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Character Sheet

Player Name John Monroe

Oroda Satsujin 1 Ranger 0


Character Name Level Class Paragon Path Epic Destiny Total XP
Akavore 27 Male 4' 6" 267 lb Evil Zehir
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 16
6 Speed (Squares) 0 6
CONDITIONAL MODIFIERS
AC 10 5 1 SPECIAL MOVEMENT
CONDITIONAL BONUSES

ABILITY SCORES SENSES


SCORE ABILITY ABIL MOD MOD + 1/2 LVL 10 + SCORE PASSIVE SENSE BASE SKILL BONUS
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
19 STR 4 4 12 Passive Insight 10 + 2
Strength 15 FORT 10 4 1
10 CON 0 0 CONDITIONAL BONUSES
17 Passive Perception 10 + 7
Constitution
SPECIAL SENSES
10 +
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
14 DEX 2 2
Dexterity 13 REF 10 2 1 ATTACK WORKSPACE
10 INT 0 0 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Double sword
Intelligence
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +

WIS
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 7 0 4 3
14 2 2 12
Wisdom WILL 10 2
11 CHA 0 0 CONDITIONAL BONUSES DAMAGE WORKSPACE
Charisma ABILITY:
Melee Basic Attack - Double sword
HIT POINTS ACTION POINTS DAMAGE ABIL FEAT ENH MISC MISC

MAX HP HEALING SURGES MILESTONES


0
ACTION POINTS
1
1d8+4 4
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2 ABILITY:
22 2 3 Twin Strike - Double sword
11 5 6 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES 1d8+0
RACE FEATURES
BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
SECOND WIND 1/ENCOUNTER USED
TEMPORARY HIT POINTS 7 vs AC Double sword 1d8+4

6 vs AC Unarmed (Melee) 1d4+4


DEATH SAVING THROW FAILURES
SAVING THROW MODS 4 vs AC Unarmed (Range) 1d4+2

RESISTANCES vs

CURRENT CONDITIONS AND EFFECTS


FEATS
Weapon Proficiency (Double sword) - Gain proficiency
SKILLS CLASS / PATH / DESTINY FEATURES with the Double sword.
ABIL MOD TRND ARMOR
BONUS SKILL NAME + 1/2 LVL (+5) PENALTY MISC
Fighting Style - Choose Archer Fighting Style or Two-Blade

8 Acrobatics DEX 2 5 -1 2 Fighting Style.

0 0 0 n/a Beast Mastery - Gain beast companion; give up Prime


Arcana INT
Shot, no Archer or Two-Blade Fighting Style
3 Athletics STR 4 0 -1
Hunter's Quarry - Minor action, designate nearest enemy
0 Bluff CHA 0 0 n/a
you see as quarry; deal extra damage to quarry once per
0 Diplomacy CHA 0 0 n/a
round.
2 Dungeoneering WIS 2 0 n/a

-1 Endurance CON 0 0 -1

7 Heal WIS 2 5 n/a

0 History INT 0 0 n/a

2 Insight WIS 2 0 n/a

0 Intimidate CHA 0 0 n/a

7 Nature WIS 2 5 n/a

7 Perception WIS 2 5 n/a

0 Religion INT 0 0 n/a


LANGUAGES KNOWN
8 Stealth DEX 2 5 -1 2

0 Streetwise CHA 0 0 n/a

1 Thievery DEX 2 0 -1

Oroda Satsujin Page 1 John Monroe


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
Predator Strike
WEAPON
Twin Strike
WEAPON

ARMOR

ARMS

FEET
ENCOUNTER POWERS
HANDS
Synchronized Strike
HEAD
Scorpion Strike
NECK

RING

RING

WAIST PERSONALITY TRAITS

DAILY POWERS
Hunt's End

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


Double sword (E) Raise Beast Companion
Hide Armor (E)

COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 100 gp
Stored money: 0 gp
Encumbrance: 36 lb. / 190 lb.

Oroda Satsujin Page 2 John Monroe


CHARACTER NAME
Second Wind
Oroda Satsujin
PLAYER NAME KEYWORDS USED

John Monroe
RACE CLASS LEVEL Standard Personal
Akavore Ranger 1
ACTION RANGE

HP 19 STR AC vs Self

16 ATTACK DEFENSE TARGET


22 10 CON Effect: You spend a healing surge and regain 5 hit
Fort points. You gain a +2 bonus to all defenses until
Spd 14 DEX 15 the start of your next turn.

6 10 INT Ref
13
Init 14 WIS
Will
+2 11 CHA 12

Passive Passive ADDITIONAL EFFECTS


12 Insight 17 Perception

CLASS LEVEL BOOK


PH

PLAY DATA ® ENCOUNTER SPECIAL ® ENCOUNTER ACTION ®

Hunter's Quarry Predator Strike Twin Strike


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

Minor Standard * Melee beast 1 Standard * * Melee or Ranged weapon


ACTION RANGE ACTION RANGE ACTION RANGE
vs 5 vs AC One creature adjacent to you 7 vs AC One or two creatures
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
Attack: Beast's attack bonus vs. AC Requirement: You must be wielding two melee
extra damage based on your level. The extra damage is based on your level. If Hit: 1[B] + beast's Strength modifier (+4) + your weapons or a ranged weapon.
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
Wisdom modifier (+2) damage. Attack: Strength vs. AC (melee; main weapon and
Quarry damage since the start of your turn, you cannot deal it again until the Increase damage to 2[B] + beast's Strength off-hand weapon) or Dexterity vs. AC (ranged),
start of your next turn.
modifier (+4) + your Wisdom modifier (+2) at 21st two attacks
The hunter's quarry effect remains active until the end of the encounter, until level. Hit: 1[W] damage per attack.
the quarry is defeated, or until you designate a different target as your quarry.
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 Double sword: +7 attack, 1d8+0 damage
11th–20th : +2d6
21st–30th : +3d6

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS


+1d6 to damage once per round (Hunter's Quarry) +1d6 to damage once per round (Hunter's Quarry)

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


* PH Ranger 1 MP Ranger 1 PH

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

Synchronized Strike Scorpion Strike Hunt's End


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

Standard * Melee weapon (beast 1) * Melee 1 Standard * * Melee or Ranged weapon


ACTION RANGE ACTION RANGE ACTION RANGE
3 vs One creature 5 vs AC The creature your ally damaged 7 vs AC One bloodied creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Primary Attack: Beast's attack bonus vs. AC Trigger: An ally damages a creature adjacent to Attack: Strength vs. AC (melee) or Dexterity vs. AC
Hit: 1[B] + beast's Strength modifier damage. you (ranged). If the target is your quarry, the attack
Effect: You make a secondary attack against the target. Requirement: You must be wielding a light blade. can score a critical hit on a roll of 19–20.
Secondary Attack: Strength vs. Reflex
Attack: Dexterity vs. AC Hit: 3[W] + Strength modifier (+4) damage
Hit: 1[W] + Strength modifier damage.
Beast: If your companion is a bear, a boar, a lizard, a
Hit: 2[W] + Dexterity modifier (+2) damage. (melee) or 3[W] + Dexterity modifier (+2) damage
raptor, or a snake, the secondary attack deals extra Brutal Scoundrel: Shift a number of squares equal (ranged).
damage equal to your Wisdom modifier (+2). to your Strength modifier (+4) after this attack, Miss: Half damage.
whether or not you hit.
Double sword: +3 attack, 1d8+2 damage Double sword: +7 attack, 3d8+4 damage
Double sword: +5 attack, 2d8+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) +1d6 to damage once per round (Hunter's Quarry)

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Ranger 1 MP Rogue 23 PH Ranger 1 MP

ENCOUNTER POWER ® ENCOUNTER POWER ® DAILY POWER ®


Oroda Satsujin Page 3 John Monroe

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