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Character Sheet

Player Name

Nathaniel Belhand (Bardo McNinja) 8 Bard 13.000


Character Name Level Class Paragon Path Epic Destiny Total XP
Human Medium Male Evil Avandra
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
8 Initiative 4 4 24 5 Speed (Squares) 6 -1
CONDITIONAL MODIFIERS
AC 14 7 2 1 SPECIAL MOVEMENT
CONDITIONAL BONUSES

ABILITY SCORES SENSES


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

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

CURRENT CONDITIONS AND EFFECTS 4 vs AC Unarmed (Range) 1d4

vs

SKILLS CLASS / PATH / DESTINY FEATURES


ABIL MOD TRND ARMOR
BONUS SKILL NAME + 1/2 LVL (+5) PENALTY MISC
Bardic Training - Gain Ritual Caster feat and perform one FEATS
4 Acrobatics DEX 4 0 –1 1 bard ritual per day without expending components Bardic Knowledge - +2 bonus to several skill checks

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

15 10 5 n/a 0 Words of Friendship - Gain the words of friendship power


Intimidate CHA

6 Nature WIS 3 0 n/a 3

4 Perception WIS 3 0 n/a 1

10 Religion INT 7 0 n/a 3


LANGUAGES KNOWN
4 Stealth DEX 4 0 –1 1
Common, Elven
17 Streetwise CHA 10 5 n/a 2

4 Thievery DEX 4 0 –1 1

Nathaniel Belhand (Bardo McNinja) 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
Cutting Words Master's Wand of Illusory Ambush +2 (Off-hand) (E)
WEAPON
Vicious Mockery
WEAPON
Misdirected Mark
WEAPON
Illusory Ambush
ARMOR
Breaching Finemail +2 (E)
ARMS

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

MANNERISMS AND APPEARANCE

UTILITY POWERS
Moment of Escape

Glimpse the Future

Daily Item Powers Per Day


Heroic (1-10) Milestone / / / CHARACTER BACKGROUND
Occupation - Entertainer
Paragon (11-20) Milestone / / /
You were a dancer, a singer, an acrobat, a storyteller, or
Epic (21-30) Milestone / / / another kind of performer. Were you a solo entertainer, or
did you perform as part of a group? Were you well known?
OTHER EQUIPMENT RITUALS / ALCHEMY If so, do you still encounter admirers?

Ritual Book Birth - On Another Plane


Chainmail You were not born in the world, but rather on another
plane, such as the Feywild. What circumstances brought
Adventurer's Kit your ancestors to that plane? Were they natives of that
Wand Implement COMPANIONS AND ALLIES
Light Shield (E)
Longsword

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 2.600 gp
Stored money: 0 gp
Encumbrance: 179 (Heavy Load) / 100

Nathaniel Belhand (Bardo McNinja) Page 2


CHARACTER NAME
Skills Action Point
Nathaniel Belhand (Bardo McNinja)
PLAYER NAME ADDITIONAL EFFECTS
4 Acrobatics DEX
14 Arcana INT (Trained)
RACE CLASS LEVEL
Human Bard 8 4 Athletics STR
17 Bluff CHA (Trained)
SCORE ABILITY MOD
15 Diplomacy CHA (Trained)
HP 10 STR +0 AC 6 Dungeoneering WIS
24 4 Endurance CON
63 11 CON +0 4 Heal WIS
Fort
Spd 14 History INT (Trained)
10 DEX +0 17 4 Insight WIS
5 16 INT +3 Ref 15 Intimidate CHA (Trained)
22 6 Nature WIS
Init 8 WIS –1 4 Perception WIS
Will 10 Religion INT
+8 22 CHA +6 24 4 Stealth DEX
17 Streetwise CHA (Trained) Effect: Gain a standard action this turn.
4 Thievery DEX Special: You are reset to one action point when
Passive Passive ADDITIONAL EFFECTS
you take an extended rest. You gain an action
14 Insight 14 Perception
point each milestone.
PLAY DATA PLAY DATA ENCOUNTER SPECIAL

Second Wind Cutting Words Vicious Mockery


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Implement, Psychic Arcane, Charm, Implement, Psychic

Standard Personal Standard 10 Ranged 10 Standard 10 Ranged 10


ACTION RANGE ACTION RANGE ACTION RANGE
AT-WILL ENCOUNTER DAILY 13 vs Will One creature 13 vs Will One creature

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

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


PH Bard 1 PHS1 Bard 1 PH2
UTILITY POWER AT-WILL POWER AT-WILL POWER

Misdirected Mark Illusory Ambush Majestic Word


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Implement Arcane, Illusion, Implement, Psychic Arcane, Healing

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

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Bard 1 PH2 Wizard 1 AP Bard PH2
AT-WILL POWER AT-WILL POWER ENCOUNTER POWER

Nathaniel Belhand (Bardo McNinja) Page 3


Words of Friendship Impelling Force Fast Friends
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Charm Arcane, Force, Implement Arcane, Charm, Implement

Minor Personal Standard 10 Ranged 10 Standard 5 Ranged 5


ACTION RANGE ACTION RANGE ACTION RANGE
vs 13 vs Fort One creature 13 vs Will One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

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

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Bard PH2 Bard 3 PH2 Bard 1 PH2
ENCOUNTER POWER ENCOUNTER POWER ENCOUNTER POWER

Theft of Life Sprightly Rhythm Strictures of Fortune


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Healing, Implement Arcane, Implement, Psychic Arcane, Implement, Psychic

Standard 10 Ranged 10 Standard Close burst 2 Standard 10 Ranged 10


ACTION RANGE ACTION 2 RANGE ACTION RANGE
13 vs Will One creature 13 vs Will Each enemy in burst 13 vs Will One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

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

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Bard 7 AP Bard 1 Dragon 383 Bard 5 AP
ENCOUNTER POWER DAILY POWER DAILY POWER

Moment of Escape Glimpse the Future Master's Wand of Illusory Ambush +2


KEYWORDS USED KEYWORDS USED
Arcane Arcane

10 DAMAGE PROFICIENT GROUP RANGE


Move Ranged 10 Minor Personal
ACTION RANGE ACTION RANGE +2 attack rolls and damage rolls 9 +1d8 damage per plus
ENHANCEMENT LEVEL CRITICAL
AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY
PROPERTIES

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

Power (Encounter): Standard. As the wizard's


illusory ambush power (Arcane Power, page 101),
which is reproduced below.

ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK
Bard 2 AP Bard 6 AP Off-hand 0 4200 AV2

UTILITY POWER UTILITY POWER MAGIC WEAPON

Nathaniel Belhand (Bardo McNinja) Page 4


Breaching Finemail +2 Amulet of Double Fortune +2

7 -1 -1 1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY

+2 AC 8 Armor +2 Fortitude, Reflex, and Will 7 Neck Slot Item


ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES

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

Power (Daily • Teleportation): Move Action. Use


this power when you are adjacent to a wall to teleport
to the other side of the wall. This teleport does not
require line of sight and moves you no more than 3
squares (allowing you to teleport past a wall no more
than 2 squares thick). If you attempt to teleport into
an occupied square, you go nowhere; your move
action is not spent, but the daily power is expended.
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Body 40 3400 AV Neck 0 2600 AV2

MAGIC ITEM MAGIC ITEM

Nathaniel Belhand (Bardo McNinja) Page 5

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