Character Stat Sheets

 


Statblock: GeneGabriel 'Gene' Solaris, Human Rogue
Init +8 HP 36/36 Bloodied 18 Healing Surge 9 (0 used /8)
AC 20 Fort 15 Reflex 19 Will 15 Speed 6
Str 10 (0) Con 14 (+2) Dex 18 (+4) Int 10 (0) Wis 11 (0) Cha 14 (+2)
Acrobatic Strike (At-Will)
Acrobatic Strike Rogue Attack 1
You flip and twist as you attack, confounding your foe.
At·Will • Martial, Weapon
Standard Action Melee weapon
Prerequisite: You must be trained in Acrobatics.
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1 [W] + Dexterity modifier damage. If you are grabbed, you escape the grab.
Level 21 : 2[W] + Dexterity modifier damage.
Effect: Before or after the attack, you shift 1 square.
Acrobatic Strike (At-Will),
Deft Strike (At-Will)
Deft Strike Rogue Attack 1
A final lunge brings you into an advantageous position.
At-Will ✦ Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Special: You can move 2 squares before the attack.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Deft Strike (At-Will),
Sly Flourish (At-Will)
Sly Flourish Rogue Attack 1
A distracting flourish causes the enemy to forget the blade at his throat.
At-Will ✦ Martial,Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier + Charisma modifier damage.
Increase damage to 2[W] + Dexterity modifier + Charisma modifier at 21st level.
Sly Flourish (At-Will),
Positioning Strike (Encounter)
Positioning Strike Rogue Attack 1
A false stumble and a shove place the enemy exactly where you want him.
Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Will
Hit: 1[W] + Dexterity modifier damage, and you slide the target 1 square.
Artful Dodger: You slide the target a number of squares equal to your Charisma modifier.
Positioning Strike (Encounter),
Easy Target (Daily)
Easy Target Rogue Attack 1
You deal a staggering blow to your enemy, setting it up for future attacks.
Daily ✦ Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is slowed and grants combat advantage to you (save ends both).
Miss: Half damage, and the target grants combat advantage to you until the end of your next turn.
Easy Target (Daily),
Hop Up (Encounter)
Hop Up Rogue Utility 2
Rolling with a blow that knocked you down, you hop up just a few steps away.
Encounter * Martial
Immediate Reaction Personal
Trigger: You are knocked prone
Prerequisite: You must be trained in Acrobatics.
Effect: You stand up and can shift 1 square.
Hop Up (Encounter),
Trickster's Blade (Encounter)
Trickster’s Blade Rogue Attack 3
You land an expert blow and follow up with a clever series of feints that bewilder your enemies.
Encounter * Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. Add your Charisma modifier to your AC until the start of your next turn.
Trickster's Blade (Encounter)
Notes Artful Dodger: You gain a bonus to AC equal to your Charisma modifier against opportunity attacks. (+2)
Sneak Attacks: +2d8, once per round when having combat advantage.


Sheet is connected to the game.

Name: Gwendolyn Wendell

Race: Half-Elf
Class: Druid (Protector, Circle of Renewal)

The Wind Whisperer. The Weather Witch. Blessed by Melora. Gwendolyn Wendell goes by many names. The daughter of a musically-gifted elven priest of Sehanine and his human paramour, Gwen was born and raised in the Hale Valley, where her grandparents and numerous other families tend the farms that ship their produce throughout the land. As a girl she always heard voices, never knowing what they said until she climbed the Wyvern Mountain and heard the wind spirits gift her with their power. After years of aiding the farmers in Hale Valley with her talents, Gwen has heard the wind spirits calling her back to the mountain, and follows them, letting the wind guide her feet.

A young maiden, Gwen is short and petite, her elven blood giving her a slimmer build, wider eyes and tapered ears compared to her human peers. She normally wears thick wool skirts and dresses, tunics, and a number of scarves to help protect her from the wind. She also wears a poorly-sewn hat from a wolf's pelt to protect her ears from the cold winds. She always seem to be not entirely there, head cocked as she listens to something beyond the hearing of most people.







Baggrin's Stat Block
Baggrin Garangirn, Dwarf Warden
Init +1 HP 49/49 Bloodied 24 Healing Surge 12 (0 used /13)
AC 17 Fort 17 Reflex 14 Will 13 Speed
Str 18 (+4) Con 18 (+4) Dex 10 (0) Int 9 (-1) Wis 13 (+1) Cha 10 (0)
Thorn Strike
At-Will Primal, Weapon
Standard Action Melee 2

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and you pull the target 1 square.
Level 21: 2[W] + Strength modifier damage.
Thorn Strike,
Weight of Earth
At-Will Primal, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and the target is slowed until the end of your next turn.
Level 21: 2[W] + Strength modifier damage.
Weight of Earth,
Warden's Fury
At-Will Primal, Weapon
Immediate Interrupt Melee weapon

Trigger: An enemy marked by you makes an attack that does not include you as a target

Target: The triggering enemy

Attack: Strength vs. Fortitude

Hit: 1[W] + Strength modifier damage, and the target grants combat advantage to you and your allies until the end of your next turn.
Level 21: 2[W] + Strength modifier damage.
Warden's Fury,
Warden's Grasp
At-Will Primal
Immediate Reaction Close burst 5

Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target

Target: The triggering enemy in the burst

Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.
Warden's Grasp,
Roots of Stone
Encounter Primal, Weapon, Zone
Standard Action Close burst 1

Effect: The burst creates a zone of rippling earth that lasts until the end of your next turn. Make the following attack.

Target: Each enemy in the burst

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage. The target is knocked prone when it leaves the zone.

Earthstrength: The target also takes damage equal to your Constitution modifier when it leaves the zone.
Roots of Stone,
Earthgrasp Strike
Encounter Primal, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier damage, and you knock the target prone. The first time the target stands up before the end of your next turn, it takes 1d10 + your Strength modifier damage.

Earthstrength: The target can’t stand up until the end of your next turn, and the first time it stands up before the end of the encounter, it takes 1d10 + your Strength modifier damage.
Earthgrasp Strike,
Dwarven Resilience
Encounter
Minor Action Personal

Effect: You use your second wind.
Dwarven Resilience,
Form of Winter's Herald Attack
Encounter Cold, Polymorph, Primal, Weapon
Standard Action Close burst 1

Requirement: The Form of the Winter's Herald power must be active to use this power.

Target: Each enemy in the burst

Attack: Strength vs. AC

Hit: 1[W] + Strength modifier cold damage, and the target is immobilized (save ends).

Miss: Half damage, and the target is immobilized until the end of your next turn.
Form of Winter's Herald Attack,
Form of Winter's Herald
Daily Cold, Polymorph, Primal
Minor Action Personal

Effect: You assume the guardian form of winter’s herald until the end of the encounter. While you are in this form, you gain a +1 bonus to AC and resist 5 cold. In addition, each square within 2 squares of you, wherever you move, is difficult terrain for your enemies.

Special: Once during this encounter, you can use the Form of Winter's Herald Attack power while you are in this form.
Form of Winter's Herald,
Nature's Abundance
Daily Primal, Zone
Standard Action Close burst 3

Effect: The burst creates a zone of plants that lasts until the end of the encounter. You and your allies have cover while within the zone.
Nature's Abundance,
Lifefont Hide Armor +1
Armor: Hide

Enhancement Bonus: AC
Property

When you make saving throws at the start of your turn using the Font of Life class feature, you gain a +1 item bonus to each saving throw.
Power Daily (No Action)

Trigger: You start your turn and have the Font of Life class feature.

Effect: You make a saving throw against each effect that a save can end instead of just one.
Lifefont Hide Armor +1,
Amulet of Resolution +1
Neck Slot

Enhancement Bonus: Fortitude, Reflex, and Will
Power Daily (No Action)

Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it's lower.
Amulet of Resolution +1,
Guardian's Brand Craghammer +1
Weapon: Any melee

Enhancement Bonus: attack rolls and damage rolls

Critical: +1d6 fire damage per plus, or +1d10 fire damage per plus while you’re in a guardian form
Power (Fire) Daily (Free Action)

Trigger: You hit an enemy with your warden's fury power using this weapon.

Effect: That enemy takes ongoing fire damage equal to 5 + your Strength modifier.

Level 13 or 18: 10 + Strength modifier fire damage.

Level 23 or 28: 15 + Strength modifier fire damage.
Guardian's Brand Craghammer +1
Notes

And Character Sheet Linked to Game.

Tosun



Tosun's Stat Block
Tosun, Deva Swordmage: Aegis: Aegis of Shielding
Init +1 HP 47/47 Bloodied 23 Healing Surge 11 (0 used /10)
AC 21 Fort 13 Reflex 15 Will 14 Speed 6
Str 13 (+1) Con 15 (+2) Dex 11 (0) Int 18 (+4) Wis 12 (+1) Cha 10 (0)
Blooming Blade[At-Will]
Standard Action
Target: One Creature
Attack: Int vs AC
Hit: 1[W]+Intelligence Modifier damage, and if the target is adjacent to you at the start of its next turn and moves away during that turn, it takes 1d6+Constitution modifier thunder damage.
Increase damage to 2[W]+Intelligence modifier at 21st Level.
Blooming Blade[At-Will],
Sword of Sigils[Encounter]
Standard Action
Close burst 1
Target: Each Enemy in the burst
Attack: Int vs AC
Hit: 1[W]+Intelligence modifier damage, and the target is marked 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 equal to your Intelligence modifier after the attack is resolved.

Aegis of Shielding: If a target marked by this power hits a creature within 10squares of you with an attack that does not include you as a target, you can use an immediate interrupt to reduce the damage dealt by that attack to any single creature by an amount equal to your Constitution modifier.
Sword of Sigils[Encounter],
Channeling Shield[Encounter]
Immediate Interrupt
Close burst 10
Target: The creature hit by the triggering attack

Trigger: An attack hits you or an ally within 10squares of you.

Effect: You reduce the damage the target takes from the triggering attack by 5 + your constitution modifier.

Aegis of Shielding: The next successful attack you make before the end of your next turn deals extra damage equal to your constitution modifier.
Channeling Shield[Encounter],
Aegis of Shielding[At-Will]
Minor Action
Close burst 2
Target: One creature in the burst

Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
If your marked target makes an attack that doesn't include you as a target, it takes a -2 penalty to attack rolls. If that attack hits and the marked target is within 10squares of you, you can use immediate interrupt to reduce the damage dealt by the attack to any one creature by an amount equal to 5+your Constitution modifier.
At 11th level, reduce damage dealt by t10+your constitution modifier. At 21st level, reduce the damage dealt by 15+your constitution modifier.
Aegis of Shielding[At-Will],
Astral Resistance[Racial]
Resist necrotic and resist radiant equal to 5+one-half your level.
Astral Resistance[Racial],
Astral Majesty[Racial]
+1 bonus to all defenses against bloodied creatures
Astral Majesty[Racial],
Swordbond[Class]
Bond with one blade (1hr.); standard action to call to hand (10 Squares); fix it in 1 hr.
Swordbond[Class],
Intelligent Blademaster[Feat.]
Use Intelligence instead of Strength modifier on your basic attacks
Intelligent Blademaster[Feat.],
Lifestealer Longsword +1
Level 4
Weapon: Any Melee
Damage: 1d8
Proficient: +3
Enhancement: +1 attack rolls and damage rolls.
Critical: +1d12 necrotic damage per plus.

Properties:
Whenever you Kill an enemy with this weapon, you gain temporary hit points equal to %+the weapon's enhancement bonus.

Attack Power(Healing,Necrotic) Daily (no action):
Trigger: You hit an enemy with an attack using this weapon.
Effect: The Target takes extra necrotic damage equal to 2+the weapon's enhancement bonus, and you regain a number of hit points equal to that extra damage.
Lifestealer Longsword +1,
Lightning Lure[At-Will]
Standard Action
Ranged: 3
Target: One Creature
Attack: Int vs Fortitude
Hit: 1d6+Intelligence modifier lightning damage, and you pull the target to the nearest unoccupied space adjacent to you.
Increase damage to 2d6+Intelligence modifier at 21st level.
Special: If you cannot pull target to an adjacent square, this power fails and deals no damage
Lightning Lure[At-Will],
Whirling Blade[Daily]
Standard Action
Ranged: 5
Target: One Creature
Requirement: You must throw your melee weapon at the target.

Attack: Int vs AC
Hit: 2[W]+Intelligence modifier damage, and your weapon returns to your hand.

Miss: Repeat the attack against a second target within 5squares of the first. If you miss, repeat attack against a third target within 5squares of the second. If you miss again, repeat the attack against a fourth target within 5squares of the third. Your weapon returns to your hand.
Whirling Blade[Daily],
Transposing Lunge[Encounter]
Standard Action
Melee Weapon
Target: One creature

Attack: Int vs AC

Hit: 2[W]+Intelligence modifier damage, and you teleport the target into a space adjacent to you.

Aegis of Shielding: When you use your aegis of shielding immediate interrupt, you can use this power against the target as part of the interrupt, even if the target is beyond your reach.
Transposing Lunge[Encounter],
Bloodied Determination[Encounter-Theme]
Free Action
Personal:

When you are in dire straits, failure is not an option. You adjust your attack at the last moment to deliver a strike.

Trigger: You miss with an at-will attack power while you are bloodied.

Effect: You reroll the missed attack-roll
Bloodied Determination[Encounter-Theme],
Memory of a Thousand Lifetimes[Encounter]
No Action
Personal:

The dreamlike memories of your previous lives lend insight to aid you.

Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result.

Effect: You add 1d6 to the triggering roll.
Memory of a Thousand Lifetimes[Encounter],
Swordmage Warding[Class]
+1 AC with blade, +3 AC if off-hand is free, if unconscious, warding ends
Swordmage Warding[Class],
Toughness[Feat.]
Gain 5 additional hit points, 10 at 11th, 15 at 21st
Toughness[Feat.],
Nightmare Ward Armour +1
Level 3
Armor: Leather, Hide
AC Bonus +2
Enhancement: +1 AC (+3 in total)
Property:
You gain Resist 5 Psychic.
You gain a +2 item bonus to saving throws against charm, fear or psychic effects.
Nightmare Ward Armour +1,
Bracers of Mighty Striking(heroic tier)
Level 2
These enchanted armbands increase the damage you deal with a single melee attack.
Arms slot item:
Properties:
When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.
Bracers of Mighty Striking(heroic tier)
Notes Theme: Bloodsworn



sheetStranger, Warforged Wizard
Init +1 HP 33/33 Bloodied 16 Healing Surge 8 (8 used /8)
AC 19 Fort 15 Reflex 18 Will 17 Speed 6
Str 10 (0) Con 15 (+2) Dex 10 (0) Int 20 (+5) Wis 13 (+1) Cha 8 (-1)
Magic Missile
Arcane, Evocation, Force, Implement
Minor
Ranged 20
One creature
Effect: 2 + Intelligence modifier (+5) force
damage.
Level 11: 3 + Intelligence modifier (+5) force
damage.
Level 21: 5 + Intelligence modifier (+5) force
damage.
Special: If the implement used with this power
has an enhancement bonus, add that bonus to
the damage. In addition, you can use this power
as a ranged basic attack.
Magic Missile,
Winged Horde
Arcane, Illusion, Implement, Psychic
Standard
At-Will
Area burst 1 within 10
Each enemy in burst
Attack: Intelligence vs. Will
Hit: 1d6 psychic damage, and the target cannot
take opportunity actions until the end of your
next turn.
Winged Horde,
Grasping Shadows
Arcane, Illusion, Implement, Psychic
Standard
ENCOUNTER
Area burst 1 within 10 squares
Each creature in burst
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier (+5) psychic
damage, and target is slowed until the end of your
next turn.
Effect: Shadows writhe in the designated area and
continue until the end of your next turn. Any creature
that enters the area of the grasping shadows takes
psychic damage equal to your Intelligence modifier
(+5) and is slowed until the end of its next turn.
Grasping Shadows,
Phantom Chasm
Arcane, Illusion, Implement, Psychic, Zone
Standard
DAILY
Area burst 1 within 10 squares
Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier (+5) psychic
damage, and the target falls prone. The target is
immobilized until the end of its next turn.
Miss: Half damage, and the target falls prone.
Effect: The burst creates a zone that lasts until
the end of the encounter. Any enemy that enters
the zone falls prone.
Phantom Chasm,
Shield
Arcane
Imm Interrupt
Personal
ENCOUNTER
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and
Reflex until the end of your next turn.
Shield,
Suggestion
Arcane
Free
Personal
ENCOUNTER
Trigger: You make a Diplomacy check.
Effect: You make an Arcana check instead, using
that result to determine
Suggestion,
Light
Arcane
Minor
Ranged 5
AT-WILL
Target: One object or unoccupied square
Effect: The target sheds bright light until the end
of the encounter or until you use this power
again. The light fills the target's space and all
squares within 4 squares of it. Putting out the
light is a free action.
Light,
Beguiling Strands
Arcane, Charm, Enchantment, Implement, Psychic
Standard
At-Will
Close blast 5
Each enemy in the blast
Attack: Intelligence vs. Will
Hit: Intelligence modifier (+5) psychic damage,
and you push the target up to 3 squares.
Beguiling Strands,
Staff of Defense
Implement
Imm Interrupt
ENCOUNTER
Effect: you gain a bonus to defense against one
attack equal to your Constitution modifier (+2).
You can declare the bonus after the Dungeon
Master has already told you the damage total.
Requirement: You must wield your staff.
Staff of Defense,
Color Spray
Arcane, Implement, Evocation, Radiant
Standard
ENCOUNTER
Close blast 5
Each creature in blast
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier (+5) radiant
damage, and the target is dazed until the end of
your next turn.
Color Spray,
Warforged Resolve
Healing
Minor
Personal
ENCOUNTER
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.
Warforged Resolve,
Chameleon's Mask
Arcane, Illusion
Free
Personal
ENCOUNTER
Trigger: You make a Stealth check.
Effect: You make an Arcana check instead, using
that result to determine the outcome of the
Stealth check.
Chameleon's Mask,
Mage Hand
Arcane, Conjuration
Minor
Ranged 5
AT-WILL
Effect: You conjure a spectral, floating hand in an unoccupied
square within range. The hand lasts until the end of your next turn
or until you use this power again. If you are holding an object when
you use this power, the hand can move the object into a pack, a
pouch, a sheath, or a similar container and simultaneously move
any one object carried or worn anywhere on your body into your
hand. While the hand persists, you can take the following actions.
Minor Action: The hand picks up or manipulates an object
weighing 20 pounds or less. It can hold only one object at a time.
Move Action: The hand moves up to 5 squares in any direction,
carrying the object it holds.
Free Action: The hand drops the object it is holding.
Sustain Minor: The hand persists until the end of your next turn.
Mage Hand
Notes





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