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Dungeons and Dragons 4th Edition Character Record Sheet
Character Name
Player
Class
Paragon Path
Epic Destiny
Race
Size
Age
Gender
Height
Weight
Align.
Deity
Adventure Company
XP
Next XP
Level
Ability
Score
Temp
Score
Mod
Mod+
1/2 Lv.
STR
CON
DEX
INT
WIS
CHA
Quick Look Up
Weapon / Power
Attack
Damage
Armor Bonus
Shield Bonus
Check Penalty
Speed Penalty
Armor is Heavy
INIT
Dex Mod
1/2 Lv.
Misc
Temp
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Score
Base
Arm.
Item
Misc
Speed
P. Perception
P. Insight
Special Senses/Movement
Skills
Skill
Mod
Skill Name
Abil.
Train
(+5)
Mod+
.5Lv
Arm.
Misc
Temp
Total
10+
1/2Lv
Arm./
Abil.
Class
Feat
Enh.
Misc
Temp
AC
FORT
REF
WILL
Conditional Modifiers, Resistances & Action Points Note
[i]Basic Melee Attack:[/i] +14 / 1d10+4 damage [b]Night Stalker Guild Training:[/b] Baslim gains a bonus to damage rolls equal to his Charisma modifier (+4) against any target that is adjacent to none of his enemies. [b]Revenant Features:[/b] [ooc=Past Life]Human[/ooc] | [ooc=Undead]You are considered to be an undead creature for affects that relate to that keyword. [strike]You are also considered a living creature.[/strike][i]Death's Blessing Feat[/i][/ooc] | [ooc=Unnatural Vitality]Whenever you drop to 0 hit points or fewer, you are dying but you can choose to remain conscious until you attempt your first death saving throw. If you remain conscious, you can take only one standard action before you attempt your first death saving throw.[/ooc] [b]Special Feats:[/b] [ooc=Death's Blessing]You no longer need to eat, drink, or breathe, so you never need to make Endurance checks to resist the effects of starvation, thirst, and suffocation. You are no longer considered a living creature.[/ooc] | [ooc=Grave Dust Assassin]When you deal damage with your dark reaping racial power, if the target has at least one of your shrouds on it, it takes damage as if you had invoked your shrouds.[/ooc] [b]Trained Skills:[/b] Athletics (+8) | Bluff (+13) | Perception (+9) | Stealth (+15) | Thievery (+14) [b]Languages:[/b] Common, Deep Speech
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=183896][size=4][B][color=darkslateblue]Baslim Dead Man[/color][/B][/size][/url], Revenant: Human Soul | Assassin: Night Stalker [B]Init[/B] +9 [B]HP[/B] 53/53 [B]Bloodied[/B] 26 [B]Healing Surge[/B] 13 (0 used /8) [B]AC[/B] 23 [B]Fort[/B] 20 [B]Reflex[/B] 22 [B]Will[/B] 22 [B]Speed[/B] 6 [B]Str[/B] 8 (-1) [B]Con[/B] 15 (+2) [B]Dex[/B] 20 (+5) [B]Int[/B] 10 (0) [B]Wis[/B] 11 (0) [B]Cha[/B] 18 (+4) [OOC='[color=darkgreen]Shadow Storm[/color]'][B][color=darkgreen]Shadow Storm[/color][/B] [b]At-Will | Shadow, Weapon Standard Action Melee weapon Target:[/b] One creature [b]Attack:[/b] Dexterity vs. AC [b]Hit:[/b] 1[W] + Dexterity modifier damage, plus 1 damage for each creature adjacent to the target. - Level 21: 2[W] + Dexterity modifier damage, plus 2 damage for each creature adjacent to the target.[/OOC], [OOC='[color=darkgreen]Executioner's Noose[/color]'][B][color=darkgreen]Executioner's Noose[/color][/B] [b]At-Will | Force, Implement, Shadow Standard Action Ranged 5 Target:[/b] One creature [b]Attack:[/b] Dexterity vs. Fortitude [b]Hit:[/b] 1d6 + Dexterity modifier force damage, and you pull the target 2 squares. The target is slowed until the end of your next turn. - Level 21: 2d6 + Dexterity modifier force damage.[/OOC], [OOC='[color=darkred]Nightmare Shades[/color]'][B][color=darkred]Nightmare Shades[/color][/B] [b]Encounter | Fear, Implement, Psychic, Shadow Standard Action Ranged 5 Target:[/b] One creature [b]Attack:[/b] Dexterity vs. Will [b]Hit:[/b] 2d8 + Dexterity modifier psychic damage, and the target grants combat advantage to you until the end of your next turn. [b]Night Stalker:[/b] Until the end of your next turn, you gain a power bonus to damage rolls against the target equal to your Charisma modifier.[/OOC], [OOC='[color=darkred]Gloom Thief[/color]'][B][color=darkred]Gloom Thief[/color][/B] [b]Encounter | Shadow, Weapon Standard Action Melee weapon Target:[/b] One creature [b]Attack:[/b] Dexterity vs. AC [b]Hit:[/b] 2[W] + Dexterity modifier damage. Until the end of your next turn, you are invisible while within 2 squares of the target.[/OOC], [OOC='[color=darkred]Shadow Jack[/color]'][B][color=darkred]Shadow Jack[/color][/B] [b]Encounter | Shadow, Weapon Standard Action Melee 1 Target:[/b] One creature [b]Attack:[/b] Dexterity vs. AC [b]Hit:[/b] 2[W] + Dexterity modifier damage, and you shift 1 square into the target’s space and remain there until the start of your next turn. While there, you are insubstantial, you move with the target (this movement doesn’t provoke opportunity attacks), and any melee or ranged attack that misses you hits the target instead, unless the target is the attacker. At the start of your next turn, you slide 1 square to a square adjacent to the target.[/OOC], [OOC='[color=darkslategrey]Targeted for Death[/color]'][B][color=darkslategrey]Targeted for Death[/color][/B] [b]Daily | Cold, Implement, Shadow Standard Action Ranged 5 Target:[/b] One creature [b]Attack:[/b] Dexterity vs. Will [b]Hit:[/b] 3d8 + Dexterity modifier cold damage. [b]Miss:[/b] Half damage. [b]Effect:[/b] Until the end of the encounter, whenever you use assassin’s shroud against the target, you subject it to two shrouds instead of one.[/OOC], [OOC='[color=darkslategrey]Twilight Assassin[/color]'][B][color=darkslategrey]Twilight Assassin[/color][/B] [b]Daily | Conjuration, Implement, Shadow Standard Action Ranged 5 Primary Target:[/b] One creature [b]Primary Attack:[/b] Dexterity vs. Reflex [b]Hit:[/b] 2d8 + Dexterity modifier damage. [b]Effect:[/b] You conjure a shadowy duplicate of yourself in an unoccupied square adjacent to the primary target. The duplicate occupies its space, and it lasts until the end of the encounter. Whenever you use a move action, you can also move the duplicate 5 squares. You can flank enemies with the duplicate, but your allies cannot. Until the duplicate vanishes, it can use the [i]Twilight Assassin Attack[/i] power. [b][color=darkgreen]Twilight Assassin Attack[/b][/color] [b]At-Will | Conjuration, Implement, Shadow Minor Action Melee 1 Target:[/b] One creature [b]Attack:[/b] Dexterity vs. Reflex [b]Hit:[/b] 3 damage, or 6 damage if the secondary target is your assassin’s shroud target. [b]Requirement:[/b] The power Twilight Assassin must be active in order to use this power.[/OOC], [OOC='[color=darkslategrey]Obscuring Shadow[/color]'][B][color=darkslategrey]Obscuring Shadow[/color][/B] [b]Daily | Illusion, Shadow, Weapon Standard Action Melee weapon Target:[/b] One creature [b]Attack:[/b] Dexterity vs. Will [b]Hit:[/b] 3[W] + Dexterity modifier damage. [b]Miss:[/b] Half damage. [b]Effect:[/b] The target cannot see you (save ends).[/OOC], [OOC='[color=darkred]Dark Reaping[/color]'][B][color=darkred]Dark Reaping[/color][/B] [b]Racial Encounter | Necrotic Free Action Trigger:[/b] A creature within 5 squares of you is reduced to 0 hit points [b]Effect:[/b] One creature you hit with an attack you make before the end of your next turn takes an additional 1d8 + Constitution modifier necrotic damage.[/OOC], [OOC='[color=darkgreen]Assassin's Shroud[/color]'][B][color=darkgreen]Assassin's Shroud[/color][/B] [b]Class Feature At-Will | Shadow Free Action Close burst 10 Target:[/b] One enemy you can see in burst [b]Effect:[/b] You subject the target to your shroud. If any of your shrouds are already on the target, you subject it to an additional shroud, up to a maximum of four. The shrouds last until you use this power against a different enemy or until the end of the encounter. Before you make an attack roll against the target, you choose to invoke either all your shrouds on it or none of them. If you invoke your shrouds, the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all your shrouds then vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack’s damage, if any. - Level 11: 1d6 + 3 damage per shroud. - Level 21: 1d6 + 6 damage per shroud. [b]Special:[/b] You can use this power only on your turn and only once per turn.[/OOC], [OOC='[color=darkgreen]Shadow Step[/color]'][B][color=darkgreen]Shadow Step[/color][/B] [b]Class Feature At-Will | Shadow, Teleportation Move Action Personal Requirement:[/b] You must be adjacent to a creature. [b]Effect:[/b] You teleport 3 squares to a square adjacent to a different creature. - Level 11: Teleport 4 squares. - Level 21: Teleport 5 squares.[/OOC], [OOC='[color=darkred]Shade Form[/color]'][B][color=darkred]Shade Form[/color][/B] [b]Class Feature Encounter | Shadow Minor Action Personal Effect:[/b] You assume a shadowy form that lasts until you make an attack roll or until the end of your next turn. While in this form, you are insubstantial, and you gain vulnerable 5 radiant. In addition, you can make Stealth checks to become hidden if you have any cover or concealment, and you can use cover granted by your allies both to become hidden and to remain hidden. [b]Sustain Minor:[/b] The form persists.[/OOC], [OOC='[color=darkred]Cloak of Shades[/color]'][B][color=darkred]Cloak of Shades[/color][/B] [b]Utility Encounter | Shadow Minor Action Personal Effect:[/b] Until the end of your next turn, you gain concealment against all creatures and are invisible to creatures that are more than 5 squares away from you.[/OOC], [OOC='[color=darkred]Slayer's Escape[/color]'][B][color=darkred]Slayer's Escape[/color][/B] [b]Utility Encounter | Shadow, Teleportation Immediate Reaction Personal Trigger:[/b] You are hit by an attack [b]Effect:[/b] You teleport 5 squares, and you become invisible until the start of your next turn.[/OOC], [OOC='[color=darkorange]Rain of Hammers Ki Focus[/color]'][B][color=darkorange]Rain of Hammers Ki Focus[/color][/B] [b]Implement (Ki Focus) Enhancement:[/b] +2 attack rolls and damage rolls [b]Critical:[/b] +2d6 damage [b]Property:[/b] Whenever you reduce an enemy to 0 hit points or fewer, one enemy adjacent to you takes [b]4 damage[/b] (equal to 2 + this focus’s enhancement bonus damage). [b]Power (Daily): Minor Action.[/b] Make an at-will attack against an enemy that you already hit with an attack during this turn.[/OOC], [OOC='[color=darkorange]Deep-Pocket Cloak[/color]'][B][color=darkorange]Deep-Pocket Cloak[/color][/B] [b]Property:[/b] The pockets of this cloak can hold up to 1,000 pounds in weight or 100 cubic feet in volume, but the cloak always weighs only 1 pound. Each item stored within one of the cloak’s pockets can weigh no more than 10 pounds. Drawing an item from a deep-pocket cloak is a minor action. - Level 22 or 27: The cloak can hold 2,000 pounds in weight or 200 cubic feet in volume. [b]Power (At-Will): Free. 1/round.[/b] You draw an item from the cloak or store an item within it.[/OOC], [OOC='[color=darkorange]Sunleaf Armor[/color]'][B][color=darkorange]Sunleaf Armor[/color][/B] [b]Property:[/b] Gain resist 5 radiant [b]Power (Daily • Radiant): Free Action.[/b] You can use this power when an enemy hits you with an opportunity attack. Deal 1d10 + Dexterity modifier radiant damage to that enemy.[/OOC], [OOC='[color=darkorange]Catstep Boots[/color]'][B][color=darkorange]Catstep Boots[/color][/B] [b]Property:[/b] When you fall or jump down, you take only half normal falling damage and always land on your feet. [b]Power (Daily): Free Action.[/b] Gain a +5 power bonus to your next Acrobatics check or Athletics check.[/OOC], [OOC='[color=darkorange]Ebony Fly[/color]'][B][color=darkorange]Ebony Fly[/color][/B] [b]Wondrous Item Power (Daily | Conjuration): Standard Action.[/b] Use this figurine to conjure a giant black fly (see below for statistics). As a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value. The fly can carry one Medium or Small character weighing no more than 300 pounds. If more than 300 pounds are placed on it, the creature disappears and cannot be conjured again until after an extended rest. [b] - Ebony Fly - [i]Large natural animate (mount)[/i] Initiative[/b] as conjurer [b]Senses[/b] Perception +5 [b]HP[/b] 14; [b]Bloodied[/b] 7 [b]AC[/b] 18 | [b]Fortitude[/b] 16 | [b]Reflex[/b] 16 | [b]Will[/b] 14 [b]Speed[/b] 4, fly 10, overland flight 15 [b] Bite[/b] (Standard, at-will) +12 vs Armor Class; 1d6+4 damage. [b]Aerial Agility[/b] (While mounted by a friendly rider of 9th level or higher)[b] | Mount[/b] An ebony fly’s rider gains a +1 bonus to all defenses while the ebony fly is flying. [b]Alignment[/b] Unaligned [b]Languages -- Str[/b] 14 (+7) | [b]Dex[/b] 17 (+8) | [b]Con[/b] 16 (+8) [b]Int[/b] 2 (+1) | [b]Wis[/b] 12 (+6) | [b]Cha[/b] 6 (+3) [b]Description:[/b] When you activate a figurine, the conjured creature appears in a space adjacent to you, provided the space is large enough to contain the creature without squeezing. The creature obeys only you, responding to commands spoken in any language. The creature remains for up to 8 hours or until you use a minor action to dismiss it. The conjured creature acts on the same initiative count as you. Every action it takes costs you a minor action (which you use to issue commands), and a conjured creature cannot exceed its normal allotment of actions (a standard, a move, and a minor action) during its turn. If you spend no minor actions on your turn to command the creature, it remains where it is without taking any actions on its turn. A conjured creature has hit points, defenses, and attacks as indicated in its statistics block. It has no healing surges and cannot be healed, though it can still benefit from temporary hit points. When reduced to 0 hit points or fewer, the conjured creature disappears and cannot be conjured again until after you’ve taken an extended rest. Conjured creatures lack basic attacks and therefore cannot make opportunity attacks. Mount: If the conjured creature has the mount keyword, you can ride the creature and are considered to have the Mounted Combat feat while mounted on it. While mounted, you can command the creature using free actions, though the mount is still limited to its normal allotment of actions. You can choose to be mounted on the creature when it appears.[/OOC] [B]Notes[/B] [i]Basic Melee Attack:[/i] +14 / 1d10+4 damage [b]Night Stalker Guild Training:[/b] Baslim gains a bonus to damage rolls equal to his Charisma modifier (+4) against any target that is adjacent to none of his enemies. [b]Revenant Features:[/b] [ooc=Past Life]Human[/ooc] | [ooc=Undead]You are considered to be an undead creature for affects that relate to that keyword. [strike]You are also considered a living creature.[/strike][i]Death's Blessing Feat[/i][/ooc] | [ooc=Unnatural Vitality]Whenever you drop to 0 hit points or fewer, you are dying but you can choose to remain conscious until you attempt your first death saving throw. If you remain conscious, you can take only one standard action before you attempt your first death saving throw.[/ooc] [b]Special Feats:[/b] [ooc=Death's Blessing]You no longer need to eat, drink, or breathe, so you never need to make Endurance checks to resist the effects of starvation, thirst, and suffocation. You are no longer considered a living creature.[/ooc] | [ooc=Grave Dust Assassin]When you deal damage with your dark reaping racial power, if the target has at least one of your shrouds on it, it takes damage as if you had invoked your shrouds.[/ooc] [b]Trained Skills:[/b] Athletics (+8) | Bluff (+13) | Perception (+9) | Stealth (+15) | Thievery (+14) [b]Languages:[/b] Common, Deep Speech
Race Features
Class / Path / Destiny Features
Other Items
Current
Max HP
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Bloodied
H. Surge
Surges Used
Surges / Day
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Second Wind
Death ST Fail
Action Points
Attack Workspace
Ability 1:
Ability 2:
Bonus
1/2Lv
Abil.
Class
Prof
Feat
Enh
Misc
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=
Damage Workspace
Ability 1:
Ability 2:
Bonus
Abil.
Feat
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Misc
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Feats
Feat Name
Loc.
Powers
[b]At-Will | Shadow, Weapon Standard Action Melee weapon Target:[/b] One creature [b]Attack:[/b] Dexterity vs. AC [b]Hit:[/b] 1[W] + Dexterity modifier damage, plus 1 damage for each creature adjacent to the target. - Level 21: 2[W] + Dexterity modifier damage, plus 2 damage for each creature adjacent to the target.
[b]At-Will | Force, Implement, Shadow Standard Action Ranged 5 Target:[/b] One creature [b]Attack:[/b] Dexterity vs. Fortitude [b]Hit:[/b] 1d6 + Dexterity modifier force damage, and you pull the target 2 squares. The target is slowed until the end of your next turn. - Level 21: 2d6 + Dexterity modifier force damage.
[b]Encounter | Fear, Implement, Psychic, Shadow Standard Action Ranged 5 Target:[/b] One creature [b]Attack:[/b] Dexterity vs. Will [b]Hit:[/b] 2d8 + Dexterity modifier psychic damage, and the target grants combat advantage to you until the end of your next turn. [b]Night Stalker:[/b] Until the end of your next turn, you gain a power bonus to damage rolls against the target equal to your Charisma modifier.
[b]Encounter | Shadow, Weapon Standard Action Melee weapon Target:[/b] One creature [b]Attack:[/b] Dexterity vs. AC [b]Hit:[/b] 2[W] + Dexterity modifier damage. Until the end of your next turn, you are invisible while within 2 squares of the target.
[b]Encounter | Shadow, Weapon Standard Action Melee 1 Target:[/b] One creature [b]Attack:[/b] Dexterity vs. AC [b]Hit:[/b] 2[W] + Dexterity modifier damage, and you shift 1 square into the target’s space and remain there until the start of your next turn. While there, you are insubstantial, you move with the target (this movement doesn’t provoke opportunity attacks), and any melee or ranged attack that misses you hits the target instead, unless the target is the attacker. At the start of your next turn, you slide 1 square to a square adjacent to the target.
[b]Daily | Cold, Implement, Shadow Standard Action Ranged 5 Target:[/b] One creature [b]Attack:[/b] Dexterity vs. Will [b]Hit:[/b] 3d8 + Dexterity modifier cold damage. [b]Miss:[/b] Half damage. [b]Effect:[/b] Until the end of the encounter, whenever you use assassin’s shroud against the target, you subject it to two shrouds instead of one.
[b]Daily | Conjuration, Implement, Shadow Standard Action Ranged 5 Primary Target:[/b] One creature [b]Primary Attack:[/b] Dexterity vs. Reflex [b]Hit:[/b] 2d8 + Dexterity modifier damage. [b]Effect:[/b] You conjure a shadowy duplicate of yourself in an unoccupied square adjacent to the primary target. The duplicate occupies its space, and it lasts until the end of the encounter. Whenever you use a move action, you can also move the duplicate 5 squares. You can flank enemies with the duplicate, but your allies cannot. Until the duplicate vanishes, it can use the [i]Twilight Assassin Attack[/i] power. [b][color=darkgreen]Twilight Assassin Attack[/b][/color] [b]At-Will | Conjuration, Implement, Shadow Minor Action Melee 1 Target:[/b] One creature [b]Attack:[/b] Dexterity vs. Reflex [b]Hit:[/b] 3 damage, or 6 damage if the secondary target is your assassin’s shroud target. [b]Requirement:[/b] The power Twilight Assassin must be active in order to use this power.
[b]Daily | Illusion, Shadow, Weapon Standard Action Melee weapon Target:[/b] One creature [b]Attack:[/b] Dexterity vs. Will [b]Hit:[/b] 3[W] + Dexterity modifier damage. [b]Miss:[/b] Half damage. [b]Effect:[/b] The target cannot see you (save ends).
Powers
[b]Racial Encounter | Necrotic Free Action Trigger:[/b] A creature within 5 squares of you is reduced to 0 hit points [b]Effect:[/b] One creature you hit with an attack you make before the end of your next turn takes an additional 1d8 + Constitution modifier necrotic damage.
[b]Class Feature At-Will | Shadow Free Action Close burst 10 Target:[/b] One enemy you can see in burst [b]Effect:[/b] You subject the target to your shroud. If any of your shrouds are already on the target, you subject it to an additional shroud, up to a maximum of four. The shrouds last until you use this power against a different enemy or until the end of the encounter. Before you make an attack roll against the target, you choose to invoke either all your shrouds on it or none of them. If you invoke your shrouds, the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all your shrouds then vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack’s damage, if any. - Level 11: 1d6 + 3 damage per shroud. - Level 21: 1d6 + 6 damage per shroud. [b]Special:[/b] You can use this power only on your turn and only once per turn.
[b]Class Feature At-Will | Shadow, Teleportation Move Action Personal Requirement:[/b] You must be adjacent to a creature. [b]Effect:[/b] You teleport 3 squares to a square adjacent to a different creature. - Level 11: Teleport 4 squares. - Level 21: Teleport 5 squares.
[b]Class Feature Encounter | Shadow Minor Action Personal Effect:[/b] You assume a shadowy form that lasts until you make an attack roll or until the end of your next turn. While in this form, you are insubstantial, and you gain vulnerable 5 radiant. In addition, you can make Stealth checks to become hidden if you have any cover or concealment, and you can use cover granted by your allies both to become hidden and to remain hidden. [b]Sustain Minor:[/b] The form persists.
[b]Utility Encounter | Shadow Minor Action Personal Effect:[/b] Until the end of your next turn, you gain concealment against all creatures and are invisible to creatures that are more than 5 squares away from you.
[b]Utility Encounter | Shadow, Teleportation Immediate Reaction Personal Trigger:[/b] You are hit by an attack [b]Effect:[/b] You teleport 5 squares, and you become invisible until the start of your next turn.
[b]Implement (Ki Focus) Enhancement:[/b] +2 attack rolls and damage rolls [b]Critical:[/b] +2d6 damage [b]Property:[/b] Whenever you reduce an enemy to 0 hit points or fewer, one enemy adjacent to you takes [b]4 damage[/b] (equal to 2 + this focus’s enhancement bonus damage). [b]Power (Daily): Minor Action.[/b] Make an at-will attack against an enemy that you already hit with an attack during this turn.
[b]Property:[/b] The pockets of this cloak can hold up to 1,000 pounds in weight or 100 cubic feet in volume, but the cloak always weighs only 1 pound. Each item stored within one of the cloak’s pockets can weigh no more than 10 pounds. Drawing an item from a deep-pocket cloak is a minor action. - Level 22 or 27: The cloak can hold 2,000 pounds in weight or 200 cubic feet in volume. [b]Power (At-Will): Free. 1/round.[/b] You draw an item from the cloak or store an item within it.
[b]Property:[/b] Gain resist 5 radiant [b]Power (Daily • Radiant): Free Action.[/b] You can use this power when an enemy hits you with an opportunity attack. Deal 1d10 + Dexterity modifier radiant damage to that enemy.
[b]Property:[/b] When you fall or jump down, you take only half normal falling damage and always land on your feet. [b]Power (Daily): Free Action.[/b] Gain a +5 power bonus to your next Acrobatics check or Athletics check.
[b]Wondrous Item Power (Daily | Conjuration): Standard Action.[/b] Use this figurine to conjure a giant black fly (see below for statistics). As a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value. The fly can carry one Medium or Small character weighing no more than 300 pounds. If more than 300 pounds are placed on it, the creature disappears and cannot be conjured again until after an extended rest. [b] - Ebony Fly - [i]Large natural animate (mount)[/i] Initiative[/b] as conjurer [b]Senses[/b] Perception +5 [b]HP[/b] 14; [b]Bloodied[/b] 7 [b]AC[/b] 18 | [b]Fortitude[/b] 16 | [b]Reflex[/b] 16 | [b]Will[/b] 14 [b]Speed[/b] 4, fly 10, overland flight 15 [b] Bite[/b] (Standard, at-will) +12 vs Armor Class; 1d6+4 damage. [b]Aerial Agility[/b] (While mounted by a friendly rider of 9th level or higher)[b] | Mount[/b] An ebony fly’s rider gains a +1 bonus to all defenses while the ebony fly is flying. [b]Alignment[/b] Unaligned [b]Languages -- Str[/b] 14 (+7) | [b]Dex[/b] 17 (+8) | [b]Con[/b] 16 (+8) [b]Int[/b] 2 (+1) | [b]Wis[/b] 12 (+6) | [b]Cha[/b] 6 (+3) [b]Description:[/b] When you activate a figurine, the conjured creature appears in a space adjacent to you, provided the space is large enough to contain the creature without squeezing. The creature obeys only you, responding to commands spoken in any language. The creature remains for up to 8 hours or until you use a minor action to dismiss it. The conjured creature acts on the same initiative count as you. Every action it takes costs you a minor action (which you use to issue commands), and a conjured creature cannot exceed its normal allotment of actions (a standard, a move, and a minor action) during its turn. If you spend no minor actions on your turn to command the creature, it remains where it is without taking any actions on its turn. A conjured creature has hit points, defenses, and attacks as indicated in its statistics block. It has no healing surges and cannot be healed, though it can still benefit from temporary hit points. When reduced to 0 hit points or fewer, the conjured creature disappears and cannot be conjured again until after you’ve taken an extended rest. Conjured creatures lack basic attacks and therefore cannot make opportunity attacks. Mount: If the conjured creature has the mount keyword, you can ride the creature and are considered to have the Mounted Combat feat while mounted on it. While mounted, you can command the creature using free actions, though the mount is still limited to its normal allotment of actions. You can choose to be mounted on the creature when it appears.
Magic Items & Equipment
Item Name
Use
Daily Item Powers Per Day
Heroic(1-10)
Milestone
Paragon(11-20)
Milestone
Epic(21-30)
Milestone
Rituals
Languages Known
Coins and Other Wealth
140 gp-27 gp 113 gp left.
Personality Traits
5 ongoing damage + -4 to AC
Mannerisms and Appearance
Session and Campaign Notes
+151 xp from "Hiding from Baelthus & Lizardfolk" skill challenge +615 xp from lizardfolk fight +873 xp from Scylla fight - leveled up to 9 by DM fiat - +953 xp from Baelthus fight
Companions and Allies
Background & Other Notes
working wishlist: mithrendain steel bastard sword bolt of transit
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games