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Character Sheet

Player Name

Keyleth

Druid

Character Name

Level

Elf

Medium

Race

Size

Age

Class

Gender

Paragon Path

5'8"

150lbs.

Height

Weight

INITIATIVE
SCORE

DEX

Total XP

Good
Alignment

Deity

Adventuring Company

DEFENSES

1/2 LVL

MISC

SCORE
DEFENSE

Initiative

Epic Destiny

14

CONDITIONAL MODIFIERS

10 + ARMOR/
1/2 LVL ABIL CLASS

10

AC

RPGA Number

MOVEMENT
SCORE

FEAT

ENH

MISC

MISC

BASE

Speed

ARMOR

ITEM

MISC

(Squares)

SPECIAL MOVEMENT

CONDITIONAL BONUSES

ABILITY SCORES
SCORE

ABILITY

11

STR
Strength

15

CON

ABIL MOD

15

DEX
Dexterity

10

INT
Intelligence

18

WIS

DEFENSE

Constitution

12

FORT 10

DEFENSE

CHA

SENSES
CLASS

FEAT

ENH

MISC

MISC

10 +
1/2 LVL ABIL

10

REF

DEFENSE

15

PASSIVE SENSE

BASE

19

Passive Insight

10 +

21

Passive Perception

10 +

11

CLASS

FEAT

ENH

MISC

MISC

ATTACK WORKSPACE
Melee Basic Attack - Morningstar

ATT BONUS
CLASS

FEAT

ENH

MISC

MISC

1/2 LVL

ABIL

+ 2
ABILITY:

CONDITIONAL BONUSES

HEALING SURGES

27

SURGE VALUE

13

1/2 HP

1/4 HP

CURRENT HIT POINTS

ATT BONUS

SURGES/DAY

MILESTONES
0
1
2
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

Action Points

ACTION POINTS
1
2
3

RACE FEATURES

1/2 LVL

ABIL

SECOND WIND 1/ENCOUNTER

USED

RESISTANCES

SKILLS

MISC

ENH

MISC

MISC

ENH

MISC

MISC

Melee Basic Attack - Morningstar

DAMAGE

ABIL

ABILITY:

FEAT

Ranged Basic Attack - Longbow

DAMAGE

ABIL

FEAT

DEFENSE

WEAPON OR POWER

DAMAGE

AC

Morningstar

vs

AC

Longbow

Wild Step - Ignore difficult terrain when shifting (even

vs

AC

Unarmed (Melee)

1d4

when shifting multiple squares).

vs

AC

Unarmed (Range)

1d4+2

1d10
1d10+2

CLASS / PATH / DESTINY FEATURES

ABIL MOD
+ 1/2 LVL

SKILL NAME

TRND
(+5)

DEX

INT

ARMOR
PENALTY MISC

n/a

Athletics

STR

Bluff

CHA

n/a

Diplomacy

CHA

n/a

Dungeoneering

WIS

n/a

Endurance

CON

Heal

WIS

n/a

History

INT

n/a

Insight

WIS

n/a

Intimidate

CHA

at-will druid powers.

Ritual Caster - Master and perform rituals

Primal Aspect - Choose a Primal Aspect option.

Wild Elf Luck - +1d4 bonus on reroll when using elven

n/a

n/a

2
2

Con mod in place of Dex or Int mod to determine AC


Ritual Casting - Gain Ritual Caster as a bonus feat.
Wild Shape - Gain the wild shape power

11

Nature

WIS

11

Perception

WIS

n/a

Religion

INT

n/a

Stealth

DEX

Streetwise

CHA

DEX

FEATS

Balance of Nature - You must have one or two beast form

Primal Guardian - While not wearing heavy armor, use

Thievery

ENH

Fey Origin - Your origin is fey, not natural

CURRENT CONDITIONS AND EFFECTS

FEAT

vs

power.

Keyleth

PROF

DAMAGE WORKSPACE
ABILITY:

ATTACK

Elven Accuracy - Use elven accuracy as an encounter

SAVING THROW MODS

Arcana

MISC

BASIC ATTACKS

Perception.

Acrobatics

ENH

Group Awareness - Non-elf allies within 5 get +1 to

DEATH SAVING THROW FAILURES

CLASS

1d10+2

shortbow.

TEMPORARY HIT POINTS

FEAT

1d10

CURRENT SURGE USES

Elven Weapon Proficiency - Proficient with longbow and

BONUS

PROF

Ranged Basic Attack - Longbow

+ 4
BLOODIED

CLASS

ACTION POINTS

HIT POINTS
MAX HP

SKILL BONUS

Low-light Vision

ABILITY:

10 +
1/2 LVL ABIL

WILL 10

SCORE

SPECIAL SENSES

CONDITIONAL BONUSES

Charisma

13

10 +
1/2 LVL ABIL

CONDITIONAL BONUSES

Wisdom

10

MOD + 1/2 LVL

LANGUAGES KNOWN
Common, Elven

n/a

Page 1

accuracy

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

Wild Shape

WEAPON

Savage Rend

WEAPON

Storm Spike

WEAPON

Fire Hawk

ARMOR

Fire Hawk Attack

ARMS
FEET

ENCOUNTER POWERS
HANDS

Elven Accuracy
Call Forth the Spirit Pack

HEAD
NECK
RING
RING

PERSONALITY TRAITS

WAIST

DAILY POWERS
Faerie Fire

MANNERISMS AND APPEARANCE


UTILITY POWERS

Daily Item Powers Per Day

OTHER EQUIPMENT
Ritual Book

Heroic (1-10)

Milestone

Paragon (11-20)

Milestone

Epic (21-30)

Milestone

CHARACTER BACKGROUND

RITUALS / ALCHEMY
Animal Messenger

Adventurer's Kit
Leather Armor (E)

COMPANIONS AND ALLIES

Longbow
Arrows (30)
Morningstar (E)

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 19 gp
Stored money: 0 gp
Encumbrance: 65 / 110

Keyleth

Page 2

CHARACTER NAME

Second Wind

Keyleth
PLAYER NAME

RACE

KEYWORDS

CLASS

Elf

HP

LEVEL

Druid

27

15 CON

Spd

15 DEX

10 INT

Init

18 WIS

+2

10 CHA
Passive
Insight

19

21

Standard

Personal

ACTION

AC
14

11 STR

USED

RANGE
vs

ATTACK

Self
DEFENSE

Effect: You spend a healing surge and regain 6 hit


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

Fort
12
Ref
13
Will
15
Passive
Perception

ADDITIONAL EFFECTS

CLASS

PLAY DATA

Wild Shape
KEYWORDS

Savage Rend
USED

Polymorph, Primal

KEYWORDS

Minor

Personal

Standard

RANGE

ACTION

vs
DEFENSE

TARGET

vs

4
ATTACK

LEVEL

BOOK

PH

ENCOUNTER ACTION

Storm Spike
USED

Beast Form, Implement, Primal

ACTION

ATTACK

TARGET

KEYWORDS

USED

Implement, Lightning, Primal

Melee touch

Standard

RANGE

ACTION

Reflex

One creature

DEFENSE

TARGET

10

Ranged 10

Reflex

One creature

DEFENSE

TARGET

RANGE
vs

ATTACK

Effect: You change from your humanoid form to beast form or vice versa.
When you change from beast form back to your humanoid form, you can shift
1 square.
While you are in beast form, you can't use attack, utility, or feat powers that
lack the beast form keyword, although you can sustain such powers.
You choose a specific form whenever you use wild shape to change into
beast form. The beast form is your size, resembles a natural beast or a fey
beast, and normally doesn't change your game statistics. Your equipment
becomes part of your beast form, but you drop anything you are holding,
except implements you can use. You continue to gain the benefits of the
equipment you wear. You can use the properties and the powers of
implements as well as magic items that you wear, but not the properties or the
powers of weapons or the powers of wondrous items. While equipment is part
of your beast form, it cannot be removed, and anything in a container that is
part of your beast form is inaccessible.
Special: You can use this power once per round.

Attack: Wisdom vs. Reflex


Hit: 1d8 + Wisdom modifier (+4) damage, and
you slide the target 1 square.
Level 21: 2d8 + Wisdom modifier (+4) damage.
Special: This power can be used as a melee
basic attack.

Attack: Wisdom vs. Reflex


Hit: 1d8 + Wisdom modifier (+4) lightning
damage. If the target doesn't move at least 2
squares on its next turn, it takes lightning
damage equal to your Wisdom modifier (+4).
Level 21: 2d8 + Wisdom modifier (+4) damage.

Unarmed: +4 attack, 1d8+4 damage

Unarmed: +4 attack, 1d8+4 damage

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

LEVEL

Druid

BOOK

CLASS

PH2

AT-WILL POWER

Fire Hawk
KEYWORDS

USED

10

Standard

ATTACK

BOOK

KEYWORDS

USED

Fire, Implement, Primal


10

RANGE

ACTION

Reflex

One creature

DEFENSE

TARGET

vs

ATTACK

Free
ACTION

DEFENSE

TARGET

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

AT-WILL POWER
Keyleth

BOOK

CLASS

PP

PH2

USED

Personal
RANGE
vs

Reflex

Unarmed: +4 attack, 1d8+4 damage

BOOK

KEYWORDS

RANGE

Unarmed: +4 attack, 1d8+4 damage

LEVEL

AT-WILL POWER

Ranged 10

Trigger: The target takes any action that can


provoke opportunity attacks
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier (+4) fire damage.
Requirement: The power Fire Hawk must be
activated for you to use this power.

Druid

LEVEL

Druid

Elven Accuracy

Attack: Wisdom vs. Reflex


Hit: 1d8 + Wisdom modifier (+4) fire damage.
Until the start of your next turn, you can use the
Fire Hawk Attack against the target.
Level 21: 2d8 + Wisdom modifier (+4) fire
damage.

CLASS

CLASS

PH2

AT-WILL POWER

Ranged 10

ACTION
vs

Fire Hawk Attack

Fire, Implement, Primal

LEVEL

Druid

ATTACK

DEFENSE

TARGET

Effect: Reroll an attack roll. Use the second roll,


even if it's lower.

ADDITIONAL EFFECTS

LEVEL

AT-WILL POWER

BOOK

CLASS

PP

Page 3

Racial Power

ENCOUNTER POWER

LEVEL

BOOK

PH

Call Forth the Spirit Pack


KEYWORDS

Faerie Fire
USED

Implement, Primal

Standard
ACTION
4

Standard

RANGE

ACTION

Reflex

One or two creatures in burst

ATTACK

DEFENSE

TARGET

Area burst 1 within 10

Unarmed: +4 attack, 1d6+4 damage

RANGE

Will

Each creature in burst

DEFENSE

TARGET

vs

ATTACK

Attack: Wisdom vs. Reflex


Hit: 1d6 + Wisdom modifier (+4) damage, and
the target is knocked prone. If the target is
marked by one of your allies, the target takes 1d6
extra damage.

USED

Implement, Primal, Radiant

Close burst 5
5

vs

KEYWORDS

Attack: Wisdom vs. Will


Hit: The target is slowed and grants combat
advantage (save ends both).
Aftereffect: 3d6 + Wisdom modifier (+4)
radiant damage, and the target grants combat
advantage until the end of your next turn.
Miss: 1d6 + Wisdom modifier (+4) radiant
damage, and the target grants combat advantage
until the end of your next turn.
Unarmed: +4 attack

ADDITIONAL EFFECTS

CLASS

Druid

ENCOUNTER POWER

Keyleth

ADDITIONAL EFFECTS

LEVEL

BOOK

CLASS

PP

Druid

LEVEL

DAILY POWER

BOOK

PH2

Page 4

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