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Male Eladrin Bladesinger (Wizard) / Sorcerous Sword Level 13 Good (Chaotic) Strength Constitution Dexterity Intelligence Wisdom Charisma 14 (+2) 13 (+1) 20 (+5) 22 (+6) 13 (+1) 14 (+2) Height: Weight: Skin: Eyes: Hair: 6' 0" 175 lb Black Violet Silver Straight; Beardless

Maximum Hit Points: 85 Bloodied: 42 Surge Value: 21 Surges / Day: 8 [includes constitution modifier] Size: Medium Speed: 6 squares Vision: Low-light Initiative: 1d20 +13 = 6 [half level] + 5 [dexterity] + 2 [quick draw] Base Strength Attack: 1d20 +8 = + 6 [half level] + 2 [strength] Base Dexterity Attack: 1d20 +11 = + 6 [half level] + 5 [dexterity] Base Constitution Attack: 1d20 +7 = + 6 [half level] + 1 [constitution] Base Intelligence Attack: 1d20 +12 = + 6 [half level] + 6 [intelligence] Base Wisdom Attack: 1d20 +7 = + 6 [half level] + 1 [wisdom] Base Charisma Attack: 1d20 +8 = + 6 [half level] + 2 [charisma] Armor Class: 27 = 10 + 6 [half level] + 6 [intelligence] + 5 [Hide +2] Fortitude Defense: 18 = 10 + 6 [half level] + 2 [strength] Reflex Defense: 22 = 10 + 6 [half level] + 6 [intelligence] Will Defense: 21 = 10 + 6 [half level] + 1 [Eladrin] + 2 [bladesinger] + 2 [charisma]
If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 13 characters get +3 on attack/damage (3d6 extra damage on a critical hit) and +2 on all defenses. These bonuses do not stack with magic items.

Armor: Hide +2 (25 lb) Shield: None Attacks: Unarmed Melee: +8 [base strength attack] vs AC; damage 1[W]=1d4+2 [strength bonus] Rapier: +13 vs AC [+8 strength attack][+2 light blade expertise] [+3 proficiency];

damage 1[W]=1d8+2 [strength bonus] 2 lb (Light blade)[rapiers are now military melee weapon per Essentials] Add +2 damage for Weapon Focus -- Light Blade Longbow: +13 vs AC [+11 dexterity attack] [+2 proficiency]; damage 1[W]=1d10+5 [dexterity bonus] range 20/40 3 lb (Bow) Load free Bladesinger Basic One-Hand Weapon Attack +12w [base intelligence attack vs AC; when using a weapon in one hand and holding nothing in the other]; Magic Missile [always hits, as per July 2010 rules revision, for 2/3/5 + int modifier damage] Burning Hands +12i [base intelligence attack] vs reflex; half damage on miss per Essentials Chill Strike +12i [base intelligence attack] vs fortitude Color Spray +12i [base intelligence attack] vs will Shock Sphere +12i [base intelligence attack] vs reflex; half damage on miss per Essentials Fireball: Lightning Bolt +12i [base intelligence attack] vs reflex; 1-3 creatures, 2d6+int modifier lightning damage; half damage on miss Winter's Wrath +12i [base intelligence attack] vs fortitude
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Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc. Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc. At this level, expertise gives +2 on all attacks using a light blade.

Base Saving throw: d20 vs 10 Encumberance 4e Normal Load: 140 lb. Heavy Load: 280 lb. Maximum Drag Load 700 lb.

Encumberance 3.5 Light load: 58 lb. or less Medium load: 59-116 lb. Heavy load: 117-175 lb. Lift over head: 175 lb. Lift off ground: 350 lb. Push or drag: 875 lb.

Languages: Common; Elven; Rituals Known: Skills: Acrobatics: +15 = 5 [dexterity] + 6 [half level] +5 [class training]-1 [armor] = 6 [intelligence] + 6 [half level] + 2 [Eladrin] +5 [class Arcana: +19 training] Athletics: +12 = 2 [strength] + 6 [half level] +5 [class training]-1 [armor] Bluff: +8 = 2 [charisma] + 6 [half level] Diplomacy: +8 = 2 [charisma] + 6 [half level] Dungeoneering: +7 = 1 [wisdom] + 6 [half level] Endurance: +6 = 1 [constitution] + 6 [half level]-1 [armor] Heal: +7 = 1 [wisdom] + 6 [half level] History: +14 = 6 [intelligence] + 6 [half level] + 2 [Eladrin] Insight: +7 = 1 [wisdom] + 6 [half level] Intimidate: +8 = 2 [charisma] + 6 [half level]

Nature: Perception: Religion: Stealth: Streetwise: Thievery: Feats:

+7 = 1 [wisdom] + 6 [half level] = 1 [wisdom] + 6 [half level] + 2 [blindfighting sentinel] +5 +14 [class training] +12 = 6 [intelligence] + 6 [half level] = 5 [dexterity] + 6 [half level] +5 [eladrin education]-1 +15 [armor] +8 = 2 [charisma] + 6 [half level] +10 = 5 [dexterity] + 6 [half level]-1 [armor]

blindfighting Sentinel [HoFK] Armor Proficiency -- Hide Quickdraw Light Blade Expertise [HoFL] Warrior of the Wild; hunter's quarry 1/encounter) Weapon Focus -- Light Blade Feywild Protection Lasting Frost [see online revision] At-Will:

No combat advantage to enemies invisible to you; no -10 perception if blinded, +2 perception

+1/+2/+3 to hit; +1/+2/+3 on damage if combat advantage granted

Melee Basic Attack: By weapon, damage 1[W]+2 [strength bonus] [standard action] Ranged Basic Attack: By weapon, damage 1[W]+5 [dexterity bonus] [standard action] Bull Rush: +8 [base strength attack] vs fortitude [standard action] Grab: +8 [base strength attack] vs reflex [standard action] Move grabbed target: +8 [base strength attack] vs fortitude [standard action] Escape: +15 [acrobatics] vs reflex / +12 [athletics] vs fortitude [move action] Magic Missile [Level 1][usable as basic ranged attack] Dazzling Sunray [Level 1][no action] Frost Bite [Level 1][no action] Unseen Hand [Level 1][no action]
Other Standard Administer a potion; Aid another [revised: skill check vs. 10+level/2, success Actions: helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances); Other Move Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills Actions: during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action) Other Minor Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / Actions: close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight)

Other Immediate Actions: Other Opportunity Actions: Other Free Actions: Other NonActions: Short rest: Five minutes: One hour:

Readied action

Opportunity attack

Drop held items; End a grab; Talk Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive Healing surges as available Normal escape from restraints (Acrobatics) Forage; Streetwise check

Encounter Powers: Second Wind Spend an Action Point [free action, not in surprise round] Fey Step [Eladrin][move action] Bladesong [minor action] Shield [Level 2 Utility][immediate interrupt] Daily Powers: Burning Hands [Level 1] Chill Strike [Level 1] Feather Fall [Level 2 Utility][free action] Color Spray [Level 3] Shock Sphere [Level 3] Fireball [Level 5]: Invisibility [Level 6 Utility] Wizard's Escape [HoFL][Level 6 Utility][immediate interrupt] Lightning Bolt [Level 7] Winter's Wrath [Level 7] Arcane Gate [Level 10 Utility][minor action] Mirror Image [Level 10 Utility][minor action] Eladrin

+2 Intelligence, +2 Dexterity or Charisma (already included; you chose Dexterity.) +2 Arcana, +2 History Eladrin Education (already included) Eladrin Will (+1 on will defense, +5 vs charms) Fey Origin Trance Fey Step


Level 1: Instinctive attack -- a simple melee attack with a one-handed weapon uses intelligence rather than strength for attack and damage rolls Level 1: Guarded flourish -- ranged and area attacks do not provoke opportnity attacks if you are holding a one-handed melee weapon; +2 shield bonus on AC if wearing light or no armor, wielding a single handed weapon with the other hand empty Level 1: Blade magic: Your favorite one-handed melee weapon becomes an implement, used providiently, and counts as wand Level 1: Bladesong -- once per encounter to end of next turn, get +2 on attacks and all defenses, +5/+10/+15 on damage while holding a one-handed weapon with the other hand empty Level 1: Bladesinger's spellbook and bladespells Level 1: Bring one encounter-as-daily power per day Level 2: Bring one encounter-as-daily power and one utility power per day Level 5: Bring two encounter-as-daily powers (must be different levels) and one utility power per day Level 6: Bring two encounter-as-daily powers (must be different levels) and two utility powers (must be different levels) per day Level 7: Steely retort Level 9: Bring three encounter-as-daily powers (must be different levels) and two utility powers (must be different levels) per day Level 10: Bring three encounter-as-daily powers (must be different levels) and three utility powers (must be different levels) per day Level 13: Unerring bladespell -- when bladesong is active, bladespells take effect even if you miss Level 16: Bring three encounter-as-daily powers (must be different levels) and four utility powers (must be different levels) per day Level 22: Bring three encounter-as-daily powers (must be different levels) and five utility powers (must be different levels) per day

Sorcerous Sword

Level 11: While bladesong is active, can use an action point to make a melee basic attack vs each adjacent enemy as a standard action. Level 11: Add a 7th level wizard encoutner attack power to your spellbook, and prepare one additional daily power. Level 12: Bladesong Ballet -- during bladesong, can use a move action to shift up to your speed. Level 16: Once per encounter, teleport up to 5 squares as a free action after using a bladespell power Level 20: Gain a signature spell (a 19th level wizard daily atack power)

Arhalion's Equipment: Weapons / Armor / Shield (from above) 30 lb Arrows (quiver of 30) x1 3 lb Backpack 2 lb Bedroll 5 lb Flint and steel Grappling hook 4 lb Poisoner's Kit 2 lb Hammer 5 lb Pitons x10 1 lb Pouch (belt) x1 10 lb Rations (1 day) x10 10 lb Rope (50', hempen) x1 2 lb Sunrods x2 4 lb Waterskins x1 _____ 78 lb Total

Magic items: Weapon: Weapon: Weapon: Weapon: Armor: Shield: Arms: Feet: Hands: Head: Neck: Ring: Ring: Waist:

Resistances: Action Point Tally: Daily Item Powers Per Day: Epic Tier Death Saving Throw Failures: More about Arhalion: Milestone / / /