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Arya Stark Female Human Hybrid Avenger/Fighter Level 10 Good Representing Alicia Strength Constitution Dexterity Intelligence Wisdom

Charisma 13 14 17 12 10 15 (+1) (+2) (+3) (+1) (+0) (+2) Height: Weight: Skin: Eyes: Hair: 5' 0" 125 lb Tan Dark Brown Dark Brown Straight

Maximum Hit Points: 82 Bloodied: 41 Surge Value: 20 Surges / Day: 10 [includes constitution modifier] Size: Medium Speed: 6 squares Vision: Normal Initiative: Base Strength Attack: Base Dexterity Attack: Base Constitution Attack: Base Intelligence Attack: Base Wisdom Attack: Base Charisma Attack: Armor Class: Fortitude Defense: Reflex Defense: Will Defense:

1d20 +8 1d20 +4 1d20 +6 1d20 +5 1d20 +4 1d20 +3 1d20 +5

= 5 [half level] + 3 [dexterity] = + 5 [half level] + 1 [strength] - 2 [wrong armor] = + 5 [half level] + 3 [dexterity] - 2 [wrong armor] = + 5 [half level] + 2 [constitution] - 2 [wrong armor] = + 5 [half level] + 1 [intelligence] - 2 [wrong armor] = + 5 [half level] + 0 [wisdom] - 2 [wrong armor] = + 5 [half level] + 2 [charisma] - 2 [wrong armor]

20 = 10 + 5 [half level] + 3 [dexterity] + 2 [Leather] 19 = 10 + 5 [half level] + 1 [Human] + 1 [hybrid fighter] + 2 [constitution] = 10 + 5 [half level] + 1 [Human] + 1 [hybrid avenger] + 3 [dexterity] - 2 [wrong armor] 20 = 10 + 5 [half level] + 1 [Human] + 2 [superior will] + 2 [charisma] 18

If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 10 characters get +2 on attack/damage (2d6 extra damage on a critical hit) and +2 on all defenses. These bonuses do not stack with magic items.

Armor: Leather (15 lb) Shield: None Attacks: Unarmed Melee: +4 [base strength attack] vs AC; damage 1[W]=1d4+1 [strength bonus] Daggers (x2): +7 vs AC [+4 strength attack] [+3 proficiency]; damage 1[W]=1d4+1 [strength bonus] 1 lb (Light blade); usable off-hand; light throwable Thrown: range 5/10 +9 vs AC [+6 dexterity attack] [+3 proficient, damage 1d4+3 [dexterity bonus] Short sword: +7 vs AC [+4 strength attack] [+3 proficiency]; damage 1[W]=1d6+1 [strength bonus] 2 lb (Light blade) Usable Off-hand Rapier: +7 vs AC [+4 strength attack] [+3 proficiency]; damage 1[W]=1d8+1 [strength bonus] 2 lb (Light blade)[rapiers are now military melee weapon per Essentials] Shortbow: +8 vs AC [+6 dexterity attack] [+2 proficiency]; damage 1[W]=1d8+3 [dexterity bonus] range 15/30 2 lb (Bow) Load free, small Sure Strike +6w [base strength attack+2] vs AC Dual Strike +4w [base strength attack] vs AC [invigorating]

Footwork Lure +4w [base strength attack] vs AC Spinning Sweep +4 w [base strength attack] vs AC Comeback Strike +4w [base strength attack] vs AC Dance of Steel [see online revision] +4w [base strength attack] vs AC Dizzying Blow +4w [base strength attack] vs AC Reckless Strike +2w [base strength attack - 2] vs AC Victorious Surge +4 w [base strength attack] vs AC
w

Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.

Base Saving throw: d20 +1 [human perseverence] vs 10 Encumberance 4e Encumberance 3.5 Normal Load: 130 lb. Light load: 50 lb. or less Heavy Load: 260 lb. Medium load: 51-100 lb. Maximum Drag Load 650 lb. Heavy load: 101-150 lb. Lift over head: 150 lb. Lift off ground: 300 lb. Push or drag: 750 lb. Languages: Common; Elven; Rituals Known: Skills: Acrobatics: +13 = 3 [dexterity] + 5 [half level] +5 [class training] Arcana: +6 = 1 [intelligence] + 5 [half level] Athletics: +6 = 1 [strength] + 5 [half level] Bluff: +12 = 2 [charisma] + 5 [half level] +5 [skill training] Diplomacy: +7 = 2 [charisma] + 5 [half level] Dungeoneering: +5 = 0 [wisdom] + 5 [half level] Endurance: +12 = 2 [constitution] + 5 [half level] +5 [class training] Heal: +5 = 0 [wisdom] + 5 [half level] History: +6 = 1 [intelligence] + 5 [half level] Insight: +5 = 0 [wisdom] + 5 [half level] Intimidate: +7 = 2 [charisma] + 5 [half level] Nature: +5 = 0 [wisdom] + 5 [half level] Perception: +10 = 0 [wisdom] + 5 [half level] +5 [class training] Religion: +6 = 1 [intelligence] + 5 [half level] Stealth: +8 = 3 [dexterity] + 5 [half level] Streetwise: +12 = 2 [charisma] + 5 [half level] +5 [class training] Thievery: +8 = 3 [dexterity] + 5 [half level] Feats: Hybrid Talent (Avenger): Armor of Faith [see online revision] +2/+4/+6 and save vs dazed/stuned at start of turn even Superior Will [HoFL] if save does not normally end effect Blade Opportunist Human Perseverance Nimble Blade Skill Training -- Bluff Wintertouched At-Will:

Melee Basic Attack: By weapon, damage 1[W]+1 [strength bonus] [standard action] Ranged Basic Attack: By weapon, damage 1[W]+3 [dexterity bonus] [standard action] Bull Rush: +4 [base strength attack] vs fortitude [standard action] Grab: +4 [base strength attack] vs reflex [standard action] Move grabbed target: +4 [base strength attack] vs fortitude [standard action] Escape: +13 [acrobatics] vs reflex / +6 [athletics] vs fortitude [move action] Sure Strike [Level 1] Dual Strike [MP; Level 1] Footwork Lure [MP; Level 1]
Other Standard Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge Actions: [+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: Other Minor Actions: Other Immediate Actions: Other Opportunity Actions: Other Free Actions: Other NonActions: Short rest: Five minutes: One hour: 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) 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) Readied action

Opportunity attack

Drop held items; End a grab; Talk Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive Healing surges as available Normal escape from restraints (Acrobatics) Forage; Streetwise check

Encounter Powers: Second Wind Spend an Action Point [free action, not in surprise round] Spinning Sweep [Level 1] Dance of Steel [Level 3] [see online revision] Reckless Strike [Level 7] Eye of Justice [Level 10 Utility][minor action] Daily Powers: Comeback Strike [Level 1][reliable] Boundless Endurance [Level 2 Utility][minor action] Dizzying Blow [Level 5][reliable] Defensive Training [Level 6 Utility][minor action][does apply to all three as clarified online] Victorious Surge [Level 9][reliable] Human One bonus feat at 1st level (already included) One bonus skill from the skill class list (already included) +1 to fortitude, reflex, and will defenses This human chose an extra first-level at-will attack power instead of Heroic Effort. Hybrid Avenger: Oath of Enmity (avenger powers only) Hybrid Fighter: Combat Challenge [see online revision]

Arya's Equipment: 23 lb Weapons / Armor / Shield (from above) 6 lb Arrows (quiver of 30) x2 2 lb Backpack 5 lb Bedroll Flint and steel 1 lb Pouch (belt) x1 10 lb Rations (1 day) x10 10 lb Rope (50', hempen) x1 2 lb Sunrods x2 4 lb Waterskins x1 _____ 63 lb 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 Death Saving Throw Failures: More about Arya: Arya is a spunky little girl who has a good amount of fight in her. Despite her grungy looks she was once a highborn lady. Now at the age 14 she is all about a good fight and doing what is right. She longs to avenge her family that was brutally taken from her. TO her knowledge she is the last of her family, and the heir to a great kingdom in the north. She has yet to actually make it back home to relaim her family land and name Milestones: / / /

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