d&d 4e character sheet - · pdf filecharacter sheet player name porthoc 6 artificer 7,500...
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Character Sheet
Player Name
Porthoc 6 Artificer 7,500Character Name Level Class Paragon Path Epic Destiny Total XP
Dwarf Medium Male UnalignedRace Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number
INITIATIVESCORE DEX 1/2 LVL MISC
7 Initiative 3 4
CONDITIONAL MODIFIERS
ABILITY SCORESSCORE ABILITY ABIL MOD MOD + 1/2 LVL
10 STRStrength
0 3
16 CONConstitution
3 6
10 DEXDexterity
0 3
18 INTIntelligence
4 7
16 WISWisdom
3 6
10 CHACharisma
0 3
HIT POINTSMAX HP HEALING SURGES
BLOODIED SURGE VALUE SURGES/DAY
1/2 HP 1/4 HP
53 26 13 9
CURRENT HIT POINTS CURRENT SURGE USES
SECOND WIND 1/ENCOUNTER USED
TEMPORARY HIT POINTS
DEATH SAVING THROW FAILURES
SAVING THROW MODS +5 Racial bonus against poison
RESISTANCES Resist 5 Necrotic, Resist 5 Poison
CURRENT CONDITIONS AND EFFECTS
SKILLS
BONUS SKILL NAMEABIL MOD+ 1/2 LVL
TRND(+5)
ARMORPENALTY MISC
3 Acrobatics DEX 3 0
12 Arcana INT 7 5 n/a
5 Athletics STR 3 0 2
3 Bluff CHA 3 0 n/a
3 Diplomacy CHA 3 0 n/a
13 Dungeoneering WIS 6 5 n/a 2
8 Endurance CON 6 0 2
11 Heal WIS 6 5 n/a
7 History INT 7 0 n/a
6 Insight WIS 6 0 n/a
3 Intimidate CHA 3 0 n/a
6 Nature WIS 6 0 n/a
11 Perception WIS 6 5 n/a
7 Religion INT 7 0 n/a
3 Stealth DEX 3 0
3 Streetwise CHA 3 0 n/a
8 Thievery DEX 3 5
DEFENSESSCORE 10 + ARMOR/
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
20 AC 13 6 1
CONDITIONAL BONUSES
10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
19 FORT 13 3 1 2
CONDITIONAL BONUSES
10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
19 REF 13 4 2
CONDITIONAL BONUSES
10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
19 WILL 13 3 1 2
CONDITIONAL BONUSES
ACTION POINTS
Action PointsMILESTONES
012
ACTION POINTS123
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
RACE FEATURES
Dwarven Weapon Proficiency - Proficient with hammers.
Cast-Iron Stomach - +5 bonus to saving throws against
poison.
Encumbered Speed - Armor or heavy load doesn't reduce
your speed. (Other effects still can.)
Dwarven Resilience - Second wind is minor action.
Stand Your Ground - Can move 1 less when forced to
move. Immediate saving throw to avoid being knocked
prone.
CLASS / PATH / DESTINY FEATURES
Arcane Empowerment - Empower magic items once per
day plus once per milestone.
Impart Energy - Recharge a daily magic item. An item
can't be recharged twice in a day.
Augment Energy - A weapon gains a +2 bonus as a
free action once. An item can't be infused twice.
Arcane Rejuvenation - When an ally uses a daily magic
items they gain 1/2 level + int mod temp HPs.
Healing Infusion - Access related powers 2/encounter (3/
encounter at level 16+)
Ritual Casting - Gain Ritual Caster as a bonus feat.
LANGUAGES KNOWN
Common, Dwarven
MOVEMENTSCORE BASE ARMOR ITEM MISC
5 Speed (Squares) 5
SPECIAL MOVEMENT
SENSESSCORE PASSIVE SENSE BASE SKILL BONUS
16 Passive Insight 10 + 6
21 Passive Perception 10 + 11
SPECIAL SENSES
Low-light Vision
ATTACK WORKSPACEABILITY:Melee Basic Attack - Staff of the Serpent +2ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 7 3 0 2 2
ABILITY:Melee Basic Attack - UnarmedATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 3 3 0
DAMAGE WORKSPACEABILITY:Melee Basic Attack - Staff of the Serpent +2DAMAGE ABIL FEAT ENH MISC MISC
1d8+1d6+2 0 2
ABILITY:Melee Basic Attack - UnarmedDAMAGE ABIL FEAT ENH MISC MISC
1d4 0
BASIC ATTACKSATTACK DEFENSE WEAPON OR POWER DAMAGE
7 vs AC 1d8+1d6+2Staff of the Serpent +2
3 vs AC 1d4Unarmed (Melee)
3 vs AC 1d4Unarmed (Range)
vs
FEATS
Alchemist - Alchemist bonus feat replaces Ritual Caster
class feature.
Shield the Fallen - Grant bloodied, unconscious, or
helpless ally +2 to saving throws and all defenses
Accurate Magic Weapon - Enhanced weapons or
implements gain +1 bonus to next attack roll
Potent Restorables - Targets of healing powers regain 2
extra hit points
Improved Initiative - +4 to initiative checks
Porthoc Page 1
POWER INDEXList your powers below.
Check the box when the power is used.Clear the box when the power renews.
AT-WILL POWERS
Thundering Armor
Magic Weapon
ENCOUNTER POWERS
Healing Infusion: Curative Admixture
Healing Infusion: Resistive Formula
Burning Weapons
Lightning Sphere
DAILY POWERS
Icebound Sigil
Corrosive Sigil
UTILITY POWERS
Use Magic Item
Regeneration Infusion
OTHER EQUIPMENT
Ritual Book
COINS AND OTHER WEALTHMoney on hand: 1,000 gp
Stored money:
Encumbrance: 38 / 100
MAGIC ITEM INDEXList your powers below.
Check the box when the power is used.Clear the box when the power renews.
MAGIC ITEMSWEAPON
Staff of the Serpent +2 (Off-hand) (E)
WEAPON
WEAPON
WEAPON
ARMORDeathcut Leather Armor +1 (E)
ARMS
FEET
HANDS
HEAD
NECKAmulet of Protection +2 (E)
RING
RING
WAIST
Daily Item Powers Per Day
Heroic (1-10) Milestone / / /
Paragon (11-20) Milestone / / /
Epic (21-30) Milestone / / /
RITUALS / ALCHEMY
Make Whole
CHARACTER PORTRAIT
PERSONALITY TRAITS
MANNERISMS AND APPEARANCE
CHARACTER BACKGROUNDGeography - MountainsYou were raised among the cold, craggy peaks of a
mountain range. How often did you visit the lowlands as you were growing up? What brought you out of the mountains to become an adventurer?
COMPANIONS AND ALLIES
SESSION AND CAMPAIGN NOTES
Porthoc Page 2
CHARACTER NAME
PorthocPLAYER NAME
RACEDwarf
CLASSArtificer
LEVEL6
HP
53
Spd
5
Init
+7
10 STR
16 CON
10 DEX
18 INT
16 WIS
10 CHA
AC
20
Fort
19
Ref
19
Will
19
16PassiveInsight 21
PassivePerception
PLAY DATA ® ®
Second Wind
KEYWORDS USED
Minor
ACTION
Personal
RANGE
ATTACK
Self
TARGET
vs
DEFENSE
Effect: You spend a healing surge and regain 13 hit points. You gain a +2 bonus to all defenses until the start of your next turn.
ADDITIONAL EFFECTS
Second wind is a minor action for dwarves.
CLASS LEVEL BOOKPH
ENCOUNTER ACTION ®
Thundering Armor
KEYWORDSArcane, Implement, Thunder
USED
Standard
ACTION
Close burst 10
RANGE
9
ATTACK
You or one ally in burst
TARGET
10
vs Fort
DEFENSE
Effect: The primary target gains a +1 power bonus to AC until the end of your next turn. Make an attack.
Secondary Target: One creature adjacent to the
primary target in burstAttack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier (+4) thunder damage,
and you push the secondary target 1 square away from the primary target.
Level 21: 2d8 + Intelligence modifier (+4) thunder
damage.
Staff of the Serpent +2: +9 attack, 1d8+1d6+6 damage
ADDITIONAL EFFECTS
CLASSArtificer
LEVEL1
BOOKEPG
AT-WILL POWER ®
Magic Weapon
KEYWORDSArcane, Weapon
USED
Standard
ACTION
Melee or Ranged weapon
RANGE
12
ATTACK
One creature
TARGET
* *
vs AC
DEFENSE
Attack: Intelligence +1 vs. ACHit: 1[W] + Intelligence modifier (+4) damage, and each ally adjacent to you gains a +1 power bonus to attack rolls and a bonus to damage rolls equal to your Constitution or your Wisdom modifier (+3) until the end of your next turn.Level 21: 2[W] + Intelligence modifier (+4) damage, and a +2 power bonus to attack rolls.
Staff of the Serpent +2: +12 attack, 1d8+1d6+6 damageADDITIONAL EFFECTS
CLASSArtificer
LEVEL1
BOOKEPG
AT-WILL POWER ®
Healing Infusion: Curative Admixture
KEYWORDSArcane, Healing
USED
Minor
ACTION
Close burst 5 (10 at 11th level, 15 at 21st level)
RANGE
ATTACK
You or one ally in burst
TARGET
5
vs
DEFENSE
Effect: The target regains hit points equal to its healing surge value + your Wisdom modifier (+3), and you expend an infusion crafted with your Healing Infusion class feature.Level 6: Healing surge value + your Wisdom modifier (+3) + 2.
Level 11: Healing surge value + your Wisdom modifier (+3) + 4.Level 16: Healing surge value + your Wisdom modifier (+3) + 6.Level 21: Healing surge value + your Wisdom modifier (+3) + 8.
Level 26: Healing surge value + your Wisdom modifier (+3) + 10.Special: You can use two Healing Infusion powers per encounter, but only one per round. At 16th level, you can use three Healing Infusion powers per encounter, but only one per
round.Prerequisite: Healing Infusion
ADDITIONAL EFFECTS
CLASSArtificer
LEVEL BOOKEPG
ENCOUNTER POWER ®
Healing Infusion: Resistive Formula
KEYWORDSArcane
USED
Minor
ACTION RANGE
ATTACK
You or one ally in burst
TARGET
5
vs
DEFENSE
Effect: The target gains a +1 power bonus to AC until the end of the encounter, and you expend an infusion crafted with your Healing Infusion class feature. The target can end the bonus as a free action to gain temporary hit points equal to its healing surge
value + your Constitution modifier (+3).Level 11: Temporary hit points equal to the target's healing surge value + twice your Constitution modifier (+3).
Level 21: Temporary hit points equal to the target's healing surge value + three times your Constitution modifier (+3).Special: You can use two Healing Infusion powers per encounter, but only one per round. At 16th level, you can use
three Healing Infusion powers per encounter, but only one per round.
ADDITIONAL EFFECTS
CLASSArtificer
LEVEL BOOKEPG
ENCOUNTER POWER ®
Burning Weapons
KEYWORDSArcane, Fire, Weapon
USED
Standard
ACTION
Melee or Ranged weapon
RANGE
11
ATTACK
One creature
TARGET
* *
vs AC
DEFENSE
Attack: Intelligence vs. ACHit: 1[W] + Intelligence modifier (+4) fire damage. Until the end of your next turn, you and any ally within 2 squares of you deals extra fire damage equal to your Constitution modifier (+3) with weapon or fire attacks.
Staff of the Serpent +2: +11 attack, 1d8+1d6+6 damage
ADDITIONAL EFFECTS
CLASSArtificer
LEVEL1
BOOKEPG
ENCOUNTER POWER ®
Lightning Sphere
KEYWORDSArcane, Implement, Lightning
USED
Standard
ACTION
Area burst 1 within 10 squares
RANGE
9
ATTACK
Each enemy in burst
TARGET
10
1
vs Fort
DEFENSE
Attack: Intelligence vs. FortitudeHit: 1d8 + Intelligence modifier (+4) lightning damage, and the target grants combat advantage until the end of your next turn.
Staff of the Serpent +2: +9 attack, 1d8+6 damage
ADDITIONAL EFFECTS
CLASSArtificer
LEVEL3
BOOKEPG
ENCOUNTER POWER ®
Porthoc Page 3
Icebound Sigil
KEYWORDSArcane, Cold
USED
Minor
ACTION
Melee touch
RANGE
ATTACK
One weapon or implement
TARGET
*
vs
DEFENSE
Effect: Until the end of the encounter, any attack that uses the target as a weapon or an implement deals extra cold damage equal to your Constitution modifier (+3).As a free action, the target's wielder can end the effect when he or she hits a creature. That creature is then immobilized (save ends).
ADDITIONAL EFFECTS
CLASSArtificer
LEVEL1
BOOKEPG
DAILY POWER ®
Corrosive Sigil
KEYWORDSAcid, Arcane
USED
Minor
ACTION
Melee touch
RANGE
ATTACK
One weapon
TARGET
*
vs
DEFENSE
Effect: Until the end of the encounter, any attack that uses the target as a weapon deals ongoing 5 acid damage (save ends).As a free action, the target's wielder can end the effect when he or she hits a creature using the target in order to give that creature a penalty to AC equal to your Constitution modifier (+3) (save ends).
ADDITIONAL EFFECTS
CLASSArtificer
LEVEL5
BOOKEPG
DAILY POWER ®
Use Magic Item
KEYWORDSArcane
USED
Free
ACTION
Personal
RANGE
AT-WILL ENCOUNTER DAILY
Effect: The next magic item daily power you use before the end of your next turn does not count toward your limit of magic item daily power uses.
ADDITIONAL EFFECTS
CLASSArtificer
LEVEL2
BOOKEPG
UTILITY POWER ®
Regeneration Infusion
KEYWORDSArcane, Healing
USED
Minor
ACTION
Close burst 10
RANGE10
AT-WILL ENCOUNTER DAILY
Target: You or one ally in burst; target must be bloodiedEffect: The target gains regeneration equal to your Constitution modifier (+3) until the end of the encounter. As a minor action, the target can end the effect to spend a healing surge.
ADDITIONAL EFFECTS
CLASSArtificer
LEVEL6
BOOKEPG
UTILITY POWER ®
Staff of the Serpent +2
DAMAGE PROFICIENT GROUP RANGE
+2 attack rolls and damage rolls
ENHANCEMENT
7
LEVEL
+2d8 poison damage
CRITICAL
PROPERTIES
Any melee attack made with this staff deals +1d6 poison damage.
Melee Basic Attack: +7 attack, 1d8+1d6+2 damage
AT-WILL ENCOUNTER DAILY
POWER
Power (Daily • Poison): Free Action. Use this power
when you deal poison damage with a power cast through this implement. The target takes ongoing poison
damage equal to the enhancement bonus of the staff
(save ends). If the power already deals ongoing poison damage, add the enhancement bonus of the staff as an
item bonus to that damage each round.
ITEM SLOTOff-hand
WEIGHT0
PRICE2600
BOOKAV
MAGIC WEAPON ®
Deathcut Leather Armor +1
2
AC BONUS
-
CHECK
-
SPEED
1
QUANTITY
+1 AC
ENHANCEMENT
5
LEVEL
Armor
TYPE
PROPERTIES
Resist 5 necrotic. Resist 5 poison.
AT-WILL ENCOUNTER DAILY
POWER
Power (Daily • Necrotic): Immediate Reaction. You can use this power when an enemy hits you with a melee attack. Deal 1d10 + Charisma modifier (+0) necrotic damage to that enemy.
ITEM SLOTBody
WEIGHT15
PRICE1000
BOOKPH
MAGIC ITEM ®
Amulet of Protection +2
AC BONUS CHECK SPEED
1
QUANTITY
+2 Fortitude, Reflex, and Will
ENHANCEMENT
6
LEVEL
Neck Slot Item
TYPE
PROPERTIES
AT-WILL ENCOUNTER DAILY
POWER
ITEM SLOTNeck
WEIGHT0
PRICE1800
BOOKPH
MAGIC ITEM ®
Porthoc Page 4