STR CON DEX INT WIS CHA: Initiative Initiative Defenses AC Movement Speed

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Character Sheet

Player Name

Max Ximenez

Finder
Character Name

2
Level

Artificer
Class Paragon Path Epic Destiny Deity Adventuring Company Total XP

1,000 280 lbs.


Weight

Warforged
Race

Medium
Size

5
Age

Male
Gender

6'3"
Height

Unaligned
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

18

CONDITIONAL MODIFIERS

AC

11

Speed

(Squares)

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

10 18 13 18 11 8

STR Strength
Constitution

0 4 1 4 0 -1 HIT POINTS

1 5 2 5 1 0

17

FORT 11

11 16

Passive Insight Passive Perception

10 + 10 +

1 6

CON DEX

CONDITIONAL BONUSES

DEFENSE

10 + 1/2 LVL ABIL

SPECIAL SENSES CLASS FEAT ENH MISC MISC

Dexterity

16

REF

11

1
ABILITY: ATT BONUS CLASS FEAT ENH MISC MISC

INT Intelligence
Wisdom

ATTACK WORKSPACE
Magic Weapon - Armbow Superior crossbow +1
1/2 LVL ABIL CLASS PROF FEAT ENH MISC

CONDITIONAL BONUSES

WIS CHA

DEFENSE

10 + 1/2 LVL ABIL

+ 10
ABILITY: ATT BONUS

4
CLASS

3
PROF FEAT

1
ENH

1
MISC

14

WILL 11

Static Shock - Armbow Superior crossbow +1


1/2 LVL ABIL

CONDITIONAL BONUSES

Charisma

+ 6 ACTION POINTS
SURGES/DAY

MAX HP
BLOODIED

HEALING SURGES
SURGE VALUE

35
CURRENT HIT POINTS

17
1/2 HP

8
1/4 HP

10
CURRENT SURGE USES

MILESTONES 0 1 2 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

Action Points

ACTION POINTS 1 2 3

DAMAGE WORKSPACE
ABILITY: DAMAGE

Magic Weapon - Armbow Superior crossbow +1


ABIL FEAT ENH MISC MISC

1d10+5 RACE FEATURES


Living Construct - No need to eat, drink, breathe, or sleep
ABILITY: DAMAGE

4
ABIL FEAT

1
ENH MISC MISC

Static Shock - Armbow Superior crossbow +1

SECOND WIND 1/ENCOUNTER


TEMPORARY HIT POINTS

USED

Warforged Resolve - You have the warforged resolve power Warforged Mind - +1 to Will

1d8+5

ATTACKS Warforged Resilience - +2 to saving throws against ongoing damage; can takeBASIC the better of 10 and
DEATH SAVING THROW FAILURES
SAVING THROW MODS +2 Racial bonus against ongoing damage RESISTANCES CURRENT CONDITIONS AND EFFECTS
ATTACK DEFENSE WEAPON OR POWER

DAMAGE

Unsleeping Watcher - 4 hours of fully aware inactivity counts as rest Armbow Superior crossbow +1 1d10+2 6 extended vs AC

4 5 1 SKILLS CLASS / PATH / DESTINY FEATURES


TRND (+5) ARMOR PENALTY MISC ABIL MOD + 1/2 LVL

vs vs vs

AC AC AC

Dagger (Melee) Dagger (Range) Unarmed (Melee)

1d4 1d4+1 1d4

BONUS

SKILL NAME

Arcane Empowerment - Empower magic items once per day plus once per milestone. Impart Energy - Recharge a daily magic item. An item can't be recharged twice in a day. Augment Energy - A weapon gains a +2 bonus as a free action once. An item can't be infused twice. Arcane Rejuvenation - When an ally uses a daily magic

FEATS
Ritual Caster - Master and perform rituals Weapon Proficiency (Superior crossbow) - Gain proficiency with the Superior crossbow Crossbow Caster - Use crossbow as implement for artificer and artificer paragon path powers

2 12 1 0 0 6 7 6 10 1 2 1 6 5 2 0 2
Finder

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

2 5 1 0 0 1 5 1 5 1 0 1 1 5 2 0 2

0 5 0 0 0 5 0 5 5 0 0 0 5 0 0 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 n/a n/a n/a n/a n/a

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

items they gain 1/2 level + int mod temp HPs. Healing Infusion - Access related powers 2/encounter (3/ encounter at level 16+) Ritual Casting - Gain Ritual Caster as a bonus feat.

LANGUAGES KNOWN
Common

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Max Ximenez

POWER INDEX
List your powers below. Check the box when the power is used. Clear the box when the power renews.

MAGIC ITEM 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
Bull Rush Attack Grab Attack Opportunity Attack Magic Weapon Static Shock
WEAPON WEAPON WEAPON WEAPON ARMOR ARMS FEET

MAGIC ITEMS
Armbow Superior crossbow +1 (E)

Repulsion Leather Armor +1 (E)

ENCOUNTER POWERS
Second Wind Healing Infusion: Curative Admixture Healing Infusion: Resistive Formula Burning Weapons
HANDS HEAD NECK RING RING WAIST

Amulet of Protection +1 (E)

PERSONALITY TRAITS
Finder is relatively tactless, though this does not stop him from being chatty. Were he a creature of flesh, one might call him a sociopath, unable to empathize with others: though due to the fact he is not technically alive, one can excuse some of his actions. He is very self centered and greedy, and believes all problems can be solved through proper analysis and application of skill and knowledge.

DAILY POWERS
Punishing Eye

MANNERISMS AND APPEARANCE


UTILITY POWERS
Second Wind Warforged Resolve Swift Mender As a late-model warforged created for his intelligence over his brute strength, Finder is slimmer than his hulking brethren, possessing a slight face with a pair of intense yellow eyes (one of which is always covered by an intricate magnifying monocle). Much of his silver body is covered in a large, leather greatcoat: so chosen for the many pockets that fill it, each bulging with tools and miniscule mechanical parts. When expecting combat, he typically replaces his right arm below the elbow with a superior crossbow of his own design.
/ / / / / / / / /

Daily Item Powers Per Day


Heroic (1-10) Paragon (11-20) Epic (21-30) Milestone Milestone Milestone

CHARACTER BACKGROUND
Self-Improvement Expert When your joints squeak or a connecting fiber tears, you could fix it easily. But why not replace it with something better? You're lucky to be a warforged. Creatures of flesh can't make the same upgrades you can. Your body has few original parts leftand good riddance! Does your fascination with modifying your body drive you to create homunculi or other constructs as well? If a new part becomes available, do you try it out though it might be dangerous?

OTHER EQUIPMENT
Ritual Book Dagger Backpack (empty) Brew Potion

RITUALS / ALCHEMY
Disenchant Magic Item Enchant Magic Item Make Whole

COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 360 gp Stored money: 0 gp Encumbrance: 34 / 100

Finder

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Max Ximenez

CHARACTER NAME

Finder
PLAYER NAME

Skills 2 12 1 0 0 6 7 6 10 1 2 1 6 5 2 0 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 (Trained)

Action Point
ADDITIONAL EFFECTS

Max Ximenez
RACE

Warforged

CLASS

Artificer

LEVEL

SCORE ABILITY

MOD

HP 35 Spd 6 Init +2

10 STR +0 18 CON +4 13 DEX +1 18 INT +4 11 WIS +0 8 CHA 1

AC 18 Fort 17 Ref 16 Will 14


Passive Perception

(Trained) (Trained) (Trained)

(Trained)

11
PLAY DATA

Passive Insight

16

ADDITIONAL EFFECTS

Effect: Gain a standard action this turn. Special: You are reset to one action point when you take an extended rest. You gain an action point each milestone.
ENCOUNTER SPECIAL

PLAY DATA

Second Wind
KEYWORDS USED

Bull Rush Attack


KEYWORDS USED

Grab Attack
KEYWORDS USED

Standard ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Standard ACTION 1 ATTACK

Melee 1 RANGE

Standard ACTION 1 ATTACK

Melee touch RANGE

vs

Fort DEFENSE

One creature TARGET

vs

Reflex DEFENSE

One creature that is no more than one size category la TARGET

Effect: You spend a healing surge and regain 8 hit points. You gain a +2 bonus to all defenses until the start of your next turn.

Attack: Strength vs. Fortitude Hit: You can push the target 1 square and then shift 1 square into the space it left. Unarmed: +1 attack

Requirement: You must have a hand free. Attack: Strength vs. Reflex Hit: You grab the target until the end of your next turn. You can end the grab as a free action. Sustain Minor: The grab persists until the end of your next turn. Unarmed: +1 attack

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

LEVEL

BOOK

PH

CLASS

LEVEL

BOOK

PH

CLASS

LEVEL

BOOK

PH

UTILITY POWER

AT-WILL POWER

AT-WILL POWER

Opportunity Attack
KEYWORDS USED

Magic Weapon
KEYWORDS

Static Shock
USED KEYWORDS

Arcane, Weapon
* *

Arcane, Implement, Lightning


*

USED

* Opportunity Action

Melee 1 RANGE

Standard ACTION 10 ATTACK

Melee or Ranged weapon RANGE

Standard ACTION 6 ATTACK

Melee 5 RANGE

ACTION vs ATTACK DEFENSE

The triggering enemy TARGET

vs

AC DEFENSE

One creature TARGET

vs

Reflex DEFENSE

One creature TARGET

Trigger: An enemy that you can see either leaves a square adjacent to you or uses a ranged or an area power while adjacent to you. Effect: You make a melee basic attack against the target.

Attack: Intelligence +1 vs. AC Hit: 1[W] + Intelligence modifier (+4) damage, and each ally adjacent to you gains a +1 power bonus to attack rolls and a power bonus to damage rolls equal to your Constitution modifier (+4) or your Wisdom modifier (+0) until the end of your next turn. Level 21: 2[W] + Intelligence modifier (+4) damage, and a +2 power bonus to attack rolls. Armbow Superior crossbow +1: +10 attack, 1d10+5 damage

Attack: Intelligence vs. Reflex Hit: 1d8 + Intelligence modifier (+4) lightning damage. The next attack the target makes before the end of your next turn takes a penalty to the damage roll equal your Constitution modifier (+4). Level 21: 2d8 + Intelligence modifier (+4) lightning damage. Armbow Superior crossbow +1: +6 attack, 1d8+5 damage
ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

LEVEL

BOOK

PH

CLASS

Artificer

LEVEL

BOOK

EPG

CLASS

Artificer

LEVEL

BOOK

EPG

AT-WILL POWER
Finder

AT-WILL POWER
Page 3

AT-WILL POWER
Max Ximenez

Healing Infusion: Curative Admixture


KEYWORDS

Healing Infusion: Resistive Formula


USED KEYWORDS

Burning Weapons
USED KEYWORDS

Arcane, Healing

Arcane

Arcane, Fire, Weapon


* *

USED

Minor ACTION
5

Minor RANGE You or one ally in burst DEFENSE TARGET ATTACK ACTION
5

Standard RANGE You or one ally in burst DEFENSE TARGET ACTION 9 ATTACK

Melee or Ranged weapon RANGE

vs ATTACK

vs

vs

AC DEFENSE

One creature TARGET

Effect: The target regains hit points equal to its healing surge value + your Wisdom modifier (+0), and you expend an infusion crafted with your Healing Infusion class feature. Level 6: Healing surge value + your Wisdom modifier (+0) + 2. Level 11: Healing surge value + your Wisdom modifier (+0) + 4. Level 16: Healing surge value + your Wisdom modifier (+0) + 6. Level 21: Healing surge value + your Wisdom modifier (+0) + 8. Level 26: Healing surge value + your Wisdom modifier (+0) + 10. Special: You can use two Healing Infusion powers per encounter, but only one per round. At 16th level, you can use three Healing Infusion powers per encounter, but only one per round. Unarmed: +1 attack

Effect: The target gains a +1 power bonus to AC until the end of the encounter, and you expend an infusion crafted with your Healing Infusion class feature. The target can end the bonus as a free action to gain temporary hit points equal to its healing surge value + your Constitution modifier (+4). Level 11: Temporary hit points equal to the target's healing surge value + twice your Constitution modifier (+4). Level 21: Temporary hit points equal to the target's healing surge value + three times your Constitution modifier (+4). Special: You can use two Healing Infusion powers per encounter, but only one per round. At 16th level, you can use three Healing Infusion powers per encounter, but only one per round.
ADDITIONAL EFFECTS

Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier (+4) fire damage. Until the end of your next turn, you and any ally within 2 squares of you deals extra fire damage equal to your Constitution modifier (+4) with weapon or fire attacks. Armbow Superior crossbow +1: +9 attack, 1d10 +5 damage

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Artificer

LEVEL

BOOK

EPG

CLASS

Artificer

LEVEL

BOOK

EPG

CLASS

Artificer

LEVEL

BOOK

EPG

ENCOUNTER POWER

ENCOUNTER POWER

ENCOUNTER POWER

Punishing Eye
KEYWORDS

Second Wind
USED KEYWORDS USED

Warforged Resolve
KEYWORDS

Arcane, Conjuration, Implement, Psychic


5

Healing

USED

Standard ACTION vs ATTACK

Ranged 5 RANGE

Standard ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Minor ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

DEFENSE

TARGET

Effect: You conjure an eye in a square within range. It lasts until the end of the encounter. Enemies within 3 squares of the eye do not benefit from concealment, and when an ally attacks an enemy within 3 squares of the eye and hits, that enemy takes psychic damage equal to your Intelligence modifier (+4). You can move the eye 3 squares as a move action.

Effect: Spend a healing surge and gain a +2 bonus to all defenses until the start of your next turn.

Effect: You gain a number of temporary hit points equal to 3 + one-half your level and can make a saving throw against one effect on you that deals ongoing damage. If you are bloodied, you also regain hit points equal to 3 + one-half your level. Unarmed: +1 attack

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Artificer

LEVEL

BOOK

Dragon 374

CLASS

LEVEL

BOOK

PH

CLASS

Warforged

LEVEL

BOOK

EPG

DAILY POWER

UTILITY POWER

UTILITY POWER

Swift Mender
KEYWORDS

Armbow Superior crossbow +1


USED

Repulsion Leather Armor +1


20/40
RANGE

Arcane 5

1d10
DAMAGE

3
PROFICIENT

Crossbow
GROUP

2
AC BONUS

CHECK

SPEED

1
QUANTITY

Minor ACTION AT-WILL

Ranged 5 RANGE ENCOUNTER DAILY

+1 attack rolls and damage rolls


ENHANCEMENT
PROPERTIES

3
LEVEL

+1d6 damage
CRITICAL
PROPERTIES

+1 AC
ENHANCEMENT

2
LEVEL

Armor
TYPE

Target: You or one ally Effect: The target makes a saving throw.

This crossbow becomes a one-handed weapon. This crossbow does not expend bolts. Load Minor Ranged Basic Attack: +6 attack, 1d10+2 damage
AT-WILL
POWER

Leather armor is sturdier than cloth armor. It protects vital areas with multiple layers of boiledleather plates, while covering the limbs with supple leather that provides a small amount of protection.
AT-WILL
POWER

ENCOUNTER

DAILY

ENCOUNTER

DAILY

Requirement: You must have the living construct racial trait to use this item. Rarity: Common Component: attached
ADDITIONAL EFFECTS

Rarity: Uncommon Power (Daily): Minor Action. Whenever an enemy moves into an adjacent square, you can push that enemy 1 square as an immediate reaction. This power lasts until the end of the encounter.

CLASS

Artificer

LEVEL

BOOK

EPG

ITEM SLOT

Two-Hands

WEIGHT

PRICE

680

BOOK

AV

ITEM SLOT

Body

WEIGHT

15

PRICE

520

BOOK

PH

UTILITY POWER
Finder

MAGIC WEAPON
Page 4

MAGIC ITEM
Max Ximenez

Amulet of Protection +1
1
AC BONUS CHECK SPEED QUANTITY

+1 Fortitude, Reflex, and Will


ENHANCEMENT
PROPERTIES

1
LEVEL

Neck Slot Item


TYPE

AT-WILL
POWER

ENCOUNTER

DAILY

Rarity: Common

ITEM SLOT

Neck

WEIGHT

PRICE

360

BOOK

PH

MAGIC ITEM

Finder

Page 5

Max Ximenez

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