Académique Documents
Professionnel Documents
Culture Documents
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
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
10 + 10 +
2 0
CON DEX
CONDITIONAL BONUSES
DEFENSE
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
CLASS
FEAT
ENH
MISC
MISC
+ 3
ABILITY: ATT BONUS
0
CLASS
3
PROF FEAT ENH MISC
17
WILL 10
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
Action Points
ACTION POINTS 1 2 3
DAMAGE WORKSPACE
ABILITY: DAMAGE
0
ABIL FEAT ENH MISC MISC
USED
Mental Defense - +1 to Will Shapechanger - You have the shapechanger keyword Changeling Trick - You have the changeling trick power
1d4
0 BASIC ATTACKS
ATTACK
DEFENSE
WEAPON OR POWER
DAMAGE
vs vs vs vs
AC AC AC AC
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.
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
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
Tim
Page 2
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
(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
Grab Attack
KEYWORDS USED
Melee 1 RANGE
vs
Fort DEFENSE
vs
Reflex DEFENSE
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
USED
* Opportunity Action
Melee 1 RANGE
Minor ACTION
Standard ACTION 6 vs
Ranged 10 RANGE
Will DEFENSE
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
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
vs DEFENSE
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
Satire of Fortune
USED KEYWORDS
USED
Minor ACTION
Standard ACTION 6 vs
Ranged 5 RANGE
Ranged 10 RANGE
Will DEFENSE
Will DEFENSE
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