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Character Sheet

Player Name

Bryseis 1 Ranger 0
Character Name Level Class Paragon Path Epic Destiny Total XP
Tiefling Medium 22 Female 5' 6" 160 lba Unaligned
Race Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number

INITIATIVE DEFENSES MOVEMENT


SCORE DEX 1/2 LVL MISC SCORE 10 + ARMOR/ SCORE BASE ARMOR ITEM MISC
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
2 Initiative 2 12
6 Speed (Squares) 6
CONDITIONAL MODIFIERS
AC 10 2
SPECIAL MOVEMENT
CONDITIONAL BONUSES
+2 AC against opportunity attacks
ABILITY SCORES SENSES
SCORE ABILITY ABIL MOD MOD + 1/2 LVL 10 +
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC SCORE PASSIVE SENSE BASE SKILL BONUS

17 STR
Strength
3 3 14 FORT 10 3 1 10 Passive Insight 10 + 0

11 CON
Constitution
0 0
CONDITIONAL BONUSES
15 Passive Perception 10 + 5
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Low-light Vision
14 DEX 2 2 13
Dexterity REF 10 2 1
ATTACK WORKSPACE
15 INT
Intelligence
2 2 CONDITIONAL BONUSES ABILITY:
Ranged Basic Attack - Sling
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +

11 WIS 0 0
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 4 0 2 2
Wisdom 10 WILL 10 ABILITY:
Melee Basic Attack - Unarmed
10 CHA
Charisma
0 0 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC

+ 3 0 3
HIT POINTS ACTION POINTS
MAX HP HEALING SURGES MILESTONES
0
ACTION POINTS
1 DAMAGE WORKSPACE
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2 ABILITY:
23 11 5 6 2 3 Ranged Basic Attack - Sling
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES 1d6+2 2
RACE FEATURES ABILITY:
Melee Basic Attack - Unarmed
Infernal Wrath - Use infernal wrath as an encounter DAMAGE ABIL FEAT ENH MISC MISC

SECOND WIND 1/ENCOUNTER USED power. 1d4+3 3


TEMPORARY HIT POINTS
Fire Resistance - Resist fire 5 + 1/2 level.
Bloodhunt - +1 on attacks against bloodied foes. BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
SAVING THROW MODS 4 vs AC Sling 1d6+2

RESISTANCES Resist 5 Fire 3 vs AC Unarmed (Melee) 1d4+3

CURRENT CONDITIONS AND EFFECTS 2 vs AC Unarmed (Range) 1d4+2

vs

SKILLS CLASS / PATH / DESTINY FEATURES


ABIL MOD TRND ARMOR
BONUS SKILL NAME + 1/2 LVL (+5) PENALTY MISC
Fighting Style - Choose Archer Fighting Style, Two-Blade FEATS
7 Acrobatics DEX 2 5 n/a 0 Fighting Style, Beast Mastery, Marauder Fighting Style, Defensive Mobility - +2 to AC against opportunity attacks

2 2 0 n/a 0 Hunter Fighting Style. Far Shot - Increase projectile weapon range by 5 squares
Arcana INT

0 Archer Fighting Style - Gain Defensive Mobility as a


8 Athletics STR 3 5 n/a
bonus feat.
2 Bluff CHA 0 0 n/a 2
Hunter's Quarry - Minor action, designate nearest enemy
0 Diplomacy CHA 0 0 n/a 0
you see as quarry; deal extra damage to quarry once per
0 Dungeoneering WIS 0 0 n/a 0
round.
5 Endurance CON 0 5 n/a 0
Prime Shot - If no allies are closer to target than you, get
0 Heal WIS 0 0 n/a 0 +1 on ranged attacks against that target.
2 History INT 2 0 n/a 0

0 Insight WIS 0 0 n/a 0

0 Intimidate CHA 0 0 n/a 0

5 Nature WIS 0 5 n/a 0

5 Perception WIS 0 5 n/a 0

2 Religion INT 2 0 n/a 0


LANGUAGES KNOWN
4 Stealth DEX 2 0 n/a 2
Common, Draconic
0 Streetwise CHA 0 0 n/a 0

2 Thievery DEX 2 0 n/a 0

Bryseis Page 1
POWER INDEX MAGIC ITEM INDEX CHARACTER PORTRAIT
List your powers below. List your powers below.
Check the box when the power is used. Check the box when the power is used.
Clear the box when the power renews. Clear the box when the power renews.
AT-WILL POWERS MAGIC ITEMS
WEAPON
Hunter's Quarry
WEAPON
Nimble Strike
WEAPON
Careful Attack
WEAPON

ARMOR

ARMS

FEET
ENCOUNTER POWERS
HANDS
Second Wind
HEAD
Infernal Wrath
NECK
Evasive Strike
RING

RING

WAIST PERSONALITY TRAITS

DAILY POWERS
Hunter's Bear Trap

MANNERISMS AND APPEARANCE

UTILITY POWERS

Daily Item Powers Per Day


Heroic (1-10) Milestone / / / CHARACTER BACKGROUND
Paragon (11-20) Milestone / / /

Epic (21-30) Milestone / / /

OTHER EQUIPMENT RITUALS / ALCHEMY


Sling
Camel
Adventurer's Kit
Candle (9) COMPANIONS AND ALLIES
Torch
Climber's Kit
Identification Papers with Portrait
Common Meal (4)
Belt Pouch (empty)

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 1 cp
Stored money: 0 gp
Encumbrance: 45 / 170

Bryseis Page 2
CHARACTER NAME
Skills Action Point
Bryseis
PLAYER NAME ADDITIONAL EFFECTS
7 Acrobatics DEX (Trained)
2 Arcana INT
RACE
Tiefling
CLASS
Ranger
LEVEL
1 8 Athletics STR (Trained)
2 Bluff CHA
SCORE ABILITY MOD 0 Diplomacy CHA
HP AC 0 Dungeoneering WIS
17 STR +3
5 Endurance CON (Trained)
12
23 11 CON +0 0 Heal WIS
Fort 2 History INT
Spd 0 Insight WIS
14 DEX +2 14
0 Intimidate CHA
6 15 INT +2 Ref 5 Nature WIS (Trained)
5 Perception WIS (Trained)
13
Init 11 WIS +0 2 Religion INT
Will 4 Stealth DEX
+2 10 CHA +0 0 Streetwise CHA
10
2 Thievery DEX
ADDITIONAL EFFECTS Effect: Gain a standard action this turn.
Special: You are reset to one action point when
Passive Passive you take an extended rest. You gain an action
10 Insight 15 Perception
point each milestone.
PLAY DATA PLAY DATA ENCOUNTER SPECIAL

Second Wind Hunter's Quarry Nimble Strike


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Martial, Weapon

Standard Personal Minor Standard * Ranged weapon

ACTION RANGE ACTION RANGE ACTION RANGE


AT-WILL ENCOUNTER DAILY vs 4 vs AC One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Effect: You spend a healing surge and regain 5
hit points. You gain a +2 bonus to all defenses 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
Special: Shift 1 square before or after you
until the start of your next turn. extra damage based on your level. If you can make multiple attacks in a attack.
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 Attack: Dexterity vs. AC
your turn, you cannot deal it again until the start of your next turn. Hit: 1[W] + Dexterity modifier (+2) damage.
The hunter's quarry effect remains active until the end of the encounter, until Increase damage to 2[W] + Dexterity modifier
the quarry is defeated, or until you designate a different target as your quarry.
(+2) at 21st level.
You can designate one enemy as your quarry at a time.

Level : Hunter's Quarry Extra Damage Sling: +4 attack, 1d6+2 damage


1st–10th : +1d6
11th–20th : +2d6
21st–30th : +3d6

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 Racial bonus to attack rolls against bloodied foes - Bloodhunt.

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


PH * PH Ranger 1 PH
UTILITY POWER AT-WILL POWER AT-WILL POWER

Careful Attack Infernal Wrath Evasive Strike


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Martial, Weapon Fire Martial, Weapon

Standard * * Melee or Ranged weapon Free Close burst 10 Standard * * Melee or Ranged weapon
ACTION RANGE ACTION 10 RANGE ACTION RANGE
6 vs AC One creature vs The triggering enemy in burst 4 vs AC One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

Requirement: You must be wielding two melee Trigger: An enemy within 10 squares of you hits Special: You can shift a number of squares
weapons or a ranged weapon. you equal to 1 + your Wisdom modifier (+0) either
Attack: Strength + 2 vs. AC (melee) or Dexterity + 2 Effect: The target takes 1d6 + Intelligence before or after the attack.
vs. AC (ranged). modifier (+2) or Charisma modifier (+0) fire Attack: Strength vs. AC (melee) or Dexterity vs.
Hit: 1[W] + Strength modifier (+3) damage (melee)
damage. AC (ranged)
or 1[W] + Dexterity modifier (+2) damage (ranged).
Level 11: 2d6 + Intelligence modifier (+2) or Hit: 2[W] + Strength modifier (+3) damage
Increase damage to 2[W] + Strength modifier (+3)
damage (melee) or 2[W] + Dexterity modifier (+2) Charisma modifier (+0) fire damage. (melee) or 2[W] + Dexterity modifier (+2)
damage (ranged) at 21st level. Level 21: 3d6 + Intelligence modifier (+2) or damage (ranged).
Charisma modifier (+0) fire damage.
Sling: +6 attack, 1d6+2 damage Sling: +4 attack, 2d6+2 damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS


+1d6 to damage once per round (Hunter's Quarry) +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 attack rolls if none of your allies are closer to the target - Prime Shot.
+1 Racial bonus to attack rolls against bloodied foes - Bloodhunt. +1 Racial bonus to attack rolls against bloodied foes - Bloodhunt.

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Ranger 1 PH Racial Power * PH Ranger 1 PH
AT-WILL POWER ENCOUNTER POWER ENCOUNTER POWER

Bryseis Page 3
Hunter's Bear Trap
KEYWORDS USED
Martial, Weapon

Standard * * Melee or Ranged weapon


ACTION RANGE
4 vs AC One creature
ATTACK DEFENSE TARGET

Attack: Strength vs. AC (melee) or Dexterity vs.


AC (ranged)
Hit: 2[W] + Strength modifier (+3) damage
(melee) or 2[W] + Dexterity modifier (+2)
damage (ranged), and the target is slowed and
takes ongoing 5 damage (save ends both).
Miss: Half damage, no ongoing damage, and the
target is slowed until the end of your next turn.

Sling: +4 attack, 2d6+2 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 Racial bonus to attack rolls against bloodied foes - Bloodhunt.

CLASS LEVEL BOOK


Ranger 1 PH

DAILY POWER

Bryseis Page 4

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