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Kamul

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0% found this document useful (0 votes)
5 views4 pages

Kamul

Uploaded by

lenin.undead
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Character Sheet

Player Name

Kamul 1 Warden 0
Character Name Level Class Paragon Path Epic Destiny Total XP
Minotaur Medium Male King's Dark Lanterns
Race Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number

INITIATIVE DEFENSES MOVEMENT


SCORE DEX 1/2 LVL MISC SCORE 10 + ARMOR/ SCORE BASE ARMOR ITEM MISC
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
1 Initiative 1 19 6 Speed (Squares) 6
CONDITIONAL MODIFIERS
AC 10 7 2 SPECIAL MOVEMENT
CONDITIONAL BONUSES
+2 AC against opportunity attacks you provoke during a charge
ABILITY SCORES SENSES
SCORE ABILITY ABIL MOD MOD + 1/2 LVL 10 +
SCORE PASSIVE SENSE BASE SKILL BONUS
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

18 STR
Strength
4 4 15 FORT 10 4 1 10 Passive Insight 10 + 0

18 CON
Constitution
4 4
CONDITIONAL BONUSES
12 Passive Perception 10 + 2
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
12 DEX 1 1 13
Dexterity REF 10 1 2 ATTACK WORKSPACE
8 INT
Intelligence
-1 -1 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Alhulak
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +

10 WIS 0 0
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 8 0 4 3 1
Wisdom 12 WILL 10 1 1 ABILITY:
Melee Basic Attack - Unarmed
12 CHA
Charisma
1 1 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC

+ 4 0 4
HIT POINTS ACTION POINTS
MAX HP HEALING SURGES MILESTONES
0
ACTION POINTS
1 DAMAGE WORKSPACE
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2
35 2 3
ABILITY:
Melee Basic Attack - Alhulak
17 8 14 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES
1d8+4 4
RACE FEATURES ABILITY:
Melee Basic Attack - Unarmed
Ferocity - Make MBA as imm. interrupt when you drop DAMAGE ABIL FEAT ENH MISC MISC

SECOND WIND 1/ENCOUNTER USED Goring Charge - You have the goring charge power 1d4+4 4
TEMPORARY HIT POINTS
Goring Charge Strength - Use Str for goring charge
Heedless Charge - +2 to AC against OAs while charging BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
SAVING THROW MODS Vitality - Gain extra healing surge 8 vs AC Alhulak 1d8+4

RESISTANCES 4 vs AC Unarmed (Melee) 1d4+4

CURRENT CONDITIONS AND EFFECTS 1 vs AC Unarmed (Range) 1d4+1

vs

SKILLS CLASS / PATH / DESTINY FEATURES


ABIL MOD TRND ARMOR
BONUS SKILL NAME + 1/2 LVL (+5) PENALTY MISC
Level 1 Spy Starting Feature - You gain the skulking spy FEATS
-2 Acrobatics DEX 1 0 –3 0 power. Opportunity Gore - Can use goring charge against the

-1 -1 0 n/a 0 Font of Life - At the start of your turn, roll a saving throw provoker when making OA even if spent (is not expended)
Arcana INT

4 5 –3 2 Guardian Might - Choose a Guardian Might option Flail Expertise - +1/2/3 by tier to weapon attack rolls
8 Athletics STR
Earthstrength - Add Con mod to AC instead of Dex or made with flail; choose to knock enemies prone instead of
1 Bluff CHA 1 0 n/a 0
Int. When you use second wind, add your Con mod to AC. sliding enemy
1 Diplomacy CHA 1 0 n/a 0
Nature's Wrath - On your turn, you can mark each
0 Dungeoneering WIS 0 0 n/a 0
adjacent enemy as a free action until the end of your next
6 Endurance 4 5 –3 0
CON turn
0 Heal WIS 0 0 n/a 0

-1 History INT -1 0 n/a 0

0 Insight WIS 0 0 n/a 0

6 Intimidate CHA 1 5 n/a 0

7 Nature WIS 0 5 n/a 2

2 Perception WIS 0 0 n/a 2

-1 Religion INT -1 0 n/a 0


LANGUAGES KNOWN
-2 Stealth DEX 1 0 –3 0
Common, Goblin
1 Streetwise CHA 1 0 n/a 0

-2 Thievery DEX 1 0 –3 0

Kamul Page 1
POWER INDEX MAGIC ITEM INDEX CHARACTER PORTRAIT
List your powers below. List your powers below.
Check the box when the power is used. Check the box when the power is used.
Clear the box when the power renews. Clear the box when the power renews.
AT-WILL POWERS MAGIC ITEMS
WEAPON
Bull Rush Attack
WEAPON
Grab Attack
WEAPON
Opportunity Attack
WEAPON
Warden's Fury
ARMOR
Warden's Grasp
ARMS
Thorn Strike
FEET
Strength of Stone
HANDS
ENCOUNTER POWERS
HEAD
Goring Charge
NECK
Grasping Winds
RING
Form of the Fearsome Ram Attack
RING

WAIST PERSONALITY TRAITS


Історя становлення Камула темним ліхтарем не є надто
особливою. Молодого мінотвра було не важко
DAILY POWERS
завербувати у шпійони. Його легко вмовили на роботу,
Form of the Fearsome Ram де треба трощити черепи та носити гарні костюми.
Власне, опис вакансії був набагато ширшим, але Камул
запам'ятав лише ці речі. Ну і як приємний бонус, платня
теж непогана.

MANNERISMS AND APPEARANCE

UTILITY POWERS
Second Wind
Skulking Spy

Daily Item Powers Per Day


Heroic (1-10) Milestone / / / CHARACTER BACKGROUND
Martial - Garrison Child
Paragon (11-20) Milestone / / /
You are the child of military parents who lived in a garrison.
Epic (21-30) Milestone / / / Your parents spent your youth drilling and going on patrol,
so you were often unsupervised. You might have passed idle
OTHER EQUIPMENT RITUALS / ALCHEMY days training with soldiers in the garrison, tending the
animals, sharpening weapons, or you could have spent your
Hide Armor (E) time running amok. Perhaps you resented your parents and
Heavy Shield (E) constantly stirred up trouble for them with your
shenanigans. Whether forced or out of willingness, though,
Alhulak (E) you learned to wield weapons and defend yourself. Over
time, maybe your skill even exceeded that of your parents.
Identification Papers with Portrait COMPANIONS AND ALLIES
Adventurer's Kit

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 20 gp
Stored money: 0 gp
Encumbrance: 78 / 180

Kamul Page 2
Bull Rush Attack Grab Attack Opportunity Attack
KEYWORDS USED KEYWORDS USED KEYWORDS USED

Standard * Melee 1 Standard * Melee touch Opportunity Action


* Melee 1
ACTION RANGE ACTION RANGE ACTION RANGE
4 vs Fort One creature 4 vs Reflex One creature that is no more than one size category
vs larger than you The triggering enemy
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

Attack: Strength vs. Fortitude Requirement: You must have a hand free. Trigger: An enemy that you can see either
Hit: You can push the target 1 square and then Attack: Strength vs. Reflex leaves a square adjacent to you or uses a ranged
shift 1 square into the space it left. Hit: You grab the target until the end of your or an area power while adjacent to you.
next turn. You can end the grab as a free action. Effect: You make a melee basic attack against
Unarmed: +4 attack Sustain Minor: The grab persists until the end the target.
of your next turn.

Unarmed: +4 attack

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


* PH * PH * PH
AT-WILL POWER AT-WILL POWER AT-WILL POWER

Warden's Fury Warden's Grasp Thorn Strike


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Primal, Weapon Primal Primal, Weapon

Imm Interrupt* Melee weapon Imm Reaction Close burst 5 Standard * Melee 2
ACTION RANGE ACTION 5 RANGE ACTION RANGE
8 vs Fort The triggering enemy vs The triggering enemy in burst 8 vs AC One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

Trigger: An enemy marked by you makes an Trigger: An enemy marked by you that is within Attack: Strength vs. AC
attack that does not include you as a target 5 squares of you makes an attack that does not Hit: 1[W] + Strength modifier (+4) damage, and
Attack: Strength vs. Fortitude include you as a target you pull the target 1 square.
Hit: 1[W] + Strength modifier (+4) damage, and Effect: You slide the target 1 square. The target
the target grants combat advantage to you and is slowed and cannot shift until the end of its Level 21: 2[W] + Strength modifier (+4) damage.
your allies until the end of your next turn. turn.
Alhulak: +8 attack, 1d8+4 damage
Level 21: 2[W] + Strength modifier (+4) damage.

Alhulak: +8 attack, 1d8+4 damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Warden PH2 Warden PH2 Warden 1 PH2
AT-WILL POWER AT-WILL POWER AT-WILL POWER

Strength of Stone Goring Charge Grasping Winds


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Primal, Weapon Primal, Weapon

Standard * Melee weapon Standard * Melee 1 Standard * Melee weapon


ACTION RANGE ACTION RANGE ACTION RANGE
8 vs AC One creature 8 vs AC One creature 8 vs AC One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

Attack: Strength vs. AC Effect: You charge and make the following attack in place of a Attack: Strength vs. AC
melee basic attack.
Hit: 1[W] + Strength modifier (+4) damage, and Attack: Strength +4 vs. AC, Constitution +4 vs. AC, or Dexterity
Hit: 1[W] + Strength modifier (+4) damage, and
you gain temporary hit points equal to your +4 vs. AC you pull each enemy within 3 squares of you 2
Constitution modifier (+4). squares.
Increase to +6 bonus at 11th level, and to +8 at 21st level.
Hit: 1d6 + Strength modifier (+4), Constitution modifier (+4), or
Level 21: 2[W] + Strength modifier (+4) damage. Dexterity modifier (+1) damage, and you knock the target prone. Alhulak: +8 attack, 1d8+4 damage
Increase to 2d6 + Strength, Constitution, or Dexterity modifier
Alhulak: +8 attack, 1d8+4 damage damage at 11th level, and to 3d6 + Strength, Constitution, or
Dexterity modifier damage at 21st level.

Unarmed: +8 attack, 1d6+4 damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Warden 1 PH2 Racial Power * PH3 Warden 1 PP
AT-WILL POWER ENCOUNTER POWER ENCOUNTER POWER

Kamul Page 3
Form of the Fearsome Ram Attack Form of the Fearsome Ram Second Wind
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Polymorph, Primal, Weapon Polymorph, Primal

Standard * Melee weapon Minor Personal Standard Personal


ACTION RANGE ACTION RANGE ACTION RANGE
8 vs Fort One creature vs AT-WILL ENCOUNTER DAILY
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET Effect: Spend a healing surge and gain a +2
Requirement: The Form of the Fearsome Ram power Effect: You assume the guardian form of the bonus to all defenses until the start of your next
must be active to use this power. fearsome ram until the end of the encounter. While turn.
Effect: Before the attack, you shift your speed. you are in this form, you gain a +2 power bonus to Earthstrength: You gain an additional bonus to
Attack: Strength vs. Fortitude speed and a +2 bonus to charge attack rolls. In AC equal to your Constitution Modifier (+4).
Hit: 2[W] + Strength modifier (+4) damage, and you addition, when you hit a target with an at-will attack,
push the target 3 squares and knock it prone. You then you push the target 1 square. If the attack already
shift into a space that must be adjacent to the target. pushes the target, the distance of the push increases
Miss: Half damage, and you push the target 1 square. by 1 square.
You then shift into a square the target vacated. Special: Once during this encounter, you can use the
Form of the Fearsome Ram attack power while you
Alhulak: +8 attack, 2d8+4 damage
are in this form.

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Warden PH2 Warden 1 PH2 * PH
ENCOUNTER POWER DAILY POWER UTILITY POWER

Skulking Spy
KEYWORDS USED

Move Personal
ACTION RANGE
AT-WILL ENCOUNTER DAILY

Effect: Shift up to your speed. If you have any


cover or concealment at the end of this
movement, you can make a Stealth check to
become hidden.

ADDITIONAL EFFECTS

CLASS LEVEL BOOK


Spy Dragon 426
UTILITY POWER

Kamul Page 4

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