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Character Sheet

Player Name

Cleric

1
Character Name

Level

Gnome

Small

Race

Size

Age

Class

Gender

Paragon Path
Height

Weight

INITIATIVE
SCORE

DEX

Alignment

Deity

Total XP

Adventuring Company

DEFENSES

1/2 LVL

MISC

SCORE
DEFENSE

Epic Destiny

Initiative

16

CONDITIONAL MODIFIERS

10 + ARMOR/
1/2 LVL ABIL CLASS

10

AC

SCORE
FEAT

RPGA Number

MOVEMENT
ENH

MISC

MISC

Speed

BASE

ARMOR

-1

(Squares)

ITEM

MISC

SPECIAL MOVEMENT

CONDITIONAL BONUSES

ABILITY SCORES
SCORE

ABILITY

18

STR
Strength

10

CON

ABIL MOD

10

DEX
Dexterity

10

INT
Intelligence

14

WIS

DEFENSE

Constitution

14

FORT 10

DEFENSE

CHA

SENSES
CLASS

FEAT

ENH

MISC

MISC

10 +
1/2 LVL ABIL

PASSIVE SENSE

BASE

12

Passive Insight

10 +

12

Passive Perception

10 +

CLASS

FEAT

ENH

MISC

MISC

ATTACK WORKSPACE
ABILITY:

10 +
1/2 LVL ABIL

WILL 10

Melee Basic Attack - Unarmed

ATT BONUS
CLASS

FEAT

ENH

MISC

MISC

1/2 LVL ABIL

+ 4
ABILITY:

CONDITIONAL BONUSES

HEALING SURGES

22

SURGE VALUE

11

1/2 HP

1/4 HP

CURRENT HIT POINTS

PROF

FEAT

ENH

MISC

FEAT

ENH

MISC

ENH

MISC

MISC

ENH

MISC

MISC

Ranged Basic Attack - Unarmed

ATT BONUS

1/2 LVL ABIL

+ 0
BLOODIED

CLASS

CLASS

PROF

ACTION POINTS

HIT POINTS
MAX HP

SKILL BONUS

Low-light Vision

10

REF

DEFENSE

14

SCORE

SPECIAL SENSES

CONDITIONAL BONUSES

Charisma

10

10 +
1/2 LVL ABIL

CONDITIONAL BONUSES

Wisdom

13

MOD + 1/2 LVL

SURGES/DAY

MILESTONES
0
1
2
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

Action Points

ACTION POINTS
1
2
3

DAMAGE WORKSPACE
ABILITY:
DAMAGE

ABIL

1d4+4

CURRENT SURGE USES

RACE FEATURES
Reactive Stealth - With cover or concealment at initiative
SECOND WIND 1/ENCOUNTER

Melee Basic Attack - Unarmed

ABILITY:

Ranged Basic Attack - Unarmed

DAMAGE

ABIL

1d4

check, make Stealth check to become hidden

USED

TEMPORARY HIT POINTS

FEAT

4
FEAT

Fade Away - Use fade away as an encounter power


Fey Origin - Your origin is fey, not natural

DEATH SAVING THROW FAILURES

Trickster's Cunning - +5 racial bonus to saving throws

SAVING THROW MODS +5 Racial bonus against illusions

against illusions
RESISTANCES

Master Trickster - Use ghost sound as minor action, 1/

DEFENSE

WEAPON OR POWER

DAMAGE

vs

AC

Unarmed (Melee)

1d4+4

vs

AC

Unarmed (Range)

1d4

vs

encounter.

CURRENT CONDITIONS AND EFFECTS

BASIC ATTACKS
ATTACK

vs

CLASS / PATH / DESTINY FEATURES

SKILLS
BONUS

-1
7

ABIL MOD
+ 1/2 LVL

SKILL NAME

Acrobatics
Arcana

TRND
(+5)

ARMOR
PENALTY MISC

DEX

INT

n/a

or other power; encounter.

Ritual Caster - Master and perform rituals

Healer's Lore - Add Wis modifier to hp healed on cleric

Weapon Expertise (Mace) - Gain bonus to attack rolls

healing powers.

with maces.

Athletics

STR

Bluff

CHA

n/a

Diplomacy

CHA

n/a

Dungeoneering

WIS

n/a

-1

Endurance

CON

Heal

WIS

n/a

History

INT

n/a

Insight

WIS

n/a

Intimidate

CHA

n/a

n/a

Nature

WIS

Perception

WIS

n/a

Religion

INT

n/a

Stealth

DEX

Streetwise

CHA

n/a

DEX

Thievery

Healing Word - Use healing word as an encounter (special)


power; minor action.
Ritual Casting - Gain Ritual Caster as a bonus feat.

-1

FEATS

Channel Divinity - Invoke a channel divinity class feature

LANGUAGES KNOWN
Common, Elven

Page 1

POWER INDEX

MAGIC ITEM INDEX

List your powers below.


Check the box when the power is used.
Clear the box when the power renews.

List your powers below.


Check the box when the power is used.
Clear the box when the power renews.

AT-WILL POWERS

CHARACTER PORTRAIT

MAGIC ITEMS
WEAPON

Righteous Brand

WEAPON

Priest's Shield

WEAPON
WEAPON
ARMOR
ARMS
FEET

ENCOUNTER POWERS
HANDS

Second Wind

HEAD

Fade Away

NECK

Wrathful Thunder

RING

Divine Fortune

RING

Turn Undead

PERSONALITY TRAITS

WAIST

DAILY POWERS
Avenging Flame

MANNERISMS AND APPEARANCE


UTILITY POWERS
Ghost Sound
Healing Word

Daily Item Powers Per Day


Heroic (1-10)

Milestone

Paragon (11-20)

Milestone

Epic (21-30)

Milestone

OTHER EQUIPMENT
Ritual Book

CHARACTER BACKGROUND

RITUALS / ALCHEMY
Gentle Repose

Chainmail (E)
Adventurer's Kit

COMPANIONS AND ALLIES

Morningstar
Holy Symbol

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 100 gp
Stored money: 0 gp
Encumbrance: 87 / 180

Page 2

CHARACTER NAME

Skills

PLAYER NAME

RACE

CLASS

Gnome

LEVEL

Cleric

SCORE ABILITY

-1
7
3
1
1
2
-1
7
5
2
1
2
2
5
1
1
-1

MOD

HP

18 STR +4

22

10 CON +0

Spd

10 DEX +0

10 INT +0

Init

14 WIS +2

+0

13 CHA +1

Action Point

AC
16
Fort
14
Ref
10
Will
14

Acrobatics
Arcana
Athletics
Bluff
Diplomacy
Dungeoneering
Endurance
Heal
History
Insight
Intimidate
Nature
Perception
Religion
Stealth
Streetwise
Thievery

ADDITIONAL EFFECTS

DEX
INT
STR
CHA
CHA
WIS
CON
WIS
INT
WIS
CHA
WIS
WIS
INT
DEX
CHA
DEX

(Trained)

(Trained)
(Trained)

(Trained)

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.

ADDITIONAL EFFECTS

12

Passive
Insight

12

Passive
Perception

PLAY DATA

PLAY DATA

Second Wind

Righteous Brand

KEYWORDS

USED

Standard
ACTION
AT-WILL

ENCOUNTER SPECIAL

KEYWORDS

Standard

RANGE

ACTION

DAILY

vs

4
ATTACK

Effect: You spend a healing surge and regain 5


hit points. You gain a +2 bonus to all defenses
until the start of your next turn.

USED

Divine, Weapon

Personal
ENCOUNTER

Priest's Shield
KEYWORDS

Melee weapon

Standard

RANGE

ACTION

AC

One creature

DEFENSE

TARGET

Melee weapon
RANGE

vs

ATTACK

Attack: Strength vs. AC


Hit: 1[W] + Strength modifier (+4) damage, and
one ally within 5 squares of you gains a +3
power bonus to melee attack rolls against the
target until the end of your next turn.
Increase damage to 2[W] + Strength modifier
(+4) at 21st level.

USED

Divine, Weapon

AC

One creature

DEFENSE

TARGET

Attack: Strength vs. AC


Hit: 1[W] + Strength modifier (+4) damage, and
you and one adjacent ally gain a +1 power bonus
to AC until the end of your next turn.
Increase damage to 2[W] + Strength modifier
(+4) at 21st level.
Unarmed: +4 attack, 1d4+4 damage

Unarmed: +4 attack, 1d4+4 damage

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

LEVEL

BOOK

CLASS

PH

UTILITY POWER

BOOK

CLASS

PH

USED

Imm Reaction
ACTION

KEYWORDS

Standard

RANGE

ACTION

vs

4
DEFENSE

TARGET

Trigger: You take damage.


Effect: You are invisible until you attack or until
the end of your next turn.

USED

vs

ATTACK

BOOK

PH

Divine Fortune

Divine, Thunder, Weapon

Personal

LEVEL

Cleric

AT-WILL POWER

Wrathful Thunder

Illusion

ATTACK

LEVEL

Cleric

AT-WILL POWER

Fade Away
KEYWORDS

ADDITIONAL EFFECTS

KEYWORDS

Melee weapon

Free

RANGE

ACTION

AC

One creature

DEFENSE

TARGET

Attack: Strength vs. AC


Hit: 1[W] + Strength modifier (+4) thunder
damage, and the target is dazed until the end of
your next turn.

USED

Divine
Personal
RANGE
vs

ATTACK

DEFENSE

TARGET

Channel Divinity: You can use only one channel


divinity power per encounter
Effect: You gain a +1 bonus to your next attack
roll or saving throw before the end of your next
turn.

Unarmed: +4 attack, 1d4+4 damage

ADDITIONAL EFFECTS

CLASS

Racial Power

ENCOUNTER POWER

ADDITIONAL EFFECTS

LEVEL

BOOK

PH2

CLASS

Cleric

ADDITIONAL EFFECTS

LEVEL

ENCOUNTER POWER

BOOK

PH

CLASS

Cleric

ENCOUNTER POWER
Page 3

LEVEL

BOOK

PH

Turn Undead
KEYWORDS

Avenging Flame
USED

Divine, Implement, Radiant

Standard

KEYWORDS

vs

ATTACK

RANGE

ACTION

Will

Each undead creature in burst

DEFENSE

TARGET

ATTACK

Channel Divinity: You can use only one channel divinity power
per encounter
Attack: Wisdom vs. Will
Hit: 1d10 + Wisdom modifier (+2) radiant damage, and you
push the target a number of squares equal to 3 + your Charisma
modifier (+1). The target is immobilized until the end of your
next turn.
Increase damage to 2d10 + Wisdom modifier (+2) at 5th level,
3d10 + Wisdom modifier (+2) at 11th level, 4d10 + Wisdom
modifier (+2) at 15th level, 5d10 + Wisdom modifier (+2) at 21st
level, and 6d10 + Wisdom modifier (+2) at 25th level.
Miss: Half damage, and the target is not pushed or immobilized.

USED

Divine, Fire, Weapon

Standard

ACTION

Ghost Sound

vs

KEYWORDS

Melee weapon

Minor

RANGE

ACTION

AC

One creature

DEFENSE

TARGET

Attack: Strength vs. AC


Hit: 2[W] + Strength modifier (+4) damage, and
ongoing 5 fire damage (save ends).
Miss: Half damage, and no ongoing fire damage.
Special: If the target attacks on its turn, it can't
attempt a saving throw against the ongoing
damage.

USED

Arcane, Illusion

AT-WILL

10

Ranged 10
RANGE
ENCOUNTER

DAILY

Target: One object or unoccupied square


Effect: You cause a sound as quiet as a whisper
or as loud as a yelling or fighting creature to
emanate from the target. You can produce
nonvocal sounds such as the ringing of a sword
blow, jingling armor, or scraping stone. If you
whisper, you can whisper quietly enough that
only creatures adjacent to the target can hear
your words.

Unarmed: +4 attack, 2d4+4 damage

Holy Symbol: +2 attack, 1d10+2 damage


ADDITIONAL EFFECTS

CLASS

ADDITIONAL EFFECTS

LEVEL

Cleric

BOOK

CLASS

PH

ENCOUNTER POWER

Cleric

ADDITIONAL EFFECTS

LEVEL

DAILY POWER

USED

Healing

Minor
ACTION

Close burst 5 (10 at 11th level, 15 at 21st level)


5

AT-WILL

RANGE
ENCOUNTER

DAILY

Target: You or one ally in the burst


Effect: The target can spend a healing surge and
regain 1d6 additional hit points.
Level 6: 2d6 additional hit points.
Level 11: 3d6 additional hit points.
Level 16: 4d6 additional hit points.
Level 21: 5d6 additional hit points.
Level 26: 6d6 additional hit points.
Special: You can use this power twice per encounter,
but only once per round. At 16th level, you can use
this power three times per encounter.
Unarmed: +0 attack
ADDITIONAL EFFECTS

CLASS

Cleric

LEVEL

BOOK

BOOK

PH

CLASS

Wizard

UTILITY POWER

Healing Word
KEYWORDS

PH

UTILITY POWER

Page 4

LEVEL

BOOK

PH

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