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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
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
4 0
LANGUAGES KNOWN
4 Stealth DEX
Common, Draconic, Giant, Drow
3 Streetwise CHA 3 0 n/a
9 Thievery DEX 4 5
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)
Regeneration Infusion
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
Healing Infusion: Curative Admixture Healing Infusion: Resistive Formula Shielding Cube
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Healing Arcane Arcane, Force, Implement
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).
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.
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.
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
1 1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY
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.
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
0 520 EPG 0 1000 PH 0 840 PH
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
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
2
AC BONUS CHECK SPEED QUANTITY
9 Alchemical
ENHANCEMENT LEVEL TYPE
PROPERTIES
MAGIC ITEM ®