Male Shadar-kai Shaman Level 1 Unaligned (Lawful) Strength 11 (+0) Constitution 10 (+0) Dexterity 15 (+2) Intelligence 15 (+2) Wisdom 9 (-1) Charisma 10 (+0) Height: 5' 10" Weight: 155 lb Skin: Gray Eyes: Black Hair: Black Maximum Hit Points: 22 Bloodied: 11 Surge Value: 5 Surges / Day: 7 Size: Medium Speed: 6 squares Vision: Low-light Initiative: 1d20 +2 = + 2 [dexterity] Base Strength Attack: 1d20 +0 = + 0 [strength] Base Dexterity Attack: 1d20 +2 = + 2 [dexterity] Base Constitution Attack: 1d20 +0 = + 0 [constitution] Base Intelligence Attack: 1d20 +2 = + 2 [intelligence] Base Wisdom Attack: 1d20 -1 = -1 [wisdom] Base Charisma Attack: 1d20 +0 = + 0 [charisma] Armor Class: 14 = 10 + 2 [intelligence] + 2 [Leather] Fortitude Defense: 12 = 10 + 1 [Shadar-Kai] + 1 [shaman] Reflex Defense: 12 = 10 + 2 [dexterity] Will Defense: 11 = 10 + 1 [shaman] If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 1 characters get +0 on attack/damage (0d6 extra damage on a critical hit) and +0 on all defenses. These bonuses do not stack with magic items. Armor: Leather (15 lb) Shield: None Attacks: Unarmed Melee: +0 [base strength attack] vs AC; damage 1[W]=1d4 Quarterstaff: +2 vs AC [0 strength attack] [+2 proficiency]; damage 1[W]=1d8 4 lb (Staff) Spirit's Shield -1i [base wisdom attack] vs reflex Defending Strike -1i [base wisdom attack] vs reflex Haunting Spirits -1i [base wisdom attack] vs will Call to the Ancestral Warrior -1i [base wisdom attack] vs reflex Blessing of the Seven Winds -1i [base wisdom attack] vs. fortitude i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc. Base Saving throw: d20 vs 10 Encumberance 4e Normal Load: Heavy Load: Maximum Drag Load 110 lb. 220 lb. 550 lb. Encumberance 3.5 Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 38 lb. or less 39-76 lb. 77-115 lb. 115 lb. 230 lb. 575 lb. Languages: Common; Rituals Known: Skills: Acrobatics: +4 = 2 [dexterity] + 2 [Shadar-Kai] Arcana: +7 = 2 [intelligence] +5 [class training] Athletics: +5 = 0 [strength] +5 [class training] Bluff: +0 = 0 [charisma] Diplomacy: +0 = 0 [charisma] Dungeoneering: -1 = -1 [wisdom] Endurance: +5 = 0 [constitution] +5 [class training] Heal: -1 = -1 [wisdom] History: +2 = 2 [intelligence] Insight: -1 = -1 [wisdom] Intimidate: +0 = 0 [charisma] Nature: +4 = -1 [wisdom] +5 [class training] Perception: +1 = -1 [wisdom] + 2 [alertness] Religion: +2 = 2 [intelligence] Stealth: +4 = 2 [dexterity] + 2 [Shadar-kai] Streetwise: +0 = 0 [charisma] Thievery: +2 = 2 [dexterity] Feats: Alertness Per Essentials, you cannot be surprised at all At-Will: Melee Basic Attack: By weapon, damage 1[W] [standard action] Ranged Basic Attack: By weapon, damage 1[W]+2 [dexterity bonus] [standard action] Bull Rush: +0 [base strength attack] vs fortitude [standard action] Grab: +0 [base strength attack] vs reflex [standard action] Move grabbed target: +0 [base strength attack] vs fortitude [standard action] Escape: +4 [acrobatics] vs reflex / +5 [athletics] vs fortitude [move action] Call Spirit Companion [Shaman][minor action] [see online revision] Spirit's Shield [Shaman][opportunity action] Defending Strike [Level 1] Haunting Spirits [Level 1] Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances); Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action) Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight) Other Immediate Actions: Readied action Other Opportunity Actions: Opportunity attack Other Free Actions: Drop held items; End a grab; Talk Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive Short rest: Healing surges as available Five minutes: Normal escape from restraints (Acrobatics) One hour: Forage; Streetwise check Encounter Powers: Second Wind Spend an Action Point [free action, not in surprise round] Shadow Jaunt [Shadar-kai][move action] Healing Spirit [minor action] Speak with Spirits [minor action] Call to the Ancestral Warrior [Level 1] Daily Powers: Blessing of the Seven Winds [Level 1] Shadar-Kai +2 dexterity, +2 intelligence or wisdom (already included, you chose intelligence.) +2 Acrobatics, +2 Stealth Winterkin (+1 on fortitude defense) Shadow Jaunt (see Monster Manual) Shaman This shaman chose the Protector Spirit option and its spirit boon. Healing Spirt Speak with Spirt Equipment: 19 lb 2 lb 5 lb 4 lb 2 lb 5 lb 1 lb 10 lb 10 lb 2 lb 4 lb _____ 64 lb Weapons / Armor / Shield (from above) Backpack Bedroll Flint and steel Grappling hook Hammer Pitons x10 Pouch (belt) x1 Rations (1 day) x10 Rope (50', hempen) x1 Sunrods x2 Waterskins x1 Total Magic items: Weapon: Weapon: Weapon: Weapon: Armor: Shield: Arms: Feet: Hands: Head: Neck: Ring: Ring: Waist: Resistances: Action Point Tally: Daily Item Powers Per Day: Heroic Tier Milestones: / / / Death Saving Throw Failures: More about this character: Error reports to scalpel_blade@yahoo.com Thanks! |