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Player Name
10 STR
Strength
0 4 17 FORT 14 2 1 14 Passive Insight 10 + 4
11 CON
Constitution
0 4
CONDITIONAL BONUSES
14 Passive Perception 10 + 4
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
10 DEX 0 4 22
Dexterity REF 14 3 1 2 2 ATTACK WORKSPACE
16 INT
Intelligence
3 7 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Longsword
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +
8 WIS -1 3
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 7 4 0 3
Wisdom 24 WILL 14 6 1 2 1 ABILITY:
Melee Basic Attack - Unarmed
22 CHA
Charisma
6 10 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 4 4 0
HIT POINTS ACTION POINTS
MAX HP HEALING SURGES MILESTONES
0
ACTION POINTS
1 DAMAGE WORKSPACE
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2 ABILITY:
63 2 3 Melee Basic Attack - Longsword
31 15 7 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 0
RACE FEATURES ABILITY:
Melee Basic Attack - Unarmed
Bonus Feat - Choose an extra feat at 1st level. DAMAGE ABIL FEAT ENH MISC MISC
SECOND WIND 1/ENCOUNTER USED Bonus Skill - Trained in one additional class skill. 1d4 0
TEMPORARY HIT POINTS
Bonus At-Will Power - Know one extra 1st-level attack
power from your class. BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
SAVING THROW MODS Human Defense Bonuses - +1 to Fortitude, Reflex, and 7 vs AC Longsword 1d8
Will.
RESISTANCES 4 vs AC Unarmed (Melee) 1d4
vs
14 7 5 n/a 2 Bardic Virtue - Choose a Bardic Virtue option. Ritual Caster - Master and perform rituals
Arcana INT
–1 1 Virtue of Cunning - When an enemy misses an ally Improved Majestic Word - Target of majestic word gains
4 Athletics STR 4 0
within 5 + Int mod squares, slide that ally 1 square as a free temporary hp
17 Bluff CHA 10 5 n/a 2
action (1/rd). Implement Expertise (Wand) - +1 to attack rolls with
15 Diplomacy CHA 10 5 n/a 0
Majestic Word - Gain majestic word power wands
6 Dungeoneering WIS 3 0 n/a 3
Multiclass Versatility - Can choose class-specific Improved Initiative - +4 to initiative checks
4 Endurance CON 4 0 –1 1
multiclass feats from more than one class Toughness - Gain 5 additional hit points per tier
4 Heal WIS 3 0 n/a 1 Skill Versatility - +1 to untrained skill checks Advantage of Cunning - Slide enemy into ally's vacated
14 History INT 7 5 n/a 2 Song of Rest - At end of short rest, you and each ally space
4 Insight WIS 3 0 n/a 1 spending a healing surge adds your Cha mod to hp regained
4 Thievery DEX 4 0 –1 1
FEET
ENCOUNTER POWERS
HANDS
Second Wind
HEAD
Majestic Word
NECK
Words of Friendship Amulet of Double Fortune +2 (E)
RING
Fast Friends
RING
Impelling Force
WAIST PERSONALITY TRAITS
Theft of Life
DAILY POWERS
Sprightly Rhythm
Strictures of Fortune
UTILITY POWERS
Moment of Escape
Effect: You spend a healing surge and regain 15 ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
hit points. You gain a +2 bonus to all defenses Attack: Charisma vs. Will Attack: Charisma vs. Will
until the start of your next turn. Hit: 1d8 + Charisma modifier (+6) psychic Hit: 1d6 + Charisma modifier (+6) psychic
damage, and you pull the target 2 squares. damage, and the target takes a -2 penalty to
Increase damage to 2d8 + Charisma modifier attack rolls until the end of your next turn.
(+6) at 21st level. Level 21: 2d6 + Charisma modifier (+6) damage.
Master's Wand of Illusory Ambush +2: +13 Master's Wand of Illusory Ambush +2: +13
attack, 1d8+8 damage attack, 1d6+8 damage
Standard 10 Ranged 10 Standard 10 Ranged 10 Minor Close burst 5 (10 at 11th level, 15 at 21st level)
ACTION RANGE ACTION RANGE ACTION 5 RANGE
13 vs Reflex One creature 7 vs Will One creature vs You or one ally in burst
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Attack: Charisma vs. Reflex Attack: Intelligence vs. Will Effect: The target can spend a healing surge and regain
Hit: 1d8 + Charisma modifier (+6) damage, and Hit: 1d6 + Intelligence modifier (+3) psychic additional hit points equal to your Charisma modifier (+6).
You also slide the target 1 square.
the target is marked by an ally within 5 squares damage, and the target takes a –2 penalty to Level 6: 1d6 + Charisma modifier (+6) additional hit points.
of you until the end of your next turn. attack rolls until the end of your next turn. Level 11: 2d6 + Charisma modifier (+6) additional hit points.
Level 21: 2d8 + Charisma modifier (+6) damage. Increase damage to 2d6 + Intelligence modifier Level 16: 3d6 + Charisma modifier (+6) additional hit points.
(+3) at 21st level. Level 21: 4d6 + Charisma modifier (+6) additional hit points.
Level 26: 5d6 + Charisma modifier (+6) additional hit points.
Master's Wand of Illusory Ambush +2: +13 Special: You can use this power twice per encounter, but
attack, 1d8+8 damage Unarmed: +7 attack, 1d6+3 damage only once per round. At 16th level, you can use this power
three times per encounter, but only once per round.
Unarmed: +4 attack
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
Effect: You gain a +5 power bonus to the next Attack: Charisma vs. Fortitude Attack: Charisma vs. Will
Diplomacy check you make before the end of Hit: 1d10 + Charisma modifier (+6) force Hit: Choose yourself or an ally. The target cannot
your next turn. damage, and you slide the target 5 squares to a attack that character until the end of your next
space adjacent to one of your allies. turn or until you or one of your allies attacks the
target.
Master's Wand of Illusory Ambush +2: +13
attack, 1d10+8 damage Master's Wand of Illusory Ambush +2: +13
attack
Attack: Charisma vs. Will Attack: Charisma vs. Will Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier (+6) damage. Hit: 1d10 + Charisma modifier (+6) psychic Hit: 3d8 + Charisma modifier (+6) psychic damage.
Effect: An ally adjacent to the target can spend damage, and you push the target a number of Miss: Half damage.
a healing surge and also gains temporary hit squares equal to your Charisma modifier (+6). Effect: The next time the target would recharge a
power before the end of the encounter, the power
points equal to your Intelligence modifier (+3). Miss: Half damage, and you push the target 1
instead does not recharge, and you or an ally within
square.
10 squares of you regains the use of an encounter
Master's Wand of Illusory Ambush +2: +13 Effect: Each ally in the burst can shift 1 square power.
attack, 2d8+8 damage as a free action.
Master's Wand of Illusory Ambush +2: +13 attack,
Master's Wand of Illusory Ambush +2: +13 3d8+8 damage
attack, 1d10+8 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
Target: One ally Effect: Roll a d20 three times and keep the After you hit an enemy with the illusory ambush
Effect: You slide the target 4 squares. highest roll. Once before the end of the power using this wand, when that enemy attacks
encounter, you can use this roll to replace a d20 while it's taking the penalty to attack rolls, it
roll of an ally within 10 squares of you. takes psychic damage equal to 3 + this wand's
enhancement bonus.
AT-WILL ENCOUNTER DAILY
POWER
CLASS LEVEL BOOK CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK
Bard 2 AP Bard 6 AP Off-hand 0 4200 AV2
7 -1 -1 1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY
Finemail is a more common armor made When you score a critical hit, you make a saving
according to an advanced technique perfected in throw against one effect that a save can end. You
the eladrin courts of the Feywild, consisting of gain an item bonus to that saving throw equal to
closely linked chains that provide few openings the amulet's enhancement bonus.
for enemy attacks.
AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY
POWER POWER