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)
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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
/
/
/
/
/
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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)
®