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Character Sheets.

Posted by StorytellerFor group 0
Storyteller
GM, 578 posts
Mon 25 Jun 2018
at 07:55
  • msg #1

Character Sheets.

Please provide sheets here for use in case of absence.
Warfryn
Paladin-Warlock, 258 posts
Tue 26 Jun 2018
at 13:37
  • [deleted]
  • msg #4

Character Sheets.

This message was deleted by the player at 16:31, Mon 27 Aug 2018.
Ignatz
Barbarian, 533 posts
Half-Orc Barbarian
AC19 F18 R16 W13 PP17
Fri 29 Jun 2018
at 20:44
  • msg #5

Character Sheets.

Name  : Ignatz                 Gender: M              HP: 47
Player: Ignatz                 Height: 6'5"           Blooded: 23
Race  : Half-Orc               Weight: 280 lbs.       Surge Value: 11
Class : Barbarian              Age   : 23             Surge/Day: 10
Level : 4                      Hair  : Black
Align : Chaotic Good           Eyes  : Yellow
Deity :                        Hand  : Right
Size  : Medium                 Speed : 6
________________________________________________________________________________
ABILITY
       Base   Racial   Level   Final
       Roll    Bonus   Bonus   Ability
STR  :  16      +2      +1      19/+4
CON  :  14      +0      +0      14/+2
DEX  :  14      +2      +1      17/+3
INT  :   8      +0      +0       8/-1
WIS  :  13      +0      +0      13/+1
CHA  :  10      +0      +0      10/+0
________________________________________________________________________________
DEFENSES
      Total |  10+   |Ability| Class | Race | Feat | Enh  |
            | 1/2lvl | /Armor|       |      |      |      |
AC  :  20   |  12    |  3/3  |   1   |      |      |  1   |
            |        |       |       |      |      |      |
FORT:  19   |  12    |   4   |   2   |      |      |  1   |
            |        |       |       |      |      |      |
REF :  17   |  12    |   3   |   1   |      |      |  1   |
            |        |       |       |      |      |      |
WILL:  14   |  12    |   1   |       |      |      |  1   |

________________________________________________________________________________
BACKGROUND
Dalelands - +1 Initiative, reroll Nature checks and take second result

________________________________________________________________________________
RACIAL BONUS
+2 Endurance, +2 Intimidate
Furious Assault - Furious Assault power
Half-Orc Resilience - Gain 5/10/15 thp when first bloodied
Swift Charge - +2 speed when charging
________________________________________________________________________________
FEATS
*Spear Expertise (+1 to hit, +1 damage on charge attacks)
Weapon Proficiency (Gouge)
Weapon Focus (Spear) (+1 damage)
Battle Awareness (MC Fighter, 1/enc MBA when adj enemy shifts or attacks ally)
________________________________________________________________________________
CLASS ABILITIES
Barbarian Agility - +1/2/3 AC/Ref when not wearing heavy armor
Feral Might (Rageblood Vigor)
 - CON mod/+5/+10 thp when you reduce enemy hp to 0 (+STR mod - BoFM)
 - Swift Charge power
Rampage - Free action MBA on critical hit
Rage Strike - Rage Strike power at 5th level
________________________________________________________________________________
LANGUAGES
Common
Giant
________________________________________________________________________________
SENSES
                   Score          Skill
Passive Insight    ( 13 ) = 10 + ( +3 )
Passive Perception ( 18 ) = 10 + ( +8 )

Initiative             +6 = 3 (DEX) + 2 (1/2 level) + 1 (background)

________________________________________________________________________________
SKILLS

Bonus | Skill Name     | Abil.     | TRND (+5) | AP. | Misc
      |                | +1/2 lvl  |           |     |
--------------------------------------------------------------------------------
  +3  | Acrobatics     |  +4  (Dex)|           | -1  |
--------------------------------------------------------------------------------
  +0  | Arcana         |  +0  (Int)|           | N/A |
--------------------------------------------------------------------------------
  +9  | Athletics      |  +5  (Str)|    +5     | -1  |
--------------------------------------------------------------------------------
  +1  | Bluff          |  +1  (Cha)|           | N/A |
--------------------------------------------------------------------------------
  +1  | Diplomacy      |  +1  (Cha)|           | N/A |
--------------------------------------------------------------------------------
  +2  | Dungeoneering  |  +2  (Wis)|           | N/A |
--------------------------------------------------------------------------------
  +4  | Endurance      |  +3  (Con)|           | -1  |  +2
--------------------------------------------------------------------------------
  +2  | Heal           |  +2  (Wis)|           | N/A |
--------------------------------------------------------------------------------
  +0  | History        |  +0  (Int)|           | N/A |
--------------------------------------------------------------------------------
  +2  | Insight        |  +2  (Wis)|           | N/A |
--------------------------------------------------------------------------------
  +8  | Intimidate     |  +1  (Cha)|    +5     | N/A |  +2
--------------------------------------------------------------------------------
  +2  | Nature         |  +2  (Wis)|           | N/A |
--------------------------------------------------------------------------------
  +7  | Perception     |  +2  (Wis)|    +5     | N/A |
--------------------------------------------------------------------------------
  +0  | Religion       |  +0  (Int)|           | N/A |
--------------------------------------------------------------------------------
  +3  | Stealth        |  +4  (Dex)|           | -1  |
--------------------------------------------------------------------------------
  +1  | Streetwise     |  +1  (Cha)|           | N/A |
--------------------------------------------------------------------------------
  +3  | Thievery       |  +4  (Dex)|           | -1  |
--------------------------------------------------------------------------------

________________________________________________________________________________

WEAPON: +1 Carnage Gouge
        *Critical: +1d12
        *Property: When you roll the maximum result on at least one of this
                   weapon's damage dice, the target takes extra damage equal
                   to twice the weapon's enhancement bonus.

WEAPON: Javelin x4


WEAPON:


WEAPON:


ARMOR: +1 Magic Hide Armor


ARMS: Iron Armbands of Power
      *Property: Gain a +2 item bonus to melee weapon attacks

FEET: Boots of Adept Charging
      *Property: After charging, you can shift 1 before end of your turn


HANDS:


HEAD:


NECK: +1 Badge of the Berserker
      *Property: When you charge, your movement made as part of the charge
                 doesn't provoke opportunity attacks.

RING:


RING:


WAIST: Belt of Feral Might
       *Property: When you gain THP from Rageblood Vigor, add STR mod



________________________________________________________________________________
AT-WILL POWERS

Howling Strike: +10 vs AC, 2d6b1+1d6+8. Use in place of MBA when charging. Rage:
     can move 2 extra squares as part of charge

Pressing Strike: Before attack, shift 2, may move through enemy squares.
     +10 vs AC, 2d6b1+8 and push 1. Rage: add 1d6 extra damage

________________________________________________________________________________
ENCOUNTER POWERS

Furious Assault: Free, Trigger: You hit an enemy. Effect: Weapon attack deals
     +2d6b1, non weapon attack deals +1d8.

Swift Charge: Free, Trigger: Your attack reduces enemy to 0 hp. Effect: You
     charge an enemy.

Shrug It Off: Reaction, Trigger: You are subjected to an effect that a save
     can end. Effect: You make a saving throw against the triggering effect.
     If you succeed, shift 1 square as a free action.

Desperate Fury: +10 vs AC, 4d6b1+10. Miss: You may take 5 dmg to reroll attack. If
     reroll also misses, take 5 more dmg.

Brutal Slam: +10 vs Fort, 4d6b1+8, push 2 squares and knock prone. One enemy
     adjacent to target's new square takes 1d8+4.

________________________________________________________________________________
DAILY POWERS

Thunder Hooves Rage: +10 vs AC, 6d6b1+8. Miss: Half damage. Effect: Enter rage of
     the thunder hooves. Until the rage ends, you may move through up to 2
     enemies' spaces per turn. If you do, your next attack against that enemy
     on the same turn deals +2d6b1.

This message was last edited by the player at 04:52, Sun 08 July 2018.
Warfryn
Paladin-Warlock, 281 posts
AC20;Ref 18;Fort15;Will18
HP 56; Surges used 0/8
Fri 6 Jul 2018
at 21:40
  • msg #6

Character Sheets.

RBA: Eldritch Blast D20+7 to hit; 1d10+4 damage

MBA: D20+1 to hit; 1d4+1 damage
-------------------------------------------------------------------------

Name  : Warfryn                Gender: Male           HP:         46
Player: The Digger             Height: 3'5"           Blooded:    23
Race  : Gnome                  Weight: 55 lbs.        Surge Value:11
Class : Warlock/Paladin        Age   : 42             Surge/Day   0/8
Level : 4                      Hair  : White
Align : Unaligned              Eyes  : Black
Deity : Corellon               Hand  : Right          XP:        3750
Size  : Small                  Speed : 05             NEXT LVL:  5500
________________________________________________________________________
ABILITY
       Base   Racial   Level   Final
       Roll    Bonus   Bonus   Ability
STR  :  13      +0      +0      13/+1
CON  :  14      +0      +0      14/+2
DEX  :  10      +0      +0      10/+0
INT  :  14      +2      +1      17/+3
WIS  :  10      +0      +0      10/+0
CHA  :  16      +2      +1      19/+4
________________________________________________________________________
DEFENCES
      Total |  10+   |Ability | Class | Race | Feat | Misc |
            | 1/2lvl | /Armour|       |      |      |      |
AC  : 20    |  12    |   7    |       |      |      |  1*  |
            |        |        |       |      |      |      |
FORT: 15    |  12    |   2    |       |      |      |  1'  |
            |        |        |       |      |      |      |
REF : 18    |  12    |   3    |  1    |      |      |  2*' |
            |        |        |       |      |      |      |
WILL: 18    |  12    |   4    |  1    |      |      |  1'  |

* includes +1 When holding rod
' from magic cloak
_________________________________________________________________________
ACTION POINT

Default:
Bonus:
________________________________________________________________________
RACIAL BONUS
Fade Away: Encounter; Illusion; immediate interrupt;
If I take damage I become invisible until I attack or until
the end of my next turn.

Fey Origin: I am considered a creature of fey origin.

Master Trickster: Encounter; can use cantrip Ghost Sound
as a minor action.

Reactive Stealth: If I have any cover or concealment when I
make an initiative check I can make a stealth check.

Trickster’s Cunning:  +5 racial bonus to saves vs illusions.
________________________________________________________________________
FEATS
Rod expertise: Benefit: gain +1 feat bonus to implement attack
rolls that I make with a rod.
     And when I hold a rod, I gain a +1 shield bonus to AC and Reflex.

Soldier of the Faith.

Toughness:  Gain +5hp at each sphere of play

Hide proficiency
________________________________________________________________________

CLASS ABILITIES
Eldritch Blast:  At Will (see below).

Eyebite: At Will (see below).

Misty Step: Fey Pact boon; When a Warlock's Curse victim falls
to 0 HP or fewer, I can immediately teleport 3 squares as a free action.

Prime Shot: If no allies are nearer to my target
I gain +1 to ranged attack rolls against that target.

Shadow Walk: On my turn, if I move at least 3 squares away
from where I started the turn I gain concealment till the end
of my next turn.

Warlock’s Curse: Minor action; Once per turn I can place my curse
on the nearest enemy.  I can have several cursed at the same time.

Implement use: I can use an implement to channel my powers.

Paladin; once/encounter I can use Divine Challenge.
I can use a holy symbol when using a paladin power.

________________________________________________________________________
PATH ABILITIES

________________________________________________________________________
LANGUAGES
Common & Elven

________________________________________________________________________
SENSES
                   Score          Skill
Passive Insight    ( 12 ) = 12 + ( 00 )
Passive Perception ( 12 ) = 12 + ( 00 )

________________________________________________________________________
SKILLS

Bonus | Skill Name     | Abil.      | TRND (+5) | AP. | Misc
      |                | +1/2 lvl   |           |     |
------------------------------------------------------------------------
  2   | Acrobatics     |   2   (Dex)|           |     |
------------------------------------------------------------------------
 12   | Arcana         |   5   (Int)|     5     | N/A |  2
------------------------------------------------------------------------
  3   | Athletics      |   3   (Str)|           |     |
------------------------------------------------------------------------
  11   | Bluff          |  6   (Cha)|     5     | N/A |
------------------------------------------------------------------------
  13  | Diplomacy      |   6   (Cha)|     5     | N/A |  2
------------------------------------------------------------------------
   2  | Dungeoneering  |   2   (Wis)|           | N/A |
------------------------------------------------------------------------
   4  | Endurance      |   4   (Con)|           |     |
------------------------------------------------------------------------
   2  | Heal           |   2   (Wis)|           | N/A |
------------------------------------------------------------------------
   5  | History        |   5   (Int)|           | N/A |
------------------------------------------------------------------------
   2  | Insight        |   2   (Wis)|           | N/A |
------------------------------------------------------------------------
   11 | Intimidate     |   6   (Cha)|    5      | N/A |
------------------------------------------------------------------------
   2  | Nature         |   2   (Wis)|           | N/A |
------------------------------------------------------------------------
   2  | Perception     |   2   (Wis)|           | N/A |
------------------------------------------------------------------------
   5  | Religion       |   5   (Int)|           | N/A |
------------------------------------------------------------------------
   4  | Stealth        |   2   (Dex)|           |     |  2
------------------------------------------------------------------------
   11 | Streetwise     |   6   (Cha)|     5     | N/A |
------------------------------------------------------------------------
   2  | Thievery       |   2   (Dex)|           |     |
------------------------------------------------------------------------

Action Points used:  1/1
________________________________________________________________________

WEAPON:  2 x daggers


WEAPON:  Sling & 20 bullets


Implement:  Vicious Rod +1 1d8 when using curse (1d10 on crits)


ARMOuR:  Hide Armor of Dark Majesty +1 AC, Level: 4
         Price: 840 gp
         Property: I gain an item bonus to Bluff and Intimidate checks
         equal to the enhancement bonus (+1).
         Property: I gain a +2 item bonus to all defences against enemies
         under my Warlock's Curse.
         Power (Daily): Minor Action. Place my Warlock's Curse on any enemy
         I can see, rather than the nearest enemy.
         (Dragon Magazine 386).


ARMS:


FEET:  Boots of Stealth


HANDS:


HEAD:


NECK: Cloak of Distortion +1 to Fort, Ref and Will.  A ranged attack
      from more than 5 squares away is at -5 to hit.


RING:


RING:


WAIST:

Standard adventurer’s kit - Containing:
-Backpack
-Bedroll
-Flint and steel
-Pouch, belt (empty)
-Rations, trail (10 days)
-Rope, hempen (50 ft.)
-Sunrods (1)
-Waterskin

1 x Potions of Healing

________________________________________________________________________
AT-WILL POWERS
Power Name      | Description
Eldritch Blast  | Arcane; Implement; Standard; Ranged 10
                | Target: 1 creature; Cha vs Ref (+7)
                | Hit: 1d10 + Cha mod damage
                | Counts as a ranged basic attack.

Eyebite         | Arcane; Charm; Implement; Psychic;
                | Standard; Ranged 10
                | Target: 1 creature; Cha vs Will (+7)
                | Hit: 1d6+Cha mod psychic damage and I am invisible
                | to target till the start of my next turn.
________________________________________________________________________
ENCOUNTER POWERS
Power Name      | Description
Witchfire       | Arcane; Fire; Implement; Standard; Ranged 10
                | Target: 1 creature; Cha vs Ref (7)
                | Hit: 2d6+Cha mod fire damage & target takes
                | a penalty to its next attack of 2+ Int mod(5)

Otherwind Stride| Description
                | Arcane; Implement; Teleportation; Standard; Close Burst 1
                | Target:  Each creature in burst.  Cha vs Fortitude (+7)
                | Hit; 1d8 + Cha mod damage and target is immobilized
                | tell end of my next turn.
                | Effect:  I teleport 8 squares (5+3 - Fey Pact)
________________________________________________________________________
DAILY POWERS
Power Name      | Description
Dread Star      | Arcane; Implement: Fear; Radiant; Standard; Ranged 10
                | Target: 1 creature; Cha vs Will (+7)
                | Hit 3d6 + Cha mod radiant damage and the target is
                | immobilised till the end of my next turn
                | Effect Takes -2 penalty to Will defence (save ends)
                | MISS: Damage is halved
________________________________________________________________________
UTILITY POWERS
Ethereal Stride | Description
                | Encounter; Arcane; Teleportation
                | Move action: Personal
                | Effect:  I can teleport 3 squares and gain +2 power
                | bonus to all defences till end of my next turn.
________________________________________________________________________
RITUALS

________________________________________________________________________
MONEY
PP:
GP: 59
SP:
CP:

GEMS:

________________________________________________________________________
OTHER EQUIPMENT




-----------------------------------------------------------------
This message was last edited by the player at 16:34, Mon 27 Aug 2018.
Roland Esperus
player, 7 posts
Warlord/Cleric
Sat 7 Jul 2018
at 11:55
  • msg #7

Character Sheets.

He has moved along...

 extra damage. CommandEncounterStandardAccurate Holy Symbol of the Holy Nimbus +1Ranged 10One Creature+8 vs. WillThe target is dazed until the end of your next turn. In addition, you can either slide the target 8 squares (a number of squares up to 3 + your Charisma modifier) or knock the target prone. Healing Word (Hybrid)EncounterStandardAccurate Holy Symbol of the Holy Nimbus +1Close Burst 5 (10 at 11th level, 15 at 21st level)You or one ally in the burstn/an/aThe target can spend a healing surge and regain 2d6+8 additional hit points, including class ability and feats. Also, Greyband and each ally within range also gain 6 temporary hp (Charisma modifier + enchantment bonus of holy symbol). (More at 6th and higher levels.) Inspiring Word (Hybrid)EncounterStandardn/aClose Burst 5 (10 at 11th level, 15 at 21st level)You or one ally in the burstn/an/aThe target can spend a healing surge and regain 1d6+5 additional hit points, including feat. (More at 6th and higher levels.) Battlefront ShiftEncounterNo actionn/aClose Burst 3You or one ally in the burstn/an/aTrigger: I roll initiative. Effect: The target shifts half his or her speed. Knight’s MoveEncounterMoven/aRanged 10One allyn/an/aThe target can take a move action as a free action. Knight’s MoveDailyStandardAccurate Holy Symbol of the Holy Nimbus +1Close Burst 3Each Enemy in the Burst+8 vs. willThe target is weakened until the end of its next turn.You and each ally in the burst regain 5 hit points. Until the end of the encounter, whenever you restore hit points with a healing power, the recipient regains 5 additional hit points. Cloak of the ChirurgeonDailyMinorn/an/aOne adjacent allyn/an/aAn adjacent ally regains 1 healing surge already spent today.

STOPPED HERE


Equipment Slots:
SlotItemItem Descrption
HeadNone  
NeckCloak of the Chirurgeon +1+1 to Fort, Reflex and Will defenses, Property: gain +1 to Heal checks (equal to enhancement bonus of cloak). Power: Cloak of the Chirurgeon Daily Power
ArmsNone None
RingNone  None
RingNoneNone
HandsNone None
Main HandDagger/td>1d4 damage
Off-HandHeavy Shield+2 to Armor Class
ArmorReinforcing Scale Armor +1+1 Armor Class. Proparty: If you take damage from a melee attack, you gain a +1 item bonus to all defenses until the start of your next turn..
WaistNone None
TattooNone
FeetNone
Holy SymbolAccurate Holy Symbol of the Holy Nimbus +1 +1 to hit and damage on cleric implement attacks. Critical Hit: +1d6 damage (ha) and an ally within 5 squares gets to spend a healing surge. Property: When you use the healing word power during a combat encounter, you and each ally within 5 squares of you also gain temporary hit points equal to your Charisma modifier + the symbol’s enhancement bonus.
Ki FocusNone


Other Equipment:
ItemLocationDescription
Adventurer’s KitbackpackA backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin.
Riding HorseMountSee compendium.
Climber’s KitBackpackThis kit includes all the items grouped beneath its entry: a grappling hook, a small hammer, and ten pitons. When you use a climber’s kit, you gain a +2 bonus to Athletics checks for climbing.
Stonemeal Biscuitin backpackProperty: A single stonemeal biscuit weighs one-tenth of a pound and has the nutritional value of a full day’s worth of food. Power: Standard action, consumable: You eat the stonemeal biscuit. You gain a +1 power bonus on Endurance checks for 12 hours. In addition, you regain an extra 1 hit point the next time you spend a healing surge this day.
Potion of Healingtin backpack Power: Minor action, consumable: Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.


Current Gold: 52 gp]
This message was last edited by the player at 00:57, Wed 11 Nov 2020.
Dral
Fighter, 369 posts
Ranger
Wed 29 Aug 2018
at 06:08
  • msg #8

Character Sheets.

Melee Basic (staff, main hand):
+9 (+3 Str +2 lvl +2 prof +1 expertise +1 enh) vs. AC, reach 2.
1d8+6 damage (+3 Str +1 enh +1 class +1 TWF).
Melee Basic (staff, off hand):
+10 (+3 Str +2 lvl +2 prof +1 expertise +1 enh +1 class) vs. AC, reach 2.
1d8+7 damage (+3 Str +1 enh +2 class +1 TWF).
Opportunity attack (staff, off hand):
+13 (+3 Str +3 Wis +2 lvl +2 prof +1 expertise +1 enh) vs. AC.
1d8+7 (+3 Str +1 enh +2 class +1 TWF) damage.
Ranged Basic (dagger): (usually not equipped).
+9 (+3 Dex +2 lvl +3 prof +1 enh) vs. AC., range 5/10.
1d4+4 (+3 Dex + 1 enh)

Name  : Dral                   Gender: M              HP: 51 (15 + 12 Con + 6 x 4 lvl)
Player: engine                 Height: 6'0"           Bloodied: 25
Race  : Githzerai              Weight: 190 lbs.       Surge Value: 12
Class : Fighter                Age   : 30             Surge/Day: 10 (9 + 1)
Level : 4                      Hair  : Brown          Initiative: +7 (3 Dex +2 lvl +2 race)
Align : Unaligned              Eyes  : Brown          Vision: Normal
Deity :                        Hand  : Right          XP:
Size  : Medium                 Speed : 06             NEXT LVL:
________________________________________________________________________________
ABILITY
       Base   Racial   Level   Final
       Roll    Bonus   Bonus   Ability
STR  :  16      +0      +0      16/+3
CON  :  12      +0      +0      12/+1
DEX  :  14      +2      +1      17/+3
INT  :  11      +0      +0      11/+0
WIS  :  13      +2      +1      16/+3
CHA  :  10      +0      +0      10/+0

________________________________________________________________________________
ACTION POINT

Default: 0
Bonus: +3 to xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx.
________________________________________________________________________________
RACIAL BONUS
Skill Bonuses: +2 Acrobatics, +2 Athletics
Danger Sense: +2 racial bonus to initiative checks.
Defended Mind: +2 racial bonus to saving throws against effects that daze, dominate or stun.
Shifting Fortunes: Shift 3 as a free action when using second wind.

________________________________________________________________________________
DEFENSES
      Total |  10+   |Ability| Class | Race | Feat | Misc |
            | 1/2lvl | /Armor|       |      |      |      |
AC  :  18   | 10 + 2 | 3 + 2 |       |      |      |  +1  |
            |        |       |       |      |      |      |
FORT:  18   | 10 + 2 |   3   |  +2   |      |      |  +1  |
            |        |       |       |      |      |      |
REF :  16   | 10 + 2 |   3   |       |      |      |  +1  |
            |        |       |       |      |      |      |
WILL:  16   | 10 + 2 |   3   |       |      |      |  +1  |

FEATS
(Bonus) Staff Expertise: +1 attack w/staves; When you make a melee weapon attack with a staff, the weapon's reach for that attack increases by 1.
(Bonus, tempest fighter) Two-Weapon Defense: While wielding a melee weapon in each hand, you gain a +1 shield bonus to AC and Reflex.
1. Staff Fighting: You can treat the quarterstaff as a double weapon. As a double weapon, both ends of the weapon deal 1d8 damage. The primary end gains the defensive and stout properties, and the secondary end gains the off-hand property.
2. Two-Weapon Fighting: While wielding a melee weapon in each hand, you gain a +1 bonus to the damage rolls of weapon attacks that you make with a melee weapon.
4.
________________________________________________________________________________
CLASS ABILITIES
When you wield two melee weapons, you gain a +1 bonus to attack rolls with weapons that have the offhand property.
You gain Two-Weapon Defense as a bonus feat,
When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close
weapon attacks when you are wielding two weapons. This bonus increases to +2 with weapons that have the off-hand property.
________________________________________________________________________________
PATH ABILITIES

________________________________________________________________________________
LANGUAGES
Common, Deep Speech
________________________________________________________________________________
SENSES
                   Score          Skill
Passive Insight    ( 15 ) = 10 + (  5 )
Passive Perception ( 15 ) = 10 + (  5 )

________________________________________________________________________________
SKILLS

Bonus | Skill Name     | Abil.     | TRND (+5) | AP. | Misc
      |                | +1/2 lvl  |           |     |
--------------------------------------------------------------------------------
 + 7  | Acrobatics     | 3 + 2(Dex)|           |     | +2 racial
--------------------------------------------------------------------------------
 + 2  | Arcana         | 0 + 2(Int)|           | N/A |
--------------------------------------------------------------------------------
 +13  | Athletics      | 3 + 3(Str)|    +5     |     | +2 racial
--------------------------------------------------------------------------------
 + 2  | Bluff          | 0 + 2(Cha)|           | N/A |
--------------------------------------------------------------------------------
 + 2  | Diplomacy      | 0 + 2(Cha)|           | N/A |
--------------------------------------------------------------------------------
 + 5  | Dungeoneering  | 3 + 2(Wis)|           | N/A |
--------------------------------------------------------------------------------
 + 8  | Endurance      | 1 + 2(Con)|    +5     |     |
--------------------------------------------------------------------------------
 +10  | Heal           | 3 + 2(Wis)|    +5     | N/A |
--------------------------------------------------------------------------------
 + 2  | History        | 0 + 2(Int)|           | N/A |
--------------------------------------------------------------------------------
 + 5  | Insight        | 3 + 2(Wis)|           | N/A |
--------------------------------------------------------------------------------
 + 2  | Intimidate     | 0 + 2(Cha)|           | N/A |
--------------------------------------------------------------------------------
 + 5  | Nature         | 3 + 2(Wis)|           | N/A |
--------------------------------------------------------------------------------
 + 5  | Perception     | 3 + 2(Wis)|           | N/A |
--------------------------------------------------------------------------------
 + 2  | Religion       | 0 + 2(Int)|           | N/A |
--------------------------------------------------------------------------------
 + 5  | Stealth        | 3 + 2(Dex)|           |     |
--------------------------------------------------------------------------------
 + 2  | Streetwise     | 0 + 2(Cha)|           | N/A |
--------------------------------------------------------------------------------
 + 5  | Thievery       | 3 + 2(Dex)|           |     |
--------------------------------------------------------------------------------

________________________________________________________________________________

WEAPON: Chainreach Staff +1 (Lvl 5, Dragon 380)
Critical: +1d6 damage per plus or +1d8 damage per plus if you have combat advantage.
Power  Daily (Minor Action)
You may make a melee basic attack against a single target up to 5 squares away. On a successful hit, the target is also knocked prone.

WEAPON: Magic Dagger +1 (Lvl 1, PHB1, 360 gp)
Critical: +1d6 damage per plus

WEAPON:

WEAPON:

ARMOR: Leather Armor of Sudden Recovery +1 (Lvl 3, AV2)
Property
You gain a +1 item bonus to saving throws against ongoing damage.
Power (Healing)  Daily (Minor Action)
You can use this power when you're taking ongoing damage. The ongoing damage ends, and you gain regeneration equal to the amount of the ongoing damage until the end of the encounter.

ARMS:

FEET: Acrobat Boots (Lvl 2, PHB1, 520 gp)
Property
You gain a +1 item bonus to Acrobatics checks.
Power  At-Will (Minor Action)
You stand up from prone.

HANDS:

HEAD:

NECK: Lucky Charm +1 (Lvl 4, AV2)
Power  Daily (No Action)
Trigger: You miss with an attack or fail a skill check, ability check, or saving throw.
Effect: Roll a d6 and add the result to the attack roll, skill check, ability check, or saving throw.

RING:

RING:

WAIST:

AMMUNITION:

________________________________________________________________________________
ATTACKS
Melee Basic (staff, main): +9 (+3 Str +2 lvl +2 prof +1 expertise +1 enh) vs. AC.
                           1d8+6 (+3 Str +1 enh +1 class +1 TWF) damage, reach 2.
Melee Basic (staff, off) : +10 (+3 Str +2 lvl +2 prof +1 expertise +1 enh +1 class) vs. AC.
                           1d8+7 (+3 Str +1 enh +2 class +1 TWF) damage, reach 2.
Opportunity attack (staff, off): +13 (+3 Str +3 Wis +2 lvl +2 prof +1 expertise +1 enh) vs. AC.
Ranged Basic (dagger)    : +9 (+3 Dex +2 lvl +3 prof +1 enh) vs. AC.
                           1d4+4 (+3 Dex + 1 enh)
________________________________________________________________________________
AT-WILL POWERS
Dual Strike   : +9 (+3 Str +2 lvl +2 prof + 1 expertise + 1 expertise +1 enh) vs AC
                Hit: 1d8+3 (+1 enh +1 class +1 TWF) damage.
Effect: Make secondary attack.
+10 (+3 Str +2 lvl +2 prof +1 expertise +1 enh +1 class) vs. AC.
Hit: 1d8+4 (+1 enh +2 +1 TWF)
Sure Strike   : +11 (+3 Str +2 lvl +2 prof +1 expertise +1 enh +2 power) vs. AC
                Hit: 1d8+3 (+1 enh +1 class +1 TWF) damage.
________________________________________________________________________________
ENCOUNTER POWERS
Bell Ringer   : Standard; +9 vs. Fort. Hit: Target is dazed until the end of my next turn

Precise Strike: Standard; +13 vs. AC; Hit: 1d8+6 damage.

________________________________________________________________________________
DAILY POWERS
Tempest Dance : +9 vs. AC; 1d8+6 damage, 1d8+9 damage with combat advantage.
                Effect: Shift 1 square and repeat attack against a second target.
Shift 1 square and repeat attack against a third target
________________________________________________________________________________
UTILITY POWERS
Iron Mind: Immediate Interrupt; Trigger: an attack hits me; I gain +2 to all
  defenses until the end of my next turn.

Full Extension: Minor; Effect: The reach of the next melee weapon attack you make before the
                end of your turn increases by 1.

________________________________________________________________________________
RITUALS

________________________________________________________________________________
MONEY
PP:
GP: 120
SP:
CP:

GEMS:

________________________________________________________________________________
OTHER EQUIPMENT
Standard adventurer’s kit - Containing:
 -Backpack (empty)
 -Bedroll
 -Flint and steel
 -Pouch, belt (empty)
 -Rations, trail (10 days)
 -Rope, hempen (50 ft.)
 -Sunrod
 -Waterskin
Storyteller
GM, 991 posts
Tue 10 Nov 2020
at 15:09
  • msg #9

Character Sheets.

Name  : Warfryn                Gender: Male           HP:         56
Player: The Digger             Height: 3'5"           Blooded:    28
Race  : Gnome                  Weight: 55 lbs.        Surge Value:14
Class : Warlock/Paladin        Age   : 42             Surge/Day   1/8
Level : 6                      Hair  : White          Resist 5 poison
Align : Unaligned              Eyes  : Black
Deity : Corellon               Hand  : Right          XP:        7500
Size  : Small                  Speed : 05             NEXT LVL: 10000
________________________________________________________________________
ABILITY
       Base   Racial   Level   Final
       Roll    Bonus   Bonus   Ability
STR  :  13      +0      +0      13/+1
CON  :  14      +0      +0      14/+2
DEX  :  10      +0      +0      10/+0
INT  :  14      +2      +1      17/+3
WIS  :  10      +0      +0      10/+0
CHA  :  16      +2      +1      19/+4
________________________________________________________________________
DEFENCES
      Total |  10+   |Ability | Class | Race | Feat | Misc |
            | 1/2lvl | /Armour|       |      |      |      |
AC  : 21    |  13    |   7+   |       |      |      |  1*  |
            |        |        |       |      |      |      |
FORT: 16    |  13    |   2    |       |      |      |  1'  |
            |        |        |       |      |      |      |
REF : 19    |  13    |   3    |  1    |      |      |  2+*'|
            |        |        |       |      |      |      |
WILL: 19    |  13    |   4    |  1    |      |      |  1'  |

* includes +1 When holding rod
' from magic cloak
+1 from magic armour
_________________________________________________________________________
ACTION POINT

Default:
Bonus:
________________________________________________________________________
RACIAL BONUS
Fade Away: Encounter; Illusion; immediate interrupt;
If I take damage I become invisible until I attack or until
the end of my next turn.

Fey Origin: I am considered a creature of fey origin.

Master Trickster: Encounter; can use cantrip Ghost Sound
as a minor action.

Reactive Stealth: If I have any cover or concealment when I
make an initiative check I can make a stealth check.

Trickster’s Cunning:  +5 racial bonus to saves vs illusions.
________________________________________________________________________
FEATS
Rod expertise: Benefit: gain +1 feat bonus to implement attack
rolls that I make with a rod.
     And when I hold a rod, I gain a +1 shield bonus to
        AC and Reflex.

Soldier of the Faith.

Toughness:  Gain +5hp at each sphere of play

Hide proficiency

Distant Advantage: Gain CA on enemies flanked by allies.

Light shield proficiency; +1 to AC and Reflex
Retrained to
Improved Misty Step (teleport 5 squares instead of 3)
________________________________________________________________________
CLASS ABILITIES
Eldritch Blast:  At Will (see below).

Eyebite: At Will (see below).

Improved Misty Step: Fey Pact boon; When a Warlock's Curse victim
falls to 0 HP or fewer, I can immediately teleport 5 squares
as a free action.

Prime Shot: If no allies are nearer to my target
I gain +1 to ranged attack rolls against that target.

Shadow Walk: On my turn, if I move at least 3 squares away
from where I started the turn I gain concealment till the
end of my next turn.

Warlock’s Curse: Minor action; Once per turn I can place
my curse on the nearest enemy.
I can have several cursed at the same time.

Implement use: I can use an implement to channel my powers.

Paladin; once/encounter I can use Divine Challenge.
I can use a holy symbol when using a paladin power.

________________________________________________________________________
PATH ABILITIES

________________________________________________________________________
LANGUAGES
Common & Elven

________________________________________________________________________
SENSES
                   Score          Skill
Passive Insight    ( 12 ) = 12 + ( 00 )
Passive Perception ( 12 ) = 12 + ( 00 )
Initiative         +0

________________________________________________________________________
SKILLS

Bonus | Skill Name     | Abil.      | TRND (+5) | AP. | Misc
      |                | +1/2 lvl   |           |     |
------------------------------------------------------------------------
  3   | Acrobatics     |   3   (Dex)|           |     |
------------------------------------------------------------------------
 13   | Arcana         |   6   (Int)|     5     | N/A |  2
------------------------------------------------------------------------
  4   | Athletics      |   4   (Str)|           |     |
------------------------------------------------------------------------
 13   | Bluff          |  7   (Cha)|     5     | N/A |  1
------------------------------------------------------------------------
 14   | Diplomacy      |   7   (Cha)|     5     | N/A |  2
------------------------------------------------------------------------
  3   | Dungeoneering  |   3   (Wis)|           | N/A |
------------------------------------------------------------------------
  5   | Endurance      |   5   (Con)|           |     |
------------------------------------------------------------------------
  3   | Heal           |   3   (Wis)|           | N/A |
------------------------------------------------------------------------
  6   | History        |   6   (Int)|           | N/A |
------------------------------------------------------------------------
  3   | Insight        |   3   (Wis)|           | N/A |
------------------------------------------------------------------------
 13   | Intimidate     |   7   (Cha)|    5      | N/A |  1
------------------------------------------------------------------------
  3   | Nature         |   3   (Wis)|           | N/A |
------------------------------------------------------------------------
  3   | Perception     |   3   (Wis)|           | N/A |
------------------------------------------------------------------------
  6   | Religion       |   6   (Int)|           | N/A |
------------------------------------------------------------------------
  5   | Stealth        |   3   (Dex)|           |     |  2
------------------------------------------------------------------------
 12   | Streetwise     |   7   (Cha)|     5     | N/A |
------------------------------------------------------------------------
  3   | Thievery       |   3   (Dex)|           |     |
------------------------------------------------------------------------

Action Points used:  1/1
________________________________________________________________________

WEAPON:  2 x daggers

WEAPON:  Sling & 20 bullets

Implement:  Vicious Rod +1 1d8 when using curse (1d10 on crits)(lvl 3)

ARMOuR:  Hide Armor of Dark Majesty +1 AC, Level: 4
         Price: 840 gp
         Property: I gain an item bonus to Bluff and Intimidate checks
         equal to the enhancement bonus (+1).
         Property: I gain a +2 item bonus to all defences against enemies
         under my Warlock's Curse.
         Power (Daily): Minor Action. Place my Warlock's Curse on any enemy
         I can see, rather than the nearest enemy.
         (Dragon Magazine 386).

ARMS: Bracers of the Perfect Shot; +2 damage with ranged basic attacks

FEET:  Boots of Stealth (Lvl 3)

HANDS:

HEAD:  Eagle Eye Goggles;  +1 item bonus to ranged basic attacks

NECK: Cloak of Distortion +1 to Fort, Ref and Will.  A ranged attack
      from more than 5 squares away is at -5 to hit. (Lvl 4)

RING:

RING:

WAIST:  Viper's Belt Level 4.  Gain resist 5 vs poison.
Power: Encounter, No action; Use this power when making a
saving throw vs ongoing poison damage.  Gain +2 power bonus to saving throw.

Power Jewel, level 5.
Power (Daily) This power allows me to regain use of an encounter
power of 1st or 3rd level.
Special:  I must have reached at least one milestone today to activate
this item.

1 dose of level 5 clearsense powder. Minor action.
You or adjacent ally can make a save against a blinded or deafened condition
that is "save ends." The source must be 10th level or lower.

Standard adventurer’s kit - Containing:
-Backpack
-Bedroll
-Flint and steel
-Pouch, belt (empty)
-Rations, trail (10 days)
-Rope, hempen (50 ft.)
-Sunrods (1)
-Waterskin

(Light shield.  +1AC and +1 Ref - not in use)

1 x Potions of Healing

________________________________________________________________________
AT-WILL POWERS
Power Name      | Description
Eldritch Blast  | Arcane; Implement; Standard; Ranged 10
                | Target: 1 creature; Cha vs Ref (+8)(+1 from Goggles)
                | Hit: 1d10 + Cha mod damage +2 (total = +6)
                | Counts as a ranged basic attack.

Attack = Cha = +4, Level = +3, Feat (Expertise) = +1
         Enhancement (Magic item) = +1, Item bonus (Goggles) =+1
         with Combat Advantage = +2
        Total = +12


Eyebite         | Arcane; Charm; Implement; Psychic;
                | Standard; Ranged 10
                | Target: 1 creature; Cha vs Will (+7)
                | Hit: 1d6 + Cha mod psychic damage and I am invisible
                | to target till the start of my next turn.
________________________________________________________________________
ENCOUNTER POWERS
Power Name      | Description
Witchfire       | Arcane; Fire; Implement; Standard; Ranged 10
                | Target: 1 creature; Cha vs Ref (7)
                | Hit: 2d6+Cha mod fire damage & target takes
                | a penalty to its next attack of 2+ Int mod(5)

Otherwind Stride| Description
                | Arcane; Implement; Teleportation; Standard; Close Burst 1
                | Target:  Each creature in burst.  Cha vs Fortitude (+7)
                | Hit; 1d8 + Cha mod damage and target is immobilised
                | tell end of my next turn.
                | Effect:  I teleport 8 squares (5+3 - Fey Pact)
________________________________________________________________________
DAILY POWERS
Power Name      | Description
Dread Star      | Arcane; Implement: Fear; Radiant; Standard; Ranged 10
                | Target: 1 creature; Cha vs Will (+7)
                | Hit 3d6 + Cha mod radiant damage and the target is
                | immobilised till the end of my next turn
                | Effect Takes -2 penalty to Will defence (save ends)
                | MISS: Damage is halved

Crown of Madness| Description
                | Arcane; Charm; Implement: Psychic; Standard; Ranged 10
                | Target: 1 creature; Cha vs Will (+7)
                | Hit: 2d6 + Cha mod psychic damage
                | Miss:  Half damage
                | Sustain Minor: Target makes a melee basic attack against
                | an adjacent ally of my choice (save ends)
________________________________________________________________________
UTILITY POWERS
Ethereal Stride | Description
                | Encounter; Arcane; Teleportation
                | Move action: Personal
                | Effect:  I can teleport 3 squares and gain +2 power
                | bonus to all defences till end of my next turn.

 Fey Switch     |Description
                | Encounter; Arcane; Teleportation
                | Move action: Range 10
                | Targets:  Self & one willing ally
                | Effect:  Self and ally change places
______________________________________________________________________
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