Ladino Oficial Versao Final
Ladino Oficial Versao Final
11 STR
Strength
0 4 16 FORT 14 1 1 18 Passive Insight 10 + 8
10 CON
Constitution
0 4
CONDITIONAL BONUSES
+1 Fortitude Defense against ranged attacks from more than 5 squares away 18 Passive Perception 10 + 8
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
22 DEX 6 10 24
Dexterity REF 14 6 2 1 1
ATTACK WORKSPACE
10 INT
Intelligence
0 4 CONDITIONAL BONUSES
+1 Reflex Defense against ranged attacks from more than 5 squares away
ABILITY:
Melee Basic Attack - Footpad's Friend Dagger +2
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +
8 WIS -1 3
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 11 4 0 3 1 2 1
Wisdom 19 WILL 14 3 1 1 ABILITY:
Ranged Basic Attack - Footpad's Friend Dagger +
16 CHA
Charisma
3 7 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+1 Will Defense against ranged attacks from more than 5 squares away
+ 17 4 6 3 1 2 1
HIT POINTS ACTION POINTS
MAX HP HEALING SURGES MILESTONES
0
ACTION POINTS
1 DAMAGE WORKSPACE
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2 ABILITY:
62 31 15 6 2 3 Melee Basic Attack - Footpad's Friend Dagger +2
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES 1d4+2 0 2
RACE FEATURES ABILITY:
Ranged Basic Attack - Footpad's Friend Dagger +
Bonus Feat - Choose an extra feat at 1st level. DAMAGE ABIL FEAT ENH MISC MISC
SECOND WIND 1/ENCOUNTER USED Bonus Skill - Trained in one additional class skill. 1d4+8 6 2
TEMPORARY HIT POINTS
Bonus At-Will Power - Know one extra 1st-level attack
power from your class.
BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
Human Defense Bonuses - +1 to Fortitude, Reflex, and
SAVING THROW MODS +5 item bonus against being slowed or immobilized 11 vs AC Footpad's Friend Dagger +2 (Melee)
1d4+2
Will.
RESISTANCES 17 vs AC Footpad's Friend Dagger +2 (Range)
1d4+8
4 4 0 n/a 0 Rogue Tactics - Choose one of the rogue tactics. opportunity attacks
Arcana INT
ARMOR
Elven Battle Leather Armor +2 (E)
ARMS
FEET
ENCOUNTER POWERS Acrobat Boots (heroic tier) (E)
HANDS
Second Wind Gloves of Agility (heroic tier) (E)
HEAD
Fox's Gambit Casque of Tactics (heroic tier) (E)
NECK
Flamboyant Strike Cloak of Distortion +1 (E)
RING
From the Shadows
RING
Vexing Escape
Effect: You spend a healing surge and regain 15 ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
hit points. You gain a +2 bonus to all defenses Prerequisite: You must be trained in Acrobatics. Requirement: You must be wielding a crossbow, a
until the start of your next turn. Requirement: You must be wielding a light blade. light blade, or a sling.
Attack: Dexterity vs. AC Special: You can move 2 squares before the attack.
Hit: 1[W] + Dexterity modifier (+6) damage. If you Attack: Dexterity vs. AC
are grabbed, you escape the grab. Hit: 1[W] + Dexterity modifier (+6) damage.
Level 21: 2[W] + Dexterity modifier (+6) damage. Increase damage to 2[W] + Dexterity modifier (+6) at
Effect: Before or after the attack, you shift 1 square. 21st level.
Footpad's Friend Dagger +2: +17 attack, 1d4+8 Footpad's Friend Dagger +2: +17 attack, 1d4+8
damage damage
Short sword: +14 attack, 1d6+6 damage Short sword: +14 attack, 1d6+6 damage
+2d8+3 to damage once per round (Sneak Attack) +2d8+3 to damage once per round (Sneak Attack)
Standard * * Melee or Ranged weapon Standard * Melee weapon Standard * Melee weapon
ACTION RANGE ACTION RANGE ACTION RANGE
17 vs AC One creature 17 vs Reflex One creature 17 vs AC One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Requirement: You must be wielding a Prerequisite: You must be trained in Acrobatics. Requirement: You must be wielding a light
crossbow, a light blade, or a sling. Requirement: You must be wielding a light blade. blade.
Attack: Dexterity vs. Reflex
Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+6) damage, and you
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier (+6) + Charisma negate any marks the target has applied. The target Hit: 2[W] + Dexterity modifier (+6) + Charisma
modifier (+3) damage. cannot mark any targets until the end of your next turn. modifier (+3) damage.
Increase damage to 2[W] + Dexterity modifier Effect: You can shift 1 square. Artful Dodger: You can shift 1 square.
(+6) + Charisma modifier (+3) at 21st level. Artful Dodger: You can instead shift a number of
squares equal to your Dexterity modifier (+6). Footpad's Friend Dagger +2: +17 attack, 2d4+11
Footpad's Friend Dagger +2: +17 attack, 1d4+11 Footpad's Friend Dagger +2: +17 attack, 1d4+8 damage damage
damage Short sword: +14 attack, 1d6+6 damage Short sword: +14 attack, 2d6+9 damage
Short sword: +14 attack, 1d6+9 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
+2d8+3 to damage once per round (Sneak Attack) +2d8+3 to damage once per round (Sneak Attack) +2d8+3 to damage once per round (Sneak Attack)
Standard * * Melee or Ranged weapon Standard * Melee weapon Imm Interrupt* Melee weapon
ACTION RANGE ACTION RANGE ACTION RANGE
17 vs AC One creature 17 vs AC One creature 17 vs AC The triggering enemy
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Requirement: You must be wielding a crossbow, a light blade, or Prerequisite: You must be trained in Acrobatics. Trigger: An enemy attacks you
a sling. Prerequisite: You must be trained in Acrobatics.
Effect: Before the attack, you can shift 2 squares. If the target
Requirement: You must be wielding a light blade.
Attack: Dexterity vs. AC Requirement: You must be wielding a light blade.
could not see you before the shift, you gain combat advantage for
Attack: Dexterity vs. AC
this attack. Hit: 3[W] + Dexterity modifier (+6) damage, and
Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier (+6) damage.
Hit: 1[W] + Dexterity modifier (+6) damage, and you can shift 2
you can shift 2 squares. Miss: Half damage.
squares. If you have any cover or concealment after this shift, you Special: When charging, you can use this power in Effect: If the triggering attack would knock you prone or
can make a Stealth check as a free action. place of a melee basic attack. slow you, negate the condition. Reduce any pull, push, or
Artful Dodger: Before the attack and after the hit, you can slide from the triggering attack by a number of squares
instead shift a number of squares equal to 1 + your Charisma
Footpad's Friend Dagger +2: +17 attack, 3d4+8 equal to your Dexterity modifier (+6).
modifier (+3).
damage
Footpad's Friend Dagger +2: +17 attack, 1d4+8 damage Short sword: +14 attack, 3d6+6 damage Footpad's Friend Dagger +2: +17 attack, 2d4+8 damage
Short sword: +14 attack, 1d6+6 damage Short sword: +14 attack, 2d6+6 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
+2d8+3 to damage once per round (Sneak Attack) +2d8+3 to damage once per round (Sneak Attack) +2d8+3 to damage once per round (Sneak Attack)
Footpad's Friend Dagger +2 Swiftshot Hand Crossbow +2 Elven Battle Leather Armor +2
+2 attack rolls and damage rolls 10 +2d6 damage +2 attack rolls and damage rolls 8 +2d6 damage +2 AC 8 Armor
ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES
When you hit with this weapon and deal extra damage from your Loading this crossbow is a free action. Gain a +5 item bonus to saving throws against
Sneak Attack class feature, add your Charisma modifier to the
damage roll. Load Free being slowed or immobilized.
Light Thrown, Off-hand
Ranged Basic Attack: +14 attack, 1d6+8 damage
Melee Basic Attack: +11 attack, 1d4+2 damage
Ranged Basic Attack: +17 attack, 1d4+8 damage
Power (Daily): Minor Action. Make a ranged Power (Encounter): Minor Action. Gain a +2
basic attack with this weapon. power bonus to speed until the end of your next
turn.
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Off-hand 1 5000 PH One-hand 2 3400 PH Body 15 3400 PH
1 1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY
Gain a +1 item bonus to Acrobatics checks. Gain a +1 item bonus to Acrobatics, Stealth, and Gain +1 item bonus to initiative checks.
Dexterity checks (but not Dexterity attacks).
Power (At-Will): Minor Action. Stand up from Power (Daily): Free Action. Use this power
prone. when initiative is rolled. Swap initiative check
results with a willing ally who you can see.
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Feet 0 520 PH Hands 0 1000 AV Head 0 840 AV
Cloak of Distortion +1
1
AC BONUS CHECK SPEED QUANTITY