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Character Sheet

Player Name

Autumn

Avenger

Character Name

Level

5,500

Class

Paragon Path

Epic Destiny

Razorclaw Shifter

Medium

19

Male

5'5"

120

Good

Lelenel

Race

Size

Age

Gender

Height

Weight

Alignment

Deity

INITIATIVE
SCORE

DEX

Initiative

1/2 LVL

Adventuring Company

DEFENSES
MISC

SCORE
DEFENSE

Total XP

19

CONDITIONAL MODIFIERS

10 + ARMOR/
1/2 LVL ABIL CLASS

AC

12

SCORE
FEAT

RPGA Number

MOVEMENT
ENH

MISC

BASE

ARMOR

ITEM

MISC

MISC

Speed

(Squares)

SPECIAL MOVEMENT

+2 Speed while wolf shape is active

CONDITIONAL BONUSES

+2 AC against opportunity attacks

ABILITY SCORES
SCORE

ABILITY

STR
Strength

13

CON

ABIL MOD

MOD + 1/2 LVL

-1

17

DEX
Dexterity

13

INT
Intelligence

19

WIS

Constitution

DEFENSE

16

DEFENSE

18

CHA

MISC

10 +
1/2 LVL ABIL

REF

12

DEFENSE

19

BASE

16

Passive Insight

10 +

21

Passive Perception

10 +

11

CLASS

FEAT

ENH

MISC

MISC

ATTACK WORKSPACE
Melee Basic Attack - Unarmed

ATT BONUS
CLASS

FEAT

ENH

MISC

MISC

1/2 LVL ABIL

+ 2

SURGE VALUE

SURGES/DAY

25

12

1/2 HP

1/4 HP

MILESTONES
0
1
2
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

Action Points

CLASS

PROF

FEAT

-1

ENH

MISC

DAMAGE WORKSPACE
ABILITY:

ACTION POINTS

BLOODIED

SKILL BONUS

Low-light Vision

CONDITIONAL BONUSES

HEALING SURGES

Melee Basic Attack - Unarmed

DAMAGE

ABIL

1d4+2

ACTION POINTS
1
2
3

RACE FEATURES
Shapechanger - You have the shapechanger quality.

FEAT

-1

ENH

MISC

MISC

BASIC ATTACKS
ATTACK

CURRENT SURGE USES

SECOND WIND 1/ENCOUNTER

PASSIVE SENSE

ABILITY:

10 +
1/2 LVL ABIL

WILL 12

HIT POINTS

CURRENT HIT POINTS

SCORE

SPECIAL SENSES

+2 Will Defense against opportunity attacks

MAX HP

51

MISC

+2 Reflex Defense against opportunity attacks

Charisma

ENH

CONDITIONAL BONUSES

FEAT

+2 Fortitude Defense against opportunity attacks

Wisdom

12

FORT 12

SENSES
CLASS

CONDITIONAL BONUSES

10 +
1/2 LVL ABIL

DEFENSE

WEAPON OR POWER

DAMAGE

vs

AC

Unarmed (Melee)

1d4+2

vs

AC

Unarmed (Range)

1d4+4

Razorclaw Shifting - You have the razorclaw shifting

USED

TEMPORARY HIT POINTS

vs

power

vs
DEATH SAVING THROW FAILURES
SAVING THROW MODS

FEATS
RESISTANCES

Reaper's Blade - Gain proficiency, extra damage, and high


crit with sickles and scythes.

CURRENT CONDITIONS AND EFFECTS

Heavy Blade Expertise - +1/+2/+3 (by tier) to weapon

CLASS / PATH / DESTINY FEATURES

SKILLS
BONUS

SKILL NAME

ABIL MOD
+ 1/2 LVL

TRND
(+5)

ARMOR
PENALTY MISC

Werewolf Starting Feature

Acrobatics

DEX

n/a

Armor of Faith

Arcana

INT

n/a

Avenger's Censure - Gain an avenger's censure power.

Athletics

STR

n/a

Bluff

CHA

n/a

Diplomacy

CHA

n/a

Dungeoneering

WIS

n/a

Endurance

CON

n/a

Heal

WIS

n/a

History

INT

n/a

Insight

WIS

n/a

Intimidate

CHA

n/a

n/a

Nature

WIS

11

Perception

WIS

n/a

Religion

INT

n/a

14

Stealth

DEX

n/a

Streetwise

CHA

n/a

DEX

n/a

3
5

Thievery

Autumn

Reflex, and Will


Avenging Resolution - Treat damage dice results of 1 or 2

Censure of Pursuit

as 3 against oath target with weapon attacks

Channel Divinity
Oath of Enmity - Gain the oath of enmity power

Heart of the Blade - Swordmage: Athletics or Endurance


training; Swordbond

Swordbond

11

when wielding heavy blade


Improved Defenses - +1/+2/+3 (by tier) to Fortitude,

attacks with heavy blades; +2 to defenses against OAs

Werewolf Level 5 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

Bull Rush Attack

WEAPON

Grab Attack

WEAPON

Opportunity Attack
Wolf Shape Secondary Power

WEAPON
ARMOR

Overwhelming Strike

ARMS

Avenging Shackles

FEET

ENCOUNTER POWERS
HANDS

Second Wind

Battle Harness Cloth Armor (Basic Clothing) +1 (E)


Iron Armbands of Power (heroic tier) (E)
Panther Slippers (heroic tier) (E)
Claw Gloves (heroic tier) (E)

HEAD

Razorclaw Shifting

NECK

Oath of Enmity

RING

Angelic Alacrity

RING

Abjure Undead

PERSONALITY TRAITS

WAIST

Divine Guidance
Relentless Stride

DAILY POWERS
Aspect of Might
Living Death Strike

MANNERISMS AND APPEARANCE


UTILITY POWERS
Second Wind
Wolf Shape
Wolf's Vitality

Daily Item Powers Per Day


Heroic (1-10)

OTHER EQUIPMENT

Milestone

Paragon (11-20)

Milestone

Epic (21-30)

Milestone

RITUALS / ALCHEMY

Scythe (E)

CHARACTER BACKGROUND
Parentage - Raised by Wolves
You crawled, then ran, with a pack of wild animals. Do you
have great respect for the beasts, or are you putting that
phase of your life behind you?
Ward of the Temple
You grew up in a temple. You ran barefoot there and played
games in the shadow of statues. Why were you left at the
temple as an orphan or a ward? Are your parents still alive?
Who took care of you, and is that person still alive? Where

COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 0 gp
Stored money: 0 gp
Encumbrance: 14 / 80

Autumn

Page 2

CHARACTER NAME

Skills

Autumn
PLAYER NAME

RACE

CLASS

Razorclaw Shifter

SCORE ABILITY

HP

LEVEL

Avenger

51

13 CON +1

Spd

17 DEX +3

13 INT +1

Init

19 WIS +4

+6

12 CHA +1

16

Passive
Insight

7
3
6
3
3
6
3
6
3
6
5
11
11
8
14
3
5

MOD

AC
19

STR 1

21

Action Point

Fort
16
Ref
18
Will
19
Passive
Perception

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)
(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

PLAY DATA

PLAY DATA

Second Wind

Bull Rush Attack

KEYWORDS

USED

Standard
ACTION
AT-WILL

ENCOUNTER SPECIAL

KEYWORDS

USED

Personal

Standard

RANGE

ACTION

ENCOUNTER

DAILY

vs

Effect: You spend a healing surge and regain 12


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

Grab Attack

ATTACK

KEYWORDS

USED

Melee 1

Standard

RANGE

ACTION

Fort

One creature

DEFENSE

TARGET

RANGE
vs

ATTACK

Attack: Strength vs. Fortitude


Hit: You can push the target 1 square and then
shift 1 square into the space it left.
Unarmed: +2 attack

Melee touch

Reflex

One creature that is no more than one size category la

DEFENSE

TARGET

Requirement: You must have a hand free.


Attack: Strength vs. Reflex
Hit: You grab the target until the end of your
next turn. You can end the grab as a free action.
Sustain Minor: The grab persists until the end
of your next turn.
Unarmed: +2 attack

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

LEVEL

BOOK

CLASS

PH

UTILITY POWER

BOOK

CLASS

PH

USED

*
Opportunity Action

KEYWORDS

Melee 1

Standard
ACTION

The triggering enemy

10

DEFENSE

TARGET

Trigger: An enemy that you can see either


leaves a square adjacent to you or uses a ranged
or an area power while adjacent to you.
Effect: You make a melee basic attack against
the target.

USED

vs

ATTACK

BOOK

PH

Overwhelming Strike

Beast Form

RANGE

ACTION

LEVEL

AT-WILL POWER

Wolf Shape Secondary Power

KEYWORDS

ATTACK

LEVEL

AT-WILL POWER

Opportunity Attack

vs

ADDITIONAL EFFECTS

KEYWORDS

Melee touch

Standard

RANGE

ACTION

AC

One creature

10

DEFENSE

TARGET

Attack: Primary ability + 3 vs. AC


Level 11: Primary ability + 6
Level 21: Primary ability + 9
Hit: 1d10 + Strength, Dexterity, Constitution,
Intelligence, Wisdom, or Charisma modifier damage.
Level 21: 2d10 + Strength, Dexterity, Constitution,
Intelligence, Wisdom, or Charisma modifier damage.
Special: You can use this power in place of a melee
basic attack.

USED

Divine, Weapon
*

Melee weapon
RANGE

vs

ATTACK

AC

One creature

DEFENSE

TARGET

Attack: Wisdom vs. AC


Hit: 1[W] + Wisdom modifier (+4) damage. You
shift 1 square and slide the target 1 square into
the space you occupied.
Level 21: 2[W] + Wisdom modifier (+4) damage.
Scythe: +10 attack, 2d4+9 damage

Unarmed: +10 attack, 1d10+7 damage


ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+1d10 to damage rolls in beast form to enemies granting


combat advantage to you.
CLASS

AT-WILL POWER
Autumn

LEVEL

BOOK

PH

CLASS

LEVEL

AT-WILL POWER

BOOK

Dragon 410

CLASS

Avenger

AT-WILL POWER
Page 3

LEVEL

BOOK

PH2

Avenging Shackles
KEYWORDS

Razorclaw Shifting
USED

Divine, Implement, Radiant


5

Standard
ACTION
vs

7
ATTACK

Oath of Enmity

KEYWORDS

USED

Minor

Personal

Minor

RANGE

ACTION

RANGE

ACTION

Will

One creature

DEFENSE

TARGET

DEFENSE

TARGET

ADDITIONAL EFFECTS

LEVEL

BOOK

Dragon 382

AT-WILL POWER

KEYWORDS

USED

Standard

vs

10
ATTACK

CLASS

LEVEL

Racial Power

KEYWORDS

BOOK

CLASS

PH2

Standard
5

AC

One creature

vs

DEFENSE

TARGET

BOOK

PH2

Divine Guidance
USED

Close burst 5

ATTACK

LEVEL

Avenger

ENCOUNTER POWER

Divine, Implement, Radiant

ACTION

Scythe: +10 attack, 4d4+9 damage

TARGET

ADDITIONAL EFFECTS

RANGE

Effect: Before the attack, you shift 2 squares.


Censure of Pursuit: The number of squares
you shift equals 1 + your Dexterity modifier (+3).
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier (+4) damage.

DEFENSE

ADDITIONAL EFFECTS

Melee weapon

ACTION

One enemy you can see in burst

ATTACK

Abjure Undead

Divine, Weapon

RANGE

vs

Effect: When you make a melee attack against the target


and the target is the only enemy adjacent to you, you make
two attack rolls and use either result. This effect lasts until
the end of the encounter or until the target drops to 0 hit
points, at which point you regain the use of this power.
If another effect lets you roll twice and use the higher result
when making an attack roll, this power has no effect on that
attack. If an effect forces you to roll twice and use the lower
result when making an attack roll, this power has no effect
on that attack either.
If an effect lets you reroll an attack roll and you rolled twice
because of this power, you reroll both dice.

ENCOUNTER POWER

Angelic Alacrity

10

Requirement: You must be bloodied.


Effect: Until the end of the encounter, your
speed increases by 2, and you gain a +1 bonus
to AC and Reflex.

Scythe: +7 attack, 1d8+7 damage

Avenger

Close burst 10

vs
ATTACK

USED

Divine

Ranged 5

Attack: Wisdom vs. Will


Hit: 1d8 + Wisdom modifier (+4) radiant
damage. If the target is your oath of enmity
target, the target is also slowed until the end of
your next turn.
Level 21: 2d8 + Wisdom modifier (+4) damage.
Special: You can use this power as a ranged
basic attack.

CLASS

KEYWORDS

KEYWORDS

USED

Divine

Imm Interrupt

RANGE
Will

One undead creature in burst

DEFENSE

TARGET

RANGE

vs

The triggering ally

ATTACK

Channel Divinity: You can use only one channel divinity power
per encounter
Attack: Wisdom vs. Will
Hit: 3d10 + Wisdom modifier (+4) radiant damage, and you pull
the target a number of squares equal to 1 + your Wisdom modifier
(+4). The target is also immobilized until the end of your next turn.
Level 5: 4d10 + Wisdom modifier (+4) damage.
Level 11: 5d10 + Wisdom modifier (+4) damage.
Level 15: 6d10 + Wisdom modifier (+4) damage.
Level 21: 7d10 + Wisdom modifier (+4) damage.
Level 25: 8d10 + Wisdom modifier (+4) damage.
Miss: Half damage, and you pull the target 1 square.

Close burst 10

10

ACTION

DEFENSE

TARGET

Channel Divinity: You can use only one channel


divinity power per encounter
Trigger: An ally within 10 squares of you makes
an attack roll against your oath of enmity target
Effect: The target makes a second attack roll
and uses either result.

Scythe: +7 attack, 4d10+7 damage


ADDITIONAL EFFECTS

CLASS

ADDITIONAL EFFECTS

LEVEL

Avenger

BOOK

CLASS

PH2

ADDITIONAL EFFECTS

LEVEL

Avenger

ENCOUNTER POWER

ENCOUNTER POWER

Relentless Stride

Aspect of Might

KEYWORDS

USED

Divine, Teleportation, Weapon

Imm Reaction*

Standard

RANGE

ACTION

vs

AC

The triggering enemy

10

ATTACK

DEFENSE

TARGET

Trigger: Your oath of enmity target ends its turn


within 5 squares of you but is not adjacent to you
Censure of Pursuit: The triggering enemy
must be within 10 squares of you instead of 5.
Effect: Before the attack, you teleport to a
square adjacent to the target.
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier (+4) damage.

BOOK

PH2

Living Death Strike


USED

KEYWORDS

Standard

RANGE

ACTION

AC

One creature

10

DEFENSE

TARGET

Attack: Wisdom vs. AC


Hit: 3[W] + Wisdom modifier (+4) damage.
Miss: Half damage.
Effect: Until the end of the encounter, you gain
a +5 power bonus to Athletics checks, a +2
power bonus to speed, and a +2 power bonus to
the damage rolls of melee attacks.

USED

Divine, Necrotic, Weapon

Melee weapon

vs

LEVEL

Avenger

ENCOUNTER POWER

ATTACK

CLASS

PH2

Divine, Weapon

Melee weapon

ACTION
10

KEYWORDS

BOOK

Melee weapon
RANGE

vs

ATTACK

AC

One creature

DEFENSE

TARGET

Attack: Wisdom vs. AC


Hit: 2[W] + Wisdom modifier (+4) damage.
Miss: Half damage.
Effect: You can lose a healing surge to deal an
additional 2[W] necrotic damage.
Scythe: +10 attack, 4d4+9 damage

Scythe: +10 attack, 6d4+9 damage


Scythe: +10 attack, 2d4+9 damage
ADDITIONAL EFFECTS

CLASS

Avenger

ENCOUNTER POWER
Autumn

ADDITIONAL EFFECTS

LEVEL

BOOK

Dragon 382

CLASS

Avenger

ADDITIONAL EFFECTS

LEVEL

DAILY POWER

BOOK

PH2

CLASS

Avenger

DAILY POWER
Page 4

LEVEL

BOOK

Dragon 372

Second Wind

Wolf Shape

KEYWORDS

USED

KEYWORDS

Wolf's Vitality
USED

Polymorph

KEYWORDS

Standard

Personal

Minor

Personal

Minor

ACTION

RANGE

ACTION

RANGE

ACTION

AT-WILL

ENCOUNTER

DAILY

Effect: Spend a healing surge and gain a +2


bonus to all defenses until the start of your next
turn.

ADDITIONAL EFFECTS

CLASS

LEVEL

BOOK

AT-WILL

ENCOUNTER

UTILITY POWER

2d4

Heavy Blade

PROFICIENT

GROUP

RANGE

ENCOUNTER

DAILY

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

LEVEL

BOOK

Dragon 410

AC BONUS

Unarmed: +3 attack

CLASS

LEVEL

Werewolf

BOOK

Dragon 410

UTILITY POWER

Sylvan Cloth Armor (Basic Clothing) +1

DAMAGE

RANGE

AT-WILL

Requirement: You must have started this turn


bloodied.
Effect: Until the end of the encounter, your
speed increases by 1 while you are in beast form.
In addition, while you are bloodied and in beast
form, you have regeneration 2.
Level 11: Regeneration 4.
Level 21: Regeneration 6.

UTILITY POWER

Warning Scythe +1

Personal

Effect: You change from your humanoid form to a beast form-a wolfthat lasts until the end of the encounter. Alternatively, you can end the
form as a minor action and shift 1 square. While you are in beast form,
you can't use weapon or implement attack powers that lack the beast
form keyword, although you can sustain such powers.
While in this form, you have low-light vision. The form is your size,
and it doesn't otherwise change your game statistics or movement
modes. Your equipment becomes part of the form, but you drop
anything you are holding, except implements you can use. You continue
to gain the benefits of the equipment you wear, except a shield.
You can use the properties and the powers of implements as well as
magic items you wear, but not the properties or the powers of weapons
or the powers of wondrous items. While equipment is part of the form,
it cannot be removed, and anything in a container that is part of your
form is inaccessible.
Until the form ends, you can use the secondary power at will.

CLASS

PH

DAILY

USED

Beast Form, Healing

CHECK

SPEED

QUANTITY

+1 attack rolls and damage rolls

+ld6 damage

+1 AC

Armor

ENHANCEMENT

LEVEL

CRITICAL

ENHANCEMENT

LEVEL

TYPE

Claw Gloves (heroic tier)


1
AC BONUS

CHECK

SPEED

ENHANCEMENT

QUANTITY

Hands Slot Item

LEVEL

TYPE

PROPERTIES

PROPERTIES

PROPERTIES

You gain an item bonus to Perception checks


equal to the weapon's enhancement bonus.

Gain an item bonus to Athletics checks and


Stealth checks equal to the armor's enhancement
bonus.

When you're in beast form and an enemy grants


combat advantage to you, your melee attacks
deal 1d10 extra damage against that enemy.

Avenging Shackles: +7 attack, 1d8+7 damage


AT-WILL

ENCOUNTER

DAILY

AT-WILL

ENCOUNTER

DAILY

AT-WILL

ENCOUNTER

POWER

POWER

POWER

Rarity: Uncommon
Utility Power (Daily): Minor Action. Effect: Until the
end of your next turn, you are automatically aware of
each enemy within 5 squares of you, including those
that are hidden or invisible. You know the squares these
enemies occupy, but this knowledge does not negate
the effects of cover or concealment. Sustain Minor: The
effect persists until the end of your next turn.

Rarity: Common

Rarity: Uncommon

ITEM SLOT

ITEM SLOT

WEIGHT

Two-Hands

10

PRICE

840

BOOK

PH

MAGIC WEAPON

Body

WEIGHT

PRICE

680

BOOK

MAGIC ITEM

Amulet of Protection +2

CHECK

Iron Armbands of Power (heroic tier)

SPEED

QUANTITY

+2 Fortitude, Reflex, and Will

Neck Slot Item

ENHANCEMENT

LEVEL

TYPE

PROPERTIES

Hands

WEIGHT

PRICE

840

BOOK

AV2

MAGIC ITEM

0
AC BONUS

ITEM SLOT

PH

DAILY

Panther Slippers (heroic tier)

1
AC BONUS

CHECK

SPEED

ENHANCEMENT

QUANTITY

Arms Slot Item

LEVEL

TYPE

PROPERTIES

1
AC BONUS

CHECK

SPEED

ENHANCEMENT

QUANTITY

Feet Slot Item

LEVEL

TYPE

PROPERTIES

Gain a +2 item bonus to melee damage rolls.

AT-WILL

ENCOUNTER

DAILY

AT-WILL

ENCOUNTER

DAILY

AT-WILL

ENCOUNTER

DAILY

POWER

POWER

POWER

Rarity: Common

Rarity: Uncommon

Rarity: Uncommon
Power (Daily): Immediate Reaction. Trigger: An
enemy adjacent to you shifts. Effect: You shift 1
square. If you're in beast form, you instead shift
3 squares.

ITEM SLOT

Neck

MAGIC ITEM
Autumn

WEIGHT

PRICE

1800

BOOK

PH

ITEM SLOT

Arms

WEIGHT

PRICE

MAGIC ITEM

1800

BOOK

AV

ITEM SLOT

Feet

MAGIC ITEM
Page 5

WEIGHT

PRICE

1000

BOOK

AV2

Battle Harness Cloth Armor (Basic Clothing) +1


Skin of the Panther
AC BONUS

CHECK

SPEED

1
QUANTITY

+1 AC

Armor

ENHANCEMENT

LEVEL

TYPE

PROPERTIES

As a free action, you can draw a sheathed


weapon or retrieve a stowed item.
You gain a power bonus to initiative equal to the
item's enhancement bonus.
AT-WILL

ENCOUNTER

DAILY

POWER

Rarity: Uncommon

ITEM SLOT

Body

MAGIC ITEM

Autumn

WEIGHT

PRICE

840

BOOK

PH

This item set was first crafted in the deep


jungle, where the druids venerate the spirit of
the panther. Crafted from the hide of these
stealthy hunters, the items that make up the
Skin of the Panther grant their wearer the
hunting prowess and demeanor of this noble
beast.
This magic item set is most commonly sought
out by predator druids, though any character
who wears hide armor and seeks to excel in
stealth and hardhitting attacks can benefit from
it.

2: You gain an item bonus to Stealth


checks equal to the number of items
you have from this set.
5: The first time you use wild shape to
take on your beast form during an
encounter, you become invisible until
the end of your next turn or until you
attack.
ITEM SET

Page 6

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