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4/5/6
CHARACTER LEVELS

Halfling
RACE

Thief-Rogue
CLASS (THEME)

Small
SIZE Ability

4'2"
HEIGHT

95
WEIGHT Score

24
AGE
Also add 1/2 your level to d20 rolls

M
SEX

G
ALIGN DEITY

Low
VISION

+9/10
INITIATIVE

6
SPEED

Common, Giant
LANGUAGES

NOTE: Numbers separated by slashes indicate character levels. x/y/z are levels 4/5/6, while x/y are 4/6 (1/2 level bonus).
Mod

STRENGTH CONSTITUTION DEXTERITY INTELLIGENCE WISDOM CHARISMA AC

10 13 20 10 14 14

+0 +1 +5 +0 +2 +2

HP 41/46/51 Bloodied 20/23/25 Surge Value 10/11/12 When you have combat advantage against a
target, you deal an extra 2d8 damage to it with thief weapons.

SNEAK ATTACK

ATTACK POWERS
Melee Basic Attack (MBA) (Shortsword) Standard Action Target: One creature. Melee Weapon. Attack: +12/13 vs AC. Hit: 1d6+6 damage. Ranged Basic Attack (RBA) (Sling) Standard Action Target: One creature. Ranged 10/20. Attack: +12/13 vs AC. Hit: 1d6+8 damage. Backstab Free Action: (Twice per encounter at level 3, but only once per round) Trigger: You make a basic attack against a enemy within 5 squares that is granting combat advantage to you. Effect: +3 power bonus to the attack roll, and +1d6 damage if the attack hits.

20/21
+2 vs Opportunity Attacks

FORTITUDE 15/16 REFLEX 20/21 15/16 WILL Skills (Class, Trained)


12 0 6 2 2 7 1 2 0 2 2 3 9 0 11
Add 1/2 your level to all skill rolls

Acrobatics (Dex)R Arcana (Int) Athletics (Str)I Bluff (Cha) Diplomacy (Cha) Dungeoneering (Wis) Endurance (Con) Heal (Wis) History (Int) Insight (Wis) Intimidate (Cha) Nature (Wis)R Perception (Wis)F Religion (Int) Stealth (Dex)I
L4

UTILITY POWERS
Acrobat's Trick Move Action Move up to your speed -2. During this move you have a climb speed equal to your modified speed. You gain a +2 power bonus to your next damage roll with basic attack this turn. Sneak's Trick Move Action Move up to your speed -2. At the end of this move, you can make a Stealth check to hide if you have any cover or concealment. Tactical Trick Move Action Move up to your speed; you don't provoke opportunity attacks when leaving squares adjacent to your allies. This turn, you gain combat advantage against enemies adjacent to your allies. L6 Perfect Balance Move Action Move up to your speed -2. During this movement you ignore difficult terrain, and can move across any horizontal surface that is at least 3" wide without making an Acrobatics check. L5 Cunning Escape Immediate Interrupt Trigger: An enemy attacks you. Effect: You gain a +4 power bonus to all defenses against the triggering attack. At the end of this turn you can shift 3 squares as a free action. Second Chance Immediate Interrupt Trigger: You are hit by an attack. Effect: The attacker must reroll the attack. Tumble Move Action Shift up to your speed. (You must be trained in Acrobatics.) Necklace of Keys Minor If you're grabbed or restrained, teleport 3.

1/6* Streetwise (Cha) 12 Thievery (Dex)IR * Trained at level 2 +3 open locks, +2 disable traps +2 find traps at level 6

EQUIPMENT
50.5 lbs (100 max) Backpack (2 lbs) 50' Silk rope (5 lbs) Climber's kit (11 lbs) 3 days trail rations (3 lbs) 5 Belt pouches (2.5 lbs) 2 Sunrods (2 lbs) Thieves' tools (1 lb) 20 Sling bullets (5 lbs) Waterskin (4 lbs)

MAGIC ITEMS AND OTHER TREASURE


13 gold, 5 silver Distance Sling +1 (+2/1d6; +1 attack and damage. Adds +5 to normal range and +10 to long range. No bonus crit damage.) Sylvan Leather Armor +1 (+2+1 AC. Adds enhancement as item bonus to Athletics and Stealth.) (15 lbs) Necklace of Keys +1 (Neck. +1 Non-AC Defenses. Adds enhancement as item bonus to Thievery checks to open locks. Has daily power.) Bracers of the Perfect Shot (Arms. +2 item bonus to RBA damage rolls.) Belt of Resilience (Waist. +2 item bonus to Heal checks made to aid you.) 2x Potion of Healing (Spend a healing surge to regain 10 HP.)

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GAME TERMS
Actions Each turn you get three actions, one each Standard, Move, and Minor. Each power tells you which is needed to activate it. Standard: Most attacks, and any other action that takes up most of your turn. Move: Move your speed, shift one square, or other movement-based powers. Minor: Draw or stow a weapon, get something out of a pocket, drink a potion, etc. You can choose to downgrade any of your actions (turning your move into a minor, for instance), but can never upgrade them. Opportunity Attacks/Actions OAs are generally provoked by two things: moving out of a square adjacent to an enemy, OR making a ranged or area attack while adjacent to an enemy. You can avoid provoking an OA by carefully and slowly moving away from your opponent. This is called a "Shift", and lets you move 1 square, but not through difficult terrain. The difference between attack and action in this case, is that an opportunity attack is simply a Melee Basic Attack (check your powers) with whatever weapon you are currently wielding, while opportunity actions are powers. Immediate Actions Similar to OAs, Immediates trigger in response to other characters' actions. There are two types. Immediate Interrupts, as their name implies, interrupt the triggering action. Immediate Reactions, on the other hand, don't resolve until the triggering action is complete. Combat Advantage When you face attackers on both sides it is much harder to defend from both of them. This is called flanking and causes you to grant combat advantage, giving the flankers a +2 attack bonus. Charge With a single standard action you can move up to your speed then make an MBA, gaining a +1 bonus to the attack roll. The drawbacks are that for the next turn you grant combat advantage to every enemy except the target of your charge, and after charging your turn immediately ends. Readied Actions Readying an action requires a standard action, regardless of the kind of action you prepare. To ready an action you simply specify a trigger and your response. For instance, "If an enemy steps through that door, I'll attack it with Tide of Iron." Second Wind Once per encounter, you can use a standard action to spend a healing surge (regaining a surge worth of HP) and gain a +2 power bonus to your defenses until the start of your next turn. Stealth If you have Superior Cover or Total Concealment from an enemy, you can make a Stealth check at the end of any movement to try and hide, with a -5 penalty if you move more than 2 squares, or -10 if you run. If your total is higher than the passive Perception of the enemy, then you are hidden from it, causing it to grant combat advantage to you.

RACE AND CLASS FEATURES


Nimble Reaction: +2 AC vs opportunity attacks. Bold: +5 racial bonus to saving throws versus Fear effects. First Strike: You have Combat Advantage versus enemies that haven't acted yet. Sneak Attack: When you hit an enemy that is granting you combat advantage with a light blade, hand crossbow, shortbow, or sling, you deal 2d6 extra damage. Feat Sling Expertise: +1 feat bonus to attack. Your ranged attacks don't provoke opportunity attacks. At Level 3: You gain one more use of Backstab each encounter, but can still only use it once per round. At level 4: Gain one additional Rogue's Trick: Acrobat's Trick. Feat Wasteland Wanderer: +2 feat bonus to Nature, Perception, and Initiative. At level 5: Gain the Cunning Escape power.

At Level 2: Skill Mastery: During a skill challenge, whenever you roll a 20 on a skill At level 6: check that would contribute at least one success, that check Choose a utility power of 6th or lower level: Perfect Balance automatically succeeds and contributes an additional success. Thief Weapon Talent: +1 to attack rolls with light blades, hand crossbows, Feat Trap Sense: +2 feat bonus to all defenses against traps, and to Perception checks to find traps. shortbows, and slings. nd Choose a 2 level utility power: Tumble Feat Backstabber: Sneak Attack dice are d8s instead of d6s.

UNDERSTANDING YOUR NUMBERS


Attack (Sling) = Weapon Proficiency (2) + Attribute (Dex; 5) + 1/2 your level (2; 3 at level 6) + Enhancement (1) + Feat (1) + Class feature (1) = 12 Damage (Sling) = Weapon Damage (1d6) + Attribute (Dex; 5) + Enhancement (1) + Item (2) = 1d6+8 Initiative = Dexterity (5) + 1/2 your level (2; 3 at level 6) + Feat (2) = 9/10 Skills = Associated attribute + Feats, items, class features, race, etc. (Add 1/2 your level (2; 3 at level 6) when rolling since it is a d20 roll.) AC = 10 + Armor (leather; 2) + Better of Dex/Int (5) + 1/2 your level (2; 3 at level 6) + Enhancement (1) = 20/21 Fortitude = 10 + Better of Str/Con (1) + 1/2 your level (2; 3 at level 6) + Enhancement (1) = 14/15 Reflex = 10 + Class feature (2) + Better of Dex/Int (5) + 1/2 your level (2; 3 at level 6) + Enhancement (1) = 20/21 Will = 10 + Better of Wis/Cha (2) + 1/2 your level (2; 3 at level 6) + Enhancement (1) = 15/16
2013 CC-BY Frank Wilcox, Jr (fewilcox) D&D 4e is 2008 Wizards of the Coast

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