Character Sheet - ?· Character Sheet Player Name The Sovereign Glowswarm 21 Druid Luminescent Swarm…

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Character SheetPlayer NameThe Sovereign Glowswarm 21 Druid Luminescent Swarm Sovereign Beast 177,716Character Name Level Class Paragon Path Epic Destiny Total XPWilden Medium 46 Male 5'9" 170 lb. Good-ishRace Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA NumberINITIATIVESCORE DEX 1/2 LVL MISC15 Initiative 1 10 4CONDITIONAL MODIFIERSABILITY SCORESSCORE ABILITY ABIL MOD MOD + 1/2 LVL10 STRStrength0 1024 CONConstitution7 1713 DEXDexterity1 1112 INTIntelligence1 1125 WISWisdom7 1712 CHACharisma1 11HIT POINTSMAX HP HEALING SURGESBLOODIED SURGE VALUE SURGES/DAY1/2 HP 1/4 HP151 75 39 14CURRENT HIT POINTS CURRENT SURGE USESSECOND WIND 1/ENCOUNTER USEDTEMPORARY HIT POINTSDEATH SAVING THROW FAILURESSAVING THROW MODS +1 to all saving throws, +1 bonus to end effects that daze, stun, immobilize, or restrain youRESISTANCES CURRENT CONDITIONS AND EFFECTS SKILLSBONUS SKILL NAMEABIL MOD+ 1/2 LVLTRND(+5)ARMORPENALTY MISC11 Acrobatics DEX 11 0 n/a 011 Arcana INT 11 0 n/a 010 Athletics STR 10 0 n/a 011 Bluff CHA 11 0 n/a 012 Diplomacy CHA 11 0 n/a 122 Dungeoneering WIS 17 5 n/a 017 Endurance CON 17 0 n/a 022 Heal WIS 17 5 n/a 011 History INT 11 0 n/a 024 Insight WIS 17 5 n/a 211 Intimidate CHA 11 0 n/a 025 Nature WIS 17 5 n/a 329 Perception WIS 17 5 n/a 711 Religion INT 11 0 n/a 013 Stealth DEX 11 0 n/a 211 Streetwise CHA 11 0 n/a 011 Thievery DEX 11 0 n/a 0DEFENSESSCORE 10 + ARMOR/DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC32 AC 20 6 1 5CONDITIONAL BONUSES10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC33 FORT 20 7 4 1 1CONDITIONAL BONUSES+1 Fortitude Defense while you are in beast form10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC26 REF 20 1 1 4CONDITIONAL BONUSES10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC34 WILL 20 7 1 4 1 1CONDITIONAL BONUSES+1 Will Defense while you are in beast formACTION POINTSAction PointsMILESTONES012ACTION POINTS123ADDITIONAL EFFECTS FOR SPENDING ACTION POINTSRACE FEATURESFey Origin - Your origin is fey, not naturalHardy Form - Choose Fortitude, Reflex, or Will defense. You gain a +1 racial bonus to your chosen defense. Hardy Form Will - +1 WillNature's Aspect - Choose after an extended rest. Aspect of the Ancients - Power Aspect of the Destroyer - Power Aspect of the Hunter - PowerCLASS / PATH / DESTINY FEATURESBalance of Nature - 1 or 2 beast at-will druid powers.Primal Aspect - Choose a Primal Aspect.Primal Swarm - Take con mod (7) less damage from melee/ranged as beastRitual Casting - Ritual Caster featWild Shape - PowerVersatile Expertise (Light Blade) - +1 atk Light BladesVersatile Expertise (Totem) - +1 to atk TotemsLuminescent Lantern - (Beast) Aura 5 bright, ally +2 saveRadiant Swarm Action - AP = Beast attacks this turn +1/2 lvl (10) radiantBlaze of Light - Become humanoid - Adj -2 atk me until end my nextMagnificent Beast - Large beast = +2 damage & speedHunter's Quarry - Minor, closest visible is quarryLANGUAGES KNOWNCommon, Elven, Deep SpeechMOVEMENTSCORE BASE ARMOR ITEM MISC9 Speed (Squares) 6 3SPECIAL MOVEMENT+1 Speed while you are in beast form, +2 Speed while you are in a Large beast formSENSESSCORE PASSIVE SENSE BASE SKILL BONUS34 Passive Insight 10 + 2439 Passive Perception 10 + 29SPECIAL SENSESLow-light VisionATTACK WORKSPACEABILITY: Swarming Locusts - Oalian's Balance Accurate toteATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC+ 25 10 7 2 5 1ABILITY: Grasping Claws - Oalian's Balance Accurate totem +ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC+ 25 10 7 2 5 1DAMAGE WORKSPACEABILITY: Swarming Locusts - Oalian's Balance Accurate toteDAMAGE ABIL FEAT ENH MISC MISC2d8+12 7 5ABILITY: Grasping Claws - Oalian's Balance Accurate totem +DAMAGE ABIL FEAT ENH MISC MISC2d8+12 7 5BASIC ATTACKSATTACK DEFENSE WEAPON OR POWER DAMAGE25 vs Ref 2d8+12Grasping Claws (Oalian's Balan10 vs AC 2d4Unarmed (Melee)PERSONALITY TRAITSI take no falling damage and always land on my feet.Enemies don't gain an attack bonus on me when they have combat advantage.I deal +6 damage to aberrant creaturesI don't leave tracks in forests.MANNERISMS AND APPEARANCEBeast Form:If I choose not to become Large, subtract 2 from my damage and speedI take Con mod (7) less damage from melee and ranged attacks.I have an aura 5 of bright light granting allies +2 to saves.SESSION AND CAMPAIGN NOTESWild Shape - On my turn, once per round* I switch between Humanoid and Swarm forms* I can shift 1 square* If I became a beast, 5+con mod (7) = 12 temp hp* If I became humanoid, adjacent enemy, before or after shift, -2 to atk me until the end of my next turn* I can't use the powers or properties of weapons or wondrous items in beast formThe Sovereign Glowswarm Page 1Character SheetPlayer NameCedarsting 21 Druid Luminescent Swarm Sovereign Beast 177,716Character Name Level Class Paragon Path Epic Destiny Total XPWilden Medium 46 Male 5'9" 170 lb. Good-ishRace Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA NumberINITIATIVESCORE DEX 1/2 LVL MISC15 Initiative 1 10 4CONDITIONAL MODIFIERSABILITY SCORESSCORE ABILITY ABIL MOD MOD + 1/2 LVL10 STRStrength0 1024 CONConstitution7 1713 DEXDexterity1 1112 INTIntelligence1 1125 WISWisdom7 1712 CHACharisma1 11HIT POINTSMAX HP HEALING SURGESBLOODIED SURGE VALUE SURGES/DAY1/2 HP 1/4 HP151 75 39 14CURRENT HIT POINTS CURRENT SURGE USESSECOND WIND 1/ENCOUNTER USEDTEMPORARY HIT POINTSDEATH SAVING THROW FAILURESSAVING THROW MODS +1 to all saving throws, +1 bonus to end effects that daze, stun, immobilize, or restrain youRESISTANCES CURRENT CONDITIONS AND EFFECTS SKILLSBONUS SKILL NAMEABIL MOD+ 1/2 LVLTRND(+5)ARMORPENALTY MISC11 Acrobatics DEX 11 0 n/a 011 Arcana INT 11 0 n/a 010 Athletics STR 10 0 n/a 011 Bluff CHA 11 0 n/a 012 Diplomacy CHA 11 0 n/a 122 Dungeoneering WIS 17 5 n/a 017 Endurance CON 17 0 n/a 022 Heal WIS 17 5 n/a 011 History INT 11 0 n/a 022 Insight WIS 17 5 n/a 011 Intimidate CHA 11 0 n/a 025 Nature WIS 17 5 n/a 322 Perception WIS 17 5 n/a 011 Religion INT 11 0 n/a 013 Stealth DEX 11 0 n/a 211 Streetwise CHA 11 0 n/a 011 Thievery DEX 11 0 n/a 0DEFENSESSCORE 10 + ARMOR/DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC32 AC 20 6 1 5CONDITIONAL BONUSES10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC32 FORT 20 7 4 1CONDITIONAL BONUSES+1 Fortitude Defense while you are in beast form10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC26 REF 20 1 1 4CONDITIONAL BONUSES10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC33 WILL 20 7 1 4 1CONDITIONAL BONUSES+1 Will Defense while you are in beast formACTION POINTSAction PointsMILESTONES012ACTION POINTS123ADDITIONAL EFFECTS FOR SPENDING ACTION POINTSRACE FEATURESFey Origin - Your origin is fey, not naturalHardy Form - Choose Fortitude, Reflex, or Will defense. You gain a +1 racial bonus to your chosen defense. Hardy Form Will - +1 WillNature's Aspect - Choose after an extended rest. Aspect of the Ancients - Power Aspect of the Destroyer - Power Aspect of the Hunter - PowerCLASS / PATH / DESTINY FEATURESBalance of Nature - 1 or 2 beast at-will druid powers.Primal Aspect - Choose a Primal Aspect.Primal Swarm - Take con mod (7) less damage from melee/ranged as beastRitual Casting - Ritual Caster featWild Shape - PowerVersatile Expertise (Light Blade) - +1 atk Light BladesVersatile Expertise (Totem) - +1 to atk TotemsLuminescent Lantern - (Beast) Aura 5 bright, ally +2 saveRadiant Swarm Action - AP = Beast attacks this turn +1/2 lvl (10) radiantBlaze of Light - Become humanoid - Adj -2 atk me until end my nextMagnificent Beast - Large beast = +2 damage & speedHunter's Quarry - Minor, closest visible is quarryLANGUAGES KNOWNCommon, Elven, Deep SpeechMOVEMENTSCORE BASE ARMOR ITEM MISC6 Speed (Squares) 6SPECIAL MOVEMENT+1 Speed while you are in beast form, +2 Speed while you are in a Large beast formSENSESSCORE PASSIVE SENSE BASE SKILL BONUS32 Passive Insight 10 + 2232 Passive Perception 10 + 22SPECIAL SENSESLow-light VisionATTACK WORKSPACEABILITY: Flame Seed - Oalian's Balance Accurate totem +5ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC+ 25 10 7 2 5 1ABILITY: Melee Basic Attack - UnarmedATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC+ 10 10 0DAMAGE WORKSPACEABILITY: Flame Seed - Oalian's Balance Accurate totem +5DAMAGE ABIL FEAT ENH MISC MISC2d6+5 5ABILITY: Melee Basic Attack - UnarmedDAMAGE ABIL FEAT ENH MISC MISC2d4 0BASIC ATTACKSATTACK DEFENSE WEAPON OR POWER DAMAGE25 vs Ref 2d8+12Grasping Claws (Oalian's Balan10 vs AC 2d4Unarmed (Melee)PERSONALITY TRAITSI take no falling damage and always land on my feet.Enemies don't gain an attack bonus on me when they have combat advantage.I deal +6 damage to aberrant creaturesI don't leave tracks in forests.MANNERISMS AND APPEARANCEBeast Form:If I choose not to become Large, subtract 2 from my damage and speedI take Con mod (7) less damage from melee and ranged attacks.I have an aura 5 of bright light granting allies +2 to saves.SESSION AND CAMPAIGN NOTESWild Shape - On my turn, once per round* I switch between Humanoid and Swarm forms* I can shift 1 square* If I became a beast, 5+con mod (7) = 12 temp hp* If I became humanoid, adjacent enemy, before or after shift, -2 to atk me until the end of my next turn* I can't use the powers or properties of weapons or wondrous items in beast formCedarsting Page 1POWER INDEXList your powers below.Check the box when the power is used.Clear the box when the power renews.AT-WILL POWERSWild ShapeSwarming LocustsFlame SeedGrasping ClawsENCOUNTER POWERSSecond WindVoyage of the AncientsWrath of the DestroyerPursuit of the HunterScattered FormFlowing SwarmMystifying LightsExpose WeaknessHunter's QuarryDAILY POWERSFlurry of StingersRevitalizing PouncePrimal LionBrilliant SwarmUTILITY POWERSBarkskinRebuking ThornsArmor of the WildLight of ClarityPhantom Beast (Encounter 16)OTHER EQUIPMENTRitual BookAdventurer's KitClimber's KitCOINS AND OTHER WEALTHMoney on hand: 26 ad; 24 pp; 74 gpStored money: 0 gpEncumbrance: 77 / 1100 (+1,000)MAGIC ITEM INDEXList your powers below.Check the box when the power is used.Clear the box when the power renews.MAGIC ITEMSWEAPONWEAPONWEAPONWEAPONARMORPredator Stalkerhide Armor +5 (E)ARMSBracers of Brachiation (paragon tier) (E)FEETWinged Boots (paragon tier) (E)HANDSStrikebacks (heroic tier) (E)HEADDiadem of Acuity (heroic tier)NECKTimeless Locket +4 (E)RINGRing of Protection (paragon tier) (E)RINGWAISTBelt of Vigor (paragon tier) (E)Tattoo of the Wolverine (heroic tier) (Tattoo) (E)Potion of Vitality (paragon tier) (3)Handy Haversack (heroic tier)Rope of Climbing (heroic tier)2 Pies & 2 Special PiesOalian's Balance Accurate totem +5 (Off-hand) (ESending Stones (pair) (paragon tier)Potion of Recovery (epic tier)Teleport TileDaily Item Powers Per DayHeroic (1-10) Milestone / / /Paragon (11-20) Milestone / / /Epic (21-30) Milestone / / /RITUALS / ALCHEMYAnimal MessengerMake WholeCHARACTER PORTRAITFEATSRitual Caster - Master and perform ritualsAgile Form - Shift 1 when you use wild shapeRuthless Killer - Grasping Claws may immobilizeVersatile Expertise - +2 attacks w/ light blades & totemsHide Armor Expertise - +2 to ACToughness - +5 hit points per tierBolstered Swarm - Become beast = 12 temphp (5+con)Hunting Wolf Form - +5 Perception & +1 speed as beastQuick Wild Shape - Use wild shape as a free actionUncanny Dodge - Enemies get no +atk w/ CAArmor Specialization (Hide) - +1 AC w/ hide, no ACPSuperior Implement Training (Accurate totem)Cleanse the Madness - +6 damage to aberrantDeep Sage - +5 Dungeoneer know checks, Deep SpeechWarrior of the Wild - Ranger, Dungeoneer, Quarry 1/encCHARACTER BACKGROUNDArcane Student Who Saw Too MuchI was one of the brightest students in the Ebon Tower. But I was curious. And after I saw the demons bound in the basement, I knew some of my instructors were even more curiousand less scrupulousthan I was.You receive a +1 bonus to saving throws to end effects that daze, stun, immobilize, or restrain you.COMPANIONS AND ALLIESYellowjacket - Wilden contact in OpalCedarsting Page 2WishlistPage 1Slot Price(GP) Name EffectNeck 24 525,000 Timeless Locket +5 +1 Fort, Ref, Will, InitiativeNet: 420,000Arms 25 625,000 Climb speed += 4Net: 600,000Feet 25 625,000 No damage from falling, gain fly speed of speed+2 but must end turns on the ground or fall.Net: 621,600 Encounter: Free when I'd fall - I don't fall until the end of my next turn.Head 21 225,000 Eye of Discernment +4 item to Insight & Perception (instead of +2), If blinded, I can see through my coveredNet: 224,320 eye as normal.Hand 19 105,000 Lightning Reflex Gloves +2 item to opp attacks (instead of +1), Daily: Free when an enemy would provoke aNet: 104,000Ring 22 325,000 Ring of Fey Travel +1 item to speed. Daily: Minor - Teleport my speedNet: 325,000Belt 21 225,000 Baldric of ValorNet: 222,400 attack, +1 item to defenses until the end of my next turn. Lose 2 from surge value.17 65,000 Tattoo of the Wolverine Adds +2 more to the damage roll.Net: 62,400LvlBracers of BrachiationAirstriderssecond opp attack, take a second opp attack. Lose Strikebacks power. Whenever I action point, I get +3 item to saves (Does not stack with RoP's +1), +1 item toTattLevel 21Page 1Cedar Swarm Name When Type/Trigger Vs Damage Effectx A-W Flame Seed Standard Ranged 10 +25 R 2d6+4 Fire 5d6+16 fireHit: Squares adjacent to the target become a fiery zone until the end of my next turn.Any enemy that enters or starts it's turn in the zone takes Wis mod (7) fire damagex U:E Minor Ranged 5I or one ally in range gains my Con mod (7) power bonus to AC until the end of my next turn.x U:D Rebuking Thorns Minor PersonalUntil the end of the encounter, any enemy that hits me with a melee attack takes Con mod (7) damage.x I:3 Potion of Vitality MinorDrink potion. Spend surge. Regain exactly 25hp. Make one save against a savable effect.x I:1 Potion of Recovery MinorDrink potion. Spend surge. Regain exactly 50hp. Make a save against each savable effect.x I:A-W Rope of Climbing Minorx A-W Melee Basic Standard Melee +10 A 1d4 3x I:A-W Teleport Tile ? PersonalTeleport somewhere (Ask the rest of the party for more info)x I:A-W Sending Stone Standard PersonalCommunicate with the person who has the other stoneFrq Atk CritBarkskinRope moves 10 squares along vert/horiz surfaces and can tie itself to inanimate objects.Level 21Page 2Cedar Swarm Name When Type/Trigger Vs Damage Effectx A-W Opportunity Attack Opportunity Action Melee +26 R 2d8+14 5d6+30See Grasping Clawsx x E Voyage of the Ancients Free When I hit an enemy with close or areaI teleport 3 squares. One ally I can see gains combat advantage against the enemy until the end of my next turn.x x E Wrath of the Destroyer Immediate Reaction When a bloodied enemy attacks me or an adjacent allyMake a melee basic or charge attack on the triggering enemy. If it hits, they're also dazed until the end of my next turn.x x E Pursuit of the Hunter Immediate Reaction An enemy within 2 squares moves on it's turnI shift 3 squares. Until the endof my next turn, that enemy takes +1d6 damage when I hit them and I don't take the -2 penalty for cover or concealment on them.x I:D Immediate Reaction An adjacent enemy shiftsx x I:E Immediate Reaction An adjacent enemy hits meI make a melee basic attack on that enemy.x x I:E Tattoo of the Wolverine No Action The first time I'm bloodiedx x I:D Ring of Protection Immediate Interrupt I am hit by an attackGain +2 power bonus to a defense against the attack. If I've reached a milestone, the bonus lasts until the start of my next turn.x x E/2 Action Point Free On my turnBeast form attacks this turn deal +1/2 level (10) radiant damageFrq Atk CritPredator DarkhideUntil the end of the encounter, I gain an enh (+5) bonus to attack and damage rolls against that enemy.Strikebacks+1 bonus to my next atk roll and +2 bonus to my next damage roll before the end of the encounter.Level 21Page 3Cedar Swarm Name When Type/Trigger Vs Damage Effectx x E Second Wind StandardSpend a surge, gain 39hp, +2 bonus to defenses until the end of my next turn.x E Flowing Swarm Standard: Creature Close Blast 3 +25 F 2d6+14 5d6+26Hit at least 1: Shift 4 squares into or adjacent to the blast. I may shift through enemy's spaces.If I move through a hit enemy's space, they take Con mod (+7) damage.x E Expose Weakness Standard Melee +25 R 2d8+14 5d6+30The next attack against the target before the end of my next turn is against their lowest defense.x E Scattered Form Standard: Creature Close Burst 1 +25 R 2d6+14 5d6+26I take half damage from all melee and ranged attacks until the end of my next turn.x E Mystifying Lights Standard: Creature Close Blast 5 +25 W 2d6+14 Psychic 5d6+26 PsychicHit:I slide the target one square and they are dazed until the end of my next turn. I shift 1 square for each target I hit.x D Flurry of Stingers Standard: Creature Close Burst 2 +25 F 2d10+14 Poison 5d6+34 Poison Miss: Until the end of the encounter, any enemy that enters or starts it's turn in an adjacent square takes Con mod (7) poison damage.x D Revitalizing Pounce Standard Melee +25 R 3d8+14 5d6+38 Miss: Hit: Remove each effect from me that a save can end. Miss: Make a save against each effect a save can end.x D Primal Lion Standard: Enemy Close Burst 5 +25 W 3d8+14 5d6+38Until the end of the encounter, whenever I hit an adjacent enemy with a melee attack while in beast form,the target grants combat advantage until the end of my next turn.x D Brilliant Swarm Standard: Enemy Close Burst 3 +25 F 1d8+14 5d6+22One roll per target. Ongoing 10 Radiant (save ends)Compare to all three defenses. R 1d8+14 5d6+22I slide the target 5 squaresW 1d8+14 5d6+22Blinded (save ends)Frq Atk CritI push the target 1 square. The target is dazed (save ends). All allies in the burst gain 5+my Con mod(7) tempHP.Level 21Page 4Cedar Swarm Name When Type/Trigger Vs Damage Effectx A-W Swarming Locusts Standard: Creature Close Blast 3 +25 R 2d8+14 5d6+30Creates a zone of swarming locusts until the end of my next turn. Enemies in the zone grant combat advantage.x A-W Grasping Claws Standard Melee +25 R 2d8+14 5d6+30Can be used as a melee basic. Hit: I choose whether the target is slowed until the end of my next turn orthe target is immobilized until either the end of my next turn or it is no longer adjacent to me (whichever comes first)x A-W Charge Attack Standard Melee +26 R 2d8+14 5d6+30See Grasping Clawsx x E Hunter's Quarry Minor Closest I see +3d6 1/round +18 to baseEnemy is my quarry until the end of my next turn.x x I:D Free When I hit an enemy with an attack from this totemx x I:HS Bracers of Rejuvenation Minorx x I:D Timeless Locket Minor Gain a Standard action which I cannot use to attack.x x I:D Winged Boots Move Fly my speed. If not on solid ground after, float down.x U:E Phantom Beast Minor PersonalUntil the end of my next turn, I gain phasing while in beast form.x x U:D Light of Clarity Minor Close Burst 2 Sustain MinorThe area is a zone of bright light that lasts until the end of my next turn. Creatures within the zone can't gain cover or concealmentand any creature that started it's turn in the zone can't gain cover or concealment either until the end of it's next turn.x U:D Armor of the Wild Minor PersonalUntil the end of the encounter, while in beast form, I have resist Con mod (7) to all damage.Frq Atk CritOalin's Balance TotemAn ally adjacent to me or the target can spend a healing surge and regain enh (+5) extra HPGain +1 item bonus to all rolls, defenses and saving throws until the end of my next turn. (Does not stack with RoP.)

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