manneo
DESCRIPTION
DDTRANSCRIPT
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Character SheetPlayer Name
Manneo 1 Rogue 0Character Name Level Class Paragon Path Epic Destiny Total XPGoliath Medium Male Lawful Good MoradinRace Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number
INITIATIVESCORE DEX 1/2 LVL MISC
4 Initiative 4CONDITIONAL MODIFIERS
ABILITY SCORESSCORE ABILITY ABIL MOD MOD + 1/2 LVL
13 STRStrength
1 1
10 CONConstitution
0 0
18 DEXDexterity
4 4
10 INTIntelligence
0 0
10 WISWisdom
0 0
14 CHACharisma
2 2
HIT POINTSMAX HP HEALING SURGES
BLOODIED SURGE VALUE SURGES/DAY
1/2 HP 1/4 HP
22 11 5 6CURRENT HIT POINTS CURRENT SURGE USES
22
SECOND WIND 1/ENCOUNTER USEDTEMPORARY HIT POINTS
5DEATH SAVING THROW FAILURES
SAVING THROW MODS
RESISTANCES
CURRENT CONDITIONS AND EFFECTS
SKILLSBONUS SKILL NAME
ABIL MOD+ 1/2 LVL
TRND(+5)
ARMORPENALTY MISC
4 Acrobatics DEX 4 0 n/a 0
0 Arcana INT 0 0 n/a 0
9 Athletics STR 1 5 n/a 3
2 Bluff CHA 2 0 n/a 0
2 Diplomacy CHA 2 0 n/a 0
5 Dungeoneering WIS 0 5 n/a 0
0 Endurance CON 0 0 n/a 0
0 Heal WIS 0 0 n/a 0
0 History INT 0 0 n/a 0
5 Insight WIS 0 5 n/a 0
2 Intimidate CHA 2 0 n/a 0
2 Nature WIS 0 0 n/a 2
0 Perception WIS 0 0 n/a 0
0 Religion INT 0 0 n/a 0
9 Stealth DEX 4 5 n/a 0
7 Streetwise CHA 2 5 n/a 0
9 Thievery DEX 4 5 n/a 0
DEFENSESSCORE 10 + ARMOR/
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
16 AC 10 6CONDITIONAL BONUSES+2 AC against opportunity attacks
10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
11 FORT 10 1CONDITIONAL BONUSES
10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
16 REF 10 4 2CONDITIONAL BONUSES
10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
13 WILL 10 2 1CONDITIONAL BONUSES
ACTION POINTSAction Points
MILESTONES012
ACTION POINTS123
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
RACE FEATURESMountain's Tenacity - +1 to Will
Powerful Athlete - Roll twice when making Athletics check
to jump or climb
Stone's Endurance - You have the stone's endurance
power
CLASS / PATH / DESTINY FEATURESFirst Strike - At encounter start, get combat advantage
against foes that haven't acted yet.
Rogue Tactics - Choose one of the rogue tactics.
Artful Dodger - Add Cha mod to AC against
opportunity attacks.
Rogue Weapon Talent - Damage die increases one size
with shuriken; +1 on attacks with daggers.
Sneak Attack - Once per turn, if you have combat
advantage and hit with a crossbow, light blade,shortbow, or
sling, deal extra damage.
LANGUAGES KNOWNCommon, Giant
MOVEMENTSCORE BASE ARMOR ITEM MISC
6 Speed (Squares) 6SPECIAL MOVEMENT
SENSESSCORE PASSIVE SENSE BASE SKILL BONUS
15 Passive Insight 10 + 5
10 Passive Perception 10 + 0SPECIAL SENSES
ATTACK WORKSPACEABILITY: Melee Basic Attack - DaggerATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 5 0 1 3 1ABILITY: Ranged Basic Attack - DaggerATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 8 0 4 3 1
DAMAGE WORKSPACEABILITY: Melee Basic Attack - DaggerDAMAGE ABIL FEAT ENH MISC MISC
1d4+1 1ABILITY: Ranged Basic Attack - DaggerDAMAGE ABIL FEAT ENH MISC MISC
1d4+4 4
BASIC ATTACKSATTACK DEFENSE WEAPON OR POWER DAMAGE
5 vs AC 1d4+1Dagger (Melee)
8 vs AC 1d4+4Dagger (Range)
4 vs AC 1d6+1Short sword
1 vs AC 1d4+1Unarmed (Melee)
FEATSSure Climber - Climb at normal speed rather than half
speed; +1 to Athletics
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POWER INDEXList your powers below.
Check the box when the power is used.Clear the box when the power renews.
AT-WILL POWERSBull Rush Attack
Grab Attack
Opportunity Attack
Disheartening Strike
Riposte Strike
ENCOUNTER POWERSSecond Wind
Guarded Attack
DAILY POWERSBlinding Barrage
UTILITY POWERSSecond Wind
Stone's Endurance
OTHER EQUIPMENTLeather Armor (E)
Dagger (2) (E)
Adventurer's Kit
Chainmail
Short sword
COINS AND OTHER WEALTHMoney on hand: 8 gpStored money: 0 gpEncumbrance: 92 / 130
MAGIC ITEM INDEXList your powers below.
Check the box when the power is used.Clear the box when the power renews.
MAGIC ITEMSWEAPON
WEAPON
WEAPON
WEAPON
ARMOR
ARMS
FEET
HANDS
HEAD
NECK
RING
RING
WAIST
Daily Item Powers Per Day
Heroic (1-10) Milestone / / /
Paragon (11-20) Milestone / / /
Epic (21-30) Milestone / / /
RITUALS / ALCHEMY
CHARACTER PORTRAIT
PERSONALITY TRAITS
MANNERISMS AND APPEARANCE
CHARACTER BACKGROUNDElfharrowBeneath the heights of the North Wall mountain range stretches windswept scrubland that marches to the Shining Sea. Home to tribes of intolerant wild elves and aggressive herds of centaur raiders, Elfharrow is as unwelcoming as it is mysterious.You add Athletics and Nature to your class skill list, and you gain a +1 bonus to Athletics checks and Nature checks.
Birth - Blessed
COMPANIONS AND ALLIES
SESSION AND CAMPAIGN NOTES
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PLAY DATA
CHARACTER NAME
ManneoPLAYER NAME
RACE Goliath CLASS Rogue LEVEL 1
15 PassiveInsight 10PassivePerception
HP
22
Spd
6
Init
+4
SCORE ABILITY MOD
13 +1STR
10 +0CON
18 +4DEX
10 +0INT
10 +0WIS
14 +2CHA
AC16
Fort11
Ref16
Will13
PLAY DATA
Skills
4 Acrobatics DEX0 Arcana INT9 Athletics STR (Trained)2 Bluff CHA2 Diplomacy CHA5 Dungeoneering WIS (Trained)0 Endurance CON0 Heal WIS0 History INT5 Insight WIS (Trained)2 Intimidate CHA2 Nature WIS0 Perception WIS0 Religion INT9 Stealth DEX (Trained)7 Streetwise CHA (Trained)9 Thievery DEX (Trained)
ADDITIONAL EFFECTS
ENCOUNTER SPECIAL
Action Point
Effect: Gain a standard action this turn.Special: You are reset to one action point when you take an extended rest. You gain an action point each milestone.
ADDITIONAL EFFECTS
UTILITY POWER
Second Wind
KEYWORDS USED
StandardACTION
PersonalRANGE
AT-WILL ENCOUNTER DAILY
Effect: You spend a healing surge and regain 5 hit points. You gain a +2 bonus to all defenses until the start of your next turn.
ADDITIONAL EFFECTS
CLASS LEVEL BOOK PH
AT-WILL POWER
Bull Rush Attack
KEYWORDS USED
StandardACTION
Melee 1RANGE
1ATTACK
One creatureTARGET
*
vs FortDEFENSE
Attack: Strength vs. FortitudeHit: You can push the target 1 square and then shift 1 square into the space it left.
Unarmed: +1 attack
ADDITIONAL EFFECTS
CLASS LEVEL * BOOK PH
AT-WILL POWER
Grab Attack
KEYWORDS USED
StandardACTION
Melee touchRANGE
1ATTACK
One creature that is no more thanTARGET
*
vs ReflexDEFENSE
Requirement: You must have a hand free.Attack: Strength vs. ReflexHit: You grab the target until the end of your next turn. You can end the grab as a free action.Sustain Minor: The grab persists until the end of your next turn.
Unarmed: +1 attack
ADDITIONAL EFFECTS
CLASS LEVEL * BOOK PH
AT-WILL POWER
Opportunity Attack
KEYWORDS USED
OpportunityACTION
Melee 1RANGE
ATTACKThe triggering enemy
TARGET
*
vsDEFENSE
Trigger: An enemy that you can see either leaves a square adjacent to you or uses a ranged or an area power while adjacent to you.Effect: You make a melee basic attack against the target.
ADDITIONAL EFFECTS
CLASS LEVEL * BOOK PH
AT-WILL POWER
Disheartening Strike
KEYWORDS Martial, Rattling, Weapon USED
StandardACTION
Melee or Ranged weaponRANGE
8ATTACK
One creatureTARGET
* *
vs ACDEFENSE
Requirement: You must be wielding a crossbow, a light blade, or a sling.Attack: Dexterity vs. ACHit: 1[W] + Dexterity modifier (+4) damage.Increase damage to 2[W] + Dexterity modifier (+4) at 21st level.
Dagger: +8 attack, 1d4+4 damage
ADDITIONAL EFFECTS
+2d6 to damage once per turn (Sneak Attack)
CLASS Rogue LEVEL 1 BOOK MP
AT-WILL POWER
Riposte Strike
KEYWORDS Martial, Weapon USED
StandardACTION
Melee weaponRANGE
8ATTACK
One creatureTARGET
*
vs ACDEFENSE
Requirement: You must be wielding a light blade.Attack: Dexterity vs. ACHit: 1[W] + Dexterity modifier (+4) damage. If the target attacks you before the start of your next turn and it is within reach, you can make a Strength vs. AC attack against It as an Immediate Interrupt. On a hit, the target takes 1[W] + Strength modifier (+1) damage.Level 21: 2[W] + Dexterity modifier (+4) damage and 2[W] + Strength modifier (+1) damage.
Dagger: +8 attack, 1d4+4 damageADDITIONAL EFFECTS
+2d6 to damage once per turn (Sneak Attack)
CLASS Rogue LEVEL 1 BOOK PH
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ENCOUNTER POWER
Guarded Attack
KEYWORDS Martial, Weapon USED
StandardACTION
Melee weaponRANGE
8ATTACK
One creatureTARGET
*
vs ACDEFENSE
Requirement: You must be wielding a light blade.Primary Attack: Dexterity vs. ACHit: 2[W] + Dexterity modifier (+4) damage, and if the target makes a melee attack against you before the start of your next turn, you can make a secondary attack against it as an immediate interrupt.Secondary Attack: Strength vs. ACHit: 1[W] + Strength modifier (+1) damage, and the target takes a 2 penalty to the triggering attack roll.
Dagger: +8 attack, 2d4+4 damage
ADDITIONAL EFFECTS
+2d6 to damage once per turn (Sneak Attack)
CLASS Rogue LEVEL 1 BOOK MP
DAILY POWER
Blinding Barrage
KEYWORDS Martial, Weapon USED
StandardACTION
Close blast 3RANGE
8ATTACK TARGET
3
vs ACDEFENSE
Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling.Attack: Dexterity vs. ACHit: Dexterity modifier (+4) damage, and the target is blinded until the end of your next turn.Miss: Dexterity modifier (+4) damage.
Dagger: +8 attack, 4 damage
ADDITIONAL EFFECTS
+2d6 to damage once per turn (Sneak Attack)
CLASS Rogue LEVEL 1 BOOK PH
UTILITY POWER
Second Wind
KEYWORDS USED
StandardACTION
PersonalRANGE
AT-WILL ENCOUNTER DAILY
Effect: Spend a healing surge and gain a +2 bonus to all defenses until the start of your next turn.
ADDITIONAL EFFECTS
CLASS LEVEL * BOOK PH
UTILITY POWER
Stone's Endurance
KEYWORDS USED
MinorACTION
PersonalRANGE
AT-WILL ENCOUNTER DAILY
Effect: You gain resist 5 to all damage until the end of your next turn.Level 11: Resist 10 to all damage.Level 21: Resist 15 to all damage.
ADDITIONAL EFFECTS
CLASS Goliath LEVEL BOOK PH2
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