Professional Documents
Culture Documents
Player Name
22 CON 6 13
CONDITIONAL BONUSES
22 Passive Perception 10 + 12
Constitution
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
14 DEX 2 9 25
Dexterity REF 17 2 1 3 2
ATTACK WORKSPACE
12 INT 1 8 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Unarmed
Intelligence
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +
17 WIS 3 10
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 13 7 6
Wisdom 25 WILL 17 3 1 3 1
10 CHA 0 7 CONDITIONAL BONUSES DAMAGE WORKSPACE
Charisma
ABILITY:
Melee Basic Attack - Unarmed
HIT POINTS ACTION POINTS DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
BASIC ATTACKS
CURRENT HIT POINTS CURRENT SURGE USES ATTACK DEFENSE WEAPON OR POWER DAMAGE
8 Thievery DEX 9 0 -1
WEAPON
ARMOR
Earthhide Armor of Durability +3 (E)
ARMS
ENCOUNTER POWERS Iron Armbands of Power (heroic tier) (E)
FEET
Stone's Endurance Wildrunners (heroic tier) (E)
HANDS
Swift Charge Giantkind Gloves (heroic tier) (E)
HEAD
Avalanche Strike Circlet of Second Chances (heroic tier) (E)
NECK
Thunder Hawk Rage Attack Amulet of Protection +3 (E)
RING
Oath of Enmity
RING
Feast of Violence
WAIST PERSONALITY TRAITS
Mountain Sweep Girdle of the Oxen (heroic tier) (E)
Storm of Blades Hunter's Flint (heroic tier) ()
UTILITY POWERS
Tiger's Leap
Instinctive Charge
Deny Death
Summit Advantage
Daily Item Powers Per Day
Heroic (1-10) Milestone / / / CHARACTER BACKGROUND
Paragon (11-20) Milestone / / /
Occupation - Foe Killer
Epic (21-30) Milestone / / / You fought and killed your people's enemies. What sorts of
creatures do you define as enemies of your people? Do you
target members of a humanoid race, such as goblins? Or do
OTHER EQUIPMENT RITUALS / ALCHEMY you hunt monstrous threats such as aberrant horrors or
Scroll of Raise Dead Earthen Ramparts undead? How does your long experience fighting these
creatures shape your personality? How do you react when
Water Breathing you encounter your favored enemy?
Endure Elements
Corpse Light COMPANIONS AND ALLIES
Animal Messenger
Banish Vermin
Feat of Strength
Animal Friendship
Speak with Nature
Call Wilderness Guide
Commune With Nature
Share Husk
SESSION AND CAMPAIGN NOTES
Summon Winds
HP 22 STR AC vs Self
6 12 INT Ref
25
Init 17 WIS
Will
+9 10 CHA 25
ADDITIONAL EFFECTS
Passive Passive
20 Insight 22 Perception
Trigger: You roll initiative at the beginning of an Trigger: You drop to 0 hit points or fewer and Effect: Until the end of your next turn, you have
encounter don't die threatening reach.
Effect: You gain a +5 power bonus to your Effect: You are dying but don't fall unconscious
initiative. You also gain a +2 power bonus to your because of that condition. At the end of your next
first attack roll during the encounter. turn, you fall unconscious if you are still dying.
2d6 2 Hammer 3 -1 - 1 1
DAMAGE PROFICIENT GROUP RANGE AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY
+3 attack rolls and damage rolls 13 +3d10 damage +3 AC 14 Armor +3 Fortitude, Reflex, and Will 11 Neck Slot Item
ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES
Untyped damage done with this weapon ignores a When you spend a healing surge to regain hit
number of points of resistance equal to twice the points, you regain additional hit points equal to
weapon's enhancement bonus. the armor's enhancement bonus.
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Two-Hands 12 17000 PH Body 25 21000 AV Neck 0 9000 PH
Wildrunners (heroic tier) Iron Armbands of Power (heroic tier) Giantkind Gloves (heroic tier)
1 1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY
When you run, move your speed + 4 instead of Gain a +2 item bonus to melee damage rolls.
speed + 2.
Power (Daily): Free Action. Use this power when Power (At-
(At-Will): Standard Action. Strength + 2 vs.
you run. Enemies do not gain combat advantage AC; ranged 6/12; you throw an object 30 lb. or
against you. less; 2d6 + Strength modifier (+6) damage.
Power (Encounter): Free Action. Use this power
when you hit with a melee attack. Add a +2 power
bonus to the damage roll.
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Feet 0 840 AV Arms 0 1800 AV Hands 0 840 Dragon 369
1 1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY
Power (Daily • Illusion): Standard Action. Use this flint to light a Power (Consumable • Healing): Standard Action.
campfire. The fire burns without smoke or sound. The light of this
magic campfire is invisible from outside its 10-square radius, If this potion is administered to a character who
though creatures and objects within that radius can be seen died since the end of your last turn, that character
normally with darkvision or if existing light allows. The campfire is is restored to life at 50 hit points.
a normal fire in all other respects. The fire lasts for 12 hours
(requiring no additional fuel) or until extinguished normally.
If consumed by a living creature, this potion
The flint can be used to light lanterns and other fires as normal, instead functions as an potion of recovery.
but such fires gain no magical effect.
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Waist 0 1000 AV 0 520 AV 0 125000 PH
Handy Haversack (heroic tier) Marble Elephant (heroic tier) Circlet of Second Chances (heroic tier)
1 1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
0 5000 PH 0 5000 AV Head 0 680 AV