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Character Sheet

Player Name Marlon

Travok Moradinul 4 Cleric 3.750


Character Name Level Class Paragon Path Epic Destiny Total XP
Dwarf Medium 40 Male 5,0 200 Lawful Good Moradin
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
1 Initiative -1 2 19
5 Speed (Squares) 5
CONDITIONAL MODIFIERS
AC 12 6 1
SPECIAL MOVEMENT
CONDITIONAL BONUSES

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

19 STR
Strength
4 6 16 FORT 12 4 19 Passive Insight 10 + 9

16 CON
Constitution
3 5
CONDITIONAL BONUSES
14 Passive Perception 10 + 4
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Low-light Vision
8 DEX -1 1 13
Dexterity REF 12 1
ATTACK WORKSPACE
10 INT
Intelligence
0 2 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Warhammer
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +

14 WIS 2 4
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 8 2 4 2
Wisdom 16 WILL 12 2 2 ABILITY:
Melee Basic Attack - Throwing hammer
10 CHA
Charisma
0 2 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC

+ 8 2 4 2
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:
43 21 10 10 2 3 Melee Basic Attack - Warhammer
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES 1d10+6 4 2
RACE FEATURES ABILITY:
Melee Basic Attack - Throwing hammer
Dwarven Weapon Proficiency - Proficient with hammers. DAMAGE ABIL FEAT ENH MISC MISC

SECOND WIND 1/ENCOUNTER USED Cast-Iron Stomach - +5 bonus to saving throws against 1d6+6 4 2
TEMPORARY HIT POINTS
poison.
Encumbered Speed - Armor or heavy load doesn't reduce
BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
your speed. (Other effects still can.)
SAVING THROW MODS +5 Racial bonus against poison 8 vs AC Warhammer 1d10+6
Dwarven Resilience - Second wind is minor action.
RESISTANCES 8 vs AC Throwing hammer (Melee) 1d6+6
Stand Your Ground - Can move 1 less when forced to
CURRENT CONDITIONS AND EFFECTS move. Immediate saving throw to avoid being knocked 8 vs AC Throwing hammer (Range) 1d6+6

prone. 6 vs AC Unarmed (Melee) 1d4+4


SKILLS CLASS / PATH / DESTINY FEATURES
ABIL MOD TRND ARMOR
BONUS SKILL NAME + 1/2 LVL (+5) PENALTY MISC
Channel Divinity - Invoke a channel divinity class feature FEATS
0 Acrobatics DEX 1 0 -1 or other power; encounter. Ritual Caster - Master and perform rituals

2 2 0 n/a Healer's Lore - Add Wis modifier to hp healed on cleric Shield Proficiency (Light) - Proficiency with light shields
Arcana INT

-1 healing powers. Battle Healer - Regain hit points when you use healing
5 Athletics STR 6 0
Healing Word - Use healing word as an encounter (special) word
2 Bluff CHA 2 0 n/a
power; minor action. Dwarven Weapon Training - +2 damage and proficiency
2 Diplomacy CHA 2 0 n/a
Ritual Casting - Gain Ritual Caster as a bonus feat. with axes and hammers
6 Dungeoneering WIS 4 0 n/a 2

6 Endurance CON 5 0 -1 2

9 Heal WIS 4 5 n/a

7 History INT 2 5 n/a

9 Insight WIS 4 5 n/a

2 Intimidate CHA 2 0 n/a

4 Nature WIS 4 0 n/a

4 Perception WIS 4 0 n/a

7 Religion INT 2 5 n/a


LANGUAGES KNOWN
0 Stealth DEX 1 0 -1
Common, Dwarven
2 Streetwise CHA 2 0 n/a

0 Thievery DEX 1 0 -1

Travok Moradinul Page 1 Marlon


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
Righteous Brand
WEAPON
Priest's Shield
WEAPON

WEAPON

ARMOR

ARMS

FEET
ENCOUNTER POWERS
HANDS
Second Wind
HEAD
Divine Fortune
NECK
Turn Undead
RING
Healing Word
RING
Healing Strike
WAIST PERSONALITY TRAITS
Hammer of the Gods

DAILY POWERS
Weapon of Astral Flame

MANNERISMS AND APPEARANCE

UTILITY POWERS
Life Transference

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 Gentle Repose
Chainmail (E)
Warhammer (E)
Light Shield (E) COMPANIONS AND ALLIES
Adventurer's Kit
Throwing hammer

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 20 gp
Stored money: 0 gp
Encumbrance: 89 / 190

Travok Moradinul Page 2 Marlon


CHARACTER NAME
Second Wind
Travok Moradinul
PLAYER NAME KEYWORDS USED

Marlon
RACE CLASS LEVEL Minor Personal
Dwarf Cleric 4
ACTION RANGE

HP AC AT-WILL ENCOUNTER DAILY


19 STR
19 Effect: You spend a healing surge and regain 10
43 16 CON hit points. You gain a +2 bonus to all defenses
Fort until the start of your next turn.
Spd 8 DEX 16
5 10 INT Ref
13
Init 14 WIS
Will
+1 10 CHA 16

Passive Passive ADDITIONAL EFFECTS


19 Insight 14 Perception Second wind is a minor action for dwarves.

CLASS LEVEL BOOK


PH

PLAY DATA ® ® UTILITY POWER ®

Righteous Brand Priest's Shield Divine Fortune


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Divine, Weapon Divine, Weapon Divine

Standard * Melee weapon Standard * Melee weapon Free Personal


ACTION RANGE ACTION RANGE ACTION RANGE
8 vs AC One creature 8 vs AC One creature vs
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Attack: Strength vs. AC Attack: Strength vs. AC Channel Divinity: You can use only one channel
Hit: 1[W] + Strength modifier (+4) damage, and Hit: 1[W] + Strength modifier (+4) damage, and divinity power per encounter
one ally within 5 squares of you gains a power you and one adjacent ally gain a +1 power bonus Effect: You gain a +1 bonus to your next attack
bonus to melee attack rolls against the target to AC until the end of your next turn. roll or saving throw before the end of your next
equal to your Strength modifier (+4) until the end Increase damage to 2[W] + Strength modifier turn.
of your next turn. (+4) at 21st level.
Increase damage to 2[W] + Strength modifier
(+4) at 21st level. Warhammer: +8 attack, 1d10+6 damage

Warhammer: +8 attack, 1d10+6 damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Cleric 1 PH Cleric 1 PH Cleric PH

AT-WILL POWER ® AT-WILL POWER ® ENCOUNTER POWER ®

Turn Undead Healing Word Healing Strike


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Divine, Implement, Radiant Divine, Healing Divine, Healing, Radiant, Weapon

Standard Minor Standard * Melee weapon


2 5
ACTION RANGE ACTION RANGE ACTION RANGE
4 vs Will Each undead creature in burst vs You or one ally 8 vs AC One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Channel Divinity: You can use only one channel divinity power Special: You can use this power twice per encounter, Attack: Strength vs. AC
per encounter but only once per round. At 16th level, you can use
Attack: Wisdom vs. Will
Hit: 2[W] + Strength modifier (+4) radiant
Hit: 1d10 + Wisdom modifier (+2) radiant damage, and you this power three times per encounter. damage, and the target is marked until the end of
push the target a number of squares equal to 3 + your Charisma Effect: The target can spend a healing surge and your next turn. In addition, you or one ally within
modifier (+0). The target is immobilized until the end of your regain an additional 1d6 hit points.
next turn.
5 squares of you can spend a healing surge.
Increase the amount of additional hit points regained
Increase damage to 2d10 + Wisdom modifier (+2) at 5th level, to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th
3d10 + Wisdom modifier (+2) at 11th level, 4d10 + Wisdom
level, 5d6 at 21st level, and 6d6 at 26th level. Warhammer: +8 attack, 2d10+6 damage
modifier (+2) at 15th level, 5d10 + Wisdom modifier (+2) at 21st
level, and 6d10 + Wisdom modifier (+2) at 25th level.
regain an additional 2 hit points.
Miss: Half damage, and the target is not pushed or immobilized. Unarmed: +2 attack
regain an additional 2 hit points.
Unarmed: +4 attack, 1d10+2 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Cleric PH Cleric PH Cleric 1 PH

ENCOUNTER POWER ® ENCOUNTER POWER ® ENCOUNTER POWER ®

Travok Moradinul Page 3 Marlon


Hammer of the Gods Weapon of Astral Flame Life Transference
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Divine, Radiant, Weapon Conjuration, Divine, Fire, Weapon Divine, Healing

Standard * Melee weapon Standard * Melee weapon Standard * Melee touch


ACTION RANGE ACTION RANGE ACTION RANGE
8 vs AC One creature 8 vs Reflex AT-WILL ENCOUNTER DAILY
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET Target: One creature
Attack: Strength vs. AC Effect: You conjure a weapon of astral flame in your space. The Effect: You take damage equal to your healing
weapon lasts until the end of your next turn. When you move, the
Hit: 1[W] + Strength modifier (+4) radiant weapon moves with you, remaining in your space. The weapon makes surge value, which can't be reduced in any way.
damage. When any ally hits the target before the the following primary attack when it appears. The target regains hit points equal to twice that
Primary Target: One creature
start of your next turn, the target takes 1d6 extra Primary Attack: Strength vs. Reflex
value.
radiant damage. Hit: 1[W] + Strength modifier fire damage, and the primary target
takes a -2 penalty to attack rolls until the end of your next turn. Unarmed: +2 attack
Sustain Minor: The weapon persists and makes a secondary attack.
Warhammer: +8 attack, 1d10+6 damage Secondary Target: One creature regain an additional 2 hit points.
Secondary Attack: Strength vs. Reflex
Hit: 1[W] fire damage.

Warhammer: +8 attack, 1d10+6 damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Cleric 3 DP Cleric 1 DP Cleric 2 DP

ENCOUNTER POWER ® DAILY POWER ® UTILITY POWER ®

Travok Moradinul Page 4 Marlon

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