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Player Name
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
vs
13 6 5 n/a 2 Bardic Virtue - Choose a Bardic Virtue option. Heart of the Blade - Swordmage: Athletics or Endurance
Arcana INT
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
2 Thievery DEX 2 0 1 1
DAILY POWERS
Stirring Shout
UTILITY POWERS
Second Wind
Fey Step
Moment of Escape
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
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
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
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
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.
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Neck 0 840 AV Feet 0 520 PH
MAGIC ITEM MAGIC ITEM