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Player Name
18 STR
Strength
4 5 16 FORT 11 4 1 13 Passive Insight 10 + 3
12 CON
Constitution
1 2
CONDITIONAL BONUSES
16 Passive Perception 10 + 6
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Low-light Vision
14 DEX 2 3
Dexterity 14 REF 11 2 1 ATTACK WORKSPACE
10 INT
Intelligence
0 1 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Longsword
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +
11 WIS 0 1
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 8 1 4 3
Wisdom 11 WILL 11 ABILITY:
Ranged Basic Attack - Longbow
10 CHA
Charisma
0 1 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 5 1 2 2
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:
39 2 3 Melee Basic Attack - Longsword
19 9 7 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES
1d8+4 4
RACE FEATURES ABILITY:
Ranged Basic Attack - Longbow
Dilettante - Choose at-will power from other class; use as DAMAGE ABIL FEAT ENH MISC MISC
1 1 0 n/a 0 Hunter Fighting Style. Lethal Hunter - Hunter's Quarry damage dice increase to
Arcana INT
Two-Blade Fighting Style - Wield one-handed d8s
4 Athletics STR 5 0 –1 0
weapon as off-hand weapon; gain Toughness as a bonus Group Quarry - Allies gain +1 damage against your quarry
1 Bluff CHA 1 0 n/a 0
feat.
3 Diplomacy CHA 1 0 n/a 2
Hunter's Quarry - Minor action, designate nearest enemy
6 Dungeoneering WIS 1 5 n/a 0
you see as quarry; deal extra damage to quarry once per
1 Endurance CON 2 0 –1 0
round.
6 Heal WIS 1 5 n/a 0 Running Attack - +1 to attack rolls after moving 2+
1 History INT 1 0 n/a 0 squares with standard action attack allowing movement
2 Thievery DEX 3 0 –1 0
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POWER INDEX MAGIC ITEM INDEX CHARACTER PORTRAIT
List your powers below. List your powers below.
Check the box when the power is used. Check the box when the power is used.
Clear the box when the power renews. Clear the box when the power renews.
AT-WILL POWERS MAGIC ITEMS
WEAPON
Hunter's Quarry
WEAPON
Twin Strike
WEAPON
Hit and Run
WEAPON
ARMOR
ARMS
FEET
ENCOUNTER POWERS
HANDS
Second Wind
HEAD
Cleave
NECK
Dire Wolverine Strike
RING
Confusion of Blades
RING
DAILY POWERS
Jaws of the Wolf
UTILITY POWERS
Begin the Hunt
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CHARACTER NAME
Skills Action Point
Zorianna
PLAYER NAME
7 Acrobatics DEX (Trained)
ADDITIONAL EFFECTS
1 Arcana INT
RACE CLASS LEVEL
Half-Elf Ranger 3 4 Athletics STR
1 Bluff CHA
SCORE ABILITY MOD
3 Diplomacy CHA
HP 18 STR +4 AC 6 Dungeoneering WIS (Trained)
16 1 Endurance CON
39 12 CON +1 6 Heal WIS (Trained)
Fort
Spd 1 History INT
14 DEX +2 16 3 Insight WIS
6 10 INT +0 Ref 1 Intimidate CHA
14 6 Nature WIS (Trained)
Init 11 WIS +0 6 Perception WIS (Trained)
Will 1 Religion INT
+3 10 CHA +0 11 2 Stealth DEX
1 Streetwise CHA Effect: Gain a standard action this turn.
2 Thievery DEX Special: You are reset to one action point when
13
Passive
16
Passive ADDITIONAL EFFECTS
you take an extended rest. You gain an action
Insight Perception
point each milestone.
PLAY DATA PLAY DATA ENCOUNTER SPECIAL
Effect: You spend a healing surge and regain 9 ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
hit points. You gain a +2 bonus to all defenses You can designate the nearest enemy to you that you can see as your
Requirement: You must be wielding two melee
quarry.
until the start of your next turn. Once per round, when you hit your quarry with an attack, the attack deals weapons or a ranged weapon.
extra damage based on your level. If you can make multiple attacks in a
round, you decide which attack to apply the extra damage to after all the
Attack: Strength vs. AC (melee; main weapon
attacks are rolled. If you have dealt Hunter's Quarry damage since the start and off-hand weapon) or Dexterity vs. AC
of your turn, you cannot deal it again until the start of your next turn.
(ranged), two attacks
The hunter's quarry effect remains active until the end of the encounter, Hit: 1[W] damage per attack.
until the quarry is defeated, or until you designate a different target as your
quarry. Increase damage to 2[W] at 21st level.
You can designate one enemy as your quarry at a time.
Level : Hunter's Quarry Extra Damage Longsword: +8 attack, 1d8+0 damage
1st–10th : +1d6
11th–20th : +2d6
21st–30th : +3d6
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
Attack: Strength vs. AC Requirement: You must be wielding two melee Requirement: You must be wielding two melee
Hit: 1[W] + Strength modifier (+4) damage. weapons. weapons
Increase damage to 2[W] + Strength modifier Attack: Strength vs. AC Attack: Strength vs. AC. Make the attack twice,
(+4) at 21st level. Hit: 1[W] + Strength modifier (+4) damage. once with your main weapon and once with your
Effect: If you move in the same turn after this off-hand weapon
attack, leaving the first square adjacent to the Longsword: +8 attack, 1d8+4 damage Hit: 1[W] + Strength modifier (+4) damage. The
target does not provoke an opportunity attack attack deals 1 extra damage for each enemy
from the target. adjacent to you
+1d8 to damage once per round (Hunter's Quarry) +1d8 to damage once per round (Hunter's Quarry) +1d8 to damage once per round (Hunter's Quarry)
Zorianna Page 3
Cleave Jaws of the Wolf Begin the Hunt
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Martial, Weapon Martial, Weapon Martial
+1d8 to damage once per round (Hunter's Quarry) +1d8 to damage once per round (Hunter's Quarry)
Zorianna Page 4