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Coloursfall

Lex Sheet

Nov 16th, 2011
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  1. Name [Lex]
  2. Level [1]
  3. Class [Rogue/Bard]
  4. Paragon [N/A]
  5. Race [Fey Corgi]
  6. Size [S]
  7. Age [20]
  8. Gender [F]
  9. Height [2'10"]
  10. Weight [34lbs]
  11. Alignment [Chaotic Good]
  12. Deity [N/A]
  13.  
  14. Total XP [0]
  15.  
  16. Initiative =========================================================
  17. +0 (+0 Dex, +0 half level)
  18.  
  19. Ability Scores =====================================================
  20. Strength......16 (+3) (+0 bonus + half level)
  21. Constitution..13 (+1) (+0 bonus + half level)
  22.  
  23. Dexterity.....18 (+4) (+0 bonus + half level)
  24. Intelligence..12 (+1) (+0 bonus + half level)
  25.  
  26. Wisdom........11 (+0) (+0 bonus + half level)
  27. Charisma......18 (+4) (+0 bonus + half level)
  28.  
  29. Defenses ===========================================================
  30. AC 17 (10 base, +0 half level, +7 armor, +0 class, +0 misc, +0 feat)
  31. Fort 13 (10 base, +0 half level, +3 Str, +0 class, +0 misc, +0 feat)
  32. Ref 15 (10 base, +0 half level, +4 Dex, +1 class, +0 misc, +0 feat)
  33. Will 15 (10 base, +0 half level, +4 Cha, +1 class, +0 misc, +0 feat)
  34.  
  35. Hit Points =========================================================
  36. Max HP 25
  37. Bloodied 12 (half HP)
  38. Surge value 06 (quarter HP)
  39. Surges/day 7
  40.  
  41. Resistances, Weaknesses, Current Effects
  42.  
  43.  
  44. Movement ===========================================================
  45. Speed 5 squares (base 5, armor -0), 7 on two legs
  46.  
  47. Senses =============================================================
  48. Passive Insight 00 (10 base, Skill +0)
  49. Passive Perception 00 (10 base, Skill +0)
  50. Low-Light Vision
  51.  
  52. Race Features ======================================================
  53.  
  54. Big Ears: You gain a +2 Racial Bonus to Perception checks
  55. Fey Origin: Your ancestors served the natives of the Feywild, so you are concidered a fey creature
  56. for the purpose of effects that relate to creature origin
  57. Oddball Thief: you can use oddball thief as an encounter power
  58.  
  59.  
  60. Class/Path/Destiny Features ========================================
  61.  
  62.  
  63. Majestic Word:
  64. You gain the majestic word power
  65.  
  66. Skill Versatility:
  67. You gain a +1 bonus to untrained skill checks
  68.  
  69. Sneak Attack:
  70. Once per round, when you have combat advantage against an enemy and are using a weapon from the
  71. light blade, the crossbow, or the sling weapon group, an attack you make against that enemy deals extra
  72. damage if the attack hits. You decide whether to apply the extra damage after making the damage roll. (+2d6)
  73.  
  74. Words of Friendship:
  75. You gain the words of friendship power.
  76.  
  77.  
  78.  
  79. Skills =============================================================
  80. Acrobatics +9 (+4 Dex/half-level, +5 trained)
  81. Arcana +1 (+1 Int/half-level)
  82. Athletics +8 (+3 Str/half-level, +5 trained)
  83. Bluff +6 (+4 Cha/half-level)
  84. Diplomacy +9 (+4 Cha/half-level, +5 trained)
  85. Dungeoneering +0 (+0 Wis/half-level)
  86. Endurance +1 (+1 Con/half-level)
  87. Heal +5 (+0 Wis/half-level, +5 trained)
  88. History +1 (+1 Int/half-level)
  89. Insight +0 (+0 Wis/half-level)
  90. Intimidate +4 (+4 Cha/half-level)
  91. Nature +2 (+0 Wis/half-level)
  92. Perception +2 (+0 Wis/half-level)
  93. Religion +1 (+1 Int/half-level)
  94. Stealth +4 (+4 Dex/half-level)
  95. Streetwise +4 (+4 Cha/half-level)
  96. Thievery +9 (+4 Dex/half-level, +5 trained)
  97.  
  98. Feats ==============================================================
  99. Hybrid Talent: Gain a hybrid talent option for one of your hybrid class entries
  100.  
  101.  
  102. Power Index ========================================================
  103. Check the box when the power is used.
  104. Clear the box when the power renews.
  105.  
  106. At-Will Powers
  107. Sly Flourish
  108. At-Will * Martial,Weapon
  109. Standard Action Melee or Ranged weapon
  110. Requirement: You must be wielding a crossbow, a light blade, or a sling.
  111. Target: One creature
  112. Attack: Dexterity vs. AC
  113. Hit: 1[W] + Dexterity modifier + Charisma modifier damage.
  114.  
  115. Misdirected Mark
  116. At-Will * Arcane, Implement
  117. Standard Action Ranged 10
  118. Target: One creature
  119. Attack: Charisma vs. Reflex
  120. Hit: 1d8 + Charisma modifier damage, and the target is marked by an ally within 5 squares of you until the end of your next turn.
  121.  
  122.  
  123. Encounter Powers
  124. Majestic Word [ ]
  125. Encounter (Special) * Arcane, Healing
  126. Minor Action Close burst 5
  127. Target: You or one ally in burst
  128. Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier.
  129. You also slide the target 1 square.
  130.  
  131. Words of Friendship [ ]
  132. Encounter * Arcane
  133. Minor Action Personal
  134. Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.
  135.  
  136. King's Castle [ ]
  137. Standard Action Melee or Ranged weapon
  138. Requirement: You must be wielding a crossbow, a light blade, or a sling.
  139. Target: One creature
  140. Attack: Dexterity vs. Reflex
  141. Hit: 2[W] + Dexterity modifier damage.
  142. Effect: Switch places with a willing adjacent ally.
  143.  
  144. Oddball Thief [ ]
  145. Minor Action Melee
  146. Requirement: You must be wielding a crossbow, a light blade, or a sling.
  147. Target: One creature
  148. Attack: Dexterity +2 vs. Reflex
  149. Hit: Dexterity modifier damage and the target is knocked prone with socks stolen.
  150.  
  151.  
  152. Daily powers
  153. Verse of Triumph [ ]
  154. Daily * Arcane, Charm, Weapon
  155. Standard Action Melee weapon
  156. Target: One creature
  157. Attack: Charisma vs. AC
  158. Hit: 2[W] + Charisma modifier damage.
  159. Miss: Half damage.
  160. Effect: Until the end of the encounter, you and any ally within 5 squares of you gain a +1 power bonus to
  161. damage rolls and saving throws. In addition, whenever you or an ally reduces an enemy to 0 hit points with an
  162. attack, you and any ally within 5 squares of the enemy can shift 1 square as a free action.
  163.  
  164.  
  165. Utility powers
  166. [anme] [ ]
  167. [effect]
  168.  
  169.  
  170. Equipment ==========================================================
  171. Adventurer's Kit
  172. Backpack
  173. Bedroll
  174. Rations, trail (10 days)
  175. Rope, hempen (50 ft.)
  176. Sunrods (2)
  177. Jouneybread
  178. Pouch, belt (empty)
  179. Flint and steel
  180. Thieves’ tools
  181. Waterskin
  182. Hide Armour
  183. Wand
  184. Empty Bottle x 30
  185.  
  186. Lilting Songblade +4 (Dagger, 1d4)
  187. Critical: +1d10 damage per plus
  188. Property: Bards can use this blade as an implement for bard powers and bard paragon path powers.
  189. Power (Daily): Minor Action. Each ally within 20 squares of you gains a +4 item bonus to damage rolls until the
  190. end of the encounter. Whenever you or an ally reduces an enemy to 0 hit points before the end of the encounter, the bonus increases by 2.
  191.  
  192.  
  193.  
  194. Coins and Other Wealth =============================================
  195. 950 gold pieces
  196.  
  197. Languages Known ====================================================
  198. Common
  199.  
  200. Rituals ============================================================
  201. [name]:
  202. [effect]
  203.  
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