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Character Sheet

Player Name Frank

Stumps 8 Warden 13,000


Character Name Level Class Paragon Path Epic Destiny Total XP
Minotaur Medium 19 Male 7'3" 330 Good Pelor
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
4 Initiative 4 23 6 Speed (Squares) 6
CONDITIONAL MODIFIERS
AC 14 7 2 SPECIAL MOVEMENT
CONDITIONAL BONUSES
+2 AC against opportunity attacks you provoke during a charge
ABILITY SCORES SENSES
SCORE ABILITY ABIL MOD MOD + 1/2 LVL 10 +
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC SCORE PASSIVE SENSE BASE SKILL BONUS

21 STR
Strength
5 9 21 FORT 14 5 1 1 15 Passive Insight 10 + 5

19 CON
Constitution
4 8
CONDITIONAL BONUSES
22 Passive Perception 10 + 12
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
10 DEX 0 4 15
Dexterity REF 14 1 ATTACK WORKSPACE
10 INT
Intelligence
0 4 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Inescapable Greataxe +2
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +

12 WIS 1 5
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 14 4 5 2 1 2
Wisdom 17 WILL 14 1 1 1 ABILITY:
Melee Basic Attack - Unarmed
8 CHA
Charisma
-1 3 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC

+ 9 4 5
HIT POINTS ACTION POINTS
MAX HP HEALING SURGES MILESTONES
0
ACTION POINTS
1 DAMAGE WORKSPACE
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2 ABILITY:
90 2 3 Melee Basic Attack - Inescapable Greataxe +2
45 22 14 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES
1d12+8 5 1 2
RACE FEATURES ABILITY:
Melee Basic Attack - Unarmed
Ferocity - Make melee basic attack when dropped to 0 hp DAMAGE ABIL FEAT ENH MISC MISC

SECOND WIND 1/ENCOUNTER USED Goring Charge - Use goring charge as an encounter power 1d4+5 5
TEMPORARY HIT POINTS
Heedless Charge - +2 AC against opportunity attacks
while charging.
BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
SAVING THROW MODS Vitality - Gain one healing surge 14 vs AC Inescapable Greataxe +2 1d12+8

RESISTANCES Resist 10 All when you have 0 hit points or fewer 9 vs AC Unarmed (Melee) 1d4+5

CURRENT CONDITIONS AND EFFECTS 4 vs AC Unarmed (Range) 1d4

vs

SKILLS CLASS / PATH / DESTINY FEATURES


ABIL MOD TRND ARMOR
BONUS SKILL NAME + 1/2 LVL (+5) PENALTY MISC
Font of Life - At the start of your turn, roll a saving throw FEATS
3 Acrobatics DEX 4 0 –1 0 Guardian Might - Choose a Guardian Might option Weapon Focus (Axe) - Gain +1 damage per tier with

4 4 0 n/a 0 Stormheart Axes.


Arcana INT

–1 0 Nature's Wrath - On your turn, you can mark each Weapon Expertise (Axe) - Gain bonus to attack rolls with
13 Athletics STR 9 5
adjacent enemy as a free action until the end of your next axes.
3 Bluff CHA 3 0 n/a 0
turn Headsman's Chop - 5 extra damage to prone target when
3 Diplomacy CHA 3 0 n/a 0
using axe or heavy blade
5 Dungeoneering WIS 5 0 n/a 0
Powerful Charge - +2 damage, +2 to bull rush on a
12 Endurance CON 8 5 –1 0
charge
5 Heal WIS 5 0 n/a 0 Toughness - Gain 5 additional hit points per tier
4 History INT 4 0 n/a 0

5 Insight WIS 5 0 n/a 0

3 Intimidate CHA 3 0 n/a 0

12 Nature WIS 5 5 n/a 2

12 Perception WIS 5 5 n/a 2

4 Religion INT 4 0 n/a 0


LANGUAGES KNOWN
3 Stealth DEX 4 0 –1 0
Common, Giant
3 Streetwise CHA 3 0 n/a 0

3 Thievery DEX 4 0 –1 0

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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
Warden's Fury Inescapable Greataxe +2 (E)
WEAPON
Warden's Grasp
WEAPON
Strength of Stone
WEAPON
Thorn Strike
ARMOR
Hide Armor of Resistance +2 (E)
ARMS

FEET
ENCOUNTER POWERS
HANDS
Second Wind
HEAD
Goring Charge
NECK
Gale Strike Cloak of the Walking Wounded +1 (E)
RING
Form of the Swamp Hunter Attack
RING
Earthgrasp Strike
WAIST PERSONALITY TRAITS
Angry Spirits Belt of Sonnlinor Righteousness (heroic tier) (E)

DAILY POWERS
Form of the Swamp Hunter

Lifebind Attack

MANNERISMS AND APPEARANCE

UTILITY POWERS
Mountain Lion Step

Bear's Endurance

Daily Item Powers Per Day


Heroic (1-10) Milestone / / / CHARACTER BACKGROUND
Paragon (11-20) Milestone / / /

Epic (21-30) Milestone / / /

OTHER EQUIPMENT RITUALS / ALCHEMY


Adventurer's Kit

COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 1,800 gp
Stored money: 0 gp
Encumbrance: 106 / 210

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CHARACTER NAME
Skills Action Point
Stumps
PLAYER NAME ADDITIONAL EFFECTS
3 Acrobatics DEX
Frank 4 Arcana INT
RACE CLASS LEVEL
Minotaur Warden 8 13 Athletics STR (Trained)
3 Bluff CHA
SCORE ABILITY MOD
3 Diplomacy CHA
HP 21 STR +5 AC 5 Dungeoneering WIS
23 12 Endurance CON (Trained)
90 19 CON +4 5 Heal WIS
Fort
Spd 4 History INT
10 DEX +0 21 5 Insight WIS
6 10 INT +0 Ref 3 Intimidate CHA
15 12 Nature WIS (Trained)
Init 12 WIS +1 12 Perception WIS (Trained)
Will 4 Religion INT
+4 8 CHA –1 17 3 Stealth DEX
3 Streetwise CHA Effect: Gain a standard action this turn.
3 Thievery DEX Special: You are reset to one action point when
Passive Passive ADDITIONAL EFFECTS
you take an extended rest. You gain an action
15 Insight 22 Perception
point each milestone.
PLAY DATA PLAY DATA ENCOUNTER SPECIAL

Second Wind Warden's Fury Warden's Grasp


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Primal, Weapon Primal

Standard Personal Imm Interrupt* Melee weapon Imm Reaction Close burst 5
ACTION RANGE ACTION 5 RANGE
ACTION RANGE
AT-WILL ENCOUNTER DAILY 14 vs Fort The triggering enemy vs The triggering enemy in burst

Effect: You spend a healing surge and regain 22 ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
hit points. You gain a +2 bonus to all defenses You lash out with nature's wrath at a foe that has Spectral vines clutch at a foe that has attacked
until the start of your next turn. attacked your ally and diminish its defenses. your ally, impeding your enemy's movement.
Trigger: An enemy marked by you makes an attack Trigger: An enemy marked by you that is within
that does not include you as a target 5 squares of you makes an attack that does not
Attack: Strength vs. Fortitude
include you as a target
Hit: 1[W] + Strength modifier (+5) damage, and the
Effect: You slide the target 1 square. The target
target grants combat advantage to you and your allies
until the end of your next turn. is slowed and cannot shift until the end of its
Level 21: 2[W] + Strength modifier (+5) damage. turn.

Inescapable Greataxe +2: +14 attack, 1d12+8


damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

+5 to damage rolls against a prone target - Headsman's


Chop.

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


PH Warden PH2 Warden PH2
UTILITY POWER AT-WILL POWER AT-WILL POWER

Thorn Strike Strength of Stone Earthgrasp Strike


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Primal, Weapon Primal, Weapon Primal, Weapon

Standard * Melee 2 Standard * Melee weapon Standard * Melee weapon


ACTION RANGE ACTION RANGE ACTION RANGE
14 vs AC One creature 14 vs AC One creature 14 vs AC One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

Spectral thorns sprout from your weapon and Drawing power from the earth, you smash your The primal power of earth courses through your weapon and
slams your foe to the ground, where rocks and roots hold it
grasp at your foe, pulling it closer. weapon into your foe and bolster yourself against firm.
Attack: Strength vs. AC attack. Attack: Strength vs. AC
Hit: 1[W] + Strength modifier (+5) damage, and Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+5) damage, and you knock
you pull the target 1 square. Hit: 1[W] + Strength modifier (+5) damage, and the target prone. The first time the target stands up before the
end of your next turn, it takes 1d10 + your Strength modifier
Level 21: 2[W] + Strength modifier (+5) damage. you gain temporary hit points equal to your (+5) damage.
Constitution modifier (+4). Earthstrength: The target can't stand up until the end of
Inescapable Greataxe +2: +14 attack, 1d12+8 Level 21: 2[W] + Strength modifier (+5) damage. your next turn, and the first time it stands up before the end of
damage the encounter, it takes 1d10 + your Strength modifier (+5)
damage.
Inescapable Greataxe +2: +14 attack, 1d12+8
damage Inescapable Greataxe +2: +14 attack, 1d12+8 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

+5 to damage rolls against a prone target - Headsman's +5 to damage rolls against a prone target - Headsman's +5 to damage rolls against a prone target - Headsman's
Chop. Chop. Chop.

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Warden 1 PH2 Warden 1 PH2 Warden 3 PH2
AT-WILL POWER AT-WILL POWER ENCOUNTER POWER

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Goring Charge Gale Strike Form of the Swamp Hunter Attack
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Primal, Weapon Polymorph, Primal, Weapon

Standard * Melee 1 Standard * Melee weapon Standard * Melee weapon


ACTION RANGE ACTION RANGE ACTION RANGE
13 vs AC 14 vs AC One creature 14 vs Reflex One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
You charge the enemy and gore it with your horns. Your attack unleashes a primal wind that batters foes
Effect: You charge and make the following attack in place of a
melee basic attack.
driven to engage you. Attack: Strength vs. Reflex
Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier (+5) damage, and you
Attack: Strength, Constitution, or Dexterity + 4 (6 at 11th level Hit: 2[W] + Strength modifier (+5) damage, and grab the target. If the target is dazed, immobilized,
and 8 at 21st level) vs. AC each enemy marked by you, other than the target, slowed, or stunned, the attack deals 1[W] extra
Hit: 1d6 + Strength modifier (+5), Constitution modifier (+4), or
takes damage equal to your Constitution modifier damage.
Dexterity modifier (+0) damage, and you knock the target prone.
Level 11: 2d6 + Strength modifier (+5), Constitution modifier (+4). Miss: Half damage.
(+4), or Dexterity modifier (+0) damage. Stormheart: You also slide each enemy marked Requirement: The power Form of the Swamp
Level 21: 3d6 + Strength modifier (+5), Constitution modifier by you 1 square. Hunter must be active in order to use this power.
(+4), or Dexterity modifier (+0) damage.

Unarmed: +13 attack, 1d6+5 damage Inescapable Greataxe +2: +14 attack, 2d12+8 Inescapable Greataxe +2: +14 attack, 2d12+8
damage damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

+5 to damage rolls against a prone target - Headsman's +5 to damage rolls against a prone target - Headsman's
Chop. Chop.

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Racial Power * PH3 Warden 1 PP Warden PP
ENCOUNTER POWER ENCOUNTER POWER ENCOUNTER POWER

Angry Spirits Lifebind Attack Form of the Swamp Hunter


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Primal, Weapon Primal, Weapon Polymorph, Primal

Standard Close burst 2 Standard * Melee weapon Minor Personal


ACTION 2 RANGE ACTION RANGE ACTION RANGE
14 vs Will 14 vs AC One creature vs
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

As you swing your weapon around you, you draw Your attack binds the target to you, further hindering its You take on the rough skin of a crocodile, granting you its
forth spiritual energy to damage your foes. attacks if it does not engage you. relentless nature and letting you pass easily through water.
Attack: Strength vs. AC Effect: You assume the guardian form of the swamp hunter
Attack: Strength vs. Will until the end of the encounter. While you are in this form,
Hit: 3[W] + Strength modifier (+5) damage.
Hit: 1[W] + Strength modifier (+5) damage. you gain swamp walk, a swim speed equal to your speed,
Miss: Half damage.
and a +2 bonus to attack rolls against immobilized creatures.
Effect: While the target is marked by you, its penalty to
Inescapable Greataxe +2: +14 attack, 1d12+8 In addition, when you reduce any enemy marked by you to 0
attack rolls for the marked condition is –5 instead of –2.
hit points with an attack, you mark one enemy within 5
damage This effect lasts until you end your turn more than 5 squares of you until the end of your next turn.
squares away from the target or until the end of the
encounter. Once during this encounter, you can use the Form of the
Swamp Hunter Attack power while you are in this form.
Inescapable Greataxe +2: +14 attack, 3d12+8 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

+5 to damage rolls against a prone target - Headsman's +5 to damage rolls against a prone target - Headsman's
Chop. Chop.

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Warden 7 PP Warden 5 PP Warden 1 PP
ENCOUNTER POWER DAILY POWER DAILY POWER

Bear's Endurance Mountain Lion Step Inescapable Greataxe +2


KEYWORDS USED KEYWORDS USED
Healing, Primal Primal 1d12 2 Axe
DAMAGE PROFICIENT GROUP RANGE
Imm Interrupt Personal Minor Personal
ACTION RANGE ACTION RANGE +2 attack rolls and damage rolls 8 +2d6 damage
ENHANCEMENT LEVEL CRITICAL
AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY
PROPERTIES

Drawing on the boundless endurance of a bear, Like an agile mountain lion, you leap across Each time you miss a target with this weapon, you gain a
cumulative +1 bonus (up to the weapon's enhancement bonus) to
you regain a measure of your vitality. difficult terrain with ease. your next attack roll with this weapon against the same target. The
Trigger: You drop to 0 hit points or fewer Effect: You ignore difficult terrain until the end bonus ends if you attack a different target or when you hit.
Effect: You regain hit points as if you had spent of your next turn. High Crit
a healing surge. Melee Basic Attack: +14 attack, 1d12+8 damage

AT-WILL ENCOUNTER DAILY


Unarmed: +4 attack
POWER

This weapon grows increasingly eager to strike


those you have trouble hitting.

ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK
Warden 6 PH2 Warden 2 PH2 Two-Hands 12 3400 PH

UTILITY POWER UTILITY POWER MAGIC WEAPON

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Hide Armor of Resistance +2 Cloak of the Walking Wounded +1 Belt of Sonnlinor Righteousness (heroic tier)

3 -1 - 1 1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY

+2 AC 7 Armor +1 Fortitude, Reflex, and Will 4 Neck Slot Item 6 Waist Slot Item
ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES

Resist 5 to a damage type chosen from the If you use your second wind while bloodied, you You gain resist 10 to all damage when you have
following list at the time the armor is created: can expend two healing surges instead of one 0 hit points or fewer.
acid, cold, fire, force, lightning, necrotic, poison, (gaining hit points from both).
psychic, thunder.

AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY


POWER POWER POWER

Special wards in this armor provide extra Thin red veins form across the fabric of this This iron-plated belt was first crafted by the
resistance. handsome cloak when its healing properties are Sonnlinor to protect against the underhanded
evoked. tactics of goblins and giants.
Power (Daily): No Action. Use this power when
you would be reduced to 0 hit points by an
attack. The attacker takes the same amount of
damage that you took from that attack.
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Body 25 2600 PH Neck 0 840 AV Waist 0 1800 Dragon 385

MAGIC ITEM MAGIC ITEM MAGIC ITEM

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