D&D 4E Character Sheet1
D&D 4E Character Sheet1
D&D 4E Character Sheet1
Player Name
Kir
Character Name
6
Level
Fighter
Class Height Weight Paragon Path Epic Destiny Total XP
7.500 Unaligned
Alignment
Longtooth Shifter
Race
Medium
Size
23
Age
Male
Gender
Tempus
Deity Adventuring Company RPGA Number
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
24
CONDITIONAL MODIFIERS
AC
13
Speed
(Squares)
-1
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
19 17 13 10 14 10
STR Strength
Constitution
4 3 1 0 2 0 HIT POINTS
7 6 4 3 5 3
20
FORT 13
15 15
10 + 10 +
5 5
CON DEX
CONDITIONAL BONUSES
DEFENSE
Low-light Vision
Dexterity
17
REF
13
2
ABILITY: ATT BONUS
INT Intelligence
Wisdom
ATTACK WORKSPACE
Melee Basic Attack - Blood Fury Battleaxe +1
1/2 LVL ABIL CLASS PROF FEAT ENH MISC
CONDITIONAL BONUSES
WIS CHA
DEFENSE
CLASS
FEAT
ENH
MISC
MISC
+ 10
ABILITY: ATT BONUS
4
CLASS
2
PROF FEAT
1
ENH MISC
18
WILL 13
CONDITIONAL BONUSES
Charisma
+ 9 ACTION POINTS
SURGES/DAY
MAX HP
BLOODIED
HEALING SURGES
SURGE VALUE
67
CURRENT HIT POINTS
33
1/2 HP
16
1/4 HP
12
CURRENT SURGE USES
Action Points
ACTION POINTS 1 2 3
DAMAGE WORKSPACE
ABILITY: DAMAGE
4
ABIL FEAT
1
ENH MISC MISC
USED
power
1d6+4
4 BASIC ATTACKS
ATTACK
DEFENSE
WEAPON OR POWER
DAMAGE
vs vs vs vs
AC AC AC AC
BONUS
SKILL NAME
Combat Challenge - Mark foes you attack. They get -2 to attacks not including you. Make basic melee attack against adjacent marked foe who shifts or makes attack not including you. Mark lasts until end of your next turn or marked by other.
FEATS
Improved Vigor - Invigorating powers grant +1/+2/+3 (by tier) temp hp Toughness - Gain 5/10/15 (by tier) additional hit points Iron Will - +2/+3/+4 (by tier) to Will
1 3 11 3 3 5 12 5 3 5 3 12 5 3 1 3 1
Kir
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
4 3 7 3 3 5 6 5 3 5 3 5 5 3 4 3 4
0 0 5 0 0 0 5 0 0 0 0 5 0 0 0 0 0
3 n/a 3 n/a n/a n/a 3 n/a n/a n/a n/a n/a n/a n/a 3 n/a 3
0 0 2 0 0 0 4 0 0 0 0 2 0 0 0 0 0
Combat Superiority - Add Wis mod to opportunity attacks. Alternate Spirit Talker - Shaman: Nature skill, call spirit Hit ends foe's movement (if any) this action. Fighter Talents - You gain a fighter talent Battlerager Vigor - Temp hp when you hit with melee or close; double with invigorating, temp HP if miss with invigorating, +2 damage in light armor with some weapons companion, spirit's fangs or spirit's shield 1/encounter, speak with spirits 1/day
LANGUAGES KNOWN
Elven, Common, Giant
Page 1
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 Combat Challenge Crushing Surge Reaping Strike Call Spirit Companion
WEAPON WEAPON WEAPON WEAPON ARMOR ARMS FEET HANDS
MAGIC ITEMS
Blood Fury Battleaxe +1 (E)
ENCOUNTER POWERS
Second Wind Longtooth Shifting Hack and Hew Blinding Smash Spirit's Shield Spirit's Fangs
HEAD NECK RING RING WAIST
PERSONALITY TRAITS
Potion of Healing (heroic tier) (3)
DAILY POWERS
Comeback Strike Bedeviling Assault Speak with Spirits
CHARACTER BACKGROUND
Gray Vale Beneath the mysterious Star Mounts, at the southern edge of the ancient High Forest, the Gray Vale straddles the river Delimbiyr in the North. A prosperous region thanks to river traffic, merchant caravans from distant lands, and other travelers looking for treasure amid the wreckage of lost kingdoms, Gray Vale is a land ripe for adventure. You gain one additional language of your choice, you add Nature to your class skill list, and you gain a +2 bonus to Nature checks.
OTHER EQUIPMENT
Heavy Shield (E) Adventurer's Kit Backpack (empty) Bottle of Wine Silk Rope (50 ft.) Sunrod (2) Handaxe (2) Javelin
RITUALS / ALCHEMY
Kir
Page 2
CHARACTER NAME
Kir
PLAYER NAME
Skills 1 3 11 3 3 5 12 5 3 5 3 12 5 3 1 3 1 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
Action Point
ADDITIONAL EFFECTS
RACE
Longtooth Shifter
CLASS
Fighter
LEVEL
(Trained)
SCORE ABILITY
MOD
HP 67 Spd 5 Init +4
(Trained)
(Trained)
15
PLAY DATA
Passive Insight
15
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
Weapon
*
Weapon
*
USED
vs
AC DEFENSE
AC DEFENSE
Effect: You spend a healing surge and regain 16 hit points. You gain a +2 bonus to all defenses until the start of your next turn.
You resort to the simple attack you learned when you first picked up a melee weapon.
Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+4) damage. Increase damage to 2[W] + Strength modifier (+4) damage at 21st level. Blood Fury Battleaxe +1: +10 attack, 1d10+5 damage
You resort to the simple attack you learned when you first picked up a ranged weapon.
Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+1) damage. Increase damage to 2[W] + Dexterity modifier (+1) damage at 21st level. Handaxe: +9 attack, 1d6+4 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+2 Battlerager Vigor bonus to damage rolls whenever you have temporary hit points - Battlerager Vigor. +2 to attack rolls with opportunity attacks - Combat Superiority.
CLASS LEVEL BOOK
PH
CLASS
LEVEL
BOOK
PH
BOOK
PH
UTILITY POWER
AT-WILL POWER
AT-WILL POWER
Combat Challenge
KEYWORDS
Crushing Surge
USED KEYWORDS
Reaping Strike
USED KEYWORDS
Martial, Weapon
*
USED
* Imm Interrupt
Standard ACTION 10
ACTION
vs
AC DEFENSE
vs
AC DEFENSE
ATTACK
DEFENSE
TARGET
ATTACK
Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy.
The feel of your weapon crunching against the enemy puts your heart back in the fight.
Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+4) damage. Increase damage to 2[W] + Strength modifier (+4) at 21st level. Blood Fury Battleaxe +1: +10 attack, 1d10+5 damage
You punctuate your scything attacks with wicked jabs and small cutting blows that slip through your enemy's defenses.
Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+4) damage. Level 21: 2[W] + Strength modifier (+4) damage. Miss: Half Strength modifier (+4) damage. If you're wielding a two-handed weapon, you deal damage equal to your Strength modifier (+4). Blood Fury Battleaxe +1: +10 attack, 1d10+5 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+2 Battlerager Vigor bonus to damage rolls whenever you have temporary hit points - Battlerager Vigor.
CLASS LEVEL
+2 Battlerager Vigor bonus to damage rolls whenever you have temporary hit points - Battlerager Vigor.
CLASS
BOOK
PH
CLASS
Fighter
LEVEL
BOOK
MP
Fighter
LEVEL
BOOK
PH
AT-WILL POWER
Kir
AT-WILL POWER
Page 3
AT-WILL POWER
Grab Attack
KEYWORDS USED
USED
Melee 1 RANGE
Minor ACTION
RANGE
vs
Fort DEFENSE
vs
vs DEFENSE TARGET
You reach out and grasp your foe, preventing it from moving.
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: +7 attack
Your soul reaches out to your spirit friend, which faithfully appears at your side.
Requirement: Your spirit companion must not be present. Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
LEVEL
BOOK
PH
CLASS
LEVEL
BOOK
PH
CLASS
Shaman
LEVEL
BOOK
PH2
AT-WILL POWER
AT-WILL POWER
AT-WILL POWER
Longtooth Shifting
KEYWORDS
Blinding Smash
USED KEYWORDS
USED
Minor ACTION
Standard ACTION 10
vs
AC DEFENSE
vs
Fort DEFENSE
ATTACK
DEFENSE
TARGET
ATTACK
You hack an enemy with one stroke and then slash at another with your next swing.
Primary Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+4) damage. Effect: Make a secondary attack. Secondary Target: One creature other than the primary target Secondary Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+4) damage. Blood Fury Battleaxe +1: +10 attack, 1d10+5 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+2 Battlerager Vigor bonus to damage rolls whenever you have temporary hit points - Battlerager Vigor.
CLASS
Racial Power
LEVEL
BOOK
PH2
CLASS
Fighter
LEVEL
BOOK
MP2
CLASS
Fighter
LEVEL
BOOK
MP
ENCOUNTER POWER
ENCOUNTER POWER
ENCOUNTER POWER
Spirit's Shield
KEYWORDS
Spirit's Fangs
USED KEYWORDS
Comeback Strike
USED KEYWORDS
Healing, Implement, Primal, Spirit Melee spirit 1 RANGE vs Reflex DEFENSE The triggering enemy TARGET
Implement, Primal, Spirit Melee spirit 1 RANGE vs Reflex DEFENSE The triggering enemy TARGET
USED
* Opportunity Action
* Opportunity Action
ACTION 6 ATTACK
ACTION 6 ATTACK
vs
AC DEFENSE
Your spirit companion bats at a foe that drops its guard, and a nearby ally draws healing energy from the spirit.
Trigger: An enemy leaves a square adjacent to your spirit companion without shifting Attack: Wisdom vs. Reflex Hit: Wisdom modifier (+2) damage. Effect: One ally within 5 squares of your spirit companion regains hit points equal to your Wisdom modifier (+2). Blood Fury Battleaxe +1: +6 attack, 2 damage
ADDITIONAL EFFECTS
When an enemy drops its guard, your spirit companion leaps on it, claws and fangs bared.
Trigger: An enemy leaves a square adjacent to your spirit companion without shifting Attack: Wisdom vs. Reflex Hit: 1d10 + Wisdom modifier (+2) damage. Level 21: 2d10 + Wisdom modifier (+2) damage. Blood Fury Battleaxe +1: +6 attack, 1d10+3 damage
ADDITIONAL EFFECTS
A timely strike against a hated foe invigorates you, giving you the strength and resolve to fight on.
Attack: Strength vs. AC Hit: 2[W] + Strength modifier (+4) damage, and you can spend a healing surge. Blood Fury Battleaxe +1: +10 attack, 2d10+5 damage
ADDITIONAL EFFECTS
+2 Battlerager Vigor bonus to damage rolls whenever you have temporary hit points - Battlerager Vigor.
CLASS
Shaman
LEVEL
BOOK
PH2
CLASS
Shaman
LEVEL
BOOK
PH2
CLASS
Fighter
LEVEL
BOOK
PH
ENCOUNTER POWER
Kir
ENCOUNTER POWER
Page 4
DAILY POWER
Bedeviling Assault
KEYWORDS
Unstoppable
USED KEYWORDS
Martial, Weapon
*
Martial
USED
Minor ACTION
vs
AC DEFENSE
DEFENSE
TARGET
While your ally distracts your opponent, you land yet another blow.
Attack: Strength vs. AC Hit: 2[W] + Strength modifier (+4) damage Effect: Until the end of the encounter, once per round when an ally hits the target with a melee attack, you can make a melee basic attack with combat advantage against the target as a free action. Blood Fury Battleaxe +1: +10 attack, 2d10+5 damage
You commune with the spirits, letting them guide your words and actions.
Effect: During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier (+2).
You let your adrenaline surge carry you through the battle.
Effect: You gain temporary hit points equal to 2d6 + your Constitution modifier (+3).
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+2 Battlerager Vigor bonus to damage rolls whenever you have temporary hit points - Battlerager Vigor.
CLASS
Fighter
LEVEL
BOOK
MP
CLASS
Shaman
LEVEL
BOOK
PH2
CLASS
Fighter
LEVEL
BOOK
PH
DAILY POWER
DAILY POWER
UTILITY POWER
Unbreakable
KEYWORDS
Second Wind
USED KEYWORDS USED
Martial
2
PROFICIENT
Axe
GROUP RANGE
3
LEVEL
You take a moment to catch your breath and gather your strength.
Effect: Spend a healing surge and gain a +2 bonus to all defenses until the start of your next turn. Cloak of the Walking Wounded +1: If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both).
AT-WILL
POWER
ENCOUNTER
DAILY
Often decorated with bloodstones, these blades or axes are favored by dragonborn barbarians.
Rarity: Uncommon Power (Encounter): Minor. You are considered bloodied for all purposes (including beneficial effects such as the Dragonborn Fury racial trait) until the end of your next turn.
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
Fighter
LEVEL
BOOK
PH
CLASS
LEVEL
BOOK
PH
ITEM SLOT
One-hand
WEIGHT
PRICE
680
BOOK
PH
UTILITY POWER
UTILITY POWER
MAGIC WEAPON
Dwarven Finemail +2
7
AC BONUS
-1
CHECK
-1
SPEED
1
QUANTITY
5
ENHANCEMENT
PROPERTIES
Potion
TYPE
4
LEVEL
+2 AC
ENHANCEMENT
7
LEVEL
Armor
TYPE
LEVEL
If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both).
AT-WILL
POWER
ENCOUNTER
DAILY
AT-WILL
POWER
ENCOUNTER
DAILY
AT-WILL
POWER
ENCOUNTER
DAILY
This simple potion draws on the body's natural healing ability to cure your wounds.
Rarity: Common Power (Consumable Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.
ITEM SLOT WEIGHT
Thin red veins form across the fabric of this handsome cloak when its healing properties are evoked.
Rarity: Uncommon
Crafted by the finest dwarf armorsmiths, this armor was once only available to dwarves, though now some armorsmiths will create a set for whoever can pay the price.
Rarity: Uncommon Power (Daily Healing): Free Action. Regain hit points as if you had spent a healing surge.
PRICE
50
BOOK
PH
ITEM SLOT
Neck
WEIGHT
PRICE
840
BOOK
AV
ITEM SLOT
Body
WEIGHT
40
PRICE
2600
BOOK
AV
MAGIC ITEM
Kir
MAGIC ITEM
Page 5
MAGIC ITEM