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Coloursfall

Margaret Sheet

Jan 10th, 2012
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  1. Name [Margaret]
  2. Level [2]
  3. Class [Barbarian]
  4. Paragon [N/A]
  5. Race [Gnoll]
  6. Size [M]
  7. Age [25]
  8. Gender [F]
  9. Height [7'4"]
  10. Weight [310lbs]
  11. Alignment [Chaotic Neutral]
  12. Deity [N/A]
  13.  
  14. Total XP [1800]
  15.  
  16. Initiative =========================================================
  17. +2 (+1 Dex, +1 half level)
  18.  
  19. Ability Scores =====================================================
  20. Strength......18 (+4) (+5 bonus + half level)
  21. Constitution..16 (+3) (+4 bonus + half level)
  22.  
  23. Dexterity.....12 (+1) (+2 bonus + half level)
  24. Intelligence..08 (-1) (+0 bonus + half level)
  25.  
  26. Wisdom........10 (+0) (+1 bonus + half level)
  27. Charisma......14 (+2) (+3 bonus + half level)
  28.  
  29. Defenses ===========================================================
  30. AC 14 (10 base, +1 half level, +3 armor, +0 class, +0 misc, +0 feat)
  31. Fort 18 (10 base, +1 half level, +4 Str, +2 class, +1 misc, +0 feat)
  32. Ref 13 (10 base, +1 half level, +1 Dex, +0 class, +1 misc, +0 feat)
  33. Will 14 (10 base, +1 half level, +2 Cha, +0 class, +1 misc, +0 feat)
  34.  
  35. Hit Points =========================================================
  36. Max HP 37
  37. Bloodied 16 (half HP)
  38. Surge value 08 (quarter HP)
  39. Surges/day 11
  40.  
  41. Resistances, Weaknesses, Current Effects
  42.  
  43.  
  44. Movement ===========================================================
  45. Speed 7 squares (base 0, armor -0)
  46.  
  47. Senses =============================================================
  48. Passive Insight 00 (10 base, Skill +0)
  49. Passive Perception 00 (10 base, Skill +0)
  50. Low-Light
  51.  
  52. Race Features ======================================================
  53.  
  54. Blood Fury: While you’re bloodied, you gain a +2 bonus to
  55. damage rolls. This increases to a +4 bonus at 21st level.
  56. Ferocious Charge: You can use ferocious charge as an encounter power.
  57.  
  58. Class/Path/Destiny Features ========================================
  59.  
  60.  
  61. Barbarian Agility:
  62. While you are not wearing heavy armor, you gain a +1 bonus to AC and Reflex.
  63. The bonus increases to +2 at 11th level and +3 at 21st level.
  64. Feral Might - Rageblood Vigor:
  65. You gain the swift charge power. In addition, whenever your attack reduces an enemy
  66. to 0 hit points, you gain temporary hit points equal to your Constitution modifier.
  67. The number of temporary hit points equals 5 + your Constitution modifier
  68. at 11th level and 10 + your Constitution modifier at 21st level.
  69. Rampage:
  70. Once per round, when you score a critical hit with a barbarian attack power, you can immediately make
  71. a melee basic attack as a free action. You do not have to attack the same target that you scored a critical hit against.
  72.  
  73.  
  74. Skills =============================================================
  75. Acrobatics +2 (+2 Dex/half-level)
  76. Arcana +0 (+0 Int/half-level)
  77. Athletics +4 (+5 Str/half-level)
  78. Bluff +3 (+3 Cha/half-level)
  79. Diplomacy +3 (+3 Cha/half-level)
  80. Dungeoneering +1 (+1 Wis/half-level)
  81. Endurance +9 (+4 Con/half-level, +5 Trained)
  82. Heal +1 (+1 Wis/half-level)
  83. History +1 (+0 Int/half-level)
  84. Insight +1 (+1 Wis/half-level)
  85. Intimidate +10 (+3 Cha/half-level, +2 race, +5 Trained)
  86. Nature +1 (+1 Wis/half-level)
  87. Perception +6 (+1 Wis/half-level, +5 Trained)
  88. Religion +0 (+0 Int/half-level)
  89. Stealth +1 (+1 Dex/half-level)
  90. Streetwise +3 (+3 Cha/half-level)
  91. Thievery +2 (+2 Dex/half-level)
  92.  
  93. Feats ==============================================================
  94. Rising Fury: : When you reduce an enemy to 0 hit points, you gain a +2 feat bonus to weapon damage
  95. rolls until the end of your next turn. The bonus increases to +3 at 11th level and +4 at 21st level.
  96. Deadly Rage: +1 damage while raging
  97.  
  98. Power Index ========================================================
  99. Check the box when the power is used.
  100. Clear the box when the power renews.
  101.  
  102. At-Will Powers
  103. Howling Strike
  104. Standard Action Melee weapon
  105. Requirement: You must be wielding a two-handed weapon.
  106. Target: One creature
  107. Attack: Strength vs. AC
  108. Hit: 1[W] + 1d6 + Strength modifier damage.
  109. Level 11: 1[W] + 2d6 + Strength modifier damage.
  110. Level 21: 2[W] + 3d6 + Strength modifier damage.
  111. Special: When charging, you can use this power in place
  112. of a melee basic attack. If you are raging, you can move 2 extra squares as part of the charge.
  113.  
  114. Recuperating Strike
  115. At-Will * Primal, Weapon
  116. Standard Action Melee weapon
  117. Requirement: You must be wielding a two-handed weapon.
  118. Target: One creature
  119. Attack: Strength vs. AC
  120. Hit: 1[W] + Strength modifier damage, and you gain temporary hit points equal to your Constitution modifier.
  121. If you are raging, the number of temporary hit points you gain equals 5 + your Constitution modifier.
  122. Level 11: 1[W] + 1d6 + Strength modifier damage.
  123. Level 21: 2[W] + 2d6 + Strength modifier damage.
  124.  
  125.  
  126. Encounter Powers
  127. Swift Charge [ ]
  128. Encounter * Primal
  129. Free Action, Personal
  130. Trigger: Your attack reduces an enemy to 0 hit points
  131. Effect: You charge an enemy
  132.  
  133. Ferocious Charge [ ]
  134. Encounter
  135. Standard Action, Personal
  136. Effect: You charge and deal an extra 2 damage on a sucessful
  137. attack. Increase the extra damage to 4 at 11th level and to 6 at 21st level.
  138.  
  139. Bloodletting [ ]
  140. Encounter * Primal, Weapon
  141. Standard Action Melee weapon
  142. Target: One creature
  143. Attack: Strength vs. AC
  144. Hit: 2[W] + Strength modifier damage. If the target is
  145. bloodied, the attack deals extra damage equal to your Constitution modifier.
  146.  
  147.  
  148. Daily powers
  149. Rage Drake’s Frenzy [ ]
  150. Daily * Primal, Rage, Weapon
  151. Standard Action Melee weapon
  152. Target: One creature
  153. Attack: Strength vs. AC. If the target is bloodied, you gain a +2 bonus to the attack roll.
  154. Hit: 3[W] + Strength modifier damage.
  155. Miss: Half damage.
  156. Effect: You enter the rage of the rage drake. Until the rage
  157. ends, once per round when you reduce an enemy to 0
  158. hit points, you can make a melee basic attack as a free action.
  159.  
  160.  
  161. Utility powers
  162. Shrug it Off [ ]
  163. Encounter * Primal
  164. Immediate Reaction Personal
  165. Trigger: You are subject to an effect that a save can end
  166. Effect: You make a saving throw against the triggering effect. If you succeed, you shift 1 square as a free action
  167.  
  168.  
  169. Equipment ==========================================================
  170. Execution axe [+2 prof, 1d12 Dmg, Brutal2, High Crit (+1d12)]
  171. Adventurer's Kit
  172. Jouneybread
  173. Amulet of Physical Resolve +1
  174. Property: Gain a +2 item bonus to saving throws against effects with the poison keyword and effects that render
  175. you weakened, slowed, or immobilized.
  176.  
  177. Coins and Other Wealth =============================================
  178. 405 gold pieces
  179.  
  180. Languages Known ====================================================
  181. Common, Abyssal
  182.  
  183. Rituals ============================================================
  184. N/A
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