Character Name
Player
Campaign
Size
Race
Gender
Age
Height
Weight
Deity
Alignment
Eyes
Hair
Skin
XP
Next XP
Level
Heroic Class
Paragon Path
Epic Destiny
ABILITIES
Score
STR
Temp
Mod
Mod+Lvl/2
Score
CON
Temp
Mod
Mod+Lvl/2
Score
DEX
Temp
Mod
Mod+Lvl/2
Score
INT
Temp
Mod
Mod+Lvl/2
Score
WIS
Temp
Mod
Mod+Lvl/2
Score
CHA
Temp
Mod
Mod+Lvl/2
Action Points
Used
Milestones
ADDITIONAL EFFECTS FOR ACTION POINTS
ATTACK SUMMARY
ATK
DEF
WEAPON OR POWER
DAMAGE
vs.
vs.
vs.
vs.
DEFENSES
ARMOR
Armor
Shield
Check
Heavy
Score
AC
10 +
Lvl/2
Armor
+Abil
Class
Feat
Enh.
Misc
Temp
CONDITIONAL BONUSES
Score
Level / 2 +
FORT
10
Abil
Class
Feat
Enh.
Misc
Temp
CONDITIONAL BONUSES
Score
Level / 2 +
REF
10
Abil
Class
Feat
Enh.
Misc
Temp
CONDITIONAL BONUSES
Score
Level / 2 +
WILL
10
Abil
Class
Feat
Enh.
Misc
Temp
CONDITIONAL BONUSES
Score
Speed
Base
Armor
Item
Misc
SPECIAL MOVEMENT
HEALTH
Total
HP
Class
Con
Misc
Current
Surge Bonus
Bloodied
Surge Value
Surges Used
Surges / Day
SECOND WIND
1 / Encounter
DEATH SAVES
Score
Initiative
Dex+Lvl/2
Misc
Score
P. Perception
Base
Skill
Score
P. Insight
Base
Skill
SPECIAL SENSES
Attack Workspace
Bonus
Abil.
Abil+Lvl/2
Class
Prof
Feat
Enh
Misc
=
=
=
=
Damage Workspace
Base
Bonus
Abil.
Mod.
Feat
Enh
Misc
Misc
=
=
=
=
Racial Features
Class / Path / Destiny Features
Feats
Feat Name
Source
Skills
Skill
Mod
Skill Name
ACP
Abil
Trnd
(+5)
Ab+
Lv/2
Misc
Languages Known
Rituals
Utility & Misc. Powers
Power Name
Used
Powers
POWER:
HIDE
AW
EN
DA
USED
KEYWORDS
RANGE
ACTION
DEFENSE
ATTACK
vs.
TARGET
You create an area of darkness that lasts UEMNT. The zone is totally obscured, blocks all line of sight and creatures in it are blinded until they leave the zone. You are immune to these effects.
CLASS
LEVEL
BOOK
PAGE
POWER:
HIDE
AW
EN
DA
USED
KEYWORDS
RANGE
ACTION
DEFENSE
ATTACK
vs.
TARGET
1[w] +mods damage and the target and creatures adjacent to it take a -2 penalty to attack rolls UEMNT. This can be used as an RBA.
CLASS
LEVEL
BOOK
PAGE
POWER:
HIDE
AW
EN
DA
USED
KEYWORDS
RANGE
ACTION
DEFENSE
ATTACK
vs.
TARGET
CLASS
LEVEL
BOOK
PAGE
Powers
POWER:
HIDE
AW
EN
DA
USED
KEYWORDS
RANGE
ACTION
DEFENSE
ATTACK
vs.
TARGET
Make an RBA ignoring all penalties for cover and concealment, except total concealment which is reduced to -2.
CLASS
LEVEL
BOOK
PAGE
POWER:
HIDE
AW
EN
DA
USED
KEYWORDS
RANGE
ACTION
DEFENSE
ATTACK
vs.
TARGET
Make an RBA against each creature in or adjacent to one square within range. You take a -2 penalty to each of these attacks.
CLASS
LEVEL
BOOK
PAGE
POWER:
HIDE
AW
EN
DA
USED
KEYWORDS
RANGE
ACTION
DEFENSE
ATTACK
vs.
TARGET
You assume the stance. Until the stance ends, you make shift 1 square at the end of each of your turns as a free action, and when attacking an enemy who has no allies adjacent to it, gain +1 power bonuses to attack and damage rolls.
CLASS
LEVEL
BOOK
PAGE
POWER:
HIDE
AW
EN
DA
USED
KEYWORDS
RANGE
ACTION
DEFENSE
ATTACK
vs.
TARGET
You assume the stance. Until the stance ends, you gain a +2 power bonus to Stealth, +5 power bonus to Athletics checks to climb, and +2 power bonus to damage rolls vs. enemies granting you CA.
CLASS
LEVEL
BOOK
PAGE
POWER:
HIDE
AW
EN
DA
USED
KEYWORDS
RANGE
ACTION
DEFENSE
ATTACK
vs.
TARGET
Shift up to your Wis mod and use your second wind.
CLASS
LEVEL
BOOK
PAGE
POWER:
HIDE
AW
EN
DA
USED
KEYWORDS
RANGE
ACTION
DEFENSE
ATTACK
vs.
TARGET
You create a zone that is heavily obscured to your enemies. The zone lasts until the end of the encounter. Minor: move the zone up to 5 squares.
CLASS
LEVEL
BOOK
PAGE
Powers
POWER:
HIDE
AW
EN
DA
USED
KEYWORDS
RANGE
ACTION
DEFENSE
ATTACK
vs.
TARGET
Make an RBA and if the attack hits, the target is either slid 2 squares, knocked prone or slowed (save ends), your choice.
CLASS
LEVEL
BOOK
PAGE
POWER:
HIDE
AW
EN
DA
USED
KEYWORDS
RANGE
ACTION
DEFENSE
ATTACK
vs.
TARGET
1[w] +Dex mod damage and the target is either immobilized or dazed (save ends), your choice. Miss: half damage and the target is slowed UEMNT. Can use this power 3 times, but only 1/turn.
CLASS
LEVEL
BOOK
PAGE
POWER:
HIDE
AW
EN
DA
USED
KEYWORDS
RANGE
ACTION
DEFENSE
ATTACK
vs.
TARGET
You assume the stance. Until the stance ends, you gain a +4 power bonus to initiative checks, +2 power bonus to attack rolls in the first round of an encounter and a power bonus to all defenses vs. OAs equal to your Wis mod.
CLASS
LEVEL
BOOK
PAGE
POWER:
HIDE
AW
EN
DA
USED
KEYWORDS
RANGE
ACTION
DEFENSE
ATTACK
vs.
TARGET
Trigger: an enemy you can see ends its turn adjacent to you. Effect: shift up to your Wis mod.
CLASS
LEVEL
BOOK
PAGE
POWER:
HIDE
AW
EN
DA
USED
KEYWORDS
RANGE
ACTION
DEFENSE
ATTACK
vs.
TARGET
CLASS
LEVEL
BOOK
PAGE
POWER:
HIDE
AW
EN
DA
USED
KEYWORDS
RANGE
ACTION
DEFENSE
ATTACK
vs.
TARGET
CLASS
LEVEL
BOOK
PAGE
Daily Item Power Usage
H
P1
P2
E1
E2
E3
MS1
MS2
MS3
Coins and Other Wealth
Personal
Party
Weight
ad
ad
lb
pp
pp
lb
gp
gp
lb
sp
sp
lb
cp
cp
lb
gp
gp
lb
Other Items
Weapons
ITEM:
DAMAGE
PROFICIENT
GROUP
RANGE
ENHANCEMENT
LEVEL
CRITICAL
BOOK
ITEM SLOT
WEIGHT
PRICE
PAGE
PROPERTIES
HIDE
AW
EN
DA
USED
POWER
ITEM:
DAMAGE
PROFICIENT
GROUP
RANGE
ENHANCEMENT
LEVEL
CRITICAL
BOOK
ITEM SLOT
WEIGHT
PRICE
PAGE
PROPERTIES
HIDE
AW
EN
DA
USED
POWER
Armor
ITEM:
AC BONUS
CHECK
SPEED
QUANTITY
ENHANCEMENT
LEVEL
TYPE
ITEM SLOT
WEIGHT
PRICE
PAGE
PROPERTIES
+2 item bonus to Athletics, Sneak
HIDE
AW
EN
DA
USED
POWER
MAGIC ITEMS
ITEM:
AC BONUS
CHECK
SPEED
QUANTITY
ENHANCEMENT
LEVEL
TYPE
ITEM SLOT
WEIGHT
PRICE
PAGE
PROPERTIES
+1 enhancement bonus to NADs
HIDE
AW
EN
DA
USED
POWER
Free action, you may spend a second healing surge when spending a healing surge.
ITEM:
AC BONUS
CHECK
SPEED
QUANTITY
ENHANCEMENT
LEVEL
TYPE
ITEM SLOT
WEIGHT
PRICE
PAGE
PROPERTIES
+2 item bonus to damage with ranged attacks
HIDE
AW
EN
DA
USED
POWER
ITEM:
AC BONUS
CHECK
SPEED
QUANTITY
ENHANCEMENT
LEVEL
TYPE
ITEM SLOT
WEIGHT
PRICE
PAGE
PROPERTIES
+1 item bonus to Acrobatics
HIDE
AW
EN
DA
USED
POWER
Minor action to stand up from prone
ITEM:
AC BONUS
CHECK
SPEED
QUANTITY
ENHANCEMENT
LEVEL
TYPE
ITEM SLOT
WEIGHT
PRICE
PAGE
PROPERTIES
HIDE
AW
EN
DA
USED
POWER
ITEM:
AC BONUS
CHECK
SPEED
QUANTITY
ENHANCEMENT
LEVEL
TYPE
ITEM SLOT
WEIGHT
PRICE
PAGE
PROPERTIES
HIDE
AW
EN
DA
USED
POWER
MAGIC ITEMS
ITEM:
AC BONUS
CHECK
SPEED
QUANTITY
ENHANCEMENT
LEVEL
TYPE
ITEM SLOT
WEIGHT
PRICE
PAGE
PROPERTIES
HIDE
AW
EN
DA
USED
POWER
ITEM:
AC BONUS
CHECK
SPEED
QUANTITY
ENHANCEMENT
LEVEL
TYPE
ITEM SLOT
WEIGHT
PRICE
PAGE
PROPERTIES
HIDE
AW
EN
DA
USED
POWER
ITEM:
AC BONUS
CHECK
SPEED
QUANTITY
ENHANCEMENT
LEVEL
TYPE
ITEM SLOT
WEIGHT
PRICE
PAGE
PROPERTIES
HIDE
AW
EN
DA
USED
POWER
ITEM:
AC BONUS
CHECK
SPEED
QUANTITY
ENHANCEMENT
LEVEL
TYPE
ITEM SLOT
WEIGHT
PRICE
PAGE
PROPERTIES
HIDE
AW
EN
DA
USED
POWER
ITEM:
AC BONUS
CHECK
SPEED
QUANTITY
ENHANCEMENT
LEVEL
TYPE
ITEM SLOT
WEIGHT
PRICE
PAGE
PROPERTIES
HIDE
AW
EN
DA
USED
POWER
Personality Traits
Pragmatic, skeptical rebel haunted by his past.
Mannerisms and Appearance
Malkyr is a quiet man, keeping to himself as much as possible, but he still shows empathy toward his fey beast companion and, unlike many of his kin, he's neither cruel nor malicious despite his profession, prefering to go for quick kills rather than to prolong suffering. Being at home in the wild, Malkyr lacks the subtle graces or grooming of his more urbane kin. Physically, he is unimposing--tall for his race, but of slight build. Even so he is wicked quick and it would truly be foolish to doubt his prowess in combat due to his thin frame.
Session and Campaign Notes
Companions and Allies
"Owlgy," his fiercely loyal young owlbear, his ever-present companion. Zarra, his mother, a powerful Seeker/Cleric hybrid and follower of Eilistraee, is his most notable and loyal ally. The worshippers of the Dark Maiden near Serestal are largely considered his allies. He also has acquaintences among the Vhaeraunians he once called brothers, but most of them have turned their back on him for a past choice and he would likely receive a cold welcome from them.
Background & Other Notes
Like many of his kind living in and around Serestal, Malkyr Shadowstep descends from those Drow who successfully escaped the mad cruelties of the Lolthian priesthood and viciously pointless wars of the great houses, making the harrowing journey up through the Feydark to the upper realm of the Feywild. Malkyr's father, Malaggar, was a master thief for the wealthy merchant House Fey-Branche, until he stole away with one of their treasures--Zarra Fey-Branche, a young daughter of Matron Bryntyl Fey, a huntress whose travels to the surface world on slave raids had disillusioned her with Lolth's worship and simultaneously enchanted her with the beauty and mystery of the wilds. It was really she who stole away with Malaggar, her favorite lover, who didn't share her idealism but certainly shared her desire to get out from under the oppressive thumb of the matron. After months of travel frought with many dangers, the couple made it to Serestal but by then their relationship was frayed and it wasn't long before they each went their separate ways, with Zarra welcomed into the Eilistraeean fold while Malaggar naturally settled in with the Vhaeraunians. While he didn't realize it at the time of their breakup, Zarra was pregnant with his child and, once his sources informed him she'd given birth to a baby boy, Malaggar demanded he be given over to him once he's of age, otherwise there would be war between the two Drow factions. It was a bluff, but Zarra's newfound spiritual leader prophesied that the boy would return to her if she let him go, but would never come back if she didn't, so she acquiesced. Malkyr (he and his father had taken on Eladrin surname conventions, in the hopes to throw off any Fey-Branche assassins) was raised in good Vhaeraunian tradition as a thief, and he was quite skilled at it, but his main gift was as a marksman, showing that indeed he was his mother's son. Being of slight frame however, young Malkyr lacked for armstrength, so instead of the greatbows favored by most hunters of the Feywild, he took up the crossbow and soon became an expert at it. Unfortunately it wasn't enough to save his father, who he found dead and mutilated at home upon returning from a hunt, with no sign of the assassin (he'd been taught about his parents' past). Distraught, Malkyr fled deep into the wild, where he was caught by surprise and nearly devoured by a vicious owlbear, until his rescue by a beautiful Drow huntress who tamed the fey beast in short order. She introduced herself as Ilivarra Chesserin, an escaped slave who lived alone in the Feywild, and Malkyr took an immediate liking to her. He told her much of his story in due course, leaving out his mother despite proddings from his rescuer, ultimately lying that she was dead, too. Ilivarra took him under her wing, teaching him the ways of fey beast taming, and in time the two became lovers, living and loving for the thrill of the hunt. Wishing nothing more than to marry her under the stars like true high elves, Malkyr repudiated the one lie he'd told Ilivarra--that for all he knew his mother was very much still alive and well and most likely still living with a group of Eilistraeean worshippers in the material plane near Serestal. Though mad for a bit, Ilivarra recognized how afraid he must've been back at that moment and the two made up, resolving to go see his mother and perhaps have a priestess of the Dark Maiden wed them. It had been ages since he'd been there, nevertheless it didn't take too long to find the grove near Serestal that was sacred to Eilistraee--and likewise for Malkyr and his mother to be reunited. Naturally Zarra was joyful at the long-deferred reunion with her son. She told him she already knew of Malaggar's murder and that she'd feared her son's disappearance had meant the end of him, too, but a vision from her goddess informed her of his safety and that the prophesy would soon be fulfilled. Wanting to get to know her son's beloved before acquiescing to an Eilistraeean betrothal, perhaps the most noble and fair symbol of dark elves returned to the surface, the three of them soon set out on a hunt together. On the third night, Malkyr and Zarra fell into a deep slumber, from which they awoke bound and gagged at the tender mercies of a Drow hunting party with a smug Ilivarra at their head. Malkyr burned in silenced rage as his "beloved" revealed herself to be his cousin, Alarra Fey-Branche. The house had been unable to capture the fleeing lovers before Zarra came under the protection of the Eilistraeeans, and sending a war party of sufficient strength to break their defenses would no doubt rouse the nearby Eladrin of Serestal, which was far too prominent to risk potential war with the Seldarine over one dissenting priestess. So, perhaps the oldest and richest house in all the Underdark bid its time, nursing Alarra's hatred of her aunt, whom she had idolized as a child but despised after she'd ran off and abandoned her to her cruel mother. She was trained to kill Malaggar and to entice his brat into taking her to Zarra, who was to be handed over with her son to the hunting party to be returned to House Fey-Branche's torments, and if all went as planned Alarra would be deliberately wounded and used to lure the surface Drow into a foolhardy attempt to rescue their own--right into a trap. While Malkyr fumed, Zarra was the picture of tranquility under siege, though she couldn't conceal the sadness she felt at such a cruel betrayal of her son's heart. The reason for her unflappable calm in the face of surely dire circumstances was revealed to her son's astonishment when the severed head of the hunting party's scout was thrown into the campfire preceding a hail of bolts from the trees. Vhaeraunian Drow swept into the campsite in force, driving their Underdark cousins like hounds to the awaiting hunters of the Dark Maiden, who cut them to ribbons with their gleaming bastard swords, leaving none save Alarra alive, though she was subdued with a poisoned bolt. Newly liberated, Zarra explained to her niece that she had her mother's eyes--in all the years in exile she'd never forgotten her sister's cruel amber-hued orbs, gifts of her even more ruthless father, Dantrag Baenre, laughing at her in the darkness. Even though Alarra had grown up, she knew her immediately and put the word out to the Vhaeraunians that their brother's killer had surfaced and it was time for revenge. Malkyr wasn't pleased by the double-deception, but he agreed with his mother that he'd never have believed her if she had said anything, the only way was to let the truth come out even at the cost of a broken heart. He asked to be allowed the privilege of killing her, but Zarra said no, that right belonged to her--as she cut her niece's throat she whispered, "For Malgy," her old pet name for Malaggar. She still loved him after all these years. Malkyr was welcome to return with the Vhaeraunians, but he elected to stay with the Eilistraeeans and learn their primal ways of hunting. He tamed his own owlbear, naming it Owlgy in jest. He's slowly coming out of his shell, but still prefers to go out hunting on his own, which he does for wide stretches at a time. As a rare male in their community, a number of huntresses are after him, but due to the circumstances most understand that it'll be some time before he's open to that, though after all the Dark Maiden is a love goddess as well, so who can say? Of course not all of the sisterhood are after him for that reason--not everyone wants him there, some would rather he just go back to his brotherhood, but these have been muted voices so far due to Zarra's standing in the community. He was out on one of his hunts when a message came to him from his mother through the beasts that a party had come from the Feywild to dispatch the cultists who'd been hiding out in proximity to their home. Returning, she told him of what she'd overheard of their greater mission to find and rescue Eladrin children, and asked him to lend them his aid as a tracker--if the Eladrin council learns of the assistance they provided in resolving this terrible thing, perhaps it would go far toward their acceptance by their highborn kin.