Fredegar Tempus (PDF)




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Title: D&D 4E Character Sheet
Author: Semih Arslanlar

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Character Sheet
Deniz Güçlü

Player Name

Fredegar

Druid

2

Character Name

Level

1,000

Class

Paragon Path

Human

Medium

30

Male

1.84

Race

Size

Age

Gender

Height

Unaligned
Weight

INITIATIVE
SCORE

DEX

5

Total XP

Tempus

Alignment

Deity

Adventuring Company

DEFENSES

1/2 LVL

MISC

1

4

Initiative

Epic Destiny

SCORE
DEFENSE

16

CONDITIONAL MODIFIERS

10 + ARMOR/
1/2 LVL ABIL CLASS

11

AC

SCORE
FEAT

4

RPGA Number

MOVEMENT
ENH

MISC

MISC

1

BASE

6

Speed

ARMOR

ITEM

MISC

6

(Squares)

SPECIAL MOVEMENT

CONDITIONAL BONUSES

ABILITY SCORES
SCORE

ABILITY

12

STR
Strength

15

CON

ABIL MOD

MOD + 1/2 LVL

1

DEFENSE

2

2

14

10 +
1/2 LVL ABIL

FORT 11

SENSES
CLASS

FEAT

ENH

MISC

2

MISC

1

CONDITIONAL BONUSES

3

SCORE

PASSIVE SENSE

BASE

21

Passive Insight

10 +

11

21

Passive Perception

10 +

11

Constitution
DEFENSE

DEX

0

1

12

INT
Intelligence

1

2

20

WIS

10

14

Dexterity

5

DEFENSE

6
18

CHA

0

11

REF

1

SPECIAL SENSES
CLASS

FEAT

ENH

MISC

1

MISC

1

ATTACK WORKSPACE

CONDITIONAL BONUSES

Wisdom

10

10 +
1/2 LVL ABIL

1

ABILITY:

10 +
1/2 LVL ABIL

WILL 11

5

SKILL BONUS

Melee Basic Attack - Frost Quarterstaff +1

ATT BONUS
CLASS

FEAT

ENH

MISC

1

MISC

1

CONDITIONAL BONUSES

1/2 LVL ABIL

+ 5
ABILITY:

1

CLASS

PROF

1

FEAT

ENH

2

MISC

1

Ranged Basic Attack - Magic Crossbow +1

ATT BONUS

1/2 LVL ABIL

CLASS

PROF

FEAT

ENH

MISC

Charisma

+ 4
MAX HP

HEALING SURGES
BLOODIED

37

SURGE VALUE

18

9

1/2 HP

1/4 HP

CURRENT HIT POINTS

1

0

2

1

RACE FEATURES

HIT POINTS
SURGES/DAY

Bonus Skill - Trained in one additional class skill.

9

DAMAGE WORKSPACE

Bonus Feat - Choose an extra feat at 1st level.
ABILITY:

Melee Basic Attack - Frost Quarterstaff +1

DAMAGE
CURRENT SURGE USES

SECOND WIND 1/ENCOUNTER

Bonus At-Will Power - Know one extra 1st-level attack
power from your class.

ABILITY:

Human Defense Bonuses - +1 to Fortitude, Reflex, and

DAMAGE

Will.

USED

ABIL

1d8+2

FEAT

ENH

1

MISC

MISC

1

Ranged Basic Attack - Magic Crossbow +1
ABIL

1d8+1

FEAT

ENH

0

MISC

MISC

1

TEMPORARY HIT POINTS

BASIC ATTACKS
ATTACK

DEATH SAVING THROW FAILURES

Ref

Savage Rend (Frost Quarterstaff 1d8+6
+1)

4

vs

AC

Magic Crossbow +1

1d8+1

at-will druid powers.

2

vs

AC

Unarmed (Melee)

1d4+1

Primal Aspect - Choose a Primal Aspect option.

1

vs

AC

Unarmed (Range)

1d4

Balance of Nature - You must have one or two beast form

Primal Guardian - While not wearing heavy armor, use

SKILLS
BONUS

SKILL NAME

DAMAGE

7
CLASS / PATH / DESTINY FEATURES

CURRENT CONDITIONS AND EFFECTS

WEAPON OR POWER

vs

SAVING THROW MODS
RESISTANCES

DEFENSE

ABIL MOD
+ 1/2 LVL

TRND
(+5)

ARMOR
PENALTY MISC

Con mod in place of Dex or Int mod to determine AC

vs

1

Acrobatics

DEX

1

0

n/a

0

Ritual Casting - Gain Ritual Caster as a bonus feat.

2

Arcana

2

0

n/a

0

Wild Shape - Gain the wild shape power

INT

3

Athletics

STR

2

0

n/a

1

Ritual Caster - Master and perform rituals

1

Bluff

CHA

1

0

n/a

0

Toughness - Gain 5 additional hit points per tier

1

Diplomacy

CHA

1

0

n/a

0

Wintertouched - Gain combat advantage against foe

6

Dungeoneering

WIS

6

0

n/a

0

8

Endurance

CON

3

5

n/a

0

6

Heal

WIS

6

0

n/a

0

7

History

INT

2

5

n/a

0

11

Insight

WIS

6

5

n/a

0

Intimidate

CHA

1

0

n/a

0

1
11

Nature

WIS

6

5

n/a

0

11

Perception

WIS

6

5

n/a

0

2

Religion

INT

2

0

n/a

0

2

Stealth

DEX

1

0

n/a

1

1

Streetwise

CHA

1

0

n/a

0

DEX

1

0

n/a

0

1

Thievery

Fredegar

FEATS
Improved Initiative - +4 to initiative checks

vulnerable to cold

LANGUAGES KNOWN
Common, Primordial

Page 1

Deniz Güçlü

POWER INDEX

MAGIC ITEM INDEX

List your powers below.
Check the box when the power is used.
Clear the box when the power renews.

List your powers below.
Check the box when the power is used.
Clear the box when the power renews.

AT-WILL POWERS

MAGIC ITEMS
WEAPON

Chill Wind

WEAPON

Wild Shape

CHARACTER PORTRAIT

Frost Quarterstaff +1 (E)
Magic Crossbow +1

WEAPON

Savage Rend

WEAPON

Storm Spike

ARMOR

Call of the Beast

Sylvan Leather Armor +1 (E)

ARMS
FEET

ENCOUNTER POWERS
HANDS

Second Wind

HEAD

Frost Flash

NECK
RING
RING

PERSONALITY TRAITS

WAIST

DAILY POWERS
Summon Pack Wolf

MANNERISMS AND APPEARANCE
UTILITY POWERS
Root Understanding

Daily Item Powers Per Day
Heroic (1-10)

OTHER EQUIPMENT

Milestone

/

/

/

Paragon (11-20)

Milestone

/

/

/

Epic (21-30)

Milestone

/

/

/

RITUALS / ALCHEMY

Ritual Book

Animal Messenger

Adventurer's Kit

Portend Weather

Backpack (empty)

CHARACTER BACKGROUND
Birth - On Another Plane
You were not born in the world, but rather on another
plane, such as the Feywild. What circumstances brought
your ancestors to that plane? Were they natives of that
plane, taken there against their will, or just visitors? When
did you leave that plane, and what did you have to
accomplish to escape it? Do you miss your birth plane, or do
you dread returning to it?
Recent Life - Lost in the Feywild

COMPANIONS AND ALLIES

Climber's Kit
Tent
Sailing Ship

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH
Money on hand: 100 gp
Stored money: 0 gp
Encumbrance: 94 / 120

Fredegar

Page 2

Deniz Güçlü

Chill Wind
KEYWORDS

Wild Shape
USED

Cold, Implement, Primal

KEYWORDS

Savage Rend
USED

Polymorph, Primal

KEYWORDS

Standard

10

Area burst 1 within 10 squares

Minor

Personal

Standard

ACTION

1

RANGE

ACTION

RANGE

ACTION

Fort

Each creature in burst

DEFENSE

TARGET

vs

7
ATTACK

vs
ATTACK

Attack: Wisdom vs. Fortitude
Hit: 1d6 cold damage, and you slide the target 1
square.
Level 21: 2d6 cold damage.
Frost Quarterstaff +1: +7 attack, 1d6+1 damage

DEFENSE

TARGET

*

Melee touch
RANGE

vs

7
ATTACK

Effect: You change from your humanoid form to beast form or vice versa. When
you change from beast form back to your humanoid form, you can shift 1
square. While you are in beast form, you can't use attack, utility, or feat powers
that lack the beast form keyword, although you can sustain such powers.
You choose a specific form whenever you use wild shape to change into beast
form. The beast form is your size, resembles a natural beast or a fey beast, and
normally doesn't change your game statistics. Your equipment becomes part of
your beast form, but you drop anything you are holding, except implements you
can use. You continue to gain the benefits of the equipment you wear, except a
shield.
You can use the properties and the powers of implements as well as magic
items that you wear, but not the properties or the powers of weapons or the
powers of wondrous items. While equipment is part of your beast form, it cannot
be removed, and anything in a container that is part of your beast form is
inaccessible.
Special: You can use this power once per round.

USED

Beast Form, Implement, Primal

Reflex

One creature

DEFENSE

TARGET

Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier (+5) damage, and
you slide the target 1 square.
Level 21: 2d8 + Wisdom modifier (+5) damage.
Special: This power can be used as a melee
basic attack.
Frost Quarterstaff +1: +7 attack, 1d8+6 damage

FLAVOR TEXT

FLAVOR TEXT

FLAVOR TEXT

A howling gust of icy wind savages your enemies, scattering
them.

You assume an aspect of the Primal Beast or return to your
humanoid form.

You rake your foe with your claws, setting it up for the kill.

CLASS

LEVEL

Druid

BOOK

1

CLASS

PH2

AT-WILL POWER

USED

10

KEYWORDS

USED

KEYWORDS

Standard

10

Area burst 1 within 10 squares

Standard

1

RANGE

ACTION

Reflex

One creature

7

Will

Each enemy in burst

7

DEFENSE

TARGET

DEFENSE

TARGET

ATTACK

Frost Quarterstaff +1: +7 attack, 1d8+6 damage

10

Ranged 10

Fort

One creature

DEFENSE

TARGET

RANGE
vs

ATTACK

Attack: Wisdom vs. Will
Hit: The target can't gain combat advantage until
the end of your next turn. In addition, on its next
turn the target takes psychic damage equal to 5
+ your Wisdom modifier (+5) when it makes any
attack that doesn't include your ally nearest to it
as a target.
Level 21: 10 + Wisdom modifier (+5) psychic
damage.

USED

Cold, Implement, Primal

ACTION

Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier (+5) lightning
damage. If the target doesn't move at least 2
squares on its next turn, it takes lightning
damage equal to your Wisdom modifier (+5).
Level 21: 2d8 + Wisdom modifier (+5) damage.

PH2

Frost Flash

Charm, Implement, Primal, Psychic

vs

BOOK

1

AT-WILL POWER

RANGE
vs

LEVEL

Druid

Ranged 10

Standard
ACTION

ATTACK

CLASS

PH2

Call of the Beast

Implement, Lightning, Primal

7

BOOK

AT-WILL POWER

Storm Spike
KEYWORDS

LEVEL

Druid

Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier (+5) cold damage,
and the target is immobilized until the end of
your next turn.
Primal Guardian: The attack deals extra
damage equal to your Constitution modifier (+2).
Frost Quarterstaff +1: +7 attack, 1d6+8 damage

Frost Quarterstaff +1: +7 attack
FLAVOR TEXT

FLAVOR TEXT

FLAVOR TEXT

A bolt of lightning spears your foe and charges the air around
it. If your enemy doesn't move away, a second spark will
erupt around it.

You draw forth the savagery that dwells in every creature,
compelling your enemies to fight without forethought or plan.

You blast your enemy with cold that leaves it frozen in place.

CLASS

LEVEL

Druid

1

BOOK

CLASS

PH2

AT-WILL POWER

BOOK

CLASS

PH2

USED

5

ACTION

USED

Ranged 5

Free

Personal

RANGE

ACTION

RANGE

AT-WILL

1

BOOK

PH2

Frost Quarterstaff +1

KEYWORDS

vs

LEVEL

Druid

ENCOUNTER POWER

Root Understanding

Implement, Primal, Summoning

Standard

1

AT-WILL POWER

Summon Pack Wolf
KEYWORDS

LEVEL

Druid

ENCOUNTER

1d8

2

Staff

DAMAGE

PROFICIENT

GROUP

RANGE

+1 attack rolls and damage rolls

3

+1d6 cold damage

ENHANCEMENT

LEVEL

CRITICAL

DAILY
PROPERTIES

ATTACK

DEFENSE

TARGET

Effect: You summon a Medium wolf in an unoccupied square
within range. The wolf has speed 6. You can give the wolf the
following special command. On the turn you summon the wolf,
you give that command as part of using this power.
Standard action: Melee 1; targets one creature; Wisdom
vs. Reflex; 1d6 + Wisdom modifier (+5) damage, and if the
wolf has combat advantage against the target, the target is
knocked prone.
Instinctive Effect: If you haven't given the wolf any
commands by the end of your turn, it attacks an adjacent
prone creature. If it can't do that, it attacks an adjacent enemy
if it can. Otherwise, it moves its speed to a square adjacent to
an enemy.

Trigger: You see or hear a language you don't
understand.
Effect: You can understand, read, speak, and
write the triggering language until the end of the
encounter.
Prerequisite: You must be trained in History.

FLAVOR TEXT

ADDITIONAL EFFECTS

Your studies in history have exposed you to a variety of
languages, which sometimes allows you to understand a
language in which you aren't fluent.

Druid

DAILY POWER
Fredegar

LEVEL

1

BOOK

PP

AT-WILL

ENCOUNTER

DAILY

POWER

You reach out into the spirit world and find an ally, an
ancient wolf spirit made solid by your magic for these few
minutes of the hunt.
CLASS

Melee Basic Attack: +5 attack, 1d8+2 damage
Savage Rend: +7 attack, 1d8+6 damage

CLASS

History

LEVEL

UTILITY POWER

2

BOOK

Dragon 385

Power (At-Will • Cold): Free Action. All damage
dealt by this weapon is cold damage. Another free
action returns the damage to normal.
Power (Daily • Cold): Free Action. Use this power
when you hit with the weapon. The target takes
1d8 cold damage and is slowed until the end of
your next turn.
ITEM SLOT

Two-Hands

WEIGHT

4

PRICE

680

BOOK

PH

MAGIC WEAPON
Page 3

Deniz Güçlü






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