Character Sheet

Player Name

Kenshin
Character Name

1
Level

Warden
Class Height Weight Paragon Path Epic Destiny Deity Adventuring Company Total XP RPGA Number

0 Unaligned
Alignment

Longtooth Shifter
Race

Medium
Size Age

Male
Gender

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

0

Initiative

CONDITIONAL MODIFIERS

18

AC

10

6

2

6

Speed

(Squares)

6

SPECIAL MOVEMENT

CONDITIONAL BONUSES

ABILITY SCORES
SCORE ABILITY ABIL MOD MOD + 1/2 LVL DEFENSE

10 + 1/2 LVL ABIL

SENSES
CLASS FEAT ENH MISC MISC SCORE PASSIVE SENSE BASE SKILL BONUS

18 15 10 10 16 9

STR Strength
Constitution

4 2 0 0 3 -1 HIT POINTS

4 2 0 0 3 -1

15

FORT 10

4

1

13 18

Passive Insight Passive Perception

10 + 10 +

3 8

CON

CONDITIONAL BONUSES

DEX Dexterity INT Intelligence
Wisdom

DEFENSE

10 + 1/2 LVL ABIL

SPECIAL SENSES CLASS FEAT ENH MISC MISC

Low-light Vision

12

REF

10

2
ABILITY: ATT BONUS CLASS FEAT ENH MISC MISC

ATTACK WORKSPACE
Melee Basic Attack - Battleaxe
1/2 LVL ABIL CLASS PROF FEAT ENH MISC

CONDITIONAL BONUSES

WIS CHA

DEFENSE

10 + 1/2 LVL ABIL

+ 6
ABILITY: ATT BONUS

0

4
CLASS

2
PROF FEAT ENH MISC

14

WILL 10

3

1

Melee Basic Attack - Unarmed
1/2 LVL ABIL

CONDITIONAL BONUSES

Charisma

+ 4 ACTION POINTS
SURGES/DAY

0

4

MAX HP
BLOODIED

HEALING SURGES
SURGE VALUE

37
CURRENT HIT POINTS

18
1/2 HP

9
1/4 HP

11
CURRENT SURGE USES

MILESTONES 0 1 2 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

Action Points

ACTION POINTS 1 2 3

DAMAGE WORKSPACE
ABILITY: DAMAGE

Melee Basic Attack - Battleaxe
ABIL FEAT ENH MISC MISC

1d10+4 RACE FEATURES
Longtooth Shifting - Use longtooth shifting as an
ABILITY: DAMAGE

4
ABIL FEAT ENH MISC MISC

Melee Basic Attack - Unarmed

SECOND WIND 1/ENCOUNTER
TEMPORARY HIT POINTS

USED

encounter power

1d4+4

4 BASIC ATTACKS

DEATH SAVING THROW FAILURES
SAVING THROW MODS RESISTANCES CURRENT CONDITIONS AND EFFECTS

ATTACK

DEFENSE

WEAPON OR POWER

DAMAGE

6 4 0 CLASS / PATH / DESTINY FEATURES
TRND (+5) ARMOR PENALTY MISC

vs vs vs vs

AC AC AC

Battleaxe Unarmed (Melee) Unarmed (Range)

1d10+4 1d4+4 1d4

SKILLS
BONUS SKILL NAME ABIL MOD + 1/2 LVL

Font of Life - At the start of your turn, roll a saving throw Guardian Might - Choose a Guardian Might option Wildblood - Add Wis mod to AC instead of Dex or Int. When you use second wind, marked enemies take a penalty on attacks. Nature's Wrath - On your turn, you can mark each adjacent enemy as a free action until the end of your next

FEATS
Toughness - Gain 5 additional hit points per tier

-3 0 8 -1 -1 3 6 3 0 3 -1 8 8 0 -3 -1 -3

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

0 0 4 -1 -1 3 2 3 0 3 -1 3 3 0 0 -1 0

0 0 5 0 0 0 5 0 0 0 0 5 5 0 0 0 0

–3 n/a –3 n/a n/a n/a –3 n/a n/a n/a n/a n/a n/a n/a –3 n/a –3

0 0 2 0 0 0 2 0 0 0 0 0 0 0 0 0 0

turn

LANGUAGES KNOWN
Common, Thayan

Kenshin

Page 1

Clear the box when the power renews. CHARACTER PORTRAIT AT-WILL POWERS Warden's Fury Warden's Grasp Thorn Strike Weight of Earth WEAPON WEAPON WEAPON WEAPON ARMOR ARMS FEET MAGIC ITEMS ENCOUNTER POWERS Second Wind Longtooth Shifting Wildblood Frenzy Form of the Relentless Panther Attack HANDS HEAD NECK RING RING WAIST PERSONALITY TRAITS DAILY POWERS Form of the Relentless Panther MANNERISMS AND APPEARANCE UTILITY POWERS Daily Item Powers Per Day Heroic (1-10) Paragon (11-20) Epic (21-30) Milestone Milestone Milestone / / / / / / / / / CHARACTER BACKGROUND OTHER EQUIPMENT Hide Armor (E) Adventurer's Kit Heavy Shield (E) Battleaxe (E) RITUALS / ALCHEMY COMPANIONS AND ALLIES SESSION AND CAMPAIGN NOTES COINS AND OTHER WEALTH Money on hand: 30 gp Stored money: 0 gp Encumbrance: 79 / 180 Kenshin Page 2 .POWER INDEX List your powers below. Clear the box when the power renews. Check the box when the power is used. Check the box when the power is used. MAGIC ITEM INDEX List your powers below.

Level 21: Regeneration 6. Battleaxe: +6 attack.CHARACTER NAME Kenshin PLAYER NAME Skills -3 0 8 -1 -1 3 6 3 0 3 -1 8 8 0 -3 -1 -3 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 Action Point ADDITIONAL EFFECTS RACE Longtooth Shifter CLASS Warden LEVEL 1 (Trained) SCORE ABILITY MOD HP 37 Spd 6 Init +0 18 STR +4 15 CON +2 10 DEX +0 10 INT +0 16 WIS +3 9 CHA –1 AC 18 Fort 15 Ref 12 Will 14 Passive Perception (Trained) (Trained) (Trained) 13 PLAY DATA Passive Insight 18 ADDITIONAL EFFECTS Effect: Gain a standard action this turn. you gain regeneration 2. you gain a +2 bonus to damage rolls. Special: You are reset to one action point when you take an extended rest. Battleaxe: +6 attack. ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS CLASS LEVEL BOOK PH CLASS Warden LEVEL BOOK PH2 CLASS Warden LEVEL BOOK PH2 UTILITY POWER AT-WILL POWER AT-WILL POWER Thorn Strike KEYWORDS Weight of Earth USED KEYWORDS Longtooth Shifting USED KEYWORDS Primal. You gain an action point each milestone. while you are bloodied. Unarmed: +0 attack ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS CLASS Warden LEVEL 1 BOOK PH2 CLASS Warden LEVEL 1 BOOK PH2 CLASS Racial Power LEVEL * BOOK PH2 AT-WILL POWER Kenshin AT-WILL POWER Page 3 ENCOUNTER POWER . AC Hit: 1[W] + Strength modifier (+4) damage. Level 11: Regeneration 4. 1d10+4 damage Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target Effect: You slide the target 1 square. Weapon * Primal. The target is slowed and cannot shift until the end of its turn. and you pull the target 1 square. Level 21: 2[W] + Strength modifier (+4) damage. In addition. Weapon * Healing Personal RANGE vs USED Standard ACTION 6 ATTACK Melee 2 RANGE Standard ACTION 6 ATTACK Melee weapon RANGE Minor ACTION vs AC DEFENSE One creature TARGET vs AC DEFENSE One creature TARGET ATTACK DEFENSE TARGET Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+4) damage. and the target grants combat advantage to you and your allies until the end of your next turn. Level 21: 2[W] + Strength modifier (+4) damage. ENCOUNTER SPECIAL PLAY DATA Second Wind KEYWORDS USED Warden's Fury KEYWORDS Warden's Grasp USED KEYWORDS Primal. and the target is slowed until the end of your next turn. Level 21: 2[W] + Strength modifier (+4) damage. Weapon Melee weapon RANGE vs Fort DEFENSE The triggering enemy TARGET Primal Close burst 5 RANGE USED Standard ACTION AT-WILL ENCOUNTER Personal RANGE DAILY * Imm Interrupt Imm Reaction ACTION 5 ACTION 6 ATTACK vs ATTACK DEFENSE The triggering enemy in burst TARGET Effect: You spend a healing surge and regain 9 hit points. Battleaxe: +6 attack. You gain a +2 bonus to all defenses until the start of your next turn. Effect: Until the end of the encounter. Fortitude Hit: 1[W] + Strength modifier (+4) damage. 1d10+4 damage Requirement: You must be bloodied. Trigger: An enemy marked by you makes an attack that does not include you as a target Attack: Strength vs. 1d10+4 damage Attack: Strength vs.

Attack: Strength vs. Primal. Weapon * Polymorph. Miss: Half damage. Effect: Make the attack one more time against the same target or a different one. Reflex Hit: 2[W] + Strength modifier (+4) damage. you can shift 2 squares as a move action. Battleaxe: +6 attack. and ongoing 2 damage (save ends). AC Hit: 1[W] + Strength modifier (+4) damage. Effect: Before the attack. Primal Personal RANGE vs USED Standard ACTION 6 ATTACK Melee weapon RANGE Standard ACTION 6 ATTACK Melee weapon RANGE Minor ACTION vs AC DEFENSE One creature TARGET vs Reflex DEFENSE One creature TARGET ATTACK DEFENSE TARGET Attack: Strength vs. While you are in this form. and ongoing 5 damage (save ends). Special: Once during this encounter. ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS CLASS Warden LEVEL 1 BOOK PH2 CLASS Warden LEVEL BOOK PH2 CLASS Warden LEVEL 1 BOOK PH2 ENCOUNTER POWER ENCOUNTER POWER DAILY POWER Kenshin Page 4 . Battleaxe: +6 attack. Wildblood: The attack deals extra damage equal to your Wisdom modifier (+3). Weapon * Polymorph. In addition. you shift your speed.Wildblood Frenzy KEYWORDS Form of the Relentless Panther Attack USED KEYWORDS Form of the Relentless Panther USED KEYWORDS Primal. 2d10+4 damage Effect: You assume the guardian form of the relentless panther until the end of the encounter. 1d10+7 damage Requirement: The Form of the Relentless Panther power must be active to use this power. you gain a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked by you. you can use the Form of the Relentless Panther Attack power while you are in this form.