aedaric
TRANSCRIPT
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8/2/2019 Aedaric
1/1
Fourth Edition Character Sheet
Artificer
Artificer
Bard
Alchem
Misdirected Mark
Each time I hit an enem with a basic
attack, one ally in the my aura gains:
+2 to all defenses until my next turn ends
Encounter Abilities
INT Critical: 11 on a natural 20Artificer
CHA Critical: 11 on a natural 20THEN
That enemy is marked by an ally within
5 squares of me.
Bard
THENAn enem ad acent to that all is attacked:
Critical:
Misdirected Mark (SA)(one enem within RANGE 10)
+3 VS REF 1 d8+ 3 damage
4 on a natural 20
Thundergel Snapcapsule(SA(one all within Close Burst 10)
RANGE 10
Gains +1 AC until your next turn ends
Words of Gravity (minor)until then end of encounter
+3 VS AC 1 d4+ 1 damageDEX Critical: 5 on a natural 20
RANGE 10 RANGE 10
DEX
MELEE
BASIC
RANGED
BASIC
Improvised Weapon
+3 VS AC 1 d4+ 0 damage
Unarmed
+3 VS AC 1 d4+ 0 damageSTR Critical: 4 on a natural 20
Lon sword
Boomberang
The Black Horn of the O re Kin
+3 VS AC 1 d4+ 1 damageSTR Critical: 5 on a natural 20
The Black Horn of the Ogre King
SKILLS
At Will Abilities
VS+3 ACSTR
1 d8+ 0 damage
Critical: 8 on a natural 20
+4 VS AC 1 d8+ 0 damageDEX Critical: 8 on a natural 20
+0
+0
INTELLECT 16 +3
11
10STRENGTH
CONSTITUTION
DEXTERITY 14
Initiative
Aedaric, the Alchemist Level 1
DEX +2
Defenses
5
Max imum 23B lood ied 1 1
6 per dayHealing Surge for Up to
WISDOM 10 +0
CHARISMA 16 +3
+2
15
15
Speed
Passive Insight
6
Conditional Bonuses
Thievery DEX +7
15 12 15
FORT
14
Surges
AC
Conditional Bonuses
REF WILL
HIT POINTSTemporary
Acrobatics
CHECK
Conditional Bonuses
+2
Passive Perception
Stealth DEX +2
Streetwise CHA +3
Arcana INT +8
Nature WIS +0
Perception WIS +5
Religion INT +3
History INT +3
Insight WIS +5
Intimidate CHA +3
Dungeoneering WIS +0
Endurance CON +0
Heal WIS +5
Atheltics STR +0
Bluff CHA +3
Diplomacy CHA +3
Skald Aura ains: mor I use
Acid Splashcapsule (SA)
VS FORT 1 d8+ 3 cold
Critical: 11 on a natural 20And the enemy gains:
Vulnerable Cold 5, and rants Combat
+3 VS FORT 1 d8+ 3 thunder
Bard
hit oints e ual to our sur e value.
the ned of our next turn.
Usable once per Encounter
Curative Formula rea entsTarget spends a healing surge and gains
hit points equal to their surge value.
Healing Infusion (minor)
Usable twice per encounter.
You add rea ents to a vial and s lash it on an all within Close Burst 5. Choose
Target gains +1 AC until end of encounter.They can cancel this effect to gain
Temporary Hit Points equal to their surge value
Resistive Formula rea ents
Second Wind(SA)Spend a healing surge and gain
THENGain +2 bonus to all your defenses until
Ice Shard Traps(SA)
Sprinkle crystals and toss a few reagentsto lace two tra s within CloseBurst 5
THENWhen an enemy enters a trap, it
attacks, consumin that tra .
Usable once per Encounter
+3INT
DEX Critical: 10 on a natural 20and on oin 5 Acid (save ends)
Ran e 5 / 10
Usable once per Encounter
DEX 21
damage
DAIL
Y
+4 VS REF 1 d10 0 Acid
Gain MoraleThey spend a healing surge and gain
hit points equal to their surge value +1d6
Usable twice per encounter.
They allow an adjacent ally to spend a
healing surge and gain 1/4 Max HP +1d6
Encourage Another
Any ally in the burst may consume the effect of the Aura. They Choose:Once this is active, all allies in Burst 5 are affected until the end of the encounter.
Skald Aura(minor)
Notes
aka
advantage until my next turn ends.
ACTION POINTSSpend an action point to take
a standard action.Mark a full action point as a circle, and
a half as a halfcircle
( 1/4 Max HP )
Warning Distraction(Interrupt)Tri er: An enem within 10 attacks an all
RANGE 10
+4 VS REF3 d6 3
Critical: on a natural 20
THENThe ally makes an at-will attack agains that
enem as a free action, with a +1 to their attack