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Character Sheet

Player Name Cameron

Fixit Mk1 Mod4 8 Artificer 13,000


Character Name Level Class Paragon Path Epic Destiny Total XP
Warforged Medium Kapaerian Affair
Race Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number

INITIATIVE DEFENSES MOVEMENT


SCORE DEX 1/2 LVL MISC SCORE 10 + ARMOR/ SCORE BASE ARMOR ITEM MISC
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
4 Initiative 4 24 6 Speed (Squares) 6
CONDITIONAL MODIFIERS
AC 14 7 2 1 SPECIAL MOVEMENT
CONDITIONAL BONUSES

ABILITY SCORES SENSES


SCORE ABILITY ABIL MOD MOD + 1/2 LVL 10 +
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC SCORE PASSIVE SENSE BASE SKILL BONUS

16 STR
Strength
3 7 18 FORT 14 3 1 15 Passive Insight 10 + 5
CONDITIONAL BONUSES
17 CON
Constitution
3 7 15 Passive Perception 10 + 5
SPECIAL SENSES
10 +
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
10 DEX 0 4 20
Dexterity REF 14 5 1
ATTACK WORKSPACE
20 INT
Intelligence
5 9 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Staff of Unparalleled Vision +
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +

13 WIS
Wisdom
1 5 DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC + 11 4 3 2 2
17 WILL 14 1 1 1 ABILITY:
Melee Basic Attack - Unarmed
8 CHA
Charisma
-1 3 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC

+ 7 4 3
HIT POINTS ACTION POINTS
MAX HP
BLOODIED
HEALING SURGES
SURGE VALUE SURGES/DAY
MILESTONES
0
ACTION POINTS
1
DAMAGE WORKSPACE
Action Points 1 2 ABILITY:
64 32 16 9 2 3
Melee Basic Attack - Staff of Unparalleled Vision +
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+5 3 2
RACE FEATURES ABILITY:
Melee Basic Attack - Unarmed
Living Construct - no need to eat, drink, breathe, or sleep DAMAGE ABIL FEAT ENH MISC MISC

SECOND WIND 1/ENCOUNTER USED Warforged Resolve - Use warforged resolve as an 1d4+3 3
TEMPORARY HIT POINTS
encounter power
BASIC ATTACKS
Warforged Mind - +1 to Will defense ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
SAVING THROW MODS +2 Racial bonus against ongoing damage Warforged Resilience - +2 racial bonus to saving throws 11 vs AC Staff of Unparalleled Vision +2 1d8+5
against ongoing damage
RESISTANCES 7 vs AC Unarmed (Melee) 1d4+3
Unsleeping Watcher - 4 hours of inactivity counts as an
CURRENT CONDITIONS AND EFFECTS 4 vs AC Unarmed (Range) 1d4
extended rest
Endurance Bonus vs

SKILLS CLASS / PATH / DESTINY FEATURES


ABIL MOD TRND ARMOR
BONUS SKILL NAME + 1/2 LVL (+5) PENALTY MISC Arcane Empowerment - Empower magic items once per FEATS
4 Acrobatics DEX 4 0 day plus once per milestone. Ritual Caster - Master and perform rituals

14 Arcana INT 9 5 n/a Impart Energy - Recharge a daily magic item. An item Mark of Making - Create magic items of your level + 2 or

7 7 0 can't be recharged twice in a day. lower, perform certain rituals


Athletics STR
Augment Energy - A weapon gains a +2 bonus as a free Potent Restorables - Targets of healing powers regain 2
3 Bluff CHA 3 0 n/a
action once. An item can't be infused twice. extra hit points
3 Diplomacy CHA 3 0 n/a
Arcane Rejuvenation - When an ally uses a daily magic Skill Focus (History) - +3 to History checks
10 Dungeoneering WIS 5 5 n/a
items they gain 1/2 level + int mod temp HPs. Shield Proficiency (Light) - Proficiency with light shields
9 Endurance CON 7 0 2
Healing Infusion - Access related powers 2/encounter (3/ Linguist - Learn three new languages
10 Heal WIS 5 5 n/a
encounter at level 16+)
17 History INT 9 5 n/a 3
Ritual Casting - Gain Ritual Caster as a bonus feat.
5 Insight WIS 5 0 n/a

5 Intimidate CHA 3 0 n/a 2

5 Nature WIS 5 0 n/a

5 Perception WIS 5 0 n/a

9 Religion INT 9 0 n/a

4 0
LANGUAGES KNOWN
4 Stealth DEX
Common, Draconic, Giant, Drow
3 Streetwise CHA 3 0 n/a

9 Thievery DEX 4 5

Fixit Mk1 Mod4 Page 1 Cameron


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
Static Shock Staff of Unparalleled Vision +2 (Off-hand) (E)
WEAPON
Thundering Armor
WEAPON

WEAPON

ARMOR
Shared Valor Leather Armor +2 (E)
ARMS

FEET
ENCOUNTER POWERS
HANDS
Warforged Resolve
HEAD
Healing Infusion: Curative Admixture
NECK
Healing Infusion: Resistive Formula
RING
Shielding Cube
RING
Lightning Sphere
WAIST PERSONALITY TRAITS
Gale-Force Infusion
Throwing Shield Light Shield (heroic tier) (Off-hand) (E)
DAILY POWERS
Icebound Sigil Delver's Light (heroic tier) ()
Flameheart Defender Bag of Holding (heroic tier) ()
Everlasting Provisions (heroic tier) ()
Potion of Healing (heroic tier) () (5)

Woundpatch (heroic tier) () (5)


Acidic Fire (level 10) () (2) MANNERISMS AND APPEARANCE

UTILITY POWERS Clockwork Bomb (level 9) () (2)


Restorative Infusion

Regeneration Infusion

Daily Item Powers Per Day


Heroic (1-10) Milestone / / / CHARACTER BACKGROUND
Paragon (11-20) Milestone / / /

Epic (21-30) Milestone / / /

OTHER EQUIPMENT RITUALS / ALCHEMY


Ritual Book Brew Potion
Disenchant Magic Item
Enchant Magic Item
Make Whole COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 70 gp
Stored money: 0 gp
Encumbrance: 26 / -40 (+200)

Fixit Mk1 Mod4 Page 2 Cameron


CHARACTER NAME
Second Wind
Fixit Mk1 Mod4
PLAYER NAME KEYWORDS USED

Cameron
RACE CLASS LEVEL Standard Personal
Warforged Artificer 8
ACTION RANGE

HP AC vs Self
16 STR
ATTACK DEFENSE TARGET
24
64 17 CON Effect: You spend a healing surge and regain 16
Fort hit points. You gain a +2 bonus to all defenses
Spd 10 DEX until the start of your next turn.
18
6 20 INT
Ref
Init 13 WIS 20
+4 8 CHA Will
17
ADDITIONAL EFFECTS

Passive Passive
15 Insight 15 Perception

CLASS LEVEL BOOK


PH

PLAY DATA ® ENCOUNTER SPECIAL ® ENCOUNTER ACTION ®

Static Shock Thundering Armor Warforged Resolve


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Implement, Lightning Arcane, Implement, Thunder Healing

Standard * 5 Melee or Ranged 5 Standard Close burst 10 Minor Personal


10
ACTION RANGE ACTION RANGE ACTION RANGE
11 vs Reflex One creature 11 vs Fort You or one ally in burst vs
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Attack: Intelligence vs. Reflex Effect: The primary target gains a +1 power bonus to AC Effect: You gain a number of temporary hit points
Hit: 1d8 + Intelligence modifier (+5) lightning until the end of your next turn. Make an attack. equal to 3 + one-half your level and can make a
damage. The next attack the target makes before Secondary Target: One creature adjacent to the primary
saving throw against one effect on you that deals
target in burst
the end of your next turn takes a penalty to the ongoing damage. If you are bloodied, you also
Attack: Intelligence vs. Fortitude
damage roll equal your Constitution modifier (+3). Hit: 1d8 + Intelligence modifier (+5) thunder damage, and regain hit points equal to 3 + one-half your level.
Level 21: 2d8 + Intelligence modifier (+5) lightning you push the secondary target 1 square away from the
damage. primary target. Unarmed: +4 attack
Level 21: 2d8 + Intelligence modifier (+5) thunder damage.
regain an additional 3 hit points.
Staff of Unparalleled Vision +2: +11 attack, 1d8+7
damage Staff of Unparalleled Vision +2: +11 attack, 1d8+7 damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Artificer 1 EPG Artificer 1 EPG Racial Power * EPG

AT-WILL POWER ® AT-WILL POWER ® ENCOUNTER POWER ®

Healing Infusion: Curative Admixture Healing Infusion: Resistive Formula Shielding Cube
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Healing Arcane Arcane, Force, Implement

Minor Minor Standard 10 Ranged 10


5 5
ACTION RANGE ACTION RANGE ACTION RANGE
vs You or one ally in burst vs You or one ally in burst 11 vs Reflex One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Effect: The target regains hit points equal to its healing surge Effect: The target gains a +1 power bonus to AC until the end of Attack: Intelligence vs. Reflex
value + your Wisdom modifier (+1), and you expend an infusion the encounter, and you expend an infusion crafted with your
crafted with your Healing Infusion class feature. Healing Infusion class feature. The target can end the bonus as a
Hit: 2d6 + Intelligence modifier (+5) force
Level 6: Healing surge value + your Wisdom modifier (+1) + 2. free action to gain temporary hit points equal to its healing surge damage.
Level 11: Healing surge value + your Wisdom modifier (+1) + 4. value + your Constitution modifier (+3). Effect: Until the end of your next turn, any ally
Level 16: Healing surge value + your Wisdom modifier (+1) + 6. Level 11: Temporary hit points equal to the target's healing surge
Level 21: Healing surge value + your Wisdom modifier (+1) + 8. value + twice your Constitution modifier (+3).
gains a +1 power bonus to AC while adjacent to
Level 26: Healing surge value + your Wisdom modifier (+1) + 10. Level 21: Temporary hit points equal to the target's healing surge the target.
Special: You can use two Healing Infusion powers per encounter, value + three times your Constitution modifier (+3).
but only one per round. At 16th level, you can use three Healing Special: You can use two Healing Infusion powers per encounter,
Staff of Unparalleled Vision +2: +11 attack, 2d6+7
Infusion powers per encounter, but only one per round. but only one per round. At 16th level, you can use three Healing
Prerequisite: Healing Infusion Infusion powers per encounter, but only one per round. damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Artificer EPG Artificer EPG Artificer 1 EPG

ENCOUNTER POWER ® ENCOUNTER POWER ® ENCOUNTER POWER ®

Fixit Mk1 Mod4 Page 3 Cameron


Lightning Sphere Gale-Force Infusion Icebound Sigil
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Implement, Lightning Arcane, Implement Arcane, Cold

Standard 10 Area burst 1 within 10 squares Standard 10 Area burst 2 centered on an ally within 10
Minor * you
squares of Melee touch
1 2
ACTION RANGE ACTION RANGE ACTION RANGE
11 vs Fort Each enemy in burst 11 vs Reflex Each enemy in burst vs One weapon or implement
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Attack: Intelligence vs. Fortitude Attack: Intelligence vs. Reflex Effect: Until the end of the encounter, any attack
Hit: 1d8 + Intelligence modifier (+5) lightning Hit: 1d10 + Intelligence modifier (+5) damage, that uses the target as a weapon or an implement
damage, and the target grants combat advantage and you slide the target 2 squares. deals extra cold damage equal to your
until the end of your next turn. Effect: The ally in the attack's origin square gains Constitution modifier (+3).
a power bonus to AC equal to 2 + your As a free action, the target's wielder can end the
Staff of Unparalleled Vision +2: +11 attack, 1d8+7 Constitution modifier (+3) until the end of your effect when he or she hits a creature. That
damage next turn. creature is then immobilized (save ends).

Staff of Unparalleled Vision +2: +11 attack, 1d10


+7 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Artificer 3 EPG Artificer 7 EPG Artificer 1 EPG

ENCOUNTER POWER ® ENCOUNTER POWER ® DAILY POWER ®

Flameheart Defender Restorative Infusion Regeneration Infusion


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Fire, Implement, Summoning Arcane Arcane, Healing

Standard 5 Ranged 5 Minor 5 Ranged 5 Minor Close burst 10


10
ACTION RANGE ACTION RANGE ACTION RANGE
vs AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY

ATTACK DEFENSE TARGET Target: You or one ally Target: You or one ally in burst; target must be
Effect: You create a Small flameheart defender in an unoccupied Effect: The target gains 20 temporary hit points. bloodied
square within range. The flameheart defender has speed 6. Any enemy
adjacent to the flameheart defender at the start of your turn is marked As a minor action, the target can transfer any Effect: The target gains regeneration equal to
by it. You can give the flameheart defender the following special number of these temporary hit points to an ally your Constitution modifier (+3) until the end of
commands.
Standard Action: Melee 1 or Ranged 5; targets one creature;
within 5 squares of him or her. the encounter. As a minor action, the target can
Intelligence + 2 vs. AC; 2d6 + Intelligence modifier (+5) fire damage. end the effect to spend a healing surge.
Opportunity Attack: Melee 1; targets one creature; Intelligence + 2
vs. AC; 2d6 + Intelligence modifier (+5) fire damage.
No Action: When the flameheart defender drops to 0 hit points, it
must make the following attack: Close burst 2; targets each creature in
burst; Intelligence vs. Reflex; 1d8 + Wisdom modifier (+1) fire damage.

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Artificer 5 EPG Artificer 2 EPG Artificer 6 EPG

DAILY POWER ® UTILITY POWER ® UTILITY POWER ®

Staff of Unparalleled Vision +2 Shared Valor Leather Armor +2 Throwing Shield Light Shield (heroic tier)

2 - - 1 1 - - 1
DAMAGE PROFICIENT GROUP RANGE AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY

+2 attack rolls and damage rolls 9 +2d6 damage +2 AC 8 Armor 6 Arms Slot Item
ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES

When you use a ranged or area arcane power, add the Whenever you grant temporary hit points to an
enhancement bonus of this staff to the power's range. For
ally, you gain temporary hit points equal to half
example, a +3 staff of unparalled vision would increase “area
burst 5 within 10 squares” to “area burst 5 within 13 squares.” the number you granted to that ally.

Melee Basic Attack: +11 attack, 1d8+5 damage

AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY


POWER POWER POWER

Prerequisite: Any
Power (At-Will): Standard Action. Make an attack: Ranged 10;
Strength + 2 vs. AC; on a hit, the target takes 1d8 + Strength
modifier (+3) damage. The shield automatically returns to your
grip after the attack.
Power (Daily): Free Action. Use this power after you hit a target
with this shield's ranged attack. The target is pushed 1 square.

ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Off-hand 0 4200 AV Body 15 3400 PH Off-hand 6 1800 PH

MAGIC WEAPON ® MAGIC ITEM ® MAGIC ITEM ®

Fixit Mk1 Mod4 Page 4 Cameron


Delver's Light (heroic tier) Bag of Holding (heroic tier) Everlasting Provisions (heroic tier)

1 1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY

2 Wondrous Item 5 Wondrous Item 4 Wondrous Item


ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES

This bag can hold up to 200 pounds in weight or After an extended rest, you open the basket,
20 cubic feet in volume, but it always weighs only creating enough food and water to feed five
1 pound. Medium or Small creatures (or one Large
creature) for 24 hours.

AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY


POWER POWER POWER

Requirement: You must have the living construct


racial trait to use this item.
Power (At-Will): Free Action. The delver's light sheds
no light.
Special: Only a warforged character can use this item.
Component: embedded

ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
0 520 EPG 0 1000 PH 0 840 PH

MAGIC ITEM ® MAGIC ITEM ® MAGIC ITEM ®

Potion of Healing (heroic tier) Woundpatch (heroic tier) Acidic Fire (level 10)

5 5 2
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY

5 Potion 3 Alchemical 10 Alchemical


ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES

AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY


POWER POWER POWER

Power (Consumable • Healing): Minor Action. Power (Consumable • Healing): Minor Action. Power (Consumable • Acid, Fire): Standard
Drink this potion and spend a healing surge. Place the woundpatch on yourself or another Action. Make an attack: Area burst 1 within 10;
Instead of the hit points you would normally living creature. Until the end of the encounter, the +13 vs. Reflex; 1d6 fire damage, and ongoing 5
regain, you regain 10 hit points. next time the creature spends a healing surge, it acid damage (save ends).
regains 5 extra hit points.

ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
0 50 PH 0 30 EPG 0 200 EPG

MAGIC ITEM ® MAGIC ITEM ® MAGIC ITEM ®

Clockwork Bomb (level 9)

2
AC BONUS CHECK SPEED QUANTITY

9 Alchemical
ENHANCEMENT LEVEL TYPE
PROPERTIES

AT-WILL ENCOUNTER DAILY


POWER
Power (Consumable • Fire): Minor Action. Place the clockwork bomb in your
space or in a square adjacent to you, and decide how many rounds pass before
the bomb goes off (6 rounds maximum). Each round, at the start of your turn,
move the clockwork bomb one square in a direction of your choosing and roll a
d6. On a roll of 6, the bomb detonates prematurely. If the clockwork bomb is hit
by an attack (the bomb has the same defenses as its user), it also explodes.
When the bomb detonates, make an attack: Area burst 1 centered on the
bomb's space; targets each creature in burst; +12 vs. Reflex; 2d10 fire damage.
Special: Once the bomb is set, it can be disabled with a DC 19 Thievery check.

ITEM SLOT WEIGHT PRICE BOOK


0 160 EPG

MAGIC ITEM ®

Fixit Mk1 Mod4 Page 5 Cameron

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