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AntipathicZora

zorana sheet

Jul 4th, 2012
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  1. Name Zorana
  2. Level 2
  3. Class Bard
  4. Paragon N/A
  5. Race Zorark
  6. Size Medium
  7. Age 20
  8. Gender Female
  9. Height 5’7”
  10. Weight 170 lbs
  11. Alignment Good
  12. Deity Vera
  13.  
  14. Total XP 1850
  15.  
  16. Initiative =========================================================
  17. +2 (+1 Dex, +1 half level)
  18.  
  19. Ability Scores =====================================================
  20. Strength...... 10 (+0) (+0 bonus + half level)
  21. Constitution.. 14 (+2) (+0 bonus + half level)
  22.  
  23. Dexterity.....12 (+1) (+0 bonus + half level)
  24. Intelligence..16 (+3) (+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 14 (10 base, +0 half level, +3 Int, +1 armor, +0 class, +0 misc, +0 feat)
  31. Fort 12 (10 base, +0 half level, +2 Con, +0 class, +0 misc, +0 feat)
  32. Ref 14 (10 base, +0 half level, +3 Int, +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 26
  37. Bloodied 13 (half HP)
  38. Surge value 7 (quarter HP)
  39. Surges/day 9
  40.  
  41. Resistances, Weaknesses, Current Effects
  42.  
  43.  
  44. Movement ===========================================================
  45. Speed 6 squares (base 0, armor -0)
  46.  
  47. Senses =============================================================
  48. Passive Insight 10 (10 base, Skill +0)
  49. Passive Perception 10 (10 base, Skill +0)
  50.  
  51. Race Features ======================================================
  52.  
  53. Shapechanger: You are a shapechanger; you can alter your appearance. As such, you are subject to effects and conditions that affect shapechangers.
  54. Illusionist: You have the Illusion racial power.
  55. Night Daze: You can use the Night Daze racial power.
  56.  
  57.  
  58.  
  59. Class/Path/Destiny Features ========================================
  60.  
  61. Bardic Training
  62. You gain the Ritual Caster feat as a bonus feat, allowing
  63. you to use magical rituals. You own a ritual book,
  64. and it contains two rituals of your choice that you
  65. have mastered: one 1st-level ritual that has bard as
  66. a prerequisite (see Chapter 4) and another 1st-level
  67. ritual.
  68. In addition, you can perform one bard ritual per
  69. day of your level or lower without expending components,
  70. although you must pay any other costs and use
  71. any focus required by the ritual. At 11th level, you
  72. can perform two bard rituals per day of your level or
  73. lower without expending components; at 21st level,
  74. you can perform three.
  75.  
  76. Song of Rest
  77. When you play an instrument or sing during a short
  78. rest, you and each ally who can hear you are affected
  79. by your Song of Rest. When an affected character
  80. spends healing surges at the end of the rest, that
  81. character regains additional hit points equal to
  82. your Charisma modifier with each healing surge.
  83. A character can be affected by only one Song of Rest
  84. at a time.
  85.  
  86. Skill Versatility
  87. You gain a +1 bonus to untrained skill checks.
  88.  
  89. Virtue of Cunning: Once per round, when an
  90. enemy attack misses an ally within a number of
  91. squares of you equal to 5 + your Intelligence modifier,
  92. you can slide that ally 1 square as a free action.
  93.  
  94.  
  95. Skills =============================================================
  96. Acrobatics +2 (+1 Dex/half-level)
  97. Arcana +11 (+4 Int/half-level, +2 Feat) (Trained)
  98. Athletics +1 (+0 Str/half-level)
  99. Bluff +12 (+4 Cha/half-level) (Trained)
  100. Diplomacy +5 (+4 Cha/half-level)
  101. Dungeoneering +3 (+1 Wis/half-level, +2 Feat)
  102. Endurance +3 (+2 Con/half-level)
  103. Heal +1 (+0 Wis/half-level)
  104. History +6 (+3 Int/half-level, +2 Feat)
  105. Insight +1 (+0 Wis/half-level)
  106. Intimidate +5 (+4 Cha/half-level)
  107. Nature +7 (+0 Wis/half-level, +2 Feat)
  108. Perception +6 (+0 Wis/half-level) (Trained)
  109. Religion +6 (+3 Int/half-level, +2 Feat)
  110. Stealth +2 (+1 Dex/half-level)
  111. Streetwise +7 (+4 Cha/half-level, +2 Feat)
  112. Thievery +9 (+1 Dex/half-level) (trained)
  113.  
  114. Feats ==============================================================
  115.  
  116. Ritual Caster
  117. Prerequisite: Trained in Arcana or Religion
  118. Benefit: You can master and perform rituals of
  119. your level or lower. See Chapter 10 for information on
  120. acquiring, mastering, and performing rituals. Even
  121. though some rituals use the Heal skill or the Nature
  122. skill, the Arcana skill or the Religion skill is required
  123. to understand how to perform rituals.
  124.  
  125. Linguist
  126. Prerequisite: Int 13
  127. Benefit: Choose three languages. You can now
  128. speak, read, and write those languages fluently.
  129. Special: You can take this feat more than once.
  130. Each time you select this feat, choose three new languages
  131. to learn.
  132.  
  133. Bardic Knowledge
  134. Prerequisite: Bard
  135. Benefit: You gain a +2 feat bonus to Arcana, Dungeoneering,
  136. History, Nature, Religion, and Streetwise
  137. checks.
  138.  
  139.  
  140. Power Index ========================================================
  141. Check the box when the power is used.
  142. Clear the box when the power renews.
  143.  
  144. At-Will Powers
  145.  
  146. Illusion - Zorark Racial Power
  147. ‘You change your appearance to that of another person or an object.’
  148. At-will - Polymorph
  149. Minor Action Personal
  150. Effect: You alter your physical form to take on the appearance of any Medium humanoid. You retain your statistics in your new form, and your clothing, armor, and possessions do not change. The new form lasts until you change form again. Any creature that attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 bonus to your check.
  151.  
  152. Misdirected Mark
  153. You conceal your arcane attack, tricking your foe into thinking
  154. the attack came from one of your allies.
  155. At-Will ✦ Arcane, Implement
  156. Standard Action Ranged 10
  157. Target: One creature
  158. Attack: Charisma vs. Reflex
  159. Hit: 1d8 + Charisma modifier damage, and the target is
  160. marked by an ally within 5 squares of you until the end
  161. of your next turn.
  162. Level 21: 2d8 + Charisma modifier damage.
  163.  
  164.  
  165.  
  166. Vicious Mockery Bard Attack 1
  167. You unleash a string of insults at your foe, weaving them with
  168. bardic magic to send the creature into a blind rage.
  169. At-Will ✦ Arcane, Charm, Implement, Psychic
  170. Standard Action Ranged 10
  171. Target: One creature
  172. Attack: Charisma vs. Will
  173. Hit: 1d6 + Charisma modifier psychic damage, and the
  174. target takes a –2 penalty to attack rolls until the end of
  175. your next turn.
  176. Level 21: 2d6 + Charisma modifier damage.
  177.  
  178. Encounter Powers
  179.  
  180.  
  181. Night Daze - Zorark Racial Power
  182. ‘Summoning the dark energy inside you, you release a black burst from your body toward your foes.’
  183. Encounter - Necrotic
  184. Minor Action Close Blast 3
  185. Targets: All creatures 3 squares in front and adjacent
  186. Attack: Wis vs. Will, Con vs. Will
  187. Hit: 1d8 + Cha mod damage
  188. Increase to 2d8 + Cha mod damage at the 11th level, and increase to 3d8 + Cha mod damage at the 21st level.
  189. Special: When you create your character, choose either Constitution or Wisdom as the ability score you make attacks with. This may not be changed.
  190.  
  191. Blunder Bard Attack 1
  192. You fog your foe’s mind, causing it to stumble past your allies.
  193. Encounter ✦ Arcane, Charm, Implement
  194. Standard Action Ranged 5
  195. Target: One creature
  196. Attack: Charisma vs. Will
  197. Hit: 1d6 + Charisma modifier damage, and you slide the
  198. target 2 squares. During the slide, you or one of your
  199. allies can make a melee basic attack against the target as
  200. a free action, with a +2 power bonus to the attack roll.
  201. Virtue of Cunning: The power bonus to the attack roll
  202. equals 1 + your Intelligence modifier.
  203.  
  204. Daily powers
  205.  
  206. Stirring Shout Bard Attack 1
  207. Your shout of wrath stabs into your foe’s mind. Each time your
  208. allies hit that foe, they draw strength from its weakness.
  209. Daily ✦ Arcane, Healing, Implement, Psychic
  210. Standard Action Ranged 10
  211. Target: One creature
  212. Attack: Charisma vs. Will
  213. Hit: 2d6 + Charisma modifier psychic damage.
  214. Effect: Until the end of the encounter, whenever an ally hits
  215. the target, that ally regains hit points equal to your Charisma
  216. modifier.
  217.  
  218.  
  219. Utility powers
  220. Hunter’s Tune Bard Utility 2
  221. You shape the flow of sound, containing it and creating an area
  222. of silence.
  223. Daily ✦ Arcane
  224. Minor Action Ranged 10
  225. Target: One ally
  226. Effect: Until the end of your next turn, the target gains
  227. a +5 power bonus to Stealth checks and doesn’t take
  228. a penalty to Stealth checks for moving more than 2
  229. squares or running.
  230. Sustain Minor: The effect persists if the target is within
  231. range.
  232.  
  233.  
  234.  
  235. Equipment ==========================================================
  236. Adventurer's Kit
  237. Jouneybread
  238. Broadsword
  239. Holy Symbol of Vera
  240. Fiddle [inherited]
  241. Robe of Scintillation Level 2+
  242. Made of fine silks, this robe sheds light when you want it to, and
  243. it can also unleash a swirling melange of color that befuddles
  244. foes.
  245. Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
  246. Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
  247. Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
  248. Armor: Cloth
  249. Enhancement: AC
  250. Power (At-Will ✦ Radiant): Minor Action. The robe radiates
  251. colored lights, illuminating like a torch. You can end
  252. the illumination as a free action.
  253. Power (Daily ✦ Radiant): Standard Action. The robe
  254. shines bright with myriad colors. Make an attack: Close
  255. burst 2; Intelligence or Charisma vs. Will (add the robe’s
  256. enhancement bonus as an enhancement bonus to the
  257. attack roll); on a hit, the target is dazed (save ends).
  258.  
  259.  
  260. Coins and Other Wealth =============================================
  261. 480 gold pieces
  262.  
  263. Languages Known ====================================================
  264. Common, Draconic, Elven, Dwarven, Goblin
  265.  
  266. Rituals ============================================================
  267.  
  268. Glib Limerick
  269. You recite a short rhyme and feel your tongue loosen so the
  270. lies can flow freely.
  271. Level: 1 Component Cost: 10 gp,
  272. Category: Deception plus a focus worth 5 gp
  273. Time: 1 minute Market Price: 50 gp
  274. Duration: 10 minutes Key Skill: Arcana (no check)
  275. Prerequisite: Bard
  276. For the ritual’s duration, whenever you make a Bluff
  277. check, you can roll twice and use either result. The ritual’s
  278. effect automatically ends when you roll initiative.
  279. Focus: A musical instrument you play as part of performing
  280. the ritual.
  281.  
  282. Tenser’s Floating Disk
  283. “Oh, this? It follows me everywhere, like a porter that never
  284. needs to rest.”
  285. Level: 1
  286. Category: Exploration
  287. Time: 10 minutes
  288. Duration: 24 hours
  289. Component Cost: 10 gp
  290. Market Price: 50 gp
  291. Key Skill: Arcana
  292. Arcana Check Result Maximum Load
  293. 9 or lower 250 pounds
  294. 10–24 500 pounds
  295. 25–39 1,000 pounds
  296. 40 or higher 2,000 pounds
  297. You create a slightly concave, circular plane of force that
  298. floats a foot off the ground and can carry what you lay
  299. upon it. The disk is 3 feet in diameter and 1 inch deep
  300. at its center. It remains stationary unless you move
  301. more than 5 squares away from it, in which case it
  302. moves with your base speed once per round until it is
  303. within 5 squares of you. You can command
  304. the disk to move up to your speed as a move
  305. action. If you are more than 5 squares from
  306. the disk for 2 consecutive rounds, the disk
  307. disappears, dropping whatever it was
  308. carrying.
  309. Your Arcana check result determines
  310. the maximum load the disk can
  311. carry.
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