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CHARACTER NAME

Skills Action Point


Humboldt Snares
PLAYER NAME
10 Acrobatics DEX ADDITIONAL EFFECTS

Redoubled Action: Whenever you spend an


14 Arcana INT (Trained)
action point to make an arcane melee or ranged
RACE
Kenku
CLASS
Bard
LEVEL
12 10 Athletics STR
attack and hit no targets, you can target one
21 Bluff CHA (Trained) additional creature with the attack. The additional
SCORE ABILITY MOD 19 Diplomacy CHA (Trained) target must be within reach for a melee attack or
HP AC 10 Dungeoneering WIS within range for a ranged attack.
11 STR +0
13 Endurance CON
22
83 16 CON +3 10 Heal WIS
Fort 13 History INT
Spd 13 Insight WIS (Trained)
11 DEX +0 21
16 Intimidate CHA
6 16 INT +3 Ref 10 Nature WIS
10 Perception WIS
22
Init 11 WIS +0 13 Religion INT
Will 12 Stealth DEX
+6 22 CHA +6 17 Streetwise CHA (Trained)
26
10 Thievery DEX
ADDITIONAL EFFECTS Effect: Gain a standard action this turn.
Special: You are reset to one action point when
23
Passive
20
Passive you take an extended rest. You gain an action
Insight Perception
point each milestone.
PLAY DATA PLAY DATA ENCOUNTER SPECIAL

Second Wind Vicious Mockery Guiding Strike


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Charm, Implement, Psychic Arcane, Weapon

Standard Personal Standard 10 Ranged 10 Standard * Melee weapon


ACTION RANGE ACTION RANGE ACTION RANGE
AT-WILL ENCOUNTER DAILY 16 vs Will One creature 19 vs AC One creature

Effect: You spend a healing surge and regain 20 ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
hit points. You gain a +2 bonus to all defenses Attack: Charisma vs. Will Attack: Charisma vs. AC
until the start of your next turn. Hit: 1d6 + Charisma modifier (+6) psychic Hit: 1[W] + Charisma modifier (+6) damage,
damage, and the target takes a -2 penalty to and the target takes a -2 penalty to the defense
attack rolls until the end of your next turn. of your choice until the end of your next turn.
Level 21: 2d6 + Charisma modifier (+6) damage. Level 21: 2[W] + Charisma modifier (+6)
damage.
Accurate wand of Psychic Ravaging +3: +16
attack, 1d6+11 damage Magic Short sword +3: +19 attack, 1d6+9
damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS


+3 to attack rolls against a creature you are flanking instead of the normal +3 to attack rolls against a creature you are flanking instead of the normal
+2 bonus, and you grant a +3 bonus to attack rolls or skill checks when +2 bonus, and you grant a +3 bonus to attack rolls or skill checks when
aiding another instead of the normal +2 bonus - Flock Effect. aiding another instead of the normal +2 bonus - Flock Effect.

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


PH Bard 1 PH2 Bard 1 PH2
UTILITY POWER AT-WILL POWER AT-WILL POWER

Ghost Sound Light Mage Hand


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Illusion Arcane Arcane, Conjuration

Standard 10 Ranged 10 Minor 5 Ranged 5 Minor 5 Ranged 5


ACTION RANGE ACTION RANGE ACTION RANGE
vs One object or unoccupied square vs One object or unoccupied square vs
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

Effect: You cause a sound as quiet as a whisper Effect: You cause the target to shed bright light. Effect: You conjure a spectral, floating hand in an unoccupied
square within range. The hand picks up, moves, or manipulates
or as loud as a yelling or fighting creature to The light fills the target's square and all squares an adjacent object weighing 20 pounds or less and carries it up
emanate from the target. You can produce within 4 squares of it. The light lasts for 5 to 5 squares. If you are holding the object when you use this
nonvocal sounds such as the ringing of a sword minutes. Putting out the light is a free action. power, the hand can move the object into a pack, a pouch, a
sheath, or a similar container and simultaneously move any one
blow, jingling armor, or scraping stone. If you Special: You can have only one light cantrip object carried or worn anywhere on your body into your hand.
whisper, you can whisper quietly enough that active at a time. If you create a new light, your As a move action, you can move the hand up to 5 squares. As
only creatures adjacent to the target can hear previously cast light winks out. a free action, you can cause the hand to drop an object it is
holding, and as a minor action, you can cause the hand to pick
your words. up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Wizard 1 PH Wizard 1 PH Wizard 1 PH
AT-WILL POWER AT-WILL POWER AT-WILL POWER

Humboldt Snares Page 3


Prestidigitation Majestic Word Words of Friendship
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane Arcane, Healing Arcane, Charm

Standard 2 Ranged 2 Minor See below Minor Personal


ACTION RANGE ACTION RANGE ACTION RANGE
vs vs You or one ally in burst vs
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Effect: Use this cantrip to accomplish one of the effects given below. Effect: The target can spend a healing surge and regain
•Move up to 1 pound of material.
Effect: You gain a +5 power bonus to the next
additional hit points equal to your Charisma modifier (+6).
•Create a harmless sensory effect, such as a shower of sparks, a puff of Diplomacy check you make before the end of
wind, faint music, or a strong odor. You also slide the target 1 square.
• Color, clean, or soil items in 1 cubic foot for up to 1 hour. Level 6: 1d6 + Charisma modifier (+6) additional hit points. your next turn.
• Instantly light (or snuff out) a candle, a torch, or a small campfire.
Level 11: 2d6 + Charisma modifier (+6) additional hit points.
• Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
• Make a small mark or symbol appear on a surface for up to 1 hour. Level 16: 3d6 + Charisma modifier (+6) additional hit points.
• Produce out of nothingness a small item or image that exists until the end Level 21: 4d6 + Charisma modifier (+6) additional hit points.
of your next turn. Level 26: 5d6 + Charisma modifier (+6) additional hit points.
• Make a small, handheld item invisible until the end of your next turn.
Nothing you create with this cantrip can deal damage, serve as a weapon or a Special: You can use this power twice per encounter, but
tool, or hinder another creature's actions. This cantrip cannot duplicate the only once per round. At 16th level, you can use this power
effect of any other power. three times per encounter, but only once per round.
Special: You can have as many as three prestidigitation effects active at one
time.
Unarmed: +6 attack
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
+3 to attack rolls against a creature you are flanking instead of the normal
+2 bonus, and you grant a +3 bonus to attack rolls or skill checks when
aiding another instead of the normal +2 bonus - Flock Effect.

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Wizard 1 PH Bard PH2 Bard PH2
AT-WILL POWER ENCOUNTER POWER ENCOUNTER POWER

Fast Friends Recitation of Foreknowledge Deflect Attention


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Charm, Implement Arcane, Implement, Psychic Arcane, Implement, Psychic

Standard 5 Ranged 5 Standard 10 Ranged 10 Standard 10 Ranged 10


ACTION RANGE ACTION RANGE ACTION RANGE
16 vs Will One creature 16 vs Will One creature 16 vs Will One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

Attack: Charisma vs. Will Attack: Charisma vs. Will Attack: Charisma vs. Will
Hit: Choose yourself or an ally. The target cannot Hit: 1d6 + Charisma modifier (+6) psychic damage. Until Hit: 2d6 + Charisma modifier (+6) psychic
the end of your next turn, the target grants combat
attack that character until the end of your next advantage to one ally within 10 squares of you.
damage, and you or an ally within 10 squares of
turn or until you or one of your allies attacks the Effect: One ally within 10 squares of you gains a +4 you becomes invisible to the target until the end
target. bonus to AC against opportunity attacks until the end of of your next turn.
your next turn.
Accurate wand of Psychic Ravaging +3: +16 Virtue of Prescience: The ally's bonus to AC against Accurate wand of Psychic Ravaging +3: +16
opportunity attacks equals 3 + your Wisdom modifier
attack attack, 2d6+11 damage
(+0).

Accurate wand of Psychic Ravaging +3: +16 attack, 1d6


+11 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
+3 to attack rolls against a creature you are flanking instead of the normal +3 to attack rolls against a creature you are flanking instead of the normal +3 to attack rolls against a creature you are flanking instead of the normal
+2 bonus, and you grant a +3 bonus to attack rolls or skill checks when +2 bonus, and you grant a +3 bonus to attack rolls or skill checks when +2 bonus, and you grant a +3 bonus to attack rolls or skill checks when
aiding another instead of the normal +2 bonus - Flock Effect. aiding another instead of the normal +2 bonus - Flock Effect. aiding another instead of the normal +2 bonus - Flock Effect.

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Bard 1 PH2 Bard 3 AP Bard 7 PH2
ENCOUNTER POWER ENCOUNTER POWER ENCOUNTER POWER

Scorching Burst Twinned Spell Eyebite


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Fire, Implement Arcane Arcane, Charm, Implement, Psychic

Standard 10 Area burst 1 within 10 squares Free Personal Standard 10 Ranged 10


ACTION 1 RANGE ACTION RANGE ACTION RANGE
13 vs Reflex Each creature in burst vs 12 vs Will One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

Attack: Intelligence vs. Reflex Trigger: You hit or miss with an arcane at-will Attack: Charisma vs. Will
Hit: 1d6 + Intelligence modifier (+3) fire attack power, or you hit no targets with a melee Hit: 1d6 + Charisma modifier (+6) psychic
damage. or ranged arcane encounter attack power. damage, and you are invisible to the target until
Increase damage to 2d6 + Intelligence modifier Effect: You regain the use of and immediately the start of your next turn.
(+3) at 21st level. use the triggering power. Increase damage to 2d6 + Charisma modifier
(+6) at 21st level.
Accurate wand of Psychic Ravaging +3: +13
attack, 1d6+6 damage Unarmed: +12 attack, 1d6+8 damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS


+3 to attack rolls against a creature you are flanking instead of the normal +3 to attack rolls against a creature you are flanking instead of the normal
+2 bonus, and you grant a +3 bonus to attack rolls or skill checks when +2 bonus, and you grant a +3 bonus to attack rolls or skill checks when
aiding another instead of the normal +2 bonus - Flock Effect. aiding another instead of the normal +2 bonus - Flock Effect.

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Wizard 1 PH Resourceful Magician 11 Dragon 376 Warlock 1 PH
ENCOUNTER POWER ENCOUNTER POWER ENCOUNTER POWER

Humboldt Snares Page 4


Satire of Fortune Song of Discord Counterpoint
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Implement, Psychic Arcane, Charm, Implement Arcane, Implement

Standard 10 Ranged 10 Standard 10 Ranged 10 Standard 10 Ranged 10


ACTION RANGE ACTION RANGE ACTION RANGE
16 vs Will One creature 16 vs Will One creature 16 vs Will One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET

Attack: Charisma vs. Will Attack: Charisma vs. Will Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier (+6) psychic Hit: The target is dominated until the end of your Hit: 2d8 + Charisma modifier (+6) damage.
damage. next turn. Miss: Half damage.
Miss: Half damage. Effect: The target makes a basic attack against Effect: Whenever the target misses with an
Effect: The next time an ally misses the target an enemy of your choice as a free action. attack, it provokes opportunity attacks from you
with an attack during this encounter, you roll a and your allies (save ends).
d20 and replace the ally's attack roll with yours. Accurate wand of Psychic Ravaging +3: +16
attack Accurate wand of Psychic Ravaging +3: +16
Accurate wand of Psychic Ravaging +3: +16 attack, 2d8+9 damage
attack, 2d8+11 damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS


+3 to attack rolls against a creature you are flanking instead of the normal +3 to attack rolls against a creature you are flanking instead of the normal +3 to attack rolls against a creature you are flanking instead of the normal
+2 bonus, and you grant a +3 bonus to attack rolls or skill checks when +2 bonus, and you grant a +3 bonus to attack rolls or skill checks when +2 bonus, and you grant a +3 bonus to attack rolls or skill checks when
aiding another instead of the normal +2 bonus - Flock Effect. aiding another instead of the normal +2 bonus - Flock Effect. aiding another instead of the normal +2 bonus - Flock Effect.

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Bard 1 AP Bard 5 PH2 Bard 9 AP
DAILY POWER DAILY POWER DAILY POWER

Inspire Competence Fast Talk Veil


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane Arcane, Illusion

Minor Close burst 5 Free Personal Minor Close burst 10


5 10
ACTION RANGE ACTION RANGE ACTION RANGE
AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY

Target: You and each ally in burst Trigger: You make a Bluff, a Diplomacy, or an Target: You and each ally in burst
Effect: Choose a skill. Until the end of the Intimidate check and dislike the result Effect: You transform the auditory, tactile, and
encounter, each target gains a +2 power bonus Effect: You make a Bluff check and use either visual qualities of the targets' bodies and
to his or her next check using that skill. result. equipment. Each target assumes the appearance
Prerequisite: You must be trained in Bluff. of a humanoid of the same size, even the
appearance of a specific individual you have
seen. The illusion lasts for 1 hour, or you can end
it as a minor action. A creature can recognize a
target's form as illusory with an Insight check
opposed by that target's Bluff check with a +5
power bonus.

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Bard 2 PH2 Bluff 6 PH3 Bard 10 PH2

UTILITY POWER UTILITY POWER UTILITY POWER

Spontaneous Action City Dweller Accurate wand of Psychic Ravaging +3


KEYWORDS USED KEYWORDS USED
Arcane Wand
DAMAGE PROFICIENT GROUP RANGE
Minor Close burst 5 Free Personal
ACTION 5
RANGE ACTION RANGE +3 attack rolls and damage rolls 13 +3d8 psychic damage
ENHANCEMENT LEVEL CRITICAL
AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY
PROPERTIES

Target: You and one ally in the burst Trigger: You would make an Acrobatics, an Gain a +2 item bonus to damage rolls when you
Effect: You and the ally each take a move action Athletics, or a Perception check in an urban use this wand to attack with a power that has the
as a free action. environment implement and psychic keywords.
Effect: You make a Streetwise check in place of
the Acrobatics, Athletics, or Perception check.
Prerequisite: You must be trained in Streetwise.
AT-WILL ENCOUNTER DAILY
POWER

Power (Encounter • Arcane, Charm,


Implement, Psychic): Standard Action. As the
warlock's eyebite power.

ADDITIONAL EFFECTS ADDITIONAL EFFECTS

CLASS LEVEL BOOK CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK
Resourceful Magician 12 Dragon 376 Streetwise 6 PH3 Off-hand 0 17000 PH3
UTILITY POWER UTILITY POWER MAGIC WEAPON

Humboldt Snares Page 5


Magic Short sword +3 Robe of Scintillation Githweave Armor + Choker of Eloquence +2

1d6 3 Light Blade 0 - - 1 1


DAMAGE PROFICIENT GROUP RANGE AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY

+3 attack rolls and damage rolls 11 +3d6 damage +3 AC 12 Armor +2 Fortitude, Reflex, and Will 8 Neck Slot Item
ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES

Off-hand Githzerai weavers first taught other peoples the Gain an item bonus to Bluff and Diplomacy
methods of making githweave. It's clear that the checks equal to the item's enhancement bonus.
Melee Basic Attack: +13 attack, 1d6+3 damage githzerai took these techniques from their
erstwhile masters, the mind flayers.

AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY


POWER POWER POWER

Power (At-Will • Radiant): Minor Action. The robe Power (Daily): Free Action. Use this power after
radiates colored lights, illuminating like a torch. You can you roll a Bluff or Diplomacy check. Reroll that
end the illumination as a free action.
check, using the second result even if it's lower.
Power (Daily • Radiant): Standard Action. The robe
shines bright with myriad colors. Make an attack: Close
burst 2; Intelligence or Charisma vs. Will (add the robe's
enhancement bonus as an enhancement bonus to the
attack roll); on a hit, the target is dazed (save ends).

ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Off-hand 2 9000 PH Body 2 13000 AV Neck 0 3400 AV
MAGIC WEAPON MAGIC ITEM MAGIC ITEM

Everlasting Provisions (heroic tier) Sun Globe (heroic tier) Reading Spectacles (heroic tier)

1 1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY

4 Wondrous Item 1 Wondrous Item 2 Head Slot Item


ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES

After an extended rest, you open the basket, You can command this item to shed bright or dim You can read any language while wearing this
creating enough food and water to feed five light either 5 or 10 squares in all directions as a item.
Medium or Small creatures (or one Large free action (or to shed no light).
creature) for 24 hours.

AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY


POWER POWER POWER

ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
0 840 PH 0 360 AV2 Head 0 520 AV

MAGIC ITEM MAGIC ITEM MAGIC ITEM

Humboldt Snares Page 6

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