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Character Sheet

Player Name

Carric Wildfae 1 Druid 0


Character Name Level Class Paragon Path Epic Destiny Total XP
Elf Medium 180 Male 6"0' 160lbs Good
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
3 Initiative 3 8 Speed (Squares) 7 1
CONDITIONAL MODIFIERS
16 AC 10 6 SPECIAL MOVEMENT
CONDITIONAL BONUSES

ABILITY SCORES SENSES


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

8 STR
Strength
-1 -1 12 FORT 10 2 19 Passive Insight 10 + 9

14 CON
Constitution
2 2
CONDITIONAL BONUSES
21 Passive Perception 10 + 11
SPECIAL SENSES
10 +
Low-light Vision
DEX
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
17 3 3
Dexterity 14 REF 10 3 1
ATTACK WORKSPACE
10 INT
Intelligence
0 0 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Unarmed
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +

18 WIS 4 4 DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ -1 0 -1
WILL
Wisdom
15 10 4 1
11 CHA
Charisma
0 0 CONDITIONAL BONUSES DAMAGE WORKSPACE
ABILITY:
Melee Basic Attack - Unarmed
HIT POINTS ACTION POINTS DAMAGE ABIL FEAT ENH MISC MISC

MAX HP HEALING SURGES MILESTONES ACTION POINTS 1d4-1 -1


0 1
BLOODIED SURGE VALUE SURGES/DAY
Action Points 1 2
26 13 6 9 2 3
1/2 HP 1/4 HP
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
BASIC ATTACKS
CURRENT HIT POINTS CURRENT SURGE USES ATTACK DEFENSE WEAPON OR POWER DAMAGE

2 vs AC Magic Staff +1 1d8


RACE FEATURES
Elven Weapon Proficiency - Proficient with longbow and -1 vs AC Unarmed (Melee) 1d4-1
SECOND WIND 1/ENCOUNTER USED shortbow.
TEMPORARY HIT POINTS 3 vs AC Unarmed (Range) 1d4+3
Group Awareness - Non-elf allies within 5 get +1 to
vs
Perception.
DEATH SAVING THROW FAILURES
SAVING THROW MODS Elven Accuracy - Use elven accuracy as an encounter power.
Fey Origin - Your origin is fey, not natural
FEATS
RESISTANCES Ritual Caster - Master and perform rituals
Wild Step - Ignore difficult terrain when shifting (even when
CURRENT CONDITIONS AND EFFECTS
Enraged Boar Form - +1 attack, +2 damage when charging
shifting multiple squares).
in beast form

SKILLS CLASS / PATH / DESTINY FEATURES


ABIL MOD TRND ARMOR
BONUS SKILL NAME + 1/2 LVL (+5) PENALTY MISC Balance of Nature - You must have one or two beast form
2 Acrobatics DEX 3 0 -1 at-will druid powers.
0 Arcana INT 0 0 n/a Primal Aspect - Choose a Primal Aspect option.

-2 Athletics STR -1 0 -1 Primal Predator - While not wearing heavy armor, gain

0 0 0 n/a +1 speed
Bluff CHA
Ritual Casting - Gain Ritual Caster as a bonus feat.
0 Diplomacy CHA 0 0 n/a
Wild Shape - Gain the wild shape power
4 Dungeoneering WIS 4 0 n/a

1 Endurance CON 2 0 -1

9 Heal WIS 4 5 n/a

0 History INT 0 0 n/a

9 Insight WIS 4 5 n/a

0 Intimidate CHA 0 0 n/a

11 Nature WIS 4 5 n/a 2

11 Perception WIS 4 5 n/a 2

0 Religion INT 0 0 n/a


LANGUAGES KNOWN
2 Stealth DEX 3 0 -1
Common, Elven
0 Streetwise CHA 0 0 n/a

2 Thievery DEX 3 0 -1

Carric Wildfae Page 1


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
Wild Shape Magic Staff +1 (Off-hand) (E)
WEAPON
Pounce
WEAPON
Call of the Beast
WEAPON
Thorn Whip
ARMOR

ARMS

FEET
ENCOUNTER POWERS
HANDS
Elven Accuracy
HEAD
Twisting Vines
NECK

RING

RING

WAIST PERSONALITY TRAITS

DAILY POWERS
Faerie Fire

MANNERISMS AND APPEARANCE

UTILITY POWERS

Daily Item Powers Per Day


Heroic (1-10) Milestone / / / CHARACTER BACKGROUND
Paragon (11-20) Milestone / / /
Geography - Forest
Epic (21-30) Milestone / / / You were raised in a wooded region, such as a forest or a
jungle. Did you survive by foraging, or were you and your
OTHER EQUIPMENT RITUALS / ALCHEMY family hunters? Do you feel at one with the forest, or is it
Adventurer's Kit Animal Messenger merely a source of food to be harvested?

Rare Herbs (Nature) Create Campsite

Residuum (Any) Explorer's Fire

Hide Armor (E) COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 15 gp
Stored money:
Encumbrance: 58 / 80

Carric Wildfae Page 2


CHARACTER NAME
Second Wind
Carric Wildfae
PLAYER NAME KEYWORDS USED

RACE CLASS LEVEL


Standard Personal
Elf Druid 1
ACTION RANGE

HP 8 STR AC vs Self
ATTACK DEFENSE TARGET
16
26 14 CON Effect: You spend a healing surge and
Fort regain 6 hit points. You gain a +2 bonus to
Spd 17 DEX 12 all defenses until the start of your next
8 10 INT turn.
Ref
Init 18 WIS 14
+3 11 CHA Will
15
ADDITIONAL EFFECTS

Passive Passive
19 Insight 21 Perception

CLASS LEVEL BOOK


PH

PLAY DATA ® ENCOUNTER SPECIAL ® ENCOUNTER ACTION ®

Wild Shape Pounce Call of the Beast


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Polymorph, Primal Beast Form, Implement, Primal Charm, Implement, Primal, Psychic

Minor Personal Standard * Melee touch Standard 10 Area burst 1 within 10 squares
1
ACTION RANGE ACTION RANGE ACTION RANGE
vs 5 vs Reflex One creature 5 vs Will Each creature in burst
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
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.
Attack: Wisdom vs. Reflex Attack: Wisdom vs. Will
While you are in beast form, you can't use attack, utility, or feat powers that lack Hit: 1d8 + Wisdom modifier (+4) damage. The Hit: The target can't gain combat advantage until the
the beast form keyword, although you can sustain such powers.
You choose a specific form whenever you use wild shape to change into beast target grants combat advantage to the next end of your next turn. In addition, on its next turn the
form. The beast form is your size, resembles a natural beast or a fey beast, and creature that attacks it before the end of your next target takes psychic damage equal to 5 + your
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 turn. Wisdom modifier (+4) when it makes any attack that
can use. You continue to gain the benefits of the equipment you wear. You can use
Level 21: 2d8 + Wisdom modifier (+4) damage. doesn't include your ally nearest to it as a target.
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. Special: When charging, you can use this power in Level 21: 10 + Wisdom modifier (+4) psychic damage.
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. place of a melee basic attack.
Special: You can use this power once per round. Magic Staff +1: +5 attack, 0 damage
Magic Staff +1: +5 attack, 1d8+5 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Druid PH2 Druid 1 PH2 Druid 1 PH2

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

Thorn Whip Elven Accuracy Twisting Vines


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Implement, Primal Implement, Primal

Standard 10 Ranged 10 Free Personal Standard 10 Area burst 1 within 10 squares


1
ACTION RANGE ACTION RANGE ACTION RANGE
5 vs Reflex One creature vs 5 vs Reflex Each creature in burst
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Attack: Wisdom vs. Reflex Effect: Reroll an attack roll. Use the second roll, Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier (+4) damage, and you even if it's lower. Hit: 1d8 + Wisdom modifier (+4) damage, and each
pull the target 2 squares. square adjacent to the target becomes difficult
Level 21: 2d8 + Wisdom modifier (+4) damage. terrain until the end of your next turn.

Magic Staff +1: +5 attack, 1d8+5 damage Magic Staff +1: +5 attack, 1d8+5 damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Druid 1 PH2 Racial Power * PH Druid 1 PH2

AT-WILL POWER ® ENCOUNTER POWER ® ENCOUNTER POWER ®


Carric Wildfae Page 3
Faerie Fire Magic Staff +1
KEYWORDS USED
Implement, Primal, Radiant 1
AC BONUS CHECK SPEED QUANTITY
Standard Area burst 1 within 10
1 +1 attack rolls and damage rolls 1 Staff
ACTION RANGE
ENHANCEMENT LEVEL TYPE
5 vs Will Each creature in burst
PROPERTIES

ATTACK DEFENSE TARGET Melee Basic Attack: +2 attack, 1d8 damage


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. AT-WILL ENCOUNTER DAILY
Miss: 1d6 + Wisdom modifier (+4) radiant damage, and POWER

the target grants combat advantage until the end of your Item Slot: Off-hand
next turn.

Magic Staff +1: +5 attack, 0 damage


ADDITIONAL EFFECTS

CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK


Druid 1 PH2 Off-hand 0 360

DAILY POWER ® MAGIC ITEM ®

Carric Wildfae Page 4

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