Advertisement
Coloursfall

Finn Sheet

May 4th, 2012
82
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 12.10 KB | None | 0 0
  1. Name [Finn]
  2. Level [16]
  3. Class [Fighter]
  4. Paragon [Swordmaster]
  5. Race [Human]
  6. Size [M]
  7. Age [14]
  8. Gender [Male]
  9. Height [5'0"]
  10. Weight [100lbs]
  11. Alignment [Lawful Good]
  12. Deity [N/A]
  13.  
  14. Total XP []
  15.  
  16. Initiative =========================================================
  17. +11 (+3 Dex, +8 half level)
  18.  
  19. Ability Scores =====================================================
  20. Strength......21 (+5) (+13 bonus + half level)
  21. Constitution..19 (+4) (+12 bonus + half level)
  22.  
  23. Dexterity.....17 (+3) (+11 bonus + half level)
  24. Intelligence..11 (+0) (+8 bonus + half level)
  25.  
  26. Wisdom........11 (+0) (+8 bonus + half level)
  27. Charisma......13 (+1) (+9 bonus + half level)
  28.  
  29. Defenses ===========================================================
  30. AC 22 (10 base, +8 half level, +4 armor, +0 class, +0 misc, +0 feat)
  31. Fort 33 (10 base, +8 half level, +5 Str, +2 class, +1 misc, +7 feat)
  32. Ref 23 (10 base, +8 half level, +3 Dex, +0 class, +1 misc, +1 feat)
  33. Will 21 (10 base, +8 half level, +1 Cha, +0 class, +1 misc, +1 feat)
  34.  
  35. Hit Points =========================================================
  36. Max HP 124
  37. Bloodied 62 (half HP)
  38. Surge value 31 (quarter HP)
  39. Surges/day 15
  40.  
  41. Resistances, Weaknesses, Current Effects
  42.  
  43.  
  44. Movement ===========================================================
  45. Speed 6 squares (base 6, armor -0)
  46.  
  47. Senses =============================================================
  48. Passive Insight 18 (10 base, Skill +8)
  49. Passive Perception 23 (10 base, Skill +13)
  50.  
  51. Race Features ======================================================
  52.  
  53. Bonus At-Will Power: You know one extra at-will power from your class.
  54. Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
  55. Bonus Skill: You gain training in one additional skill from your class skill list.
  56. Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.
  57.  
  58.  
  59. Class/Path/Destiny Features ========================================
  60.  
  61.  
  62. Steel Defense Action:
  63. When you spend an action point to take an extra action, you also gain a +4 bonus to AC and Reflex defense until the start of your next turn.
  64. Steel Grace:
  65. When you charge with a light blade or a heavy blade that is not a polearm, you can use Containing Strike or Reaping Strike instead of your melee basic attack.
  66. Steel Blitz:
  67. When you score a critical hit with a light blade or a heavy blade, you regain the use of a fighter encounter power you’ve already used in the encounter.
  68. Combat Challenge
  69. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target
  70. is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark
  71. supersedes a mark that was already in place. In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not
  72. include you, you can make a melee basic attack against that enemy as an immediate interrupt.
  73. Combat Superiority
  74. You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity
  75. attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.
  76. Fighter Weapon Talent
  77. Choose either one-handed or two-handed weapons. When using a weapon of your chosen style, you gain a +1 bonus to attack rolls.
  78.  
  79. Skills =============================================================
  80. Acrobatics +11 (+11 Dex/half-level)
  81. Arcana +8 (+8 Int/half-level)
  82. Athletics +18 (+13 Str/half-level, +5 Trained)
  83. Bluff +9 (+9 Cha/half-level)
  84. Diplomacy +9 (+9 Cha/half-level)
  85. Dungeoneering +13 (+8 Wis/half-level, +5 Trained)
  86. Endurance +12 (+12 Con/half-level)
  87. Heal +8 (+8 Wis/half-level)
  88. History +8 (+8 Int/half-level)
  89. Insight +8 (+8 Wis/half-level)
  90. Intimidate +9 (+9 Cha/half-level)
  91. Nature +8 (+8 Wis/half-level)
  92. Perception +13 (+8 Wis/half-level, +5 Trained)
  93. Religion +8 (+8 Int/half-level)
  94. Stealth +11 (+11 Dex/half-level)
  95. Streetwise +9 (+9 Cha/half-level)
  96. Thievery +11 (+11 Dex/half-level)
  97.  
  98. Feats ==============================================================
  99. Action Surge: +3 to attacks when you spend an action point
  100. Bloody Tenacity: +2 to all defenses when first bloodied
  101. Avenging Spirit: Gain action point when ally is reduced to 0 or fewer hp
  102. Great Fortitude: +2 to Fortitude defense
  103. Paragon Defenses: +1 to Fortitude, Reflex, and Will
  104. Epic Fortitude: +4 to Fortitude
  105. Action Rush: Shift 2 squares after spending action point
  106. Wicked Blade: Basic attack with heavy blade gains high crit property
  107. Versatile Talent: Gain Fighter Weapon Talent with both weapon types
  108. Durable: Increase number of healing surges by 2
  109. Weapon Focus: +1 damage with chosen weapon group
  110.  
  111.  
  112. Power Index ========================================================
  113. Check the box when the power is used.
  114. Clear the box when the power renews.
  115.  
  116. At-Will Powers
  117. Cleave
  118. At-Will * Martial, Weapon
  119. Standard Action Melee weapon
  120. Target: One creature
  121. Attack: Strength vs. AC
  122. Hit: 1[W] + Strength modifier damage, and an enemy adjacent to you takes damage equal to your Strength modifier
  123.  
  124. Sure Strike
  125. At-Will * Martial, Weapon
  126. Standard Action Melee weapon
  127. Target: One creature
  128. Attack: Strength + 2 vs. AC
  129. Hit: 1[W] damage.
  130.  
  131. Reaping Strike
  132. At-Will * Martial, Weapon
  133. Standard Action Melee weapon
  134. Target: One creature
  135. Attack: Strength vs. AC
  136. Hit: 1[W] + Strength modifier damage.
  137. Miss: Half Strength modifier damage. If you’re wielding a two-handed weapon, you deal damage equal to your Strength modifier.
  138.  
  139.  
  140. Encounter Powers
  141. Reckless Strike [ ]
  142. Encounter * Martial, Weapon
  143. Standard Action Melee weapon
  144. Target: One creature
  145. Attack: Strength –2 vs. AC
  146. Hit: 3[W] + Strength modifier damage.
  147.  
  148. Scattering Swing [ ]
  149. Encounter * Martial, Weapon
  150. Standard Action Close burst 1
  151. Target: Each enemy in burst you can see
  152. Attack: Strength vs. AC
  153. Hit: 2[W] + Strength modifier damage, and you slide the target 1 square.
  154. Miss: You push the target 1 square.
  155.  
  156. Parry and Riposte [ ]
  157. Encounter * Martial, Weapon
  158. Immediate Reaction Melee weapon
  159. Trigger: An enemy misses you or an ally with a melee attack
  160. Target: The triggering enemy
  161. Attack: Strength vs. AC
  162. Hit: 1[W] + Strength modifier damage, and the target grants combat advantage to you and your allies until the end of your next turn.
  163.  
  164. Passing Attack [ ]
  165. Encounter * Martial, Weapon
  166. Standard Action Melee weapon
  167. Primary Target: One creature
  168. Attack: Strength vs. AC
  169. Hit: 1[W] + Strength modifier damage, and you can shift 1 square. Make a secondary attack.
  170. Secondary Target: One creature other than the primary target
  171. Secondary Attack: Strength + 2 vs. AC
  172. Hit: 1[W] + Strength modifier damage.
  173.  
  174. Fantastic Flourish [ ]
  175. Encounter * Martial
  176. Minor Action Ranged 5
  177. Requirement: You make a successful melee attack with a light blade or heavy blade (not a polearm)
  178. Target: One enemy other than the one you just hit
  179. Effect: The target is marked until the end of your next turn.
  180.  
  181. Precision Cut [ ]
  182. Encounter * Martial, Weapon
  183. Standard Action (Special) Melee weapon
  184. Special: This power can be used as an opportunity attack.
  185. Target: One creature
  186. Attack: Strength vs. Reflex
  187. Hit: 3[W] + Strength modifier damage.
  188.  
  189.  
  190. Daily powers
  191. Victorious Surge [ ]
  192. Daily * Healing, Martial, Reliable, Weapon
  193. Standard Action Melee weapon
  194. Target: One creature
  195. Attack: Strength vs. AC
  196. Hit: 3[W] + Strength modifier damage, and you regain hit points as if you had spent a healing surge
  197.  
  198. Gale of Steel [ ]
  199. Daily * Martial, Weapon
  200. Standard Action Close burst 1
  201. Target: Each enemy in burst you can see
  202. Attack: Strength vs. AC
  203. Hit: 2[W] + Strength modifier damage.
  204. Weapon: If you’re wielding a heavy blade or a light blade, the attack deals extra damage equal to your Dexterity modifier.
  205. Effect: You can shift 1 square and repeat the attack against any enemy you haven’t already hit with the attack
  206.  
  207. Dizzying Blow [ ]
  208. Daily * Martial,Reliable,Weapon
  209. Standard Action Melee weapon
  210. Target: One creature
  211. Attack: Strength vs. AC
  212. Hit: 3[W] + Strength modifier damage, and the target is immobilized (save ends).
  213.  
  214.  
  215. Utility powers
  216. Unstoppable [ ]
  217. Daily * Healing, Martial
  218. Minor Action Personal
  219. Effect: You gain temporary hit points equal to 2d6 + your Constitution modifier.
  220.  
  221. Unbreakable [ ]
  222. Encounter * Martial
  223. Immediate Reaction Personal
  224. Trigger: You are hit by an attack Effect: Reduce the damage from the attack by 5 + your Constitution modifier
  225.  
  226. Fighter's Grit [ ]
  227. Encounter * Martial
  228. Minor Action Personal
  229. Effect: Until the end of your next turn, you ignore the effects of the dazed, immobilized, slowed, and weakened conditions.
  230.  
  231. Bolstering Strike [ ]
  232. Encounter * Martial
  233. Move Action Personal
  234. Effect: You can move your speed, ending in a space adjacent to an ally. You then gain temporary hit points equal to 2d8 + your Constitution modifier.
  235.  
  236. Strength from Pain [ ]
  237. Daily * Martial
  238. Minor Action Personal
  239. Requirement: You must be bloodied.
  240. Effect: You gain a +4 power bonus to melee damage rolls, Athletics checks, and Endurance checks until the end of the encounter or until you are no longer bloodied.
  241.  
  242.  
  243. Equipment ==========================================================
  244. Adventurer's Kit
  245. Jouneybread
  246.  
  247. Bloodthirsty Bastard Sword (+6 Prof, 1d10, Versatle)
  248. Enhancement: Attack rolls and damage rolls
  249. Critical: +1d10 damage per plus
  250. Property: Gain a +1 item bonus to attack rolls against bloodied targets, and add an item bonus equal to the enhancement bonus of this weapon to damage rolls against bloodied targets.
  251.  
  252. Veteran's Hide Armour +4
  253. Enhancement: AC
  254. Property: When you spend an action point, you gain a +1 item bonus to all attack rolls and defenses until the end of your next turn.
  255. Power (Daily): Free Action. Spend an action point. You do not gain the normal extra action. Instead, you regain the use of one expended daily power
  256.  
  257.  
  258. Coins and Other Wealth =============================================
  259. 1000 gold pieces
  260.  
  261. Languages Known ====================================================
  262. Common
  263.  
  264. Rituals ============================================================
  265. N/A
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement