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Character Sheet

Player Name

Matteo Rivera 4 Bard 3,750


Character Name Level Class Paragon Path Epic Destiny Total XP
Eladrin Medium Male
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
2 Initiative 2 19 5 Speed (Squares) 6 -1
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

10 STR
Strength
0 2 16 FORT 12 2 1 1 12 Passive Insight 10 + 2

14 CON
Constitution
2 4
CONDITIONAL BONUSES
16 Passive Perception 10 + 6
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Low-light Vision
11 DEX 0 2 19
Dexterity REF 12 4 1 1 1 ATTACK WORKSPACE
18 INT
Intelligence
4 6 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Frost Longsword +1
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +

8 WIS -1 1
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 11 2 4 3 1 1
Wisdom 20 WILL 12 4 1 1 1 1 ABILITY:
Melee Basic Attack - Unarmed
19 CHA
Charisma
4 6 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC

+ 8 2 4 1 1
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:
41 2 3 Melee Basic Attack - Frost Longsword +1
20 10 9 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES
1d8+6 4 1 1
RACE FEATURES ABILITY:
Melee Basic Attack - Unarmed
Trance - Meditate aware 4 hours instead of sleep when DAMAGE ABIL FEAT ENH MISC MISC

SECOND WIND 1/ENCOUNTER USED extended resting 1d4+5 4 1


TEMPORARY HIT POINTS
Eladrin Will - +1 to Will; +5 to saving throws against
charm BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
SAVING THROW MODS +5 Racial bonus against charm effects Fey Step - You have the fey step power 11 vs AC Frost Longsword +1 1d8+6
Fey Origin - You have the fey origin
RESISTANCES 8 vs AC Unarmed (Melee) 1d4+5
Eladrin Weapon Proficiency - Proficiency with longsword
CURRENT CONDITIONS AND EFFECTS Eladrin Education - Training in any one additional skill 4 vs AC Unarmed (Range) 1d4+1

vs

SKILLS CLASS / PATH / DESTINY FEATURES


ABIL MOD TRND ARMOR
BONUS SKILL NAME + 1/2 LVL (+5) PENALTY MISC
Order Adept Starting Feature - Gain the argent rain power FEATS
7 Acrobatics DEX 2 5 1 1 Bardic Training Ritual Caster - Master and perform rituals

13 6 5 n/a 2 Bardic Virtue - Choose a Bardic Virtue option. Heart of the Blade - Swordmage: Athletics or Endurance
Arcana INT

1 0 Virtue of Cunning training; Swordbond


6 Athletics STR 2 5
Majestic Word - Gain majestic word power Advantage of Cunning - Slide enemy that was adjacent to
11 Bluff CHA 6 5 n/a 0
Multiclass Versatility ally into that ally's vacated space with Virtue of Cunning
11 Diplomacy CHA 6 5 n/a 0
Skill Versatility - +1 to untrained skill checks Arcane Initiate - Wizard: Arcana training; wizard at-will
2 Dungeoneering WIS 1 0 n/a 1
Song of Rest power 1/encounter
4 Endurance CON 4 0 1 1
Words of Friendship - Gain the words of friendship power Intelligent Blademaster - Use Int for your MBAs
2 Heal WIS 1 0 n/a 1 Signs of Influence Improved Defenses - +1/+2/+3 (by tier) to Fortitude,
9 History INT 6 0 n/a 3 Travel in Style Reflex, and Will

2 Insight WIS 1 0 n/a 1 Welcome Guest Battle Song Expertise - You gain a +1 feat bonus to

11 6 5 n/a 0 Swordbond attack rolls you make with weapons and bard implements.
Intimidate CHA
You also gain a +1 bonus to the number of squares that you
2 Nature WIS 1 0 n/a 1
can push, pull, or slide creatures.
6 Perception WIS 1 5 n/a 0

7 Religion INT 6 0 n/a 1


LANGUAGES KNOWN
2 Stealth DEX 2 0 1 1
Common, Elven
7 Streetwise CHA 6 0 n/a 1

2 Thievery DEX 2 0 1 1

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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 Frost Longsword +1 (E)
WEAPON
Grab Attack
WEAPON
Opportunity Attack
WEAPON
Staggering Note
ARMOR
Vicious Mockery Tactician's Chainmail +1 (E)
ARMS
ENCOUNTER POWERS
FEET
Second Wind Acrobat Boots (heroic tier) (E)
HANDS
Argent Rain
HEAD
Majestic Word
NECK
Words of Friendship Healer's Brooch +1 (E)
RING
Blunder
RING
Echoing Weapon
WAIST PERSONALITY TRAITS
Hypnotism

DAILY POWERS
Stirring Shout

MANNERISMS AND APPEARANCE

UTILITY POWERS
Second Wind

Fey Step
Moment of Escape

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 Traveler's Chant
Adventurer's Kit Dancing Lights
Bottle of Wine Water Walk
Climber's Kit COMPANIONS AND ALLIES
Fine Clothing
Lyre

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 14 gp
Stored money: 0 gp
Encumbrance: 99 / 100

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CHARACTER NAME
Skills Action Point
Matteo Rivera
PLAYER NAME ADDITIONAL EFFECTS
7 Acrobatics DEX (Trained)
13 Arcana INT (Trained)
RACE CLASS LEVEL
Eladrin Bard 4 6 Athletics STR (Trained)
11 Bluff CHA (Trained)
SCORE ABILITY MOD
11 Diplomacy CHA (Trained)
HP 10 STR +0 AC 2 Dungeoneering WIS
19 4 Endurance CON
41 14 CON +2 2 Heal WIS
Fort
Spd 9 History INT
11 DEX +0 16 2 Insight WIS
5 18 INT +4 Ref 11 Intimidate CHA (Trained)
19 2 Nature WIS
Init 8 WIS 1 6 Perception WIS (Trained)
Will 7 Religion INT
+2 19 CHA +4 20 2 Stealth DEX
7 Streetwise CHA Effect: Gain a standard action this turn.
2 Thievery DEX Special: You are reset to one action point when
Passive Passive ADDITIONAL EFFECTS
you take an extended rest. You gain an action
12 Insight 16 Perception
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 3 vs Fort One creature 3 vs Reflex One creature that is no more than one size category la

Effect: You spend a healing surge and regain 10 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: +3 attack Sustain Minor: The grab persists until the end
of your next turn.

Unarmed: +3 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 Staggering Note Vicious Mockery


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Implement, Thunder Arcane, Charm, Implement, Psychic
*
Opportunity Action Melee 1 Standard 10 Ranged 10 Standard 10 Ranged 10
ACTION RANGE ACTION RANGE ACTION RANGE
vs The triggering enemy 7 vs Will One creature 7 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: Charisma modifier (+4) thunder damage, Hit: 1d6 + Charisma modifier (+4) psychic
or an area power while adjacent to you. and you push the target 2 squares. As a free damage, and the target takes a -2 penalty to
Effect: You make a melee basic attack against action, an ally of your choice can make a melee attack rolls until the end of your next turn.
the target. basic attack against the target before, after, or Level 21: 2d6 + Charisma modifier (+4) damage.
during this forced movement.
Frost Longsword +1: +7 attack, 1d6+5 damage
Frost Longsword +1: +7 attack, 4 damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


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

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Majestic Word Words of Friendship Blunder
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Healing Arcane, Charm Arcane, Charm, Implement

Minor Minor Personal Standard 5 Ranged 5


ACTION 5 RANGE ACTION RANGE ACTION RANGE
vs You or one ally in burst vs 7 vs Will 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. Will
additional hit points equal to your Charisma modifier (+4). You
also slide the target 1 square.
Diplomacy check you make before the end of Hit: 1d6 + Charisma modifier (+4) damage, and
Level 6: 1d6 + Charisma modifier (+4) additional hit points. your next turn. you slide the target 2 squares. During the slide,
Level 11: 2d6 + Charisma modifier (+4) additional hit points. you or one of your allies can make a melee basic
Level 16: 3d6 + Charisma modifier (+4) additional hit points. attack against the target as a free action, with a
Level 21: 4d6 + Charisma modifier (+4) additional hit points.
Level 26: 5d6 + Charisma modifier (+4) additional hit points.
+2 power bonus to the attack roll.
Special: You can use this power twice per encounter, but only Virtue of Cunning: The power bonus to the
once per round. At 16th level, you can use this power three attack roll equals 1 + your Intelligence modifier
times per encounter, but only once per round. (+4).
Unarmed: +3 attack
regain an additional 1 hit points. Frost Longsword +1: +7 attack, 1d6+5 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


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

Echoing Weapon Hypnotism Argent Rain


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Thunder Arcane, Charm, Enchantment, Implement Arcane, Fire, Implement, Zone

Minor * Melee 1 Standard 10 Ranged 10 Standard 10 Area burst 1 within 10 squares


ACTION RANGE ACTION RANGE ACTION 1 RANGE
vs One weapon 7 vs Will One enemy 7 vs Reflex Each creature in the burst
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

Effect: Until the end of your next turn, the next Attack: Intelligence vs. Will Attack: Primary ability vs. Reflex
weapon attack made with the target weapon Hit: Choose one of the following effects: Hit: 1d10 + Strength, Constitution, Dexterity,
deals 2d6 thunder damage to one target of the The target uses a free action to make a melee Intelligence, Wisdom, or Charisma fire damage.
attack, regardless of whether the attack hits or basic attack against a creature of your choice, Effect: The burst creates a zone that lasts until the
misses. with a +4 power bonus to the attack roll. start of your next turn. Any creature that enters the
You slide the target up to 3 squares. zone or ends its turn there takes 5 fire damage. A
creature can take this damage only once per turn.
Frost Longsword +1: +7 attack Level 11: The creature takes 10 fire damage
Level 21: The creature takes 15 fire damage

Frost Longsword +1: +7 attack, 1d10+5 damage


ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Bard 3 HOTF Wizard 1 PEHOTFL Order Adept 1 Dragon 399
ENCOUNTER POWER ENCOUNTER POWER ENCOUNTER POWER

Stirring Shout Second Wind Fey Step


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Healing, Implement, Psychic Teleportation

Standard 10 Ranged 10 Standard Personal Move Personal


ACTION RANGE ACTION RANGE ACTION RANGE
7 vs Will One creature AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY
ATTACK DEFENSE TARGET Effect: Spend a healing surge and gain a +2 Effect: Teleport up to 5 squares.
Attack: Charisma vs. Will bonus to all defenses until the start of your next
Hit: 2d6 + Charisma modifier (+4) psychic turn.
damage.
Effect: Until the end of the encounter, whenever
an ally hits the target, that ally regains hit points
equal to your Charisma modifier (+4).

Frost Longsword +1: +7 attack, 2d6+5 damage


regain an additional 1 hit points.

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Bard 1 PH2 * PH Eladrin PH

DAILY POWER UTILITY POWER UTILITY POWER

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Moment of Escape Frost Longsword +1 Tactician's Chainmail +1
KEYWORDS USED
Arcane 1d8 3 Heavy Blade 6 -1 -1 1
10 DAMAGE PROFICIENT GROUP RANGE AC BONUS CHECK SPEED QUANTITY
Move Ranged 10
ACTION RANGE +1 attack rolls and damage rolls 3 +1d6 cold damage +1 AC 5 Armor
ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL TYPE
AT-WILL ENCOUNTER DAILY
PROPERTIES PROPERTIES

Target: One ally Versatile When a power or class feature calls on your
Effect: You slide the target 4 squares. Intelligence modifier to determine a value other
Melee Basic Attack: +11 attack, 1d8+6 damage than your attack bonus, add 1 to that value. This
does not change your Intelligence modifier for
any other purpose.
AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY
POWER POWER

Rarity: Uncommon Rarity: Common


Power (At-Will Cold): Free Action. All damage
dealt by this weapon is cold damage. Another free
action returns the damage to normal.
Power (Daily Cold): Free Action. Use this power
ADDITIONAL EFFECTS
when you hit with the weapon. The target takes
1d8 cold damage and is slowed until the end of
your next turn.
CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Bard 2 AP One-hand 4 680 PH Body 40 1000 PH

UTILITY POWER MAGIC WEAPON MAGIC ITEM

Healer's Brooch +1 Acrobat Boots (heroic tier)

1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY

+1 Fortitude, Reflex, and Will 4 Neck Slot Item 2 Feet Slot Item
ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES

When you use a power that enables you or an Gain a +1 item bonus to Acrobatics checks.
ally to regain hit points, add the brooch's
enhancement bonus to the hit points gained.

AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY


POWER POWER

Rarity: Uncommon Rarity: Uncommon


Power (At-Will): Minor Action. Stand up from
prone.

ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Neck 0 840 AV Feet 0 520 PH
MAGIC ITEM MAGIC ITEM

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