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COMBAT STATISTICS
CHARACTER NAME
Initiative
Speed
Alignment: _______________________________
DEFENSES
Languages: _______________________________
MODIFIER
Athletics
Trained
Constitution
CALCULATIONS
Fortitude
CALCULATIONS
MODIFIER
CHECK
CHECK
Reflex
CALCULATIONS
Endurance
Trained
MISC.
CHECK
Will
CALCULATIONS
Dexterity
Stealth
Thievery
Trained
Trained
Trained
Intelligence
History
Religion
Trained
Trained
Trained
Heal
Insight
Nature
Perception
Trained
Trained
Trained
Trained
Trained
Charisma
Diplomacy
Intimidate
Streetwise
Trained
Trained
Trained
Trained
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CHECK
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MISC.
CHECK
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MISC.
CHECK
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MISC.
MODIFIER
Attack Bonus
Attack Bonus
WEAPON / POWER
WEAPON / POWER
DAMAGE
DAMAGE
When you attack, roll a d20 and add your attack bonus. Compare
the result to the monsters defense to see if you hit. If you do hit,
roll damage.
CHECK
Hit Points
MISC.
CHECK
MISC.
CHECK
MISC.
CHECK
MODIFIER
CHECK
MISC.
CHECK
MISC.
CHECK
MISC.
CHECK
MISC.
CHECK
MISC.
CHECK
MODIFIER
CHECK
Bl
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Dungeoneering
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Bloodied
Your hit points measure the damage you can take before falling
unconscious. Your bloodied value is half of your hit points
(rounded down).
Wisdom
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CHECK
Arcana
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MODIFIER
Acrobatics
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MISC.
CHECK
MISC.
CHECK
MISC.
CHECK
MISC.
CHECK
When you spend a healing surge, you regain hit points equal to
your healing surge value, which is one-quarter of your hit points
(rounded down).
Surges Remaining
ACTIONS IN COMBAT
On your turn in combat, you can take three actions:
A standard ac tion, which is usually an at tack
A m o ve a c t io n , w h ic h in v o l ve s m o ve m e n t
A minor ac tion, which is simple and quick
You can give up an action to take another action from lower on
the list, so you can take a move or a minor action instead of a
standard action or a minor action instead of a move action.
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WEALTH