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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
Bull Rush Attack
WEAPON
Grab Attack
WEAPON
Opportunity Attack
WEAPON
Vicious Mockery
ARMOR
Staggering Note
ARMS

FEET
ENCOUNTER POWERS
HANDS
Second Wind
HEAD
Majestic Word
NECK
Words of Friendship
RING
Prophesied Strike
RING

WAIST PERSONALITY TRAITS

DAILY POWERS
Healing Word

Arrow of Warning

MANNERISMS AND APPEARANCE

UTILITY POWERS
Second Wind

Second Chance

Daily Item Powers Per Day


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

Epic (21-30) Milestone / / /

OTHER EQUIPMENT RITUALS / ALCHEMY


Ritual Book Comprehend Language
Chainmail (E)
Adventurer's Kit
Wand Implement COMPANIONS AND ALLIES
Light Shield (E)
Short sword (E)
Hand Crossbow
Crossbow Bolts (40)

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 21 gp
Stored money: 0 gp
Encumbrance: 90 (Heavy Load) / 80

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CHARACTER NAME
Skills Action Point
Zith Horiz
PLAYER NAME ADDITIONAL EFFECTS
7 Acrobatics DEX
4 Actor CHA
RACE CLASS LEVEL
Halfling Bard 1 1 Adventurer WIS
1 Apothecary WIS
SCORE ABILITY MOD
6 Arcana INT (Trained)
HP 8 STR –1 AC 1 Architect INT
17 2 Athletics STR
23 11 CON +0 9 Bluff CHA (Trained)
Fort
Spd 1 Cartographer INT
15 DEX +2 11 4 Celebrity CHA
5 13 INT +1 Ref 2 Dancer CHA
15 9 Diplomacy CHA (Trained)
Init 13 WIS +1 5 Dungeoneering WIS
Will 3 Endurance CON
+2 19 CHA +4 16 1 Engineer INT
4 Entertainer CHA Effect: Gain a standard action this turn.
1 Farmer WIS Special: You are reset to one action point when
Passive Passive you take an extended rest. You gain an action
15 Insight 15 Perception
1 Fishing WIS
4 Governor CHA point each milestone.
PLAY DATA PLAY DATA ENCOUNTER SPECIAL

Second Wind Bull Rush Attack Grab Attack


KEYWORDS USED KEYWORDS USED KEYWORDS USED

Standard Personal Standard * Melee 1 Standard * Melee touch


ACTION RANGE ACTION RANGE ACTION RANGE
AT-WILL ENCOUNTER DAILY 0 vs Fort One creature 0 vs Reflex One creature that is no more than one size cate

Effect: You spend a healing surge and regain 5 ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
hit points. You gain a +2 bonus to all defenses Attack: Strength vs. Fortitude Requirement: You must have a hand free.
until the start of your next turn. Hit: You can push the target 1 square and then Attack: Strength vs. Reflex
shift 1 square into the space it left. Hit: You grab the target until the end of your
next turn. You can end the grab as a free action.
Unarmed: +0 attack Sustain Minor: The grab persists until the end
of your next turn.

Unarmed: +0 attack

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


PH * PH * PH
UTILITY POWER AT-WILL POWER AT-WILL POWER

Opportunity Attack Vicious Mockery Staggering Note


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Charm, Implement, Psychic Arcane, Implement, Thunder
*
Opportunity Action Melee 1 Standard 10 Ranged 10 Standard 10 Ranged 10
ACTION RANGE ACTION RANGE ACTION RANGE
vs The triggering enemy 5 vs Will One creature 5 vs Will One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

Trigger: An enemy that you can see either Attack: Charisma vs. Will Attack: Charisma vs. Will
leaves a square adjacent to you or uses a ranged Hit: 1d6 + Charisma modifier (+4) psychic Hit: Charisma modifier (+4) thunder damage,
or an area power while adjacent to you. damage, and the target takes a -2 penalty to and you push the target 2 squares. As a free
Effect: You make a melee basic attack against attack rolls until the end of your next turn. action, an ally of your choice can make a melee
the target. Level 21: 2d6 + Charisma modifier (+4) damage. basic attack against the target before, after, or
during this forced movement.
Short sword: +5 attack, 1d6+4 damage
Short sword: +5 attack, 4 damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


* PH Bard 1 PH2 Bard 1 Dragon 383
AT-WILL POWER AT-WILL POWER AT-WILL POWER

Zith Horiz Page 3


Majestic Word Words of Friendship Prophesied Strike
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Healing Arcane, Charm Arcane, Weapon

Minor Minor Personal Standard * Ranged weapon


ACTION 5 RANGE ACTION RANGE ACTION RANGE
vs You or one ally in burst vs 7 vs AC One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Effect: The target can spend a healing surge and regain Effect: You gain a +5 power bonus to the next Attack: Charisma vs. AC
additional hit points equal to your Charisma modifier (+4).
Diplomacy check you make before the end of Hit: 1[W] + Charisma modifier (+4) damage.
You also slide the target 1 square.
Level 6: 1d6 + Charisma modifier (+4) additional hit points. your next turn. The next time you or an ally attacks the target
Level 11: 2d6 + Charisma modifier (+4) additional hit points. before the end of your next turn, the attacker
Level 16: 3d6 + Charisma modifier (+4) additional hit points. rolls a d20 twice and uses either result.
Level 21: 4d6 + Charisma modifier (+4) additional hit points.
Level 26: 5d6 + Charisma modifier (+4) additional hit points.
Special: You can use this power twice per encounter, but
Hand Crossbow: +7 attack, 1d6+4 damage
only once per round. At 16th level, you can use this power
three times per encounter, but only once per round.

Unarmed: +1 attack
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Bard PH2 Bard PH2 Bard 1 AP
ENCOUNTER POWER ENCOUNTER POWER ENCOUNTER POWER

Healing Word Arrow of Warning Second Wind


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Healing Arcane, Weapon

Minor * Ranged weapon Standard Personal


ACTION 5 RANGE ACTION RANGE ACTION RANGE
vs You or one ally in the burst 7 vs Reflex The triggering enemy AT-WILL ENCOUNTER DAILY
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET Effect: Spend a healing surge and gain a +2
Effect: The target can spend a healing surge and Trigger: An enemy within range makes an attack bonus to all defenses until the start of your next
regain 1d6 additional hit points. roll against an ally turn.
Level 6: 2d6 additional hit points. Attack: Charisma vs. Reflex
Level 11: 3d6 additional hit points. Hit: 3[W] + Charisma modifier (+4) damage. The
Level 16: 4d6 additional hit points. ally who was attacked by the triggering enemy can
Level 21: 5d6 additional hit points. make an at-will attack against that enemy as a free
Level 26: 6d6 additional hit points. action. The ally gains a bonus to this attack roll
equal to your Wisdom modifier (+1) (minimum 1).
Unarmed: +1 attack Miss: Half damage.

Hand Crossbow: +7 attack, 3d6+4 damage


ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Cleric PH Bard 1 AP * PH
DAILY POWER DAILY POWER UTILITY POWER

Second Chance
KEYWORDS USED

Imm Interrupt Personal


ACTION RANGE
AT-WILL ENCOUNTER DAILY

Trigger: You are hit by an attack.


Effect: The attacker must reroll the attack and
use the second roll, even if it is lower.

ADDITIONAL EFFECTS

CLASS LEVEL BOOK


Halfling PH

UTILITY POWER

Zith Horiz Page 4

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