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STR CON DEX INT WIS CHA: Initiative Initiative Defenses AC Movement Speed
STR CON DEX INT WIS CHA: Initiative Initiative Defenses AC Movement Speed
STR CON DEX INT WIS CHA: Initiative Initiative Defenses AC Movement Speed
Player Name
19 STR
Strength
4 7 21 FORT 13 4 1 3 17 Passive Insight 10 + 7
11 CON
Constitution
0 3
CONDITIONAL BONUSES
22 Passive Perception 10 + 12
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Low-light Vision
8 DEX -1 2 17
Dexterity REF 13 1 3
ATTACK WORKSPACE
13 INT
Intelligence
1 4 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Frost Battleaxe +1
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +
19 WIS 4 7
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 11 3 4 2 1 1
Wisdom 21 WILL 13 4 1 3 ABILITY:
Melee Basic Attack - Unarmed
10 CHA
Charisma
0 3 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 7 3 4
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:
56 28 15 7 2 3 Melee Basic Attack - Frost Battleaxe +1
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES 1d10+5 4 1
RACE FEATURES ABILITY:
Melee Basic Attack - Unarmed
Longtooth Shifting - You have the longtooth shifting DAMAGE ABIL FEAT ENH MISC MISC
BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
SAVING THROW MODS 11 vs AC Frost Battleaxe +1 1d10+5
vs
4 4 0 n/a 0 increases by 2
Arcana INT
–1 2
Hybrid Talent - Gain a hybrid talent option for one of your
13 Athletics STR 7 5
hybrid class entries
3 Bluff CHA 3 0 n/a 0
Inspirational Attacker - Inspiring word heals Str modifier
3 Diplomacy CHA 3 0 n/a 0
extra hp if target is adjacent to enemy you hit during the
7 Dungeoneering WIS 7 0 n/a 0
same turn
4 Endurance CON 3 0 –1 2
Versatile Expertise - +1 to attacks with weapons and
7 Heal WIS 7 0 n/a 0 implements of your choice (+2 at 11th, +3 at 21st level)
4 History INT 4 0 n/a 0 Saving Inspiration - Ally can gain saving throw instead of
1 Stealth DEX 2 0 –1 0
1 Thievery DEX 2 0 –1 0
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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
Bull Rush Attack Frost Battleaxe +1 (E)
WEAPON
Grab Attack
WEAPON
Opportunity Attack
WEAPON
Defending Strike
ARMOR
Call Spirit Companion Magic Finemail +2 (E)
ARMS
Wolf Pack Tactics
FEET
ENCOUNTER POWERS
HANDS
Second Wind
HEAD
Longtooth Shifting
NECK
Inspiring Word Dreamstone Amulet +3 (E)
RING
Healing Spirit
RING
Speak with Spirits
WAIST PERSONALITY TRAITS
Guarding Attack Belt of Vigor (heroic tier) (E)
Spring Renewal Strike Magic Totem +1 (Off-hand) (E)
UTILITY POWERS
Second Wind
Adventurer's Kit
Light Shield
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CLASS / PATH / DESTINY FEATURES
Inspiring Word (Hybrid) - Use Inspiring Word once per encounter
Warlord Leadership
Combat Leader (Hybrid) - You, and allies within 10 that see and hear you, gain +2 to initiative.
Hybrid Warlord Fortitude
Companion Spirit (Hybrid) - Gain the call spirit companion power and choose a Companion Spirit
option
Protector Spirit (Hybrid) - Count as having Protector Spirit for prereqs and bonuses
Healing Spirit (Hybrid) - Gain the healing spirit power
Speak with Spirits - Gain the speak with spirits power
Hybrid Shaman Will
Warlord Armor Proficiency - Gain proficiency with leather, hide, chain, light shields
Versatile Expertise (Axe) - +1/+2/+3 (by tier) to attack rolls with Axes.
Versatile Expertise (Totem) - +1/+2/+3 (by tier) to attack rolls with totems
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CHARACTER NAME
Skills Action Point
Cliff
PLAYER NAME ADDITIONAL EFFECTS
1 Acrobatics DEX
4 Arcana INT
RACE CLASS LEVEL
Longtooth Shifter Hybrid 6 13 Athletics STR (Trained)
3 Bluff CHA
SCORE ABILITY MOD
3 Diplomacy CHA
HP 19 STR +4 AC 7 Dungeoneering WIS
22 4 Endurance CON
56 11 CON +0 7 Heal WIS
Fort
Spd 4 History INT
8 DEX –1 21 7 Insight WIS
5 13 INT +1 Ref 3 Intimidate CHA
17 7 Nature WIS
Init 19 WIS +4 12 Perception WIS (Trained)
Will 9 Religion INT (Trained)
+4 10 CHA +0 21 1 Stealth DEX
3 Streetwise CHA Effect: Gain a standard action this turn.
1 Thievery DEX Special: You are reset to one action point when
Passive Passive ADDITIONAL EFFECTS
you take an extended rest. You gain an action
17 Insight 22 Perception
point each milestone.
PLAY DATA PLAY DATA ENCOUNTER SPECIAL
Effect: You spend a healing surge and regain 15 ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
hit points. You gain a +2 bonus to all defenses Attack: Strength vs. AC Attack: Dexterity vs. AC
until the start of your next turn. Hit: 1[W] + Strength modifier (+4) damage. Hit: 1[W] + Dexterity modifier (-1) damage.
Increase damage to 2[W] + Strength modifier Increase damage to 2[W] + Dexterity modifier
(+4) damage at 21st level. (-1) damage at 21st level.
Frost Battleaxe +1: +11 attack, 1d10+5 damage Unarmed: +2 attack, 1d4-1 damage
Unarmed: +7 attack, 1d4+4 damage
Attack: Strength vs. Fortitude Requirement: You must have a hand free. Trigger: An enemy that you can see either
Hit: You can push the target 1 square and then Attack: Strength vs. Reflex leaves a square adjacent to you or uses a ranged
shift 1 square into the space it left. Hit: You grab the target until the end of your or an area power while adjacent to you.
next turn. You can end the grab as a free action. Effect: You make a melee basic attack against
Unarmed: +7 attack Sustain Minor: The grab persists until the end the target.
of your next turn.
Unarmed: +7 attack
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Call Spirit Companion Wolf Pack Tactics Defending Strike
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Conjuration, Primal Martial, Weapon Implement, Primal, Spirit
Requirement: You must be bloodied. Effect: The target can spend a healing surge and Effect: The target can spend a healing surge. If
Effect: Until the end of the encounter, you gain regain 1d6 additional hit points. the target does so, one ally adjacent to your spirit
a +2 bonus to damage rolls. In addition, while Level 6: 2d6 additional hit points. companion, other than the target, regains 1d6 hit
you are bloodied, you gain regeneration 2. Level 11: 3d6 additional hit points. points.
Level 11: Regeneration 4. Level 16: 4d6 additional hit points. Level 6: 2d6 hit points.
Level 21: Regeneration 6. Level 21: 5d6 additional hit points. Level 11: 3d6 hit points.
Level 26: 6d6 additional hit points. Level 16: 4d6 hit points.
Unarmed: +3 attack Level 21: 5d6 hit points.
Unarmed: +3 attack Level 26: 6d6 hit points.
Unarmed: +3 attack
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
Effect: During this turn, you gain a bonus to Attack: Strength vs. AC Attack: Wisdom vs. Fortitude
your next skill check equal to your Wisdom Hit: 2[W] + Strength modifier (+4) damage. One Hit: 2d8 + Wisdom modifier (+4) damage, and
modifier (+4). ally adjacent to you or the target gains a +2 one ally adjacent to your spirit companion can
power bonus to AC against the target's attacks. spend a healing surge.
The bonus lasts until the end of your next turn. Protector Spirit: The ally regains additional hit
Inspiring Presence: The bonus equals 1 + points equal to your Constitution modifier (+0).
your Charisma modifier (+0).
Frost Battleaxe +1: +9 attack, 2d8+5 damage
Frost Battleaxe +1: +11 attack, 2d10+5 damage Magic Totem +1: +9 attack, 2d8+5 damage
Unarmed: +7 attack, 2d4+4 damage Unarmed: +7 attack, 2d8+4 damage
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Wrath of the Spirit World I've Got Your Back Second Wind
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Implement, Primal, Psychic Martial, Weapon
Trigger: An ally within 10 squares of you takes Trigger: You hit an enemy with a martial melee
damage or ranged attack
Target: The triggering ally Effect: You can spend a healing surge. Until the
Effect: You and the target each take half of the start of your next turn, any ally that hits the
damage. same target with an attack gained from an action
point can also spend a healing surge.
AT-WILL ENCOUNTER DAILY
POWER
Unarmed: +3 attack
Rarity: Common
CLASS LEVEL BOOK CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK
Shaman 2 PH2 Warlord 6 Dragon 384 Off-hand 0 360 PH2
UTILITY POWER UTILITY POWER MAGIC WEAPON
1d10 2 Axe 7 -1 -1 1 1
DAMAGE PROFICIENT GROUP RANGE AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY
+1 attack rolls and damage rolls 3 +1d6 cold damage +2 AC 6 Armor +1 Fortitude, Reflex, and Will 2 Neck Slot Item
ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES
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Belt of Vigor (heroic tier) Dreamstone Amulet +3
1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY
2 Waist Slot Item +3 Fortitude, Reflex, and Will 12 Neck Slot Item
ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES
You gain a +1 item bonus to your healing surge While asleep, you don't take the –5 penalty to
value. Perception checks.
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Waist 0 520 PH Neck 0 13000 Dungeon 155
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