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Character Sheet

Player Name

Kir
Character Name

6
Level

Fighter
Class Height Weight Paragon Path Epic Destiny Total XP

7.500 Unaligned
Alignment

Longtooth Shifter
Race

Medium
Size

23
Age

Male
Gender

Tempus
Deity Adventuring Company RPGA Number

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

24

CONDITIONAL MODIFIERS

AC

13

Speed

(Squares)

-1

SPECIAL MOVEMENT

CONDITIONAL BONUSES

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

19 17 13 10 14 10

STR Strength
Constitution

4 3 1 0 2 0 HIT POINTS

7 6 4 3 5 3

20

FORT 13

15 15

Passive Insight Passive Perception

10 + 10 +

5 5

CON DEX

CONDITIONAL BONUSES

DEFENSE

10 + 1/2 LVL ABIL

SPECIAL SENSES CLASS FEAT ENH MISC MISC

Low-light Vision

Dexterity

17

REF

13

2
ABILITY: ATT BONUS

INT Intelligence
Wisdom

ATTACK WORKSPACE
Melee Basic Attack - Blood Fury Battleaxe +1
1/2 LVL ABIL CLASS PROF FEAT ENH MISC

CONDITIONAL BONUSES

WIS CHA

DEFENSE

10 + 1/2 LVL ABIL

CLASS

FEAT

ENH

MISC

MISC

+ 10
ABILITY: ATT BONUS

4
CLASS

2
PROF FEAT

1
ENH MISC

18

WILL 13

Melee Basic Attack - Handaxe


1/2 LVL ABIL

CONDITIONAL BONUSES

Charisma

+ 9 ACTION POINTS
SURGES/DAY

MAX HP
BLOODIED

HEALING SURGES
SURGE VALUE

67
CURRENT HIT POINTS

33
1/2 HP

16
1/4 HP

12
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 - Blood Fury Battleaxe +1


ABIL FEAT ENH MISC MISC

1d10+5 RACE FEATURES


Longtooth Shifting - You have the longtooth shifting
ABILITY: DAMAGE

4
ABIL FEAT

1
ENH MISC MISC

Melee Basic Attack - Handaxe

SECOND WIND 1/ENCOUNTER


TEMPORARY HIT POINTS

USED

power

1d6+4

4 BASIC ATTACKS

DEATH SAVING THROW FAILURES


SAVING THROW MODS RESISTANCES CURRENT CONDITIONS AND EFFECTS

ATTACK

DEFENSE

WEAPON OR POWER

DAMAGE

10 9 9 9 SKILLS CLASS / PATH / DESTINY FEATURES


TRND (+5) ARMOR PENALTY MISC ABIL MOD + 1/2 LVL

vs vs vs vs

AC AC AC AC

Blood Fury Battleaxe +1 Handaxe (Melee) Handaxe (Range) Javelin (Melee)

1d10+5 1d6+4 1d6+4 1d6+4

BONUS

SKILL NAME

Combat Challenge - Mark foes you attack. They get -2 to attacks not including you. Make basic melee attack against adjacent marked foe who shifts or makes attack not including you. Mark lasts until end of your next turn or marked by other.

FEATS
Improved Vigor - Invigorating powers grant +1/+2/+3 (by tier) temp hp Toughness - Gain 5/10/15 (by tier) additional hit points Iron Will - +2/+3/+4 (by tier) to Will

1 3 11 3 3 5 12 5 3 5 3 12 5 3 1 3 1
Kir

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

4 3 7 3 3 5 6 5 3 5 3 5 5 3 4 3 4

0 0 5 0 0 0 5 0 0 0 0 5 0 0 0 0 0

3 n/a 3 n/a n/a n/a 3 n/a n/a n/a n/a n/a n/a n/a 3 n/a 3

0 0 2 0 0 0 4 0 0 0 0 2 0 0 0 0 0

Combat Superiority - Add Wis mod to opportunity attacks. Alternate Spirit Talker - Shaman: Nature skill, call spirit Hit ends foe's movement (if any) this action. Fighter Talents - You gain a fighter talent Battlerager Vigor - Temp hp when you hit with melee or close; double with invigorating, temp HP if miss with invigorating, +2 damage in light armor with some weapons companion, spirit's fangs or spirit's shield 1/encounter, speak with spirits 1/day

LANGUAGES KNOWN
Elven, Common, Giant

Page 1

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
Bull Rush Attack Grab Attack Opportunity Attack Combat Challenge Crushing Surge Reaping Strike Call Spirit Companion
WEAPON WEAPON WEAPON WEAPON ARMOR ARMS FEET HANDS

MAGIC ITEMS
Blood Fury Battleaxe +1 (E)

Dwarven Finemail +2 (E)

ENCOUNTER POWERS
Second Wind Longtooth Shifting Hack and Hew Blinding Smash Spirit's Shield Spirit's Fangs
HEAD NECK RING RING WAIST

Cloak of the Walking Wounded +1 (E)

PERSONALITY TRAITS
Potion of Healing (heroic tier) (3)

DAILY POWERS
Comeback Strike Bedeviling Assault Speak with Spirits

MANNERISMS AND APPEARANCE


UTILITY POWERS
Second Wind Unstoppable Unbreakable

Daily Item Powers Per Day


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

CHARACTER BACKGROUND
Gray Vale Beneath the mysterious Star Mounts, at the southern edge of the ancient High Forest, the Gray Vale straddles the river Delimbiyr in the North. A prosperous region thanks to river traffic, merchant caravans from distant lands, and other travelers looking for treasure amid the wreckage of lost kingdoms, Gray Vale is a land ripe for adventure. You gain one additional language of your choice, you add Nature to your class skill list, and you gain a +2 bonus to Nature checks.

OTHER EQUIPMENT
Heavy Shield (E) Adventurer's Kit Backpack (empty) Bottle of Wine Silk Rope (50 ft.) Sunrod (2) Handaxe (2) Javelin

RITUALS / ALCHEMY

COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 11 pp; 79 gp Stored money: 0 gp Encumbrance: 112 / 190

Kir

Page 2

CHARACTER NAME

Kir
PLAYER NAME

Skills 1 3 11 3 3 5 12 5 3 5 3 12 5 3 1 3 1 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

Longtooth Shifter

CLASS

Fighter

LEVEL

(Trained)

SCORE ABILITY

MOD

HP 67 Spd 5 Init +4

19 STR +4 17 CON +3 13 DEX +1 10 INT +0 14 WIS +2 10 CHA +0

AC 24 Fort 20 Ref 17 Will 18


Passive Perception

(Trained)

(Trained)

15
PLAY DATA

Passive Insight

15

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

Melee Basic Attack


KEYWORDS

Ranged Basic Attack


USED KEYWORDS

Weapon
*

Weapon
*

USED

Standard ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Standard ACTION 10 ATTACK

Melee weapon RANGE

Standard ACTION 9 ATTACK vs

Ranged weapon RANGE

vs

AC DEFENSE

One creature TARGET

AC DEFENSE

One creature TARGET

Effect: You spend a healing surge and regain 16 hit points. You gain a +2 bonus to all defenses until the start of your next turn.

You resort to the simple attack you learned when you first picked up a melee weapon.
Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+4) damage. Increase damage to 2[W] + Strength modifier (+4) damage at 21st level. Blood Fury Battleaxe +1: +10 attack, 1d10+5 damage

You resort to the simple attack you learned when you first picked up a ranged weapon.
Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+1) damage. Increase damage to 2[W] + Dexterity modifier (+1) damage at 21st level. Handaxe: +9 attack, 1d6+4 damage

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+2 Battlerager Vigor bonus to damage rolls whenever you have temporary hit points - Battlerager Vigor. +2 to attack rolls with opportunity attacks - Combat Superiority.
CLASS LEVEL BOOK

+2 to attack rolls with opportunity attacks - Combat Superiority.


CLASS LEVEL

PH

CLASS

LEVEL

BOOK

PH

BOOK

PH

UTILITY POWER

AT-WILL POWER

AT-WILL POWER

Combat Challenge
KEYWORDS

Crushing Surge
USED KEYWORDS

Reaping Strike
USED KEYWORDS

Martial, Weapon Melee RANGE vs

Invigorating, Martial, Weapon


*

Martial, Weapon
*

USED

* Imm Interrupt

Standard ACTION 10

Melee weapon RANGE

Standard ACTION 10 ATTACK

Melee weapon RANGE

ACTION

vs

AC DEFENSE

One creature TARGET

vs

AC DEFENSE

One creature TARGET

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.

The feel of your weapon crunching against the enemy puts your heart back in the fight.
Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+4) damage. Increase damage to 2[W] + Strength modifier (+4) at 21st level. Blood Fury Battleaxe +1: +10 attack, 1d10+5 damage

You punctuate your scything attacks with wicked jabs and small cutting blows that slip through your enemy's defenses.
Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+4) damage. Level 21: 2[W] + Strength modifier (+4) damage. Miss: Half Strength modifier (+4) damage. If you're wielding a two-handed weapon, you deal damage equal to your Strength modifier (+4). Blood Fury Battleaxe +1: +10 attack, 1d10+5 damage

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+2 Battlerager Vigor bonus to damage rolls whenever you have temporary hit points - Battlerager Vigor.
CLASS LEVEL

+2 Battlerager Vigor bonus to damage rolls whenever you have temporary hit points - Battlerager Vigor.
CLASS

BOOK

PH

CLASS

Fighter

LEVEL

BOOK

MP

Fighter

LEVEL

BOOK

PH

AT-WILL POWER
Kir

AT-WILL POWER
Page 3

AT-WILL POWER

Bull Rush Attack


KEYWORDS USED

Grab Attack
KEYWORDS USED

Call Spirit Companion


KEYWORDS

Conjuration, Primal Close burst 20


20

USED

Standard ACTION 7 ATTACK

Melee 1 RANGE

Standard ACTION 7 ATTACK

Melee touch RANGE

Minor ACTION

RANGE

vs

Fort DEFENSE

One creature TARGET

vs

Reflex DEFENSE TARGET ATTACK

vs DEFENSE TARGET

You hurl yourself at your foe and push it back.


Attack: Strength vs. Fortitude Hit: You can push the target 1 square and then shift 1 square into the space it left. Unarmed: +7 attack

You reach out and grasp your foe, preventing it from moving.
Requirement: You must have a hand free. Attack: Strength vs. Reflex Hit: 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: +7 attack

Your soul reaches out to your spirit friend, which faithfully appears at your side.
Requirement: Your spirit companion must not be present. Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.
ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

LEVEL

BOOK

PH

CLASS

LEVEL

BOOK

PH

CLASS

Shaman

LEVEL

BOOK

PH2

AT-WILL POWER

AT-WILL POWER

AT-WILL POWER

Longtooth Shifting
KEYWORDS

Hack and Hew


USED KEYWORDS

Blinding Smash
USED KEYWORDS

Healing Personal RANGE vs

Invigorating, Martial, Weapon


*

Invigorating, Martial, Weapon


*

USED

Minor ACTION

Standard ACTION 10

Melee weapon RANGE

Standard ACTION 10 ATTACK

Melee weapon RANGE

vs

AC DEFENSE

One creature TARGET

vs

Fort DEFENSE

One creature TARGET

ATTACK

DEFENSE

TARGET

ATTACK

You unleash the beast within and take on a savage countenance.


Requirement: You must be bloodied. Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2. Level 11: Regeneration 4. Level 21: Regeneration 6.

You hack an enemy with one stroke and then slash at another with your next swing.
Primary Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+4) damage. Effect: Make a secondary attack. Secondary Target: One creature other than the primary target Secondary Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+4) damage. Blood Fury Battleaxe +1: +10 attack, 1d10+5 damage

A sharp blow leaves your enemy seeing only stars.


Attack: Strength vs. Fortitude Hit: The target is blinded until the end of your next turn. Weapon: If you're wielding an axe, a hammer, or a mace, the attack deals damage equal to your Constitution modifier (+3). Blood Fury Battleaxe +1: +10 attack, 3 damage
ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+2 Battlerager Vigor bonus to damage rolls whenever you have temporary hit points - Battlerager Vigor.
CLASS

Racial Power

LEVEL

BOOK

PH2

CLASS

Fighter

LEVEL

BOOK

MP2

CLASS

Fighter

LEVEL

BOOK

MP

ENCOUNTER POWER

ENCOUNTER POWER

ENCOUNTER POWER

Spirit's Shield
KEYWORDS

Spirit's Fangs
USED KEYWORDS

Comeback Strike
USED KEYWORDS

Healing, Implement, Primal, Spirit Melee spirit 1 RANGE vs Reflex DEFENSE The triggering enemy TARGET

Implement, Primal, Spirit Melee spirit 1 RANGE vs Reflex DEFENSE The triggering enemy TARGET

Healing, Martial, Reliable, Weapon


*

USED

* Opportunity Action

* Opportunity Action

Standard ACTION 10 ATTACK

Melee weapon RANGE

ACTION 6 ATTACK

ACTION 6 ATTACK

vs

AC DEFENSE

One creature TARGET

Your spirit companion bats at a foe that drops its guard, and a nearby ally draws healing energy from the spirit.
Trigger: An enemy leaves a square adjacent to your spirit companion without shifting Attack: Wisdom vs. Reflex Hit: Wisdom modifier (+2) damage. Effect: One ally within 5 squares of your spirit companion regains hit points equal to your Wisdom modifier (+2). Blood Fury Battleaxe +1: +6 attack, 2 damage
ADDITIONAL EFFECTS

When an enemy drops its guard, your spirit companion leaps on it, claws and fangs bared.
Trigger: An enemy leaves a square adjacent to your spirit companion without shifting Attack: Wisdom vs. Reflex Hit: 1d10 + Wisdom modifier (+2) damage. Level 21: 2d10 + Wisdom modifier (+2) damage. Blood Fury Battleaxe +1: +6 attack, 1d10+3 damage
ADDITIONAL EFFECTS

A timely strike against a hated foe invigorates you, giving you the strength and resolve to fight on.
Attack: Strength vs. AC Hit: 2[W] + Strength modifier (+4) damage, and you can spend a healing surge. Blood Fury Battleaxe +1: +10 attack, 2d10+5 damage

ADDITIONAL EFFECTS

+2 Battlerager Vigor bonus to damage rolls whenever you have temporary hit points - Battlerager Vigor.
CLASS

Shaman

LEVEL

BOOK

PH2

CLASS

Shaman

LEVEL

BOOK

PH2

CLASS

Fighter

LEVEL

BOOK

PH

ENCOUNTER POWER
Kir

ENCOUNTER POWER
Page 4

DAILY POWER

Bedeviling Assault
KEYWORDS

Speak with Spirits


USED KEYWORDS

Unstoppable
USED KEYWORDS

Martial, Weapon
*

Primal Personal RANGE vs

Martial

USED

Standard ACTION 10 ATTACK

Melee weapon RANGE

Minor ACTION

Minor ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

vs

AC DEFENSE

One creature TARGET ATTACK

DEFENSE

TARGET

While your ally distracts your opponent, you land yet another blow.
Attack: Strength vs. AC Hit: 2[W] + Strength modifier (+4) damage Effect: Until the end of the encounter, once per round when an ally hits the target with a melee attack, you can make a melee basic attack with combat advantage against the target as a free action. Blood Fury Battleaxe +1: +10 attack, 2d10+5 damage

You commune with the spirits, letting them guide your words and actions.
Effect: During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier (+2).

You let your adrenaline surge carry you through the battle.
Effect: You gain temporary hit points equal to 2d6 + your Constitution modifier (+3).

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+2 Battlerager Vigor bonus to damage rolls whenever you have temporary hit points - Battlerager Vigor.
CLASS

Fighter

LEVEL

BOOK

MP

CLASS

Shaman

LEVEL

BOOK

PH2

CLASS

Fighter

LEVEL

BOOK

PH

DAILY POWER

DAILY POWER

UTILITY POWER

Unbreakable
KEYWORDS

Second Wind
USED KEYWORDS USED

Blood Fury Battleaxe +1


1d10
DAMAGE

Martial

2
PROFICIENT

Axe
GROUP RANGE

Imm Reaction ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Standard ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

+1 attack rolls and damage rolls


ENHANCEMENT
PROPERTIES

3
LEVEL

+1d8 damage per plus, or +1d12 da


CRITICAL

You steel yourself against a brutal attack.


Trigger: You are hit and damaged by an attack. Effect: The damage against you is reduced by 5 + your Constitution modifier (+3).

You take a moment to catch your breath and gather your strength.
Effect: Spend a healing surge and gain a +2 bonus to all defenses until the start of your next turn. Cloak of the Walking Wounded +1: If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both).

Versatile Melee Basic Attack: +10 attack, 1d10+5 damage

AT-WILL
POWER

ENCOUNTER

DAILY

Often decorated with bloodstones, these blades or axes are favored by dragonborn barbarians.
Rarity: Uncommon Power (Encounter): Minor. You are considered bloodied for all purposes (including beneficial effects such as the Dragonborn Fury racial trait) until the end of your next turn.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Fighter

LEVEL

BOOK

PH

CLASS

LEVEL

BOOK

PH

ITEM SLOT

One-hand

WEIGHT

PRICE

680

BOOK

PH

UTILITY POWER

UTILITY POWER

MAGIC WEAPON

Potion of Healing (heroic tier)


3
AC BONUS CHECK SPEED QUANTITY

Cloak of the Walking Wounded +1


1
AC BONUS CHECK SPEED QUANTITY

Dwarven Finemail +2
7
AC BONUS

-1
CHECK

-1
SPEED

1
QUANTITY

5
ENHANCEMENT
PROPERTIES

Potion
TYPE

+1 Fortitude, Reflex, and Will


ENHANCEMENT
PROPERTIES

4
LEVEL

Neck Slot Item


TYPE
PROPERTIES

+2 AC
ENHANCEMENT

7
LEVEL

Armor
TYPE

LEVEL

If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both).

Gain a +2 item bonus to Endurance checks.

AT-WILL
POWER

ENCOUNTER

DAILY

AT-WILL
POWER

ENCOUNTER

DAILY

AT-WILL
POWER

ENCOUNTER

DAILY

This simple potion draws on the body's natural healing ability to cure your wounds.
Rarity: Common Power (Consumable Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.
ITEM SLOT WEIGHT

Thin red veins form across the fabric of this handsome cloak when its healing properties are evoked.
Rarity: Uncommon

Crafted by the finest dwarf armorsmiths, this armor was once only available to dwarves, though now some armorsmiths will create a set for whoever can pay the price.
Rarity: Uncommon Power (Daily Healing): Free Action. Regain hit points as if you had spent a healing surge.

PRICE

50

BOOK

PH

ITEM SLOT

Neck

WEIGHT

PRICE

840

BOOK

AV

ITEM SLOT

Body

WEIGHT

40

PRICE

2600

BOOK

AV

MAGIC ITEM
Kir

MAGIC ITEM
Page 5

MAGIC ITEM

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