Character Sheet Thread

 
Folks, meet Jarl, for our apprentice game:

Jarl, Half-Orc Monk
Init +5 HP 29/29 Bloodied 14 Healing Surge 7 (0 used /8)
AC 20 Fort 16 Reflex 17 Will 16 Speed 6
Str 16 (+3) Con 12 (+1) Dex 18 (+4) Int 10 (0) Wis 14 (+2) Cha 9 (-1)
Furious Assault
Encounter
Free Action Personal
Trigger: You hit an enemy
Effect: The attack deals 1[W] extra damage if it's a weapon or 1d8 if it's not.
Furious Assault,
Stone Flurry of Blow
At-Will, Psionic
Free Action(special) Melee 1
Trigger: you hit with an attack during your turn.
Target: One creature
Level 11: or or two creatures
Level 21: Each enemy adjacent to you.
Effect: The target takes damage equal to 3+ your strength modifier. If the target wasn't targeted by the triggering attack, the damage increases by 2 (4 at 11th and 6 at 21st level).
Stone Flurry of Blow,
Crane's Wings
At-Will, Full discipline, Implement, Psychic
Attack Technique:
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 1d10+Dexterity modifier damage, and you push the target 1 square.
Level 21: 2d10+dexterity modifier damage

Movement Technique:
Move Action Personal
Effect: You make an athletics check to jump with a +5 power bonus. You are considered to have a running start, and the distance of the jump isn't limited by your speed.
Crane's Wings,
Dragon's Tail
At-Will, Full discipline, Implement, Psionic
Attack Technique:
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 1d6+Dexterity modifier damage, and you knock the target prone. (2d6 at 21st level).

Movement Technique:
Move Action Melee 1
Target: One ally or one prone enemy.
Effect: You swap places with the target.
Dragon's Tail,
Open the Gate of Battle
Encounter, Full discipline, Implement, Psionic
Attack Technique:
Standard Action Melee touch
Target: One touch
Attack: Dexterity vs. Reflex
Hit: 2d10 + Dexterity modifier damage. The target takes 1d10 extra damage if it was at full hit poins when you hit it with this attack.

Movement Technique:
Move Action Personal
Effect: You move your sped +2. During this movement, you don't provoke opportunity attacks from the first enemy you move away from.
Open the Gate of Battle,
Whirling Mantis Step
Daily, Implement, Psionic
Standard Action Melee 1
Effect: You shift your speed. If you enter a square adjacent to any enemy during this shift, you slide that enemy 1 square. You can slide each enemy just once during the shift. After the shift, make the following attack.
Target: One, two, or three creatures.
Attack: Dexterity vs. Fortitude
Hit: 2d10 + dexterity modifier damage, and the target is slowed (save ends).
Miss: Half damage, and the target is slowed until the end of your next turn.
Whirling Mantis Step,
Agile Recovery
At-will
Minor Action Personal
Effect: You stand up
Agile Recovery,
Amulet of Protection +1
+1 to will, Ref, Fort.
Amulet of Protection +1,
Cobra Strike Ki Focus
Lvl 2 +1 680 gp
Implement (Ki Focus)
Enhancement: + to attack and damag erolls
Crit: +1d8 poison damage per plus
Property: you gain a +2 item bonus to saving throws against poison.
Power (Daily, Persona): Free Action: Trigger: You hit an enemy using a melee attack with this ki focus. Effect: The enemy also takes ongoing poison damage equal to 2 + your Strength or Wisdom modifier (save ends).
Cobra Strike Ki Focus,
Defensive Armor
Lvl 3 +1
Armor: Cloth
Enhancement: AC
Power (Daily, Augmentable): Immediate interrupt. Trigger: An enemy hits you. Effect: Until the start of your next turn, you gain a +2 bonus to the defense that the triggering enemy hit.
Augment 1: The bonus increases to +5.
Defensive Armor
Notes
The first time you're bloodied during an encounter, you gain 5 THP. At lvl 11, it's 10 THP, lvl 21, 15 THP.
Half-Orc resilliance,
You gain a +2 bonus to speed when charging
Swift Charge,
+2 AC when wearing cloth or no armor
Unarmored Agility,
+1 to hit with Ki foci
Implement Expertise: Ki Focus

Mikail the Wavewalker, Human Wizard
Init +1 HP 25/25 Bloodied 12 Healing Surge 6 ( used /6)
AC 18 Fort 12 Reflex 17 Will 14 Speed 6
Str 10 (0) Con 11 (0) Dex 10 (0) Int 20 (+5) Wis 14 (+2) Cha 8 (-1)
Arc Lightning
At-Will Arcane, Evocation, Implement, Lightning
Standard Action Ranged 20
Target: One or two creatures
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier lightning damage.
Level 21: 2d6 + Intelligence modifier lightning damage.
Arc Lightning,
Stone Blood
At-Will Arcane, Implement, Transmutation
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier damage, and the target is slowed until the end of your next turn.
Stone Blood,
Chill Strike
Encounter Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier cold damage, and the target is dazed until the end of your next turn.
Chill Strike,
Thunder Wave
At-Will Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier thunder damage, and you push the target a number of squares equal to your Wisdom modifier.
Increase damage to 2d6 + Intelligence modifier at 21st level.
Thunder Wave,
Arcane Whirlwind
Daily Arcane, Implement, Thunder, Zone
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier thunder damage, and you slide the target 1 square.
Miss: Half damage.
Effect: The burst creates a zone of rushing winds that lasts until the end of your next turn. As a minor action, you can slide one creature within the zone 2 squares. As a move action, you can move the zone 6 squares.
Sustain Minor: The zone persists, and you can slide one creature within the zone 2 squares.
Arcane Whirlwind,
Rolling Thunder
Daily Arcane, Conjuration, Implement, Thunder
Standard Action Ranged 10
Target: One or two creatures
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier thunder damage, and you slide the primary target 3 squares.
Miss: Half damage, and you slide the primary target 1 square.
Effect: You conjure a thunderball in 1 square within each primary target’s space. Each thunderball lasts until the end of your next turn. Each thunderball can make a secondary attack.
Opportunity Action: Melee 1
Trigger: A creature moves out of the thunderball’s square.
Secondary Target: The triggering creature
Secondary Attack: Intelligence vs. Reflex
Hit: 5 thunder damage.
Sustain Minor: Each thunderball persists.
Rolling Thunder, 'Cantrips',
Heroic Effort
Encounter
No Action Personal
Trigger: You miss with an attack or fail a saving throw.
Effect: You gain a +4 racial bonus to the attack roll or the saving throw.
Heroic Effort,
Wand of Accuracy
Encounter Implement
Free Action
Effect: you gain a bonus to a single attack roll equal to your Dexterity modifier.
Requirement: You must wield your wand.
Wand of Accuracy,
Shield
Encounter Arcane
Immediate Interrupt Personal
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,
Float
Daily Arcane
Minor Action Personal
Effect: You hover 6 inches above the ground until the end of the encounter or until you fall. You ignore movement penalties and restrictions due to terrain, do not set off pressure-sensitive traps, and cannot be detected with tremorsense. You also gain a bonus to Stealth checks equal to your Wisdom modifier. You can float over only a solid surface or a liquid surface directly beneath you. For example, you cannot use this power to cross a chasm or a pit; if you try to do so, you fall normally.
Float,
Amulet of Physical Resolve +1
Price: 520 gp
Item Slot: Neck
Enhancement: +1 Fortitude, Reflex, and Will
Property: Gain a +2 item bonus to saving throws against effects with the poison keyword and effects that render you weakened, slowed, or immobilized.
Amulet of Physical Resolve +1,
Thunder Wand +1
Price: 680 gp
Implement (Wand)
Enhancement: +1 attack rolls and damage rolls
Critical: +1d8 thunder damage
Property: Gain a +1 item bonus to damage rolls when you use this wand to attack with a power that has the implement and thunder keywords.
Thunder Wand +1,
Blessed Book
Price: 360 gp
Wondrous Item
Property: This ritual book has the dimensions and weight of a standard ritual book, but holds 1,000 pages.
Blessed Book
Notes +2 Saving Throws against effects with the poison keyword and effects that render you weakened, slowed, or immobilized

Shai'uri, Tiefling Warlock
Init +5 HP 27/27 Bloodied 13 Healing Surge 6 (0 used /6)
AC 15 Fort 11 Reflex 16 Will 16 Speed 6
Str 8 (-1) Con 10 (0) Dex 11 (0) Int 18 (+4) Wis 13 (+1) Cha 18 (+4)
'Eldritch Blast', 'Eyebite', 'Sprite War Call', 'Beguiling Tongue', 'Curse of the Dark Dream'
Notes

I just need to detail my feats and choose gear, but ready to go. She will play like a controller that focuses on one enemy at a time.

Doreen Green, Half-Elf Sentinel
Init +2 HP 35/35 Bloodied 17 Healing Surge 8 (0 used /11)
AC 19 Fort 19 Reflex 14 Will 17 Speed 6
Str 10 (0) Con 18 (+4) Dex 13 (+1) Int 9 (-1) Wis 18 (+4) Cha 10 (0)
Tending Strike
At-Will Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Effect: One ally within 5 squares of the target gains temporary hit points equal to your Constitution modifier.
Tending Strike,
Combined Attack
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Effect: Your animal companion can take a free action to move up to its speed and then use its animal attack.
Combined Attack,
Knack For Success
Minor Action Close burst 5
Target: You or one ally in the burst
Effect: Choose one of the following.
* The target makes a saving throw.
* The target shifts up to 2 squares as a free action.
* The target gains a +2 power bonus to his or her next attack roll made before the end of his or her next turn.
* The target gains a +4 power bonus to his or her next skill check made before the end of his or her next turn.
Knack For Success,
Healing Word
Encounter (Special) Healing
Minor Action Close burst 5
Target: You or one ally in the burst
Effect: The target can spend a healing surge and regain 1d6 additional hit points.
Special: You can use this power twice per encounter, but only once per round.
Healing Word,
Shillelagh
Daily Force, Primal
Minor Action Melee 1
Target: One hammer, mace, or staff
Effect: Once per round when a weapon attack hits with the target, the target of the attack also takes 2 force damage and falls prone. This benefit lasts until the end of the encounter.
Shillelagh,
Seed of Healing
Daily Healing, Primal
Minor Action Personal
Effect: You spend a healing surge but regain no hit points. Instead, you create a golden seed the size of an acorn. The seed lasts until it is eaten or until the end of your next extended rest. A creature carrying the seed can take a minor action to eat it and regain hit points equal to 10 + your healing surge value.
Seed of Healing,
Nightmare Ward Hide +1
Enhancement: +1 AC
Property: You gain resist 5 psychic.
Property: You gain a +2 item bonus to saving throws against charm, fear, or psychic effects.
Nightmare Ward Hide +1,
Defensive Staff +1
Enhancement: +1 attack rolls and damage rolls
Critical: +1d8 damage
Property: Gain a +1 item bonus to your Fortitude, Reflex, and Will defenses. If you have the Staff of Defense class feature, you also gain a +1 item bonus to your AC.
Defensive Staff +1
Notes Resist 5 psychic

Blackie
Bear Animal Companion
Medium natural beast
HP 17 Initiative +2
AC 15, Fortitude 17, Reflex 13, Will 17 Perception 22
Speed 6 low-light vision

Guardian Companion Aura 1
Allies gain a +2 power bonus to all defenses while in the aura.

Animal Attack At-Will
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 1d12 + 8 damage.

Str 20 Dex 12 Wis 16
Con 17 Int 2 Cha 6

I am putting this here to make it easier to find.
Attached Images
File Type: jpg Copernicus_12.jpg (91.8 KB, 0 views)

Just note that Copernicus should have 89 hit points instead of 121. Currently he's at 58/89.




 

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