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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
INTRODUCTION
Welcome to the 4th Edition redesign of the Tomb of
Horrors. It's been a long time comingnot 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 remakegoing 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 itas little as possibleinto 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 partylikewise, 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
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
peaceor, 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
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
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 spareunless they want to brave the
fens on their own.
Death
Death does not occur as normal within the confines of
the tombthe 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 moisturetreat 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 darkthe party should track their
light sources. A wizard's light cantrip has a 20%
chance of ending during combatthe 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
entrancesone 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
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.
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.
3. TOMB ENTRANCE
Encounter Level 12 (3,600 XP)
Setup
1 four-armed gargoyle (G)
8 false-floor pit traps
Only the truly intelligentor luckycan 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 buildinga 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
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 themand 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.
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
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
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.
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 speedto 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
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.
11
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 linearwith 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 paintingsAcererak 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 pathsap 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
13
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
churchwhich 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
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 1No effect on Medium creatures. Small creatures
are slowed.
Round 2Medium creatures are slowed. Small creatures
are dazed.
Round 3All creatures are dazed.
Round 4The 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.
15
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
restonly 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 unpickableit
doesn't actually contain a functioning lock
mechanism. They can, however, burst down the door
with another DC 23 Strength checkcausing 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.
16
Counterwieght Corridor
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
17
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 trapbut 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 itnot 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
Tactics
Any character who approaches the workshop where
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 entrancehe'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
intactas 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).
19
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 preservationand perhaps,
reanimatingof 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.
20
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.
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.
21
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 choicestand
on their own power, or collapse to their knees and
stay down. Either way, Acererak doesn't careit'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.
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)
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 gentlysuch 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).
23
Setup
1 false floor pit trap
2 trapped false door traps
1 sleeping corridor trap
Level 9 Minion
XP 100
25
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
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 wishingwhich
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 itemin 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
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 undeadmerely 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.
Crown of Gold
Level 14
27
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 southor, 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.
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
againif 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
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.
Setup
29
30
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.
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 adventurersor 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.
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
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
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
Insight
Dungeoneering
11
16
Diplomacy
13
Heal
Bluff
History
Athletics
Arcana
18
Acrobatics
SKILL NAME
DEX
CHA
DEX
INT
WIS
WIS
CHA
WIS
INT
WIS
CON
WIS
CHA
CHA
STR
INT
DEX
11
11
11
11
11
ABIL MOD
+ 1/2 LVL
SKILLS
RESISTANCES
MISC
Gender
11
SURGES/DAY
-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
ARMOR
PENALTY MISC
USED
TRND
(+5)
SURGE VALUE
Class
Cleric
AC
DEFENSE
FORT 15
REF
DEFENSE
CLASS
CLASS
CLASS
FEAT
FEAT
FEAT
MISC
MISC
MISC
MISC
Deity
MISC
MISC
MISC
MISC
Avandra
ACTION POINTS
1
2
3
ENH
ENH
ENH
ENH
Speed
AC
vs
CLASS
PROF
FEAT
FEAT
ABIL
FEAT
FEAT
WEAPON OR POWER
MISC
Common, Elven
Page 1
LANGUAGES KNOWN
against undead
Heal checks
Avandra's rescue
natural 19 or 20
1/day
1d4+1
1d4
1d8
DAMAGE
MISC
MISC
healing powers.
ENH
MISC
MISC
MISC
FEATS
Unarmed (Range)
Unarmed (Melee)
Mace
BASIC ATTACKS
ABIL
ENH
ENH
ENH
11
16
SKILL BONUS
MISC
vs
AC
AC
vs
vs
DEFENSE
ATTACK
PROF
1d4
DAMAGE
ABILITY:
ABIL
1d8
DAMAGE
CLASS
DAMAGE WORKSPACE
1/2 LVL
+ 5
ABILITY:
ABIL
1/2 LVL
ATT BONUS
ABILITY:
+ 7
10 +
ATTACK WORKSPACE
Passive Perception
BASE
ITEM
10 +
-1
ARMOR
RPGA Number
Passive Insight
ABILITY:
BASE
SENSES
(Squares)
26,000
Total XP
PASSIVE SENSE
SPECIAL SENSES
21
26
SCORE
SPECIAL MOVEMENT
SCORE
MOVEMENT
Adventuring Company
Epic Destiny
Player Name
Will.
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
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"
Age
33
HEALING SURGES
Sather
-1
ABIL MOD
BONUS
1/2 LVL
HIT POINTS
BLOODIED
CHA
Charisma
Wisdom
73
MAX HP
17
23
INT
Intelligence
Dexterity
Constitution
12
STR
Strength
CON
DEX
ABILITY SCORES
ABILITY
11
11
SCORE
CONDITIONAL MODIFIERS
SCORE
Size
INITIATIVE
Medium
Race
Level
Character Name
Human
11
Sather
Character Sheet
UTILITY POWERS
Milestone
Milestone
Paragon (11-20)
Epic (21-30)
Adventurer's Kit
Sanctified Incense (Religion)
Sather
Encumbrance: 82 / 110
Stored money:
Money on hand: 35 gp
Raise Dead
Mace (E)
Remove Affliction
Delay Affliction
Gentle Repose
Brew Potion
Deathly Shroud
Hand of Fate
Discern Lies
Page 2
RITUALS / ALCHEMY
Milestone
Heroic (1-10)
WAIST
RING
RING
NECK
HEAD
HANDS
FEET
ARMS
ARMOR
WEAPON
WEAPON
Ritual Book
OTHER EQUIPMENT
Holy Lantern
Sanctuary
Blade Barrier
Beacon of Hope
Solar Wrath
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
POWER INDEX
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
PERSONALITY TRAITS
CHARACTER PORTRAIT
AT-WILL POWER
Standard
vs
DEFENSE
Will
TARGET
One creature
RANGE
TARGET
One creature
vs
DEFENSE
Reflex
TARGET
One creature
RANGE
Ranged 5
Shaman
ACTION
vs
DEFENSE
Reflex
PH2
TARGET
One creature
RANGE
Ranged 5
BOOK
DEFENSE
TARGET
ENCOUNTER POWER
PH
USED
TARGET
ENCOUNTER POWER
Cleric
Page 3
LEVEL
BOOK
PH
Cleric
DEFENSE
Will
PH
RANGE
BOOK
CLASS
BOOK
vs
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
ATTACK
RANGE
vs
Personal
Free
ACTION
LEVEL
KEYWORDS
Divine
USED
AT-WILL POWER
Cleric
KEYWORDS
PHS1
Turn Undead
BOOK
Divine Fortune
AT-WILL POWER
Cleric
ATTACK
DEFENSE
BOOK
PH
TARGET
RANGE
LEVEL
Cleric
ENCOUNTER POWER
CLASS
ADDITIONAL EFFECTS
LEVEL
BOOK
PH
vs
Divine, Healing
ACTION
Minor
KEYWORDS
Healing Word
AT-WILL POWER
CLASS
USED
CLASS
LEVEL
CLASS
Cleric
ADDITIONAL EFFECTS
USED
ATTACK
14
LEVEL
KEYWORDS
Sacred Flame
AT-WILL POWER
CLASS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
TARGET
ADDITIONAL EFFECTS
USED
ATTACK
14
BOOK
DEFENSE
Standard
ACTION
ATTACK
RANGE
Close burst 20
USED
vs
20
Conjuration, Primal
ACTION
Minor
KEYWORDS
ATTACK
14
ACTION
LEVEL
KEYWORDS
USED
KEYWORDS
Ranged 5
BOOK
Lance of Faith
Gaze of Defiance
LEVEL
AT-WILL POWER
Sather
DEFENSE
AC
CLASS
vs
RANGE
Ranged weapon
CLASS
ATTACK
ADDITIONAL EFFECTS
TARGET
One creature
ACTION
Standard
ADDITIONAL EFFECTS
DEFENSE
AC
RANGE
Melee weapon
vs
USED
ATTACK
ACTION
Standard
Weapon
KEYWORDS
USED
KEYWORDS
Weapon
Will
CLASS
Radiant Servant
vs
BOOK
PH
Reflex
DEFENSE
TARGET
Standard
vs
DEFENSE
Reflex
TARGET
RANGE
Cleric
PH
DEFENSE
TARGET
Cleric
ENCOUNTER POWER
CLASS
ADDITIONAL EFFECTS
DAILY POWER
PH2
DEFENSE
Will
PH
RANGE
Close burst 3
BOOK
TARGET
DAILY POWER
Cleric
Page 4
LEVEL
BOOK
PH
CLASS
BOOK
ATTACK
CLASS
Shaman
USED
USED
vs
ADDITIONAL EFFECTS
LEVEL
ACTION
Standard
14
LEVEL
ADDITIONAL EFFECTS
ATTACK
RANGE
ACTION
vs
Personal
Minor
Primal
USED
TARGET
One creature
RANGE
KEYWORDS
BOOK
DEFENSE
Will
KEYWORDS
vs
PH2
Ranged 10
BOOK
ATTACK
14
10
Beacon of Hope
LEVEL
Standard
ACTION
ENCOUNTER POWER
CLASS
ADDITIONAL EFFECTS
ATTACK
14
ACTION
LEVEL
KEYWORDS
USED
ENCOUNTER POWER
Shaman
KEYWORDS
CLASS
Command
Close blast 3
11
Divine Glow
LEVEL
ENCOUNTER POWER
Sather
11
ATTACK
RANGE
Melee spirit 1
ADDITIONAL EFFECTS
TARGET
ACTION
ADDITIONAL EFFECTS
DEFENSE
RANGE
Close burst 8
vs
USED
ATTACK
14
ACTION
Standard
KEYWORDS
USED
KEYWORDS
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
Cleric
DAILY POWER
CLASS
ADDITIONAL EFFECTS
LEVEL
BOOK
PH
USED
vs
ACTION
Minor
KEYWORDS
ENCOUNTER POWER
CLASS
ADDITIONAL EFFECTS
ATTACK
14
LEVEL
KEYWORDS
ENCOUNTER POWER
CLASS
ADDITIONAL EFFECTS
ATTACK
Divine
ACTION
Move
KEYWORDS
Avandra's Rescue
vs
DEFENSE
TARGET
RANGE
ENCOUNTER
DAILY
RANGE
Close burst 5
PH
USED
Cleric
LEVEL
10
BOOK
ENCOUNTER
DAILY
TYPE
QUANTITY
PH
Neck
MAGIC ITEM
ITEM SLOT
WEIGHT
PRICE
5000
BOOK
POWER
AT-WILL
PROPERTIES
10
LEVEL
SPEED
ENHANCEMENT
CHECK
AC BONUS
UTILITY POWER
CLASS
ADDITIONAL EFFECTS
AT-WILL
ACTION
Divine, Healing
Standard
KEYWORDS
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
AT-WILL
PROPERTIES
+3 AC
-1
-1
LEVEL
11
SPEED
ENCOUNTER
CHECK
ENHANCEMENT
AC BONUS
TYPE
Armor
QUANTITY
PH
DAILY
BOOK
LEVEL
Body
MAGIC ITEM
ITEM SLOT
WEIGHT
40
PRICE
9000
BOOK
Cleric
UTILITY POWER
CLASS
ADDITIONAL EFFECTS
DAILY
DAILY
RANGE
POWER
ENCOUNTER
ENCOUNTER
Ranged 3
USED
AT-WILL
ACTION
Conjuration, Divine
Standard
KEYWORDS
Holy Lantern
POWER
AT-WILL
PROPERTIES
12
LEVEL
SPEED
ENHANCEMENT
CHECK
LEVEL
AC BONUS
Symbol of Power +3
UTILITY POWER
Cleric
CLASS
CLASS
LEVEL
ADDITIONAL EFFECTS
Cleric
10
USED
AT-WILL
ACTION
Standard
ADDITIONAL EFFECTS
DAILY POWER
Sather
10
ATTACK
ACTION
Standard
Divine
KEYWORDS
USED
KEYWORDS
Sanctuary
Blade Barrier
Initiative
5
1/2 LVL
18
1/4 HP
10
5
FORT 15
REF
DEFENSE
15
CLASS
CLASS
CLASS
FEAT
FEAT
FEAT
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
10
10
ABIL MOD
+ 1/2 LVL
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
FEAT
ENH
ABIL
CLASS
PROF
FEAT
ENH
ABIL
FEAT
ENH
MISC
FEAT
ENH
MISC
Page 1
LANGUAGES KNOWN
basic attacks
extra damage.
attacks.
combat advantage
1d4+7
1d4+7
1d4+10
1d4+10
DAMAGE
MISC
FEATS
Dagger (Range)
Dagger (Melee)
WEAPON OR POWER
BASIC ATTACKS
ABIL
MISC
MISC
MISC
AC
vs
15
SKILL NAME
AC
vs
15
BONUS
AC
DEFENSE
vs
ATTACK
PROF
1d4+10
DAMAGE
ABILITY:
CLASS
1d4+10
DAMAGE
ABIL
DAMAGE WORKSPACE
+ 18
ABILITY:
1/2 LVL
ATT BONUS
18
SKILLS
MISC
SKILL BONUS
+ 18
1/2 LVL
ABILITY:
10 +
ATTACK WORKSPACE
Passive Perception
BASE
ITEM
10 +
ARMOR
RPGA Number
Passive Insight
Low-light Vision
ABILITY:
BASE
SENSES
(Squares)
26,000
Total XP
PASSIVE SENSE
SPECIAL SENSES
14
14
SCORE
Speed
SPECIAL MOVEMENT
SCORE
MOVEMENT
Adventuring Company
AC
power.
MISC
MISC
MISC
MISC
ACTION POINTS
1
2
3
ENH
ENH
ENH
ENH
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
10 +
1/2 LVL ABIL
CONDITIONAL BONUSES
18
DEFENSE
FEAT
Deity
Sehanine
vs
ARMOR
PENALTY MISC
15
10 + ARMOR/
1/2 LVL ABIL CLASS
DEFENSES
Alignment
Unaligned
Epic Destiny
Player Name
18
TRND
(+5)
USED
SURGES/DAY
AC
DEFENSE
Weight
160 lb.
CONDITIONAL BONUSES
25
SCORE
Height
Paragon Path
Daggermaster
MISC
Gender
HEALING SURGES
37
Class
Rogue
Female 5'9"
Age
24
SURGE VALUE
1/2 HP
BLOODIED
74
MAX HP
Charisma
HIT POINTS
CHA
19
Wisdom
-1
WIS
INT
Intelligence
Dexterity
ABIL MOD
13
DEX
21
Constitution
CON
STR
Strength
ABILITY
12
11
SCORE
DEX
ABILITY SCORES
CONDITIONAL MODIFIERS
10
SCORE
Size
INITIATIVE
Medium
Race
Level
Character Name
Tiefling
11
Lyla
Character Sheet
OTHER EQUIPMENT
Lyla
Stored money:
Money on hand: 0 gp
Climber's Kit
Thieves' Tools
Dagger (E)
Adventurer's Kit
Combat Tumbleset
Chameleon
UTILITY POWERS
Milestone
Milestone
Paragon (11-20)
Epic (21-30)
Page 2
RITUALS / ALCHEMY
Milestone
Heroic (1-10)
Burst Fire
Walking Wounded
DAILY POWERS
WAIST
RING
RING
NECK
HEAD
HANDS
FEET
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
Infernal Wrath
Deft Strike
Sly Flourish
POWER INDEX
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
leaveor 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
PERSONALITY TRAITS
CHARACTER PORTRAIT
Lyla
DEFENSE
AC
TARGET
One creature
RANGE
PH
Standard
vs
DEFENSE
AC
TARGET
One creature
RANGE
DEFENSE
AC
PH
TARGET
One creature
RANGE
BOOK
BOOK
MP
vs
DEFENSE
AC
TARGET
RANGE
ENCOUNTER POWER
11
BOOK
PH
DAILY POWER
Rogue
Page 3
LEVEL
BOOK
PH
CLASS
LEVEL
CLASS
ADDITIONAL EFFECTS
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
BOOK
PH
TARGET
One creature
RANGE
LEVEL
USED
ADDITIONAL EFFECTS
LEVEL
ATTACK
18
ACTION
Martial, Weapon
Standard
KEYWORDS
Cloud of Steel
ENCOUNTER POWER
CLASS
ADDITIONAL EFFECTS
Rogue
DAILY POWER
CLASS
LEVEL
BOOK
PH
ADDITIONAL EFFECTS
TARGET
RANGE
USED
TARGET
DEFENSE
AC
PH
Close blast 3
BOOK
DEFENSE
RANGE
vs
vs
Personal
USED
ATTACK
ACTION
Minor
KEYWORDS
Infernal Wrath
ATTACK
18
ACTION
Standard
Martial, Weapon
LEVEL
ADDITIONAL EFFECTS
ATTACK
18
ACTION
Minor
USED
KEYWORDS
Martial, Weapon
KEYWORDS
ENCOUNTER POWER
Rogue
Blinding Barrage
Melee weapon
Critical Opportunity
ENCOUNTER POWER
LEVEL
CLASS
Rogue
CLASS
ADDITIONAL EFFECTS
USED
vs
ATTACK
18
ACTION
Standard
Martial, Weapon
LEVEL
ADDITIONAL EFFECTS
ATTACK
18
ACTION
USED
KEYWORDS
Martial, Weapon
KEYWORDS
AT-WILL POWER
Rogue
Trickster's Blade
Ranged weapon
BOOK
Impact Shot
AT-WILL POWER
CLASS
LEVEL
CLASS
Rogue
ADDITIONAL EFFECTS
vs
ADDITIONAL EFFECTS
ATTACK
18
ACTION
Standard
TARGET
One creature
RANGE
DEFENSE
AC
vs
USED
ATTACK
18
ACTION
Standard
Martial, Weapon
KEYWORDS
USED
KEYWORDS
Martial, Weapon
Deft Strike
Sly Flourish
Lyla
vs
DEFENSE
Reflex
10
TARGET
Rogue
MP
DAILY
Rogue
LEVEL
10
BOOK
MP
5/10
RANGE
CRITICAL
BOOK
Off-hand
WEIGHT
PRICE
13000
ENCOUNTER
DAILY
TYPE
Potion
QUANTITY
MAGIC ITEM
Neck
WEIGHT
PRICE
5000
BOOK
MAGIC ITEM
WEIGHT
PRICE
Page 4
1000
BOOK
ITEM SLOT
ENCOUNTER
LEVEL
15
SPEED
ITEM SLOT
AT-WILL
PROPERTIES
CHECK
ENHANCEMENT
AC BONUS
DAILY
BOOK
MAGIC WEAPON
ITEM SLOT
POWER
AT-WILL
PROPERTIES
12
LEVEL
ENHANCEMENT
GROUP
Light Blade
3
PROFICIENT
1d4
DAMAGE
Jagged Dagger +3
LEVEL
Rogue
UTILITY POWER
CLASS
ADDITIONAL EFFECTS
DAILY
TYPE
DAILY
ENCOUNTER
Melee 1
RANGE
POWER
ENCOUNTER
1
QUANTITY
MP
AT-WILL
ACTION
Minor
USED
POWER
AT-WILL
PROPERTIES
10
LEVEL
SPEED
ENHANCEMENT
CHECK
AC BONUS
UTILITY POWER
CLASS
ADDITIONAL EFFECTS
USED
AT-WILL
RANGE
BOOK
ACTION
ENCOUNTER
Personal
Martial
LEVEL
Move
KEYWORDS
Combat Tumbleset
DAILY POWER
CLASS
ADDITIONAL EFFECTS
RANGE
ATTACK
18
ACTION
Standard
Martial
KEYWORDS
USED
KEYWORDS
Martial, Weapon
Burst Fire
Martial
ENCOUNTER
DAILY
RANGE
Personal
Rogue
Body
11
LEVEL
10
PRICE
9000
ENCOUNTER
WEIGHT
SPEED
LEVEL
LEVEL
SPEED
TYPE
Armor
1
QUANTITY
TYPE
Wondrous Item
BOOK
1
QUANTITY
PH
DAILY
BOOK
MAGIC ITEM
ITEM SLOT
POWER
AT-WILL
WEIGHT
PRICE
1000
ENCOUNTER
BOOK
DAILY
PROPERTIES
CHECK
ENHANCEMENT
AC BONUS
MAGIC ITEM
ITEM SLOT
POWER
AT-WILL
PROPERTIES
+3 AC
CHECK
ENHANCEMENT
AC BONUS
Magic Drowmesh +3
UTILITY POWER
CLASS
ADDITIONAL EFFECTS
USED
AT-WILL
ACTION
Imm Interr
KEYWORDS
Chameleon
yla
LEVEL
SPEED
TYPE
QUANTITY
MAGIC ITEM
WEIGHT
PRICE
40
BOOK
MAGIC ITEM
Hands
WEIGHT
PRICE
Page 5
1800
BOOK
ITEM SLOT
DAILY
ITEM SLOT
ENCOUNTER
AT-WILL
PROPERTIES
CHECK
ENHANCEMENT
AC BONUS
DAILY
TYPE
Consumable
QUANTITY
POWER
ENCOUNTER
LEVEL
SPEED
POWER
AT-WILL
PROPERTIES
CHECK
ENHANCEMENT
AC BONUS
Initiative
5
1/2 LVL
Charisma
28
1/4 HP
57
SURGE VALUE
1/2 HP
BLOODIED
MISC
11
USED
13
SURGES/DAY
Nature
Perception
Religion
Stealth
Streetwise
Thievery
6
6
5
4
4
4
Grunther
Intimidate
16
Endurance
13
Insight
Dungeoneering
Diplomacy
Heal
Bluff
History
Athletics
17
Arcana
11
Acrobatics
SKILL NAME
BONUS
DEX
CHA
DEX
INT
WIS
WIS
CHA
WIS
INT
WIS
CON
WIS
CHA
CHA
STR
INT
DEX
11
ABIL MOD
+ 1/2 LVL
SKILLS
RESISTANCES
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
ARMOR
PENALTY MISC
SAVING THROW MODS +1 to all saving throws, +2 bonus whenever you have
no action points remaining
Class
AC
DEFENSE
FORT 15
REF
DEFENSE
15
CLASS
CLASS
CLASS
FEAT
FEAT
FEAT
MISC
MISC
MISC
MISC
Deity
MISC
MISC
MISC
MISC
Pelor
ACTION POINTS
1
2
3
ENH
ENH
ENH
ENH
Speed
1/2 LVL
ABIL
CLASS
PROF
+ 11
ABIL
CLASS
PROF
FEAT
FEAT
SKILL BONUS
MISC
AC
vs
2
FEAT
ENH
MISC
MISC
DAMAGE
MISC
MISC
Common, Dwarven
Page 1
LANGUAGES KNOWN
hp
chainmail (+2 with axe, hammer, mace, pick)
Axes.
1d4
1d4+6
Unarmed (Range)
Unarmed (Melee)
WEAPON OR POWER
BASIC ATTACKS
ABIL
ENH
FEATS
vs
AC
AC
vs
vs
DEFENSE
11
17
ATTACK
1d4+6
DAMAGE
1d12+11
ABILITY:
FEAT
ABIL
DAMAGE
MISC
MISC
ENH
ENH
ABILITY:
DAMAGE WORKSPACE
1/2 LVL
ATT BONUS
+ 17
ABILITY:
10 +
ATTACK WORKSPACE
Passive Perception
BASE
10 +
ITEM
Passive Insight
-1
ARMOR
RPGA Number
ABILITY:
BASE
SENSES
(Squares)
26,000
Total XP
PASSIVE SENSE
SPECIAL SENSES
16
16
SCORE
SPECIAL MOVEMENT
SCORE
MOVEMENT
Adventuring Company
Epic Destiny
Player Name
Will.
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
10 +
1/2 LVL ABIL
CONDITIONAL BONUSES
18
10 +
1/2 LVL ABIL
CONDITIONAL BONUSES
26
DEFENSE
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
Age
29
HEALING SURGES
HIT POINTS
114
MAX HP
-1
CHA
Wisdom
WIS
INT
Intelligence
Dexterity
ABIL MOD
12
11
DEX
11
Constitution
CON
STR
Strength
ABILITY
19
22
SCORE
DEX
ABILITY SCORES
CONDITIONAL MODIFIERS
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
OTHER EQUIPMENT
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
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
Crushing Surge
POWER INDEX
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
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
PH
DEFENSE
AC
TARGET
Grunther
ENCOUNTER POWER
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
TARGET
PH
Melee weapon
BOOK
DEFENSE
AC
ACTION
vs
RANGE
Standard
LEVEL
ATTACK
17
ACTION
USED
KEYWORDS
KEYWORDS
ENCOUNTER POWER
Fighter
Inexorable Advance
Melee weapon
BOOK
Savage Parry
AT-WILL POWER
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
PH
RANGE
Close burst 1
BOOK
USED
TARGET
LEVEL
Fighter
ACTION
vs
DEFENSE
AC
PH
TARGET
One creature
RANGE
Melee weapon
BOOK
Fighter
DAILY POWER
CLASS
LEVEL
BOOK
PH
+2 to damage rolls whenever you have temporary hit points Battlerager Vigor.
ADDITIONAL EFFECTS
USED
ATTACK
17
LEVEL
KEYWORDS
Comeback Strike
ENCOUNTER POWER
CLASS
+2 to damage rolls whenever you have temporary hit points Battlerager Vigor.
ADDITIONAL EFFECTS
ATTACK
20
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
RANGE
BOOK
vs
Melee weapon
USED
ATTACK
17
ACTION
Martial, Weapon
Standard
KEYWORDS
Cleave
Melee weapon
17
ADDITIONAL EFFECTS
Standard
ACTION
One creature
RANGE
ATTACK
19
ACTION
Martial, Weapon
KEYWORDS
Martial, Weapon
USED
CLASS
ADDITIONAL EFFECTS
KEYWORDS
Melee weapon
DEFENSE
Passing Attack
LEVEL
vs
RANGE
Melee
USED
ATTACK
ACTION
Sure Strike
AT-WILL POWER
CLASS
+2 to damage rolls whenever you have temporary hit points Battlerager Vigor.
ADDITIONAL EFFECTS
ATTACK
17
ACTION
Standard
Martial, Weapon
KEYWORDS
USED
KEYWORDS
Combat Challenge
Crushing Surge
vs
DEFENSE
AC
TARGET
One creature
RANGE
Melee 1
DEFENSE
AC
TARGET
One creature
RANGE
Melee weapon
MP
TYPE
Armor
QUANTITY
10
BOOK
CHECK
MAGIC ITEM
Grunther
WEIGHT
40
PRICE
9000
BOOK
MAGIC ITEM
Neck
WEIGHT
PRICE
Page 4
5000
BOOK
ITEM SLOT
Body
ITEM SLOT
DAILY
TYPE
QUANTITY
ENCOUNTER
LEVEL
10
SPEED
PH
AT-WILL
PROPERTIES
ENHANCEMENT
AC BONUS
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
UTILITY POWER
CLASS
LEVEL
CLASS
Fighter
USED
ADDITIONAL EFFECTS
DAILY
RANGE
Personal
BOOK
ADDITIONAL EFFECTS
ENCOUNTER
AT-WILL
ACTION
Imm Interr
Martial
LEVEL
DAILY
RANGE
ACTION
AT-WILL
Personal
Imm React
Martial
USED
DAILY POWER
Fighter
KEYWORDS
MP
KEYWORDS
BOOK
ENCOUNTER
Unbreakable
DAILY POWER
LEVEL
CLASS
Fighter
CLASS
ADDITIONAL EFFECTS
+2 to damage rolls whenever you have temporary hit points Battlerager Vigor.
vs
ATTACK
17
ACTION
Standard
USED
+2 to damage rolls whenever you have temporary hit points Battlerager Vigor.
ADDITIONAL EFFECTS
ATTACK
17
ACTION
Standard
KEYWORDS
USED
KEYWORDS
Terrifying Impact
Pinning Smash
DAILY
RANGE
Personal
USED
Fighter
LEVEL
BOOK
Axe
LEVEL
ENHANCEMENT
RANGE
CRITICAL
+3d6 damage
PH
ENCOUNTER
DAILY
Two-Hands
WEIGHT
14
PRICE
13000
ENCOUNTER
LEVEL
SPEED
1
QUANTITY
DAILY
TYPE
BOOK
Hands
MAGIC ITEM
ITEM SLOT
WEIGHT
PRICE
840
BOOK
POWER
AT-WILL
PROPERTIES
CHECK
ENHANCEMENT
AC BONUS
MAGIC WEAPON
ITEM SLOT
POWER
AT-WILL
PROPERTIES
12
GROUP
2
PROFICIENT
1d12
DAMAGE
UTILITY POWER
CLASS
ADDITIONAL EFFECTS
AT-WILL
ENCOUNTER
ACTION
Minor
KEYWORDS
Boundless Endurance
CHECK
1
CHECK
LEVEL
SPEED
TYPE
QUANTITY
PRICE
1800
ENCOUNTER
LEVEL
SPEED
QUANTITY
DAILY
TYPE
Grunther
MAGIC ITEM
ITEM SLOT
WEIGHT
PRICE
100
BOOK
POWER
AT-WILL
PROPERTIES
CHECK
ENHANCEMENT
AC BONUS
Whetstones
BOOK
MAGIC ITEM
MAGIC ITEM
Feet
ITEM SLOT
WEIGHT
ITEM SLOT
Waist
AT-WILL
DAILY
POWER
ENCOUNTER
POWER
AT-WILL
WEIGHT
PRICE
Page 5
1800
ENCOUNTER
BOOK
DAILY
ENHANCEMENT
AC BONUS
TYPE
QUANTITY
PROPERTIES
LEVEL
SPEED
PROPERTIES
ENHANCEMENT
AC BONUS
ENCOUNTER
LEVEL
10
SPEED
DAILY
TYPE
Whetstones
QUANTITY
MAGIC ITEM
ITEM SLOT
WEIGHT
PRICE
200
BOOK
POWER
AT-WILL
PROPERTIES
CHECK
ENHANCEMENT
AC BONUS
Initiative
DEX
WIS
1/2 LVL
-1
ABIL MOD
MISC
11
10
5
FORT 15
REF
DEFENSE
15
CLASS
CLASS
CLASS
FEAT
FEAT
FEAT
FEAT
MISC
MISC
MISC
MISC
MISC
MISC
MISC
MISC
ACTION POINTS
1
2
3
ENH
ENH
ENH
ENH
Deity
Corellon
Speed
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
SKILL NAME
14
BONUS
DEX
CHA
DEX
INT
WIS
WIS
CHA
WIS
INT
WIS
CON
WIS
CHA
CHA
STR
INT
DEX
11
11
10
11
11
5
7
TRND
(+5)
ABIL MOD
+ 1/2 LVL
-1
-1
3
n/a
3
-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
CLASS
PROF
FEAT
FEAT
ABIL
FEAT
WEAPON OR POWER
FEATS
Unarmed (Range)
Unarmed (Melee)
Short sword
vs
FEAT
BASIC ATTACKS
ABIL
ENH
ENH
MISC
MISC
MISC
MISC
MISC
1d4
1d4
1d6
DAMAGE
MISC
MISC
ENH
ENH
11
SKILL BONUS
Page 1
LANGUAGES KNOWN
Inspire by Word
Inspire by Example
multiclassing
roll of 27 counts as 8
temporary hp
Song of Rest - At end of short rest, you and each ally spendi Rousing Voice - Ally who uses second wind gains
Bluff check
Virtue of Valor - When an ally within 10 squares bloodies Bardic Knowledge - +2 bonus to several skill checks
AC
vs
SKILLS
AC
vs
DEFENSE
RESISTANCES
ATTACK
ABIL
1d4
DAMAGE
ABILITY:
PROF
1d6
DAMAGE
CLASS
DAMAGE WORKSPACE
1/2 LVL
+ 5
ABILITY:
ABIL
ABILITY:
1/2 LVL
+ 8
10 +
ATTACK WORKSPACE
Passive Perception
BASE
ITEM
10 +
-1
ARMOR
RPGA Number
Passive Insight
Low-light Vision
ABILITY:
BASE
SENSES
(Squares)
26,000
Total XP
PASSIVE SENSE
SPECIAL SENSES
17
21
SCORE
SPECIAL MOVEMENT
SCORE
MOVEMENT
Adventuring Company
AC
choosing feats.
encounter power.
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
10 +
1/2 LVL ABIL
CONDITIONAL BONUSES
20
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
12
SURGES/DAY
AC
DEFENSE
Weight
160 lb.
CONDITIONAL BONUSES
26
SCORE
Height
5'8"
Paragon Path
War Chanter
20
1/4 HP
41
1/2 HP
SURGE VALUE
Class
Bard
Gender
Male
Age
49
HEALING SURGES
HIT POINTS
BLOODIED
CHA
Charisma
Wisdom
82
MAX HP
22
INT
Intelligence
Dexterity
Constitution
11
STR
Strength
CON
14
DEX
ABILITY SCORES
ABILITY
20
11
SCORE
CONDITIONAL MODIFIERS
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
Falon T'selvin
Encumbrance: 90 / 110
Stored money:
Money on hand: 45 gp
Song of Restfulness
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)
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
Cutting Words
Dragonfrost
POWER INDEX
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
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
BOOK
CLASS
BOOK
ATTACK
Fort
USED
AP
vs
ADDITIONAL EFFECTS
LEVEL
ACTION
Standard
14
LEVEL
ADDITIONAL EFFECTS
ATTACK
RANGE
ACTION
vs
Personal
Minor
Arcane, Charm
USED
Bard
KEYWORDS
BOOK
KEYWORDS
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
TARGET
One creature
Standard
ACTION
USED
DEFENSE
Will
RANGE
BOOK
vs
10
ATTACK
14
ACTION
LEVEL
KEYWORDS
USED
KEYWORDS
Ranged 10
BOOK
Vicious Mockery
Cutting Words
AT-WILL POWER
LEVEL
CLASS
vs
RANGE
Ranged weapon
CLASS
ATTACK
ADDITIONAL EFFECTS
TARGET
One creature
ACTION
Standard
ADDITIONAL EFFECTS
DEFENSE
AC
RANGE
Melee weapon
vs
USED
ATTACK
ACTION
Standard
Weapon
KEYWORDS
USED
KEYWORDS
Weapon
vs
DEFENSE
Fort
TARGET
One creature
RANGE
Ranged 10
Sorcerer
ATTACK
DEFENSE
BOOK
PH2
USED
TARGET
RANGE
LEVEL
Bard
ACTION
vs
DEFENSE
Will
PH2
TARGET
One creature
RANGE
Ranged 5
BOOK
Bard
ENCOUNTER POWER
CLASS
ADDITIONAL EFFECTS
LEVEL
BOOK
PH2
USED
ATTACK
14
LEVEL
KEYWORDS
Dissonant Strain
ENCOUNTER POWER
CLASS
ADDITIONAL EFFECTS
vs
Arcane, Healing
ACTION
Minor
KEYWORDS
Majestic Word
AT-WILL POWER
CLASS
ADDITIONAL EFFECTS
USED
ATTACK
11
ACTION
10
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
RANGE
USED
BOOK
Minor
UTILITY POWER
Falon T'selvin
LEVEL
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
AT-WILL
ACTION
LEVEL
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
10
CLASS
vs
CLASS
Bard
11
ATTACK
14
ADDITIONAL EFFECTS
LEVEL
Standard
ACTION
ADDITIONAL EFFECTS
ATTACK
14
ACTION
TARGET
One creature
KEYWORDS
USED
LEVEL
KEYWORDS
ENCOUNTER POWER
War Chanter
Symphony of Misfortune
Ranged 10
AP
Song of Discord
ENCOUNTER POWER
BOOK
CLASS
CLASS
Bard
DEFENSE
AC
RANGE
Melee weapon
ADDITIONAL EFFECTS
LEVEL
vs
USED
ATTACK
14
ACTION
Standard
ADDITIONAL EFFECTS
ATTACK
14
ACTION
Standard
Arcane, Weapon
KEYWORDS
USED
KEYWORDS
Victorious Smite
Timely Distraction
vs
DEFENSE
Will
TARGET
One creature
RANGE
Ranged 10
Bard
Arcane, Zone
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
PRICE
13000
BOOK
POWER
AT-WILL
PROPERTIES
12
LEVEL
SPEED
ENHANCEMENT
CHECK
LEVEL
AC BONUS
Cli Lyre +3
UTILITY POWER
CLASS
ADDITIONAL EFFECTS
USED
AT-WILL
ACTION
Minor
KEYWORDS
Song of Courage
DAILY POWER
CLASS
ADDITIONAL EFFECTS
USED
ATTACK
14
ACTION
10
Standard
KEYWORDS
Stirring Shout
1
CHECK
alon T'selvin
MAGIC ITEM
WEIGHT
40
PRICE
9000
BOOK
MAGIC ITEM
Neck
WEIGHT
PRICE
Page 5
5000
BOOK
ITEM SLOT
Body
ITEM SLOT
DAILY
TYPE
QUANTITY
ENCOUNTER
LEVEL
10
SPEED
AT-WILL
PROPERTIES
ENHANCEMENT
AC BONUS
POWER
DAILY
TYPE
Armor
QUANTITY
POWER
ENCOUNTER
11
LEVEL
+3 AC
AT-WILL
PROPERTIES
-1
SPEED
ENHANCEMENT
-1
CHECK
8
AC BONUS
ENCOUNTER
LEVEL
10
SPEED
DAILY
TYPE
Alchemical
QUANTITY
MAGIC ITEM
ITEM SLOT
WEIGHT
PRICE
200
BOOK
POWER
AT-WILL
PROPERTIES
CHECK
ENHANCEMENT
AC BONUS
Initiative
DEX
1/2 LVL
16
1/4 HP
33
SURGE VALUE
1/2 HP
BLOODIED
MISC
11
USED
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
SKILL NAME
16
BONUS
DEX
CHA
DEX
INT
WIS
WIS
CHA
WIS
INT
WIS
CON
WIS
CHA
CHA
STR
INT
DEX
11
11
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
ARMOR
PENALTY MISC
Class
AC
DEFENSE
FORT 15
REF
DEFENSE
15
CLASS
CLASS
CLASS
FEAT
FEAT
FEAT
MISC
MISC
MISC
MISC
Deity
MISC
MISC
MISC
MISC
Ioun
ACTION POINTS
1
2
3
ENH
ENH
ENH
ENH
Speed
1/2 LVL
+ 8
CLASS
PROF
ABIL
FEAT
AC
Ref
vs
vs
8
12
FEAT
FEAT
FEAT
ENH
ENH
1d4
1d4
2d4+8
FEATS
Common, Draconic
Page 1
LANGUAGES KNOWN
tomes
Summoner's Action
levels. Also, twice the daily and utility spells you can use;
defenses
Cantrips - Use ghost sound, light, mage hand, and
MISC
MISC
MISC
MISC
DAMAGE
MISC
MISC
ENH
ENH
11
SKILL BONUS
MISC
Dagger (Range)
Dagger (Melee)
WEAPON OR POWER
BASIC ATTACKS
ABIL
AC
Ref
vs
vs
DEFENSE
14
ATTACK
ABIL
1d4
DAMAGE
ABILITY:
PROF
2d4+8
DAMAGE
CLASS
DAMAGE WORKSPACE
1/2 LVL
ATT BONUS
ABILITY:
ABIL
+ 14
ABILITY:
10 +
ATTACK WORKSPACE
Passive Perception
BASE
10 +
ITEM
Passive Insight
ARMOR
RPGA Number
ABILITY:
BASE
SENSES
(Squares)
26,000
Total XP
PASSIVE SENSE
SPECIAL SENSES
18
21
SCORE
SPECIAL MOVEMENT
SCORE
MOVEMENT
Adventuring Company
Epic Destiny
Player Name
Will.
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
10 +
1/2 LVL ABIL
CONDITIONAL BONUSES
25
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
Age
46
HEALING SURGES
67
Charisma
HIT POINTS
-1
CHA
MAX HP
Wisdom
WIS
ABIL MOD
12
INT
Intelligence
Dexterity
Constitution
11
STR
Strength
CON
23
DEX
ABILITY SCORES
ABILITY
17
11
SCORE
CONDITIONAL MODIFIERS
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
Dagger (E)
Comprehend Language
Make Whole
Milestone
Milestone
Milestone
Page 2
RITUALS / ALCHEMY
Tenser's Binding
Spellbook
OTHER EQUIPMENT
Heroic (1-10)
Arcane Gate
Summon Arrowhawk
Animate Dead
Web
Sleep
Fireball
WAIST
RING
RING
NECK
HEAD
HANDS
FEET
ARMS
Face of Death
DAILY POWERS
Planar Gateway
Lightning Bolt
Astral Wasp
Storm Pillar
Scorching Burst
ARMOR
WEAPON
WEAPON
WEAPON
MAGIC ITEMS
Implement, Tome (Off-hand)
AT-WILL POWERS
WEAPON
Prestidigitation
Mage Hand
Light
Ghost Sound
Magic Missile
POWER INDEX
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 secretsyou 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
PERSONALITY TRAITS
CHARACTER PORTRAIT
FAMILIAR
Gerik Desatysso
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
BOOK
AP
CLASS
ATTACK
CLASS
Wizard
USED
vs
ADDITIONAL EFFECTS
LEVEL
ACTION
Standard
14
LEVEL
ADDITIONAL EFFECTS
ATTACK
ACTION
Standard
USED
Wizard
KEYWORDS
BOOK
KEYWORDS
Astral Wasp
LEVEL
Storm Pillar
AT-WILL POWER
Wizard
CLASS
DEFENSE
RANGE
Ranged 2
PH
CLASS
ATTACK
vs
BOOK
ADDITIONAL EFFECTS
TARGET
Standard
ACTION
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
TARGET
RANGE
Ranged 10
ATTACK
ACTION
Arcane
KEYWORDS
Arcane, Conjuration
USED
AT-WILL POWER
KEYWORDS
Wizard
Prestidigitation
Ranged 5
PH
DEFENSE
Mage Hand
AT-WILL POWER
BOOK
CLASS
CLASS
Wizard
ADDITIONAL EFFECTS
LEVEL
vs
10
USED
ATTACK
ACTION
Standard
ADDITIONAL EFFECTS
ATTACK
14
ACTION
Standard
Arcane, Illusion
KEYWORDS
USED
KEYWORDS
Ghost Sound
Magic Missile
ATTACK
DEFENSE
TARGET
RANGE
Ranged 5
USED
Wizard
vs
DEFENSE
Reflex
BOOK
PH
RANGE
TARGET
USED
LEVEL
Wizard
ACTION
BOOK
PH
vs
DEFENSE
Fort
10
RANGE
TARGET
USED
Wizard
ENCOUNTER POWER
CLASS
ADDITIONAL EFFECTS
LEVEL
BOOK
AP
ATTACK
14
LEVEL
KEYWORDS
AT-WILL POWER
CLASS
ADDITIONAL EFFECTS
ATTACK
14
ACTION
10
KEYWORDS
Scorching Burst
AT-WILL POWER
CLASS
ADDITIONAL EFFECTS
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
BOOK
AP
DAILY POWER
Wizard
Page 5
LEVEL
BOOK
AP
CLASS
vs
10
BOOK
CLASS
ATTACK
ACTION
Minor
LEVEL
ADDITIONAL EFFECTS
TARGET
TARGET
RANGE
USED
ADDITIONAL EFFECTS
DEFENSE
RANGE
AP
vs
10
BOOK
ATTACK
ACTION
Minor
USED
KEYWORDS
KEYWORDS
DAILY POWER
Wizard
Ranged 10
AP
11
Summon Arrowhawk
DAILY POWER
BOOK
CLASS
DEFENSE
Reflex
20
LEVEL
CLASS
LEVEL
vs
ADDITIONAL EFFECTS
Wizard
TARGET
RANGE
Ranged 10
ATTACK
14
ACTION
Standard
ADDITIONAL EFFECTS
ATTACK
ACTION
Minor
KEYWORDS
USED
ENCOUNTER POWER
KEYWORDS
DEFENSE
Bonded Summoner
Web
PH
ENCOUNTER POWER
BOOK
CLASS
CLASS
Wizard
ADDITIONAL EFFECTS
LEVEL
vs
10
USED
ATTACK
ACTION
Standard
ADDITIONAL EFFECTS
ATTACK
14
ACTION
Standard
KEYWORDS
USED
KEYWORDS
Planar Gateway
Lightning Bolt
vs
DEFENSE
Reflex
TARGET
RANGE
Close burst 1
USED
Bonded Summoner
LEVEL
11
BOOK
AP
ATTACK
DEFENSE
TARGET
RANGE
Ranged 10
USED
Wizard
ACTION
vs
DEFENSE
Will
10
RANGE
TARGET
USED
Dragon 372
BOOK
Wizard
DAILY POWER
CLASS
ADDITIONAL EFFECTS
LEVEL
BOOK
AP
ATTACK
14
LEVEL
KEYWORDS
SPELLBOOK
Face of Death
DAILY POWER
CLASS
ADDITIONAL EFFECTS
vs
10
ACTION
Minor
KEYWORDS
Animate Dead
ENCOUNTER POWER
CLASS
ADDITIONAL EFFECTS
ATTACK
14
ACTION
Free
KEYWORDS
vs
DEFENSE
Reflex
20
TARGET
RANGE
ENCOUNTER
Minor
PH
Minor
DAILY
RANGE
Gerik Desatysso
UTILITY POWER
Wizard
LEVEL
BOOK
AP
UTILITY POWER
Wizard
Page 6
LEVEL
BOOK
AP
CLASS
ENCOUNTER
CLASS
AT-WILL
Ranged 10
ADDITIONAL EFFECTS
DAILY
Minor
ACTION
USED
ADDITIONAL EFFECTS
ENCOUNTER
RANGE
AP
BOOK
AT-WILL
ACTION
10
KEYWORDS
USED
10
KEYWORDS
UTILITY POWER
LEVEL
SPELLBOOK
Wizard
Close burst 2
BOOK
SPELLBOOK
UTILITY POWER
LEVEL
CLASS
Wizard
CLASS
DAILY
ADDITIONAL EFFECTS
ENCOUNTER
RANGE
Ranged 10
USED
ADDITIONAL EFFECTS
10
PH
AT-WILL
ACTION
BOOK
DAILY
RANGE
AT-WILL
Personal
Minor
ACTION
KEYWORDS
Arcane, Illusion
USED
DAILY POWER
LEVEL
KEYWORDS
Wizard
PH
TARGET
Disguise Self
DAILY POWER
BOOK
CLASS
CLASS
Wizard
DEFENSE
Will
RANGE
ADDITIONAL EFFECTS
LEVEL
vs
20
USED
ATTACK
14
ACTION
Standard
ADDITIONAL EFFECTS
ATTACK
14
ACTION
Standard
KEYWORDS
KEYWORDS
USED
SPELLBOOK
SPELLBOOK
Arcane, Fire, Implement
Sleep
Fireball
Arcane
ENCOUNTER
Wizard
ENCOUNTER
LEVEL
PH
DAILY
RANGE
Ranged 20
BOOK
USED
USED
Wizard
LEVEL
10
BOOK
PH
12
LEVEL
+3 AC
TYPE
Armor
QUANTITY
Body
MAGIC ITEM
ITEM SLOT
POWER
AT-WILL
WEIGHT
PRICE
13000
ENCOUNTER
BOOK
DAILY
PROPERTIES
SPEED
ENHANCEMENT
CHECK
0
AC BONUS
UTILITY POWER
CLASS
ADDITIONAL EFFECTS
AT-WILL
20
Arcane, Teleportation
ACTION
Minor
KEYWORDS
SPELLBOOK
Arcane Gate
UTILITY POWER
CLASS
ADDITIONAL EFFECTS
DAILY
RANGE
Personal
AT-WILL
ACTION
Move
KEYWORDS
Expeditious Retreat
TYPE
Tome
QUANTITY
PRICE
5000
ENCOUNTER
LEVEL
14
SPEED
1
QUANTITY
DAILY
TYPE
Alchemical
BOOK
Gerik Desatysso
MAGIC ITEM
ITEM SLOT
WEIGHT
PRICE
800
BOOK
POWER
AT-WILL
PROPERTIES
CHECK
ENHANCEMENT
AC BONUS
MAGIC ITEM
MAGIC ITEM
Neck
ITEM SLOT
WEIGHT
ITEM SLOT
Off-hand
AT-WILL
DAILY
PROPERTIES
LEVEL
11
SPEED
PRICE
Page 7
9000
ENCOUNTER
WEIGHT
ENHANCEMENT
POWER
ENCOUNTER
CHECK
AC BONUS
POWER
AT-WILL
PROPERTIES
10
LEVEL
SPEED
ENHANCEMENT
CHECK
AC BONUS
Summoner's Tome +2
1
BOOK
DAILY
TYPE
QUANTITY
ENCOUNTER
LEVEL
15
SPEED
DAILY
TYPE
Potion
QUANTITY
MAGIC ITEM
ITEM SLOT
WEIGHT
PRICE
1000
BOOK
POWER
AT-WILL
PROPERTIES
CHECK
ENHANCEMENT
AC BONUS
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
11
11
ABIL MOD
+ 1/2 LVL
SKILLS
RESISTANCES
BONUS
MISC
11
SURGES/DAY
-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
ARMOR
PENALTY MISC
USED
TRND
(+5)
SURGE VALUE
1/2 HP
BLOODIED
Class
AC
DEFENSE
FORT 15
REF
DEFENSE
15
CLASS
CLASS
CLASS
FEAT
FEAT
FEAT
MISC
MISC
MISC
MISC
MISC
MISC
MISC
MISC
ACTION POINTS
1
2
3
ENH
ENH
ENH
ENH
Deity
Corellon
Speed
16
SKILL BONUS
MISC
ABIL
CLASS
PROF
+ 5
ABIL
CLASS
PROF
FEAT
FEAT
AC
vs
11
FEAT
ENH
FEATS
Unarmed (Range)
Unarmed (Melee)
WEAPON OR POWER
BASIC ATTACKS
ABIL
ENH
MISC
MISC
1d4+6
1d4
1d12+9
DAMAGE
MISC
MISC
Page 1
LANGUAGES KNOWN
Common, Elven
attacks
accuracy
the Greatbow.
round.
Bows.
d8s
vs
AC
AC
vs
vs
DEFENSE
17
ATTACK
1d4
DAMAGE
6
Melee Basic Attack - Unarmed
1d12+9
ABILITY:
FEAT
ABIL
DAMAGE
MISC
MISC
ENH
ENH
ABILITY:
DAMAGE WORKSPACE
1/2 LVL
ATT BONUS
+ 17
1/2 LVL
ABILITY:
10 +
ATTACK WORKSPACE
Passive Perception
BASE
ITEM
10 +
ARMOR
RPGA Number
Passive Insight
Low-light Vision
ABILITY:
BASE
SENSES
(Squares)
26,000
Total XP
PASSIVE SENSE
SPECIAL SENSES
26
19
SCORE
SPECIAL MOVEMENT
SCORE
MOVEMENT
Adventuring Company
Epic Destiny
Player Name
bonus feat.
Fighting Style.
power.
Perception.
shortbow.
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
10 +
1/2 LVL ABIL
CONDITIONAL BONUSES
18
DEFENSE
15
FEAT
DEFENSES
Alignment
Good
Paragon Path
Sharpshooter
10 + ARMOR/
1/2 LVL ABIL CLASS
Weight
CONDITIONAL BONUSES
27
SCORE
Height
Ranger
Gender
Male
Age
36
HEALING SURGES
HIT POINTS
74
MAX HP
-1
CHA
Wisdom
WIS
INT
Intelligence
Dexterity
ABIL MOD
19
11
DEX
23
Constitution
CON
STR
Strength
ABILITY
12
11
SCORE
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
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)
Spitting-Cobra Stance
WAIST
RING
RING
NECK
HEAD
HANDS
FEET
ARMS
ARMOR
WEAPON
WEAPON
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
Hunter's Quarry
POWER INDEX
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
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
RANGE
DEFENSE
AC
TARGET
One creature
RANGE
Ranged weapon
BOOK
vs
DEFENSE
AC
TARGET
One creature
RANGE
DEFENSE
AC
PH
TARGET
RANGE
BOOK
ENCOUNTER POWER
LEVEL
BOOK
PH
ENCOUNTER POWER
Ranger
Page 3
LEVEL
BOOK
PH
CLASS
ADDITIONAL EFFECTS
CLASS
Ranger
USED
vs
ATTACK
17
ACTION
Martial, Weapon
LEVEL
ADDITIONAL EFFECTS
ATTACK
17
ACTION
Standard
USED
KEYWORDS
Martial, Weapon
KEYWORDS
AT-WILL POWER
Ranger
Disruptive Strike
PH
Two-Fanged Strike
AT-WILL POWER
BOOK
CLASS
CLASS
LEVEL
Ranger
ADDITIONAL EFFECTS
USED
vs
ATTACK
17
ACTION
Standard
Martial, Weapon
LEVEL
ADDITIONAL EFFECTS
ATTACK
17
ACTION
USED
KEYWORDS
Martial, Weapon
KEYWORDS
AT-WILL POWER
Nimble Strike
BOOK
Twin Strike
AT-WILL POWER
CLASS
LEVEL
CLASS
ADDITIONAL EFFECTS
vs
ATTACK
17
ACTION
Standard
USED
ADDITIONAL EFFECTS
ATTACK
ACTION
Standard
Weapon
KEYWORDS
USED
KEYWORDS
Weapon
vs
DEFENSE
TARGET
RANGE
USED
vs
DEFENSE
LEVEL
PH
TARGET
RANGE
Personal
BOOK
Racial Power
vs
DEFENSE
Reflex
BOOK
PH
RANGE
Ranged weapon
TARGET
LEVEL
Ranger
ENCOUNTER POWER
CLASS
LEVEL
BOOK
MP
USED
USED
ADDITIONAL EFFECTS
ATTACK
17
ACTION
Martial, Weapon
Standard
KEYWORDS
Biting Volley
ENCOUNTER POWER
CLASS
ADDITIONAL EFFECTS
ATTACK
ACTION
Free
KEYWORDS
Elven Accuracy
AT-WILL POWER
CLASS
ADDITIONAL EFFECTS
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
TARGET
RANGE
Ranger
PH
DAILY
USED
Ranger
UTILITY POWER
CLASS
ADDITIONAL EFFECTS
LEVEL
10
BOOK
MP
AT-WILL
RANGE
BOOK
Personal
ENCOUNTER
Minor
Martial, Stance
LEVEL
ACTION
KEYWORDS
Prime Shift
DAILY POWER
CLASS
ADDITIONAL EFFECTS
ATTACK
17
ACTION
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
13000
ENCOUNTER
BOOK
DAILY
PROPERTIES
12
LEVEL
ENHANCEMENT
GROUP
Bow
2
PROFICIENT
1d12
DAMAGE
UTILITY POWER
CLASS
ADDITIONAL EFFECTS
USED
AT-WILL
ACTION
Martial
KEYWORDS
Martial, Weapon
USED
DAILY POWER
KEYWORDS
Ranger
Crucial Advice
Ranged 1
MP
ENCOUNTER POWER
BOOK
CLASS
11
TARGET
CLASS
Sharpshooter
DEFENSE
AC
RANGE
Ranged weapon
ADDITIONAL EFFECTS
LEVEL
vs
USED
ATTACK
17
ACTION
Standard
ADDITIONAL EFFECTS
ATTACK
ACTION
Standard
Martial, Weapon
KEYWORDS
USED
KEYWORDS
Martial, Weapon
ATTACK
DEFENSE
TARGET
RANGE
Personal
Ranger
Martial
ENCOUNTER
LEVEL
MP
DAILY
RANGE
Personal
BOOK
USED
USED
Ranger
LEVEL
ENCOUNTER
LEVEL
11
SPEED
TYPE
Armor
QUANTITY
Body
MAGIC ITEM
ITEM SLOT
WEIGHT
25
PRICE
9000
BOOK
POWER
AT-WILL
PROPERTIES
+3 AC
-1
CHECK
ENHANCEMENT
AC BONUS
MP
DAILY
BOOK
UTILITY POWER
CLASS
ADDITIONAL EFFECTS
AT-WILL
ACTION
Move
KEYWORDS
Serpentine Dodge
DAILY POWER
CLASS
ADDITIONAL EFFECTS
vs
ACTION
Minor
KEYWORDS
Spitting-Cobra Stance
Aaron
LEVEL
10
SPEED
TYPE
QUANTITY
WEIGHT
PRICE
5000
BOOK
LEVEL
SPEED
TYPE
Wondrous Item
QUANTITY
MAGIC ITEM
ITEM SLOT
POWER
AT-WILL
WEIGHT
PRICE
1000
ENCOUNTER
BOOK
DAILY
PROPERTIES
CHECK
ENHANCEMENT
AC BONUS
MAGIC ITEM
Feet
PRICE
1000
ENCOUNTER
LEVEL
SPEED
1
QUANTITY
DAILY
TYPE
BOOK
Arms
MAGIC ITEM
ITEM SLOT
WEIGHT
PRICE
Page 5
1000
BOOK
POWER
AT-WILL
PROPERTIES
CHECK
ENHANCEMENT
AC BONUS
MAGIC ITEM
WEIGHT
ITEM SLOT
DAILY
ITEM SLOT
ENCOUNTER
TYPE
Potion
AT-WILL
2
QUANTITY
DAILY
LEVEL
15
SPEED
POWER
ENCOUNTER
PROPERTIES
CHECK
ENHANCEMENT
AC BONUS
POWER
AT-WILL
PROPERTIES
CHECK
ENHANCEMENT
AC BONUS
ENCOUNTER
LEVEL
15
SPEED
DAILY
TYPE
Potion
QUANTITY
MAGIC ITEM
ITEM SLOT
WEIGHT
PRICE
1000
BOOK
POWER
AT-WILL
PROPERTIES
CHECK
ENHANCEMENT
AC BONUS
Initiative
DEX
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
Acrobatics
SKILL NAME
BONUS
DEX
CHA
DEX
INT
WIS
WIS
CHA
WIS
INT
WIS
CON
WIS
CHA
CHA
STR
INT
DEX
10
ABIL MOD
+ 1/2 LVL
SKILLS
RESISTANCES
MISC
SURGES/DAY
-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
ARMOR
PENALTY MISC
USED
TRND
(+5)
10
HEALING SURGES
42
Class
215 lb.
AC
DEFENSE
FORT 15
REF
DEFENSE
15
CLASS
CLASS
CLASS
FEAT
FEAT
FEAT
MISC
MISC
MISC
MISC
MISC
MISC
MISC
MISC
+ 16
ABIL
CLASS
PROF
FEAT
ABIL
FEAT
ENH
AC
FEAT
FEATS
Handaxe (Range)
Handaxe (Melee)
Spiderkissed Waraxe +3
Dynamic Waraxe +3
WEAPON OR POWER
BASIC ATTACKS
ABIL
ENH
ENH
ENH
MISC
MISC
MISC
1d6+7
1d6+7
1d12+10
1d12+10
DAMAGE
MISC
MISC
MISC
initiative
spend an action point
Common, Dwarven
Page 1
LANGUAGES KNOWN
d8s
round.
Axes.
vs
AC
vs
13
13
AC
AC
vs
vs
DEFENSE
16
16
FEAT
1d12+10
ATTACK
PROF
1d12+10
DAMAGE
CLASS
DAMAGE WORKSPACE
1/2 LVL
ATT BONUS
ABILITY:
ABIL
Fighting Style.
prone.
1/2 LVL
12
SKILL BONUS
MISC
+ 16
ABILITY:
10 +
ATTACK WORKSPACE
Passive Perception
BASE
10 +
ITEM
Passive Insight
ARMOR
RPGA Number
ABILITY:
BASE
SENSES
(Squares)
MOVEMENT
26,000
Total XP
PASSIVE SENSE
Low-light Vision
DAMAGE
poison.
Speed
SPECIAL SENSES
22
17
SCORE
SPECIAL MOVEMENT
SCORE
ABILITY:
ACTION POINTS
1
2
3
ENH
ENH
ENH
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
10 +
1/2 LVL ABIL
CONDITIONAL BONUSES
19
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
Age
67
SURGE VALUE
1/2 HP
BLOODIED
85
MAX HP
-1
CHA
9
HIT POINTS
Wisdom
WIS
ABIL MOD
14
INT
Intelligence
Dexterity
Constitution
17
STR
Strength
CON
11
DEX
ABILITY SCORES
ABILITY
13
21
SCORE
CONDITIONAL MODIFIERS
10
SCORE
INITIATIVE
Medium
Size
Race
Level
Character Name
Dwarf
11
Character Sheet
OTHER EQUIPMENT
UTILITY POWERS
Encumbrance: 96 / 210
Stored money:
Money on hand: 0 gp
Handaxe
Adventurer's Kit
Hunting Party
Boundless Energy
Fox Shift
Two-Wolf Pounce
Sweeping Whirlwind
DAILY POWERS
ENCOUNTER POWERS
Two-Fanged Strike
Twin Strike
Milestone
Milestone
Paragon (11-20)
Epic (21-30)
Page 2
RITUALS / ALCHEMY
Milestone
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
Hunter's Quarry
POWER INDEX
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
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
RANGE
Close burst 1
BOOK
ENCOUNTER POWER
LEVEL
BOOK
PH
ENCOUNTER POWER
Ranger
Page 3
LEVEL
BOOK
PH
CLASS
ADDITIONAL EFFECTS
CLASS
Ranger
USED
DEFENSE
AC
ADDITIONAL EFFECTS
vs
LEVEL
ATTACK
16
ACTION
RANGE
One or two creatures
Standard
Martial, Weapon
Melee or Ranged weapon
ATTACK
16
ACTION
Standard
Martial, Weapon
USED
AT-WILL POWER
Ranger
KEYWORDS
PH
KEYWORDS
BOOK
Sweeping Whirlwind
AT-WILL POWER
LEVEL
CLASS
ADDITIONAL EFFECTS
CLASS
Ranger
USED
DEFENSE
AC
BOOK
Melee weapon
ADDITIONAL EFFECTS
vs
LEVEL
ATTACK
16
RANGE
One or two creatures
Standard
ACTION
ATTACK
16
ACTION
Martial, Weapon
KEYWORDS
USED
KEYWORDS
Martial, Weapon
AT-WILL POWER
Twin Strike
AT-WILL POWER
BOOK
CLASS
CLASS
LEVEL
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
vs
USED
ATTACK
13
ACTION
RANGE
One creature
Standard
Melee weapon
ATTACK
16
ACTION
Standard
Weapon
KEYWORDS
USED
KEYWORDS
Weapon
vs
DEFENSE
TARGET
RANGE
USED
vs
DEFENSE
AC
BOOK
PH
TARGET
One creature
RANGE
LEVEL
USED
Ranger
vs
DEFENSE
AC
BOOK
PH
RANGE
Melee weapon
TARGET
LEVEL
USED
Firstborn of Moradin
ENCOUNTER POWER
CLASS
LEVEL
11
BOOK
PH2
ADDITIONAL EFFECTS
ATTACK
16
Weapon
ACTION
KEYWORDS
ENCOUNTER POWER
CLASS
ADDITIONAL EFFECTS
ATTACK
16
ACTION
Martial, Weapon
Standard
KEYWORDS
Two-Fanged Strike
AT-WILL POWER
CLASS
ADDITIONAL EFFECTS
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
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
ENCOUNTER
AT-WILL
POWER
DAILY
POWER
ENCOUNTER
AT-WILL
RANGE
LEVEL
12
GROUP
MP
Versatile
ENHANCEMENT
PROFICIENT
BOOK
Versatile
1d12
DAMAGE
Axe
LEVEL
Spiderkissed Waraxe +3
UTILITY POWER
Ranger
PROPERTIES
CRITICAL
+3d6 damage
BOOK
USED
PROPERTIES
11
LEVEL
ENHANCEMENT
GROUP
Axe
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
Free
ACTION
Martial
LEVEL
DAILY
RANGE
AT-WILL
Personal
Free
ACTION
Martial
USED
DAILY POWER
Ranger
KEYWORDS
PH
KEYWORDS
BOOK
Boundless Energy
ENCOUNTER
Fox Shift
DAILY POWER
LEVEL
CLASS
Ranger
CLASS
ADDITIONAL EFFECTS
vs
USED
ATTACK
16
ACTION
Standard
ADDITIONAL EFFECTS
ATTACK
16
ACTION
Standard
Martial, Weapon
KEYWORDS
USED
KEYWORDS
Martial, Weapon
Two-Wolf Pounce
vs
DEFENSE
AC
TARGET
Ranger
Martial, Stance
ENCOUNTER
LEVEL
PH
DAILY
RANGE
Personal
BOOK
USED
Ranger
LEVEL
10
ENCOUNTER
LEVEL
10
SPEED
TYPE
Armor
QUANTITY
Body
MAGIC ITEM
ITEM SLOT
WEIGHT
25
PRICE
5000
BOOK
POWER
AT-WILL
PROPERTIES
+2 AC
-1
CHECK
ENHANCEMENT
AC BONUS
MP
DAILY
BOOK
UTILITY POWER
CLASS
ADDITIONAL EFFECTS
AT-WILL
ACTION
Minor
KEYWORDS
Hunting Party
DAILY POWER
CLASS
USED
RANGE
Close burst 1
ATTACK
16
ACTION
Martial, Weapon
Standard
KEYWORDS
PRICE
1000
BOOK
ENCOUNTER
LEVEL
10
SPEED
DAILY
TYPE
Whetstones
QUANTITY
MAGIC ITEM
ITEM SLOT
WEIGHT
PRICE
200
BOOK
POWER
AT-WILL
PROPERTIES
CHECK
ENHANCEMENT
AC BONUS
MAGIC ITEM
WEIGHT
MAGIC ITEM
Waist
WEIGHT
PRICE
Page 5
1000
BOOK
ITEM SLOT
DAILY
TYPE
QUANTITY
ITEM SLOT
ENCOUNTER
LEVEL
SPEED
AT-WILL
PROPERTIES
CHECK
ENHANCEMENT
AC BONUS
DAILY
TYPE
Potion
QUANTITY
POWER
ENCOUNTER
LEVEL
15
SPEED
POWER
AT-WILL
PROPERTIES
CHECK
ENHANCEMENT
AC BONUS
LEVEL
SPEED
AT-WILL
Head
MAGIC ITEM
ITEM SLOT
POWER
WEIGHT
PRICE
1800
ENCOUNTER
1
QUANTITY
BOOK
DAILY
TYPE
PROPERTIES
CHECK
ENHANCEMENT
AC BONUS