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Fourth Edition Character Sheet

Aedaric, the Alchemist


Defenses

Level

15
AC

12
FORT

14
REF

15
WILL

Conditional Bonuses

HIT POINTS
Maximum
Bloodied

23
11

Temporary

Notes

Surges

ACTION POINTS
a standard action.

Spend an action point to take

Healing Surge for aka (

Up to )

per day

1/4 Max HP

Initiative Speed
Passive Insight Passive Perception
CHECK

+2
Conditional Bonuses

Mark a full action point as a circle, and a half as a halfcircle

Warning Distraction
RANGE 10 21

(Interrupt)

Trigger: An enemy within 10 attacks an ally

DAILY

Conditional Bonuses

15 15

+4
DEX

VS

REF
Critical:

3 d6 3

damage

on a natural 20

THEN The ally makes an at-will attack agains that enemy as a free action, with a +1 to their attack

At Will Abilities
Longsword The Black Horn of the Ogre King Unarmed MELEE

STRENGTH

10 +0
+0

+3
STR

VS

AC

1 d8+ 0 damage
on a natural 20

+3
STR

CONSTITUTION 11 DEXTERITY INTELLECT WISDOM CHARISMA


SKILLS

Critical:

VS

AC

1 d4+ 1 damage
on a natural 20

+3
STR

Critical:

VS

AC

1 d4+ 0 damage
on a natural 20

BASIC
RANGED

Critical:

Boomberang

RANGE 10 8

The Black Horn of the Ogre King

RANGE 10 5

Improvised Weapon

RANGE 10 4

14 +2 16
+3

+4
DEX

VS

AC

1 d8+ 0 damage
on a natural 20

+3
DEX

VS

AC

1 d4+ 1 damage
on a natural 20

+3
DEX

VS

AC

1 d4+ 0 damage
on a natural 20

BASIC

Critical:

Critical:

Critical:

Thundergel Snapcapsule

(SA)

10 +0 16
DEX INT STR CHA CHA CON WIS INT WIS CHA WIS WIS INT DEX CHA DEX

THEN An enemy adjacent to that ally is attacked:

(one ally within Close Burst 10) Gains +1 AC until your next turn ends.

Misdirected Mark (SA) (one enemy within RANGE 10) +3


CHA

VS

REF 1 d8+ 3 damage


11
on a natural 20

(minor) until then end of encounter or I use Misdirected Mark my Skald Aura gains:
Each time I hit an enemy with a basic attack, one ally in the my aura gains:

Words of Gravity

Critical:

+3 +2 +8 +0 +3 +3 +0 +0 +5 +3 +5 +3 +0 +5 +3 +2 +3 +7

+3
INT

1 d8+ 3 thunder VS FORT Critical: 11 on a natural 20


Artificer

THEN That enemy is marked by an ally within 5 squares of me. Bard

+2 to all defenses until my next turn ends

Bard

Acrobatics Arcana Atheltics Bluff Diplomacy Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery

Encounter Abilities
Second Wind
(SA)

Healing Infusion
Curative Formula reagents
Target spends a healing surge and gains hit points equal to their surge value.

(minor)
Choose

Gain +2 bonus to all your defenses until

Spend a healing surge and gain hit points equal to your surge value. THEN the ned of your next turn.

You add reagents to a vial and splash it on an ally within Close Burst 5.

Resistive Formula reagents

Target gains +1 AC until end of encounter. They can cancel this effect to gain
Temporary Hit Points equal to their surge value

Dungeoneering WIS

Usable once per Encounter

Usable twice per encounter.


Artificer

Ice Shard Traps

(SA)

Skald Aura
Gain Morale

(minor)
They Choose:

Sprinkle crystals and toss a few reagents to place two traps within Close Burst 5 THEN When an enemy enters a trap, it attacks, consuming that trap.

Once this is active, all allies in Burst 5 are affected until the end of the encounter.

Any ally in the burst may consume the effect of the Aura.

They spend a healing surge and gain hit points equal to their surge value +1d6

They allow an adjacent ally to spend a healing surge and gain 1/4 Max HP +1d6

Encourage Another

+3
INT

1 d8+ 3 cold VS FORT Critical: 11 on a natural 20

Usable twice per encounter.


Bard

And the enemy gains: Vulnerable Cold 5, and grants Combat advantage until my next turn ends.

Acid Splashcapsule
Range 5 / 10

(SA) Acid

Usable once per Encounter


Artificer

+4
DEX

VS

REF

1 d10 0

Critical:

and ongoing

5 Acid

10

on a natural 20

(save ends)

Usable once per Encounter


Alchemy