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Character Sheet

Player Name Tom

Maglor 6 Ranger 7,800


Character Name Level Class Paragon Path Epic Destiny Total XP
Elf Medium 46 Male 5'10" 165 lbs. Good Melora
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
8 Initiative 5 3 7 Speed (Squares) 7
CONDITIONAL MODIFIERS
23 AC 13 8 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

10 STR
Strength
0 3 15 FORT 13 1 1 16 Passive Insight 10 + 6

11 CON
Constitution
0 3
CONDITIONAL BONUSES
23 Passive Perception 10 + 13
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Low-light Vision
21 DEX 5 8
Dexterity 20 REF 13 5 1 1
ATTACK WORKSPACE
10 INT
Intelligence
0 3 CONDITIONAL BONUSES ABILITY:
Ranged Basic Attack - Lightning Longbow +2
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +

17 WIS 3 6
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 13 3 5 2 2 1
Wisdom 17 WILL 13 3 1 ABILITY:
Melee Basic Attack - Short sword
8 CHA
Charisma
-1 2 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC

+ 6 3 0 3
HIT POINTS ACTION POINTS ABILITY:
Melee Basic Attack - Longsword
MAX HP HEALING SURGES MILESTONES ACTION POINTS
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
0 1
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2
48 24 12 6 2 3 + 6 3 0 3
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES
DAMAGE WORKSPACE
RACE FEATURES ABILITY:
Ranged Basic Attack - Lightning Longbow +2
Elven Weapon Proficiency - Proficient with longbow and DAMAGE ABIL FEAT ENH MISC MISC

SECOND WIND 1/ENCOUNTER USED shortbow. 1d10+7 5 2


TEMPORARY HIT POINTS ABILITY:
Group Awareness - Non-elf allies within 5 get +1 to Melee Basic Attack - Short sword
DAMAGE ABIL FEAT ENH MISC MISC
Perception.
DEATH SAVING THROW FAILURES 1d6 0
SAVING THROW MODS Elven Accuracy - Use elven accuracy as an encounter
ABILITY:
Melee Basic Attack - Longsword
power.
DAMAGE ABIL FEAT ENH MISC MISC
RESISTANCES
Fey Origin - Your origin is fey, not natural. 1d8 0
CURRENT CONDITIONS AND EFFECTS Wild Step - Ignore difficult terrain when shifting (even
when shifting multiple squares). BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
SKILLS CLASS / PATH / DESTINY FEATURES
13 vs AC Lightning Longbow +2 1d10+7
ABIL MOD TRND ARMOR
BONUS SKILL NAME + 1/2 LVL (+5) PENALTY MISC
Fighting Style - Choose Archer Fighting Style or Two-Blade
Fighting Style. 6 vs AC Short sword 1d6
7 Acrobatics DEX 8 0 -1

3 3 0 n/a Archer Fighting Style - Gain Defensive Mobility as a 6 vs AC Longsword 1d8


Arcana INT
bonus feat.
2 Athletics STR 3 0 -1 3 vs AC Unarmed (Melee) 1d4
Hunter's Quarry - Minor action, designate nearest enemy
2 Bluff CHA 2 0 n/a
you see as quarry; deal extra damage to quarry once per
2 Diplomacy CHA 2 0 n/a FEATS
round.
Defensive Mobility - +2 to AC against opportunity attacks
6 Dungeoneering WIS 6 0 n/a
Prime Shot - If no allies are closer to target than you, get
Lethal Hunter - Hunter's Quarry damage dice increase to
7 Endurance CON 3 5 -1
+1 on ranged attacks against that target.
d8s
11 Heal WIS 6 5 n/a
Elven Precision - +2 to reroll with elven accuracy
3 History INT 3 0 n/a
Brutal Accuracy - Hit with elven accuracy reroll gains extra
6 Insight WIS 6 0 n/a damage
2 Intimidate CHA 2 0 n/a Weapon Expertise (Bow) - Gain bonus to attack rolls with
13 Nature WIS 6 5 n/a 2 Bows.

13 Perception WIS 6 5 n/a 2

3 Religion INT 3 0 n/a


LANGUAGES KNOWN
12 Stealth DEX 8 5 -1
Common, Elven
2 Streetwise CHA 2 0 n/a

7 Thievery DEX 8 0 -1

Maglor Page 1 Tom


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 Lightning Longbow +2 (E)
WEAPON
Twin Strike
WEAPON
Nimble Strike
WEAPON

ARMOR
Bloodcut Hide Armor +2 (E)
ARMS

FEET
ENCOUNTER POWERS
HANDS
Elven Accuracy
HEAD
Evasive Strike
NECK
Thundertusk Boar Strike Cloak of Resistance +1 (E)
RING

RING

WAIST PERSONALITY TRAITS


Good hearted but abrasive. Maglor feels that respect must
Slow-Step Oil (level 3) () be earned and does not adhere to the belief that there is
DAILY POWERS
goodness in all
Hunter's Bear Trap

Splintering Shot

MANNERISMS AND APPEARANCE


Maglor is medium height and build for an Elf. His sandy
UTILITY POWERS blonde hair is often slightly unkempt. His usually garb is
drab olive green or brownish cloaks over his leather armor.
Yield Ground
He may often seem lost in thought, but is never unaware of
Weave Through the Fray his surroundings and is seldom caught off guard

Daily Item Powers Per Day


Heroic (1-10) Milestone / / / CHARACTER BACKGROUND
Maglor's father was slain by goblins when he was very
Paragon (11-20) Milestone / / /
young. The attack came during a small hunting expedition a
Epic (21-30) Milestone / / / few miles north of their village. Maglor had to watch his
father die, while helplessly hiding in a brush. It was the first
OTHER EQUIPMENT RITUALS / ALCHEMY time he was allowed to come along with his father, and this
memory still haunts him. When he was old enough, and
Longsword though it broke his mother's heart, the elf decided he would
Adventurer's Kit leave those memories behind and seek fortune and glory
where ever he could find it.
Arrows (30)
Short sword COMPANIONS AND ALLIES
Krystal, Sariel, Jenn, Krusk, Vex

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 1,232 gp; 4 sp
Stored money:
Encumbrance: 94 / 100

Maglor Page 2 Tom


CHARACTER NAME
Second Wind
Maglor
PLAYER NAME KEYWORDS USED

Tom
RACE CLASS LEVEL Standard Personal
Elf Ranger 6
ACTION RANGE

HP 10 STR AC vs Self

23 ATTACK DEFENSE TARGET


48 11 CON Effect: You spend a healing surge and regain
Fort 12 hit points. You gain a +2 bonus to all
Spd 21 DEX 15 defenses until the start of your next turn.
7 10 INT Ref
20
Init 17 WIS
Will
+8 8 CHA 17

Passive Passive ADDITIONAL EFFECTS


16 Insight 23 Perception

CLASS LEVEL BOOK


PH

PLAY DATA ® ® ENCOUNTER ACTION ®

Hunter's Quarry Twin Strike Nimble Strike


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

Minor Standard * * Melee or Ranged weapon Standard * Ranged weapon


ACTION RANGE ACTION RANGE ACTION RANGE
vs 13 vs AC One or two creatures 13 vs AC One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET 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
Requirement: You must be wielding two melee Special: Shift 1 square before or after you attack.
extra damage based on your level. The extra damage is based on your level. If weapons or a ranged weapon. Attack: Dexterity vs. AC
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 Attack: Strength vs. AC (melee; main weapon and Hit: 1[W] + Dexterity modifier (+5) damage.
Quarry damage since the start of your turn, you cannot deal it again until the off-hand weapon) or Dexterity vs. AC (ranged), Increase damage to 2[W] + Dexterity modifier
start of your next turn.
two attacks (+5) at 21st level.
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.
Hit: 1[W] damage per attack.
Increase damage to 2[W] at 21st level.
You can designate one enemy as your quarry at a time.
Level : Hunter's Quarry Extra Damage
1st–10th : +1d6
11th–20th : +2d6
21st–30th : +3d6

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS


+1d8 to damage once per round (Hunter's Quarry) +1d8 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target +1 to attack rolls if none of your allies are closer to the target
- Prime Shot. - Prime Shot.
CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK
* PH Ranger 1 PH Ranger 1 PH

AT-WILL POWER ® AT-WILL POWER ® AT-WILL POWER ®

Elven Accuracy Thundertusk Boar Strike Evasive Strike


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

Free Personal Standard * * Melee or Ranged weapon Standard * * Melee or Ranged weapon
ACTION RANGE ACTION RANGE ACTION RANGE
vs 13 vs AC One or two creatures 13 vs AC One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Effect: Reroll an attack roll. Use the second roll, Requirement: You must be wielding two melee weapons Special: You can shift a number of squares equal
even if it's lower. or a ranged weapon. to 1 + your Wisdom modifier (+3) either before
Attack: Strength vs. AC (melee; main weapon and off- or after the attack.
hand weapon) or Dexterity vs. AC (ranged), two attacks
Attack: Strength vs. AC (melee) or Dexterity vs.
Hit: 1[W] + Strength modifier (+0) damage (melee) or 1
[W] + Dexterity modifier (+5) damage (ranged) per AC (ranged)
attack. With each hit, you push the target 1 square. If Hit: 2[W] + Strength modifier (+0) damage
both attacks hit the same target, you push the target a (melee) or 2[W] + Dexterity modifier (+5)
number of squares equal to 1 + your Wisdom modifier damage (ranged).
(+3).
Lightning Longbow +2: +13 attack, 2d10+7
damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
+1d8 to damage once per round (Hunter's Quarry) +1d8 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target +1 to attack rolls if none of your allies are closer to the target
- Prime Shot. - Prime Shot.
CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK
Racial Power * PH Ranger 3 PH Ranger 1 PH

ENCOUNTER POWER ® ENCOUNTER POWER ® ENCOUNTER POWER ®

Maglor Page 3 Tom


Hunter's Bear Trap Splintering Shot Yield Ground
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Martial, Weapon Martial, Weapon Martial

Standard * * Melee or Ranged weapon Standard * Ranged weapon Imm React Personal
ACTION RANGE ACTION RANGE ACTION RANGE
13 vs AC One creature 13 vs AC One creature AT-WILL ENCOUNTER DAILY
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET Trigger: An enemy damages you with a melee
Attack: Strength vs. AC (melee) or Dexterity vs. Attack: Dexterity vs. AC attack
AC (ranged) Hit: 3[W] + Dexterity modifier (+5) damage, and Effect: You can shift a number of squares equal
Hit: 2[W] + Strength modifier (+0) damage the target takes a –2 penalty to attack rolls until to your Wisdom modifier (+3). Gain a +2 power
(melee) or 2[W] + Dexterity modifier (+5) the end of the encounter. bonus to all defenses until the end of your next
damage (ranged), and the target is slowed and Miss: Half damage, and the target takes a –1 turn.
takes ongoing 5 damage (save ends both). penalty to attack rolls until the end of the
Miss: Half damage, no ongoing damage, and the encounter.
target is slowed until the end of your next turn.

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS


+1d8 to damage once per round (Hunter's Quarry) +1d8 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target +1 to attack rolls if none of your allies are closer to the target
- Prime Shot. - Prime Shot.
CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK
Ranger 1 PH Ranger 5 PH Ranger 2 PH

DAILY POWER ® DAILY POWER ® UTILITY POWER ®

Weave Through the Fray Lightning Longbow +2 Cloak of Resistance +1


KEYWORDS USED
Martial 1d10 2 Bow 20/40 1
DAMAGE PROFICIENT GROUP RANGE AC BONUS CHECK SPEED QUANTITY
Imm Interr Personal
ACTION RANGE +2 attack rolls and damage rolls 10 +2d6 lightning damag +1 Fortitude, Reflex, and Will 2 Neck Slot Item
ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL TYPE
AT-WILL ENCOUNTER DAILY
PROPERTIES PROPERTIES

Trigger: An enemy moves adjacent to you Load Free


Effect: You can shift a number of squares equal
to your Wisdom modifier (+3). Ranged Basic Attack: +13 attack, 1d10+7
damage

AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY


POWER POWER

Power (At-Will • Lightning): Free Action. All damage Power (Daily): Minor Action. Gain resist 5 to all
dealt by this weapon is lightning damage. Another damage until the start of your next turn.
free action returns the damage to normal.
Power (Daily • Lightning): Free Action. Use this
power when you hit with the weapon. The target
ADDITIONAL EFFECTS
and each enemy within 2 squares of the target take
1d6 lightning damage.

CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Ranger 6 PH Two-Hands 3 5000 PH Neck 0 520 PH

UTILITY POWER ® MAGIC WEAPON ® MAGIC ITEM ®

Slow-Step Oil (level 3) Bloodcut Hide Armor +2

1 3 -1 - 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY

3 Alchemical +2 AC 9 Armor
ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES

AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY


POWER POWER

Power (Consumable): Standard Action. Apply Power (Healing Surge): Minor Action. While you
slow-step oil to your weapon or one piece of are bloodied, use this armor to gain resist 10 to
ammunition. Make a secondary attack against the all damage until the end of your next turn.
next creature you hit with the coated weapon or
ammunition: +6 vs. Fortitude; on a hit, the target
is slowed (save ends).

ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
0 30 AV Body 25 4200 PH

MAGIC ITEM ® MAGIC ITEM ®

Maglor Page 4 Tom

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