The Shroud Ratha Twice-Slain Character Example, Podreczniki RPG, The Shroud
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SHROUD
Character Sheet
The
Player Name
11
Ratha Twice-Slain
Witch Doctor
Fang of the Wild
26,000
Character Name
Level
Class
Paragon Path
Epic Destiny
Total XP
Half-Dead
Medium
Male?
6’2”
168 lbs
Unaligned
Bone Witch
Race
Size
Age
Gender
Height
Weight
Alignment
Deity
Adventuring Company
RPGA Number
(Human)
InItIatIve
DefenSeS
MoveMent
SCoRE
DEX
1/2 LvL
MiSC
SCoRE
10 +
ARMoR/
SCoRE
bASE
ARMoR
iTEM
MiSC
DEfENSE
1/2 LvL
AbiL
CLASS fEAT
ENH
MiSC MiSC
Speed
6
6
+9
Initiative
+2
+5
+2
24
AC
4
2
0
3
0
0
15
(SquARES)
SPECiAL MovEMENT
CoNDiTioNAL MoDifiERS
CoNDiTioNAL boNuSES
abIlIty ScoreS
SenSeS
10 +
ARMoR/
DEfENSE
1/2 LvL
AbiL
CLASS fEAT
ENH
MiSC MiSC
SCoRE
AbiLiTy
AbiLiTy MoD
MoD + 1/2 LvL
SCoRE
PASSivE SENSE
bASE
SkiLL
23
FORT
4
1
0
3
0
0
15
STR
12
+1
+6
17
7
Passive Insight
10 +
Passive Perception
10 +
SPECiAL SENSES
CoNDiTioNAL boNuSES
STRENGTH
CON
19
+4
+9
19
9
10 +
ARMoR/
DEfENSE
1/2 LvL
AbiL
CLASS fEAT
ENH
MiSC MiSC
CoNSTiTuTioN
20
REF
15
2
0
0
3
0
0
DEX
Low Light Vision
14
+2
+7
CoNDiTioNAL boNuSES
DEXTERiTy
attack WorkSPace
INT
11
+0
+5
10 +
ARMoR/
AbiLiTy:
ATT boNuS
Medicine Stick (Spear)
iNTELLiGENCE
DEfENSE
1/2 LvL
AbiL
CLASS fEAT
ENH
MiSC MiSC
1/2 LvL
AbiL
CLASS
PRof
fEAT
ENH
MiSC
24
WIll
15
5
1
0
3
0
0
WIS
+15
11
+0
+5
+5
+5
+2
+3
WiSDoM
CoNDiTioNAL boNuSES
Sling
AbiLiTy:
ATT boNuS
CHA
20
+5
+10
1/2 LvL
AbiL
CLASS
PRof
fEAT
ENH
MiSC
+9
+5
+2
+2
CHARiSMA
HIt PoIntS
actIon PoIntS
Action Points
MAX HP
HEAlINg SuRgES
MiLESToNES
ACTioN PoiNTS
DaMage WorkSPace
0
1
bLooDiED
SuRGE vAL SuRGES/DAy
78
1
2
39
19+1
12
AbiLiTy:
DAMAGE
Medicine Stick (Spear)
*immobilize
on crit (save)
2
3
AbiL
fEAT
ENH
MiSC
MiSC
ADDiTioNAL EffECTS foR SPENDiNG ACTioN PoiNTS
1/2 HP
1/4 HP
1d8+8
+5
+3
Make 1 melee basic attack as a free action
CuRRENT HiT PoiNTS
CuRRENT SuRGE uSES
AbiLiTy:
DAMAGE
Sling
race featureS
AbiL
fEAT
ENH
MiSC
MiSC
1d6+2
+2
The Dead Rise - Stand up as minor action
Resist 10 necrotic / Vuln. 5 radiant
Relentless: +5 to death saves
Shroudborn origin
Horriied Wrath Encounter Power
SECOND WIND 1/ENCOuNTER
uSED
TEMPoRARy HiT PoiNTS
baSIc attackS
ATTACk
DEfENSE
WEAPoN oR PoWER
DAMAGE
DEATH SAvINg THROW FAIluRES
+15
AC
AC
1d8+8 *
vS
Medicine Stick
SAviNG THRoW MoDS
Relentless: +5 to death saves
Resist 10 necrotic
Vulnerable
5 radiant
Sling
1d6+2
vS
+9
RESiSTANCES
claSS/PatH/DeStIny featureS
vS
Evil Eye (class power)
Ritual Casting
Mask of the Wild:
* Feral Rebuke (no language penalty
when intimidating a beast)
* Skill Training (Nature)
* Alertness bonus feat
Fang of the Wild:
* Baring the Fang – Use Cha modiier for
melee basic attack; use half Cha modi-
ier as class bonus to AC in light armor
* Biting Deep – When spend an action to
take another action, make melee basic
attack as free action
CuRRENT CoNDiTioNS AND EffECTS
* On Crit: Target
immobilized (save ends)
vS
SkIllS
featS
AbiL MoD
+ 1/2 LvL
TRAiN
(+5)
ARMoR
PENALTy MiSC
boNuS SkiLL NAME
+2
+9
+7
Acrobatics
DEX
Alertness (+2 Perception, no combat
advantage when surprised)
+10
+5
+5
Arcana
iNT
+8
+6
+2
+2
+2
+2
+2
Athletics
STR
Command of Poison (+2 damage w/ Poison)
+12
+10
bluf
CHA
+12
+10
Diplomacy
CHA
Heart of the Beast (+1 to healing surge
value, +2 initiative)
+7
+5
Dungeoneering
WiS
+13
+9
+2
Endurance
CoN
Lingering Horror (Horriied Wrath power
also inlicts ongoing 5 necrotic, save
ends)
+10
+5
+5
Heal
WiS
+10
+5
+5
History
iNT
+7
+5
+2
+2
insight
WiS
+14
+10
+2
intimidate
CHA
Bitter Toxin (+1 to ongoing poison damage)
+10
+5
+5
Nature
WiS
Jack of All Trades (+2 in untrained skills)
+9
+5
+2
+2
Perception
WiS
+10
+5
+5
Religion
iNT
languageS knoWn
Toughness (+10 HP)
+9
+7
+2
Stealth
DEX
Common
Giant
The Wicked Eye (Target of Evil Eye
power takes -1 penalty on reroll save)
+12
+10
+2
Streetwise
CHA
+9
+7
+2
Thievery
DEX
PoWer InDex
List your powers below.
Check the box when the power is used.
Clear the box when the power renews.
at-Will Powers
MagIc IteM InDex
List your powers below.
Check the box when the power is used.
Clear the box when the power renews.
Magic Items
cHaracter PortraIt
WEAPoN
Serpent Strike
Tremor Strike
Medicine Stick of the
Wilting Lotus +3
WEAPoN
WEAPoN
WEAPoN
ARMoR
Leather Armor +3
ARMS
encounter Powers
fEET
Dwarven Greaves (PHB 246)
HANDS
Horriied Wrath (Race)
Evil Eye (2/encounter)
Shadow Curtain
Toad’s Breath
Curse of the Mask
Deep Bite (Fang of the Wild)
HEAD
PerSonalIty traItS
NECk
Amulet of Protection
RiNG
RiNG
WAiST
Ironskin Belt (PHB 253)
Potions of Healing (5)
Daily Powers
Earthbite
Hands of Earth
Disjointing Strike
MannerISMS & aPPearance
utility Powers
Repel Earth (Daily)
Resounding Response (Enc.)
Pillars of Storm (Daily)
cHaracter backgrounD
Daily Item Powers Per Day
Heroic (1-10)
Milestone
/
/
/
Paragon (11-20)
Milestone
/
/
/
Epic (21-30)
Milestone
/
/
/
rItualS/alcHeMy
otHer equIPMent
coMPanIonS & allIeS
Bind Medicine
Creations of Spirit
Feed Mask
Raise Dead
Silence
Sling and 20 stones
Adventurer’s Kit
Ritual components for:
Silence (1)
Raise Dead (1)
SeSSIon anD caMPaIgn noteS
coInS anD otHer WealtH
Evil Eye
Witch Doctor feature
Just when an enemy is about to shake of an efect, you lay a
whammy on him.
Encounter (Special)
*
Primal
Special:
you can use this power twice per encounter, but only
once per round. At 16th level you can use this power three
times per encounter.
Immediate Interrupt Close
burst 10
Trigger:
An enemy within the burst makes a successful saving
throw
Target:
The enemy making the saving throw
Efect:
The enemy must reroll the saving throw.
Shadow Curtain
Witch Doctor Attack 1
You summon a wave of shadow, freezing your enemies.
Encounter
*
Cold, Implement, Primal
Standard Action Area
wall 5 within 5 squares
Target:
Each creature in wall
Attack:
Charisma vs. fortitude
Hit:
1d8 + Charisma modiier cold damage, and the target is
slowed (save ends).
For me: +13 vs. Fortitude; 1d8+5 cold damage, and
target is immobilized (save ends) instead of
slowed (due to medicine stick).
Wicked Eye: Target takes -1 penalty on rerolled save
On a crit, target is immobilized (save ends).
Serpent Strike
Witch Doctor Attack 1
A phantom snake launches from your medicine stick and sinks its
fangs into an enemy.
At-Will
*
Implement, Poison, Primal
Standard Action
Earthbite
Witch Doctor Attack 1
Jagged rocks jut up from under your enemy’s feet.
Daily
*
Implement, Primal
Standard Action Area
burst 1 within 10 squares
Target:
Each enemy in burst
Attack:
Charisma vs. Relex
Hit:
2d6 + Charisma modiier damage, and the target is
knocked prone.
Miss:
Half damage.
Efect:
Squares in the area of the burst become diicult
terrain until the end of the encounter.
Ranged
10
Target:
one creature
Attack:
Charisma vs. Relex
Hit:
1 point of poison damage and ongoing 5 poison damage
(save ends).
increase ongoing damage to 10 at 21st level.
Mask of the Wild:
initial damage is equal to your Constitu-
tion modiier.
For me: +13 vs. Relex; 2d6+5 damage
For me: +13 vs. Relex; 6 points of poison damage,
ongoing 6 poison damage (save ends).
On a crit, target is immobilized (save ends).
On a crit, target is immobilized (save ends).
Toad’s Breath
Witch Doctor Attack 3
You take a deep breath and unleash a cloud of noxious green fog.
Encounter
*
Implement, Poison, Primal
Standard Action Close
wall 10
Target:
Each creature in wall
Attack:
Charisma vs. fortitude
Hit:
1d8 + Charisma modiier poison damage and ongoing 5
+ Charisma modiier poison damage (save ends).
Mask of the Wild:
you target only enemies in the wall.
Tremor Strike
Witch Doctor Attack 1
You strike the ground with your staf and send a twisting shock-
wave through your enemies.
At-Will
*
Implement, Primal
Standard Action Close
wall 5
Target:
Each creature in wall
Attack:
Charisma vs. fortitude
Hit:
1d6 + Charisma modiier damage.
increase damage to 2d6 + Charisma modiier damage at 21st
level.
For me+13 vs. Fortitude; 1d6+5 damage.
For me: Targets enemies only; +13 vs. Fortitude;
1d8+7 poison damage and ongoing 11 poison
damage (save ends).
On a crit, target is immobilized (save ends).
On a crit, target is immobilized (save ends).
Hands of Earth
Witch Doctor Attack 5
Hands of stone reach up to harry your enemies.
Daily
*
Implement, Primal, Zone
Standard Action Area
burst 2 within 10 squares
Target:
Each enemy in burst
Attack:
Charisma vs. Relex
Hit:
1d8 + Charisma modiier damage.
Efect:
The burst creates a zone of grasping stone hands. Each
enemy that starts its turn within the zone is slowed until
the beginning of its next turn. The zone lasts until the end
of your next turn.
Sustain Move:
The zone persists.
Deep Bite
fang of the Wild Attack 11
You drive your medicine stick deep into your foe.
Encounter
*
Primal, Weapon
Standard Action
Melee
weapon
Attack:
Charisma vs. AC
Hit:
1[W] + Charisma modiier damage and ongoing 10
damage (save ends).
For me: +15 vs. AC; 1d8+8 damage.
On a crit, target is immobilized (save ends).
Repel Earth
Witch Doctor utility 2
You drive your staf into the ground and push, sliding away as you
hover a few inches of the ground.
Daily
*
Implement, Primal
Move Action Personal
Efect:
you shift 6 squares, ignoring diicult terrain. you do
not fall for the duration of this move, so long as you end
your move on solid ground.
For me: +13 vs. Relex; 1d8+5 damage.
On a crit, target is immobilized (save ends).
Curse of the Mask
Witch Doctor Attack 7
A ghostly version of your mask appears on the target’s face. You
steal his vision and channel spells through him.
Encounter
*
Implement, Primal
Standard Action
Ranged
10
Target:
one creature
Attack:
Charisma vs. Will
Hit:
1d12 + Charisma modiier damage. The target is blinded,
and you can establish line of sight and line of efect from
the target (save ends both).
Resounding Response
Witch Doctor utility 6
As you are struck, the blow resounds like thunder upon your
attacker.
Encounter
*
Implement, Primal, Thunder
Immediate Reaction Personal
Trigger:
you are hit by a melee attack
Target:
The creature that hit you
Efect:
The target is dazed until the end of its next turn.
Mask of the Wild:
you push the target 1 square.
For me: +13 vs. Will; 1d12+5 damage. Don’t forget
the Evil Eye to prolong the effect!
On a crit, target is immobilized (save ends).
For me: Push the target 1 square.
Disjointing Strike
Witch Doctor Attack 9
Lightning strikes the enemy, and a powerful curse disrupts their
concentration.
Daily
*
Implement, lightning, Primal
Standard Action
Pillars of Storm
Witch Doctor utility 10
You call down columns of lightning that tower over the battleield.
Daily
*
Implement, lightning, Primal
Standard Action Close
burst 5
Target:
Any two unoccupied squares in the burst.
Efect:
Pillars of lightning occupy the squares. They block line
of sight and cast bright light out to a radius of 5 squares.
Any creature that enters a square occupied by one of the
pillars takes 4d6 lightning damage. Each pillar lasts until the
end of your next turn or until it deals damage.
Sustain Minor:
The pillars persist until they deal damage.
Mask of the Elements:
Create a number of pillars of light-
ning equal to your intelligence modiier.
Ranged
10
Target:
one enemy
Attack:
Charisma vs. Relex
Hit:
2d8 + Charisma modiier lightning damage. The target
can take no actions until the end of your next turn.
Miss:
Half damage, and the target is slowed until the end of
your next turn.
For me: +13 vs. Relex; 2d8+5 lightning damage.
Thanks to the medicine stick, miss effect is
immobilized instead of slowed.
On a crit, target is immobilized (save ends).
For me: Two pillars only (my mask is of the Wild).
Horriied Wrath
Racial Power
Your wounds overcome your living mind, and the undead brute
within breaks free.
Encounter
Immediate Reaction Personal
Trigger:
you become bloodied by an attack.
Efect:
Add your Constitution modiier as necrotic damage to
your attacks until the end of your next turn. you are at -2
to your defenses vs. any fear attacks or abilities while this
power is in efect.
For me: +4 necrotic damage to my attacks.
Medicine Stick of the Wilting lotus
Level 12
This slender spear saps the energy from its victims.
Lvl 12 +3 13,000 gp
Implement (Medicine Stick)
Enhancement:
Attack rolls and damage rolls
Critical:
The target is immobilized (save ends)
Property:
Whenever an attack with this weapon causes the
slowed condition, the target is immobilized instead (save
ends).
Special:
A medicine stick can be used as a weapon and is
treated as a spear. it adds its enhancement bonus to attack
rolls and damage rolls when used in this manner. you do
not gain your weapon proiciency bonus to the attack roll
when using a medicine stick as an implement.
Lingering Horror: Power also grants ongoing 5
necrotic damage (save ends) on attacks made.
For me: The critical effect applies to nearly all
of my attacks!
DuNGEoNS & DRAGoNS, the DuNGEoNS &
DRAGoNS Compatibility Logo, D&D, PLAyER’S
HANDbook, DuNGEoN MASTER’S GuiDE, and
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used with permission. Certain materials, including 4E
References in this publication, D&D core rules mechanics,
and all D&D characters and their distinctive likenesses,
are property of Wizards of the Coast, inc., and are used
with permission under the Dungeons & Dragons 4th
Edition Game System License. All 4E References are listed
in the 4E System Reference Document, available at
www.wizards.com/d20.
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DuNGEoNS & DRAGoNS 4th Edition PLAyER’S
HANDbook, written by Rob Heinsoo, Andy Collins, and
James Wyatt; DuNGEoN MASTER’S GuiDE, written by
James Wyatt; and MoNSTER MANuAL, written by Mike
Mearls, Stephen Schubert and James Wyatt © 2008
Wizards of the Coast, inc. All rights reserved.
(Ratha is © 2009 by One Bad Egg, LLC)
www.onebadegg.com
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