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Character Sheet

Player Name

Adran
Character Name

1
Level

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

16

CONDITIONAL MODIFIERS

AC

10

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

SENSES
ABIL CLASS FEAT ENH MISC MISC SCORE PASSIVE SENSE BASE SKILL BONUS

12 13 18 11 16 10

STR Strength
Constitution

1 1 4 0 3 0 HIT POINTS

1 1 4 0 3

12

FORT 10

13 15

Passive Insight Passive Perception

10 + 10 +

3 5

CON DEX

CONDITIONAL BONUSES

DEFENSE

10 + 1/2 LVL

SPECIAL SENSES ABIL CLASS FEAT ENH MISC MISC

Low-light Vision

Dexterity

15

REF

10

1
ABILITY: ATT BONUS

INT Intelligence WIS Wisdom CHA Charisma

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

CONDITIONAL BONUSES

DEFENSE

10 + 1/2 LVL

ABIL

CLASS

FEAT

ENH

MISC

MISC

+ 6
ABILITY: ATT BONUS

0
1/2 LVL

4
ABIL CLASS

2
PROF FEAT ENH MISC

13

WILL

10

Melee Basic Attack - Short sword

CONDITIONAL BONUSES

+ 4 ACTION POINTS
SURGES/DAY

MAX HP
BLOODIED

HEALING SURGES
SURGE VALUE

25
CURRENT HIT POINTS

12
1/2 HP

6
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+4 RACE FEATURES


Elven Weapon Proficiency - Proficient with longbow and
ABILITY: DAMAGE

4
ABIL FEAT ENH MISC MISC

Melee Basic Attack - Short sword

SECOND WIND 1/ENCOUNTER


TEMPORARY HIT POINTS

USED

shortbow. Group Awareness - Non-elf allies within 5 get +1 to

1d6+1

1 BASIC ATTACKS

DEATH SAVING THROW FAILURES


SAVING THROW MODS RESISTANCES CURRENT CONDITIONS AND EFFECTS

Perception. Elven Accuracy - Use elven accuracy as an encounter power. Fey Origin - Your origin is fey, not natural Wild Step - Ignore difficult terrain when shifting (even when shifting multiple squares).

ATTACK

DEFENSE

WEAPON OR POWER

DAMAGE

6 4 1 4

vs vs vs vs

AC AC AC AC

Longbow Short sword Unarmed (Melee) Unarmed (Range)

1d10+4 1d6+1 1d4+1 1d4+4

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

CLASS / PATH / DESTINY FEATURES


Fighting Style - Choose Archer Fighting Style or Two-Blade Fighting Style.

FEATS
Defensive Mobility - +2 to AC against opportunity attacks Brutal Accuracy - Hit with elven accuracy reroll gains extra damage

9 0 1 0 0 3 6 8 0 3 0 10 5 0 9 0 4
Adran

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 0 1 0 0 3 1 3 0 3 0 3 3 0 4 0 4

5 0 0 0 0 0 5 5 0 0 0 5 0 0 5 0 0 n/a n/a n/a n/a n/a n/a n/a n/a 2 2 n/a n/a n/a n/a

Archer Fighting Style - Gain Defensive Mobility as a 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
Common, Elven

Page 1

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
Hunter's Quarry Careful Attack Twin Strike
WEAPON WEAPON WEAPON WEAPON ARMOR ARMS FEET

MAGIC ITEMS

ENCOUNTER POWERS
Second Wind Elven Accuracy Rapid Volley
HANDS HEAD NECK RING RING WAIST

PERSONALITY TRAITS

DAILY POWERS
Split the Tree

MANNERISMS AND APPEARANCE


UTILITY POWERS

Daily Item Powers Per Day


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

CHARACTER BACKGROUND

OTHER EQUIPMENT
Leather Armor (E) Longbow (E) Short sword Arrows (30)

RITUALS / ALCHEMY

COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 34 gp Stored money: 0 gp Encumbrance: 23 / 120

Adran

Page 2

CHARACTER NAME

Adran
PLAYER NAME

Second Wind
KEYWORDS USED

RACE

Elf

CLASS

Ranger

LEVEL

Standard ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

HP 25 Spd 7 Init +4

12 STR 13 CON 18 DEX 11 INT 16 WIS 10 CHA

AC 16 Fort 12 Ref 15 Will 13

Effect: You spend a healing surge and regain 6 hit points. You gain a +2 bonus to all defenses until the start of your next turn.

ADDITIONAL EFFECTS

13

Passive Insight

15

Passive Perception
CLASS LEVEL BOOK

PH

PLAY DATA

ENCOUNTER SPECIAL

UTILITY POWER

Hunter's Quarry
KEYWORDS USED

Careful Attack
KEYWORDS

Twin Strike
USED KEYWORDS

Martial, Weapon
* *

Martial, Weapon
* *

USED

Minor ACTION vs ATTACK DEFENSE 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. The extra damage is 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
ADDITIONAL EFFECTS

Standard RANGE ACTION 8 ATTACK

Melee or Ranged weapon RANGE

Standard ACTION 6 ATTACK

Melee or Ranged weapon RANGE

vs

AC DEFENSE

One creature TARGET

vs

AC DEFENSE

One or two creatures TARGET

Requirement: You must be wielding two melee weapons or a ranged weapon. Attack: Strength + 2 vs. AC (melee) or Dexterity + 2 vs. AC (ranged). Hit: 1[W] damage + Strength modifier (+1) (melee) or 1[W] damage + Dexterity modifier (+4) (ranged). Increase damage to 2[W] (melee) or 2[W] (ranged) at 21st level. Longbow: +8 attack, 1d10+0 damage
ADDITIONAL EFFECTS

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: +6 attack, 1d10+0 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.
CLASS LEVEL

+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.
CLASS

BOOK

PH

CLASS

Ranger

LEVEL

BOOK

PH

Ranger

LEVEL

BOOK

PH

AT-WILL POWER

AT-WILL POWER

AT-WILL POWER

Elven Accuracy
KEYWORDS USED

Rapid Volley
KEYWORDS

Split the Tree


USED KEYWORDS

Martial, Weapon
*

Martial, Weapon
*

USED

Free ACTION vs ATTACK DEFENSE

Personal RANGE

Standard ACTION 6 vs

Ranged weapon RANGE

Standard ACTION 6 ATTACK vs

Ranged weapon RANGE

AC DEFENSE

One or two creatures TARGET

AC DEFENSE

Two creatures within 3 squares of each other TARGET

TARGET

ATTACK

Effect: Reroll an attack roll. Use the second roll, even if it's lower.

Attack: Dexterity vs. AC, one attack per target. If you target one creature, you gain a +2 bonus to the damage roll. If you target two creatures, you take a 2 penalty to both attack rolls. Hit: 1[W] + Dexterity modifier (+4) damage. Longbow: +6 attack, 1d10+4 damage

Attack: Dexterity vs. AC. Make two attack rolls, take the higher result, and apply it to both targets. Hit: 2[W] + Dexterity modifier (+4) damage. Longbow: +6 attack, 2d10+4 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.
CLASS

+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.
CLASS

Racial Power

LEVEL

BOOK

PH

CLASS

Ranger

LEVEL

BOOK

MP

Ranger

LEVEL

BOOK

PH

ENCOUNTER POWER
Adran

ENCOUNTER POWER
Page 3

DAILY POWER

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