STR CON DEX INT WIS CHA: Initiative Initiative Defenses AC Movement Speed
STR CON DEX INT WIS CHA: Initiative Initiative Defenses AC Movement Speed
STR CON DEX INT WIS CHA: Initiative Initiative Defenses AC Movement Speed
Player Name
jin
Character Name
9
Level
Assassin
Class Height Weight Paragon Path Epic Destiny Deity
SCORE
16,500
Total XP RPGA Number
BASE ARMOR ITEM MISC
Changeling
Race
SCORE
Medium
Size Age
1/2 LVL
Male
Gender
MISC
Unaligned
Alignment Adventuring Company
INITIATIVE
DEX SCORE
DEFENSES
DEFENSE 10 + ARMOR/ 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
MOVEMENT 2 6 Speed
(Squares)
Initiative
CONDITIONAL MODIFIERS
23
AC
14
SPECIAL MOVEMENT
CONDITIONAL BONUSES
ABILITY SCORES
SCORE ABILITY ABIL MOD MOD + 1/2 LVL
SENSES
CLASS FEAT ENH MISC MISC SCORE PASSIVE SENSE BASE SKILL BONUS
10 12 20 10 10 20
STR Strength
Constitution
DEFENSE
0 1 5 0 0 5 HIT POINTS
4 5 9 4 4 9
18
FORT 14
21 19
10 + 10 +
11 9
CON DEX
CONDITIONAL BONUSES
SPECIAL SENSES
Dexterity
21
REF
14
CONDITIONAL BONUSES
23
WILL 14
1 9
vs
CONDITIONAL BONUSES
+2 Will Defense against charm, fear, and illusion attacks, +3 Will Defense (ID FMP ITEM SET 9 Set Count) against opportunity attacks
AC
Unarmed (Melee)
1d4+5
ACTION POINTS
SURGES/DAY
MAX HP
BLOODIED
HEALING SURGES
SURGE VALUE
54
CURRENT HIT POINTS
27
1/2 HP
13
1/4 HP
7
CURRENT SURGE USES
Action Points
ACTION POINTS 1 2 3
FEATS
Melee Training (Dexterity) - Use Dexterity for melee basic attacks Cutthroat - Cutthroat: Training in Stealth, create a diversion to hide as a minor action Assassin's Escape Timely Respite - Second wind or total defense grants saving throw Assassin's Cloak
RACE FEATURES
Change Shape - Use changeling disguise as an at-will
SECOND WIND 1/ENCOUNTER
TEMPORARY HIT POINTS
USED
power Mental Defense - +1 to Will Shapechanger - You have the shapechanger quality. Changeling Trick - You have the changeling trick power. Bluff Bonus
Insight Bonus
SKILLS
BONUS SKILL NAME ABIL MOD + 1/2 LVL TRND (+5) ARMOR PENALTY MISC
9 4 4 19 9 4 5 4 4 11 9 4 9 4 14 9 14
jin
Acrobatics Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery
DEX INT STR CHA CHA WIS CON WIS INT WIS CHA WIS WIS INT DEX CHA DEX
you bonuses to certain powers as detailed in said powers. Night Stalker Shade Form Shadow Step
LANGUAGES KNOWN
Common
POWER INDEX
List your powers below. Check the box when the power is used. Clear the box when the power renews.
CHARACTER PORTRAIT
AT-WILL POWERS
Changeling Disguise Assassin's Shroud Shadow Step Shadow Storm Executioner's Noose
MAGIC ITEMS
Vampiric Khopesh +2 (E) Magic Hand Crossbow +2
ENCOUNTER POWERS
Changeling Trick Shade Form Nightmare Shades Army of the Night Shadow Jack
Resplendent Boots (heroic tier) (E) Resplendent Gloves (heroic tier) (E)
PERSONALITY TRAITS
Personality Handy Haversack (heroic tier) () Fire Beetle Potion (heroic tier) () Potion of Healing (heroic tier) () (2) Potion of Clarity (level 5) () (2) Nail of Sealing (heroic tier) () Tanglefoot Bag (level 7) () Blastpatch (level 9) () Jin is an assassin first and last, though his sense of trust is well placed, and he would never go so far as to kill one of his comrades. Knowing when to speak and when to be silent, he is usually passive and isnt one for taking the glory of any situation. However, he never hesitates to use his talents when necessary, and will frequently change his appearance in minor ways just to confound his friends. Jin passes the time by changing his shape to different forms
DAILY POWERS
Targeted for Death Heart of Dust Black Garrote
UTILITY POWERS
Cloak of Shades Slithering Shadow
When not in his normal form he prefers to take the shape of his comrade Carhian, or even a multitude of his own
CHARACTER BACKGROUND
OTHER EQUIPMENT
Rope, Silk (50 ft.) Spellbook Thieves' Tools Short sword Grappling Hook Identification Papers, with Portrait Inquisitive's Kit Sunrod (2) Camouflaged Clothing (2) Crossbow Bolts (20)
RITUALS / ALCHEMY
Wrapped in heavy cloth and sealed with Darhan Glittergems personal seal, this small bundle nestles comfortably at the bottom of Jins pack, behind a fake seam sewn into the leather. Background Born 19 years ago to assassins of The Tyrants, Jin was
jin
Page 2
CHARACTER NAME
jin
PLAYER NAME
Second Wind
KEYWORDS USED
RACE
Changeling
CLASS
Assassin
LEVEL
HP 54 Spd 6 Init +9 21
Effect: You spend a healing surge and regain 13 hit points. You gain a +2 bonus to all defenses until the start of your next turn.
19
ADDITIONAL EFFECTS
CLASS
LEVEL
BOOK
PH
PLAY DATA
ENCOUNTER ACTION
Changeling Disguise
USED KEYWORDS
Weapon
*
Weapon
*
USED
vs
AC DEFENSE
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: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+5) damage. Increase damage to 2[W] + Dexterity modifier (+5) 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.
ADDITIONAL EFFECTS
Effect: You alter your physical form to take on the appearance of any Medium humanoid. You retain your statistics in your new form, and your clothing, armor, and possessions do not change. The new form lasts until you change form again. Any creature that attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 bonus to your check.
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+5 to damage rolls if the target is adjacent to none of your enemies - Night Stalker.
CLASS LEVEL
+5 to damage rolls if the target is adjacent to none of your enemies - Night Stalker.
CLASS LEVEL
BOOK
BOOK
CLASS
Racial Power
LEVEL
BOOK
EPG
AT-WILL POWER
AT-WILL POWER
AT-WILL POWER
Assassin's Shroud
KEYWORDS
Shadow Step
USED KEYWORDS
Shadow Storm
USED KEYWORDS
Shadow, Weapon
*
USED
vs
Effect: You subject the target to your shroud. If any of your shrouds are already on the target, you subject it to an additional shroud, up to a maximum of four. The shrouds last until you use this power against a different enemy or until the end of the encounter. Before you make an attack roll against the target, you choose to invoke either all your shrouds on it or none of them. If you invoke your shrouds, the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all your shrouds then vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack's damage, if any. Level 11: 1d6 + 3 damage per shroud. Level 21: 1d6 + 6 damage per shroud. Special: You can use this power only on your turn and only once per turn.
ADDITIONAL EFFECTS
Requirement: You must be adjacent to a creature. Effect: You teleport 3 squares to a square adjacent to a different creature. Level 11: Teleport 4 squares. Level 21: Teleport 5 squares.
Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+5) damage, plus 1 damage for each creature adjacent to the target. Level 21: 2[W] + Dexterity modifier (+5) damage, plus 2 damage for each creature adjacent to the target.
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+5 to damage rolls if the target is adjacent to none of your enemies - Night Stalker.
CLASS
Assassin
LEVEL
BOOK
Dragon 379
CLASS
Assassin
LEVEL
BOOK
Dragon 379
CLASS
Assassin
LEVEL
BOOK
Dragon 379
AT-WILL POWER
jin
AT-WILL POWER
Page 3
AT-WILL POWER
Executioner's Noose
KEYWORDS
Changeling Trick
USED KEYWORDS USED
Shade Form
KEYWORDS
USED
Minor ACTION
Fort DEFENSE
vs ATTACK
Attack: Dexterity vs. Fortitude Hit: 1d6 + Dexterity modifier (+5) force damage, and you pull the target 2 squares. The target is slowed until the end of your next turn. Level 21: 2d6 + Dexterity modifier (+5) force damage.
Effect: You make a Bluff check opposed by the target's passive Insight. If your check succeeds, you gain combat advantage against the target until the end of your next turn.
Effect: You assume a shadowy form that lasts until you make an attack roll or until the end of your next turn. While in this form, you are insubstantial, and you gain vulnerable 5 radiant. In addition, you can make Stealth checks to become hidden if you have any cover or concealment, and you can use cover granted by your allies both to become hidden and to remain hidden. Sustain Minor: The form persists.
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+5 to damage rolls if the target is adjacent to none of your enemies - Night Stalker.
CLASS
Assassin
LEVEL
BOOK
Dragon 379
CLASS
Racial Power
LEVEL
BOOK
EPG
CLASS
Assassin
LEVEL
BOOK
Dragon 379
AT-WILL POWER
ENCOUNTER POWER
ENCOUNTER POWER
Nightmare Shades
KEYWORDS
Shadow Jack
USED KEYWORDS
Shadow, Weapon
*
USED
Will DEFENSE
vs
vs
Attack: Dexterity vs. Will Hit: 2d8 + Dexterity modifier (+5) psychic damage, and the target grants combat advantage to you until the end of your next turn. Night Stalker: Until the end of your next turn, you gain a power bonus to damage rolls against the target equal to your Charisma modifier (+5).
Attack: Dexterity vs. Will Hit: 1[W] + Dexterity modifier (+5) damage. Until the end of your next turn, the target makes a melee basic attack as an opportunity action against any enemy that ends its turn adjacent to the target. Night Stalker: The target makes the attack with a power bonus to attack rolls equal to your Charisma modifier (+5).
Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier (+5) damage, and you shift 1 square into the target's space and remain there until the start of your next turn. While there, you are insubstantial, you move with the target (this movement doesn't provoke opportunity attacks), and any melee or ranged attack that misses you hits the target instead, unless the target is the attacker. At the start of your next turn, you slide 1 square to a square adjacent to the target.
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+5 to damage rolls if the target is adjacent to none of your enemies - Night Stalker.
CLASS
+5 to damage rolls if the target is adjacent to none of your enemies - Night Stalker.
CLASS
+5 to damage rolls if the target is adjacent to none of your enemies - Night Stalker.
CLASS
Assassin
LEVEL
BOOK
Dragon 379
Assassin
LEVEL
BOOK
Dragon 379
Assassin
LEVEL
BOOK
Dragon 379
ENCOUNTER POWER
ENCOUNTER POWER
ENCOUNTER POWER
Heart of Dust
USED KEYWORDS
Black Garrote
USED KEYWORDS
USED
Will DEFENSE
vs
vs
Attack: Dexterity vs. Will Hit: 3d8 + Dexterity modifier (+5) cold damage. Miss: Half damage. Effect: Until the end of the encounter, whenever you use assassin's shroud against the target, you subject it to two shrouds instead of one.
Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier (+5) damage, and ongoing 5 poison damage (save ends). Whenever the target takes this ongoing damage, each enemy within 2 squares of it takes 5 poison damage. Miss: Half damage, and each enemy within 2 squares of the target takes 3 poison damage.
Attack: Dexterity vs. Reflex Hit: You grab the target. Until the grab ends, the target takes a 5 penalty to all escape attempts and a 2 penalty to attack rolls against you. When the grab ends, the target takes 1d10 + your Dexterity modifier (+5) damage. Sustain Standard: The grab persists, and the target takes 2d10 + your Dexterity modifier (+5) damage. Special: You can instead sustain the grab as a minor action. If you do so, the power's effect ends, and the grab becomes a normal grab.
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+5 to damage rolls if the target is adjacent to none of your enemies - Night Stalker.
CLASS
+5 to damage rolls if the target is adjacent to none of your enemies - Night Stalker.
CLASS
Assassin
LEVEL
BOOK
Dragon 379
Assassin
LEVEL
BOOK
Dragon 379
CLASS
Assassin
LEVEL
BOOK
Dragon 379
DAILY POWER
jin
DAILY POWER
Page 4
DAILY POWER
Cloak of Shades
KEYWORDS
Slithering Shadow
USED KEYWORDS
Shadow
Shadow, Stance
1d6
DAMAGE
2
PROFICIENT
Crossbow
GROUP
10/20
RANGE
6
LEVEL
+2d6 damage
CRITICAL
Effect: Until the end of your next turn, you gain concealment against all creatures and are invisible to creatures that are more than 5 squares away from you.
Effect: Until the stance ends, you can shift 1 square as a minor action.
AT-WILL
POWER
ENCOUNTER
DAILY
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
Assassin
LEVEL
BOOK
Dragon 379
CLASS
Assassin
LEVEL
BOOK
Dragon 379
ITEM SLOT
One-hand
WEIGHT
PRICE
1800
BOOK
PH
UTILITY POWER
UTILITY POWER
MAGIC WEAPON
Vampiric Khopesh +2
1d8
DAMAGE
Resplendent Cloak +2
1
AC BONUS CHECK SPEED QUANTITY
2
PROFICIENT
9
LEVEL
+2d4 damage
CRITICAL
PROPERTIES
5
ENHANCEMENT LEVEL
8
LEVEL
All damage dealt by this weapon is necrotic damage. On a critical hit you regain hit points equal to the damage dealt by this weapon's critical property. Versatile, Brutal Melee Basic Attack: +13 attack, 1d8+8 damage
AT-WILL
POWER
When you hit an enemy with an attack power that targets Will, the attack deals 2 extra damage. If it's an illusion attack, one target you hit (your choice) also grants combat advantage to you until the end of your next turn.
AT-WILL
POWER
You and each ally within 10 squares of you gain a +2 bonus to Will against charm, fear, and illusion attacks.
ENCOUNTER
DAILY
ENCOUNTER
DAILY
AT-WILL
POWER
ENCOUNTER
DAILY
Power (Daily Healing, Necrotic): Free Action. Use this power when you make a successful attack with the weapon. That attack deals an extra 1d8 necrotic damage, and you regain an equal amount of hit points.
ITEM SLOT
One-hand
WEIGHT
PRICE
4200
BOOK
AV
ITEM SLOT
Hands
WEIGHT
PRICE
1000
BOOK
AV2
ITEM SLOT
Neck
WEIGHT
PRICE
3400
BOOK
AV2
MAGIC WEAPON
MAGIC ITEM
MAGIC ITEM
10
ENHANCEMENT
PROPERTIES
Wondrous Item
TYPE
PROPERTIES
6
ENHANCEMENT LEVEL
6
ENHANCEMENT LEVEL
Potion
TYPE
LEVEL
This backpack can hold up to 1,000 pounds in weight or 100 cubic feet in volume, but it always weighs only 1 pound. Drawing an item from a handy haversack is a minor action.
AT-WILL
POWER
You gain an item bonus to all defenses against opportunity attacks equal to the number of items you have from this set.
ENCOUNTER
DAILY
AT-WILL
POWER
ENCOUNTER
DAILY
AT-WILL
POWER
ENCOUNTER
DAILY
Power (Daily * Illusion): Move. You become invisible and move your speed. You become visible again at the end of this action.
Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, gain 5 temporary hit points and resist 5 fire until the end of the encounter.
ITEM SLOT
WEIGHT
PRICE
5000
BOOK
PH
ITEM SLOT
Feet
WEIGHT
PRICE
1800
BOOK
AV2
ITEM SLOT
WEIGHT
PRICE
75
BOOK
AV
MAGIC ITEM
jin
MAGIC ITEM
Page 5
MAGIC ITEM
5
ENHANCEMENT
PROPERTIES
Potion
TYPE
PROPERTIES
5
ENHANCEMENT LEVEL
Potion
TYPE
PROPERTIES
4
ENHANCEMENT LEVEL
Consumable
TYPE
LEVEL
AT-WILL
POWER
ENCOUNTER
DAILY
AT-WILL
POWER
ENCOUNTER
DAILY
AT-WILL
POWER
ENCOUNTER
DAILY
Power (Consumable Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.
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 +1 bonus on the reroll. You must use the result of the reroll.
ITEM SLOT WEIGHT PRICE BOOK
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.
ITEM SLOT WEIGHT
ITEM SLOT
WEIGHT
PRICE
50
BOOK
PH
50
AV
PRICE
40
BOOK
AV
MAGIC ITEM
MAGIC ITEM
MAGIC ITEM
Blastpatch (level 9)
1
AC BONUS CHECK SPEED QUANTITY
CHECK
SPEED
1
QUANTITY
7
ENHANCEMENT
PROPERTIES
Alchemical
TYPE
PROPERTIES
9
ENHANCEMENT LEVEL
Alchemical
TYPE
PROPERTIES
+2 AC
ENHANCEMENT
6
LEVEL
Armor
TYPE
LEVEL
AT-WILL
POWER
ENCOUNTER
DAILY
AT-WILL
POWER
ENCOUNTER
DAILY
AT-WILL
POWER
ENCOUNTER
DAILY
Power (Consumable): Standard Action. Make an attack: Ranged 5/10; +10 vs. Reflex; on a hit, the target is immobilized until the end of your next turn, at which point the creature is then slowed until the end of its next turn.
Power (Consumable Cold, Fire, or Lightning): Standard Action. You apply blastpatch to an adjacent unoccupied square. When a creature moves into that square, the blastpatch makes an attack against the creature as an immediate reaction: +12 vs. Reflex; on a hit, the target takes damage and suffers effects depending on the blastpatch:. Firepatch2d8 fire damage, and the target is immobilized until the beginning of its next turn. Icepatch1d8 cold damage, and the target is immobilized until the end of its next turn. . Shockpatch1d8 lightning damage, the target is immobilized until the beginning of its next turn, and the target grants combat advantage until the end of its next turn. Blastpatch can be detected with a DC 20 Perception check. A creature that flies or jumps over the square does not trigger the blastpatch.
ITEM SLOT WEIGHT
ITEM SLOT
WEIGHT
PRICE
100
BOOK
AV
PRICE
160
BOOK
AV
ITEM SLOT
Body
WEIGHT
15
PRICE
1800
BOOK
PH
MAGIC ITEM
MAGIC ITEM
MAGIC ITEM
jin
Page 6