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Character Sheet

Player Name

Himithis
Character Name

1
Level

Fighter
Class Height Weight Paragon Path Alignment Deity Epic Destiny Adventuring Company Total XP RPGA Number

Mul
Race

Medium
Size Age Gender

INITIATIVE
SCORE DEX 1/2 LVL MISC SCORE DEFENSE

DEFENSES
10 + ARMOR/ 1/2 LVL ABIL CLASS SCORE FEAT ENH MISC MISC

MOVEMENT
BASE ARMOR ITEM MISC

Initiative

17

CONDITIONAL MODIFIERS

AC

10

Speed

(Squares)

-1

SPECIAL MOVEMENT

CONDITIONAL BONUSES

+1 Speed during the first round of an encounter

ABILITY SCORES
SCORE ABILITY ABIL MOD MOD + 1/2 LVL DEFENSE

10 + 1/2 LVL ABIL

SENSES
CLASS FEAT ENH MISC MISC SCORE PASSIVE SENSE BASE SKILL BONUS

18 12 14 10 13 8

STR Strength
Constitution

4 1 2 0 1 -1 HIT POINTS

4 1 2 0 1 -1

16

FORT 10

11 11

Passive Insight Passive Perception

10 + 10 +

1 1

CON DEX

CONDITIONAL BONUSES

DEFENSE

10 + 1/2 LVL ABIL

SPECIAL SENSES CLASS FEAT ENH MISC MISC

Dexterity

12

REF

10

2
ABILITY: ATT BONUS CLASS FEAT ENH MISC MISC

INT Intelligence
Wisdom

ATTACK WORKSPACE
Melee Basic Attack - Maul
1/2 LVL ABIL CLASS PROF FEAT ENH MISC

CONDITIONAL BONUSES

WIS CHA

DEFENSE

10 + 1/2 LVL ABIL

+ 6
ABILITY: ATT BONUS

4
CLASS

2
PROF FEAT ENH MISC

11

WILL 10

Melee Basic Attack - Double sword


1/2 LVL ABIL

CONDITIONAL BONUSES

Charisma

+ 7 ACTION POINTS
SURGES/DAY

MAX HP
BLOODIED

HEALING SURGES
SURGE VALUE

27
CURRENT HIT POINTS

13
1/2 HP

6
1/4 HP

11
CURRENT SURGE USES

MILESTONES 0 1 2 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

Action Points

ACTION POINTS 1 2 3

DAMAGE WORKSPACE
ABILITY: DAMAGE

Melee Basic Attack - Maul


ABIL FEAT ENH MISC MISC

2d6+4 RACE FEATURES


Born of Two Races - Select feats that have human or
ABILITY: DAMAGE

4
ABIL FEAT ENH MISC MISC

Melee Basic Attack - Double sword

SECOND WIND 1/ENCOUNTER


TEMPORARY HIT POINTS

USED

dwarf as prerequisites Born of Two Races (Dwarf) Mul Vitality - Increase number of healing surges by one

1d6+4

4 BASIC ATTACKS

DEATH SAVING THROW FAILURES


SAVING THROW MODS RESISTANCES CURRENT CONDITIONS AND EFFECTS

ATTACK

DEFENSE

WEAPON OR POWER

DAMAGE

Tireless - Only need to sleep 6 hours in 72-hour period. Incredible Toughness - Gain incredible toughness power

4 6 4

vs vs vs vs

AC AC AC

Wicked Strike (Maul) Unarmed (Melee) Unarmed (Range)

2d6+5 1d8+4 1d8+2

SKILLS
BONUS SKILL NAME ABIL MOD + 1/2 LVL TRND (+5) ARMOR PENALTY MISC

CLASS / PATH / DESTINY FEATURES


Combat Challenge - Mark foes you attack. They get -2 to attacks not including you. Make basic me FEATS Combat Superiority Fighter Talents - You gain a fighter talent Arena Training Arena Training Arena Weapon (Double sword) Arena Weapon (Maul) - Gain proficiency with the Maul.
1 1 1 0 1 -1 1 1 0 2 -1 2 0 5 0 0 0 5 0 0 0 0 5 0 n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a 0 2 0 0 0 2 0 0 0 0 2 0 Page 1 2 0 4 -1 -1 0 0 0 0 0 n/a n/a n/a n/a n/a 0 0 0 0 0

2 0 4 -1 -1 1 8 1 0 1 6 1 1 0 2 6 2

Acrobatics Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery

DEX INT STR CHA CHA WIS CON WIS INT WIS CHA WIS WIS INT DEX CHA DEX

Bred For Battle - +1 to attacks and speed during first round of encounter, +2 to initiative checks

LANGUAGES KNOWN
Common, Dwarven

Himithis

POWER INDEX
List your powers below. Check the box when the power is used. Clear the box when the power renews.

MAGIC ITEM INDEX


List your powers below. Check the box when the power is used. Clear the box when the power renews.

CHARACTER PORTRAIT

AT-WILL POWERS
Combat Challenge Vicious Offensive Wicked Strike
WEAPON WEAPON WEAPON WEAPON ARMOR ARMS FEET

MAGIC ITEMS

ENCOUNTER POWERS
Second Wind Disrupting Advance Incredible Toughness Takedown Attack
HANDS HEAD NECK RING RING WAIST

PERSONALITY TRAITS

DAILY POWERS
Master's Edge

MANNERISMS AND APPEARANCE


UTILITY POWERS

Daily Item Powers Per Day


Heroic (1-10) Paragon (11-20) Epic (21-30) Milestone Milestone Milestone / / / / / / / / /

CHARACTER BACKGROUND
Mul - Tattooed Warrior Most enslaved muls bear tattoos that designate ownership, occupation, victories, or training. These decorations separate the seasoned muls from the green ones and help owners identify their chattel (since few owners bother to learn their slaves' names). What sorts of tattoos decorate your body? Do you have only a few, or many?

OTHER EQUIPMENT
Scale Armor (E) Adventurer's Kit Maul Double sword

RITUALS / ALCHEMY

COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 10 gp Stored money: 0 gp Encumbrance: 99 / 180

Himithis

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CHARACTER NAME

Himithis
PLAYER NAME

Skills 2 0 4 -1 -1 1 8 1 0 1 6 1 1 0 2 6 2 Acrobatics Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery DEX INT STR CHA CHA WIS CON WIS INT WIS CHA WIS WIS INT DEX CHA DEX

Action Point
ADDITIONAL EFFECTS

RACE

Mul

CLASS

Fighter

LEVEL

SCORE ABILITY

MOD

HP 27 Spd 5 Init +4

18 STR +4 12 CON +1 14 DEX +2 10 INT +0 13 WIS +1 8 CHA 1

AC 17 Fort 16 Ref 12 Will 11


Passive Perception

(Trained)

(Trained)

(Trained)

11
PLAY DATA

Passive Insight

11

ADDITIONAL EFFECTS

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.
ENCOUNTER SPECIAL

PLAY DATA

Second Wind
KEYWORDS USED

Combat Challenge
KEYWORDS

Vicious Offensive
USED KEYWORDS

Martial, Weapon Melee RANGE vs

Martial, Weapon
*

USED

Standard ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

* Imm Interrupt

Standard ACTION 6

Melee weapon RANGE

ACTION

vs

AC DEFENSE

One creature TARGET

Effect: You spend a healing surge and regain 6 hit points. You gain a +2 bonus to all defenses until the start of your next turn.

ATTACK

DEFENSE

TARGET

ATTACK

Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy.

Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+4) damage, and you mark an enemy adjacent to you until the end of your next turn. Level 21: 2[W] + Strength modifier (+4) damage. Maul: +6 attack, 2d6+4 damage

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+1 to attack rolls during the first round of an encounter Bred For Battle.
CLASS LEVEL BOOK

PH

CLASS

LEVEL

BOOK

PH

CLASS

Fighter

LEVEL

BOOK

DSCS

UTILITY POWER

AT-WILL POWER

AT-WILL POWER

Wicked Strike
KEYWORDS

Disrupting Advance
USED KEYWORDS

Incredible Toughness
USED KEYWORDS USED

Martial, Weapon
*

Martial, Weapon
*

Standard ACTION 4 ATTACK

Melee weapon RANGE

Standard ACTION 6 ATTACK

Melee weapon RANGE

No Action ACTION vs ATTACK DEFENSE

Personal RANGE

vs

AC DEFENSE

One creature marked by you TARGET

vs

AC DEFENSE

One creature TARGET

TARGET

Requirement: You must be wielding a twohanded weapon. Attack: Strength -2 vs. AC Hit: 1[W] + Strength modifier (+4) + Constitution modifier (+1) damage. Level 21: 2[W] + Strength modifier (+4) + twice your Constitution modifier (+1) damage. Special: You can use the power in place of a melee basic attack. Maul: +4 attack, 2d6+5 damage
ADDITIONAL EFFECTS

Attack: Primary ability vs. AC Hit: 2[W] + Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma modifier damage, and you push the target 2 squares. The target and each enemy adjacent to the target at the end of the push are slowed until the end of your next turn. Level 11: 3[W] + Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma modifier damage. Level 21: 4[W] + Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma modifier damage. Maul: +6 attack, 4d6+4 damage
ADDITIONAL EFFECTS

Trigger: You start your turn Effect: You end any ongoing damage or any dazed, slowed, stunned, or weakened condition currently affecting you.

ADDITIONAL EFFECTS

+1 to attack rolls with opportunity attacks - Combat Superiority. +1 to attack rolls during the first round of an encounter - Bred For Battle.
CLASS

+1 to attack rolls during the first round of an encounter Bred For Battle.
CLASS LEVEL

Fighter

LEVEL

BOOK

Dragon 379

BOOK

DSCS

CLASS

Racial Power

LEVEL

BOOK

DSCS

AT-WILL POWER
Himithis

ENCOUNTER POWER
Page 3

ENCOUNTER POWER

Takedown Attack
KEYWORDS

Master's Edge
USED KEYWORDS

Martial, Weapon
*

Martial, Weapon
*

USED

Standard ACTION 6 ATTACK

Melee 1 RANGE

Standard ACTION 6 ATTACK

Melee weapon RANGE

vs

Fort DEFENSE

One creature TARGET

vs

AC DEFENSE

One creature TARGET

Requirement: You must have a hand free. Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier (+4) damage, and you knock the target prone. Special: When charging, you can use this power in place of a melee basic attack. Maul: +6 attack, 2d6+4 damage

Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+4) damage. Effect: Until the end of the encounter, whenever the target willingly moves to a square adjacent to one of your allies, you can use an opportunity action either to make a melee basic attack against the target or to charge the target. Maul: +6 attack, 2d6+4 damage

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+1 to attack rolls during the first round of an encounter Bred For Battle.
CLASS

+1 to attack rolls during the first round of an encounter Bred For Battle.
CLASS

Fighter

LEVEL

BOOK

MP2

Fighter

LEVEL

BOOK

DSCS

ENCOUNTER POWER

DAILY POWER

Himithis

Page 4

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