aedaric

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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