative since they are unneeded to support the building. The walls have been painted with frescoes of tieflings and devils working side-by-side as tyrants over a human populace... and to the south, there is a raised dais with a throne, over which the fresco turns into a massive painting of a grinning cambion lich, obviously filled with satisfaction in his power. On the throne itself is an extremely valuable looking scepter and crown. Directly in front of you on the ground is a blast area, where a number of charred bones and skulls radiate around an empty area. There is quite a bounty of adventuring gear, weapons, and coinpurses amongst the burnt debris. When the PCs approach the throne, read: A stark black dais holds an obsidian throne inlaid with silver and decorated with ivory skulls. A crown and scepter rest upon the throne. The crown is 26

golden, while the scepter has a silver end, and one of gold. When the PCs enter the east antechamber, read: A large wooden sarcophagus rests upon a low stone table. Broken and looted chests, urns, and coffers are scattered about on the floor

Features of the Area Ceiling: The ceiling of this room is 30 feet high. Charred Remains: This large section of ground houses the charred remains of the last adventurers to brave the tomb. The treasure parcel for this area is among the bodies, as well as the gem of cursed wishing—which appears to only be a huge, well-cut jacinth, easily worth 5,000 gp, if not more. Crown and Scepter: The crown is listed below as a magic item—in fact, while the scepter is the specific key to several magical effects (to the throne, and the crown), it is itself not magical. Characters in possession of the crown and scepter outside of the tomb will be plagued by mummies

until they are returned to at least the hill. Pillars: Any character who touches a pillar is affected by a curse that levitates them until they bounce gently against the ceiling. Remove Affliction can drop a character back to the ground—however, over the course of a short rest, floating characters will drift either northwest or northeast (whichever is closer) into the mouth of the green or blue devil faces (respectively) described below, unless otherwise

stopped. The pillars provide cover from any character not adjacent to them, and for any character adjacent but diagonal on the grid from them. Blue Devil Face: A mosaic of the devil face at the tomb entrance, except in blue, is high toward the ceiling. Any character who drifts within 1 square of this corner of the map (while levitating) will be sucked into the face and deposited in the prison area of room 13. Green Devil Face: A mosaic of the devil face at the tomb entrance is high toward the ceiling. Any character who drifts within 1 square of this corner of the map (while levitating) will be sucked into the face, and appear at the top of the tomb's hill, with his equipment going to Acererak's crypt. Sarcophagus: The sarcophagus contains an inert, true mummy (not an undead—merely a mummified human). Stuck in its eye socket is a ruby of exceptional quality (worth 5,000 gp). If the ruby is removed, the mummy reanimates as a monster and attacks the party. Throne: The throne conceals (DC 22 Perception check) a silver image of a crown inlaid in the design. If the silver end of the scepter is touched to the silver replica of the crown on the throne, the secret passageway is revealed.

Cursed Crown Puzzle While it presents no active danger to the party, the crown if worn is a potential death trap—characters who touch the crown with the silver end of the scepter while wearing the crown instantly die, and they and their possessions turn into a pile of dust. It should be made clear when the items are first introduced that the crown is gold, the scepter is gold on one end and silver on the other, and any character who searches the throne with a DC 21 Perception check finds the silver picture of a crown—but there should be no other clue-giving by the DM. Through

this, the party should be able to divine on their own that touching silver things with the silver end of the scepter reacts positively—and touching gold things with the gold end also does positive things.

Crown of Gold

Level 14

This simple gold crown is little more than a circlet. Item Slot: Head 4,400 gp Property: Gain darkvision within area 12 of the tomb, as well as immunity to the pillar effect, but blindness anywhere else. Curse: The crown can only be removed if the scepter touches it first. The wearer receives no information regarding how to touch the crown to the scepter—if they touch it with the silver end, the wearer instantly dies, if they touch it with the gold end it can be removed without trouble. Gem of Cursed Wishing Level 12 Minion Trap XP 1,400 This large crystal glows a bright, angry orange once someone has made a wish with it, and it builds up heat for a massive explosion even as it fulfills the wish—to the best of its evil ability. Trap: When the trap is triggered, a wish is granted in the most sadistic way possible, at the same time that the crystal itself explodes. Perception ♦ Characters who use a short rest to examine the gem find out only that it grants any wish spoken out loud while being held, once per week. Trigger The trap activates when someone holds it up and makes a wish with it. Attack Immediate Reaction Close burst 1 Target: Creatures in the effected area. Attack: +15 vs. Reflex Hit: The target takes 10 ongoing fire damage, is pushed 3 squares, knocked prone, and dazed (save ends). Miss: Half damage, and the target is pushed 1 square and knocked prone. Effect: The gem will grant any wish requested of it, but at the very least it will twist around the wish to cause only

torment to the wisher and anyone mentioned in the wish, and at its worst it will completely cast the intent and wording of the wish aside to cause havoc. For instance, wishing for protection of everyone in the town of Fallcrest might cause everyone in town to become encased in stone sarcophogi—very effectively protecting them indeed. Wishing for a powerful magical weapon might create a +1 magical shortsword sticking clean through the wisher's lungs. In any case, the typical damage dealt by one of these wishes is about 30 damage. The wish might create magnificent, far-reaching effects (up to DM purview), but generally, they are all negative—or their positives are minimized. In the above example, a “powerful magic weapon” is granted in the form of a +1 magic shortsword through the chest—which, even if it didn't kill, is still the weakest form of magic weapon avail Tomb Mummy Guardian Level 12 Brute Medium natural humanoid (undead) XP 700 Initiative +6 Senses Perception +10; darkvision Despair (Fear) aura 5; enemies within the aura take a -2 penalty to attack rolls against the tomb mummy guardian HP 150; Bloodied 75 Regeneration 10 (if the tomb mummy guardian takes radiant damage, regeneration doesn't function on its next turn) AC 24; Fortitude 22, Reflex 20, Will 21; see also despair above Immune disease, poison; Resist 5 necrotic; Vulnerable 5 fire Speed 5 M Rotting Slam (standard; at-will) ♦ Disease, Necrotic +15 vs. AC; 2d8 + 4 necrotic damage, and the target contracts level 12 mummy rot Alignment Unaligned Languages Common Str 18 (+10) Dex 16 (+9) Wis 14 (+8) Con 20 (+11) Int 8 (+5) Cha 18 (+10)

27

13. CELL OF DESPAIR Encounter Level 13 (4,000 XP)

Setup 8 crossed swords and shields (S) Acererak's prison, with a supply of fresh, harmless water, exists to keep characters alive long enough to starve to death in the northernmost chamber. The area has been enchanted so that all of the war trophies on his walls will animate and attack anyone either trying to enter the prison from the south—or, of course, trying to escape it. There are no locked doors in the area, only brutal slaughter. When the PCs enter the prison area, read: Water spills from a large basin and flows off onto a sodden floor strewn with decayed bones and rotting equipment. Hieroglyphs are carved into the face of the northern wall. A number of skeletons of former adventurers, their gear strewn through the area, can be found here. When the PCs approach the open area, read: This broad stone chamber contains many martial war decorations, which consist of crossed swords over round shields. Sections of the floor, by the entrances and exits, are covered with five-foot-wide rune tiles, and the faint sound of running water comes from the north.

Features of the Area Skeletons: Any treasure parcels for this room can be found amongst the bodies in the northernmost area of the cell of despair. Fountain: Strewn in the bottom of the fountain 28

and amongst the bones immediately surrounding it are piles of goods. This is the best place to insert any treasure parcels for this area. Rune Floor: These floors are absolutely meaningless, merely a distraction to keep players occupied from their already dangerous trek across the room. Hieroglyphs: Anyone who can translate the Supernal writing will find the following words: “You who dared to violate my tomb now pay the price. Stay here and die slowly of starvation, or open and enter the door to your south where certain but quick death awaits—whichever you choose, know that I, Acererak the Eternal, watch and scoff at your puny efforts and enjoy your death, heroes.”

Tactics If the room is entered by any creature from the south, one set of swords and shield will fly off the wall, attacking the character. One additional set will fly off the wall for each additional character. The count will continue if the character flees the chamber and enters again—if one creature enters, summons forth a set of swords and shield, flees, and comes back, two sets will be summoned forth. If any character passes through the doorway to the north, all of the swords and shields attack at once, but cease their assault once the character flees. 8 Crossed Swords and Shields Level 10 Skirmisher Small natural animate (construct) XP 500 each Initiative +11 Senses Perception +12; darkvision HP 109; Bloodied 54 AC 24; Fortitude 23, Reflex 22, Will 20 Immune disease, poison Speed fly 7 (hover); see also elusive swift M Bleeding Slash (standard; at-will) ♦ Weapon +15 vs. AC; 1d8 + 5 damage, and ongoing 5 damage (save ends). m Dancing Swords (standard; at-will) ♦ Weapon

Must be flanking target with another crossed sword and shield; +13 vs. Will; the target is dazed (save ends both). Combat Advantage A crossed sword and shield deals 1d6 extra damage on attacks against any target it has combat advantage against. Elusive Shift (move; at-will) The crossed sword and shield shifts 2 squares. Enemies lose combat advantage against the crossed sword and shield and cannot regain combat advantage against it until the start of its next turn. Alignment Unaligned Languages — Skills Stealth +14 Str 17 (+8) Dex 18 (+9) Wis 15 (+7) Con 21 (+10) Int 1 (+0) Cha 1 (+0)

Aftermath Once the animated swords have been defeated, the party can make use of all the gear in the northern area— enough to equip any party members who have been stripped of gear with mundane gear. Of course, there are also some other treasures, depending on what the DM has assigned to this chamber as a treasure parcel.

Encounter Level 11 (2,950 XP)

(DC 21 Perception to notice). The door has a hemispherical concavity inlaid with gold, with a bronze keyhole for a cylindrical key.

Setup

Features of the Area

14. FALSE TREASURY 1 blood-filling chamber trap 1 toxic fume hazard Door opening puzzle 1 fire archon emberguard (A) Acererak enjoys a good practical joke as much as the next half-devil demilich, especially if he's on the giving end. Most adventurers who arrive at this treasury believe they've hit the motherlode: unfortunately, collecting the coins in this area is mostly a waste of time and effort. But before leaving the room is a potentially much more dangerous and morbid sort of joke: trying to cut down the fleshlike mithral wall could either drown or poison Acererak's foes, or at least distract them while the fire archon in the room tries to kill them. When the PCs enter the area, read: The steps, wall, and ceiling of this treasury are each apparently forged of a separate precious ore or semiprecious metal. A cylindrical bronze key lies unattended on one of the steps. A silvered ceiling reflects a grand room with inlaid ivory and gold tiled walls and a polished agate tiled floor. A hulking black iron demonic sculpture rests in each corner of the chamber, each bearing a distinctive weapon. In addition, the chamber contains a gold filigreed bronze urn from which issues a thin stream of smoke, a massive pile of gold and platinum coins, and a crushed granite sarcophagus which is plainly inscribed with the name 'ACERERAK', written in some sort of silvery metal. The northwestern statue hides a hidden mithral door

Treasure Pile: This pile of treasure counts as difficult terrain. It looks to be made of gold, silver, and platinum coins, and if counted is worth 22,200 gold in 2,200 platinum coins, 20,900 gold coins, and 11,100 copper coins. In fact, each coin is enchanted to look a grade higher so long as the coins are within 13 miles of the tomb—it's worth 4,400 gp with 2,200 gold coins, 20,900 silver coins and 11,100 copper. Moving the coins will prove difficult, since the pile is 684 pounds, and is enough coins to fill two chests, four sacks, or two crates. Antimagic Field: Powers from the arcane and divine power sources take a -2 penalty to all attacks made in the area, and deal half damage. Bronze Key: The bronze key is cylindrical, and is enchanted so that any character who picks it up is attacked: +14 vs. Will; the target drops the key and has an irrational fear that prevents them from ever coming within 1 square of the key ever again. Bronze Urn: If the stopper to this urn is removed, a fire archon will come forth. If the urn is battered, knocked about, shaken, overturn, and so on before the stopper is removed, the archon will be in a rage and attack—otherwise, it will thank the party and offer them three services within its power before it departs. Granite Sarcophagus: This huge outer shell has been shattered in and crushed, filled with bits of bones, broken jewelry, torn robes, and the pieces to a former staff of the magi. The only thing of worth in the sarcophagus is the lettering, made of platinum (worth 1,000 gp if pried out). A shattered skull will roll out of the contents are examined. Iron Statues: If western statue is moved (DC 21 Strength check), the western one reveals a concealed mithral door in the extravagant walls.

Mithral Doors: The details of how to open this door are included in the blood-filling chamber trap. The lock isn't actually mechanical, but magical, and can't be picked. If it's nicked or scratched, it shows a blood red tint; if cut, the blood-filling chamber trap begins. Blood-Filling Chamber Level 11 Elite Blaster Trap XP 1,200 When the door is slashed with a blade, the spot where the wall was struck begins to spew a fountain of blood into the room. Trap: The sealed chamber fills with blood when the mithral door is struck. Perception ♦ DC 21: The door turns blood-red if struck, and bleeds slightly if nicked. Initiative +2 Trigger The trap is triggered when a character deals damage to the wall with some sort of slashing weapon. Roll initiative. On the trap's initiative, the blood begins to pour from the slice in the wall. Attack Standard Action Area the whole room Target: On the trap's initiative, the blood level in the room rises. Raising the blood has the following effects each round. Round 1—No effect on Medium creatures. The room is considered difficult terrain for Small creatures. Round 2—The room is difficult terrain for Medium creatures. Small creatures must swim. Round 3—All creatures must swim. Round 4—The room is fully filled with blood. All creatures are considered to be swimming underwater. Countermeasures ♦ An adjacent character can delay the trigger with a DC 21 Heal check. ♦ An adjacent character can put the scepter from room 12 into the mithral door's key hole. The gold ball opens the door, while the silver end will teleport the holder to the top of the tomb's hill and their equipment to room 15. Inserting either the gold or bronze key deals 3d8 + 5 electricity damage and 4d10 + 5 electricity damage

29

(respectively) to the key wielder. ♦ An adjacent character can stem the flow of the blood into the room for 1 round by holding the wound's edges shut with a DC 21 Strength check. For each round that the wound is held closed, blood still flows in but at a slower rate. For each round that the wound is held closed, the blood does not rise. For every 3 rounds of being closed that accumulates, the blood rises one level as though a round passed. ♦ Cold powers to the door stops the flow of blood for 3 rounds. Fire powers to the blood or door cause the blood to begin boiling into a toxic gas (see toxic fumes hazard, below) ♦ It will take two healing surges worth of healing powers to make the door stop bleeding. The Heal skill doesn't work for this effect. This doesn't remove the blood already in the room. Toxic Fumes Level 10 Blaster Hazard XP 500 When this magical blood is ignited, it explodes violently into a plume of toxic fumes that fill the chamber. Hazard: When the hazard is triggered, the room is attacked by a toxic fume once. Perception DC 20: The character senses that this blood seems oddly light, dry, and potentially flammable. Characters automatically sense the danger if the archon is free; flecks of blood strike it and turn into foul-smelling greenish smoke. Trigger The toxic fumes rolls initiative if the blood is attacked by any sort of fire damage. It rolls initiative and attacks each round on its turn. Attack Standard Action Area the room Targets: Creatures in area Attack: +11 vs. Fortitude Hit: Ongoing 10 poison damage (save ends). Miss: Ongoing 5 poison damage (save ends). Fire Archon Emberguard Level 12 Brute Medium elemental humanoid (fire) XP 700 Initiative +12 Senses Perception +13

30

Ember Cloud (Fire) aura 1; any creature that begins its turn in the aura takes 5 damage. HP 151; Bloodied 75 AC 24; Fortitude 21, Reflex 22, Will 18 Immune disease, poison; Resist 30 fire Speed 8 M Greataxe (standard; at-will) ♦ Fire, Weapon +13 vs. AC; 1d12 + 3 damage (crit 2d12 + 15) plus 1d10 fire damage. m Immolating Strike (standard; recharge 456) ♦ Fire, Weapon +13 vs. AC; 1d12 + 3 damage (crit 2d12 + 15) plus 1d10 fire damage, and ongoing 5 fire damage (save ends). Alignment Chaotic evil Languages Primordial Str 17 (+9) Dex 22 (+12) Wis 14 (+8) Con 21 (+11) Int 14 (+8) Cha 12 (+7) Equipment plate armor, greataxe

Aftermath It is here that the party can finally make their way into Acererak's true crypt. After having opened the mithral door, the party can make a simple Perception check (DC 21) to find a trapdoor, leading down into Acererak's tomb. However, the trap door is impenetrable to anything but being opened by the golden key.

15. ACERERAK'S CRYPT Encounter Level 15 (6,400 XP)

Setup 1 Acererak construct (A) Crushing tomb 1 Cadaver golem (G) Acererak's actual tomb is a more traditional crypt, sealed away with traditional brick and mortar, protecting Acererak's bones from adventurers—or the other way around. The entire area is described as one piece, though there are several antechambers on the map. It is up to the DM discretion to describe the frescoes and nature of each area. When the PCs enter the tomb passage, read: At the bottom of the staircase is a simple, narrow stone hallway with no visible doors, 20 feet long and 10 feet wide. It has an arched ceiling with a 25 foot peak, and there is a small depression a few inches deep and two feet wide in the center of the floor, with a keyhole in its center. The map below has the keyhole drawn on the map as a black dot at the base of the stairs, but this is as a reference point: the room the party is in is not on the map. Only by inserting the proper key and turning it properly does this room get crushed into the ceiling (potentially killing party members) and the stairwell then leads to the area drawn below, which has no keyhole.

Features of the Area Altar: The altar in the southern treasure room contains a variety of ancient foodstuffs—long since

molded over cheeses, thousand year old wines (worth 3,000 gp), and stoppered jars with ancient, possibly forgotten, spices. Despite their old condition, it is entirely possible for a hungry (and brave) party to eat their fill off of the altar's supplies. Coffin: The large stone coffin in the northern part of the crypt is covered in a thick layer of dust and bone shards. Sitting on the top of the pile is a gemencrusted skull (the demilich construct). Keyhole: When the golden key is inserted into the keyhole, the key will explode violently, destroying the key: close burst 1; +16 vs. Reflex; 3d10 + 5 fire damage. Miss: Half damage. If the bronze key is inserted in the keyhole, it will only function if turned to the right three times in succession, at which point the floor will shake, and the room will rapidly begin to rise toward the ceiling. All characters in the western half of the hallway must succeed on a DC 19 Athletics check, or be crushed against the ceiling—taking 5d10 damage per round, but a DC 24 Acrobatics check can let them escape once so crushed. When the dust settles, the hallway has been replaced with... an identical hallway, except that when characters search the western wall, a DC 19 Perception check reveals stonework which can be pulled and picked away with 1 hour of labor. Stone Walls: The stone walls in the crypt, marked by rubble, can be destroyed with 1 hour of hard labor by a party of 5 adventurers. Treasure: There are two piles of treasure in the true tomb. It is up to the Dungeon Master to decide how chamber 15's treasure should be distributed between these two piles.

Tactics The skull, while lethal, is not actually a demilich, it is merely a facsimile construct designed to further one of Acererak's greater machinations. The real demilich resides in his Fortress of Conclusion in the

Shadowfell, hoping to merge his consciousness with the fabric of darkness itself... but that is a story for another adventure. If a creature touches the treasure in the room but hasn't touched the skull, dust will rise to form a ghostlike figure, being controlled by Acererak himself, which will threaten the party but will not actually attack. In fact, it cannot attack, and will dissipate after a short rest of ignoring it—but if the party damages it, it solidifies into a cadaver golem. Until it forms, it cannot take damage. If the skull is touched, it rises into the air, unleashing twin rays. It uses soul drain and soul shriveling pulse at each opportunity, positioning itself to target as many creatures as possible. The construct does not fear destruction and fights until eliminated. It does not follow the party out of the crypt. Cadaver Golem Level 12 Elite Brute Large natural animate (construct) XP 1,400 Initiative +6 Senses Perception +5; darkvision HP 228; Bloodied 114; see also assimilate flesh AC 26; Fortitude 27, Reflex 22, Will 25 Immune disease, poison, sleep Saving Throws +2 Speed fly 6; can't shift Action Points 1 M Slam (standard; at-will) Reach 2; +15 vs. AC; 2d8 + 5 damage, and the target is dazed (save ends). m Double Attack (standard; at-will) The cadaver golem makes two slam attacks. m Assimilate Flesh (free, when an adjacent enemy becomes bloodied or is reduced to 0 hit points or fewer; at-will) ♦ Healing Targets the triggering enemy; +13 vs. Fortitude; 2d12 + 5 damage, and the cadaver golem regains 57 hit points. Alignment Evil Languages Common Str 20 (+11) Dex 10 (+6) Wis 8 (+5) Con 22 (+12) Int 12 (+7) Cha 10 (+6)

31

Acererak Construct Level 13 Solo Soldier Tiny natural animate (homunculus, undead) XP 4,000 Initiative +9 Senses Perception +13; darkvision Intruding Terror (Fear) aura 2; enemies within the aura take a -2 penalty to attack rolls HP 600; Bloodied 300; see also consume soul AC 28; Fortitude 29, Reflex 26, Will 25 Immune disease, poison; Resist 10 necrotic, 10 psychic; Vulnerable 5 radiant Saving Throws +5 Speed fly 10 (hover) Action Points 2 R Shadow Ray (standard; at-will) ♦ Necrotic Ranged 20; +18 vs. Reflex; 2d8 + 6 necrotic damage. r Twin Rays (standard; at-will) ♦ Necrotic The Acererak construct makes two shadow ray attacks. r Drain Soul (standard, at-will) Ranged 5; does not provoke opportunity attacks; +18 vs. Fortitude; the target is dazed and restrained (save ends both). First Failed Saving Throw: The target is instead stunned and restrained (save ends both). Second Failed Saving Throw: The target dies, its body crumbles to dust on the end of the target's next turn, and its soul is trapped in one of the Acererak construct's soul gems until the construct is destroyed; see also consume soul. If the skull is destroyed, each creature trapped in a gem is targeted by an attack: +18 vs. Will; the soul is destroyed. On a miss, the soul remains intact but is trapped in a gem, and glows with a faint inner light and reveals an image of a tiny figure inside. This gem can be used as part of the Raise Dead ritual, reducing the component cost by half. A target whose soul is destroyed can still be brought back by the Raise Dead ritual. c Soul Shriveling Pulse (immediate reaction, when a creature fails a saving throw against drain soul; at-will) ♦ Fear, Necrotic Close burst 5; +18 vs. Will; 2d6 + 4 necrotic damage, and the target takes a -2 penalty to saving throws (save ends). Consume Soul (minor; expends a trapped soul; recharge 6) ♦ Healing The Acererak construct regains 150 hit points. Soul Gems

32

The Acererak construct's four soul gems can each hold the soul of one of its victims. At the beginning of an encounter, the soul gems contain one soul. Crushing the gem after the construct is defeated releases the soul to the Shadowfell. Alignment Evil Languages — Str 14 (+8) Dex 17 (+9) Wis 14 (+8) Con 18 (+10) Int 12 (+7) Cha 22 (+12)

Aftermath This ends the expedition to the Tomb of Horrors. We hope you and your players will have found it exciting, challenging, and rewarding.

33

Initiative

DEX

WIS

18 1/4 HP

36 1/2 HP

Intimidate Nature Perception Religion Stealth Streetwise Thievery

8 16 11 9 5 8 5

Endurance

4

Insight

Dungeoneering

11

16

Diplomacy

13

Heal

Bluff

8

History

Athletics

4

4

Arcana

9

18

Acrobatics

5

SKILL NAME

DEX

CHA

DEX

INT

WIS

WIS

CHA

WIS

INT

WIS

CON

WIS

CHA

CHA

STR

INT

DEX

6

8

6

4

11

11

8

11

4

11

5

11

8

8

5

4

6

ABIL MOD + 1/2 LVL

SKILLS

CURRENT CONDITIONS AND EFFECTS

RESISTANCES

MISC

Gender

8

11

4

6

5

5

7

SURGES/DAY

0

0

0

5

0

5

0

5

0

5

0

0

5

0

0

5

0

-1

n/a

-1

n/a

n/a

n/a

n/a

n/a

n/a

n/a

-1

n/a

n/a

n/a

-1

n/a

-1

2

ARMOR PENALTY MISC

USED

CURRENT SURGE USES

TRND (+5)

SURGE VALUE

Class

Cleric

AC

DEFENSE

FORT 15

REF

DEFENSE

1

6

2

CLASS

CLASS

CLASS

FEAT

FEAT

FEAT

2

1

MISC

1

MISC

1

MISC

MISC

Deity

MISC

MISC

MISC

MISC

Avandra

ACTION POINTS 1 2 3

ENH

2

ENH

2

ENH

3

ENH

Speed

5

AC

vs

6

CLASS

PROF

FEAT

FEAT

0

ABIL

FEAT

FEAT

WEAPON OR POWER

MISC

Ritual Caster - Master and perform rituals Healing Word - Use healing word as an encounter (special)

Common, Elven

Page 1

LANGUAGES KNOWN

against undead

Undead Ward - Turn undead creates a zone

Restful Healing - Maximize healing between encounters

Heal checks

Combat Medic - Stabilize the dying as minor action, +2 to

Purifying Light - +1 on attack rolls with radiant prayers damage (save ends)

pushed Cha squares

Greater Turning - On a miss with turn undead, target is

Spirit Speaker - Speak with spirits grants skill bonus to ally

Avandra's rescue

action, foe within 5 takes your level in ongoing radiant

Radiant Action - When you spend action point to take

natural 19 or 20

Illuminating Attacks - Radiant powers score critical hit on

Ritual Casting - Gain Ritual Caster as a bonus feat.

Avandra's Rescue - Use Channel Divinity to invoke

1/day

power; minor action.

spirit's fangs or spirit's shield 1/encounter, speak with spirits

1d4+1

1d4

1d8

DAMAGE

MISC

MISC

healing powers.

ENH

MISC

MISC

MISC

Spirit Talker - Shaman: Nature skill, call spirit companion,

FEATS

Unarmed (Range)

Unarmed (Melee)

Mace

BASIC ATTACKS

0

ABIL

ENH

ENH

ENH

11

16

SKILL BONUS

MISC

Healer's Lore - Add Wis modifier to hp healed on cleric

vs

AC

AC vs

vs

DEFENSE

5

7

ATTACK

2

PROF

Melee Basic Attack - Unarmed

1d4

DAMAGE

ABILITY:

0

ABIL

Melee Basic Attack - Mace

1d8

DAMAGE

CLASS

DAMAGE WORKSPACE

1/2 LVL

+ 5

ABILITY:

0

ABIL

Melee Basic Attack - Unarmed

5

1/2 LVL

ATT BONUS

ABILITY:

+ 7

10 +

ATTACK WORKSPACE

Passive Perception

BASE

ITEM

10 +

-1

ARMOR

RPGA Number

Passive Insight

Melee Basic Attack - Mace ATT BONUS

ABILITY:

6

BASE

SENSES

(Squares)

26,000 Total XP

PASSIVE SENSE

SPECIAL SENSES

21

26

SCORE

SPECIAL MOVEMENT

5

SCORE

MOVEMENT

Adventuring Company

Band of the Hand

Epic Destiny

Player Name

or other power; encounter.

Channel Divinity - Invoke a channel divinity class feature

CLASS / PATH / DESTINY FEATURES

Will.

Human Defense Bonuses - +1 to Fortitude, Reflex, and

power from your class.

Bonus At-Will Power - Know one extra 1st-level attack

Bonus Skill - Trained in one additional class skill.

Bonus Feat - Choose an extra feat at 1st level.

RACE FEATURES

Action Points

MILESTONES 0 1 2 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

ACTION POINTS

WILL 15

10 + 1/2 LVL ABIL

CONDITIONAL BONUSES

26

DEFENSE

15

10 + 1/2 LVL ABIL

CONDITIONAL BONUSES

19

8

10 + 1/2 LVL ABIL

CONDITIONAL BONUSES

18

DEFENSE

15

FEAT

DEFENSES

Alignment

Good

Paragon Path

Radiant Servant

10 + ARMOR/ 1/2 LVL ABIL CLASS

Weight

160 lb.

CONDITIONAL BONUSES

26

SCORE

Height

Female 6'1"

MOD + 1/2 LVL

Age

33

HEALING SURGES

DEATH SAVING THROW FAILURES SAVING THROW MODS

Sather

3

6

-1

1

0

0

ABIL MOD

SECOND WIND 1/ENCOUNTER TEMPORARY HIT POINTS

BONUS

5

1/2 LVL

HIT POINTS BLOODIED

CHA Charisma

Wisdom

CURRENT HIT POINTS

73

MAX HP

17

23

INT Intelligence

Dexterity

Constitution

12

STR Strength CON

9

1

DEX

ABILITY SCORES ABILITY

11

11

SCORE

CONDITIONAL MODIFIERS

6

SCORE

Size

INITIATIVE

Medium

Race

Level

Character Name

Human

11

Sather

Character Sheet

UTILITY POWERS

Milestone Milestone

Paragon (11-20) Epic (21-30)

Consult Mystic Sages Cure Disease

Adventurer's Kit Sanctified Incense (Religion)

Sather

Encumbrance: 82 / 110

Stored money:

Money on hand: 35 gp

COINS AND OTHER WEALTH

Raise Dead

Mace (E)

Remove Affliction

Delay Affliction

Gentle Repose

Brew Potion

Deathly Shroud

Hand of Fate

Speak with Dead

Discern Lies

/

/

/

Page 2

RITUALS / ALCHEMY

Milestone

Daily Item Powers Per Day

Symbol of Power +3 (Off-hand) (E)

Periapt of Cascading Health +2 (E)

Summoned Braidmail Armor +3 (E)

Heroic (1-10)

WAIST

RING

RING

NECK

HEAD

HANDS

FEET

ARMS

ARMOR

WEAPON

WEAPON

Ritual Book

OTHER EQUIPMENT

Mass Cure Light Wounds

Holy Lantern

Sanctuary

Blade Barrier

Weapon of the Gods

Beacon of Hope

Speak with Spirits

Solar Wrath

Break the Spirit

Command

Divine Glow

DAILY POWERS

ENCOUNTER POWERS

Avandra's Rescue

Healing Word

Turn Undead

Divine Fortune

Spirit's Shield

Sacred Flame

Lance of Faith

Gaze of Defiance

WEAPON

MAGIC ITEMS

AT-WILL POWERS WEAPON

List your powers below. Check the box when the power is used. Clear the box when the power renews.

List your powers below. Check the box when the power is used. Clear the box when the power renews.

Call Spirit Companion

MAGIC ITEM INDEX

POWER INDEX

/

/

/

/

/

/

SESSION AND CAMPAIGN NOTES

COMPANIONS AND ALLIES

Birth - Prophecy Your birth was foretold in a prophecy. What does the prophecy say about you and about your future? Who, if anyone, believes the prophecy? Are you trying to fulfill the prophecy or to thwart it? The details of the prophecy might suggest further adventures to the DM.

CHARACTER BACKGROUND

MANNERISMS AND APPEARANCE

PERSONALITY TRAITS

CHARACTER PORTRAIT

AT-WILL POWER

Standard vs DEFENSE

Will

5

TARGET

One creature

RANGE

TARGET

One creature

vs

DEFENSE

Reflex

TARGET

One creature

RANGE

Ranged 5

Shaman

ACTION vs

DEFENSE

Reflex

5

PH2

TARGET

One creature

RANGE

Ranged 5

BOOK

DEFENSE

TARGET

ENCOUNTER POWER

PH ®

USED

TARGET

Each undead creature in burst

ENCOUNTER POWER

Cleric

Page 3

LEVEL

BOOK

PH

+1 to attack rolls against undead targets - Purifying Light. +3 to attack rolls against undead targets - Purifying Light. CLASS

Cleric

DEFENSE

Will

PH

RANGE

BOOK

Symbol of Power +3: +14 attack, 3d10+9 damage

CLASS

BOOK

vs

2

1

®

Channel Divinity: You can use only one channel divinity power per encounter Attack: Wisdom vs. Will Hit: 1d10 + Wisdom modifier (+6) radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier (+3). The target is immobilized until the end of your next turn. Increase damage to 2d10 + Wisdom modifier (+6) at 5th level, 3d10 + Wisdom modifier (+6) at 11th level, 4d10 + Wisdom modifier (+6) at 15th level, 5d10 + Wisdom modifier (+6) at 21st level, and 6d10 + Wisdom modifier (+6) at 25th level. Miss: Half damage, and the target is not pushed or immobilized.

ATTACK

14

ADDITIONAL EFFECTS

LEVEL

Standard ACTION

ADDITIONAL EFFECTS

Channel Divinity: You can use only one channel divinity power per encounter Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

ATTACK

RANGE vs

Personal

Free ACTION

LEVEL

Divine, Implement, Radiant

KEYWORDS

Divine

USED

AT-WILL POWER

Cleric

KEYWORDS

PHS1

Turn Undead

BOOK

Divine Fortune

AT-WILL POWER

1

Cleric

ATTACK

DEFENSE

1

BOOK

PH ®

TARGET

You or one ally

RANGE

Close burst 5 (10 at 11th level, 15 a

LEVEL

Cleric

ENCOUNTER POWER

CLASS

ADDITIONAL EFFECTS

LEVEL

BOOK

PH ®

Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter. Effect: The target can spend a healing surge and regain an additional 1d6 hit points. Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.

vs

5

Divine, Healing

ACTION

Minor

KEYWORDS

Healing Word

AT-WILL POWER

CLASS

USED

CLASS

LEVEL

CLASS

Cleric

ADDITIONAL EFFECTS

+1 to attack rolls against undead targets - Purifying Light. +3 to attack rolls against undead targets - Purifying Light.

®

USED

Attack: Wisdom vs. Reflex Hit: 1d6 + Wisdom modifier (+6) radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier (+3) + one-half your level or to make a saving throw. Increase damage to 2d6 + Wisdom modifier (+6) at 21st level.

ATTACK

14

LEVEL

Divine, Implement, Radiant Standard

KEYWORDS

Sacred Flame

AT-WILL POWER

CLASS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

®

TARGET

ADDITIONAL EFFECTS

Symbol of Power +3: +14 attack, 1d8+9 damage

+1 to attack rolls against undead targets - Purifying Light. +3 to attack rolls against undead targets - Purifying Light.

®

USED

Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier (+6) radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target. Increase damage to 2d8 + Wisdom modifier (+6) at 21st level.

ATTACK

14

5

BOOK

DEFENSE

Symbol of Power +3: +14 attack, 1d6+9 damage

®

Standard ACTION

*

ATTACK

RANGE

Close burst 20

USED

Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.

vs

20

Conjuration, Primal

ACTION

Minor

KEYWORDS

Call Spirit Companion

Symbol of Power +3: +14 attack, 1d8+9 damage

Attack: Wisdom vs. Will Hit: 1d8 + Wisdom modifier (+6) psychic damage, and your allies gain a +1 power bonus to attack rolls against the target until the end of your next turn. If the target attacks you before the end of your next turn, the bonus increases to +3. Increase damage to 2d8 + Wisdom modifier (+6) at 21st level.

ATTACK

14

ACTION

LEVEL

Divine, Implement, Radiant

KEYWORDS

Divine, Implement, Psychic

USED

®

KEYWORDS

Ranged 5

BOOK

Lance of Faith

*

Gaze of Defiance

LEVEL

Mace: +7 attack, 1d8 damage

AT-WILL POWER

Sather

DEFENSE

AC

CLASS

vs

RANGE

Ranged weapon

CLASS

ATTACK

6

*

ADDITIONAL EFFECTS

TARGET

One creature

ACTION

Standard

ADDITIONAL EFFECTS

DEFENSE

AC

RANGE

Melee weapon

Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+1) damage. Increase damage to 2[W] + Dexterity modifier (+1) at 21st level. Special: Weapons with the heavy thrown property use Strength instead of Dexterity for attack rolls and damage rolls. Warlocks can use eldritch blast as a ranged basic attack, and wizards can use magic missile as a ranged basic attack.

vs

*

USED

Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+0) damage. Increase damage to 2[W] + Strength modifier (+0) at 21st level. Special: You can use an unarmed attack as a weapon to make a melee basic attack.

ATTACK

7

ACTION

Standard

Weapon

KEYWORDS

USED

KEYWORDS

Weapon

Ranged Basic Attack

Melee Basic Attack

Will

CLASS

Radiant Servant

vs

BOOK

PH

Reflex DEFENSE

TARGET

The triggering enemy

Standard vs

3

DEFENSE

Reflex TARGET

Each enemy in blast

RANGE

Cleric

PH

DEFENSE

TARGET

Cleric

ENCOUNTER POWER

CLASS

ADDITIONAL EFFECTS

DAILY POWER

PH2 ®

DEFENSE

Will

3

PH

RANGE

Close burst 3

BOOK

TARGET

Each enemy in burst

3

DAILY POWER

Cleric

Page 4

LEVEL

1

BOOK

PH

Symbol of Power +3: +14 attack, 0 damage regain an additional 6 hit points.

CLASS

BOOK

ATTACK

CLASS

Shaman

®

USED

®

®

USED

Attack: Wisdom vs. Will Hit: The target is weakened until the end of its next turn. Effect: You and all your allies in the burst regain 5 hit points, and your healing powers restore +5 hit points until the end of the encounter.

vs

ADDITIONAL EFFECTS

LEVEL

ACTION

Standard 14

LEVEL

Divine, Healing, Implement

ADDITIONAL EFFECTS

Effect: During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier (+6).

ATTACK

RANGE

ACTION vs

Personal

Minor

Primal

USED

®

TARGET

One creature

RANGE

Symbol of Power +3: +14 attack, 0 damage

KEYWORDS

BOOK

DEFENSE

Will

KEYWORDS

1

vs

PH2

Ranged 10

BOOK

Attack: Wisdom vs. Will Hit: The target is dazed until the end of your next turn. In addition, you can choose to knock the target prone or slide the target a number of squares equal to 3 + your Charisma modifier (+3).

ATTACK

14

10

Beacon of Hope

LEVEL

Standard ACTION

Speak with Spirits

ENCOUNTER POWER

CLASS

+1 to attack rolls against undead targets - Purifying Light. +3 to attack rolls against undead targets - Purifying Light.

ADDITIONAL EFFECTS

Symbol of Power +3: +14 attack, 1d8+9 damage

Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier (+6) radiant damage. Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn.

ATTACK

14

ACTION

LEVEL

Charm, Divine, Implement

KEYWORDS

Divine, Implement, Radiant

USED

ENCOUNTER POWER

Shaman

KEYWORDS

®

CLASS

Command

Close blast 3

11

Divine Glow

LEVEL

+1 to attack rolls against undead targets - Purifying Light. +3 to attack rolls against undead targets - Purifying Light.

Symbol of Power +3: +14 attack, 3d8+9 damage

ENCOUNTER POWER

Sather

11 ATTACK

RANGE

Melee spirit 1

ADDITIONAL EFFECTS

TARGET

Each enemy in burst

ACTION

*

ADDITIONAL EFFECTS

DEFENSE

RANGE

Close burst 8

Trigger: An enemy leaves a square adjacent to your spirit companion without shifting Attack: Wisdom vs. Reflex Hit: Wisdom modifier (+6) damage. Effect: One ally within 5 squares of your spirit companion regains hit points equal to your Wisdom modifier (+6).

vs

8

USED

Attack: Wisdom vs. Will Hit: 3d8 + Wisdom modifier (+6) radiant damage. If the target is either an undead creature or a demon, it is also stunned until the end of your next turn.

ATTACK

14

ACTION

Standard

Healing, Implement, Primal, Spirit

KEYWORDS

USED

KEYWORDS

Divine, Implement, Radiant

Spirit's Shield

Solar Wrath

vs DEFENSE

Melee 1

TARGET

One ally

RANGE

USED

ACTION

*

vs

DEFENSE

Will

10

PH

TARGET

One creature

RANGE

Ranged 10

BOOK

USED

®

Cleric

ATTACK

DEFENSE

LEVEL

PH

RANGE

Melee touch

BOOK

TARGET

One held weapon

7

Cleric

DAILY POWER

CLASS

ADDITIONAL EFFECTS

LEVEL

5

BOOK

PH

®

®

USED

Effect: Until the end of the encounter, all attacks made with the weapon deal an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon wielder's next turn.

vs

*

Divine, Radiant, Weapon

ACTION

Minor

KEYWORDS

Weapon of the Gods

ENCOUNTER POWER

CLASS

+1 to attack rolls against undead targets - Purifying Light. +3 to attack rolls against undead targets - Purifying Light.

ADDITIONAL EFFECTS

Symbol of Power +3: +14 attack, 2d8+9 damage

Attack: Wisdom vs. Will Hit: 2d8 + Wisdom modifier (+6) radiant damage, and the target takes a penalty to attack rolls equal to your Charisma modifier (+3) until the end of your next turn.

ATTACK

14

LEVEL

Charm, Divine, Implement, Radiant Standard

KEYWORDS

Break the Spirit

ENCOUNTER POWER

CLASS

ADDITIONAL EFFECTS

Channel Divinity: You can use only one channel divinity power per encounter Effect: Shift into the space of an adjacent ally; that ally simultaneously shifts into your space. Your space and your ally's space must be the same size.

ATTACK

*

Divine

ACTION

Move

KEYWORDS

Avandra's Rescue

vs DEFENSE

TARGET

RANGE

Area wall 5 within 10 squares

ENCOUNTER

DAILY

RANGE

Close burst 5

PH

USED

®

Cleric

LEVEL

10

BOOK

ENCOUNTER

1

DAILY

TYPE

Neck Slot Item

QUANTITY

PH

Neck

MAGIC ITEM

ITEM SLOT

WEIGHT

0

PRICE

5000

BOOK

Item Slot: Neck Power (Encounter): Minor Action. You end one condition that a save can end.

POWER

AT-WILL

PROPERTIES

10 LEVEL

SPEED

ENHANCEMENT

CHECK

+2 Fortitude, Reflex, and Will

AC BONUS

Periapt of Cascading Health +2

UTILITY POWER

CLASS

ADDITIONAL EFFECTS

®

®

Targets: You and each ally in burst Effect: The targets regain hit points as if they had spent a healing surge. Add your Charisma modifier (+3) to the hit points regained.

AT-WILL

ACTION

5

Divine, Healing

Standard

KEYWORDS

Mass Cure Light Wounds

BOOK

ENCOUNTER

DAILY

RANGE

Ranged 10

1 QUANTITY

PH

TYPE

Holy Symbol

BOOK

Off-hand

MAGIC ITEM

ITEM SLOT

WEIGHT

Page 5

PRICE

13000

BOOK

®

6

8

AT-WILL

PROPERTIES

+3 AC

-1

-1

LEVEL

11

SPEED

ENCOUNTER

CHECK

ENHANCEMENT

AC BONUS

1

TYPE

Armor

QUANTITY

PH

DAILY

BOOK

Summoned Braidmail Armor +3

LEVEL

Body

MAGIC ITEM

ITEM SLOT

WEIGHT

40

PRICE

9000

BOOK

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.

0

Cleric

UTILITY POWER

CLASS

ADDITIONAL EFFECTS

Item Slot: Off-hand

DAILY

DAILY

RANGE

POWER

ENCOUNTER

®

ENCOUNTER

Ranged 3

USED

®

®

Effect: You conjure a lantern that appears in 1 square within range and sheds light 5 squares in all directions. You and allies in the light gain a +2 power bonus to Perception and Insight checks. You can move the lantern up to your speed as a minor action. The lantern lasts for 10 hours, but you can have only a single holy lantern active at a time.

AT-WILL

ACTION

3

Conjuration, Divine

Standard

KEYWORDS

Holy Lantern

POWER

AT-WILL

When you use this symbol to deliver an effect that a save can end, the target takes a –2 penalty to saving throws against the effect.

PROPERTIES

12 LEVEL

SPEED

2

ENHANCEMENT

CHECK

LEVEL

+3 attack rolls and damage rolls

AC BONUS

Symbol of Power +3

UTILITY POWER

Cleric

CLASS

9

CLASS

LEVEL

ADDITIONAL EFFECTS

Cleric

10

USED

Target: You or one creature Effect: The target receives a +5 bonus to all defenses. The effect lasts until the target attacks or until the end of your next turn.

AT-WILL

ACTION

Standard

ADDITIONAL EFFECTS

DAILY POWER

Sather

10

Effect: You conjure a wall of contiguous squares filled with spinning blades of astral energy that lasts until the end of your next turn. The wall can be up to 5 squares long and up to 2 squares high. The spaces occupied by the blade barrier are difficult terrain. If a creature enters the barrier's space or starts its turn there, it takes 3d6 + Wisdom modifier (+6) damage plus ongoing 5 damage (save ends). Sustain Minor: The barrier persists.

ATTACK

ACTION

Standard

Divine

KEYWORDS

USED

KEYWORDS

Conjuration, Divine, Implement

Sanctuary

Blade Barrier

Initiative 5

1/2 LVL

18 1/4 HP

9

4

6

10

6

5 FORT 15

REF

DEFENSE

15

6

4

CLASS

2

CLASS

CLASS

FEAT

FEAT

FEAT

2

MISC

MISC

MISC

MISC

Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery

6 5 16 9 4 6 4 6 4 14 4 4 6 17 14 15 Lyla

Acrobatics

15

DEX

CHA

DEX

INT

WIS

WIS

CHA

WIS

INT

WIS

CON

WIS

CHA

CHA

STR

INT

DEX

10

9

10

6

4

4

9

4

6

4

6

4

9

9

5

6

10

ABIL MOD + 1/2 LVL

5

5

5

0

0

0

5

0

0

0

0

0

0

5

0

0

5

n/a

n/a

n/a

n/a

n/a

n/a

n/a

n/a

n/a

n/a

n/a

n/a

2

2

FEAT

3

ENH

5

ABIL

CLASS

3

PROF

FEAT

3

ENH

5

ABIL

2

FEAT

3

ENH

MISC

2

FEAT

3

ENH

MISC

Rogue Weapon Mastery - Treat daggers and shuriken as high crit weapons Daggermaster's Action - Can spend action point to reroll

Page 1

Secret Language, Common, Goblin

LANGUAGES KNOWN

attack or damage roll with dagger

Far Shot - Increase projectile weapon range by 5 squares 20

basic attacks

Melee Training (Dexterity) - Use Dexterity for melee

with Light Blades.

Weapon Focus (Light Blade) - Gain +1 damage per tier

rolls with Light Blades.

Weapon Expertise (Light Blade) - Gain bonus to attack

Dagger Precision - Score critical hits with daggers on 18–

extra damage.

advantage and hit with a crossbow, light blade, or sling, deal

Sneak Attack - Once per round, if you have combat

with shuriken; +1 on attacks with daggers.

Rogue Weapon Talent - Damage die increases one size

attacks.

combat advantage

Feign Injury - Pull target 1 with successful Bluff to gain Artful Dodger - Add Cha mod to AC against opportunity

Backstabber - Sneak Attack dice increase to d8s

1d4+7

1d4+7

1d4+10

1d4+10

DAMAGE

MISC

Rogue Tactics - Choose one of the rogue tactics.

FEATS

Dagger (Range)

Dagger (Melee)

Jagged Dagger +3 (Range)

Jagged Dagger +3 (Melee)

WEAPON OR POWER

BASIC ATTACKS

5

ABIL

MISC

2

MISC

2

MISC

4

4

against foes that haven't acted yet.

First Strike - At encounter start, get combat advantage

AC

vs

15 SKILL NAME

AC

vs

15

CURRENT CONDITIONS AND EFFECTS

BONUS

AC

DEFENSE

vs

ATTACK

3

PROF

Ranged Basic Attack - Jagged Dagger +3

1d4+10

DAMAGE

ABILITY:

CLASS

Melee Basic Attack - Jagged Dagger +3

1d4+10

DAMAGE

5

ABIL

DAMAGE WORKSPACE

5

+ 18

ABILITY:

1/2 LVL

ATT BONUS

18

SKILLS

5

MISC

SKILL BONUS

Ranged Basic Attack - Jagged Dagger +3

+ 18

1/2 LVL

Melee Basic Attack - Jagged Dagger +3 ATT BONUS

ABILITY:

10 +

ATTACK WORKSPACE

Passive Perception

BASE

ITEM

10 +

ARMOR

RPGA Number

Passive Insight

Low-light Vision

ABILITY:

6

BASE

SENSES

(Squares)

26,000 Total XP

PASSIVE SENSE

SPECIAL SENSES

14

14

SCORE

RESISTANCES Resist 10 Fire

CLASS / PATH / DESTINY FEATURES

Speed

SPECIAL MOVEMENT

6

SCORE

MOVEMENT

Adventuring Company

The Band of the Hand

AC

Bloodhunt - +1 on attacks against bloodied foes.

Fire Resistance - Resist fire 5 + 1/2 level.

power.

MISC

MISC

MISC

MISC

ACTION POINTS 1 2 3

ENH

2

ENH

2

ENH

3

ENH

Infernal Wrath - Use infernal wrath as an encounter

RACE FEATURES

Action Points

MILESTONES 0 1 2 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

ACTION POINTS

WILL 15

10 + 1/2 LVL ABIL

CONDITIONAL BONUSES

21

DEFENSE

CONDITIONAL BONUSES

25

10 + 1/2 LVL ABIL

1

10 + 1/2 LVL ABIL

CONDITIONAL BONUSES

18

DEFENSE

FEAT

Deity

Sehanine

vs

ARMOR PENALTY MISC

7

+4 AC (Cha mod) against opportunity attacks

15

10 + ARMOR/ 1/2 LVL ABIL CLASS

DEFENSES

Alignment

Unaligned

Epic Destiny

Player Name

18

TRND (+5)

USED

CURRENT SURGE USES

7

SURGES/DAY

AC

DEFENSE

Weight

160 lb.

CONDITIONAL BONUSES

25

SCORE

Height

Paragon Path

Daggermaster

SAVING THROW MODS

DEATH SAVING THROW FAILURES

TEMPORARY HIT POINTS

MISC

Gender

HEALING SURGES

37

Class

Rogue

Female 5'9"

MOD + 1/2 LVL

Age

24

SURGE VALUE

1/2 HP

BLOODIED

SECOND WIND 1/ENCOUNTER

CURRENT HIT POINTS

74

MAX HP

Charisma

HIT POINTS

4

CHA

19

Wisdom

-1

1

5

WIS

INT Intelligence

Dexterity

1

0

ABIL MOD

9

13

DEX

21

Constitution

CON

STR Strength

ABILITY

12

11

SCORE

5

DEX

ABILITY SCORES

CONDITIONAL MODIFIERS

10

SCORE

Size

INITIATIVE

Medium

Race

Level

Character Name

Tiefling

11

Lyla

Character Sheet

OTHER EQUIPMENT

Lyla

Encumbrance: 58 / -90 (+200)

Stored money:

Money on hand: 0 gp

COINS AND OTHER WEALTH

Climber's Kit

Thieves' Tools

Dagger (E)

Adventurer's Kit

Combat Tumbleset

Chameleon

Sneak in the Attack

UTILITY POWERS

Milestone Milestone

Paragon (11-20) Epic (21-30)

/

/

/

Page 2

RITUALS / ALCHEMY

Milestone

Heroic (1-10)

Daily Item Powers Per Day

Nail of Sealing (heroic tier) () (5)

Burst Fire

Bag of Holding (heroic tier) ()

Potion of Vitality (paragon tier) () (2)

Periapt of Cascading Health +2 (E)

Knifethrower's Gloves (heroic tier) (E)

Walking Wounded

DAILY POWERS

WAIST

RING

RING

NECK

HEAD

HANDS

FEET

Magic Drowmesh +3 (E)

Blinding Barrage

Critical Opportunity

Cloud of Steel

Trickster's Blade

Impact Shot

ENCOUNTER POWERS

ARMS

ARMOR

WEAPON

WEAPON

WEAPON

MAGIC ITEMS Jagged Dagger +3 (E)

AT-WILL POWERS WEAPON

List your powers below. Check the box when the power is used. Clear the box when the power renews.

List your powers below. Check the box when the power is used. Clear the box when the power renews.

Infernal Wrath

Deft Strike

Sly Flourish

MAGIC ITEM INDEX

POWER INDEX

/

/

/

/

/

/

SESSION AND CAMPAIGN NOTES

COMPANIONS AND ALLIES

Occupation - Thief You were a thief. Were you a cutpurse, a burglar, a grifter, or something else? Were you driven to thievery by necessity? Were you part of a guild or syndicate, or harassed by one as an independent operator? Are you still a member or still hunted? If so, where is the guild based? If not, why did you leave—or why did the guild let you be? Was the parting amicable or are there people out there looking to settle a score with you?

CHARACTER BACKGROUND

MANNERISMS AND APPEARANCE

PERSONALITY TRAITS

CHARACTER PORTRAIT

Lyla

®

DEFENSE

AC

*

TARGET

One creature

RANGE

Melee or Ranged weapon

PH

Standard vs DEFENSE

AC

*

TARGET

One creature

RANGE DEFENSE

AC

*

PH

TARGET

One creature

RANGE

Melee or Ranged weapon

BOOK

BOOK

MP

vs

*

DEFENSE

AC TARGET

RANGE

ENCOUNTER POWER

11

BOOK

PH ®

DAILY POWER

Rogue

Page 3

LEVEL

1

BOOK

PH

CLASS

LEVEL

CLASS

ADDITIONAL EFFECTS

+3d8 to damage once per round (Sneak Attack) +1 to attack rolls against bloodied foes - Bloodhunt.

Daggermaster

®

Racial Power

vs

DEFENSE

AC

*

PH

RANGE

Close blast 5

BOOK

USED

TARGET

Rogue

ATTACK

18

ACTION vs

*

DEFENSE

Fort

*

Martial, Weapon Standard

KEYWORDS

Walking Wounded

ENCOUNTER POWER

CLASS

7

BOOK

PH

TARGET

One creature

RANGE

Melee or Ranged weapon

LEVEL

+3d8 to damage once per round (Sneak Attack) +1 to attack rolls against bloodied foes - Bloodhunt.

®

USED

Jagged Dagger +3: +18 attack, 1d4+10 damage Dagger: +15 attack, 1d4+7 damage

ADDITIONAL EFFECTS

®

Each enemy in blast you can see

LEVEL

Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+5) damage.

ATTACK

18

ACTION

5

Martial, Weapon Standard

KEYWORDS

Cloud of Steel

ENCOUNTER POWER

CLASS

ADDITIONAL EFFECTS

Rogue

DAILY POWER

CLASS

LEVEL

5

BOOK

PH

+3d8 to damage once per round (Sneak Attack) +1 to attack rolls against bloodied foes - Bloodhunt.

ADDITIONAL EFFECTS

®

Jagged Dagger +3: +18 attack, 2d4+10 damage Dagger: +15 attack, 2d4+7 damage

TARGET

Each enemy in blast you can see

RANGE

USED

®

TARGET

Jagged Dagger +3: +18 attack, 2d4+10 damage Dagger: +15 attack, 2d4+7 damage

DEFENSE

AC

PH

Close blast 3

BOOK

DEFENSE

RANGE

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.

vs

3

3

vs

Personal

USED

Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier (+4) as extra damage.

ATTACK

ACTION

Minor

KEYWORDS

Infernal Wrath

Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling. Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier (+5) damage, and the target is blinded until the end of your next turn. Miss: Half damage, and the target is not blinded.

ATTACK

18

ACTION

Standard

Martial, Weapon

LEVEL

+3d8 to damage once per round (Sneak Attack) +1 to attack rolls against bloodied foes - Bloodhunt.

ADDITIONAL EFFECTS

Jagged Dagger +3: +18 attack, 3d4+10 damage Dagger: +15 attack, 3d4+7 damage

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 (+5) damage.

ATTACK

18

ACTION

Minor

USED

KEYWORDS

Martial, Weapon

KEYWORDS

ENCOUNTER POWER

Rogue

Blinding Barrage

Melee weapon

1

Critical Opportunity

ENCOUNTER POWER

LEVEL

CLASS

Rogue

CLASS

ADDITIONAL EFFECTS

®

USED

Jagged Dagger +3: +18 attack, 2d4+10 damage Dagger: +15 attack, 2d4+7 damage

+3d8 to damage once per round (Sneak Attack) +1 to attack rolls against bloodied foes - Bloodhunt.

®

vs

*

1

Requirement: You must be wielding a crossbow, a light blade, or a sling. Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier (+5) damage. Add your Charisma modifier (+4) to your AC until the start of your next turn.

ATTACK

18

ACTION

Standard

Martial, Weapon

LEVEL

+3d8 to damage once per round (Sneak Attack) +1 to attack rolls against bloodied foes - Bloodhunt.

ADDITIONAL EFFECTS

Jagged Dagger +3: +18 attack, 2d4+10 damage Dagger: +15 attack, 2d4+7 damage

Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling. Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier (+5) damage, and you push the target 1 square.

ATTACK

18

ACTION

USED

KEYWORDS

Martial, Weapon

KEYWORDS

AT-WILL POWER

Rogue

Trickster's Blade

Ranged weapon

BOOK

Impact Shot

AT-WILL POWER

1

CLASS

LEVEL

CLASS

Rogue

+3d8 to damage once per round (Sneak Attack) +1 to attack rolls against bloodied foes - Bloodhunt.

+3d8 to damage once per round (Sneak Attack) +1 to attack rolls against bloodied foes - Bloodhunt.

ADDITIONAL EFFECTS

vs

*

ADDITIONAL EFFECTS

ATTACK

18

ACTION

Standard

Jagged Dagger +3: +18 attack, 1d4+10 damage Dagger: +15 attack, 1d4+7 damage

TARGET

One creature

RANGE

Melee or Ranged weapon

Jagged Dagger +3: +18 attack, 1d4+14 damage Dagger: +15 attack, 1d4+11 damage

DEFENSE

AC

*

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.

vs

*

USED

Requirement: You must be wielding a crossbow, a light blade, or a sling. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+5) + Charisma modifier (+4) damage. Increase damage to 2[W] + Dexterity modifier (+5) + Charisma modifier (+4) at 21st level.

ATTACK

18

ACTION

Standard

Martial, Weapon

KEYWORDS

USED

KEYWORDS

Martial, Weapon

Deft Strike

Sly Flourish

Lyla

vs DEFENSE

Reflex

1

10

TARGET

Rogue

MP

DAILY

Rogue

LEVEL

10

BOOK

MP

5/10 RANGE

®

CRITICAL

Ongoing 10 damage (sa

BOOK

Off-hand

WEIGHT

1

PRICE

13000

ENCOUNTER

2

DAILY

TYPE

Potion

QUANTITY

MAGIC ITEM

Neck

WEIGHT

0

PRICE

5000

BOOK

MAGIC ITEM

WEIGHT

PRICE

Page 4

0

1000

BOOK

®

ITEM SLOT

ENCOUNTER

LEVEL

15

SPEED

®

ITEM SLOT

AT-WILL

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

DAILY

BOOK

Potion of Vitality (paragon tier)

MAGIC WEAPON

ITEM SLOT

POWER

AT-WILL

Melee Basic Attack: +18 attack, 1d4+10 damage Ranged Basic Attack: +18 attack, 1d4+10 damage

This weapon scores critical hits on a 19 or 20. Light Thrown, Off-hand

PROPERTIES

12 LEVEL

ENHANCEMENT

GROUP

Light Blade

2

+3 attack rolls and damage rolls

3 PROFICIENT

1d4 DAMAGE

Jagged Dagger +3

LEVEL

Power (Consumable • Healing): Minor Action. Drink the potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 25 hit points and make one saving throw against an effect on you that a save can end.

®

Rogue

UTILITY POWER

CLASS

ADDITIONAL EFFECTS

Item Slot: Neck Power (Encounter): Minor Action. You end one condition that a save can end.

DAILY

TYPE

Neck Slot Item

DAILY

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.

ENCOUNTER

Melee 1 RANGE

POWER

ENCOUNTER

1 QUANTITY

MP

*

AT-WILL

ACTION

Minor

USED

POWER

AT-WILL

PROPERTIES

10 LEVEL

SPEED

ENHANCEMENT

CHECK

+2 Fortitude, Reflex, and Will

AC BONUS

Periapt of Cascading Health +2

UTILITY POWER

CLASS

ADDITIONAL EFFECTS

®

USED

Prerequisite: You must be trained in Acrobatics. Effect: You can shift your speed and can shift through squares occupied by enemies during this movement.

AT-WILL

RANGE

BOOK

ACTION ENCOUNTER

9

Personal

Martial

LEVEL

Move

KEYWORDS

Combat Tumbleset

DAILY POWER

CLASS

+3d8 to damage once per round (Sneak Attack) +1 to attack rolls against bloodied foes - Bloodhunt.

ADDITIONAL EFFECTS

Jagged Dagger +3: +18 attack, 2d4+10 damage Dagger: +15 attack, 2d4+7 damage

®

Each enemy in burst you can see

RANGE

Area burst 1 within 10 squares

Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling. Attack: Dexterity vs. Reflex Hit: 2[W] + Dexterity modifier (+5) damage. Miss: Half damage.

ATTACK

18

ACTION

Standard

Martial

KEYWORDS

USED

KEYWORDS

Martial, Weapon

Sneak in the Attack

Burst Fire Martial

ENCOUNTER

DAILY

RANGE

Personal

Rogue

Body

11 LEVEL

10

PRICE

9000

ENCOUNTER

WEIGHT

-

6

SPEED

LEVEL

LEVEL

5

SPEED

TYPE

Armor

1 QUANTITY

TYPE

Wondrous Item

BOOK

1 QUANTITY

PH

DAILY

BOOK

MAGIC ITEM

ITEM SLOT

POWER

AT-WILL

WEIGHT

0

PRICE

1000

ENCOUNTER

BOOK

DAILY

This bag can hold up to 200 pounds in weight or 20 cubic feet in volume, but it always weighs only 1 pound.

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Bag of Holding (heroic tier)

MAGIC ITEM

ITEM SLOT

POWER

AT-WILL

PROPERTIES

+3 AC

CHECK

ENHANCEMENT

AC BONUS

2

Magic Drowmesh +3

UTILITY POWER

CLASS

ADDITIONAL EFFECTS

®

®

®

USED

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.

AT-WILL

ACTION

Imm Interr

KEYWORDS

Chameleon

yla

5

LEVEL

6

SPEED

1

TYPE

Hands Slot Item

QUANTITY

MAGIC ITEM

WEIGHT

0

PRICE

40

BOOK

®

MAGIC ITEM

Hands

WEIGHT

PRICE

Page 5

0

1800

BOOK

ITEM SLOT

DAILY

ITEM SLOT

ENCOUNTER

Item Slot: Hands Power (Daily): Free Action. Use this power when you hit with a thrown weapon attack. Add a +5 power bonus to the damage roll.

AT-WILL

You can draw and attack with a dagger as part of the same standard action.

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Power (Consumable): Standard Action. When you push this nail into a door, chest, or other closeable object, it magically sinks into the material of that object and seals it shut. Treat this as if you had used an Arcane Lock ritual with an Arcana check result of 25. Special: You can use this item in place of the required component cost for an Arcane Lock ritual. In that case, use your own Arcana check instead of that of the nail.

DAILY

TYPE

Consumable

QUANTITY

POWER

ENCOUNTER

LEVEL

4

SPEED

Knifethrower's Gloves (heroic tier)

POWER

AT-WILL

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Nail of Sealing (heroic tier)

®

Initiative 5

1/2 LVL

Charisma

28 1/4 HP

57

SURGE VALUE

1/2 HP

BLOODIED

MISC

4

6

5

5

9

11

USED

CURRENT SURGE USES

13

SURGES/DAY

Nature Perception Religion Stealth Streetwise Thievery

6 6 5 4 4 4 Grunther

Intimidate

16

Endurance

13

Insight

Dungeoneering

6

6

Diplomacy

4

Heal

Bluff

4

History

Athletics

17

5

Arcana

11

Acrobatics

5

SKILL NAME

4

BONUS

DEX

CHA

DEX

INT

WIS

WIS

CHA

WIS

INT

WIS

CON

WIS

CHA

CHA

STR

INT

DEX

5

4

5

5

6

6

4

6

5

6

9

6

4

4

11

5

5

ABIL MOD + 1/2 LVL

SKILLS

CURRENT CONDITIONS AND EFFECTS

RESISTANCES

0

0

0

0

0

0

5

0

0

5

5

0

0

0

5

0

0

TRND (+5)

-1

n/a

-1

n/a

n/a

n/a

n/a

n/a

n/a

n/a

-1

n/a

n/a

n/a

-1

n/a

-1

2

ARMOR PENALTY MISC

SAVING THROW MODS +1 to all saving throws, +2 bonus whenever you have no action points remaining

DEATH SAVING THROW FAILURES

TEMPORARY HIT POINTS

Class

AC

DEFENSE

FORT 15

REF

DEFENSE

15

1

CLASS

CLASS

2

CLASS

FEAT

FEAT

FEAT

2

1

MISC

1

MISC

1

MISC

MISC

Deity

MISC

MISC

MISC

MISC

Pelor

ACTION POINTS 1 2 3

ENH

2

ENH

2

ENH

3

ENH

Speed

5

1/2 LVL

6

ABIL

CLASS

2

PROF

5

+ 11

6

ABIL

CLASS

PROF

FEAT

FEAT

6

6

SKILL BONUS

MISC

AC

vs

5

2 FEAT

ENH

MISC

MISC

DAMAGE

MISC

MISC

Weapon Focus (Axe) - Gain +1 damage per tier with Axes. Weapon Expertise (Axe) - Gain bonus to attack rolls with marked by other.

Toughness - Gain 5 additional hit points per tier Deadly Axe - Treat all axes as high crit weapons Dreadnought Action - When you spend action point to

Common, Dwarven

Page 1

LANGUAGES KNOWN

10 hp to save automatically against effect that a save ends;

Unfailing Resources - Gain +10 hp; free action to spend

attack, gain resist 10 all until start of your next turn

hp chainmail (+2 with axe, hammer, mace, pick)

Improved Vigor - Invigorating powers grant +1 temporary

no action points remaining

Stubborn Survivor - +2 to saving throws when you have

Human Perseverance - +1 to saving throws

temp hp; +1 melee and close damage in light armor or

melee or close; temp hp from invigorating attacks stack with

Battlerager Vigor - Temp hp (Con mod) when hit by

Fighter Talents - Select a Fighter Talent.

Hit ends foe's movement (if any) this action.

Axes.

with the Execution axe. including you. Mark lasts until end of your next turn or

Combat Superiority - Add Wis mod to opportunity attacks.

Weapon Proficiency (Execution axe) - Gain proficiency adjacent marked foe who shifts or makes attack not

1d4

1d4+6

attacks not including you. Make basic melee attack against

Unarmed (Range)

Unarmed (Melee)

Flesh Seeker Execution axe +3 1d12+11

WEAPON OR POWER

BASIC ATTACKS

6

ABIL

3

ENH

FEATS

vs

AC

AC vs

vs

DEFENSE

11

17

ATTACK

1d4+6

DAMAGE

6

Melee Basic Attack - Unarmed

1d12+11 ABILITY:

FEAT

ABIL

DAMAGE

MISC

1

MISC

Melee Basic Attack - Flesh Seeker Execution axe

ENH

3

ENH

ABILITY:

DAMAGE WORKSPACE

1/2 LVL

ATT BONUS

Melee Basic Attack - Unarmed

+ 17 ABILITY:

10 +

ATTACK WORKSPACE

Passive Perception

BASE

10 +

ITEM

Passive Insight

-1

ARMOR

RPGA Number

Melee Basic Attack - Flesh Seeker Execution axe ATT BONUS

ABILITY:

6

BASE

SENSES

(Squares)

26,000 Total XP

PASSIVE SENSE

SPECIAL SENSES

16

16

SCORE

SPECIAL MOVEMENT

5

SCORE

MOVEMENT

Adventuring Company

Band of the Hand

Epic Destiny

Player Name

Combat Challenge - Mark foes you attack. They get -2 to

CLASS / PATH / DESTINY FEATURES

Will.

Human Defense Bonuses - +1 to Fortitude, Reflex, and

power from your class.

Bonus At-Will Power - Know one extra 1st-level attack

Bonus Skill - Trained in one additional class skill.

Bonus Feat - Choose an extra feat at 1st level.

RACE FEATURES

Action Points

MILESTONES 0 1 2 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

ACTION POINTS

WILL 15

10 + 1/2 LVL ABIL

CONDITIONAL BONUSES

19

DEFENSE

6

10 + 1/2 LVL ABIL

CONDITIONAL BONUSES

18

8

10 + 1/2 LVL ABIL

CONDITIONAL BONUSES

26

DEFENSE

+1 AC while you are running

15

FEAT

DEFENSES

Alignment

Good

Paragon Path

Dreadnought

10 + ARMOR/ 1/2 LVL ABIL CLASS

Weight

195 lb.

CONDITIONAL BONUSES

26

SCORE

Height

6'1"

Fighter

Gender

Male

MOD + 1/2 LVL

Age

29

HEALING SURGES

HIT POINTS

SECOND WIND 1/ENCOUNTER

CURRENT HIT POINTS

114

MAX HP

-1

CHA

9

Wisdom

1

0

0

WIS

INT Intelligence

Dexterity

4

6

ABIL MOD

12

11

DEX

11

Constitution

CON

STR Strength

ABILITY

19

22

SCORE

DEX

ABILITY SCORES

CONDITIONAL MODIFIERS

5

SCORE

Size

INITIATIVE

Medium

Race

Level

Character Name

Human

11

Grunther

Character Sheet

UTILITY POWERS

Grunther

Encumbrance: 55 / 220

Stored money:

Money on hand: 60 gp

COINS AND OTHER WEALTH

OTHER EQUIPMENT

Last Ditch Evasion

Unbreakable

Boundless Endurance

Terrifying Impact

Pinning Smash

Comeback Strike

DAILY POWERS

ENCOUNTER POWERS

Inexorable Advance

Savage Parry

Sweeping Blow

Passing Attack

Sure Strike

Cleave

Combat Challenge

Milestone Milestone

Paragon (11-20) Epic (21-30)

/

/

/

Page 2

RITUALS / ALCHEMY

Milestone

Daily Item Powers Per Day

Frozen Whetstone (heroic tier) ()

Caustic Whetstone (heroic tier) () (2)

/

/

/

Cincture of the Dragon Spirit (heroic tier) (E)

Periapt of Cascading Health +2 (E)

Giantkind Gloves (heroic tier) (E)

Ghoststride Boots (heroic tier) (E)

Summoned Braidmail Armor +3 (E)

Heroic (1-10)

WAIST

RING

RING

NECK

HEAD

HANDS

FEET

ARMS

ARMOR

WEAPON

WEAPON

WEAPON

MAGIC ITEMS Flesh Seeker Execution axe +3 (E)

AT-WILL POWERS WEAPON

List your powers below. Check the box when the power is used. Clear the box when the power renews.

List your powers below. Check the box when the power is used. Clear the box when the power renews.

Crushing Surge

MAGIC ITEM INDEX

POWER INDEX

/

/

/

SESSION AND CAMPAIGN NOTES

COMPANIONS AND ALLIES

Occupation - Thug You were a thug, such as an enforcer, a tough, or a bodyguard. Did you work for anyone? If so, who? What sorts of missions did you undertake? Were you feared in your community? Or did you stand up for those who were too weak to protect themselves? Why did you leave? Did you leave behind any enemies?

CHARACTER BACKGROUND

MANNERISMS AND APPEARANCE

PERSONALITY TRAITS

CHARACTER PORTRAIT

vs

*

DEFENSE

AC TARGET

One creature

RANGE

Melee weapon

Fighter

BOOK

MP

AT-WILL POWER

Standard vs

*

DEFENSE

AC ATTACK

TARGET

®

TARGET

vs

*

DEFENSE

AC

LEVEL

TARGET

One creature

Flesh Seeker Execution axe +3: +17 attack, 1d12 +11 damage

PH

®

DEFENSE

AC

TARGET

One or two creatures

Grunther

ENCOUNTER POWER

7

BOOK

MP

ENCOUNTER POWER

Dreadnought

Page 3

LEVEL

11

BOOK

MP

CLASS

LEVEL

CLASS

Fighter

+2 to damage rolls whenever you have temporary hit points Battlerager Vigor.

+2 to damage rolls whenever you have temporary hit points Battlerager Vigor.

ADDITIONAL EFFECTS

vs

ADDITIONAL EFFECTS

ATTACK

17

RANGE

®

USED

Flesh Seeker Execution axe +3: +17 attack, 1d12 +11 damage

TARGET

The triggering enemy

PH

Melee weapon

BOOK

Flesh Seeker Execution axe +3: +17 attack, 15 damage

DEFENSE

AC

ACTION

*

1

Effect: You can shift 1 square before each attack. Attack: Strength vs. AC, two attacks Hit: 1[W] + Strength modifier (+6) damage per attack. Weapon: If you're wielding an axe, a hammer, or a mace, the attacks deal extra damage equal to your Constitution modifier (+4).

vs

RANGE

Standard

Invigorating, Martial, Weapon

LEVEL

Trigger: An enemy hits an ally with a melee attack Attack: Strength vs. AC Hit: Strength modifier (+6) damage, and the ally takes only half damage from the triggering attack. Weapon: If you're wielding an axe, a hammer, or a mace, your attack deals extra damage equal to your Constitution modifier (+4).

ATTACK

17

ACTION

*

USED

KEYWORDS

Invigorating, Martial, Weapon

KEYWORDS

ENCOUNTER POWER

Fighter

Inexorable Advance

Melee weapon

BOOK

Savage Parry

AT-WILL POWER

1

CLASS

LEVEL

CLASS

Fighter

+2 to damage rolls whenever you have temporary hit points Battlerager Vigor.

+2 to damage rolls whenever you have temporary hit points Battlerager Vigor.

ADDITIONAL EFFECTS

Fighter

KEYWORDS

TARGET

vs

DEFENSE

AC

1

PH

RANGE

Close burst 1

BOOK

USED

®

TARGET

Each enemy in burst you can see

LEVEL

Fighter

ACTION

3

vs

*

DEFENSE

AC

PH

TARGET

One creature

RANGE

Melee weapon

BOOK

Fighter

DAILY POWER

CLASS

LEVEL

1

BOOK

PH

+2 to damage rolls whenever you have temporary hit points Battlerager Vigor.

Flesh Seeker Execution axe +3: +17 attack, 2d12 +11 damage

ADDITIONAL EFFECTS

®

®

USED

Attack: Strength vs. AC Hit: 2[W] + Strength modifier (+6) damage, and you can spend a healing surge.

ATTACK

17

LEVEL

Healing, Martial, Reliable, Weapon Standard

KEYWORDS

Comeback Strike

ENCOUNTER POWER

CLASS

+2 to damage rolls whenever you have temporary hit points Battlerager Vigor.

ADDITIONAL EFFECTS

Flesh Seeker Execution axe +3: +20 attack, 1d12 +11 damage

Attack: Strength vs. AC Weapon: If you're wielding an axe, a flail, a heavy blade, or a pick, you gain a bonus to the attack roll equal to one-half your Strength modifier (+6). Hit: 1[W] + Strength modifier (+6) damage.

ATTACK

20

1

Martial, Weapon

Sweeping Blow

AT-WILL POWER

CLASS

Standard

®

USED

®

RANGE One creature

+2 to damage rolls whenever you have temporary hit points Battlerager Vigor.

ADDITIONAL EFFECTS

ACTION

PH

DEFENSE

AC

Flesh Seeker Execution axe +3: +17 attack, 1d12 +11 damage

RANGE

BOOK

vs

Melee weapon

USED

Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+6) damage, and an enemy adjacent to you other than the target takes damage equal to your Strength modifier (+6). Increase damage to 2[W] + Strength modifier (+6) at 21st level.

ATTACK

17

ACTION

*

Martial, Weapon

Standard

KEYWORDS

Cleave

Melee weapon

*

Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+6) damage, and you can shift 1 square. Make a secondary attack. Secondary Target: One creature other than the primary target Secondary Attack: Strength + 2 vs. AC Hit: 1[W] + Strength modifier (+6) damage.

17

Flesh Seeker Execution axe +3: +19 attack, 1d12 +5 damage

ADDITIONAL EFFECTS

Standard ACTION

One creature

RANGE

Attack: Strength + 2 vs. AC Hit: 1[W] damage. Increase damage to 2[W] at 21st level.

ATTACK

19

ACTION

Martial, Weapon

KEYWORDS

Martial, Weapon

USED

®

CLASS

ADDITIONAL EFFECTS

KEYWORDS

Melee weapon

1

DEFENSE

Passing Attack

LEVEL

vs

RANGE

Melee

USED

Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy.

ATTACK

ACTION

*

Sure Strike

AT-WILL POWER

CLASS

+2 to damage rolls whenever you have temporary hit points Battlerager Vigor.

ADDITIONAL EFFECTS

Flesh Seeker Execution axe +3: +17 attack, 1d12 +11 damage

Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+6) damage. Increase damage to 2[W] + Strength modifier (+6) at 21st level.

ATTACK

17

ACTION

Standard

Martial, Weapon

KEYWORDS

USED

KEYWORDS

Invigorating, Martial, Weapon

Combat Challenge

Crushing Surge

vs

*

DEFENSE

AC TARGET

One creature

RANGE

Melee 1

DEFENSE

AC TARGET

One creature

RANGE

Melee weapon

MP

1

TYPE

Armor

QUANTITY

10

BOOK

CHECK

1

MAGIC ITEM Grunther

WEIGHT

40

PRICE

9000

BOOK

MAGIC ITEM

Neck

WEIGHT

PRICE

Page 4

0

5000

BOOK

ITEM SLOT

Body

ITEM SLOT

DAILY

TYPE

Neck Slot Item

QUANTITY

Item Slot: Neck Power (Encounter): Minor Action. You end one condition that a save can end.

ENCOUNTER

LEVEL

10

SPEED

PH

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.

AT-WILL

PROPERTIES

ENHANCEMENT

+2 Fortitude, Reflex, and Will

AC BONUS

Periapt of Cascading Health +2

UTILITY POWER

LEVEL

POWER

®

®

Fighter

POWER

ENCOUNTER

11 LEVEL

+3 AC

AT-WILL

PROPERTIES

-1 SPEED

ENHANCEMENT

-1 CHECK

8 AC BONUS

PH

DAILY

BOOK

Summoned Braidmail Armor +3

UTILITY POWER

6

CLASS

LEVEL

CLASS

Fighter

®

®

®

USED

ADDITIONAL EFFECTS

DAILY

RANGE

Personal

BOOK

ADDITIONAL EFFECTS

ENCOUNTER

9

Trigger: You are hit by an attack Effect: You take no damage from the attack that just hit you. However, you are stunned and take a –2 penalty to all defenses until the end of your next turn.

AT-WILL

ACTION

Imm Interr

Martial

LEVEL

Trigger: You are hit by an attack Effect: Reduce the damage from the attack by 5 + your Constitution modifier (+4).

DAILY

RANGE

ACTION AT-WILL

Personal

Imm React

Martial

USED

DAILY POWER

Fighter

KEYWORDS

MP

KEYWORDS

BOOK

Last Ditch Evasion

ENCOUNTER

5

Unbreakable

DAILY POWER

LEVEL

CLASS

Fighter

CLASS

ADDITIONAL EFFECTS

Flesh Seeker Execution axe +3: +17 attack, 2d12+15 damage

+2 to damage rolls whenever you have temporary hit points Battlerager Vigor.

®

vs

*

Hit: 2[W] + Strength modifier (+6) damage. Weapon: If you're wielding an axe, a hammer, or a mace, the primary attack deals extra damage equal to your Constitution modifier (+4). Effect: Make a secondary attack, which has the fear keyword. Secondary Target: Each enemy within 3 squares of the primary target Secondary Attack: Constitution vs. Will Hit: You push the target 1 square.

ATTACK

17

ACTION

Standard

USED

+2 to damage rolls whenever you have temporary hit points Battlerager Vigor.

ADDITIONAL EFFECTS

Flesh Seeker Execution axe +3: +17 attack, 1d12+15 damage

Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+6) damage, and the target is immobilized until you are not adjacent to it. Weapon: If you're wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier (+4). Miss: Half damage, and the target is immobilized until the end of your next turn.

ATTACK

17

ACTION

Standard

Invigorating, Martial, Weapon

KEYWORDS

USED

KEYWORDS

Invigorating, Martial, Weapon

Terrifying Impact

Pinning Smash

DAILY

RANGE

Personal

USED

Fighter

LEVEL

2

BOOK

Axe

LEVEL

ENHANCEMENT

RANGE

CRITICAL

+3d6 damage

PH

ENCOUNTER

DAILY

Two-Hands

WEIGHT

14

PRICE

13000

ENCOUNTER

LEVEL

4

SPEED

1 QUANTITY

DAILY

TYPE

Hands Slot Item

BOOK

®

®

Hands

MAGIC ITEM

ITEM SLOT

WEIGHT

0

PRICE

840

BOOK

®

Item Slot: Hands Power (At-Will): Standard Action. Strength + 2 vs. AC; ranged 6/12; you throw an object 30 lb. or less; 2d6 + Strength modifier (+6) damage. Power (Encounter): Free Action. Use this power when you hit with a melee attack. Add a +2 power bonus to the damage roll.

POWER

AT-WILL

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Giantkind Gloves (heroic tier)

MAGIC WEAPON

ITEM SLOT

Power (Encounter): Free Action. Use when you hit an enemy with this weapon. You gain a +1 power bonus on your next attack against that target with this weapon.

POWER

AT-WILL

Melee Basic Attack: +17 attack, 1d12+11 damage

High Crit, Brutal

PROPERTIES

12

GROUP

+3 attack rolls and damage rolls

2 PROFICIENT

1d12 DAMAGE

Flesh Seeker Execution axe +3

UTILITY POWER

CLASS

ADDITIONAL EFFECTS

Effect: You gain regeneration 2 + your Constitution modifier (+4) when you are bloodied.

AT-WILL

ENCOUNTER

Healing, Martial, Stance

ACTION

Minor

KEYWORDS

Boundless Endurance

CHECK

1 CHECK

LEVEL

6

SPEED

1

TYPE

Feet Slot Item

QUANTITY

PRICE

1800

1

®

ENCOUNTER

LEVEL

7

SPEED

QUANTITY

DAILY

TYPE

Grunther

MAGIC ITEM

ITEM SLOT

WEIGHT

0

PRICE

100

BOOK

®

Power (Consumable • Cold): Minor Action. Touch this whetstone to a melee or ranged weapon you hold. Until the end of the encounter, any successful attack with the weapon deals an extra 2 cold damage.

POWER

AT-WILL

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Whetstones

BOOK

Frozen Whetstone (heroic tier)

MAGIC ITEM

0

MAGIC ITEM

Feet

ITEM SLOT

WEIGHT

ITEM SLOT

Waist

Item Slot: Feet

AT-WILL

Item Slot: Waist

DAILY POWER

ENCOUNTER

POWER

AT-WILL

WEIGHT

PRICE

Page 5

0

1800

ENCOUNTER

BOOK

DAILY

While you are running, you gain a +1 item bonus to AC and become insubstantial.

ENHANCEMENT

AC BONUS

You can use your Strength modifier (+6) instead of your Charisma modifier (-1) when making Intimidate checks.

TYPE

Waist Slot Item

QUANTITY

PROPERTIES

LEVEL

6

SPEED

Ghoststride Boots (heroic tier)

PROPERTIES

ENHANCEMENT

AC BONUS

Cincture of the Dragon Spirit (heroic tie

®

ENCOUNTER

LEVEL

10

SPEED

2

DAILY

TYPE

Whetstones

QUANTITY

MAGIC ITEM

ITEM SLOT

WEIGHT

0

PRICE

200

BOOK

®

Power (Consumable • Acid): Minor Action. Touch this whetstone to a melee or ranged weapon you hold. Until the end of the encounter, any successful attack with the weapon deals ongoing 2 acid damage (save ends).

POWER

AT-WILL

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Caustic Whetstone (heroic tier)

Initiative

DEX

WIS

5

1/2 LVL

6

-1

2

0

5

0

ABIL MOD

MISC

11

4

7

5

10

5 FORT 15

REF

DEFENSE

15

2

6

1

CLASS

1

CLASS

CLASS

FEAT

FEAT

FEAT

FEAT

2

MISC

MISC

MISC

MISC

MISC

MISC

MISC

MISC

ACTION POINTS 1 2 3

ENH

2

ENH

2

ENH

3

ENH

Deity

Corellon

Speed

5

Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery

11 16 18 7 12 7 10 11 14 7 7 10 7 14 7

Falon T'selvin

Acrobatics

7

SKILL NAME

14

BONUS

DEX

CHA

DEX

INT

WIS

WIS

CHA

WIS

INT

WIS

CON

WIS

CHA

CHA

STR

INT

DEX

5

11

5

7

4

4

11

4

7

4

10

4

11

11

5

0

0

0

0

0

0

0

5

0

0

0

0

5

5

5

5

0

5 7

TRND (+5)

ABIL MOD + 1/2 LVL

-1

-1

3

3

3 n/a

3 -1

3

3

3

2

3

3

3

3

2

2

2

3

n/a

n/a

n/a

n/a

n/a

n/a

n/a

-1

n/a

n/a

n/a

-1

n/a

CLASS

PROF

FEAT

FEAT

0

ABIL

FEAT

WEAPON OR POWER

FEATS

Unarmed (Range)

Unarmed (Melee)

Short sword

Ritual Caster - Master and perform rituals

vs

FEAT

BASIC ATTACKS

0

ABIL

ENH

ENH

MISC

MISC

MISC

MISC

MISC

1d4

1d4

1d6

DAMAGE

MISC

MISC

ENH

ENH

7

11

SKILL BONUS

Common, Elven, Dwarven

Page 1

LANGUAGES KNOWN

Inspire by Word

Inspire by Example

Words of Friendship - Gain the words of friendship power

multiclassing

Versatile Master - Improved Dilettante and paragon

roll of 2–7 counts as 8

Wood Elf Agility - On Acrobatics or Athletics checks, d20

temporary hp

Improved Majestic Word - Target of majestic word gains

temporary hit points

Song of Rest - At end of short rest, you and each ally spendi Rousing Voice - Ally who uses second wind gains

Bluff check

Friendly Deception - Apply words of friendship bonus to Multiclass Versatility - Can choose class-specific multiclass Skill Versatility - +1 to untrained skill checks

Jack of All Trades - +2 to untrained skill checks Majestic Word - Gain majestic word power

Virtue of Valor - When an ally within 10 squares bloodies Bardic Knowledge - +2 bonus to several skill checks

Bardic Virtue - Choose a Bardic Virtue option.

Bardic Training - Gain Ritual Caster feat and perform one ba

CLASS / PATH / DESTINY FEATURES

AC

vs

5

CURRENT CONDITIONS AND EFFECTS

SKILLS

AC

vs

5

DEFENSE

RESISTANCES

ATTACK

0

ABIL

Melee Basic Attack - Unarmed

1d4

DAMAGE

ABILITY:

3

PROF

Melee Basic Attack - Short sword

1d6

DAMAGE

CLASS

DAMAGE WORKSPACE

1/2 LVL

+ 5

ABILITY:

0

ABIL

Melee Basic Attack - Unarmed ATT BONUS

ABILITY:

5

1/2 LVL

Melee Basic Attack - Short sword ATT BONUS

+ 8

10 +

ATTACK WORKSPACE

Passive Perception

BASE

ITEM

10 +

-1

ARMOR

RPGA Number

Passive Insight

Low-light Vision

ABILITY:

6

BASE

SENSES

(Squares)

26,000 Total XP

PASSIVE SENSE

SPECIAL SENSES

17

21

SCORE

SPECIAL MOVEMENT

5

SCORE

MOVEMENT

Adventuring Company

The Band of the Hand

AC

Group Diplomacy - Allies within 10 get +1 to Diplomacy.

choosing feats.

Dual Heritage - Count as elf, half-elf, and human for

encounter power.

Dilettante - Choose at-will power from other class; use as

RACE FEATURES

Action Points

MILESTONES 0 1 2 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

ACTION POINTS

WILL 15

10 + 1/2 LVL ABIL

CONDITIONAL BONUSES

24

DEFENSE

5

10 + 1/2 LVL ABIL

CONDITIONAL BONUSES

20

8

10 + 1/2 LVL ABIL

CONDITIONAL BONUSES

22

DEFENSE

15

10 + ARMOR/ 1/2 LVL ABIL CLASS

DEFENSES

Alignment

Lawful Good

Epic Destiny

Player Name

vs

ARMOR PENALTY MISC

USED

CURRENT SURGE USES

12

SURGES/DAY

AC

DEFENSE

Weight

160 lb.

CONDITIONAL BONUSES

26

SCORE

Height

5'8"

Paragon Path

War Chanter

8

SAVING THROW MODS

DEATH SAVING THROW FAILURES

TEMPORARY HIT POINTS

SECOND WIND 1/ENCOUNTER

20 1/4 HP

41 1/2 HP

SURGE VALUE

Class

Bard

Gender

Male

MOD + 1/2 LVL

Age

49

HEALING SURGES

HIT POINTS BLOODIED

CHA Charisma

Wisdom

CURRENT HIT POINTS

82

MAX HP

22

9

INT Intelligence

Dexterity

Constitution

11

STR Strength CON

14

DEX

ABILITY SCORES ABILITY

20

11

SCORE

CONDITIONAL MODIFIERS

5

SCORE

Size

INITIATIVE

Medium

Race

Level

Character Name

Half-Elf

11

Falon T'selvin

Character Sheet

Milestone Milestone

Paragon (11-20) Epic (21-30)

Song of Sustenance Anthem of Unity Fool's Speech

Alchemical Reagents (Arcana) Thieves' Tools Climber's Kit

Falon T'selvin

Encumbrance: 90 / 110

Stored money:

Money on hand: 45 gp

COINS AND OTHER WEALTH

Song of Restfulness

Short sword (E)

Call of Friendship

Traveler's Chant

Adventurer's Kit

Tune of Merriment

Knock

Fastidiousness

Comprehend Language

Arcane Mark

Magic Mouth

Silence

/

/

/

Page 2

RITUALS / ALCHEMY

Milestone

Heroic (1-10)

Daily Item Powers Per Day

Thunderstone (level 10) ()

Cli Lyre +3 (One-hand) (E)

Cape of the Mountebank +2 (E)

Imposter's Braidmail Armor +3 (E)

Glib Limerick

OTHER EQUIPMENT

UTILITY POWERS

WAIST

RING

RING

NECK

HEAD

HANDS

FEET

ARMS

ARMOR

WEAPON

WEAPON

Ritual Book

Mantle of Unity

Song of Conquest

Song of Courage

Symphony of Misfortune

Song of Discord

Stirring Shout

Victorious Smite

Timely Distraction

Dissonant Strain

Thunder's Calling

DAILY POWERS

ENCOUNTER POWERS Words of Friendship

Majestic Word

Vicious Mockery

WEAPON

MAGIC ITEMS

AT-WILL POWERS WEAPON

List your powers below. Check the box when the power is used. Clear the box when the power renews.

List your powers below. Check the box when the power is used. Clear the box when the power renews.

Cutting Words

Dragonfrost

MAGIC ITEM INDEX

POWER INDEX

/

/

/

/

/

/

SESSION AND CAMPAIGN NOTES

COMPANIONS AND ALLIES

Occupation - Military You served in a military organization, such as an army or a city guard. Were you conscripted, or did you volunteer? What was your rank? How did you leave the service? If you haven't left, describe the circumstances under which you still serve while also adventuring.

CHARACTER BACKGROUND

MANNERISMS AND APPEARANCE

PERSONALITY TRAITS

CHARACTER PORTRAIT

DEFENSE

AC TARGET

One creature

AT-WILL POWER

Standard

PHS1

DEFENSE

TARGET

AT-WILL POWER

Falon T'selvin

ENCOUNTER POWER

PH2 ®

ENCOUNTER POWER

Bard

CLASS

Bard

DEFENSE

PH2

TARGET

One creature

RANGE

Ranged 5

BOOK

Page 3

LEVEL

1

BOOK

Cli Lyre +3: +14 attack, 1d8+9 damage

CLASS

BOOK

ATTACK

Fort

5

1

USED

®

AP ®

Attack: Charisma vs. Fortitude Hit: 1d8 + Charisma modifier (+6) thunder damage, and you slide the target a number of squares equal to your Constitution modifier (+5). If no creatures are adjacent to the target at the end of this movement, choose an ally within 10 squares of you to make a ranged basic attack against the target as a free action.

vs

ADDITIONAL EFFECTS

LEVEL

ACTION

Standard 14

LEVEL

Arcane, Implement, Thunder

ADDITIONAL EFFECTS

Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.

ATTACK

RANGE

ACTION vs

Personal

Minor

Arcane, Charm

USED

®

Bard

KEYWORDS

BOOK

KEYWORDS

1

Thunder's Calling

LEVEL

Words of Friendship

AT-WILL POWER

Bard

CLASS

TARGET

One creature

CLASS

DEFENSE

Will

ADDITIONAL EFFECTS

vs

RANGE

Ranged 10

ADDITIONAL EFFECTS

ATTACK

14

10

Cli Lyre +3: +14 attack, 1d6+9 damage

TARGET

One creature

Standard ACTION

®

USED

Cli Lyre +3: +14 attack, 1d8+9 damage

DEFENSE

Will

RANGE

BOOK

Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier (+6) psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. Level 21: 2d6 + Charisma modifier (+6) damage.

vs

10

*

Attack: Charisma vs. Will Hit: 1d8 + Charisma modifier (+6) psychic damage, and you pull the target 2 squares. Increase damage to 2d8 + Charisma modifier (+6) at 21st level.

ATTACK

14

ACTION

LEVEL

Arcane, Charm, Implement, Psychic

KEYWORDS

Arcane, Implement, Psychic

USED

®

KEYWORDS

Ranged 10

BOOK

Vicious Mockery

*

Cutting Words

AT-WILL POWER

LEVEL

Short sword: +8 attack, 1d6 damage

CLASS

vs

RANGE

Ranged weapon

CLASS

ATTACK

5

*

ADDITIONAL EFFECTS

TARGET

One creature

ACTION

Standard

ADDITIONAL EFFECTS

DEFENSE

AC

RANGE

Melee weapon

Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+0) damage. Increase damage to 2[W] + Dexterity modifier (+0) at 21st level. Special: Weapons with the heavy thrown property use Strength instead of Dexterity for attack rolls and damage rolls. Warlocks can use eldritch blast as a ranged basic attack, and wizards can use magic missile as a ranged basic attack.

vs

*

USED

Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+0) damage. Increase damage to 2[W] + Strength modifier (+0) at 21st level. Special: You can use an unarmed attack as a weapon to make a melee basic attack.

ATTACK

8

ACTION

Standard

Weapon

KEYWORDS

USED

KEYWORDS

Weapon

Ranged Basic Attack

Melee Basic Attack

vs DEFENSE

Fort

TARGET

One creature

RANGE

Ranged 10

Sorcerer

ATTACK

DEFENSE

1

BOOK

PH2

USED

TARGET

You or one ally in burst

RANGE

Close burst 5 (10 at 11th level, 15 a

LEVEL

Bard

ACTION vs

DEFENSE

Will

5

PH2

TARGET

One creature

RANGE

Ranged 5

BOOK

Bard

ENCOUNTER POWER

CLASS

ADDITIONAL EFFECTS

LEVEL

3

BOOK

Cli Lyre +3: +14 attack, 2d6+9 damage

PH2

®

®

USED

Attack: Charisma vs. Will Hit: 2d6 + Charisma modifier (+6) psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. In addition, an ally within 5 squares of you can make a saving throw.

ATTACK

14

LEVEL

Arcane, Implement, Psychic Standard

KEYWORDS

Dissonant Strain

ENCOUNTER POWER

CLASS

ADDITIONAL EFFECTS

Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier (+6). You also slide the target 1 square. Level 6: 1d6 + Charisma modifier (+6) additional hit points. Level 11: 2d6 + Charisma modifier (+6) additional hit points. Level 16: 3d6 + Charisma modifier (+6) additional hit points. Level 21: 4d6 + Charisma modifier (+6) additional hit points. Level 26: 5d6 + Charisma modifier (+6) additional hit points. Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round.

vs

5

Arcane, Healing

ACTION

Minor

KEYWORDS

Majestic Word

AT-WILL POWER

CLASS

ADDITIONAL EFFECTS

®

USED

Attack: Charisma vs. Fortitude Hit: 1d8 + Charisma modifier (+6) cold damage, and you push the target 1 square. Level 21: 2d8 + Charisma modifier (+6) cold damage. Special: This power can be used as a ranged basic attack.

ATTACK

11

ACTION

10

Arcane, Cold, Implement

Standard

KEYWORDS

Dragonfrost

vs DEFENSE

Will

10

TARGET

One creature

RANGE

Ranged 10

®

Standard vs DEFENSE

Will

10

TARGET

One creature

RANGE

BOOK

PH2 ®

ENCOUNTER

PH2

TARGET

Each creature in burst

RANGE

®

USED

Area burst 1 within 10 squares

BOOK

Minor

UTILITY POWER Falon T'selvin

LEVEL

6

BOOK

PH2 ®

UTILITY POWER

Bard

Page 4

LEVEL

10

BOOK

AP ®

CLASS

Bard

CLASS

DAILY

RANGE

USED

®

ADDITIONAL EFFECTS

ENCOUNTER

AP

Close burst 5

BOOK

ADDITIONAL EFFECTS

5

9

Target: You and each ally in burst Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of all the targets.

AT-WILL

ACTION

LEVEL

Effect: Until the end of your next turn, any ally within 5 squares of you who hits an enemy gains temporary hit points equal to 3 + your Constitution modifier (+5).

DAILY

RANGE AT-WILL

Personal

Minor ACTION

Arcane

KEYWORDS

USED

KEYWORDS

Arcane

Mantle of Unity

DAILY POWER

Bard

Song of Conquest

DAILY POWER

DEFENSE

Will

1

10

Cli Lyre +3: +14 attack, 1d10+9 damage

CLASS

5

vs

CLASS

Bard

11

Attack: Charisma vs. Will Hit: 1d10 + Charisma modifier (+6) damage. Miss: Half damage. Effect: The burst creates a zone of misfortune that lasts until the end of your next turn. Choose one of the following misfortune effects; until the end of your next turn, each enemy that starts its turn within the zone is subject to that effect. • The enemy is slowed. • The enemy takes psychic damage equal to your Charisma modifier (+6). • The enemy grants combat advantage to your allies. Sustain Minor: The zone persists. You can choose a new misfortune effect for the zone when you sustain this power.

ATTACK

14

ADDITIONAL EFFECTS

LEVEL

Standard ACTION

ADDITIONAL EFFECTS

Cli Lyre +3: +14 attack, 0 damage

Attack: Charisma vs. Will Hit: The target is dominated until the end of your next turn. Effect: The target makes a basic attack against an enemy of your choice as a free action.

ATTACK

14

ACTION

TARGET

One creature

Arcane, Implement, Psychic, Zone

KEYWORDS

Arcane, Charm, Implement

USED

LEVEL

KEYWORDS

ENCOUNTER POWER

War Chanter

Symphony of Misfortune

Ranged 10

AP

Song of Discord

ENCOUNTER POWER

BOOK

CLASS

7

CLASS

Bard

DEFENSE

AC

RANGE

Melee weapon

Short sword: +14 attack, 1d6+6 damage

ADDITIONAL EFFECTS

LEVEL

vs

*

USED

Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier (+6) damage. Effect: As a free action, an ally within 5 squares of you can shift 3 squares and make a basic attack against the target with a bonus to the attack roll and the damage roll equal to your Constitution modifier (+5).

ATTACK

14

ACTION

Standard

ADDITIONAL EFFECTS

Cli Lyre +3: +14 attack, 2d8+9 damage

Attack: Charisma vs. Will Hit: 2d8 + Charisma modifier (+6) psychic damage, and the target grants combat advantage until the end of your next turn.

ATTACK

14

ACTION

Standard

Arcane, Weapon

KEYWORDS

USED

KEYWORDS

Arcane, Charm, Implement, Psychic

Victorious Smite

Timely Distraction

vs DEFENSE

Will

TARGET

One creature

RANGE

Ranged 10

Bard

Arcane, Zone

5

1

ENCOUNTER

LEVEL

PH2

DAILY

RANGE

Close burst 5

BOOK

Bard

1 QUANTITY

PH2

TYPE

Wondrous Item

BOOK

ENCOUNTER

DAILY

One-hand

MAGIC ITEM

ITEM SLOT

WEIGHT

0

PRICE

13000

BOOK

®

Power (Daily): Standard Action. You and each ally within 20 squares of you gain a +5 power bonus to his or her next Bluff, Diplomacy, or Intimidate check before the end of his or her next short rest or extended rest. Song of Rest: The power bonus equals +10. Item Slot: One-hand

POWER

AT-WILL

Bards can use this item as an implement for bard powers and bard paragon path powers. As an implement, it grants a +3 enhancement bonus to attack rolls and damage rolls, and it deals 3d6 extra damage on a critical hit.

PROPERTIES

12 LEVEL

SPEED

2

ENHANCEMENT

CHECK

LEVEL

+3 attack rolls and damage rolls

AC BONUS

Cli Lyre +3

UTILITY POWER

CLASS

ADDITIONAL EFFECTS

®

USED

Effect: The burst creates a zone of inspirational shouts that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. While within the zone, any ally gains a +1 power bonus to attack rolls. Sustain Minor: The zone persists.

AT-WILL

ACTION

Minor

KEYWORDS

Song of Courage

DAILY POWER

CLASS

ADDITIONAL EFFECTS

Cli Lyre +3: +14 attack, 2d6+9 damage

®

USED

Attack: Charisma vs. Will Hit: 2d6 + Charisma modifier (+6) psychic damage. Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points equal to your Charisma modifier (+6).

ATTACK

14

ACTION

10

Arcane, Healing, Implement, Psychic

Standard

KEYWORDS

Stirring Shout

1 CHECK

1

alon T'selvin

MAGIC ITEM

WEIGHT

40

PRICE

9000

BOOK

®

MAGIC ITEM

Neck

WEIGHT

PRICE

Page 5

0

5000

BOOK

®

ITEM SLOT

Body

ITEM SLOT

DAILY

TYPE

Neck Slot Item

QUANTITY

Item Slot: Neck Power (Daily • Teleportation): Immediate Reaction. Use this power when you are hit by an attack. Teleport 5 squares and gain combat advantage against the attacker until the end of your next turn.

ENCOUNTER

LEVEL

10

SPEED

Power (At-Will • Polymorph): Minor Action. You can transform this armor into a normal-looking set of clothes. While in clothes form, the armor does not provide an armor bonus, but neither does it impose an armor check penalty or speed reduction. You can add this armor's enhancement bonus to any Bluff check made to attempt to disguise your appearance. You can change this armor back into its true form as a minor action.

AT-WILL

PROPERTIES

ENHANCEMENT

+2 Fortitude, Reflex, and Will

AC BONUS

POWER

DAILY

TYPE

Armor

QUANTITY

Cape of the Mountebank +2

POWER

ENCOUNTER

11 LEVEL

+3 AC

AT-WILL

PROPERTIES

-1 SPEED

ENHANCEMENT

-1 CHECK

8 AC BONUS

Imposter's Braidmail Armor +3

ENCOUNTER

LEVEL

10

SPEED

1

DAILY

TYPE

Alchemical

QUANTITY

MAGIC ITEM

ITEM SLOT

WEIGHT

0

PRICE

200

BOOK

®

Power (Consumable • Thunder): Standard Action. Make an attack: Area burst 1 within 10; +13 vs. Fortitude; on a hit, the target takes 1d4 thunder damage, is pushed 1 square from the center of the burst, and deafened (save ends).

POWER

AT-WILL

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Thunderstone (level 10)

Initiative

DEX

5

1/2 LVL

16 1/4 HP

33

SURGE VALUE

1/2 HP

BLOODIED

4

MISC

4

6

11

5

8

5

USED

CURRENT SURGE USES

9

SURGES/DAY

Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery

7 6 9 8 10 8 18 11 9 8 8 16 7 6 7

Gerik Desatysso

Acrobatics

7

SKILL NAME

16

BONUS

DEX

CHA

DEX

INT

WIS

WIS

CHA

WIS

INT

WIS

CON

WIS

CHA

CHA

STR

INT

DEX

5

4

5

11

6

6

4

6

11

6

8

6

4

4

5

0

0

0

5

0

0

5

5

5

0

0

0

5

0

0

5

0

5 11

TRND (+5)

ABIL MOD + 1/2 LVL

SKILLS

n/a

n/a

n/a

n/a

n/a

n/a

n/a

n/a

n/a

n/a

n/a

n/a

2

2

2

2

2

2

2

2

2

2

2

2

ARMOR PENALTY MISC

RESISTANCES Resist 10 To a damage type chosen from the following list at the time the armor is created: acid, cold, fire, force, lightning, necrotic, poison, psychic, thunder CURRENT CONDITIONS AND EFFECTS

SAVING THROW MODS +1 to all saving throws

DEATH SAVING THROW FAILURES

TEMPORARY HIT POINTS

Class

AC

DEFENSE

FORT 15

REF

DEFENSE

15

6

2

2

CLASS

CLASS

CLASS

FEAT

FEAT

FEAT

3

1

MISC

1

MISC

1

MISC

MISC

Deity

MISC

MISC

MISC

MISC

Ioun

ACTION POINTS 1 2 3

ENH

3

ENH

3

ENH

3

ENH

Speed

5

1/2 LVL

5

+ 8

CLASS

3

PROF

6

ABIL

FEAT

AC Ref

vs vs

8 12

FEAT

FEAT

FEAT

ENH

2

ENH

1d4

1d4

2d4+8

FEATS

Common, Draconic

Page 1

LANGUAGES KNOWN

Improved Initiative - +4 to initiative checks Fleet-Footed - +1 to speed

designate a creature as prey Summoner's Slip

Bravo - Bravo: Training in Intimidate, 1/encounter,

Jack of All Trades - +2 to untrained skill checks

Human Perseverance - +1 to saving throws

tomes

Summoner's Action

choose from among these at each extended rest.

levels. Also, twice the daily and utility spells you can use;

Spellbook - Three 1st-level rituals, plus more at higher

Ritual Casting - Gain Ritual Caster as a bonus feat.

Implement Expertise (Tome) - +1 to attack rolls with

defenses Cantrips - Use ghost sound, light, mage hand, and

Ritual Caster - Master and perform rituals Careful Summoner - Summoned creatures gain +1 to

prestidigitation as at-will powers.

MISC

MISC

MISC

1

MISC

DAMAGE

MISC

MISC

ENH

2

ENH

8

11

SKILL BONUS

1

MISC

Magic Missile (Implement, Tom 2d4+6

Dagger (Range)

Dagger (Melee)

Magic Missile (Summoner's To

WEAPON OR POWER

BASIC ATTACKS

0

ABIL

Arcane Familiar - You gain a familiar

AC

Ref vs

vs

DEFENSE

8

14

ATTACK

0

ABIL

Melee Basic Attack - Dagger

1d4

DAMAGE

ABILITY:

PROF

Magic Missile - Summoner's Tome +2

2d4+8

DAMAGE

CLASS

DAMAGE WORKSPACE

1/2 LVL

ATT BONUS

ABILITY:

6

ABIL

Melee Basic Attack - Dagger

+ 14 ABILITY:

10 +

ATTACK WORKSPACE

Passive Perception

BASE

10 +

ITEM

Passive Insight

ARMOR

RPGA Number

Magic Missile - Summoner's Tome +2 ATT BONUS

ABILITY:

6

BASE

SENSES

(Squares)

26,000 Total XP

PASSIVE SENSE

SPECIAL SENSES

18

21

SCORE

SPECIAL MOVEMENT

7

SCORE

MOVEMENT

Adventuring Company

Band of the Hand

Epic Destiny

Player Name

creatures summoned gain a bonus to damage rolls.

Tome of Binding - Encounter, free; with tome,

Staff of Defense, or Wand of Accuracy.

Arcane Implement Mastery - Choose Orb of Imposition,

CLASS / PATH / DESTINY FEATURES

Will.

Human Defense Bonuses - +1 to Fortitude, Reflex, and

power from your class.

Bonus At-Will Power - Know one extra 1st-level attack

Bonus Skill - Trained in one additional class skill.

Bonus Feat - Choose an extra feat at 1st level.

RACE FEATURES

Action Points

MILESTONES 0 1 2 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

ACTION POINTS

WILL 15

10 + 1/2 LVL ABIL

CONDITIONAL BONUSES

23

DEFENSE

3

10 + 1/2 LVL ABIL

CONDITIONAL BONUSES

25

6

10 + 1/2 LVL ABIL

CONDITIONAL BONUSES

22

DEFENSE

15

FEAT

DEFENSES

Alignment

Unaligned

Paragon Path

Bonded Summoner

10 + ARMOR/ 1/2 LVL ABIL CLASS

Weight

175 lb.

CONDITIONAL BONUSES

24

SCORE

Height

5'10"

Wizard

Gender

Male

MOD + 1/2 LVL

Age

46

HEALING SURGES

SECOND WIND 1/ENCOUNTER

CURRENT HIT POINTS

67

Charisma

HIT POINTS

-1

CHA

9

MAX HP

1

Wisdom

WIS

6

0

3

0

ABIL MOD

12

INT Intelligence

Dexterity

Constitution

11

STR Strength CON

23

DEX

ABILITY SCORES ABILITY

17

11

SCORE

CONDITIONAL MODIFIERS

9

SCORE

Size

INITIATIVE

Medium

Race

Level

Character Name

Human

11

Gerik Desatysso

Character Sheet

ENCOUNTER POWERS

UTILITY POWERS

Paragon (11-20) Epic (21-30)

Expeditious Retreat Disguise Self Summon Hammerfist Crusher

Magic Circle Hand of Fate Arcane Mark Unseen Servant

Adventurer's Kit Alchemical Reagents (Arcana) Everburning Torch Sanctified Incense (Religion)

Gerik Desatysso

Encumbrance: 41 / 110

Stored money:

Money on hand: 3 pp

COINS AND OTHER WEALTH

Consult Mystic Sages

Dagger (E)

Comprehend Language

Make Whole

Milestone

Milestone

Milestone

/

/

/

Page 2

RITUALS / ALCHEMY Tenser's Binding

Spellbook

OTHER EQUIPMENT

Heroic (1-10)

Summon Shadow Serpent

Summon Iron Cohort

Arcane Gate

Summon Abyssal Maw

Summon Arrowhawk

Animate Dead

Web

Summon Fire Warrior

Daily Item Powers Per Day

Lockburst Chalk (level 14) ()

Sleep

Potion of Vitality (paragon tier) ()

Summoner's Tome +2 (Off-hand) (E)

Amulet of the Void (E)

/

/

/

Githweave Armor of Necrotic Resistance +3 (E)

Fireball

WAIST

RING

RING

NECK

HEAD

HANDS

FEET

ARMS

Face of Death

DAILY POWERS

Planar Gateway Attack

Planar Gateway

Lightning Bolt

Shock Beetle Swarm

Astral Wasp

Storm Pillar

Scorching Burst

ARMOR

WEAPON

WEAPON

WEAPON

MAGIC ITEMS Implement, Tome (Off-hand)

AT-WILL POWERS WEAPON

List your powers below. Check the box when the power is used. Clear the box when the power renews.

List your powers below. Check the box when the power is used. Clear the box when the power renews.

Prestidigitation

Mage Hand

Light

Ghost Sound

Magic Missile

MAGIC ITEM INDEX

POWER INDEX

/

/

/

SESSION AND CAMPAIGN NOTES

COMPANIONS AND ALLIES

Arcane Mercenary You work for pay. You'll take coin if that's all your patron has to offer, but you prefer to be paid in magic. Magic items, magical lore, magical secrets—you value these more than gold. More than any other form of payment, you want an artifact. Gaining an artifact is your goal. You might even have a specific artifact in mind. You recognize that artifacts, as magical quasientities with

CHARACTER BACKGROUND

MANNERISMS AND APPEARANCE

PERSONALITY TRAITS

CHARACTER PORTRAIT

FAMILIAR

Gerik Desatysso

Senses: low-light vision Speed: 2, fly 6 (hover) Constant Benefits: Owl's Counsel: Whenever you make an Insight check or Perception check, add 1d4 to the result. Active Benefits: Owl's Eyes: As a standard action, you can see through your familiar's eyes until the end of your next turn. You do not gain the ability to cast spells or attack through the familiar, and you determine if a target has cover and concealment from you as normal, but you might spot an enemy coming around a corner, or notice a foe hiding behind a wall.

A common symbol of wisdom and knowledge, owl familiars are known for their good counsel and insight.

Category: Owl

Page 3

vs DEFENSE

Reflex

20

TARGET

One creature

RANGE

Ranged 20

Minor

TARGET

USED

®

PH

vs DEFENSE

10

TARGET

RANGE

Ranged 10

AT-WILL POWER

Gerik Desatysso

AT-WILL POWER

BOOK

AP ®

DEFENSE

Fort

10

PH

TARGET

One creature

RANGE

Ranged 10

BOOK

ENCOUNTER POWER

Wizard

Page 4

LEVEL

1

BOOK

AP

Summoner's Tome +2: +14 attack, 1d10+8 damage

CLASS

1

ATTACK

CLASS

Wizard

1

USED

®

®

Attack: Intelligence vs. Fortitude Hit: 1d10 + Intelligence modifier (+6) damage. Effect: You conjure an astral wasp that appears in 1 square within the target's space. It lasts until the end of your next turn. If the target moves out of the astral wasp's square, it takes damage equal to your Constitution modifier (+3). If the target ends its turn more than 2 squares away from the astral wasp, it takes damage equal to your Constitution modifier (+3).

vs

ADDITIONAL EFFECTS

LEVEL

ACTION

Standard 14

LEVEL

Arcane, Conjuration, Implement

ADDITIONAL EFFECTS

Effect: You conjure a pillar of crackling energy in an unoccupied square within range. The pillar occupies 1 square and lasts until the end of your next turn. Each enemy that moves into a square adjacent to the pillar takes 1d6 + your Intelligence modifier (+6) lightning damage. Level 21: 2d6 + Intelligence modifier (+6) lightning damage.

ATTACK

ACTION

Standard

Arcane, Conjuration, Implement, Lightning

USED

®

Wizard

KEYWORDS

BOOK

KEYWORDS

1

Astral Wasp

LEVEL

Storm Pillar

AT-WILL POWER

Wizard

CLASS

DEFENSE

RANGE

Ranged 2

PH

CLASS

ATTACK

vs

2

BOOK

ADDITIONAL EFFECTS

TARGET

Standard ACTION

1

ADDITIONAL EFFECTS

DEFENSE

RANGE

LEVEL

Effect: Use this cantrip to accomplish one of the effects given below. •Move up to 1 pound of material. •Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. • Color, clean, or soil items in 1 cubic foot for up to 1 hour. • Instantly light (or snuff out) a candle, a torch, or a small campfire. • Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. • Make a small mark or symbol appear on a surface for up to 1 hour. • Produce out of nothingness a small item or image that exists until the end of your next turn. • Make a small, handheld item invisible until the end of your next turn. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature's actions. This cantrip cannot duplicate the effect of any other power. Special: You can have as many as three prestidigitation effects active at one time.

vs

5

TARGET

One object or unoccupied square

RANGE

Ranged 10

Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely. Special: You can create only one hand at a time.

ATTACK

ACTION

Arcane

KEYWORDS

Arcane, Conjuration

USED

AT-WILL POWER

KEYWORDS

®

Wizard

Prestidigitation

Ranged 5

PH

DEFENSE

Mage Hand

AT-WILL POWER

BOOK

CLASS

1

CLASS

Wizard

ADDITIONAL EFFECTS

LEVEL

vs

10

USED

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.

ATTACK

ACTION

Standard

ADDITIONAL EFFECTS

Summoner's Tome +2: +14 attack, 2d4+8 damage

Attack: Intelligence vs. Reflex Hit: 2d4 + Intelligence modifier (+6) force damage. Increase damage to 4d4 + Intelligence modifier (+6) at 21st level. Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

ATTACK

14

ACTION

Standard

Arcane, Illusion

KEYWORDS

USED

KEYWORDS

Arcane, Force, Implement

Ghost Sound

Magic Missile

ATTACK

DEFENSE

5

TARGET

One object or unoccupied square

RANGE

Ranged 5

USED

Wizard

vs

DEFENSE

Reflex

1

1

BOOK

PH

RANGE TARGET

Each creature in burst

®

USED

Area burst 1 within 10 squares

LEVEL

Wizard

ACTION

1

BOOK

PH

vs

DEFENSE

Fort

1

10

RANGE

Area burst 1 within 10 squares

TARGET

Each creature in burst

®

USED

Wizard

ENCOUNTER POWER

CLASS

ADDITIONAL EFFECTS

LEVEL

3

BOOK

AP ®

Summoner's Tome +2: +14 attack, 1d6+8 damage

Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier (+6) lightning damage, and you conjure a shock beetle in 1 square within the target's space. Each beetle lasts until the end of your next turn. Each enemy that starts its turn in or adjacent to at least 1 square containing a shock beetle takes lightning damage equal to your Constitution modifier (+3).

ATTACK

14

LEVEL

Arcane, Conjuration, Implement, Lightning Standard

KEYWORDS

Shock Beetle Swarm

AT-WILL POWER

CLASS

ADDITIONAL EFFECTS

Summoner's Tome +2: +14 attack, 1d6+8 damage

Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier (+6) fire damage. Increase damage to 2d6 + Intelligence modifier (+6) at 21st level.

ATTACK

14

ACTION

10

Arcane, Fire, Implement Standard

KEYWORDS

Scorching Burst

AT-WILL POWER

CLASS

ADDITIONAL EFFECTS

Effect: You cause the target to shed bright light. The light fills the target's square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.

vs

Arcane

ACTION

Minor

KEYWORDS

Light

vs DEFENSE

Reflex

10

TARGET

One creature

RANGE

Ranged 10

vs DEFENSE

10

TARGET

RANGE

Ranged 10

®

DEFENSE

TARGET

RANGE

Ranged 10

PH

USED

Gerik Desatysso

DAILY POWER

Wizard

LEVEL

9

BOOK

AP ®

DAILY POWER

Wizard

Page 5

LEVEL

5

BOOK

AP ®

CLASS

vs

10

BOOK

CLASS

ATTACK

ACTION

Minor

5

Arcane, Implement, Summoning

LEVEL

ADDITIONAL EFFECTS

TARGET

TARGET

Each creature in burst

RANGE

®

USED

®

ADDITIONAL EFFECTS

DEFENSE

RANGE

AP

Effect: You summon a Medium abyssal maw in an unoccupied square within range. The maw has a speed of 6. You can give the maw the following special commands. Standard Action: Melee 1; targets one creature; Intelligence vs. Reflex; 2d6 + Intelligence modifier (+6) damage. Opportunity Attack: Melee 1; targets one creature; Intelligence vs. Reflex; 1d8 + Intelligence modifier (+6) damage. In addition, if an enemy adjacent to the maw makes a melee attack that does not include the maw as a target, the maw can make an opportunity attack against that enemy after the enemy's attack is resolved.

vs

10

BOOK

Effect: You summon a Medium arrowhawk in an unoccupied square within range. The arrowhawk has a speed of fly 8 (hover). It has a +2 bonus to AC and a +2 bonus to Reflex. You can give the arrowhawk the following special commands. Standard Action: Shift 3 squares and attack; melee 1; targets one creature; Intelligence vs. Reflex; 1d10 + Intelligence modifier (+6) damage, and the target is marked by the arrowhawk until the end of your next turn. Opportunity Attack: Melee 1; targets one creature; Intelligence vs. Reflex; 1d10 + Intelligence modifier (+6) damage, and the target is marked by the arrowhawk until the end of your next turn.

ATTACK

ACTION

Minor

USED

KEYWORDS

Arcane, Implement, Summoning

KEYWORDS

DAILY POWER

Wizard

Summon Abyssal Maw

Ranged 10

AP

11

Area burst 2 within 20 squares

Summon Arrowhawk

DAILY POWER

BOOK

CLASS

1

DEFENSE

Reflex

2

20

LEVEL

Summoner's Tome +2: +14 attack, 0 damage

CLASS

LEVEL

vs

ADDITIONAL EFFECTS

Wizard

TARGET

RANGE

Ranged 10

Attack: Intelligence vs. Reflex Hit: The target is immobilized (save ends). Effect: The burst creates a zone of webs that fills the area until the end of the encounter or for 5 minutes. The zone is considered difficult terrain. Any creature that ends its move in the web is immobilized (save ends).

ATTACK

14

ACTION

Standard

Arcane, Implement, Zone

ADDITIONAL EFFECTS

Effect: You summon a Medium fire warrior in an unoccupied square within range. The fire warrior has a speed of fly 6 (hover). It has a +2 bonus to AC and a +2 bonus to Fortitude. You can give the fire warrior the following special commands. Standard Action: Melee 1; targets one creature; Intelligence vs. Reflex; 1d8 + Intelligence modifier (+6) fire damage. Opportunity Attack: Melee 1; targets one creature; Intelligence vs. Reflex; 1d8 + Intelligence modifier (+6) fire damage.

ATTACK

ACTION

Minor

KEYWORDS

Arcane, Fire, Implement, Summoning

USED

ENCOUNTER POWER

KEYWORDS

®

DEFENSE

Bonded Summoner

Web

PH

Summon Fire Warrior

ENCOUNTER POWER

BOOK

CLASS

7

CLASS

Wizard

ADDITIONAL EFFECTS

LEVEL

vs

10

USED

Effect: You conjure a planar gateway that occupies 1 square within range and lasts until the end of your next turn. You can use the Planar Gateway Attack power, using the gateway's square as the origin square.

ATTACK

ACTION

Standard

ADDITIONAL EFFECTS

Summoner's Tome +2: +14 attack, 2d6+8 damage

Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier (+6) lightning damage. Effect: Make a secondary attack. Secondary Targets: Two creatures within 10 squares of the primary target Secondary Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier (+6) lightning damage.

ATTACK

14

ACTION

Standard

Arcane, Conjuration, Implement

KEYWORDS

USED

KEYWORDS

Arcane, Implement, Lightning

Planar Gateway

Lightning Bolt

vs DEFENSE

Reflex

TARGET

The triggering creature in burst

RANGE

Close burst 1

USED

Bonded Summoner

LEVEL

11

BOOK

AP

ATTACK

DEFENSE

TARGET

One dead creature

RANGE

Ranged 10

USED

®

Wizard

ACTION

9

vs

DEFENSE

Will

1

10

RANGE TARGET

Each creature in burst

®

USED

Dragon 372

Area burst 1 within 10 squares

BOOK

Wizard

DAILY POWER

CLASS

ADDITIONAL EFFECTS

LEVEL

9

BOOK

AP

Summoner's Tome +2: +14 attack, 0 damage

®

Attack: Intelligence vs. Will Hit: The target is immobilized (save ends). First Failed Saving Throw: The target is helpless (save ends). Aftereffect: The target is slowed (save ends). Miss: The target is immobilized (save ends). Aftereffect: The target is slowed (save ends).

ATTACK

14

LEVEL

Arcane, Fear, Illusion, Implement Standard

KEYWORDS

SPELLBOOK

Face of Death

DAILY POWER

CLASS

ADDITIONAL EFFECTS

Effect: You summon the animated corpse of one of your fallen enemies in an unoccupied square within range. The summoned creature is the same size as one dead creature within the range of this power. The animated creature has reach equal to the target creature's reach and speed 6. It has a +2 bonus to AC and a +2 bonus to Fortitude. You can give the animated creature the following special commands. Standard Action: Targets one enemy in reach; Intelligence vs. AC; 1d10 + Intelligence modifier (+6) necrotic damage. Opportunity Attack: Targets one enemy in reach; Intelligence vs. AC; 1d10 + Intelligence modifier (+6) necrotic damage.

vs

10

Arcane, Implement, Necrotic, Summoning

ACTION

Minor

KEYWORDS

Animate Dead

ENCOUNTER POWER

CLASS

ADDITIONAL EFFECTS

Summoner's Tome +2: +14 attack, 3d6+8 damage

Requirement: You must be under the effect of the Planar Gateway power. Trigger: A creature starts its turn in the planar gateway or enters a square adjacent to the planar gateway Attack: Intelligence vs. Reflex Hit: 3d6 + Intelligence modifier (+6) damage, and you slide the target 3 squares.

ATTACK

14

1

Arcane, Conjuration, Implement

ACTION

Free

KEYWORDS

Planar Gateway Attack

vs DEFENSE

Reflex

3

20

TARGET

Each creature in burst

RANGE

Area burst 3 within 20 squares

ENCOUNTER

1

Minor

PH

Minor

DAILY

RANGE

Gerik Desatysso

UTILITY POWER

Wizard

LEVEL

6

BOOK

AP ®

UTILITY POWER

Wizard

Page 6

LEVEL

2

BOOK

AP ®

CLASS

ENCOUNTER

CLASS

AT-WILL

Ranged 10

ADDITIONAL EFFECTS

DAILY

Minor ACTION

USED

®

ADDITIONAL EFFECTS

ENCOUNTER

RANGE

AP

Effect: You summon a Small shadow serpent in an unoccupied square within range. The shadow serpent has a speed of 6. It has a +5 bonus to Stealth checks and takes no penalty to Stealth checks for moving more than 2 squares. You can give the shadow serpent the following special command. Minor Action: Until the end of your turn, you can see through the shadow serpent's eyes. You cannot gain line of sight or line of effect for your powers from the serpent's square, but you can make Perception checks from it to spot hidden objects or creatures.

2

BOOK

Effect: You summon a Small iron cohort in an unoccupied square within the burst. The iron cohort has a speed of 6 and has a +2 bonus to AC. You can give the iron cohort the following special command. Immediate Interrupt: When you are targeted by a ranged or melee attack and the iron cohort is adjacent to you, the iron cohort becomes the attack's target instead.

AT-WILL

ACTION

10

Arcane, Implement, Summoning

KEYWORDS

Arcane, Implement, Summoning

USED

10

KEYWORDS

UTILITY POWER

LEVEL

SPELLBOOK

®

Wizard

Summon Shadow Serpent

Close burst 2

BOOK

SPELLBOOK

6

Summon Iron Cohort

UTILITY POWER

LEVEL

CLASS

Wizard

CLASS

DAILY

ADDITIONAL EFFECTS

ENCOUNTER

RANGE

Ranged 10

USED

®

ADDITIONAL EFFECTS

10

PH

Effect: You summon a Medium hammerfist crusher in an unoccupied square within range. The hammerfist crusher has a speed of 3. It has a +2 bonus to AC and a +2 bonus to Fortitude. You can give the crusher the following special command. Standard Action: Melee 1; targets one object; Intelligence vs. Reflex; 5d6 + Intelligence modifier (+6) damage.

AT-WILL

ACTION

BOOK

Effect: You make yourself, your clothing, and your equipment look different. You can take on the appearance of any creature of similar build and size, including a specific individual whom you've seen. You gain neither the abilities or mannerisms of the chosen form, nor the tactile or audible properties of your form or gear. For example, if you took on the illusion of a dwarf fighter in plate armor, anyone touching you would realize you weren't wearing plate armor, and you would not clank, creak, or jingle as you walked. The illusion lasts for 1 hour, although you can end it as a minor action. You must keep the same appearance for the entire duration. Anyone who attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 power bonus to your check.

DAILY

RANGE

AT-WILL

Personal

Minor ACTION

Arcane, Implement, Summoning

KEYWORDS

Arcane, Illusion

USED

DAILY POWER

LEVEL

KEYWORDS

®

Wizard

Summon Hammerfist Crusher

PH

TARGET

Each creature in burst

Disguise Self

DAILY POWER

BOOK

CLASS

5

CLASS

Wizard

DEFENSE

Will

RANGE

Area burst 2 within 20 squares

Summoner's Tome +2: +14 attack, 0 damage

ADDITIONAL EFFECTS

LEVEL

vs

2

20

USED

Attack: Intelligence vs. Will Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends). Miss: The target is slowed (save ends).

ATTACK

14

ACTION

Standard

ADDITIONAL EFFECTS

Summoner's Tome +2: +14 attack, 3d6+8 damage

Attack: Intelligence vs. Reflex Hit: 3d6 + Intelligence modifier (+6) fire damage. Miss: Half damage.

ATTACK

14

ACTION

Standard

Arcane, Implement, Sleep

KEYWORDS

KEYWORDS

USED

SPELLBOOK

SPELLBOOK Arcane, Fire, Implement

Sleep

Fireball Arcane

ENCOUNTER

Wizard

2

ENCOUNTER

LEVEL

PH

DAILY

RANGE

Ranged 20

BOOK

USED

®

USED

Wizard

LEVEL

10

BOOK

PH

12 LEVEL

+3 AC

1

TYPE

Armor

QUANTITY

®

Body

MAGIC ITEM

ITEM SLOT

POWER

AT-WILL

WEIGHT

2

PRICE

13000

ENCOUNTER

BOOK

DAILY

®

Resist 10 to a damage type chosen from the following list at the time the armor is created: acid, cold, fire, force, lightning, necrotic, poison, psychic, thunder.

PROPERTIES

SPEED

ENHANCEMENT

CHECK

0 AC BONUS

Githweave Armor of Necrotic Resistance

UTILITY POWER

CLASS

ADDITIONAL EFFECTS

Target: Two unoccupied squares Effect: You create a dimensional rift between the two target squares that lasts until the end of your next turn. Any creature that enters one of the target squares can move to the other target square as if it were adjacent to that square. A creature cannot pass through the rift if either square is occupied by another creature. Sustain Minor: The rift persists.

AT-WILL

20

Arcane, Teleportation

ACTION

Minor

KEYWORDS

SPELLBOOK

Arcane Gate

UTILITY POWER

CLASS

ADDITIONAL EFFECTS

DAILY

RANGE

Personal

Effect: Shift up to twice your speed.

AT-WILL

ACTION

Move

KEYWORDS

Expeditious Retreat

1

TYPE

Tome

QUANTITY

PRICE

5000

ENCOUNTER

LEVEL

14

SPEED

1 QUANTITY

DAILY

TYPE

Alchemical

BOOK

®

Gerik Desatysso

MAGIC ITEM

ITEM SLOT

WEIGHT

0

PRICE

800

BOOK

®

Power (Consumable): Standard Action. Make a Thievery check on an adjacent locked object or a locked object you are holding, gaining a +12 bonus to the check instead of your normal check modifiers. A successful check destroys the lock; a failed check does not damage it.

POWER

AT-WILL

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Lockburst Chalk (level 14)

MAGIC ITEM

0

MAGIC ITEM

Neck

ITEM SLOT

WEIGHT

ITEM SLOT

Off-hand

Item Slot: Neck

AT-WILL

Item Slot: Off-hand Power (Daily • Arcane, Implement, Summoning): Free Action. Choose a power contained in this tome and expend an unused wizard daily attack power of an equal or higher level. You gain the use of the chosen power during this encounter. The power is lost if you do not use it before the end of the encounter.

DAILY

PROPERTIES

LEVEL

11

SPEED

PRICE

Page 7

0

9000

ENCOUNTER

WEIGHT

ENHANCEMENT

POWER

ENCOUNTER

CHECK

+3 Fortitude, Reflex, and Will

AC BONUS

Amulet of the Void

POWER

AT-WILL

When you hit with an opportunity attack using a conjuration or summoning wizard power through this tome, the target takes extra damage equal to this tome's enhancement bonus. This tome contains two wizard daily summoning powers. Both powers must be of a level equal to or lower than that of the tome. Choose these powers when you acquire the tome; they cannot be changed later. You can add these powers to your spellbook.

PROPERTIES

10 LEVEL

SPEED

ENHANCEMENT

CHECK

+2 attack rolls and damage rolls

AC BONUS

Summoner's Tome +2 1

BOOK

DAILY

TYPE

Neck Slot Item

QUANTITY

®

ENCOUNTER

LEVEL

15

SPEED

1

DAILY

TYPE

Potion

QUANTITY

MAGIC ITEM

ITEM SLOT

WEIGHT

0

PRICE

1000

BOOK

®

Power (Consumable • Healing): Minor Action. Drink the potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 25 hit points and make one saving throw against an effect on you that a save can end.

POWER

AT-WILL

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Potion of Vitality (paragon tier)

Initiative 5

1/2 LVL

Charisma

18 1/4 HP

37

Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery

5 6 4 4 14 5 9 5 9 4 16 16 5 15 4 10 Aaron

Acrobatics

15

SKILL NAME

DEX

CHA

DEX

INT

WIS

WIS

CHA

WIS

INT

WIS

CON

WIS

CHA

CHA

STR

INT

DEX

11

4

11

5

9

9

4

9

5

9

6

9

4

4

5

5

11

ABIL MOD + 1/2 LVL

SKILLS

CURRENT CONDITIONS AND EFFECTS

RESISTANCES

SAVING THROW MODS

DEATH SAVING THROW FAILURES

TEMPORARY HIT POINTS

BONUS

MISC

4

9

5

11

6

5

7

SURGES/DAY

0

0

5

0

5

5

0

0

0

0

0

5

0

0

0

0

5

-1

n/a

-1

n/a

n/a

n/a

n/a

n/a

n/a

n/a

-1

n/a

n/a

n/a

-1

n/a

-1

2

2

2

ARMOR PENALTY MISC

USED

CURRENT SURGE USES

TRND (+5)

SURGE VALUE

1/2 HP

BLOODIED

Class

AC

DEFENSE

9

FORT 15

REF

DEFENSE

15

6

4

CLASS

1

CLASS

1

CLASS

FEAT

FEAT

FEAT

MISC

MISC

MISC

MISC

MISC

MISC

MISC

MISC

ACTION POINTS 1 2 3

ENH

ENH

ENH

3

ENH

Deity

Corellon

Speed

16

9

SKILL BONUS

MISC

5

6

ABIL

CLASS

2

PROF

5

+ 5

0

ABIL

CLASS

PROF

FEAT

FEAT

AC

vs

11

FEAT

ENH

FEATS

Unarmed (Range)

Unarmed (Melee)

Prime Shot Greatbow +3

WEAPON OR POWER

BASIC ATTACKS

0

ABIL

3

ENH

MISC

MISC

1d4+6

1d4

1d12+9

DAMAGE

MISC

MISC

Elven Precision - +2 to reroll with elven accuracy Sly Hunter - +3 damage with bow against isolated target Opportunity Fire - Use bow or loaded crossbow to make

Page 1

LANGUAGES KNOWN Common, Elven

attacks

opportunity attacks; these attacks don't provoke opportunity

Hunter's Aim - Ignore quarry's cover or concealment before or after the action

accuracy

Wild Elf Luck - +1d4 bonus on reroll when using elven

the Greatbow.

Weapon Proficiency (Greatbow) - Gain proficiency with

action, make ranged basic attack with bow or crossbow

Rapid-Fire Action - When you spend action point to gain

+1 on ranged attacks against that target.

Prime Shot - If no allies are closer to target than you, get

round.

Bows.

Weapon Expertise (Bow) - Gain bonus to attack rolls with Hunter's Quarry - Minor action, designate nearest enemy you see as quarry; deal extra damage to quarry once per

d8s

Lethal Hunter - Hunter's Quarry damage dice increase to

Defensive Mobility - +2 to AC against opportunity attacks

vs

AC

AC vs

vs

DEFENSE

5

17

ATTACK

1d4

DAMAGE

6 Melee Basic Attack - Unarmed

1d12+9 ABILITY:

FEAT

ABIL

DAMAGE

MISC

1

MISC

Ranged Basic Attack - Prime Shot Greatbow +3

ENH

3

ENH

ABILITY:

DAMAGE WORKSPACE

1/2 LVL

ATT BONUS

Melee Basic Attack - Unarmed

+ 17

1/2 LVL

Ranged Basic Attack - Prime Shot Greatbow +3 ATT BONUS

ABILITY:

10 +

ATTACK WORKSPACE

Passive Perception

BASE

ITEM

10 +

ARMOR

RPGA Number

Passive Insight

Low-light Vision

ABILITY:

7

BASE

SENSES

(Squares)

26,000 Total XP

PASSIVE SENSE

SPECIAL SENSES

26

19

SCORE

SPECIAL MOVEMENT

7

SCORE

MOVEMENT

Adventuring Company

The Band of the Hand

Epic Destiny

Player Name

bonus feat.

Archer Fighting Style - Gain Defensive Mobility as a

Fighting Style.

Fighting Style - Choose Archer Fighting Style or Two-Blade

CLASS / PATH / DESTINY FEATURES

when shifting multiple squares).

Wild Step - Ignore difficult terrain when shifting (even

Fey Origin - Your origin is fey, not natural

power.

Elven Accuracy - Use elven accuracy as an encounter

Perception.

Group Awareness - Non-elf allies within 5 get +1 to

shortbow.

Elven Weapon Proficiency - Proficient with longbow and

RACE FEATURES

Action Points

MILESTONES 0 1 2 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

ACTION POINTS

WILL 15

10 + 1/2 LVL ABIL

CONDITIONAL BONUSES

19

DEFENSE

CONDITIONAL BONUSES

22

10 + 1/2 LVL ABIL

2

10 + 1/2 LVL ABIL

CONDITIONAL BONUSES

18

DEFENSE

+2 AC against opportunity attacks

15

FEAT

DEFENSES

Alignment

Good

Paragon Path

Sharpshooter

10 + ARMOR/ 1/2 LVL ABIL CLASS

Weight

CONDITIONAL BONUSES

27

SCORE

Height

Ranger

Gender

Male

MOD + 1/2 LVL

Age

36

HEALING SURGES

HIT POINTS

SECOND WIND 1/ENCOUNTER

CURRENT HIT POINTS

74

MAX HP

-1

CHA

9

Wisdom

4

0

6

WIS

INT Intelligence

Dexterity

1

0

ABIL MOD

19

11

DEX

23

Constitution

CON

STR Strength

ABILITY

12

11

SCORE

6

DEX

ABILITY SCORES

CONDITIONAL MODIFIERS

11

SCORE

Size

INITIATIVE

Medium

Race

Level

Character Name

Elf

11

Aaron

Character Sheet

OTHER EQUIPMENT

Aaron

Encumbrance: 66 / 110

Stored money:

Money on hand: 0 gp

COINS AND OTHER WEALTH

Adventurer's Kit

Arrows

Prime Shift

Serpentine Dodge

Crucial Advice

UTILITY POWERS

Milestone Milestone

Paragon (11-20) Epic (21-30)

/

/

/

Page 2

RITUALS / ALCHEMY

Milestone

Heroic (1-10)

Daily Item Powers Per Day

Tattoo of Vengeance (heroic tier) ()

Close Quarters Shot

Potion of Clarity (level 15) ()

Potion of Vitality (paragon tier) () (2)

Wallwalkers (heroic tier) (E)

Breach Bracers (heroic tier) (E)

Summoned Earthhide Armor +3 (E)

Spitting-Cobra Stance

WAIST

RING

RING

NECK

HEAD

HANDS

FEET

ARMS

ARMOR

WEAPON

WEAPON

Split the Tree

Stab and Shoot

Biting Volley

Disruptive Strike

DAILY POWERS

ENCOUNTER POWERS Two-Fanged Strike

Elven Accuracy

Nimble Strike

Twin Strike

WEAPON

MAGIC ITEMS Prime Shot Greatbow +3 (E)

AT-WILL POWERS WEAPON

List your powers below. Check the box when the power is used. Clear the box when the power renews.

List your powers below. Check the box when the power is used. Clear the box when the power renews.

Hunter's Quarry

MAGIC ITEM INDEX

POWER INDEX

/

/

/

/

/

/

SESSION AND CAMPAIGN NOTES

COMPANIONS AND ALLIES

Occupation - Military You served in a military organization, such as an army or a city guard. Were you conscripted, or did you volunteer? What was your rank? How did you leave the service? If you haven't left, describe the circumstances under which you still serve while also adventuring.

CHARACTER BACKGROUND

MANNERISMS AND APPEARANCE

PERSONALITY TRAITS

CHARACTER PORTRAIT

Aaron

vs

*

DEFENSE

AC TARGET

One creature

RANGE

Melee weapon

DEFENSE

AC TARGET

One creature

RANGE

Ranged weapon

Standard vs

*

DEFENSE

AC

*

TARGET

One or two creatures

RANGE DEFENSE

AC

TARGET

One creature

RANGE

Ranged weapon

BOOK

vs

*

DEFENSE

AC

*

TARGET

One creature

RANGE

DEFENSE

AC

PH

TARGET

The attacking creature

RANGE

Melee or Ranged weapon

BOOK

ENCOUNTER POWER

LEVEL

1

BOOK

PH

ENCOUNTER POWER

Ranger

Page 3

LEVEL

3

BOOK

PH

CLASS

ADDITIONAL EFFECTS

Prime Shot Greatbow +3: +17 attack, 1d12+9 damage

CLASS

Ranger

®

USED

+2d8 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. +3 to damage rolls against that enemy until the end of the encounter when a nonminion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance (heroic tier).

®

vs

*

1

®

Trigger: You or an ally is attacked by a creature Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged) Hit: 1[W] + Strength modifier (+0) damage (melee) or 1[W] + Dexterity modifier (+6) damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier (+4).

ATTACK

17

ACTION

*

Martial, Weapon

LEVEL

+2d8 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. +3 to damage rolls against that enemy until the end of the encounter when a nonminion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance (heroic tier).

ADDITIONAL EFFECTS

Prime Shot Greatbow +3: +17 attack, 1d12+9 damage

Requirement: You must be wielding two melee weapons or a ranged weapon. Attack: Strength vs. AC (melee; main weapon and offhand weapon) or Dexterity vs. AC (ranged), two attacks Hit: 1[W] + Strength modifier (+0) damage (melee) or 1[W] + Dexterity modifier (+6) damage (ranged) per attack. If both attacks hit, you deal extra damage equal to your Wisdom modifier (+4).

ATTACK

17

ACTION

Standard

USED

KEYWORDS

Martial, Weapon

KEYWORDS

AT-WILL POWER

Ranger

Disruptive Strike

Melee or Ranged weapon

PH

Two-Fanged Strike

AT-WILL POWER

BOOK

CLASS

1

CLASS

LEVEL

+2d8 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. +3 to damage rolls against that enemy until the end of the encounter when a nonminion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance (heroic tier).

Ranger

ADDITIONAL EFFECTS

Prime Shot Greatbow +3: +17 attack, 1d12+9 damage

®

USED

+2d8 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. +3 to damage rolls against that enemy until the end of the encounter when a nonminion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance (heroic tier).

®

vs

*

*

Special: Shift 1 square before or after you attack. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+6) damage. Increase damage to 2[W] + Dexterity modifier (+6) at 21st level.

ATTACK

17

ACTION

Standard

Martial, Weapon

LEVEL

ADDITIONAL EFFECTS

Prime Shot Greatbow +3: +17 attack, 1d12+3 damage

Requirement: You must be wielding two melee weapons or a ranged weapon. Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks Hit: 1[W] damage per attack. Increase damage to 2[W] at 21st level.

ATTACK

17

ACTION

USED

KEYWORDS

Martial, Weapon

KEYWORDS

AT-WILL POWER

Nimble Strike

Melee or Ranged weapon

BOOK

Twin Strike

AT-WILL POWER

*

CLASS

LEVEL

CLASS

ADDITIONAL EFFECTS

Prime Shot Greatbow +3: +17 attack, 1d12+9 damage +2d8 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. +3 to damage rolls against that enemy until the end of the encounter when a nonminion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance (heroic tier).

®

vs

*

Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+6) damage. Increase damage to 2[W] + Dexterity modifier (+6) at 21st level. Special: Weapons with the heavy thrown property use Strength instead of Dexterity for attack rolls and damage rolls. Warlocks can use eldritch blast as a ranged basic attack, and wizards can use magic missile as a ranged basic attack.

ATTACK

17

ACTION

Standard

USED

+2d8 to damage once per round (Hunter's Quarry) +3 to damage rolls against that enemy until the end of the encounter when a non-minion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance (heroic tier).

ADDITIONAL EFFECTS

Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+0) damage. Increase damage to 2[W] + Strength modifier (+0) at 21st level. Special: You can use an unarmed attack as a weapon to make a melee basic attack.

ATTACK

5

ACTION

Standard

Weapon

KEYWORDS

USED

KEYWORDS

Weapon

Ranged Basic Attack

Melee Basic Attack

vs DEFENSE

TARGET

RANGE

USED

vs DEFENSE

LEVEL

*

PH

TARGET

RANGE

Personal

BOOK

Racial Power

vs

DEFENSE

Reflex

BOOK

PH

RANGE

Ranged weapon

*

TARGET

One or two creatures

LEVEL

Ranger

ENCOUNTER POWER

CLASS

LEVEL

7

BOOK

MP

®

®

USED

®

USED

+2d8 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. +3 to damage rolls against that enemy until the end of the encounter when a nonminion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance (heroic tier).

ADDITIONAL EFFECTS

Prime Shot Greatbow +3: +17 attack, 1d12+9 damage

Attack: Dexterity vs. Reflex, two attacks. Each attack can score a critical hit on a roll of 18–20. Hit: 1[W] + Dexterity modifier (+6) damage per attack.

ATTACK

17

ACTION

*

Martial, Weapon Standard

KEYWORDS

Biting Volley

ENCOUNTER POWER

CLASS

ADDITIONAL EFFECTS

Effect: Reroll an attack roll. Use the second roll, even if it's lower.

ATTACK

ACTION

Free

KEYWORDS

Elven Accuracy

AT-WILL POWER

CLASS

ADDITIONAL EFFECTS

You can designate one enemy as your quarry at a time. Level : Hunter's Quarry Extra Damage 1st–10th : +1d6 11th–20th : +2d6 21st–30th : +3d6

The hunter's quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.

You can designate the nearest enemy to you that you can see as your quarry. Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter's Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn.

ATTACK

ACTION

Minor

KEYWORDS

Hunter's Quarry

Aaron

vs

*

DEFENSE

TARGET

One creature

RANGE

Melee 1

Standard vs DEFENSE

AC

1

TARGET

One adjacent enemy

RANGE

Ranger

PH

DAILY

USED

®

Ranger

UTILITY POWER

CLASS

ADDITIONAL EFFECTS

LEVEL

10

BOOK

MP ®

Effect: Until the stance ends, you can shift a number of squares equal to your Wisdom modifier (+4) as a move action whenever you hit an enemy with a ranged attack that has the bonus from the Prime Shot class feature.

AT-WILL

RANGE

BOOK

Personal ENCOUNTER

9

Minor

Martial, Stance

LEVEL

ACTION

KEYWORDS

Prime Shift

DAILY POWER

CLASS

+2d8 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. +3 to damage rolls against that enemy until the end of the encounter when a nonminion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance (heroic tier).

ADDITIONAL EFFECTS

Prime Shot Greatbow +3: +17 attack, 4d12+9 damage

Attack: Dexterity vs. AC. This attack does not provoke opportunity attacks. Hit: 4[W] + Dexterity modifier (+6) damage. Miss: Half damage.

ATTACK

17

ACTION

5

1

ENCOUNTER

LEVEL

PH

DAILY

RANGE

Ranged 5

BOOK

Ranger

LEVEL

PH

25/50 RANGE

CRITICAL

+3d6 damage

BOOK

®

Two-Hands

MAGIC WEAPON

ITEM SLOT

POWER

AT-WILL

WEIGHT

PRICE

Page 4

5

13000

ENCOUNTER

BOOK

DAILY

®

Ranged Basic Attack: +17 attack, 1d12+9 damage

You deal +2 damage if no ally is closer to the target than you are. Load Free

PROPERTIES

12 LEVEL

ENHANCEMENT

GROUP

Bow

2

+3 attack rolls and damage rolls

2 PROFICIENT

1d12 DAMAGE

Prime Shot Greatbow +3

UTILITY POWER

CLASS

ADDITIONAL EFFECTS

®

USED

Trigger: An ally within range that you can see or hear makes a skill check using a skill in which you're trained Effect: Grant the ally the ability to reroll the skill check, with a power bonus equal to your Wisdom modifier (+4).

AT-WILL

ACTION

Martial

KEYWORDS

Martial, Weapon

USED

DAILY POWER

KEYWORDS

®

Ranger

Crucial Advice

Ranged 1

MP

Close Quarters Shot

ENCOUNTER POWER

BOOK

CLASS

11

TARGET

+2d8 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. +3 to damage rolls against that enemy until the end of the encounter when a nonminion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance (heroic tier).

CLASS

Sharpshooter

DEFENSE

AC

RANGE

Ranged weapon

Prime Shot Greatbow +3: +17 attack, 2d12+9 damage

ADDITIONAL EFFECTS

LEVEL

vs

*

USED

Attack: Dexterity vs. AC. Make two attack rolls, take the higher result, and apply it to both targets. Hit: 2[W] + Dexterity modifier (+6) damage.

ATTACK

17

ACTION

Standard

ADDITIONAL EFFECTS

Requirement: You must be wielding a bow or a crossbow. Hit: 1[W] + Dexterity modifier (+6) damage, and the target is dazed until the end of your turn. Make a secondary attack. Secondary Target: One creature other than the primary target in weapon range Secondary Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier (+6) damage.

ATTACK

ACTION

Standard

Martial, Weapon

KEYWORDS

USED

KEYWORDS

Martial, Weapon

Split the Tree

Stab and Shoot

ATTACK

DEFENSE

TARGET

RANGE

Personal

Ranger

Martial

5

ENCOUNTER

LEVEL

MP

DAILY

RANGE

Personal

BOOK

USED

®

USED

Ranger

LEVEL

6

3

-

ENCOUNTER

LEVEL

11

SPEED

1

TYPE

Armor

QUANTITY

Body

MAGIC ITEM

ITEM SLOT

WEIGHT

25

PRICE

9000

BOOK

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.

POWER

AT-WILL

PROPERTIES

+3 AC

-1 CHECK

ENHANCEMENT

AC BONUS

MP

DAILY

BOOK

Summoned Earthhide Armor +3

UTILITY POWER

CLASS

ADDITIONAL EFFECTS

®

®

Requirement: You must be within 2 squares of at least two enemies. Effect: You can shift a number of squares equal to 1 + your Wisdom modifier (+4). Until the end of your next turn, you gain a power bonus to all defenses equal to the number of enemies you were adjacent to at any time during this shift.

AT-WILL

ACTION

Move

KEYWORDS

Serpentine Dodge

DAILY POWER

CLASS

ADDITIONAL EFFECTS

Effect: Until the stance ends, you can make a ranged basic attack as an opportunity action against any enemy within 5 squares of you that moves closer to you.

vs

Martial, Stance, Weapon

ACTION

Minor

KEYWORDS

Spitting-Cobra Stance

Aaron

LEVEL

10

SPEED

1

TYPE

Feet Slot Item

QUANTITY

WEIGHT

0

PRICE

5000

BOOK

®

LEVEL

5

SPEED

1

TYPE

Wondrous Item

QUANTITY

MAGIC ITEM

ITEM SLOT

POWER

AT-WILL

WEIGHT

0

PRICE

1000

ENCOUNTER

BOOK

DAILY

®

When a non-minion enemy scores a critical hit against you and deals damage, you gain a +3 bonus to damage rolls against that enemy until the end of the encounter.

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Tattoo of Vengeance (heroic tier)

MAGIC ITEM

Feet

0

PRICE

1000

ENCOUNTER

LEVEL

5

SPEED

1 QUANTITY

DAILY

TYPE

Arms Slot Item

BOOK

Arms

MAGIC ITEM

ITEM SLOT

WEIGHT

PRICE

Page 5

0

1000

BOOK

Item Slot: Arms Power (Daily): Free Action. Use this power when you hit with a melee attack. The target of the attack gains vulnerable 5 against the next attack that hits it before the end of your next turn.

POWER

AT-WILL

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Breach Bracers (heroic tier)

MAGIC ITEM

WEIGHT

®

®

ITEM SLOT

DAILY

ITEM SLOT

ENCOUNTER

TYPE

Potion

Power (Consumable • Healing): Minor Action. Drink the potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 25 hit points and make one saving throw against an effect on you that a save can end.

AT-WILL

2 QUANTITY

Item Slot: Feet Power (Daily): Minor Action. Walk on walls as if they were horizontal surfaces until the end of the encounter.

DAILY

LEVEL

15

SPEED

POWER

ENCOUNTER

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Potion of Vitality (paragon tier)

POWER

AT-WILL

If you begin your turn standing on a horizontal surface, you can walk on walls as if they were horizontal surfaces. If you are not on a horizontal surface sufficient to bear your weight at the end of your move, you fall to the ground, taking damage accordingly.

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Wallwalkers (heroic tier)

ENCOUNTER

LEVEL

15

SPEED

1

DAILY

TYPE

Potion

QUANTITY

MAGIC ITEM

ITEM SLOT

WEIGHT

0

PRICE

1000

BOOK

Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, once during this encounter as a free action, you can reroll a d20 roll you just made, gaining a +3 bonus on the reroll. You must use the result of the reroll.

POWER

AT-WILL

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Potion of Clarity (level 15)

®

Initiative

DEX

5

1/2 LVL

Charisma

21 1/4 HP

Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery

14 4 4 14 12 7 5 7 9 7 12 5 12 4 7

Tiefon the Dwarf

Acrobatics

5

SKILL NAME

7

BONUS

DEX

CHA

DEX

INT

WIS

WIS

CHA

WIS

INT

WIS

CON

WIS

CHA

CHA

STR

INT

DEX

8

4

8

5

7

7

4

7

5

7

6

7

4

4

10

5

8

ABIL MOD + 1/2 LVL

SKILLS

CURRENT CONDITIONS AND EFFECTS

RESISTANCES

2

MISC

7

SURGES/DAY

0

0

5

0

5

0

5

0

0

0

5

5

0

0

5

0

0

-1

n/a

-1

n/a

n/a

n/a

n/a

n/a

n/a

n/a

-1

n/a

n/a

n/a

-1

n/a

-1

2

2

ARMOR PENALTY MISC

USED

CURRENT SURGE USES

TRND (+5)

SAVING THROW MODS +5 Racial bonus against poison

DEATH SAVING THROW FAILURES

TEMPORARY HIT POINTS

4

7

5

8

6

10

HEALING SURGES

42

Class

215 lb.

AC

DEFENSE

FORT 15

REF

DEFENSE

15

3

2

CLASS

1

CLASS

1

CLASS

FEAT

FEAT

FEAT

MISC

MISC

MISC

MISC

MISC

MISC

MISC

MISC

5

+ 16

5

ABIL

CLASS

2

PROF

FEAT

5

ABIL

2

FEAT

3

ENH

AC

2

FEAT

FEATS

Handaxe (Range)

Handaxe (Melee)

Spiderkissed Waraxe +3

Dynamic Waraxe +3

WEAPON OR POWER

BASIC ATTACKS

5

ABIL

3

ENH

3

ENH

3

ENH

MISC

MISC

MISC

1d6+7

1d6+7

1d12+10

1d12+10

DAMAGE

MISC

1

MISC

1

MISC

initiative spend an action point

Common, Dwarven

Page 1

LANGUAGES KNOWN

Quick Draw - Draw a weapon with attack action, +2 to

Prime Punisher - Use Prime Shot with melee attacks

designate a creature as prey Strength of the Earth - Spend a healing surge when you

Bravo - Bravo: Training in Intimidate, 1/encounter,

d8s

Lethal Hunter - Hunter's Quarry damage dice increase to

Weapon Focus (Axe) - Gain +1 damage per tier with Axes.

turn it into a normal hit on a 10 or higher

Stonebones - Roll a d20 when you take a critical hit and

+1 on ranged attacks against that target.

Prime Shot - If no allies are closer to target than you, get

round.

with axes and hammers

Dwarven Weapon Training - +2 damage and proficiency Hunter's Quarry - Minor action, designate nearest enemy you see as quarry; deal extra damage to quarry once per

Axes.

Weapon Expertise (Axe) - Gain bonus to attack rolls with

Toughness - Gain 5 additional hit points per tier

vs

AC

vs

13 13

AC

AC vs

vs

DEFENSE

16

16

FEAT

Melee Basic Attack - Spiderkissed Waraxe +3

1d12+10

ATTACK

2

PROF

Melee Basic Attack - Dynamic Waraxe +3

1d12+10

DAMAGE

CLASS

DAMAGE WORKSPACE

1/2 LVL

ATT BONUS

ABILITY:

5

ABIL

as off-hand weapon; gain Toughness as a bonus feat.

Two-Blade Fighting Style - Wield one-handed weapon

Fighting Style.

Fighting Style - Choose Archer Fighting Style or Two-Blade

CLASS / PATH / DESTINY FEATURES

prone.

move. Immediate saving throw to avoid being knocked

Stand Your Ground - Can move 1 less when forced to

Dwarven Resilience - Second wind is minor action.

your speed. (Other effects still can.)

Encumbered Speed - Armor or heavy load doesn't reduce

5

1/2 LVL

12

7

SKILL BONUS

MISC

Melee Basic Attack - Spiderkissed Waraxe +3

+ 16 ABILITY:

10 +

ATTACK WORKSPACE

Passive Perception

BASE

10 +

ITEM

Passive Insight

ARMOR

RPGA Number

Melee Basic Attack - Dynamic Waraxe +3 ATT BONUS

ABILITY:

5

BASE

SENSES

(Squares)

MOVEMENT

26,000 Total XP

PASSIVE SENSE

Low-light Vision

DAMAGE

poison.

Speed

SPECIAL SENSES

22

17

SCORE

Dwarven Weapon Proficiency - Proficient with hammers. Cast-Iron Stomach - +5 bonus to saving throws against

The Band of the Hand Adventuring Company

SPECIAL MOVEMENT

5

SCORE

ABILITY:

ACTION POINTS 1 2 3

ENH

ENH

ENH

2

ENH

Moradin Deity

Epic Destiny

Player Name

RACE FEATURES

Action Points

MILESTONES 0 1 2 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

ACTION POINTS

WILL 15

10 + 1/2 LVL ABIL

CONDITIONAL BONUSES

17

DEFENSE

5

10 + 1/2 LVL ABIL

CONDITIONAL BONUSES

19

6

10 + 1/2 LVL ABIL

CONDITIONAL BONUSES

21

DEFENSE

15

FEAT

DEFENSES

Alignment

Good

Paragon Path

Firstborn of Moradin

10 + ARMOR/ 1/2 LVL ABIL CLASS

Weight

CONDITIONAL BONUSES

23

SCORE

Height

4'7"

Ranger

Gender

Male

MOD + 1/2 LVL

Age

67

SURGE VALUE

1/2 HP

BLOODIED

SECOND WIND 1/ENCOUNTER

CURRENT HIT POINTS

85

MAX HP

-1

CHA

9 HIT POINTS

2

Wisdom

WIS

0

3

1

5

ABIL MOD

14

INT Intelligence

Dexterity

Constitution

17

STR Strength CON

11

3

DEX

ABILITY SCORES ABILITY

13

21

SCORE

CONDITIONAL MODIFIERS

10

SCORE

INITIATIVE

Medium Size

Race

Level

Character Name

Dwarf

11

Tiefon the Dwarf

Character Sheet

COINS AND OTHER WEALTH

OTHER EQUIPMENT

UTILITY POWERS

Tiefon the Dwarf

Encumbrance: 96 / 210

Stored money:

Money on hand: 0 gp

Handaxe

Adventurer's Kit

Hunting Party

Boundless Energy

Fox Shift

Swirling Leaves of Steel

Two-Wolf Pounce

Jaws of the Wolf

Receive the Charge

Sweeping Whirlwind

Cut and Run

DAILY POWERS

ENCOUNTER POWERS Two-Fanged Strike

Hit and Run

Twin Strike

Milestone Milestone

Paragon (11-20) Epic (21-30)

/

/

/

Page 2

RITUALS / ALCHEMY

Milestone

Daily Item Powers Per Day

Tempest Whetstone (heroic tier) ()

Potion of Vitality (paragon tier) () (2)

Ironskin Belt (heroic tier) (E)

Horned Helm (heroic tier) (E)

Shared Suffering Hide Armor +2 (E)

Spiderkissed Waraxe +3 (E)

Heroic (1-10)

WAIST

RING

RING

NECK

HEAD

HANDS

FEET

ARMS

ARMOR

WEAPON

WEAPON

WEAPON

MAGIC ITEMS Dynamic Waraxe +3 (E)

AT-WILL POWERS WEAPON

List your powers below. Check the box when the power is used. Clear the box when the power renews.

List your powers below. Check the box when the power is used. Clear the box when the power renews.

Hunter's Quarry

MAGIC ITEM INDEX

POWER INDEX

/

/

/

/

/

/

SESSION AND CAMPAIGN NOTES

COMPANIONS AND ALLIES

Geography - Mountains You were raised among the cold, craggy peaks of a mountain range. How often did you visit the lowlands as you were growing up? What brought you out of the mountains to become an adventurer?

CHARACTER BACKGROUND

MANNERISMS AND APPEARANCE

PERSONALITY TRAITS

CHARACTER PORTRAIT

vs

*

DEFENSE

AC TARGET

DEFENSE

AC TARGET

One creature

RANGE

Ranged weapon

Standard vs

*

DEFENSE

AC

*

TARGET

TARGET

One creature

RANGE

vs

*

DEFENSE

AC

*

TARGET

PH

TARGET

Each enemy in burst

RANGE

Close burst 1

BOOK

Tiefon the Dwarf

ENCOUNTER POWER

LEVEL

3

BOOK

PH

ENCOUNTER POWER

Ranger

Page 3

LEVEL

7

BOOK

PH

CLASS

ADDITIONAL EFFECTS

CLASS

Ranger

®

USED

Dynamic Waraxe +3: +16 attack, 1d12+10 damage Spiderkissed Waraxe +3: +16 attack, 1d12+10 damage

+2d8 to damage once per round (Hunter's Quarry)

®

DEFENSE

AC

1

+2d8 to damage once per round (Hunter's Quarry)

ADDITIONAL EFFECTS

Dynamic Waraxe +3: +16 attack, 1d12+10 damage Spiderkissed Waraxe +3: +16 attack, 1d12+10 damage

vs

1

LEVEL

®

Requirement: You must be wielding two melee weapons. Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+5) damage, and you push the target a number of squares equal to your Wisdom modifier (+2) and it is knocked prone.

ATTACK

16

ACTION

RANGE One or two creatures

Standard

Martial, Weapon Melee or Ranged weapon

Requirement: You must be wielding two melee weapons or a ranged weapon. Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks Special: After the first or the second attack, you can shift a number of squares equal to 1 + your Wisdom modifier (+2). Hit: 1[W] + Strength modifier (+5) damage (melee) or 1 [W] + Dexterity modifier (+3) damage (ranged) per attack.

ATTACK

16

ACTION

Standard

Martial, Weapon

USED

AT-WILL POWER

Ranger

KEYWORDS

PH

KEYWORDS

BOOK

Sweeping Whirlwind

1

Cut and Run

AT-WILL POWER

LEVEL

CLASS

ADDITIONAL EFFECTS

CLASS

Ranger

®

USED

Dynamic Waraxe +3: +16 attack, 1d12+10 damage Spiderkissed Waraxe +3: +16 attack, 1d12+10 damage +2d8 to damage once per round (Hunter's Quarry)

®

DEFENSE

AC

BOOK

Melee weapon

*

+2d8 to damage once per round (Hunter's Quarry)

ADDITIONAL EFFECTS

Dynamic Waraxe +3: +16 attack, 1d12+5 damage Spiderkissed Waraxe +3: +16 attack, 1d12+5 damage

vs

*

LEVEL

Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+5) damage. Increase damage to 2[W] + Strength modifier (+5) at 21st level. Effect: If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an opportunity attack from the target.

ATTACK

16

RANGE One or two creatures

Standard ACTION

Melee or Ranged weapon

Requirement: You must be wielding two melee weapons or a ranged weapon. Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks Hit: 1[W] damage per attack. Increase damage to 2[W] at 21st level.

ATTACK

16

ACTION

Martial, Weapon

KEYWORDS

USED

KEYWORDS

Martial, Weapon

Hit and Run

AT-WILL POWER

Twin Strike

AT-WILL POWER

BOOK

CLASS

*

CLASS

LEVEL

+2d8 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target Prime Shot.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+2d8 to damage once per round (Hunter's Quarry) +1d6 to damage rolls when charging.

Handaxe: +13 attack, 1d6+7 damage

Dynamic Waraxe +3: +16 attack, 1d12+10 damage Spiderkissed Waraxe +3: +16 attack, 1d12+10 damage

®

vs

*

USED

Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+3) damage. Increase damage to 2[W] + Dexterity modifier (+3) at 21st level. Special: Weapons with the heavy thrown property use Strength instead of Dexterity for attack rolls and damage rolls. Warlocks can use eldritch blast as a ranged basic attack, and wizards can use magic missile as a ranged basic attack.

ATTACK

13

ACTION

RANGE One creature

Standard

Melee weapon

Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+5) damage. Increase damage to 2[W] + Strength modifier (+5) at 21st level. Special: You can use an unarmed attack as a weapon to make a melee basic attack.

ATTACK

16

ACTION

Standard

Weapon

KEYWORDS

USED

KEYWORDS

Weapon

Ranged Basic Attack

Melee Basic Attack

vs DEFENSE

TARGET

RANGE

USED

vs

DEFENSE

AC

*

*

BOOK

PH

TARGET

One creature

RANGE

Melee or Ranged weapon

LEVEL

USED

®

Ranger

vs

DEFENSE

AC

BOOK

PH

RANGE

Melee weapon

1

TARGET

The triggering enemy

LEVEL

USED

®

Firstborn of Moradin

ENCOUNTER POWER

CLASS

LEVEL

11

BOOK

PH2

+2d8 to damage once per round (Hunter's Quarry)

ADDITIONAL EFFECTS

Dynamic Waraxe +3: +16 attack, 2d12+10 damage Spiderkissed Waraxe +3: +16 attack, 2d12+10 damage

®

Trigger: An enemy enters a square adjacent to you Effect: Before the attack, you shift 1 square. Attack: Strength vs. AC Hit: 2[W] + Strength modifier (+5) damage.

ATTACK

16

*

Weapon

ACTION

KEYWORDS

Receive the Charge

ENCOUNTER POWER

CLASS

+2d8 to damage once per round (Hunter's Quarry)

ADDITIONAL EFFECTS

Dynamic Waraxe +3: +16 attack, 1d12+10 damage Spiderkissed Waraxe +3: +16 attack, 1d12+10 damage

Requirement: You must be wielding two melee weapons or a ranged weapon. Attack: Strength vs. AC (melee; main weapon and offhand weapon) or Dexterity vs. AC (ranged), two attacks Hit: 1[W] + Strength modifier (+5) damage (melee) or 1[W] + Dexterity modifier (+3) damage (ranged) per attack. If both attacks hit, you deal extra damage equal to your Wisdom modifier (+2).

ATTACK

16

ACTION

*

Martial, Weapon Standard

KEYWORDS

Two-Fanged Strike

AT-WILL POWER

CLASS

ADDITIONAL EFFECTS

You can designate one enemy as your quarry at a time. Level : Hunter's Quarry Extra Damage 1st–10th : +1d6 11th–20th : +2d6 21st–30th : +3d6

The hunter's quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.

You can designate the nearest enemy to you that you can see as your quarry. Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter's Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn.

ATTACK

ACTION

Minor

KEYWORDS

Hunter's Quarry

vs

*

DEFENSE

AC TARGET

One creature

RANGE

Melee weapon

DEFENSE

AC TARGET

One creature

RANGE

Melee weapon

MP

RANGE

2

CRITICAL

MAGIC WEAPON Tiefon the Dwarf

WEIGHT

10

PRICE

9000

BOOK

MAGIC WEAPON

One-hand

WEIGHT

PRICE

Page 4

10

13000

BOOK

ITEM SLOT

One-hand

ITEM SLOT

DAILY

Power (At-Will • Poison): Free Action. All damage dealt by this weapon is poison damage. Another free action returns the damage to normal. Power (Daily): Free Action. Use this power when you hit with the weapon. The target is slowed (save ends). First Failed Save: The target is immobilized (save ends).

ENCOUNTER

Power (Encounter • Polymorph): Minor Action. Change the weapon into a different weapon from any melee category (simple, military, or superior). This effect lasts until the end of the encounter, or until you end it as a minor action.

AT-WILL POWER

DAILY POWER

ENCOUNTER

Melee Basic Attack: +16 attack, 1d12+10 damage

AT-WILL

®

®

+3d6 poison damage

RANGE

Melee Basic Attack: +16 attack, 1d12+10 damage

LEVEL

12

GROUP

MP

Versatile

ENHANCEMENT

+3 attack rolls and damage rolls

PROFICIENT

BOOK

Versatile

®

1d12 DAMAGE

6

Axe

LEVEL

Spiderkissed Waraxe +3

UTILITY POWER

Ranger

PROPERTIES

CRITICAL

+3d6 damage

BOOK

®

USED

PROPERTIES

11 LEVEL

ENHANCEMENT

GROUP

Axe

2

+3 attack rolls and damage rolls

2 PROFICIENT

1d12 DAMAGE

Dynamic Waraxe +3

UTILITY POWER

LEVEL

CLASS

Ranger

CLASS

DAILY

RANGE

ADDITIONAL EFFECTS

ENCOUNTER

PH

Personal

BOOK

ADDITIONAL EFFECTS

AT-WILL

5

Trigger: You roll an Endurance check and dislike the result Prerequisite: You must be trained in Endurance. Effect: Reroll the Endurance check. You decide whether to make the reroll before the DM announces the result.

®

Free ACTION

Martial

LEVEL

Trigger: You hit a target with a melee attack and the target is marked by an ally Effect: You can shift 1 square, and you gain a +2 power bonus to all defenses against your target's attacks until the end of your next turn.

DAILY

RANGE

AT-WILL

Personal

Free ACTION

Martial

USED

DAILY POWER

Ranger

KEYWORDS

PH

KEYWORDS

BOOK

Boundless Energy

ENCOUNTER

1

Fox Shift

DAILY POWER

LEVEL

CLASS

Ranger

CLASS

ADDITIONAL EFFECTS

Dynamic Waraxe +3: +16 attack, 2d12+10 damage Spiderkissed Waraxe +3: +16 attack, 2d12+10 damage

+2d8 to damage once per round (Hunter's Quarry)

®

vs

*

USED

Requirement: You must be wielding two melee weapons. Special: You can shift 2 squares before making this attack. Attack: Strength vs. AC, two attacks (main weapon and off-hand weapon) Hit: 2[W] + Strength modifier (+5) damage (main weapon) and 1 [W] + Strength modifier (+5) damage (off-hand weapon). Effect: After attacking the primary target, you can shift 2 squares and make a secondary attack. Secondary Target: One creature other than the primary target Secondary Attack: Strength vs. AC (off-hand weapon) Hit: 2[W] damage (off-hand weapon).

ATTACK

16

ACTION

Standard

+2d8 to damage once per round (Hunter's Quarry)

ADDITIONAL EFFECTS

Dynamic Waraxe +3: +16 attack, 2d12+10 damage Spiderkissed Waraxe +3: +16 attack, 2d12+10 damage

Requirement: You must be wielding two melee weapons. Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks Hit: 2[W] + Strength modifier (+5) damage per attack. Miss: Half damage per attack.

ATTACK

16

ACTION

Standard

Martial, Weapon

KEYWORDS

USED

KEYWORDS

Martial, Weapon

Two-Wolf Pounce

Jaws of the Wolf

vs DEFENSE

AC

TARGET

Ranger

Martial, Stance

9

ENCOUNTER

LEVEL

PH

DAILY

RANGE

Personal

BOOK

USED

®

Ranger

LEVEL

10

3

-

ENCOUNTER

LEVEL

10

SPEED

1

TYPE

Armor

QUANTITY

Body

MAGIC ITEM

ITEM SLOT

WEIGHT

25

PRICE

5000

BOOK

Power (Encounter): Immediate Reaction. Use this power when an attack gives you ongoing damage. The attacker gains an equal amount of untyped ongoing damage (save ends).

POWER

AT-WILL

PROPERTIES

+2 AC

-1 CHECK

ENHANCEMENT

AC BONUS

MP

DAILY

BOOK

Shared Suffering Hide Armor +2

UTILITY POWER

CLASS

ADDITIONAL EFFECTS

®

®

Effect: Until the stance ends, each time you miss your quarry with an attack, you can choose an ally within 5 squares of the quarry. If that ally hits the quarry before the start of your next turn, the ally's attack deals extra damage equal to your Hunter's Quarry damage.

AT-WILL

ACTION

Minor

KEYWORDS

Hunting Party

DAILY POWER

CLASS

+2d8 to damage once per round (Hunter's Quarry)

Dynamic Waraxe +3: +16 attack, 2d12+10 damage Spiderkissed Waraxe +3: +16 attack, 2d12+10 damage ADDITIONAL EFFECTS

USED

Each enemy in burst you can see

RANGE

Close burst 1

Requirement: You must be wielding two melee weapons. Hit: 2[W] + Strength modifier (+5) damage. Attack: Strength vs. AC Miss: Half damage.

ATTACK

16

ACTION

1

Martial, Weapon

Standard

KEYWORDS

Swirling Leaves of Steel

2

1

0

PRICE

1000

BOOK

ENCOUNTER

LEVEL

10

SPEED

1

DAILY

TYPE

Whetstones

QUANTITY

®

Tiefon the Dwarf

MAGIC ITEM

ITEM SLOT

WEIGHT

0

PRICE

200

BOOK

®

Power (Consumable • Lightning): Minor Action. Touch this whetstone to a melee or ranged weapon you hold. Until the end of the encounter, any successful attack with the weapon deals an extra 2 lightning damage to each enemy within 2 squares of the target; the target of the attack does not take this damage.

POWER

AT-WILL

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Tempest Whetstone (heroic tier)

MAGIC ITEM

WEIGHT

MAGIC ITEM

Waist

WEIGHT

PRICE

Page 5

0

1000

BOOK

ITEM SLOT

DAILY

TYPE

Waist Slot Item

QUANTITY

ITEM SLOT

ENCOUNTER

LEVEL

5

SPEED

Item Slot: Waist Power (Daily): Minor Action. Gain resist 5 to all weapon damage until the end of your next turn.

AT-WILL

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Power (Consumable • Healing): Minor Action. Drink the potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 25 hit points and make one saving throw against an effect on you that a save can end.

DAILY

TYPE

Potion

QUANTITY

POWER

ENCOUNTER

LEVEL

15

SPEED

Ironskin Belt (heroic tier)

POWER

AT-WILL

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Potion of Vitality (paragon tier)

®

LEVEL

6

SPEED

AT-WILL

Head

MAGIC ITEM

ITEM SLOT

Item Slot: Head

POWER

WEIGHT

0

PRICE

1800

ENCOUNTER

1 QUANTITY

BOOK

DAILY

TYPE

Head Slot Item

Your charge attacks deal +1d6 damage.

PROPERTIES

CHECK

ENHANCEMENT

AC BONUS

Horned Helm (heroic tier)

®