Character Sheet
Player Name
The Sovereign Glowswarm 21 Druid Luminescent Swarm Sovereign Beast 177,716Character Name Level Class Paragon Path Epic Destiny Total XP
Wilden Medium 46 Male 5'9" 170 lb. Good-ishRace Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number
INITIATIVESCORE DEX 1/2 LVL MISC
15 Initiative 1 10 4
CONDITIONAL MODIFIERS
ABILITY SCORESSCORE ABILITY ABIL MOD MOD + 1/2 LVL
10 STRStrength
0 10
24 CONConstitution
7 17
13 DEXDexterity
1 11
12 INTIntelligence
1 11
25 WISWisdom
7 17
12 CHACharisma
1 11
HIT POINTSMAX HP HEALING SURGES
BLOODIED SURGE VALUE SURGES/DAY
1/2 HP 1/4 HP
151 75 39 14
CURRENT HIT POINTS CURRENT SURGE USES
SECOND WIND 1/ENCOUNTER USED
TEMPORARY HIT POINTS
DEATH SAVING THROW FAILURES
SAVING THROW MODS +1 to all saving throws, +1 bonus to end effects that daze, stun, immobilize, or restrain you
RESISTANCES
CURRENT CONDITIONS AND EFFECTS
SKILLS
BONUS SKILL NAMEABIL MOD+ 1/2 LVL
TRND(+5)
ARMORPENALTY MISC
11 Acrobatics DEX 11 0 n/a 0
11 Arcana INT 11 0 n/a 0
10 Athletics STR 10 0 n/a 0
11 Bluff CHA 11 0 n/a 0
12 Diplomacy CHA 11 0 n/a 1
22 Dungeoneering WIS 17 5 n/a 0
17 Endurance CON 17 0 n/a 0
22 Heal WIS 17 5 n/a 0
11 History INT 11 0 n/a 0
24 Insight WIS 17 5 n/a 2
11 Intimidate CHA 11 0 n/a 0
25 Nature WIS 17 5 n/a 3
29 Perception WIS 17 5 n/a 7
11 Religion INT 11 0 n/a 0
13 Stealth DEX 11 0 n/a 2
11 Streetwise CHA 11 0 n/a 0
11 Thievery DEX 11 0 n/a 0
DEFENSESSCORE 10 + ARMOR/
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
32 AC 20 6 1 5
CONDITIONAL BONUSES
10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
33 FORT 20 7 4 1 1
CONDITIONAL BONUSES
+1 Fortitude Defense while you are in beast form
10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
26 REF 20 1 1 4
CONDITIONAL BONUSES
10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
34 WILL 20 7 1 4 1 1
CONDITIONAL BONUSES
+1 Will Defense while you are in beast form
ACTION POINTS
Action PointsMILESTONES
012
ACTION POINTS123
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
RACE FEATURES
Fey Origin - Your origin is fey, not natural
Hardy Form - Choose Fortitude, Reflex, or Will defense.
You gain a +1 racial bonus to your chosen defense.
Hardy Form Will - +1 Will
Nature's Aspect - Choose after an extended rest.
Aspect of the Ancients - Power
Aspect of the Destroyer - Power
Aspect of the Hunter - Power
CLASS / PATH / DESTINY FEATURES
Balance 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 beast
Ritual Casting - Ritual Caster feat
Wild Shape - Power
Versatile Expertise (Light Blade) - +1 atk Light Blades
Versatile Expertise (Totem) - +1 to atk Totems
Luminescent Lantern - (Beast) Aura 5 bright, ally +2 save
Radiant Swarm Action - AP = Beast attacks this turn
+1/2 lvl (10) radiant
Blaze of Light - Become humanoid - Adj -2 atk me until
end my next
Magnificent Beast - Large beast = +2 damage & speed
Hunter's Quarry - Minor, closest visible is quarry
LANGUAGES KNOWN
Common, Elven, Deep Speech
MOVEMENTSCORE BASE ARMOR ITEM MISC
9 Speed (Squares) 6 3
SPECIAL MOVEMENT
+1 Speed while you are in beast form, +2 Speed while you are in a Large beast form
SENSESSCORE PASSIVE SENSE BASE SKILL BONUS
34 Passive Insight 10 + 24
39 Passive Perception 10 + 29
SPECIAL SENSES
Low-light Vision
ATTACK WORKSPACEABILITY: Swarming Locusts - Oalian's Balance Accurate toteATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 25 10 7 2 5 1
ABILITY: Grasping Claws - Oalian's Balance Accurate totem +ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 25 10 7 2 5 1
DAMAGE WORKSPACEABILITY: Swarming Locusts - Oalian's Balance Accurate toteDAMAGE ABIL FEAT ENH MISC MISC
2d8+12 7 5
ABILITY: Grasping Claws - Oalian's Balance Accurate totem +DAMAGE ABIL FEAT ENH MISC MISC
2d8+12 7 5
BASIC ATTACKSATTACK DEFENSE WEAPON OR POWER DAMAGE
25 vs Ref 2d8+12Grasping Claws (Oalian's Balan
10 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 creatures
I don't leave tracks in forests.
MANNERISMS AND APPEARANCEBeast Form:
If I choose not to become Large, subtract 2 from my
damage and speed
I 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 form
The Sovereign Glowswarm Page 1
Character Sheet
Player Name
Cedarsting 21 Druid Luminescent Swarm Sovereign Beast 177,716Character Name Level Class Paragon Path Epic Destiny Total XP
Wilden Medium 46 Male 5'9" 170 lb. Good-ishRace Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number
INITIATIVESCORE DEX 1/2 LVL MISC
15 Initiative 1 10 4
CONDITIONAL MODIFIERS
ABILITY SCORESSCORE ABILITY ABIL MOD MOD + 1/2 LVL
10 STRStrength
0 10
24 CONConstitution
7 17
13 DEXDexterity
1 11
12 INTIntelligence
1 11
25 WISWisdom
7 17
12 CHACharisma
1 11
HIT POINTSMAX HP HEALING SURGES
BLOODIED SURGE VALUE SURGES/DAY
1/2 HP 1/4 HP
151 75 39 14
CURRENT HIT POINTS CURRENT SURGE USES
SECOND WIND 1/ENCOUNTER USED
TEMPORARY HIT POINTS
DEATH SAVING THROW FAILURES
SAVING THROW MODS +1 to all saving throws, +1 bonus to end effects that daze, stun, immobilize, or restrain you
RESISTANCES
CURRENT CONDITIONS AND EFFECTS
SKILLS
BONUS SKILL NAMEABIL MOD+ 1/2 LVL
TRND(+5)
ARMORPENALTY MISC
11 Acrobatics DEX 11 0 n/a 0
11 Arcana INT 11 0 n/a 0
10 Athletics STR 10 0 n/a 0
11 Bluff CHA 11 0 n/a 0
12 Diplomacy CHA 11 0 n/a 1
22 Dungeoneering WIS 17 5 n/a 0
17 Endurance CON 17 0 n/a 0
22 Heal WIS 17 5 n/a 0
11 History INT 11 0 n/a 0
22 Insight WIS 17 5 n/a 0
11 Intimidate CHA 11 0 n/a 0
25 Nature WIS 17 5 n/a 3
22 Perception WIS 17 5 n/a 0
11 Religion INT 11 0 n/a 0
13 Stealth DEX 11 0 n/a 2
11 Streetwise CHA 11 0 n/a 0
11 Thievery DEX 11 0 n/a 0
DEFENSESSCORE 10 + ARMOR/
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
32 AC 20 6 1 5
CONDITIONAL BONUSES
10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
32 FORT 20 7 4 1
CONDITIONAL BONUSES
+1 Fortitude Defense while you are in beast form
10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
26 REF 20 1 1 4
CONDITIONAL BONUSES
10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
33 WILL 20 7 1 4 1
CONDITIONAL BONUSES
+1 Will Defense while you are in beast form
ACTION POINTS
Action PointsMILESTONES
012
ACTION POINTS123
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
RACE FEATURES
Fey Origin - Your origin is fey, not natural
Hardy Form - Choose Fortitude, Reflex, or Will defense.
You gain a +1 racial bonus to your chosen defense.
Hardy Form Will - +1 Will
Nature's Aspect - Choose after an extended rest.
Aspect of the Ancients - Power
Aspect of the Destroyer - Power
Aspect of the Hunter - Power
CLASS / PATH / DESTINY FEATURES
Balance 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 beast
Ritual Casting - Ritual Caster feat
Wild Shape - Power
Versatile Expertise (Light Blade) - +1 atk Light Blades
Versatile Expertise (Totem) - +1 to atk Totems
Luminescent Lantern - (Beast) Aura 5 bright, ally +2 save
Radiant Swarm Action - AP = Beast attacks this turn
+1/2 lvl (10) radiant
Blaze of Light - Become humanoid - Adj -2 atk me until
end my next
Magnificent Beast - Large beast = +2 damage & speed
Hunter's Quarry - Minor, closest visible is quarry
LANGUAGES KNOWN
Common, Elven, Deep Speech
MOVEMENTSCORE BASE ARMOR ITEM MISC
6 Speed (Squares) 6
SPECIAL MOVEMENT
+1 Speed while you are in beast form, +2 Speed while you are in a Large beast form
SENSESSCORE PASSIVE SENSE BASE SKILL BONUS
32 Passive Insight 10 + 22
32 Passive Perception 10 + 22
SPECIAL SENSES
Low-light Vision
ATTACK WORKSPACEABILITY: Flame Seed - Oalian's Balance Accurate totem +5ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 25 10 7 2 5 1
ABILITY: Melee Basic Attack - UnarmedATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 10 10 0
DAMAGE WORKSPACEABILITY: Flame Seed - Oalian's Balance Accurate totem +5DAMAGE ABIL FEAT ENH MISC MISC
2d6+5 5
ABILITY: Melee Basic Attack - UnarmedDAMAGE ABIL FEAT ENH MISC MISC
2d4 0
BASIC ATTACKSATTACK DEFENSE WEAPON OR POWER DAMAGE
25 vs Ref 2d8+12Grasping Claws (Oalian's Balan
10 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 creatures
I don't leave tracks in forests.
MANNERISMS AND APPEARANCEBeast Form:
If I choose not to become Large, subtract 2 from my
damage and speed
I 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 form
Cedarsting 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
Wild Shape
Swarming Locusts
Flame Seed
Grasping Claws
ENCOUNTER POWERS
Second Wind
Voyage of the Ancients
Wrath of the Destroyer
Pursuit of the Hunter
Scattered Form
Flowing Swarm
Mystifying Lights
Expose Weakness
Hunter's Quarry
DAILY POWERS
Flurry of Stingers
Revitalizing Pounce
Primal Lion
Brilliant Swarm
UTILITY POWERS
Barkskin
Rebuking Thorns
Armor of the Wild
Light of Clarity
Phantom Beast (Encounter 16)
OTHER EQUIPMENT
Ritual Book
Adventurer's Kit
Climber's Kit
COINS AND OTHER WEALTHMoney on hand: 26 ad; 24 pp; 74 gp
Stored money: 0 gp
Encumbrance: 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 ITEMSWEAPON
WEAPON
WEAPON
WEAPON
ARMORPredator 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)
RING
WAISTBelt 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 Pies
Oalian's Balance Accurate totem +5 (Off-hand) (E
Sending Stones (pair) (paragon tier)
Potion of Recovery (epic tier)
Teleport Tile
Daily Item Powers Per Day
Heroic (1-10) Milestone / / /
Paragon (11-20) Milestone / / /
Epic (21-30) Milestone / / /
RITUALS / ALCHEMY
Animal Messenger
Make Whole
CHARACTER PORTRAIT
FEATS
Ritual Caster - Master and perform rituals
Agile Form - Shift 1 when you use wild shape
Ruthless Killer - Grasping Claws may immobilize
Versatile Expertise - +2 attacks w/ light blades & totems
Hide Armor Expertise - +2 to AC
Toughness - +5 hit points per tier
Bolstered Swarm - Become beast = 12 temphp (5+con)
Hunting Wolf Form - +5 Perception & +1 speed as beast
Quick Wild Shape - Use wild shape as a free action
Uncanny Dodge - Enemies get no +atk w/ CA
Armor Specialization (Hide) - +1 AC w/ hide, no ACP
Superior Implement Training (Accurate totem)
Cleanse the Madness - +6 damage to aberrant
Deep Sage - +5 Dungeoneer know checks, Deep Speech
Warrior of the Wild - Ranger, Dungeoneer, Quarry 1/enc
CHARACTER 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
curious—and less scrupulous—than 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 Opal
Cedarsting Page 2
Wishlist
Page 1
Slot Price(GP) Name Effect
Neck 24 525,000 Timeless Locket +5 +1 Fort, Ref, Will, Initiative
Net: 420,000
Arms 25 625,000 Climb speed += 4
Net: 600,000
Feet 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 covered
Net: 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 a
Net: 104,000
Ring 22 325,000 Ring of Fey Travel +1 item to speed. Daily: Minor - Teleport my speed
Net: 325,000
Belt 21 225,000 Baldric of Valor
Net: 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: 62,400
Lvl
Bracers of Brachiation
Airstriders
second 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 to
Tatt
Level 21
Page 1
Cedar Swarm Name When Type/Trigger Vs Damage Effect
x A-W Flame Seed Standard Ranged 10 +25 R 2d6+4 Fire 5d6+16 fire
Hit: 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 damage
x U:E Minor Ranged 5
I 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 Personal
Until 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 Minor
Drink potion. Spend surge. Regain exactly 25hp. Make one save against a savable effect.
x I:1 Potion of Recovery Minor
Drink potion. Spend surge. Regain exactly 50hp. Make a save against each savable effect.
x I:A-W Rope of Climbing Minor
x A-W Melee Basic Standard Melee +10 A 1d4 3
x I:A-W Teleport Tile ? Personal
Teleport somewhere (Ask the rest of the party for more info)
x I:A-W Sending Stone Standard Personal
Communicate with the person who has the other stone
Frq Atk Crit
Barkskin
Rope moves 10 squares along vert/horiz surfaces and can tie itself to inanimate objects.
Level 21
Page 2
Cedar Swarm Name When Type/Trigger Vs Damage Effect
x A-W Opportunity Attack Opportunity Action Melee +26 R 2d8+14 5d6+30
See Grasping Claws
x x E Voyage of the Ancients Free When I hit an enemy with close or area
I 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 ally
Make 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 turn
I shift 3 squares. Until the end
of 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 shifts
x x I:E Immediate Reaction An adjacent enemy hits me
I make a melee basic attack on that enemy.
x x I:E Tattoo of the Wolverine No Action The first time I'm bloodied
x x I:D Ring of Protection Immediate Interrupt I am hit by an attack
Gain +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 turn
Beast form attacks this turn deal +1/2 level (10) radiant damage
Frq Atk Crit
Predator Darkhide
Until 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 21
Page 3
Cedar Swarm Name When Type/Trigger Vs Damage Effect
x x E Second Wind Standard
Spend 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+26
Hit 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+30
The 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+26
I 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 Psychic
Hit: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: ½
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: ½
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+38
Until 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+22
One roll per target. Ongoing 10 Radiant (save ends)
Compare to all three defenses. R 1d8+14 5d6+22
I slide the target 5 squares
W 1d8+14 5d6+22
Blinded (save ends)
Frq Atk Crit
I push the target 1 square. The target is dazed (save ends). All allies in the burst gain 5+my Con mod(7) tempHP.
Level 21
Page 4
Cedar Swarm Name When Type/Trigger Vs Damage Effect
x A-W Swarming Locusts Standard: Creature Close Blast 3 +25 R 2d8+14 5d6+30
Creates 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+30
Can be used as a melee basic. Hit: I choose whether the target is slowed until the end of my next turn or
the 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+30
See Grasping Claws
x x E Hunter's Quarry Minor Closest I see +3d6 1/round +18 to base
Enemy 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 totem
x x I:HS Bracers of Rejuvenation Minor
x 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 Personal
Until 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 Minor
The 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 concealment
and 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 Personal
Until the end of the encounter, while in beast form, I have resist Con mod (7) to all damage.
Frq Atk Crit
Oalin's Balance Totem
An ally adjacent to me or the target can spend a healing surge and regain enh (+5) extra HP
Gain +1 item bonus to all rolls, defenses and saving throws until the end of my next turn. (Does not stack with RoP.)