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Character Sheet

Player Name

Aelar
Character Name

3
Level

Ranger
Class Height Weight Paragon Path Epic Destiny Deity Adventuring Company Total XP

2.250 Unaligned
Alignment RPGA Number

Elf
Race

Medium
Size Age

Male
Gender

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

19

CONDITIONAL MODIFIERS

AC

11

Speed

(Squares)

SPECIAL MOVEMENT

CONDITIONAL BONUSES

+2 AC against opportunity attacks

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

13 13 20 8 16 11

STR Strength
Constitution

1 1 5 -1 3 0 HIT POINTS

2 2 6 0 4 1

13

FORT 11

14 23

Passive Insight Passive Perception

10 + 10 +

4 13

CON

CONDITIONAL BONUSES

DEX Dexterity INT Intelligence WIS Wisdom CHA Charisma

DEFENSE

10 + 1/2 LVL ABIL

SPECIAL SENSES CLASS FEAT ENH MISC MISC

Low-light Vision

17

REF

11

1
ABILITY: ATT BONUS CLASS FEAT ENH MISC MISC

ATTACK WORKSPACE
Ranged Basic Attack - Longbow
1/2 LVL ABIL CLASS PROF FEAT ENH MISC

CONDITIONAL BONUSES

DEFENSE

10 + 1/2 LVL ABIL

+ 10
ABILITY: ATT BONUS

5
CLASS

2
PROF

1
FEAT

1
ENH MISC

14

WILL 11

Melee Basic Attack - Short sword


1/2 LVL ABIL

CONDITIONAL BONUSES

+ 6 ACTION POINTS
SURGES/DAY

MAX HP
BLOODIED

HEALING SURGES
SURGE VALUE

35
CURRENT HIT POINTS

17
1/2 HP

8
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

Ranged Basic Attack - Longbow


ABIL FEAT ENH MISC MISC

1d10+7 RACE FEATURES


Elemental Origin - You have the elemental origin
ABILITY: DAMAGE

5
ABIL

1
FEAT

1
ENH MISC MISC

Melee Basic Attack - Short sword

SECOND WIND 1/ENCOUNTER


TEMPORARY HIT POINTS

USED

Elven Weapon Proficiency - Proficiency with longbow and shortbow Fey Origin - You have the fey origin

1d6+2

1 BASIC ATTACKS

DEATH SAVING THROW FAILURES


SAVING THROW MODS RESISTANCES CURRENT CONDITIONS AND EFFECTS

ATTACK

DEFENSE

WEAPON OR POWER

DAMAGE

Wild Step - Ignore difficult terrain when shifting Elven Accuracy - You have the elven accuracy power Group Awareness - Non-elf allies within 5 sq. gain +1 to Perception

10 6 3 7

vs vs vs vs

AC AC AC AC

Longbow Short sword Unarmed (Melee) Unarmed (Range)

1d10+7 1d6+2 1d4+2 1d4+6

SKILLS
BONUS SKILL NAME ABIL MOD + 1/2 LVL TRND (+5) ARMOR PENALTY MISC

CLASS / PATH / DESTINY FEATURES


Windlord Starting Feature - Your origin becomes elemental; gain Primordial language, +2 bonus to Athletics and Perception checks, and the wind fury assault power Fighting Style - Choose Archer Fighting Style, Two-Blade Fighting Style, Beast Mastery, Marauder Fighting Style, Hunter Fighting Style. Archer Fighting Style - Gain Defensive Mobility as a
4 2 4 0 4 1 4 4 0 6 1 6 0 5 0 0 0 0 5 5 0 5 0 0 n/a 1 n/a n/a n/a n/a n/a n/a n/a 1 n/a 1 0 0 0 0 0 0 2 4 0 0 0 0 Page 1

FEATS
Defensive Mobility - +2 to AC against opportunity attacks Weapon Focus (Bow) - Gain +1 damage per tier with weapon attacks with Bows Bow Expertise - When using a bow: +1/2/3 (by tier) to attack, +1/2/3 (by tier) damage to one creature that isn't adjacent to other creatures

5 0 8 1 1 4 6 4 0 4 1 11 13 0 10 1 5
Aelar

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

6 0 2 1 1

0 0 5 0 0

1 n/a 1 n/a n/a

0 0 2 0 0

bonus feat. Hunter's Quarry - Minor action, designate nearest enemy you see as quarry; deal extra damage to quarry once per round. Prime Shot - If no allies are closer to target than you, get +1 on ranged attacks against that target.

LANGUAGES KNOWN
Primordial, Common, Elven

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 Hunter's Quarry Twin Strike Nimble Strike Body Equilibrium
WEAPON WEAPON WEAPON WEAPON ARMOR ARMS FEET HANDS

MAGIC ITEMS

ENCOUNTER POWERS
Second Wind Wind Fury Assault Two-Fanged Strike Disruptive Strike
HEAD NECK RING RING WAIST

PERSONALITY TRAITS
Nature's Fervor (level 3) Crimson Determination (heroic tier)

DAILY POWERS
Sure Shot

MANNERISMS AND APPEARANCE


UTILITY POWERS
Second Wind Elven Accuracy Yield Ground

Daily Item Powers Per Day


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

CHARACTER BACKGROUND
Silver Wind's Envoy I will free Silver Wind from her imprisonment. The storm is both herald and weapon of my mission.

OTHER EQUIPMENT
Hide Armor (E) Short sword Longbow (E) Waterskin (2) Torch (2) Survival Day (8) Sun balm Sack (2) Giant hair rope Flint and Steel Fire Kit Filter mask Desert Clothing

RITUALS / ALCHEMY

COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 15 cp Stored money: 0 gp Encumbrance: 126 / 130

Aelar

Page 2

CHARACTER NAME

Aelar
PLAYER NAME

Skills 5 0 8 1 1 4 6 4 0 4 1 11 13 0 10 1 5 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

Elf

CLASS

Ranger

LEVEL

(Trained)

SCORE ABILITY

MOD

HP 35 Spd 7 Init +6

13 STR +1 13 CON +1 20 DEX +5 8 INT 1

AC 19 Fort 13 Ref 17 Will 14


Passive Perception

(Trained)

16 WIS +3 11 CHA +0

(Trained) (Trained) (Trained)


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

14
PLAY DATA

Passive Insight

23

ADDITIONAL EFFECTS

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 3 ATTACK

Melee 1 RANGE

Standard ACTION 3 ATTACK

Melee touch RANGE

vs

Fort DEFENSE

One creature TARGET

vs

Reflex DEFENSE

One creature that is no more than one size cate TARGET

Effect: You spend a healing surge and regain 8 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: +3 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: +3 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

Hunter's Quarry
KEYWORDS USED

Twin Strike
KEYWORDS

Martial, Weapon
* *

USED

* Opportunity Action

Melee 1 RANGE

Minor ACTION vs ATTACK DEFENSE TARGET RANGE

Standard ACTION 10 ATTACK

Melee or Ranged weapon RANGE

ACTION vs ATTACK DEFENSE

The triggering enemy TARGET

vs

AC DEFENSE

One or two creatures TARGET

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.

You can designate the nearest enemy to you that you can see as your quarry. Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter's Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn. The hunter's quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. You can designate one enemy as your quarry at a time. Level : Hunter's Quarry Extra Damage 1st10th : +1d6 11th20th : +2d6 21st30th : +3d6

Requirement: You must be wielding two melee weapons or a ranged weapon. Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks Hit: 1[W] damage per attack. Increase damage to 2[W] at 21st level. Longbow: +10 attack, 1d10+2 damage

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS +1d6 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. +1 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise. +2 to damage rolls against bloodied targets - Crimson Determination (heroic tier). LEVEL

CLASS

LEVEL

BOOK

PH

CLASS

BOOK

PH

CLASS

Ranger

LEVEL

BOOK

PH

AT-WILL POWER
Aelar

AT-WILL POWER
Page 3

AT-WILL POWER

Nimble Strike
KEYWORDS

Body Equilibrium
USED KEYWORDS

Wind Fury Assault


USED KEYWORDS

Martial, Weapon
*

Psionic Personal RANGE vs

Elemental, Weapon
* *

USED

Standard ACTION 10 ATTACK vs

Ranged weapon RANGE

Move ACTION

Standard ACTION 10

Melee or Ranged weapon RANGE

AC DEFENSE

One creature TARGET ATTACK

vs

AC DEFENSE

One creature TARGET

DEFENSE

TARGET

ATTACK

Special: Shift 1 square before or after you attack. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+5) damage. Increase damage to 2[W] + Dexterity modifier (+5) at 21st level. Longbow: +10 attack, 1d10+7 damage

Effect: You move your speed. During the move, you gain a +5 power bonus to Acrobatics checks to balance and do not sink when moving over soft or brittle terrain, such as dust, silt, mud, snow, or thin ice.

Effect: You can fly up to your speed. At any point during this movement, you can make the following attack. Attack: Primary ability vs. AC Hit: 1[W] + ability modifier damage, and you can slide the target 1 square. Level 11: 2[W] + ability modifier damage. Level 21: 3[W] + ability modifier damage. Longbow: +10 attack, 1d10+7 damage

ADDITIONAL EFFECTS +1d6 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. +1 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise. +2 to damage rolls against bloodied targets - Crimson Determination (heroic tier). CLASS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS +1d6 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. +1 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise. +2 to damage rolls against bloodied targets - Crimson Determination (heroic tier). LEVEL

Ranger

LEVEL

BOOK

PH

CLASS

BOOK

DSCS

CLASS

Windlord

LEVEL

BOOK

HOTEC

AT-WILL POWER

AT-WILL POWER

ENCOUNTER POWER

Two-Fanged Strike
KEYWORDS

Disruptive Strike
USED KEYWORDS

Sure Shot
USED KEYWORDS

Martial, Weapon
* *

Martial, Weapon
*

Martial, Weapon
*

USED

Standard ACTION 10 ATTACK

Melee or Ranged weapon RANGE

* Imm Interrupt

Melee or Ranged weapon RANGE

Standard ACTION 10 ATTACK vs

Ranged weapon RANGE

ACTION 10 ATTACK vs AC DEFENSE

vs

AC DEFENSE

One creature TARGET

The attacking creature TARGET

AC DEFENSE

One creature TARGET

Requirement: You must be wielding two melee weapons or a ranged weapon. Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks Hit: 1[W] + Strength modifier (+1) damage (melee) or 1[W] + Dexterity modifier (+5) damage (ranged) per attack. If both attacks hit, you deal extra damage equal to your Wisdom modifier (+3). Longbow: +10 attack, 1d10+7 damage
ADDITIONAL EFFECTS +1d6 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. +1 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise. +2 to damage rolls against bloodied targets - Crimson Determination (heroic tier). CLASS

Trigger: You or an ally is attacked by a creature Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged) Hit: 1[W] + Strength modifier (+1) damage (melee) or 1[W] + Dexterity modifier (+5) damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier (+3). Longbow: +10 attack, 1d10+7 damage
ADDITIONAL EFFECTS +1d6 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. +1 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise. +2 to damage rolls against bloodied targets - Crimson Determination (heroic tier). CLASS

Attack: Dexterity vs. AC. You can reroll the attack roll but must use the second result. Hit: 3[W] + Dexterity modifier (+5) damage. You can reroll each damage die once but must use the second result. Longbow: +10 attack, 3d10+7 damage

ADDITIONAL EFFECTS +1d6 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. +1 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise. +2 to damage rolls against bloodied targets - Crimson Determination (heroic tier). CLASS

Ranger

LEVEL

BOOK

PH

Ranger

LEVEL

BOOK

PH

Ranger

LEVEL

BOOK

MP2

ENCOUNTER POWER

ENCOUNTER POWER

DAILY POWER

Second Wind
KEYWORDS USED

Elven Accuracy
KEYWORDS USED

Yield Ground
KEYWORDS

Martial

USED

Standard ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Free ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Imm Reaction ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Effect: Spend a healing surge and gain a +2 bonus to all defenses until the start of your next turn. Nature's Fervor (level 3): When you use your second wind, you can make a saving throw against one effect that a save can end.

Trigger: You make an attack roll and dislike the result. Effect: Reroll the attack roll. Use the second roll, even if it's lower.

Trigger: An enemy damages you with a melee attack Effect: You can shift a number of squares equal to your Wisdom modifier (+3). Gain a +2 power bonus to all defenses until the end of your next turn.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

LEVEL

BOOK

PH

CLASS

Elf

LEVEL

BOOK

PH

CLASS

Ranger

LEVEL

BOOK

PH

UTILITY POWER
Aelar

UTILITY POWER
Page 4

UTILITY POWER

Nature's Fervor (level 3)


1
AC BONUS CHECK SPEED QUANTITY

Crimson Determination (heroic tier)


1
AC BONUS CHECK SPEED QUANTITY

3
ENHANCEMENT
PROPERTIES

Divine Boon
TYPE
PROPERTIES

4
ENHANCEMENT LEVEL

Legendary Boon
TYPE

LEVEL

When you use your second wind, you can make a saving throw against one effect that a save can end.

You gain a +2 bonus to damage rolls against bloodied targets.

AT-WILL
POWER

ENCOUNTER

DAILY

AT-WILL
POWER

ENCOUNTER

DAILY

Utility Power (Daily * Healing):: Free Action. Trigger: You drop an enemy to 0 hit points. Effect: You can spend a healing surge or regain the use of an expended encounter attack power. If the enemy was aberrant or undead, you can do both. Rarity: Uncommon

Rarity: Uncommon

ITEM SLOT

WEIGHT

PRICE

680

BOOK

Dragon 412

ITEM SLOT

WEIGHT

PRICE

840

BOOK

Dragon 393

MAGIC ITEM

MAGIC ITEM

Aelar

Page 5

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