Professional Documents
Culture Documents
Player Name
2
Level
Bard
Class Paragon Path Epic Destiny Deity Adventuring Company Total XP
1 000 41 kg
Weight
Gnome
Race
Small
Size
32
Age
Male
Gender
1,20 m
Height
Evil
Alignment RPGA Number
INITIATIVE
SCORE DEX 1/2 LVL MISC SCORE DEFENSE
DEFENSES
10 + ARMOR/ 1/2 LVL ABIL CLASS SCORE FEAT ENH MISC MISC
MOVEMENT
BASE ARMOR ITEM MISC
Initiative
CONDITIONAL MODIFIERS
16
AC
11
Speed
(Squares)
SPECIAL MOVEMENT
CONDITIONAL BONUSES
ABILITY SCORES
SCORE ABILITY ABIL MOD MOD + 1/2 LVL DEFENSE
10 + 1/2 LVL
SENSES
ABIL CLASS FEAT ENH MISC MISC SCORE PASSIVE SENSE BASE SKILL BONUS
10 11 10 16 8 20
Strength
STR CON
0 0 0 3 -1 5 HIT POINTS
1 1 1 4 0 6
11
FORT 11
15 15
10 + 10 +
5 5
CONDITIONAL BONUSES
Constitution
DEFENSE
10 + 1/2 LVL
Low-light Vision
15
REF
11
CONDITIONAL BONUSES
WIS
DEFENSE
10 + 1/2 LVL
ABIL
CLASS
FEAT
ENH
MISC
MISC
17
WILL
11
1
ATTACK DEFENSE
BASIC ATTACKS
WEAPON OR POWER DAMAGE
CHA Charisma
CONDITIONAL BONUSES
4 ACTION POINTS 1
ACTION POINTS 1 2 3
vs vs vs vs
AC AC AC
MAX HP
BLOODIED
HEALING SURGES
SURGE VALUE SURGES/DAY
28
CURRENT HIT POINTS
14
1/2 HP
7
1/4 HP
7
CURRENT SURGE USES
Action Points
RACE FEATURES
Reactive Stealth - With cover or concealment at initiative
SECOND WIND 1/ENCOUNTER
TEMPORARY HIT POINTS
FEATS
Ritual Caster - Master and perform rituals Blade Initiate - Swordmage: Arcana skill, Swordmage Warding 1/day Advantage of Cunning - Slide enemy into ally's vacated space
USED
check, make Stealth check to become hidden Fade Away - Use fade away as an encounter power
Fey Origin - Your origin is fey, not natural Trickster's Cunning - +5 racial bonus to saving throws against illusions Master Trickster - Use ghost sound as minor action, 1/ encounter.
SKILLS
BONUS SKILL NAME ABIL MOD + 1/2 LVL TRND (+5) ARMOR PENALTY MISC
2 11 2 11 7 1 2 1 5 5 7 1 5 5 8 7 2
Acrobatics Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery
DEX INT STR CHA CHA WIS CON WIS INT WIS CHA WIS WIS INT DEX CHA DEX
1 4 1 6 6 0 1 0 4 0 6 0 0 4 1 6 1
0 5 0 5 0 0 0 0 0 5 0 0 5 0 5 0 0 n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a
1 2 1
1 1 1 1 1
action (1/rd). Majestic Word - Gain majestic word power Multiclass Versatility - Can choose class-specific multiclass feats from more than one class Skill Versatility - +1 to untrained skill checks Song of Rest - At end of short rest, you and each ally spending a healing surge adds your Cha mod to hp regained
1 1
1 2 1 1 Page 1
LANGUAGES KNOWN
Common, Elven
POWER INDEX
List your powers below. Check the box when the power is used. Clear the box when the power renews.
CHARACTER PORTRAIT
AT-WILL POWERS
Guiding Strike Vicious Mockery
WEAPON WEAPON WEAPON WEAPON ARMOR ARMS FEET
MAGIC ITEMS
ENCOUNTER POWERS
Fade Away Ghost Sound Majestic Word Words of Friendship Shout of Triumph
HANDS HEAD NECK RING RING WAIST
PERSONALITY TRAITS
DAILY POWERS
Verse of Triumph
CHARACTER BACKGROUND
Occupation - Criminal You lived on the wrong side of the law. What sorts of crimes did you commit? Did you enter a life of crime by necessity or by choice? Did you belong to a gang? Do you still engage in occasional wrongdoing, or have you left that life behind? If the latter, what caused you to give up your criminal ways? Do you still have contacts among the criminal underworld? Do your former associates now consider you an enemy?
OTHER EQUIPMENT
Adventurer's Kit Lyre Longsword (E) Leather Armor (E) Glib Limerick
RITUALS / ALCHEMY
Traveler's Chant
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CHARACTER NAME
Second Wind
KEYWORDS USED
RACE
Gnome
CLASS
Bard
LEVEL
HP 28 Spd 5 Init +1
Effect: You spend a healing surge and regain 7 hit points. You gain a +2 bonus to all defenses until the start of your next turn.
20 CHA
ADDITIONAL EFFECTS
15
Passive Insight
15
Passive Perception
CLASS LEVEL BOOK
PH
PLAY DATA
ENCOUNTER SPECIAL
ENCOUNTER ACTION
Guiding Strike
KEYWORDS
Vicious Mockery
USED KEYWORDS
Fade Away
USED KEYWORDS
Arcane, Weapon
*
Illusion Personal
USED
RANGE
vs
AC DEFENSE
Will DEFENSE
TARGET
Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier (+5) damage, and the target takes a -2 penalty to the defense of your choice until the end of your next turn. Level 21: 2[W] + Charisma modifier (+5) damage. Longsword: +9 attack, 1d8+5 damage
Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier (+5) psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. Level 21: 2d6 + Charisma modifier (+5) damage. Unarmed: +6 attack, 1d6+5 damage
Trigger: You take damage. Effect: You are invisible until you attack or until the end of your next turn.
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
Bard
LEVEL
BOOK
PH2
CLASS
Bard
LEVEL
BOOK
PH2
CLASS
Racial Power
LEVEL
BOOK
PH2
AT-WILL POWER
AT-WILL POWER
ENCOUNTER POWER
Ghost Sound
KEYWORDS
Majestic Word
USED KEYWORDS
Words of Friendship
USED KEYWORDS
Arcane, Illusion
10
Arcane, Healing
USED
Minor ACTION
5
Minor RANGE You or one ally in burst DEFENSE TARGET ATTACK ACTION
vs ATTACK
DEFENSE
TARGET
DEFENSE
TARGET
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier (+5). You also slide the target 1 square. Level 6: 1d6 + Charisma modifier (+5) additional hit points. Level 11: 2d6 + Charisma modifier (+5) additional hit points. Level 16: 3d6 + Charisma modifier (+5) additional hit points. Level 21: 4d6 + Charisma modifier (+5) additional hit points. Level 26: 5d6 + Charisma modifier (+5) additional hit points. Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round. Unarmed: +1 attack
Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
Wizard
LEVEL
BOOK
PH
CLASS
Bard
LEVEL
BOOK
PH2
CLASS
Bard
LEVEL
BOOK
PH2
ENCOUNTER POWER
Kimble Underwizzle III
ENCOUNTER POWER
Page 3
ENCOUNTER POWER
Shout of Triumph
KEYWORDS
Verse of Triumph
USED KEYWORDS
Moment of Escape
USED KEYWORDS
Arcane 10
USED
vs
vs
AC DEFENSE
Attack: Charisma vs. Fortitude Hit: 1d6 + Charisma modifier (+5) thunder damage, and you push the target 1 square. Effect: You slide each ally in the blast 1 square. Virtue of Valor: The number of squares you push the target and slide the allies equals your Constitution modifier (+0). Unarmed: +6 attack, 1d6+5 damage
Attack: Charisma vs. AC Hit: 2[W] + Charisma modifier (+5) damage. Miss: Half damage. Effect: Until the end of the encounter, you and any ally within 5 squares of you gain a +1 power bonus to damage rolls and saving throws. In addition, whenever you or an ally reduces an enemy to 0 hit points with an attack, you and any ally within 5 squares of the enemy can shift 1 square as a free action. Longsword: +9 attack, 2d8+5 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
Bard
LEVEL
BOOK
PH2
CLASS
Bard
LEVEL
BOOK
PH2
CLASS
Bard
LEVEL
BOOK
AP
ENCOUNTER POWER
DAILY POWER
UTILITY POWER
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