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

Character Sheet Player Name Dez Bluesword Character Name 8 Level Swordmage Class Height Weight Paragon Path Alignment Deity Epic Destiny Adventuring Company 13,000 Total XP RPGA Number Changeling Race Medium Size Age Gender INITIATIVE SCORE DEX 1 / 2 LVL MISC SCORE DEFENSE MOVEMENT BASE ARMOR ITEM MISC Initiative CONDITIONAL MODIFIERS AC Speed SPECIAL MOVEMENT CONDITIONAL BONUSES

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0% found this document useful (0 votes)
96 views5 pages

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

Character Sheet Player Name Dez Bluesword Character Name 8 Level Swordmage Class Height Weight Paragon Path Alignment Deity Epic Destiny Adventuring Company 13,000 Total XP RPGA Number Changeling Race Medium Size Age Gender INITIATIVE SCORE DEX 1 / 2 LVL MISC SCORE DEFENSE MOVEMENT BASE ARMOR ITEM MISC Initiative CONDITIONAL MODIFIERS AC Speed SPECIAL MOVEMENT CONDITIONAL BONUSES

Uploaded by

rob.spqr
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Character Sheet

Player Name

Dez Bluesword 8 Swordmage 13,000


Character Name Level Class Paragon Path Epic Destiny Total XP
Changeling Medium
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
6 Initiative 2 4 26 6 Speed (Squares) 6
CONDITIONAL MODIFIERS
AC 14 6 2 4 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

14 STR
Strength
2 6 19 FORT 14 3 2 22 Passive Insight 10 + 12
CONDITIONAL BONUSES
16 CON
Constitution
3 7 17 Passive Perception 10 + 7
SPECIAL SENSES
10 +
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
15 DEX 2 6 20
Dexterity REF 14 4 2
ATTACK WORKSPACE
18 INT
Intelligence
4 8 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Luckblade Longsword +2
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +

13 WIS
Wisdom
1 5 DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC + 12 4 2 3 2 1
20 WILL 14 1 2 2 1 ABILITY:
Melee Basic Attack - Distance Javelin +1
12 CHA
Charisma
1 5 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC

+ 9 4 2 2 1
HIT POINTS ACTION POINTS
MAX HP
BLOODIED
HEALING SURGES
SURGE VALUE SURGES/DAY
MILESTONES
0
ACTION POINTS
1
DAMAGE WORKSPACE
Action Points 1 2 ABILITY:
73 36 18 11 2 3
Melee Basic Attack - Luckblade Longsword +2
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+4 2 2
RACE FEATURES ABILITY:
Melee Basic Attack - Distance Javelin +1
Change Shape - Use changeling disguise as an at-will power DAMAGE ABIL FEAT ENH MISC MISC

SECOND WIND 1/ENCOUNTER USED Mental Defense - +1 to Will 1d6+3 2 1


TEMPORARY HIT POINTS
Shapechanger - You have the shapechanger quality.
BASIC ATTACKS
Changeling Trick - You have the changeling trick power. ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
SAVING THROW MODS Bluff Bonus 12 vs AC Luckblade Longsword +2 1d8+4
Insight Bonus
RESISTANCES 9 vs AC Distance Javelin +1 (Melee) 1d6+3

CURRENT CONDITIONS AND EFFECTS 9 vs AC Distance Javelin +1 (Range) 1d6+3

6 vs AC Unarmed (Melee) 1d4+2


SKILLS CLASS / PATH / DESTINY FEATURES
ABIL MOD TRND ARMOR
BONUS SKILL NAME + 1/2 LVL (+5) PENALTY MISC Swordbond - Bond with one blade (1 hr.); standard action to FEATS
8 Acrobatics DEX 6 0 2 call to hand (10 squares); fix it in 1 hr. Aberrant Mark of Terror - Enemy hit with daily power takes

13 Arcana INT 8 5 n/a Swordmage Aegis - Choose an Aegis. a -1 penalty to attack rolls against you

11 6 5 Aegis of Shielding - Use aegis of shielding as an at-will Jack of All Trades - +2 to untrained skill checks
Athletics STR
power. Focused Expertise (Longsword) - Gain bonus to attack rolls
9 Bluff CHA 5 0 n/a 4
Swordmage Warding - +1 AC with blade, +3 AC if off-hand with Longswords.
7 Diplomacy CHA 5 0 n/a 2
is free; if unconscious, warding ends, restore with rest Improved Swordmage Warding - Increase AC bonus from
7 Dungeoneering WIS 5 0 n/a 2
Swordmage Warding
9 Endurance CON 7 0 2
Closing Advantage - +1 to melee attacks and damage after
7 Heal 5 0 n/a 2
WIS hitting with a ranged or area power
10 History INT 8 0 n/a 2

12 Insight WIS 5 5 n/a 2

10 Intimidate CHA 5 5 n/a

7 Nature WIS 5 0 n/a 2

7 Perception WIS 5 0 n/a 2

10 Religion INT 8 0 n/a 2

6 0 2
LANGUAGES KNOWN
8 Stealth DEX
Common
7 Streetwise CHA 5 0 n/a 2

8 Thievery DEX 6 0 2

Dez Bluesword Page 1


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
Changeling Disguise Luckblade Longsword +2 (E)
WEAPON
Aegis of Shielding Distance Javelin +1
WEAPON
Lightning Lure
WEAPON
Booming Blade
ARMOR
Mage Hand Luring Withdrawal Leather Armor +2 (E)
ARMS
Prestidigitation
FEET
ENCOUNTER POWERS
HANDS
Changeling Trick Hedge Wizard's Gloves (heroic tier) (E)
HEAD
Sword of Sigils
NECK
Transposing Lunge Medallion of Death Deferred +2 (E)
RING
Flamewall Strike
RING

WAIST PERSONALITY TRAITS

Bag of Holding (heroic tier) ()


DAILY POWERS
Dragon's Teeth
Dimensional Bond

MANNERISMS AND APPEARANCE

UTILITY POWERS
Channeling Shield

Silversteel Veil

Daily Item Powers Per Day


Heroic (1-10) Milestone / / / CHARACTER BACKGROUND
Paragon (11-20) Milestone / / /

Epic (21-30) Milestone / / /

OTHER EQUIPMENT RITUALS / ALCHEMY

COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 4 pp
Stored money:
Encumbrance: 22 / -60 (+200)

Dez Bluesword Page 2


CHARACTER NAME
Second Wind
Dez Bluesword
PLAYER NAME KEYWORDS USED

RACE CLASS LEVEL Standard Personal


Changeling Swordmage 8
ACTION RANGE

HP AC vs Self
14 STR
ATTACK DEFENSE TARGET
26
73 16 CON Effect: You spend a healing surge and regain 18
Fort hit points. You gain a +2 bonus to all defenses
Spd 15 DEX until the start of your next turn.
19
6 18 INT
Ref
Init 13 WIS 20
+6 12 CHA Will
20
ADDITIONAL EFFECTS

Passive Passive
22 Insight 17 Perception

CLASS LEVEL BOOK


PH

PLAY DATA ® ENCOUNTER SPECIAL ® ENCOUNTER ACTION ®

Changeling Disguise Aegis of Shielding Lightning Lure


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Polymorph Arcane Arcane, Implement, Lightning

Minor Personal Minor Close burst 2 Standard 3 Ranged 3


2
ACTION RANGE ACTION RANGE ACTION RANGE
vs vs One creature in burst 11 vs Fort One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Effect: You alter your physical form to take on the Effect: You mark the target. The target remains marked until you use Attack: Intelligence vs. Fortitude
this power against another target. If you mark other creatures using
appearance of any Medium humanoid. You retain Hit: 1d6 + Intelligence modifier (+4) lightning damage,
other powers, the target is still marked. A creature can be subject to
and you pull the target to the nearest unoccupied space
your statistics in your new form, and your only one mark at a time. A new mark supersedes a mark that was
already in place. adjacent to you.
clothing, armor, and possessions do not change. If your marked target makes an attack that doesn't include you as a Increase damage to 2d6 + Intelligence modifier (+4) at
The new form lasts until you change form again. target, it takes a –2 penalty to attack rolls. If that attack hits and the
21st level.
Any creature that attempts to see through your marked target is within 10 squares of you, you can use an immediate
interrupt to reduce the damage dealt by that attack to any one
Special: If you cannot pull the target to an adjacent
ruse makes an Insight check opposed by your creature by an amount equal to 5 + your Constitution modifier (+3). square, this power fails and deals no damage.
Bluff check, and you gain a +5 bonus to your At 11th level, reduce the damage dealt by 10 + your Constitution
modifier (+3). At 21st level, reduce the damage dealt by 15 + your Luckblade Longsword +2: +11 attack, 1d6+6 damage
check. Constitution modifier (+3).
Unarmed: +8 attack, 1d6+4 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Racial Power * EPG Swordmage FRPG Swordmage 1 FRPG

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

Booming Blade Mage Hand Prestidigitation


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Thunder, Weapon Arcane, Conjuration Arcane

Standard * Melee 1 Minor 5 Ranged 5 Standard 2 Ranged 2


ACTION RANGE ACTION RANGE ACTION RANGE
14 vs AC One creature vs vs
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Attack: Intelligence vs. AC Effect: You conjure a spectral, floating hand in an unoccupied square Effect: Use this cantrip to accomplish one of the effects given below.
within range. The hand picks up, moves, or manipulates an adjacent • Move up to 1 pound of material.
Hit: 1[W] + Intelligence modifier (+4) damage, and if the • Create a harmless sensory effect, such as a shower of sparks, a puff of wind,
object weighing 20 pounds or less and carries it up to 5 squares. If you
target is adjacent to you at the start of its next turn and are holding the object when you use this power, the hand can move
faint music, or a strong odor.
• Color, clean, or soil items in 1 cubic foot for up to 1 hour.
moves away during that turn, it takes 1d6 + Constitution the object into a pack, a pouch, a sheath, or a similar container and • Instantly light (or snuff out) a candle, a torch, or a small campfire.
modifier (+3) thunder damage. simultaneously move any one object carried or worn anywhere on • Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
your body into your hand. • Make a small mark or symbol appear on a surface for up to 1 hour.
Increase damage to 2[W] + Intelligence modifier (+4) at • Produce out of nothingness a small item or image that exists until the end of
As a move action, you can move the hand up to 5 squares. As a free
21st level. action, you can cause the hand to drop an object it is holding, and as a your next turn.
• Make a small, handheld item invisible until the end of your next turn.
minor action, you can cause the hand to pick up or manipulate a
Nothing you create with this cantrip can deal damage, serve as a weapon or a
Luckblade Longsword +2: +14 attack, 1d8+6 damage different object. tool, or hinder another creature's actions. This cantrip cannot duplicate the effect
Distance Javelin +1: +11 attack, 1d6+5 damage Sustain Minor: You can sustain the hand indefinitely. of any other power.
Special: You can create only one hand at a time. Special: You can have as many as three prestidigitation effects active at one time.
Unarmed: +8 attack, 1d4+4 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Swordmage 1 FRPG Wizard 1 PH Wizard 1 PH

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

Dez Bluesword Page 3


Changeling Trick Sword of Sigils Transposing Lunge
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Force, Weapon Arcane, Teleportation, Weapon

Minor * Melee 1 Standard Close burst 1 Standard * Melee weapon


1
ACTION RANGE ACTION RANGE ACTION RANGE
vs One creature 14 vs AC Each enemy in burst 14 vs AC One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Effect: You make a Bluff check opposed by the Attack: Intelligence vs. AC Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier (+4) damage, and the target is marked
target's passive Insight. If your check succeeds, Hit: 2[W] + Intelligence modifier (+4) damage, and you
until the end of your next turn. Until the mark ends, if the target makes
an attack that does not include you as a target, it takes force damage teleport the target into a space adjacent to you.
you gain combat advantage against the target
equal to your Intelligence modifier (+4) after the attack is resolved. Aegis of Shielding: When you use your aegis of
until the end of your next turn. Aegis of Shielding: If a target marked by this power hits a creature shielding immediate interrupt, you can use this power
within 10 squares of you with an attack that does not include you as a
target, you can use an immediate interrupt to reduce the damage dealt
against the target as part of the interrupt, even if the
by that attack to any single creature by an amount equal to your target is beyond your reach.
Constitution modifier (+3).
Luckblade Longsword +2: +14 attack, 2d8+6 damage
Luckblade Longsword +2: +14 attack, 1d8+6 damage
Distance Javelin +1: +11 attack, 1d6+5 damage Distance Javelin +1: +11 attack, 2d6+5 damage
Unarmed: +8 attack, 1d4+4 damage Unarmed: +8 attack, 2d4+4 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Racial Power * EPG Swordmage 1 AP Swordmage 3 FRPG

ENCOUNTER POWER ® ENCOUNTER POWER ® ENCOUNTER POWER ®

Flamewall Strike Dragon's Teeth Dimensional Bond


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Conjuration, Fire, Implement Arcane, Force, Implement Arcane, Teleportation, Weapon

Standard Area wall 3 within 1 square Standard Close blast 5 Standard * Melee weapon
5
ACTION RANGE ACTION RANGE ACTION RANGE
vs 11 vs Reflex Each enemy in blast 14 vs AC One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Effect: You conjure a wall of contiguous squares Attack: Intelligence vs. Reflex Attack: Intelligence vs. AC
filled with leaping flames that lasts until the start Hit: 1d8 + Intelligence modifier (+4) force Hit: 2[W] + Intelligence modifier (+4) damage.
of your next turn. The wall can be 3 squares long damage. The target takes damage equal to your Miss: Half damage.
and no more than 1 square high. Only 1 square of Strength modifier (+2) if it does not end its turn Effect: Until the end of the encounter, you can
teleport 10 squares as a move action. You must end
the wall must be within 1 square of you. adjacent to you (save ends).
this movement adjacent to the target.
Any creature that enters the wall's space or starts Miss: Half damage.
its turn there takes 1d8 + Constitution modifier Luckblade Longsword +2: +14 attack, 2d8+6 damage
(+3) fire damage. Luckblade Longsword +2: +11 attack, 1d8+6 Distance Javelin +1: +11 attack, 2d6+5 damage
damage Unarmed: +8 attack, 2d4+4 damage
Unarmed: +8 attack, 1d8+4 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Swordmage 7 FRPG Swordmage 1 AP Swordmage 5 AP

ENCOUNTER POWER ® DAILY POWER ® DAILY POWER ®

Channeling Shield Silversteel Veil Luckblade Longsword +2


KEYWORDS USED KEYWORDS USED
Arcane Arcane, Force 1d8 3 Heavy Blade
DAMAGE PROFICIENT GROUP RANGE
Close burst 10 Minor Close burst 1
10 1 +2 attack rolls and damage rolls 8 +2d8 damage
ACTION RANGE ACTION RANGE
ENHANCEMENT LEVEL CRITICAL
AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY
PROPERTIES

Trigger: An attack hits you or an ally within 10 Targets: You and each ally in burst Versatile
squares of you Effect: All affected creatures gain a +2 bonus to
Target: The creature hit by the triggering attack AC and Reflex defense until the end of your next Melee Basic Attack: +12 attack, 1d8+4 damage
Effect: You reduce the damage the target takes turn.
from the triggering attack by 5 + your Constitution
modifier (+3). AT-WILL ENCOUNTER DAILY
Aegis of Shielding: The next successful attack POWER
you make before the end of your next turn deals Power (Daily): Free Action. Reroll an attack roll
extra damage equal to your Constitution modifier
you just made. Use the second result even if it's
(+3).
lower.

ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK
Swordmage 2 AP Swordmage 6 FRPG One-hand 4 3400 PH

UTILITY POWER ® UTILITY POWER ® MAGIC WEAPON ®

Dez Bluesword Page 4


Distance Javelin +1 Medallion of Death Deferred +2 Luring Withdrawal Leather Armor +2

1d6 2 Spear 10/20 1 2 - - 1


DAMAGE PROFICIENT GROUP RANGE AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY

+1 attack rolls and damage rolls 1 +2 Fortitude, Reflex, and Will 9 Neck Slot Item +2 AC 7 Armor
ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES

Increase the weapon's normal range by 5 squares and the long


range by 10 squares.
Heavy Thrown

Melee Basic Attack: +9 attack, 1d6+3 damage


Ranged Basic Attack: +9 attack, 1d6+3 damage

AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY


POWER POWER POWER

Power (Daily): No Action. Use this power when Power (Daily): Immediate Reaction. Trigger: An
you are reduced to 0 hit points or fewer. You enemy misses you with a melee attack. Effect: You
regain hit points equal to 3 per plus of this item. shift 1 square and slide the triggering enemy into
the space you vacated.

ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
One-hand 2 360 PH Neck 0 4200 AV Body 15 2600 PH

MAGIC WEAPON ® MAGIC ITEM ® MAGIC ITEM ®

Bag of Holding (heroic tier) Hedge Wizard's Gloves (heroic tier)

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

5 Wondrous Item 4 Hands Slot Item


ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES

This bag can hold up to 200 pounds in weight or


20 cubic feet in volume, but it always weighs only
1 pound.

AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY


POWER POWER

Power (At-Will • Arcane, Conjuration): Standard


Action. As the wizard's mage hand power.
Power (At-Will • Arcane): Standard Action. As
the wizard's prestidigitation power.
Mage Hand Wizard Cantrips 1.

ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
0 1000 PH Hands 0 840 AV

MAGIC ITEM ® MAGIC ITEM ®

Dez Bluesword Page 5

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