Character Sheets
I am not particular about which formatting you use as long as all the relevant information is there and easily found in the auto generated statblock. All combat posts should have the statblock within the actions spoiler.
Details of descriptions of all powers, feats class and racial abilities need to be inserted in the ‘Conditional Modifiers, Resistances & Action Points Note’ text box so they are included in the statblocks.
Two of my characters that you are free to copy formatting from are:
Me’lia Gallowglass, Halfling Bard &
Blades, Warforged Fighter
Their respective statblocks are (note these are not level one characters and your notes sections will likely be shorter):
Blades , Warforged Fighter
Init +10
HP 60/60
Bloodied 30
Healing Surge 15 (11 used /11)
AC 21
Fort 20
Reflex 18
Will 16
Speed 6
Str 19 (+7)
Con 15 (+5)
Dex 16 (+6)
Int 8 (+2)
Wis 13 (+4)
Cha 10 (+3)
Melee Basic Attack
At Will | Weapon
Standard Action
Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier (+4) damage.
Armblade Short sword +2: +14 attack, 1d6+8 damage
Melee Basic Attack ,
Ranged Basic Attack
At Will | Weapon
Standard Action
Ranged Weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier (+3) damage.
Distance Dagger +1: +11 attack, 1d4+4 damage
Ranged Basic Attack ,
Dual Strike
At Will | Martial, Weapon
Standard Action
Melee Weapon
Target: One creature
Requirement: You must be wielding two melee weapons.
Hit: 1[W] damage.
Effect: Make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength vs. AC (off-hand weapon)
Hit: 1[W] damage.
Armblade Short sword +2: +14 attack, 1d6+4 damage
Warsoul Short sword +1: +13 attack, 1d6+3 damage
Dual Strike ,
Crushing Surge
At Will | Invigorating, Martial, Weapon
Standard Action
Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier (+4) damage.
Armblade Short sword +2: +14 attack, 1d6+8 damage
Invigorating: +2 Temp Hitpoints
Crushing Surge ,
Combat Challenge
Immediate Interrupt | Martial, Weapon
Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy.
Combat Challenge ,
Pass Forward
At Will | Martial
Move Action
Personal
Effect: You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.
Pass Forward ,
Covering Attack
Encounter | Martial, Weapon
Standard Action
Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier (+4) damage, and an ally adjacent to the target can shift 2 squares.
Armblade Short sword +2: +14 attack, 2d6+8 damage
Covering Attack ,
Rain of Blows
Encounter | Martial, Weapon
Standard Action
Melee Weapon
Target: One creature
Attack: Strength vs. AC, two attacks
Hit: 1[W] damage.
Weapon: If you're wielding a flail, a light blade, or a spear and have Dexterity 15 or higher, make the attack a third time against either the target or a different creature.
Armblade Short sword +2: +14 attack, 1d6+4 damage
Rain of Blows ,
Hunter's Quarry
Encounter
Minor Action
You can designate the nearest enemy to you that you can see as your quarry. Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter's Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn.
The hunter's quarry effect remains active until the end of your next turn.
Hunter's Quarry Extra Damage +1d6
Hunter's Quarry ,
Warforged Resolve
Encounter
Minor Action
Personal
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 ,
Unbreakable
Encounter | Martial
Immediate Reaction
Personal
Trigger: You are hit by an attack
Effect: Reduce the damage from the attack by 5 + your Constitution modifier (+2).
Unbreakable ,
Spiked Soles
Power (Encounter): Immediate Reaction. Trigger: You are hit by an effect that pushes, pulls, or slides you.
Effect: You ignore the triggering forced movement. You are slowed until the start of your next turn.
Spiked Soles ,
Villain's Menace
Daily | Martial, Weapon
Standard Action
Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier (+4) damage, and you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against the target until the end of the encounter.
Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter.
Armblade Short sword +2: +14 attack, 2d6+8 damage
Villain's Menace ,
Cometfall Charge
Daily | Martial, Weapon
Standard Action
Melee Weapon
Target: One creature
Requirement: You must charge and use this power in place of a melee basic attack.
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier (+4) + Constitution modifier (+2) damage.
Miss: Half damage.
Armblade Short sword +2: +14 attack, 3d6+10 damage
Cometfall Charge ,
Warsoul Short Sword
Power (Daily): Immediate Interrupt. Trigger: An enemy adjacent to you shifts. Effect: Make a melee basic attack with this weapon against the triggering enemy.
Warsoul Short Sword
Notes Living Construct : No need to eat, drink, breathe, or sleep.
Warforged Resolve : Use warforged resolve as an encounter power.
Warforged Resilience : +2 racial bonus to saving throws against ongoing damage.
Unsleeping Watcher : 4 hours of inactivity counts as an extended rest
Combat Challenge : Mark foes you attack. They get -2 to attacks not including you. Make basic melee attack against adjacent marked foe who shifts or makes attack not including you. Mark lasts until end of your next turn or marked by other.
Combat Superiority : Add Wis mod to opportunity attacks. Hit ends foe's movement (if any) this action.
Tempest Technique : When wielding two weapons, +1 attack with offhand weapons. Gain Two-Weapon Defense. In light armor or chainmail, +1 damage with melee or close weapons, +2 with offhand weapons
Hunter's Quarry : Minor action, designate nearest enemy you see as quarry, deal extra damage to quarry once per round.
Two-Weapon Defense : +1 to AC and Reflex while holding a weapon in each hand
Weapon Expertise (Light Blade) : Gain bonus to attack rolls with light blades.
Warrior of the Wild : Ranger skill training, Hunter's Quarry 1/encounter
Sure Climber : Climb at normal speed on any surface, +1 to Athletics
Quick Draw : Draw a weapon with attack action, +2 to initiative
War Courier : +2 bonus to stealth checks.
Armblade Short sword +2 : Enhancement: +2 attack rolls and damage rolls, Criticals: +2d6 damage
Properties: You gain a +2 item bonus to opportunity attacks made with this weapon.
Warsoul Short sword +1 : Enhancement: +1 attack rolls and damage rolls, Criticals: +1d6 damage
Properties: You gain a +2 item bonus to initiative checks.
Power (Daily): Immediate Interrupt. Trigger: An enemy adjacent to you shifts.
Effect: Make a melee basic attack with this weapon against the triggering enemy.
Distance Dagger +1 : Enhancement: +1 attack rolls and damage rolls
Properties: Increase the weapon's normal range by 5 squares and the long range by 10 squares.
Magic Leather Armor +2 : Enhancement: +2 AC
Spiked Soles : Properties: You gain a +5 item bonus to Athletics checks for climbing.
Power (Encounter): Immediate Reaction. Trigger: You are hit by an effect that pushes, pulls, or slides you.
Effect: You ignore the triggering forced movement. You are slowed until the start of your next turn.
Belt of Vigor : Properties: You gain a +1 item bonus to your healing surge value.
Amulet of Protection +1 : Enhancement: +1 Fortitude, Reflex, and Will.
P.Arc: 12, P.Dun: 13, P.Hist: 12, P.Ins: 14, P.Nat: 14, P.Per: 14, P.Rel: 12
Me'lia Gallowglass , Halfling Bard
Init +4
HP 32/32
Bloodied 16
Healing Surge 8 (0 used /9)
AC 17
Fort 13
Reflex 15
Will 16
Speed 6
Str 10 (+1)
Con 15 (+3)
Dex 16 (+4)
Int 8 (+0)
Wis 11 (+1)
Cha 18 (+5)
Melee Basic Attack
At Will | Weapon
Standard Action
Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier (+0) damage.
Harsh Songblade Short Sword +1: +5 attack, 1d6+1 damage
Melee Basic Attack ,
Ranged Basic Attack
At Will | Weapon
Standard Action
Ranged Weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier (+3) damage.
Vicious Hand Crossbow +1: +7 attack, 1d6+4 damage
Ranged Basic Attack ,
Jinx Shot
At Will | Arcane, Weapon
Standard Action
Ranged Weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1d8 + Charisma modifier (+4) damage. The first time the target misses with an attack before the end of your next turn, it falls prone.
Vicious Hand Crossbow +1: +8 attack, 1d6+5 damage
Jinx Shot ,
Guiding Strike
At Will | Arcane, Weapon
Standard Action
Melee Weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier (+4) damage, and the target takes a -2 penalty to the defense of your choice until the end of your next turn.
Harsh Songblade Short Sword +1: +9 attack, 1d6+5 damage
Guiding Strike ,
Shout of Triumph
Encounter | Arcane, Implement, Thunder
Standard Action
Close blast 3
Target: Each enemy in blast
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier (+4) thunder damage, and you push the target 1 square.
Effect: You slide each ally in the blast 1 square.
Virtue of Valor: The number of squares you push the target and slide the allies equals your Constitution modifier (+2).
Harsh Songblade Short Sword +1: +6 attack, 1d6+5 damage
Shout of Triumph ,
Majestic Word
Encounter | Arcane, Healing
Minor Action
Close Burst 5
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier (+4). You also slide the target 1 square.
Special: You can use this power twice per encounter, but only once per round.
Majestic Word ,
Inspire Competence
Encounter | Arcane
Move Action
Close burst 5
Target: You and each ally in burst
Effect: Choose a skill. Until the end of the encounter, each target gains a +2 power bonus to his or her next check using that skill.
Inspire Competence ,
Words of Friendship
Encounter | Arcane, Charm
Minor Action
Personal
Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.
Words of Friendship ,
Second Chance
Encounter
Immediate Interrupt
Personal
Effect: Effect: When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it's lower.
Second Chance ,
Malevolent Mischief
Daily | Arcane, Implement
Standard Action
Ranged 10
Attack: Charisma vs. Reflex
Target: One creature
Hit: 3d8 + Charisma modifier (+4) damage.
Miss: Half damage.
Effect: The target is affected by ill luck (save ends). While affected by ill luck, the target is slowed until the end of its next turn whenever you or an ally hits it with an attack.
Harsh Songblade Short Sword +1: +6 attack, 3d8+5 damage
Malevolent Mischief ,
Harsh Songblade
Free Action
Trigger: You hit an enemy with a bard thunder power using this blade.
Effect: Each enemy within 2 squares of the triggering enemy is dazed until the end of your next turn.
Harsh Songblade
Notes -
Racial: +5 to saving throws against fear.
Bold ,
Use second chance as an encounter power.
Second Chance ,
+2 AC against opportunity attacks.
Nimble Reaction
Class: Gain Ritual Caster feat and perform one bard ritual per day without expending components.
Bardic Training ,
When an ally within 10 squares bloodies or reduces a foe to 0 hp, ally gains 1 + your Con mod temporary hp (1/rd)
Virtue of Valor ,
Majestic Word ,
Can choose class-specific multiclass feats from more than one class.
Multiclass Versatility ,
+1 to untrained skill checks
Skill Versatility ,
At end of short rest, you and each ally spending a healing surge adds your Cha mod to hp regained
Song of Rest ,
Gain the words of friendship power
Words of Friendship ,
Once per encounter, if you have combat advantage and hit with a crossbow, light blade, or sling, deal extra +2d6 damage.
Sneak Attack
Feats: Master and perform rituals
Ritual Caster ,
Benefit: You gain training in the Intimidate skill.
Once per encounter, as a minor action, you can designate one creature you can see as your prey, gaining +2 to attack rolls and damage rolls against that creature until the end of your next turn. The creature remains your prey until it drops to 0 hit points, until you end the effect as a free action, or until the end of the encounter—whichever comes first.
Bravo ,
You gain training in the Thievery skill.
Once per encounter, you can use the rogue’s Sneak Attack class feature.
Sneak of Shadows
Rituals: Level: 1 Component Cost: 10 gp,
Category: Exploration plus a focus worth 5 gp
Time: 10 minutes
Duration: 8 hours
For the ritual’s duration, you and up to eight allies who heard the whole performance of the ritual can travel farther than normal. For the purpose of determining how far you and the allies can travel in an hour or a day, treat the group’s speed as the slowest member’s speed + 2.
Focus: A musical instrument you play as part of performing the ritual.
Traveler’s Chant ,
Level: 1
Component Cost: 10 gp,
Category: Deception plus a focus worth 5 gp
Time: 1 minute
Duration: 10 minutes
For the ritual’s duration, whenever you make a Bluff check, you can roll twice and use either result. The ritual’s effect automatically ends when you roll initiative.
Focus: A musical instrument you play as part of performing the ritual.
Glib Limerick
Background: You gain one additional language of your choice, you add Nature to your class skill list, and you gain a +2 bonus to Nature checks.
Gray Vale
Items: +1 attack rolls and damage rolls, criticals add +1d8 damage.
Bards can use this blade as an implement for bard powers and bard paragon path powers.
Power (Daily): Free Action. Trigger: You hit an enemy with a bard thunder power using this blade. Effect: Each enemy within 2 squares of the triggering enemy is dazed until the end of your next turn.
Harsh Songblade Short sword +1 ,
+1 attack rolls and damage rolls, criticals do +1d12 damage
Vicious Hand Crossbow +1 ,
Magic Leather Armor +1
Consumables: Power (Consumable • Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.
Potion of Healing x2 ,
Power (Consumable): Standard Action. Make an attack: Ranged 5/10; +5 vs. Reflex; on a hit, the target is immobilized until the end of your next turn, at which point the creature is then slowed until the end of its next turn.
Tanglefoot Bag x2 ,
Power (Consumable • Healing): Standard Action. Use before you or an ally takes a short rest. The target of the herbal poultice regains an additional 2 hit points when he or she spends a healing surge at the end of the short rest.
Herbal Poultice x2
Examples of the code used on the myth-weaver character sheet to make the above follow. (note I delete a lot of line breaks to make the result tighter though it does make the code look rather squashed together. When writing I often put the line breaks back in and then delete the unwanted ones again as the last step.
Title: [color=darkred]Rain of Blows[/color] Description: [b]Encounter | Martial, Weapon
Standard Action
Melee Weapon[/b]
[b]Target:[/b] One creature
[b]Attack:[/b] Strength vs. AC, two attacks
[b]Hit:[/b] 1[W] damage.
[b]Weapon:[/b] If you're wielding a flail, a light blade, or a spear and have Dexterity 15 or higher, make the attack a third time against either the target or a different creature.
[b]Armblade Short sword +2:[/b] +14 attack, 1d6+4 damage Result: Encounter | Martial, Weapon
Standard Action
Melee Weapon
Target: One creature
Attack: Strength vs. AC, two attacks
Hit: 1[W] damage.
Weapon: If you're wielding a flail, a light blade, or a spear and have Dexterity 15 or higher, make the attack a third time against either the target or a different creature.
Armblade Short sword +2: +14 attack, 1d6+4 damage
Rain of Blows
Title: [color=darkgreen]Melee Basic Attack[/color] Description: [b]At Will | Weapon
Standard Action
Melee Weapon[/b]
[b]Target:[/b] One creature
[b]Attack:[/b] Strength vs. AC
[b]Hit:[/b] 1[W] + Strength modifier (+0) damage.
[b]Harsh Songblade Short Sword +1:[/b] +5 attack, 1d6+1 damage Result: At Will | Weapon
Standard Action
Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier (+0) damage.
Harsh Songblade Short Sword +1: +5 attack, 1d6+1 damage
Melee Basic Attack
This is the code from Blades' ‘Conditional Modifiers, Resistances & Action Points Note’ text box. Easiest way I found to create this is just to copy one that looks like what you want to a text editor, update and then paste it into the sheet for your new character.
[list][*][b]Living Construct[/b]: No need to eat, drink, breathe, or sleep.
[*][b]Warforged Resolve[/b]: Use warforged resolve as an encounter power.
[*][b]Warforged Resilience[/b]: +2 racial bonus to saving throws against ongoing damage.
[*][b]Unsleeping Watcher[/b]: 4 hours of inactivity counts as an extended rest
[*][b]Combat Challenge[/b]: Mark foes you attack. They get -2 to attacks not including you. Make basic melee attack against adjacent marked foe who shifts or makes attack not including you. Mark lasts until end of your next turn or marked by other.
[*][b]Combat Superiority[/b]: Add Wis mod to opportunity attacks. Hit ends foe's movement (if any) this action.
[*][b]Tempest Technique[/b]: When wielding two weapons, +1 attack with offhand weapons. Gain Two-Weapon Defense. In light armor or chainmail, +1 damage with melee or close weapons, +2 with offhand weapons
[*][b]Hunter's Quarry[/b]: Minor action, designate nearest enemy you see as quarry, deal extra damage to quarry once per round.
[*][b]Two-Weapon Defense[/b]: +1 to AC and Reflex while holding a weapon in each hand
[*][b]Weapon Expertise (Light Blade)[/b]: Gain bonus to attack rolls with light blades.
[*][b]Warrior of the Wild[/b]: Ranger skill training, Hunter's Quarry 1/encounter
[*][b]Sure Climber[/b]: Climb at normal speed on any surface, +1 to Athletics
[*][b]Quick Draw[/b]: Draw a weapon with attack action, +2 to initiative
[*][b]War Courier[/b]: +2 bonus to stealth checks.
[*][b]Armblade Short sword +2[/b]: Enhancement: +2 attack rolls and damage rolls, Criticals: +2d6 damage
Properties: You gain a +2 item bonus to opportunity attacks made with this weapon.
[*][b]Warsoul Short sword +1[/b]: Enhancement: +1 attack rolls and damage rolls, Criticals: +1d6 damage
Properties: You gain a +2 item bonus to initiative checks.
Power (Daily): Immediate Interrupt. Trigger: An enemy adjacent to you shifts.
Effect: Make a melee basic attack with this weapon against the triggering enemy.
[*][b]Distance Dagger +1[/b]: Enhancement: +1 attack rolls and damage rolls
Properties: Increase the weapon's normal range by 5 squares and the long range by 10 squares.
[*][b]Magic Leather Armor +2[/b]: Enhancement: +2 AC[*][b]Spiked Soles[/b]: Properties: You gain a +5 item bonus to Athletics checks for climbing.
Power (Encounter): Immediate Reaction. Trigger: You are hit by an effect that pushes, pulls, or slides you.
Effect: You ignore the triggering forced movement. You are slowed until the start of your next turn.
[*][b]Belt of Vigor[/b]: Properties: You gain a +1 item bonus to your healing surge value.
[*][b]Amulet of Protection +1[/b]: Enhancement: +1 Fortitude, Reflex, and Will.
[*][b]P.Arc:[/b] 12, [b]P.Dun:[/b] 13, [b]P.Hist:[/b] 12, [b]P.Ins:[/b] 14, [b]P.Nat:[/b] 14, [b]P.Per:[/b] 14, [b]P.Rel:[/b] 12[/list]
This is the code from Me’lia ‘Conditional Modifiers, Resistances & Action Points Note’ text box. Easiest way I found to create this is just to copy one that looks like what you want to a text editor, update and then paste it into the sheet for your new character.
-
[b]Racial:[/b]
[ooc=Bold]+5 to saving throws against fear.[/ooc],
[ooc=Second Chance]Use second chance as an encounter power.[/ooc],
[ooc=Nimble Reaction]+2 AC against opportunity attacks.[/ooc]
[b]Class:[/b]
[ooc=Bardic Training]Gain Ritual Caster feat and perform one bard ritual per day without expending components.[/ooc],
[ooc=Virtue of Valor]When an ally within 10 squares bloodies or reduces a foe to 0 hp, ally gains 1 + your Con mod temporary hp (1/rd)[/ooc],
[ooc=Majestic Word]Gain majestic word power[/ooc],
[ooc=Multiclass Versatility]Can choose class-specific multiclass feats from more than one class.[/ooc],
[ooc=Skill Versatility]+1 to untrained skill checks[/ooc],
[ooc=Song of Rest]At end of short rest, you and each ally spending a healing surge adds your Cha mod to hp regained[/ooc],
[ooc=Words of Friendship]Gain the words of friendship power[/ooc],
[ooc=Sneak Attack]Once per encounter, if you have combat advantage and hit with a crossbow, light blade, or sling, deal extra +2d6 damage.[/ooc]
[b]Feats:[/b]
[ooc=Ritual Caster]Master and perform rituals[/ooc],
[ooc=Bravo]Benefit: You gain training in the Intimidate skill.
Once per encounter, as a minor action, you can designate one creature you can see as your prey, gaining +2 to attack rolls and damage rolls against that creature until the end of your next turn. The creature remains your prey until it drops to 0 hit points, until you end the effect as a free action, or until the end of the encounter—whichever comes first.[/ooc],
[ooc=Sneak of Shadows]You gain training in the Thievery skill.
Once per encounter, you can use the rogue’s Sneak Attack class feature.[/ooc]
[b]Rituals:[/b]
[ooc=Traveler’s Chant]Level: 1 Component Cost: 10 gp,
Category: Exploration plus a focus worth 5 gp
Time: 10 minutes
Duration: 8 hours
For the ritual’s duration, you and up to eight allies who heard the whole performance of the ritual can travel farther than normal. For the purpose of determining how far you and the allies can travel in an hour or a day, treat the group’s speed as the slowest member’s speed + 2.
Focus: A musical instrument you play as part of performing the ritual.[/ooc],
[ooc=Glib Limerick]Level: 1
Component Cost: 10 gp,
Category: Deception plus a focus worth 5 gp
Time: 1 minute
Duration: 10 minutes
For the ritual’s duration, whenever you make a Bluff check, you can roll twice and use either result. The ritual’s effect automatically ends when you roll initiative.
Focus: A musical instrument you play as part of performing the ritual.[/ooc]
[b]Background:[/b]
[ooc=Gray Vale]You gain one additional language of your choice, you add Nature to your class skill list, and you gain a +2 bonus to Nature checks.[/ooc]
[b]Items:[/b]
[ooc=Harsh Songblade Short sword +1]+1 attack rolls and damage rolls, criticals add +1d8 damage.
Bards can use this blade as an implement for bard powers and bard paragon path powers.
Power (Daily): Free Action. Trigger: You hit an enemy with a bard thunder power using this blade.
Effect: Each enemy within 2 squares of the triggering enemy is dazed until the end of your next turn.[/ooc],
[ooc=Vicious Hand Crossbow +1]+1 attack rolls and damage rolls, criticals do +1d12 damage[/ooc],
[ooc=Magic Leather Armor +1]+1 AC[/ooc]
[b]Consumables:[/b]
[ooc=Potion of Healing x2]Power (Consumable • Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.[/ooc],
[ooc=Tanglefoot Bag x2]Power (Consumable): Standard Action. Make an attack: Ranged 5/10; +5 vs. Reflex; on a hit, the target is immobilized until the end of your next turn, at which point the creature is then slowed until the end of its next turn.[/ooc],
[ooc=Herbal Poultice x2]Power (Consumable • Healing): Standard Action. Use before you or an ally takes a short rest. The target of the herbal poultice regains an additional 2 hit points when he or she spends a healing surge at the end of the short rest.[/ooc]