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Character Sheet

Player Name

flyingbovine

Tim
Character Name

1
Level

Bard
Class Paragon Path Epic Destiny Deity Adventuring Company Total XP RPGA Number

0 155 lbs
Weight

Changeling
Race

Medium
Size

27
Age

Male
Gender

5'11"
Height

Evil
Alignment

INITIATIVE
SCORE DEX 1/2 LVL MISC SCORE DEFENSE

DEFENSES
10 + ARMOR/ 1/2 LVL ABIL CLASS SCORE FEAT ENH MISC MISC

MOVEMENT
BASE ARMOR ITEM MISC

Initiative

17

CONDITIONAL MODIFIERS

AC

10

Speed

(Squares)

SPECIAL MOVEMENT

CONDITIONAL BONUSES

ABILITY SCORES
SCORE ABILITY ABIL MOD MOD + 1/2 LVL DEFENSE

10 + 1/2 LVL ABIL

SENSES
CLASS FEAT ENH MISC MISC SCORE PASSIVE SENSE BASE SKILL BONUS

10 11 10 16 8 20

STR Strength
Constitution

0 0 0 3 -1 5 HIT POINTS

0 0 0 3 -1 5

10

FORT 10

12 10
CLASS FEAT ENH MISC MISC

Passive Insight Passive Perception

10 + 10 +

2 0

CON DEX

CONDITIONAL BONUSES

DEFENSE

10 + 1/2 LVL ABIL

SPECIAL SENSES

Dexterity

15

REF

10

1
ABILITY: ATT BONUS

INT Intelligence
Wisdom

ATTACK WORKSPACE
Melee Basic Attack - Dagger
1/2 LVL ABIL CLASS PROF FEAT ENH MISC

CONDITIONAL BONUSES

WIS CHA

DEFENSE

10 + 1/2 LVL ABIL

CLASS

FEAT

ENH

MISC

MISC

+ 3
ABILITY: ATT BONUS

0
CLASS

3
PROF FEAT ENH MISC

17

WILL 10

Ranged Basic Attack - Dagger


1/2 LVL ABIL

CONDITIONAL BONUSES

Charisma

+ 3 ACTION POINTS
SURGES/DAY

MAX HP
BLOODIED

HEALING SURGES
SURGE VALUE

23
CURRENT HIT POINTS

11
1/2 HP

5
1/4 HP

7
CURRENT SURGE USES

MILESTONES 0 1 2 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

Action Points

ACTION POINTS 1 2 3

DAMAGE WORKSPACE
ABILITY: DAMAGE

Melee Basic Attack - Dagger


ABIL FEAT ENH MISC MISC

1d4 RACE FEATURES


Change Shape - You have the changeling disguise power
ABILITY: DAMAGE

0
ABIL FEAT ENH MISC MISC

Ranged Basic Attack - Dagger

SECOND WIND 1/ENCOUNTER


TEMPORARY HIT POINTS

USED

Mental Defense - +1 to Will Shapechanger - You have the shapechanger keyword Changeling Trick - You have the changeling trick power

1d4

0 BASIC ATTACKS

DEATH SAVING THROW FAILURES


SAVING THROW MODS RESISTANCES CURRENT CONDITIONS AND EFFECTS

ATTACK

DEFENSE

WEAPON OR POWER

DAMAGE

3 3 0 0 SKILLS CLASS / PATH / DESTINY FEATURES


TRND (+5) ARMOR PENALTY MISC ABIL MOD + 1/2 LVL

vs vs vs vs

AC AC AC AC

Dagger (Melee) Dagger (Range) Unarmed (Melee) Unarmed (Range)

1d4 1d4 1d4 1d4

BONUS

SKILL NAME

Bardic Training - Gain Ritual Caster feat and perform one bard ritual per day without expending components Bardic Virtue - Choose a Bardic Virtue option. Virtue of Cunning - When an enemy misses an ally within 5 + Int mod squares, slide that ally 1 square as a free action (1/rd). Majestic Word - Gain majestic word power

FEATS
Ritual Caster - Master and perform rituals Improved Majestic Word - Target of majestic word gains Cha modifier temporary hp Wand Expertise - +1/+2/+3 (by tier) to wand implement attacks; ignore partial and superior cover with wand implement attacks

0 8 0 12 10 0 0 0 8 2 10 0 0 4 0 6 0
Tim

Acrobatics Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery

DEX INT STR CHA CHA WIS CON WIS INT WIS CHA WIS WIS INT DEX CHA DEX

0 3 0 5 5 -1 0 -1 3 -1 5 -1 -1 3 0 5 0

0 5 0 5 5 0 0 0 5 0 5 0 0 0 0 0 0

1 n/a 1 n/a n/a n/a 1 n/a n/a n/a n/a n/a n/a n/a 1 n/a 1

1 0 1 2 0 1 1 1 0 3 0 1 1 1 1 1 1

Multiclass Versatility - Can choose class-specific multiclass feats from more than one class Skill Versatility - +1 to untrained skill checks Song of Rest - At end of short rest, you and each ally spending a healing surge adds your Cha mod to hp regained Words of Friendship - Gain the words of friendship power

LANGUAGES KNOWN
Common

Page 1

flyingbovine

POWER INDEX
List your powers below. Check the box when the power is used. Clear the box when the power renews.

MAGIC ITEM INDEX


List your powers below. Check the box when the power is used. Clear the box when the power renews.

CHARACTER PORTRAIT

AT-WILL POWERS
Bull Rush Attack Grab Attack Opportunity Attack Changeling Disguise Vicious Mockery Misdirected Mark
WEAPON WEAPON WEAPON WEAPON ARMOR ARMS FEET

MAGIC ITEMS

ENCOUNTER POWERS
Second Wind Changeling Trick Majestic Word Words of Friendship Victim of the Feywild
HANDS HEAD NECK RING RING WAIST

PERSONALITY TRAITS

DAILY POWERS
Satire of Fortune

MANNERISMS AND APPEARANCE


UTILITY POWERS

Daily Item Powers Per Day


Heroic (1-10) Paragon (11-20) Epic (21-30) Milestone Milestone Milestone / / / / / / / / /

CHARACTER BACKGROUND

OTHER EQUIPMENT
Ritual Book Hide Armor (E) Light Shield (E) Wand Implement (E) Backpack (empty) Bedroll Belt Pouch (empty) Flint and Steel Hempen Rope (50 ft.) Sunrod (2) Trail Rations (10) Waterskin Dagger (2) Glib Limerick

RITUALS / ALCHEMY
Comprehend Language

COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 25 gp Stored money: 0 gp Encumbrance: 79 / 100

Tim

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flyingbovine

CHARACTER NAME

Tim
PLAYER NAME

Skills 0 8 0 12 10 0 0 0 8 2 10 0 0 4 0 6 0 Acrobatics Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery DEX INT STR CHA CHA WIS CON WIS INT WIS CHA WIS WIS INT DEX CHA DEX (Trained) (Trained) (Trained)

Action Point
ADDITIONAL EFFECTS

flyingbovine
RACE

Changeling

CLASS

Bard

LEVEL

SCORE ABILITY

MOD

HP 23 Spd 6 Init +0

10 STR +0 11 CON +0 10 DEX +0 16 INT +3 8 WIS 1 20 CHA +5

AC 17 Fort 10 Ref 15 Will 17


Passive Perception

(Trained) (Trained)

12
PLAY DATA

Passive Insight

10

ADDITIONAL EFFECTS

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.
ENCOUNTER SPECIAL

PLAY DATA

Second Wind
KEYWORDS USED

Bull Rush Attack


KEYWORDS USED

Grab Attack
KEYWORDS USED

Standard ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Standard ACTION 0 ATTACK

Melee 1 RANGE

Standard ACTION 0 ATTACK

Melee touch RANGE

vs

Fort DEFENSE

One creature TARGET

vs

Reflex DEFENSE

One creature that is no more than one size category la TARGET

Effect: You spend a healing surge and regain 5 hit points. You gain a +2 bonus to all defenses until the start of your next turn.

Attack: Strength vs. Fortitude Hit: You can push the target 1 square and then shift 1 square into the space it left. Unarmed: +0 attack

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: +0 attack

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

LEVEL

BOOK

PH

CLASS

LEVEL

BOOK

PH

CLASS

LEVEL

BOOK

PH

UTILITY POWER

AT-WILL POWER

AT-WILL POWER

Opportunity Attack
KEYWORDS USED

Changeling Disguise
KEYWORDS

Vicious Mockery
USED KEYWORDS

Polymorph Personal RANGE vs

Arcane, Charm, Implement, Psychic


10

USED

* Opportunity Action

Melee 1 RANGE

Minor ACTION

Standard ACTION 6 vs

Ranged 10 RANGE

ACTION vs ATTACK DEFENSE

The triggering enemy TARGET ATTACK

Will DEFENSE

One creature TARGET

DEFENSE

TARGET

ATTACK

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.

Effect: You alter your physical form to take on the appearance of any Medium humanoid. You retain your statistics in your new form, and your clothing, armor, and possessions do not change. The new form lasts until you change form again. Any creature that attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 bonus to your check.

Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier (+5) psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. Level 21: 2d6 + Charisma modifier (+5) damage. Wand Implement: +6 attack, 1d6+5 damage

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

LEVEL

BOOK

PH

CLASS

Racial Power

LEVEL

BOOK

EPG

CLASS

Bard

LEVEL

BOOK

PH2

AT-WILL POWER
Tim

AT-WILL POWER
Page 3

AT-WILL POWER
flyingbovine

Misdirected Mark
KEYWORDS

Changeling Trick
USED KEYWORDS USED

Majestic Word
KEYWORDS

Arcane, Implement
10

Arcane, Healing

USED

Standard ACTION 6 ATTACK vs

Ranged 10 RANGE

Minor ACTION

Melee 1 RANGE

Minor ACTION
5

Close burst 5 (10 at 11th level, 15 at 21st level) RANGE You or one ally in burst DEFENSE TARGET

Reflex DEFENSE

One creature TARGET ATTACK

vs DEFENSE

One creature TARGET ATTACK

vs

Attack: Charisma vs. Reflex Hit: 1d8 + Charisma modifier (+5) damage, and the target is marked by an ally within 5 squares of you until the end of your next turn. Level 21: 2d8 + Charisma modifier (+5) damage. Wand Implement: +6 attack, 1d8+5 damage

Effect: You make a Bluff check opposed by the target's passive Insight. If your check succeeds, you gain combat advantage against the target until the end of your next turn.

Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier (+5). You also slide the target 1 square. Level 6: 1d6 + Charisma modifier (+5) additional hit points. Level 11: 2d6 + Charisma modifier (+5) additional hit points. Level 16: 3d6 + Charisma modifier (+5) additional hit points. Level 21: 4d6 + Charisma modifier (+5) additional hit points. Level 26: 5d6 + Charisma modifier (+5) additional hit points. Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round. Unarmed: +0 attack

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Bard

LEVEL

BOOK

PH2

CLASS

Racial Power

LEVEL

BOOK

EPG

CLASS

Bard

LEVEL

BOOK

PH2

AT-WILL POWER

ENCOUNTER POWER

ENCOUNTER POWER

Words of Friendship
KEYWORDS

Victim of the Feywild


USED KEYWORDS

Satire of Fortune
USED KEYWORDS

Arcane, Charm Personal RANGE vs

Arcane, Force, Implement, Teleportation


5

Arcane, Implement, Psychic


10

USED

Minor ACTION

Standard ACTION 6 vs

Ranged 5 RANGE

Standard ACTION 6 ATTACK vs

Ranged 10 RANGE

Will DEFENSE

One creature TARGET

Will DEFENSE

One creature TARGET

ATTACK

DEFENSE

TARGET

ATTACK

Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.

Attack: Charisma vs. Will Hit: 1d8 + Charisma modifier (+5) force damage, and you can teleport one or two allies within 5 squares of the target each to different squares adjacent to the target. Wand Implement: +6 attack, 1d8+5 damage

Attack: Charisma vs. Will Hit: 2d8 + Charisma modifier (+5) psychic damage. Miss: Half damage. Effect: The next time an ally misses the target with an attack during this encounter, you roll a d20 and replace the ally's attack roll with yours. Wand Implement: +6 attack, 2d8+5 damage

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Bard

LEVEL

BOOK

PH2

CLASS

Bard

LEVEL

BOOK

Dragon 387

CLASS

Bard

LEVEL

BOOK

AP

ENCOUNTER POWER

ENCOUNTER POWER

DAILY POWER

Tim

Page 4

flyingbovine

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