DEFENSES DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

Similar documents
TheTomeShow 15 Swordmage 57,000 Character Name Level Class Paragon Path Epic Destiny Total XP

Aidan Uth Twynam 8 Paladin Character Name Level Class Paragon Path Epic Destiny Total XP

DEFENSES DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

ATTACK WORKSPACE DEATH SAVING THROW FAILURES CURRENT CONDITIONS AND EFFECTS. RESISTANCES Resist 13 Fire

DEFENSES DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

DEFENSES DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

Character Sheet For Dungeons and Dragons 4th Edition

Damage / Current HP. Crit: 4 Rng: 40' 2-hand, B/P. Crit: 2 Light, P

Race. In D&D, race refers to any intelligent humanoid species

UNEARTHED ARCANA Sidekicks

Player s Handbook. Burning Hands Page 159: The power now deals half damage on a miss.

D&D 5TH BASE CLASSES AND PATHS

Damage / Current HP. Crit: 19-20/ 2 Rng: 10' Light, B, Blocking,

Character Classes (draft 10)

MAGIC ITEM INDEX List your powers below. Check the box when the power is used. Clear the box when the power renews. MAGIC ITEMS WEAPON

Level 1 Skirmisher Medium natural beast XP 100. Initiative +4 Senses Perception +7

Armor Class 16. Fortitude 15. Reflex 11. Will 14. Initiative -1. Speed 6. Action Point. Hit Points (bloodied at 16) Healing Surges (regain 8 HP)

EN World War of the Burning Sky

Rune Giant, Samurai DR ACID 30 SKILL NAMES ACROBATICS 2 =DEX APPRAISE 4 =INT BLUFF 9 =CHA = +3 + DEX MODIFIER MISC.

DRACONIANS STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 13 (+1) 8 (-1) 8 (-1) 10 (+0)

All Subtiers BARON BOMANDE RUDYAHM CR 3

Alignment: Any. Hit Die: d8.

Force Power Cards (front)

Reference Revised Combat Rules

Damage / Current HP. Crit: 3 2-hand, S, Reach, Crit: 3 2-hand, S, Reach,

Aberrant Dragonmarked. A character theme for Eberron (4e)

Human (Star*Drive) Racial Traits. Average Height: 1.8 meters Average Weight: 80 kilograms

Alignment: Any. Hit Die: d10.

"With the power of the Astral Sea flowing through me, and my faith as powerful as a weapon, I fight as my god wills." Prerequisite: Paladin class

Viking Class D&D 5e. Sample file. Created by Luke Nicholson and Tom. Design by Luke Nicholson & Tom

Death Pit of Moloch. 5E Adventure for Beginner Dungeon Masters & Players.

by Cindy Moore A Dungeon Master's Guild Adepts Adventure for use with

SHIELD-BEARER. Overview. When a shield-bearer has your back, you feel like you can conquer the Underdark. - General Vingarr Sunderstone

Original concept from:

Goblin Dog CR 1 Init Senses Defense AC Fort Ref Will Immune Offense Speed Melee Statistics Str Dex Con Int Wis Cha Base Atk CMB

Ride - Sense Motive 1 Spellcraft 1 Stealth 4 Survival - Swim - Damage / Current HP. Crit: 19-20/ 2 Rng: 10' Light, P/S

Martial Cunning, Martial Flexibility, Martial Training, Unarmed Strike, Limit Breaks 2 nd

Race through the Residuum Mine: Gen Con 2009

Expanded Mount Options

Yenneck Grumman, Human (Chelaxian) Ranger 9/Warblade 2

Damage / Current HP. Crit: 2 1-hand, B

Samurai. Special Ability

TRAVEL & EQUIPMENT. Standard Price List. Land Travel. Table 5A : Daily Sea Weather. Table 5B : Sailing Table. Table 1D : Encumbrance Values

Soldier-4. Traits (see back for details)

Height. Alignment. Character name. Status. Player name. Weight. Encumbrance. Race. Age. Class. Level. Saving throws.

The Pacifist Invented by Edward Couch

Prerequisites Name Details Pg. Armor Proficiency (light)

D&D 3.5 Equipment 1. Off hand. Primary hand. Both hands Light STR ½ STR 1 STR 1 One-Handed STR ½ STR 1 STR 1½ Two-Handed (needs both hands) STR 1½

Kingdoms of Kalamar Player s Guide v.3.5 adaptation

GOBLIN AMBUSH. Goblin Small Humanoid (Goblinoid), Neutral-Evil. Goblin Small Humanoid (Goblinoid), Neutral-Evil

This character can spend 1 feat point to. use Battle Plan: Call to Action as a quick action. When he uses this battle plan,

You, the players, are our best source of feedback, so we encourage you to direct questions and concerns to the following

Combat Skills. Dodge: Great Weapons Warrior has a 6+ ward save vs. Great Weapons. (Ward saves stack. - A natural 1 always fails to save.

Crit: 20/x2 1-Hand, B. Crit: 20/x3 Rng: 110' 2-Hand, P. Crit: 20/x2 Light, P. Crit: 20/x3 2-Hand, S

Telengard Fighter s Handbook

Ability to spontaneously cast cure spells. cure spell still does full damage to undead. magical abilities.

Crit: x2 1-Hand, B. Crit: x3 Rng: 110' 2-Hand, P. Crit: x2 Light, P. Crit: x3 2-Hand, S

The Sunless Citadel Combat Reference Document

Amazons v.1.0. Special Equipment. Warband Special Rules. Special Equipment

Damage / Current HP. Crit: 3 2-hand, S, Reach. Crit: 19-20/ 2 1-hand, S. Crit: 2 Light, P. Crit: 3 Rng: 110' 2-hand, P

BATTLE MEDITATION FORCE POWER TREE FORCE ABILITY BATTLE MEDITATION BASIC POWER RANGE CONTROL MAGNITUDE STRENGTH RANGE MAGNITUDE RANGE DURATION

Fighting and Magic Skills

Torrent s Last Will Subtier 7-8

Crit: x2 1-Hand, B. Crit: x3 Rng: 110' 2-Hand, P. Crit: x2 Light, P. Crit: x3 2-Hand, S, Reach

Mutants & Masterminds Combat Cheat Sheet (PL 6)

Some Minor Corrections for the 2nd Edition Palladium RPG

ATTRIBUTES & DERIVED STATS HINDRANCES GEAR

nonlethal ft. manuverability SKILL NAME Acrobatics Climb Fly Perception Stealth Swim deflect mod. mod. modifiers modifiers

Arlyn Varss. Medium Human jedi 4 Force 7 Init +8; Senses Perception +10 Languages Basic, Sullustese

Masterwork name Feyweave Starweave +2 +8

Dungeons & Dragons 3.5 Edition Index Equipment

Sample file. fang, fist, and song

(filler page to properly pair the other pages for online viewing, doesn't exist in printed version, front cover is to the right)

Attack Summary Table Effect Power Save Fail Fail by 5 Fail by 10 Blast Toughness -1 Life -2 Life + Stun DC10

SKIN WEIGHT ARMOR CLASS. Other. ARMOR Hide armor ARMOR. proficient, Don: 5min, Doff: 1min. SHIELD Shield OTHER. LANGUAGES Common Elvish Druidic Sylvan

Logo and Ampersand TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

Contents Supplement Overview... 2 Using the Supplement... 2 Janshai (Lore Bard)... 3 Roget the Merciful (Life Cleric)... 7.

Attacks of Opportunity (Part Two) By Skip Williams

The mesmerist is an archetype of the illusionist class.

Visit our website at

Dr. Evil Presents: True20 Thieves World Part Three

NUMENERA SYSTEM CHEAT SHEET. Collated by Justin Alexander

Name: Caste: Motivation: Archery Athletics Awareness Dodge Integrity. Melee Resistance Thrown War. Bureaucracy Investigation Lore Occult Medicine

ESCAPE FROM CERANIR A TRUE20 CONVERSION ROBERT J. SCHWALB

THE MARTIAL PROFESSIONS

PATHFINDER SOCIETY SPECIAL 6-00: LEGACY OF THE STONELORDS SUBTIER 5-6: CREATURE STAT BLOCKS

by Skip Williams

D&D Denizens: Goblins

Lamm s Lambs CR 1/3 Human child expert 1 N Small humanoid Init +3; Senses Perception 1

Siege of Serpents Tier 5-6. A2 Menagerie Run Amok!

B9 Castle Caldwell and Beyond. Dungeons & Dragons 5th Edition Conversion by Kentti

Barbarian (Level 1) AMIRI

THE BARBARIAN PLAYTEST: TAKE A WALK ON THE WILD SIDE... A D&D INSIDER EXCLUSIVE!

Night Goblins v.1.5. Warband Special Rules. Warband Special Rules. Gork Complex Night Goblin warbands have +2 Ld to all Rout Tests they have to take.

Errata to the Second Printing

14,000 23,000 BACKGROUND EXPERIENCE NEXT LEVEL. Neutral Good. Tan RACE SIZE GENDER AGE HEIGHT WEIGHT SKIN EYES HAIR PROFICIENCY BONUS SKILL NAME

Telengard Campaign House Rules

P12. Soldat Drow Fighter 6

Compiled by Carlos Robledo GA PFS Any errors please me

Transcription:

Character Sheet Targus Martok Page Jason Targus Martok Great Elder 6,000 Character Name Level Class Paragon Path Epic Destiny Total XP Dwarf Medium 3 Male '8" 0 lb Lawful Good Vectron UTRPG Dark Sun Race Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number INITIATIVE SCORE DEX / LVL MISC 6 Initiative CONDITIONAL MODIFIERS SCORE S 0 + ARMOR/ / LVL ABIL FEAT ENH MISC MISC 3 AC 6 CONDITIONAL BONUSES Player Name Jason MOVEMENT SCORE BASE ARMOR ITEM MISC Speed (Squares) SPECIAL MOVEMENT ABILITY SCORES SCORE ABILITY ABIL MOD MOD + / LVL 4 STR Strength 7 CON Constitution 0 DEX Dexterity 6 INT Intelligence 0 WIS Wisdom 0 9 CHA Charisma - 4 MAX HP HIT POINTS HEALING SURGES BLOODIED SURGE VALUE SURGES/DAY 83 4 0 CURRENT HIT POINTS / HP /4 HP SECOND WIND /ENCOUNTER TEMPORARY HIT POINTS DEATH SAVING THROW FAILURES SAVING THROW MODS + Racial bonus against poison RESISTANCES CURRENT CONDITIONS AND EFFECTS CURRENT SURGE USES 0 + / LVL ABIL FEAT ENH MISC MISC 3 FORT CONDITIONAL BONUSES 0 + / LVL ABIL FEAT ENH MISC MISC 8 REF CONDITIONAL BONUSES 0 + / LVL ABIL FEAT ENH MISC MISC 3 WILL CONDITIONAL BONUSES POINTS MILESTONES 0 Action Points FOR SPENDING POINTS RACE FEATURES POINTS 3 Dwarven Weapon Proficiency - Proficient with hammers. Cast-Iron Stomach - + bonus to saving throws against po Encumbered Speed - Armor or heavy load doesn't reduce y Dwarven Resilience - You have the dwarven resilience pow Stand Your Ground - Can move less when forced to move SENSES SCORE PASSIVE SENSE BASE SKILL BONUS Passive Insight 0 + 7 Passive Perception 0 + 7 SPECIAL SENSES Low-light Vision WORKSPACE ABILITY: Melee Basic Attack - Spear ATT BONUS / LVL ABIL PROF FEAT ENH MISC + ABILITY: Melee Basic Attack - Longspear ATT BONUS / LVL ABIL PROF FEAT ENH MISC + DAMAGE WORKSPACE ABILITY: Melee Basic Attack - Spear DAMAGE ABIL FEAT ENH MISC MISC d8+4 ABILITY: Melee Basic Attack - Longspear DAMAGE ABIL FEAT ENH MISC MISC d0+4 BASIC S WEAPON OR DAMAGE AC Spear d8+4 AC Longspear d0+4 AC Dagger (Melee) d4+4 BONUS SKILL NAME SKILLS ABIL MOD + / LVL TRND (+) ARMOR PENALTY MISC Acrobatics DEX 6 0 0 Arcana INT 0 n/a 0 6 Athletics STR 7 0 0 4 Bluff CHA 4 0 n/a 0 4 Diplomacy CHA 4 0 n/a 0 Dungeoneering WIS 0 0 n/a 6 Endurance CON 0 0 Heal WIS 0 0 n/a 0 History INT 0 n/a 0 Insight WIS 0 n/a 0 4 Intimidate CHA 4 0 n/a 0 Nature WIS 0 n/a 0 7 Perception WIS 0 n/a Religion INT 0 n/a 0 Stealth DEX 6 0 0 4 Streetwise CHA 4 0 n/a 0 Thievery DEX 6 0 0 / PATH / DESTINY FEATURES Companion Spirit - Gain the call spirit companion power and choose a Companion Spirit option World Speaker Spirit Healing Spirit - Gain the healing spirit power Speak with Spirits - Gain the speak with spirits power Elder Presence Great Elder Action Common, Dwarven LANGUAGES KNOWN AC Dagger (Range) d4+3 FEATS Weapon Expertise (Spear) - Gain bonus to attack rolls with spears. Implement Expertise (Totem) - + to attack rolls with totems Tome Expertise World Serpent's Grasp Intolerable Command - Deafens and slows creatures hit by world speaker's command Armor Proficiency: Chainmail - Training with chainmail armor Nimble Spirit - Conjure spirit companion as a free action

Targus Martok Page Jason INDEX List your powers below. Check the box when the power is used. Clear the box when the power renews. S World Speaker's Command Voice of Battle Call Spirit Companion Claws of the Eagle Second Wind Dwarven Resilience Healing Spirit Speak with Spirits Bramble Ally Steadfast Mountain Guardian Hammer of the Grasping Tides Great Reaching Spirit Spirit of the Healing Flood Vengeful Blood Spirits Ancient Warlord's Inspiration Protective Roots Spirit Companion's Shelter Spirit Summons Mage Hand Prestidigitation S DAILY S UTILITY S COINS AND OTHER WEALTH Money on hand: 4,00 gp Stored money: 0 gp Encumbrance: 98 (Heavy Load) / 390 (+00) COMPANIONS AND ALLIES Alex B: Elf avenger Jon: Finn Sky-Breaker, half-giant barbarian Mike: Jorann, Defender of the Meek, the Dwarven cleric Primal Guardian. Current Status Ben, an eladrin telepath Aaron, Erik the paladin Winston: Bangene Fortato, human hunter WEAPON WEAPON WEAPON WEAPON ARMOR ARMS FEET HANDS HEAD NECK RING RING WAIST INDEX List your powers below. Check the box when the power is used. Clear the box when the power renews. S Chainmail of Dwarven Vigor + Hedge Wizard's Gloves (heroic tier) (E) Muleback Harness (heroic tier) (E) Potion of Healing (heroic tier) (3) Hungry Spirits Totem + (Off-hand) (E) Bag of Holding (heroic tier) Daily Item Powers Per Day Heroic (-0) Milestone / / / Paragon (-0) Milestone / / / Epic (-30) Milestone / / / RITUALS / ALCHEMY MANNERISMS AND APPEARANCE Animal-like. Speaks haltingly, with ill-chosen words, and in the third person. "Listen to Targus you must, for great doings!" Oddly his Dwarvish is impeccable. Covered with dirt, summons dirt, and compares himself to dirt. Often stooping low and readily bows to others. Uses force without malice. Adventurer's Kit Backpack (empty) Camouflaged Clothing Candle () Chain (0 ft.) Climber's Kit Crowbar Disguise Kit Everburning Torch Footpads Grappling Hook Hammer Hempen Rope (0 ft.) Hunter's Kit Lantern Oil ( pint) (3) Pitons (0) Sunrod () Thieves' Tools Waterskin Dagger () Javelin () Longspear Spear (E) Chainmail (E) Light Shield CHARACTER PORTRAIT OTHER EQUIPMENT SESSION AND CAMPAIGN NOTES Born to a failed tribe and raised to serve a master in the Veiled Alliance,, Targus and his spirits have long acted as body guards, menial labour, simple advisor and confidant to others. Neither smart or charming, Targus has a fool's wisdom and a great loyalty. He has been sent specifically to run into the party, but has not been told why. PERSONALITY TRAITS Beast of burden mentality: puts himself at other's commands. Absolutely ready to take orders as long as his principles and friends are not harmed. Stoic and unflappable. Often laughing at others. Completely stationary self-confidence: thinks of himself as an inferior servant, but knows he's a good one. CHARACTER BACKGROUND Dwarf - Ancestral Home Lost During your youth, your clan's ancestral home was conquered by enemies or destroyed in a natural disaster. You were among the displaced survivors who built a new life, most likely in a nearby human settlement. Did your parents survive the disaster? If not, who raised you? Were the survivors welcomed into the new community, or were you ostracized? Do you dream of someday rebuilding your ancestral home?

CHARACTER NAME Targus Martok PLAYER NAME Jason RACE Dwarf HP 83 Spd Init +6 PLAY DATA Passive Insight Second Wind SCORE ABILITY MOD 4 + STR + CON + DEX +0 INT WIS + 9 CHA 7 Passive Perception AC 3 Fort 3 Ref 8 Will 3 Skills Acrobatics DEX Arcana INT 6 Athletics STR 4 Bluff CHA 4 Diplomacy CHA Dungeoneering WIS 6 Endurance CON (Trained) 0 Heal WIS History INT Insight WIS (Trained) 4 Intimidate CHA Nature WIS (Trained) 7 Perception WIS (Trained) Religion INT Stealth DEX 4 Streetwise CHA Thievery DEX PLAY DATA Melee Basic Attack Action Point Great Elder Action: When you spend an action point to take an extra action, allies adjacent to your spirit companion gain a + bonus to all defenses until the end of your next turn. Effect: Gain a standard action this turn. Special: You are reset to one action point when you take an extended rest. You gain an action point each milestone. ENCOUNTER SPECIAL Ranged Basic Attack Weapon Weapon Effect: You spend a healing surge and regain 0 hit points. You gain a + bonus to all defenses until the start of your next turn. Second wind is a minor action for dwarves. AC Melee weapon You resort to the simple attack you learned when you first picked up a melee weapon. Attack: Strength. AC Hit: [W] + Strength modifier (+) damage. Level : [W] + Strength modifier (+) damage. Spear: + attack, d8+4 damage Longspear: + attack, d0+4 damage Dagger: + attack, d4+4 damage Javelin: + attack, d6+4 damage Unarmed: +9 attack, d4+4 damage AC Ranged weapon You resort to the simple attack you learned when you first picked up a ranged weapon. Attack: Dexterity. AC Hit: [W] + Dexterity modifier (+) damage. Level : [W] + Dexterity modifier (+) damage. Dagger: + attack, d4+3 damage Javelin: + attack, d6+4 damage Unarmed: +8 attack, d4+3 damage UTILITY World Speaker's Command Voice of Battle Call Spirit Companion Implement, Primal, Spirit Implement, Primal, Psychic, Spirit Conjuration, Primal Opportunity Will Melee spirit The triggering enemy The voices and growls of primal spirits cascade on your foe, stopping it in its tracks. Trigger: An enemy leaves a square adjacent to your spirit companion without shifting Attack: Wisdom. Will Hit: The target stops moving and must use a different action to resume moving. Intolerable Command: Creatures hit by your world speaker's command power are also deafened and slowed until the end of your next turn. Spear: + attack Hungry Spirits Totem +: +3 attack Longspear: + attack Dagger: + attack Javelin: + attack Unarmed: + attack Will Melee spirit You voice a battle cry through your spirit companion, which hammers into your enemy and spurs an ally into motion. Attack: Wisdom. Will Hit: d6 + Wisdom modifier (+) psychic damage. Level : d6 + Wisdom modifier (+) psychic damage. Effect: One ally within squares of your spirit companion can shift squares as a free action. Spear: + attack, d6+7 damage Hungry Spirits Totem +: +3 attack, d6+7 damage Longspear: + attack, d6+7 damage Dagger: + attack, d6+7 damage Javelin: + attack, d6+7 damage Unarmed: + attack, d6+7 damage 0 Close burst 0 Your soul reaches out to your spirit friend, which faithfully appears at your side. Requirement: Your spirit companion must not be present. Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 0 + one-half your level or higher, the spirit disappears, and you take damage equal to + one-half your level. Otherwise, the spirit is unaffected by the attack. Targus Martok Page 3 Jason

Claws of the Eagle Dwarven Resilience Healing Spirit Primal, Spirit Healing, Primal Melee spirit Your spirit companion swoops down on your foe, causing it to neglect its defenses for a short time. Effect: One ally adjacent to your spirit companion or within 3 squares of you can make a basic attack against the target. If the ally's attack hits, the target grants combat advantage until the end of your next turn. Effect: You use your second wind. Close burst You or one ally in burst You call to the spirits on behalf of a wounded ally, closing wounds and filling your ally with vigor. Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains d6 hit points. Level 6: d6 hit points. Level : 3d6 hit points. Level 6: 4d6 hit points. Level : d6 hit points. Level 6: 6d6 hit points. Special: You can use this power twice per encounter, but only once per round. At 6th level, you can use this power three times per encounter, but only once per round. Unarmed: +7 attack Racial Power BOOK Speak with Spirits Bramble Ally Steadfast Mountain Guardian Primal Implement, Primal Implement, Primal, Spirit You commune with the spirits, letting them guide your words and actions. Effect: During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier (+). Reflex Ranged You hurl brambles from the spirit world at your enemy and then cause them to sprout from your spirit companion, limiting the movement of nearby enemies. Attack: Wisdom. Reflex Hit: d6 + Wisdom modifier (+) damage. Until the end of your next turn, any enemy that starts its turn adjacent to your spirit companion is slowed during that turn. World Speaker Spirit: Any enemy that starts its turn adjacent to your spirit companion is instead immobilized during that turn. Spear: + attack, d6+7 damage Hungry Spirits Totem +: +3 attack, d6+7 damage Longspear: + attack, d6+7 damage Dagger: + attack, d6+7 damage Javelin: + attack, d6+7 damage Unarmed: + attack, d6+7 damage Fort Melee spirit Your spirit companion becomes a creature of rock and earth, providing you and your allies with a protective barrier. Attack: Wisdom. Fortitude Hit: d0 + Wisdom modifier (+) damage, and the target is pushed squares. Effect: Until the end of your next turn, you and your allies gain a + power bonus to all defenses while adjacent to your spirit companion. World Speaker Spirit: The power bonus to all defenses equals your Constitution modifier (+). Spear: + attack, d0+7 damage Hungry Spirits Totem +: +3 attack, d0+7 damage Longspear: + attack, d0+7 damage Dagger: + attack, d0+7 damage Javelin: + attack, d0+7 damage Unarmed: + attack, d0+7 damage 3 Hammer of the Grasping Tides Great Reaching Spirit Spirit of the Healing Flood Implement, Primal, Spirit Implement, Primal, Spirit Healing, Implement, Primal Reflex Close burst spirit Each enemy in burst Your spirit companion transforms into a thrashing tide a tidal wave to your foes and a guiding current to your allies. Attack: Wisdom. Reflex Hit: d8 + Wisdom modifier (+) damage, and the target is slowed until the end of your next turn. Effect: Each ally in the burst gains a +3 bonus to speed until the end of your next turn. World Speaker Spirit: Until the end of your next turn, each ally in the burst gains a bonus to all defenses against opportunity attacks equal to + your Constitution modifier (+). Spear: + attack, d8+7 damage Hungry Spirits Totem +: +3 attack, d8+7 damage Longspear: + attack, d8+7 damage Dagger: + attack, d8+7 damage Javelin: + attack, d8+7 damage Unarmed: + attack, d8+7 damage Reflex One or two creatures Your spirit companion reaches out to its full length and slams your enemies, catching them off guard and forcing them to hesitate for a moment. Attack: Wisdom. Reflex Hit: d8 + Wisdom modifier (+) damage. Until the end of your next turn, you and your allies gain a + bonus to all defenses while adjacent to your spirit companion. Spear: + attack, d8+7 damage Hungry Spirits Totem +: +3 attack, d8+7 damage Longspear: + attack, d8+7 damage Dagger: + attack, d8+7 damage Javelin: + attack, d8+7 damage Unarmed: + attack, d8+7 damage Fort Close burst Each enemy in burst The spirit of the great flood appears, a being of storm-tossed water. Its essence sustains your allies and drowns your foes. Attack: Wisdom. Fortitude Hit: d8 + Wisdom modifier (+) damage. Miss: Half damage. Effect: Until the end of the encounter, you and each ally in the burst gain regeneration while bloodied. As a minor action, a character can end this effect on himself or herself to regain 0 hit points. Spear: + attack, d8+7 damage Hungry Spirits Totem +: +3 attack, d8+7 damage Longspear: + attack, d8+7 damage Dagger: + attack, d8+7 damage Javelin: + attack, d8+7 damage Unarmed: + attack, d8+7 damage 7 Great Elder DAILY Targus Martok Page 4 Jason

Vengeful Blood Spirits Ancient Warlord's Inspiration Spirit Summons Primal Conjuration, Implement, Primal Primal Ranged One or two allies You fill your allies with the power of the blood spirits primal entities that thirst for violence, blood, and vengeance. Effect: Each target can charge as a free action and deals d0 extra damage if the charge attack hits. In addition, until the end of the encounter, each target gains a + bonus to attack rolls and damage rolls when charging. Reflex Ranged A spectral figure clad in elaborate hide armor appears beside your foe, accompanied by the booming of a distant war horn. The figure swings its club at your enemy and remains to give inspiration to your allies. Attack: Wisdom. Reflex Hit: d0 + Wisdom modifier (+) damage. Effect: You conjure an ancient warlord spirit in an unoccupied square adjacent to the target. The spirit lasts until the end of the encounter. If an ally starts his or her turn adjacent to the spirit or in its space, as an immediate reaction you can allow that ally to make a basic attack as a free action. As a move action, you can move the spirit squares. Spear: + attack, d0+7 damage Hungry Spirits Totem +: +3 attack, d0+7 damage Longspear: + attack, d0+7 damage Dagger: + attack, d0+7 damage Javelin: + attack, d0+7 damage Unarmed: + attack, d0+7 damage Free You send forth a call into the spirit world and summon a second companion to guide your way. Effect: Until the end of the encounter, you can use your call spirit companion power to conjure a second spirit companion. When you attack with a spirit power, you choose which spirit companion to use for the attack. When an effect applies to creatures adjacent to your spirit companion, that effect applies to creatures adjacent to both spirit companions. The second spirit companion disappears at the end of the encounter. 9 0 DAILY DAILY UTILITY Mage Hand Prestidigitation Protective Roots Arcane, Conjuration Arcane Primal, Spirit Ranged You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish. Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions. Action: The hand picks up or manipulates an object weighing 0 pounds or less. It can hold only one object at a time. Move Action: The hand moves up to squares in any direction, carrying the object it holds. Free Action: The hand drops the object it is holding. Sustain : The hand persists until the end of your next turn. Ranged You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink. Effect: Use this cantrip to accomplish one of the effects given below: Change the color of items in cubic foot. Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. Clean or soil items in cubic foot. Instantly light (or snuff out) a candle, a torch, or a small campfire. Chill, warm, or flavor up to pound of nonliving material for up to hour. Make a small mark or symbol appear on a surface for up to hour. Produce out of nothingness a small item or image that exists until the end of your next turn. Make a small, handheld item invisible until the end of your next turn. Special: You can have as many as three prestidigitation effects active at one time. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature's actions. This cantrip cannot duplicate the effect of any other power. Close burst spirit Thin roots extend from your spirit companion to clothe you and your friends in a protective layer. Target: You and each ally in burst Effect: Each target gains resistance to all damage equal to your Constitution modifier (+) until the end of the encounter. Wizard Wizard UTILITY UTILITY UTILITY Spirit Companion's Shelter Hungry Spirits Totem + Potion of Healing (heroic tier) Primal, Spirit 3 Imm Interr You create a shield of primal energy to protect your spirit companion. Trigger: An enemy hits your spirit companion Effect: Your spirit companion gains a +4 bonus to the defense targeted by the attack. DAMAGE PROFICIENT GROUP + attack rolls and damage rolls +d0 damage CRITICAL On a critical hit you can move your spirit companion to a space adjacent to the target. AC BONUS CHECK SPEED Potion The appearance of this totem changes week by week, depending on which spirits are hungriest. Power (Daily Healing, Spirit): Free Action. Trigger: You hit an enemy adjacent to your spirit companion with a primal attack power using this totem. Effect: You and one ally within squares of the enemy can spend a healing surge. This simple potion draws on the body's natural healing ability to cure your wounds. Power (Consumable Healing): Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 0 hit points. 6 ITEM SLOT Off-hand WEIGHT 0 PRICE 0 ITEM SLOT WEIGHT 0 PRICE 0 UTILITY MAGIC WEAPON Targus Martok Page Jason

Chainmail of Dwarven Vigor + Hedge Wizard's Gloves (heroic tier) Muleback Harness (heroic tier) 6 - - AC BONUS CHECK SPEED AC BONUS CHECK SPEED AC BONUS CHECK SPEED + AC 7 Armor 4 Hands Slot Item Waist Slot Item Metal rings woven together into a shirt, leggings, and a hood make up a suit of chainmail. Chainmail grants good protection, but it's cumbersome, so it reduces your mobility and agility. When determining your normal load, heavy load, or maximum drag load, treat your Strength score as points higher. This armor, which appears to be crafted of chiseled stone, grants you the endurance of a dwarf warrior. Special: If you're a dwarf, you can use this armor's power as a free action on your turn. Power (Daily Healing):. You use your second wind and regain an additional d6 hit points per plus. With a wave of these patched gloves, you can perform magic tricks. Power (At-Will Arcane, Conjuration): Action. As the wizard's mage hand power. Power (At-Will Arcane): Action. As the wizard's prestidigitation power. This unadorned leather harness allows you to carry and drag heavier loads. ITEM SLOT Body WEIGHT 40 PRICE 600 ITEM SLOT Hands WEIGHT 0 PRICE 840 BOOK AV ITEM SLOT Waist WEIGHT 0 PRICE 0 BOOK AV Bag of Holding (heroic tier) AC BONUS CHECK SPEED Wondrous Item This bag can hold up to 00 pounds in weight or 0 cubic feet in volume, but it always weighs only pound. Drawing an item from a bag of holding is a minor action. This item appears to be a simple sack of brown canvas. ITEM SLOT WEIGHT 0 PRICE 000 Targus Martok Page 6 Jason

Targus Martok Addendum Level Manually make the following corrections to the character sheet: Race is not Dwarf, but Mul: Remove: + Dungeoneering, + poison, dwarven resilience, dwarven weapon proficiency, encumbered speed, stand your ground. Add +0 to move speed. Keep: Size and stat bonuses are same, keep the + endurance. Add: Weapons/ Attacks: -Add +d6 damage on a crit (Dark Sun campaign rules) -The inherent bonuses for Dark Sun are already applied, no need to re-apply -Is a - to hit at long range. Ranges are: Dagger /0, Javelin 0/0 Feats: -Weapon Expertise (Spear) and Implement Expertise (Totem) are replaced by a single feat, Versatile Expertise, granting the same +//3 bonuses to spear and totem. (VE feat doesn't seem to work properly in the character builder) -With the extra feat opened up by the above, apply improved defenses manually: +//3 to fort/ref/will at level // -World Serpent's Grasp (Heroes of the Forgotten Kingdom) Benefit: Whenever you hit a slowed or immobilized target with an attack, you can knock it prone. -Tome Expertise (Heroes of the Elemental Chaos): +//3 to tome attacks, In addition, enemies adjacent to your conjurations or summoned creatures grant combat advantage. An enemy that is immune to fear is immune to this effect. Ideas for later: Rejuventaing Spirit, Resilient Spirit, Ephemeral Spirit, Spirit's Rebuke, Cyclone Spirit, Psychic lock, superior implement: totem (use better totems), light shield proficiency (totems can be held in the hand with the light shield), fighter multiclass

Dark Sun Theme: Veiled Alliance: Preserver type spell caster organization. (VS. defilers). Targus would be a Veiled Guardian type of character: a protector or helper rather than practitioner. Wild Talents: None. Dark Sun Armor Equivalents: Leather: inix (a large lizard), baazrag (small reptilian creatures), jhakar (medium reptilian tracking beasts) Hide: tembo (vicious predator) Chainmail: kank (giant bug), cilops armor (tracking bug) Scale: Mekillot (a large lizard), thri-kreen (only elves would use the latter) Plate: Giant insects, chathrang (a large shelled beast) Items: Climber's Kit: + ath/climb, Crowbar: + ath/locked doors&containers, Disguise Kit: + bluff to disguise, Footpads: + steatlth/move silent, Thieves' Tools + lock/trap Other Notes: -Elder Presence (paragon Level feature): as a minor action you can make your spirit companion medium or large