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    CLASDAMAGE ABIL

    +1

    n/a

    n/a

    n/a

    +2

    +0

    n/a

    n/a

    n/a

    n/a

    +2 Cosmic Magic

    Arcane Implement Profic

    NOTE: This character cannot get bonuses from other characters.

    NOTE: +3 damage rolls for cosmic power only applies to melee not arcane power

    Soul of the Cosmic Cycle: Cosmic phasesCosmic Power: +3 to damage rolls Scythe is his Arcane Weapon

    Cosmic Persistence: use Strength mod to determine AC

    vs

    FEA

    vs

    Cosmic Power: +3 to arcane dam. rolls

    2d4+3

    vs

    DEFENSE

    STANDARD

    vs

    ATTACK

    CLASS / PATH / DESTINY FEATURES

    DEATH SAVING THROW FAILURES

    Melee Attack witDAMAGE

    ABILITY:

    3CLASABIL

    DAMAGE WABILITY:

    3ABILATTACK BONUS

    +51/2 LVL

    Class

    GoodHalf-Elf 39

    INITIATIVE

    Character Name

    130Level

    CONDITIONAL REMARKS

    CLASSABIL1/2 LVL

    REF11 10 1

    CLAS

    MISC

    ATTACK WO

    10 +

    ABILITY:

    FEAT1/2 LVL

    ENH MISC

    Melee Attack w

    ATTACK BONUS CLA

    23

    12 Passive Insight

    CLASSABIL

    ENH MISCFEAT MISC Low-light

    ABIL

    SPECIAL SENSES

    ABILITY:

    Passive Perception

    PASSIVE SCORESCORE

    10

    MISC

    M

    ARMOR/ABIL

    10 +SCORE DEFENSE

    3106

    SPECIAL MOVEMENT

    SizeM

    Weight Adventuring Comp

    DEFENSESSCORE

    Race Age5'9"

    Gender Height

    1 SorcererGavlion of Awesometon

    MISCFEAT ENH

    Paragon PathThe Sovereign Host (E)

    MOVEMDeity

    Player Name Cameron Ga

    C HARA

    Epic Destiny

    MOD + 1/2 LVL

    1

    ABILITY SCORES

    MISC

    Arcane SentineAlignment

    Speed (Squares)MISCCLASS

    FEATABIL

    AC

    1/2 LVL

    DEFENSE

    CONDITIONAL REMARKS13

    CLASS

    1 SCORE

    InitiativeDEX 1/2 LEVEL

    SENS

    13 1010 +

    1/2 LVL ENH MISC

    316 +3 FORTCONDITIONAL REMARKSCON

    10 +DEFENSE

    +1

    ABIL MODABILITY SCORE

    STR +3

    CONDITIONAL MODIFIERS

    +1

    +1

    +1

    +112

    13

    DEX

    INT

    +113

    WIS10 +0DEFENSE

    SURGES DAY

    HEALING SURGES

    ACTION POINTSHIT POINTS

    1/2 LVL

    10CONDITIONAL REMARKS

    +0 15 WILL+3

    MAX HPBLOODIED SURGE VALUE

    6 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS2Action Points

    22 1

    31

    ACTION POINTSMILESTONES

    CHA16 +3

    SECOND WIND 1/ENCOUNTERTEMPORARY HIT POINTS

    12 7CURRENT HIT POINTS CURRENT SURGE USES RACE FEATURES

    25

    ABILITY SCORE MODS

    USED

    Dilettante: Use At-Will from another class 1/Encounter

    Dual Heritage: Take Feats as elf or human

    Half Elf Group Diplomacy: allies within 10 get +1 Diplomacy

    RESISTANCES

    SAVING THROW MODIFIERS

    ABIL MOD +1/2 LEVELBONUS

    SKILLS

    CURRENT CONDITIONS AND EFFECTS

    Dungeoneering

    1

    Acrobatics

    3

    86

    3

    Bluff

    Arcana

    Athletics

    3

    SKILL NAMETRND(+5)

    n/a

    STR

    ARMORPENALTY

    MISC

    +0

    X

    n/a

    X+0

    1 -History

    WISHeal

    1

    -

    CHA

    INT 1

    WIS

    X

    -

    4 -WISNature

    3Intimidate

    2 Insight

    10

    6

    -

    3CHA

    CONEndurance

    WIS

    11

    X

    CHA -

    DEX

    INT

    Diplomacy

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    /EPIC // //

    Daily Item Powers Per Day

    /

    Standard Adventurer's Kit

    OTHER EQUIPMENT

    Epic (21-30)

    RITUALS

    PATH

    Paragon (11-20) Milestone

    Goblin Jerky

    Amulet of the Soul Catcher

    Identification Papers, with Portrait

    NAME

    NOTES

    COMPANIONS AND ALNAME

    Milestone NAME

    Thief ClothingSpellshard

    Silver

    COINS AND OTHER WEALTH

    which only happens after the battle giving you

    Anti-Hero of the group Soul Catcher doesn't do anything excep

    NOTES

    NOTES

    Character is considered an Ass.SESSION AND CAMPAIGN

    NOTES

    NOTES

    NOTES

    NOTES

    NAME

    NAME

    NAME

    /

    NAME NOTES

    NAME

    Milestone

    /

    Heroic (1-10) /

    UTILITY POWERS

    SPELL RECALL

    PATH

    His persuaded by the cycles as his blood is contr

    MANNERISMS AND APPEAChaotic Good is Alignment. Doing anything

    WAIST

    CHARACTER BACKGR

    TATTOO

    AMMO

    RING

    XNECK

    HEAD

    ClothARMOR X

    Skull Mask (H)

    HANDS

    RING

    FEET

    BRACERS

    Warmage's Uniform

    WEAPON

    IMPLEMENT

    OFFHAND

    WEAPON

    MAGIC ITEM INDEXList your powers below.

    Clear the box when the power renews.

    Check the box when the power is used.

    MAGIC ITEMSXScythe

    MAIN

    WEAPON

    1 Blazing Starfall1 Burning Spray

    AT-WILL POWERS

    List your powers below.

    1 Ray of the Moon

    POWER INDEX

    Clear the box when the power renews.

    Check the box when the power is used.

    ENCOUNTER POWERS

    DAILY POWERS

    RACIAL

    MULTICLASS

    CLASS

    1 Cosmos Call

    SPECIAL

    PATH

    1 Eldritch Blast

    Will Kill those who harm the innoc

    Reserved, hateful of many races, he shows no emotion in battle always keep

    Funny, loves to woo the ladies then steal their

    PERSONALITY TRA

    He is engamatic, heroic, prideful, and a natura

    He also keeps a tally of enemies he ha

    He knows very little fear, and challenges those who seem to be

    Constantly hunts those who he believes

    Gold

    Astral DiamondsPlatinum

    194

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    Instructions for 4E Character Sheet

    This sheet is designed to assist in filling out your D&D character sheet.It is recommended that you try D&D Insider for a more complete experience.

    Level and XP:When you enter your XP it will fill in the appropriate level. You can selectthe XP needed to start a level from the popup on the XP field.To autocalculate XP from level instead, remove the leading single quotefrom the XP box (leaving =XPStart).If have entered a level and wish to regain automatic level calculation,you can enter =LevelCalc into the level box. Say Yes at the validation warning.

    Starting A New Character:This is a macro-free worksheet. Excel is unable to recover any formula thatis overwritten.Because of this, it is always best to start with the master file when making anew character.

    Stats:When filling in your stats at first level, you will see a green number aboveyour stats. This lets you know how many points left you have to spend.This number already includes your racial bonuses. Humans use the highest statas your +2 racial bonus.

    Skills:

    To train skills, mark them with an X. This will add 5 to the total.Skill totals will not be calcuated until the stats are filled in.Also at first level, there is a skill counter seen as a green number in theSKILLS title block. This is the number of skills you have left to choose.

    Class Option:If you choose a Class option, you will have to manually delete it ormove to that cell and press ALT DOWN ARROW to select a new option if you change to a new Class. If you play a Fighter, be sure to select yourFighter Weapon Talent to get your class bonus to attacks.

    Feats:Start entering Feats from the topmost Feat space. A description of that featshould appear right below it. Enter the next Feat below the last Feat'sdescription. If Feat's are not entered in this way, you may not see your Featdescription appear. Use Alt Down Arrow to get a list of all your availablefeats that you currently qualify for (based on race, class, stats, etc...)If a feat affects a skill, it should add any bonuses under the Misc column.It will also add in the Improved Initiative, Toughness, Backstabber & LethalHunter die increase. Durable will add to your daily surge total.

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    Remember that feat bonuses of the same type doesn't stack.If for some reason if you see something from a feat that doesn't update,try pressing F9 to force an update.

    Paragon Paths:This sheet lets you select a Paragon Path with Alt Down Arrow starting at level 11.

    Path ability bonuses that are persistent are automatically added in.You must spend an action point to use the Action abilities. Note that someaction abilites will replace taking an action. The descriptions are onlymeant as a quick reference, always read the entire description in the PHB.

    Selecting Armor:In the Armor box under the Magic Items column, press Alt Down Arrow on the leftSide of the Armor box to select your armor. It will only list the armor that youqualify for. On the right side of the Armor box, press alt down arrow toselect the magic type for that armor. It will only list qualifying armorthat is within 4 levels of your own level, or as set in the Filter tab. You cantemporarily raise your level if you need a higher level magic armor. It also filtersout lower level armor if it is of masterwork quality. After selecting your armor,your armor penalty checks for the skills will automatically update.Armor Specialization will properly update AC, skills penalty or speed penalty.You can turn off the proficiency filter by going to the Filters tab and clearingthe Proficiency Filter box. This will allow for the selection of non-proficientarmor and weapons.

    Selecting a Shield:Put shields into the offhand slot. You will not be able to select a sheild if the

    primary weapon is two-handed. If you have magical bracers, you will not beable to select a magical shield.Remember that you can not wear both a magical shield and bracers at the sametime because of the Arms slot limitation.If you put a 2 handed weapon into the first weapon slot, your shield bonuswill not be added in.

    Selecting a Weapon:You should select your weapons under you Magic Items slots even if theyare not magical. Your Attack Workspace fill in's will be based off the primaryweapon and the other weapons. In the right hand side

    of the weapon box you can select the weapon's magic. The selection includeitems that are up to 4 levels higher than you, , or as set in the Filter tab. Thisselection should work the first time but you may have to press F9 beforechanging your selection to something else. This spredsheet is large and complexand automatic calculation is being pushed to it's limits. F9 forces a manual refreshof the sheet.

    Selecting an Implement:If you are a spellcaster, choose your magic implement in the Implement box under

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    the primary weapon. Your enhancement bonus will be added to your attack workspace.If you want to use an offhand implement, such as Staff of Ruin, chooseImplement for your offhand weapon, and then you can select the implement inthe magic enchantment field.

    Selecting Magic Items:

    Select your magic item in the appropiate slot. Modifiers will be automaticallyapplied for skill bonuses, initiative bonuses, speed bonuses, etc...

    Selecting Powers:Your powers are filtered by your level, class and multiclass.Encounter and Daily powers are entered in the top 3 slots.You need to enter your path power in the 4th slot.You will get a list of replacement powers from your 2nd class in your path slotif you paragon multiclass.Note that it will not stop you from selecting too many powers of too high of alevel. See the character advancement table in the PHB to see how to replacepowers when gaining levels. When multiclassing you should not swap morethan one power in each category (Encounter, Daily or Utility).Daily and Utily powers are divided into 2 cells. For non-wizards, use the left cell.Since wizards have spellbooks, you may enter your second spell in the right cell.You can use CTRL B, CTRL U or CTRL I to mark memorized spells. If you have anexpanded spell book it will appear in the Coin and Other Wealth section.Warlocks must choose a pact before getting their At-Will power.

    Character Portrait:In Excel 2007 you can simply right click on the picture then on change picture, then resize.

    In Excel 97-2003, you have to click the picture then delete. Unprotect the sheet,insert picture from file, resize to fit the portait box, then protect sheet.

    Editing Locked Cells:If you need to edit a cell that you can not normally click on, you can unprotect thesheet to allow this. Be careful you do not click on a Text or Object graphic.You may have to click a nearby cell and then arrow over to the cell you want.After you are done with this edit, you should protect the sheet again.Look in your Excel help file regarding Protection on how to turn this on and off.

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    X7

    levels above PC level

    X

    XXXXX

    Arcane Power XX

    XXXXXXX

    XXXXX

    Miniature Sets

    Adventurer's Vault 2

    Dungeon Master's Guide 2

    Martial Power 2

    Primal Power

    Adventurer's Vault

    Forgotten Realms Players' Guide

    Martial Power

    Dungeon Magazines

    PHB: Dragonborn

    Mark filter with an X to enable or press delete to disable.

    SourcesPlayers Handbook

    Proficiency FiltersArmor and Weapon Proficiency Filters

    Monster Manual

    Monster Manual 2

    Conceal magic items this many

    Dragon Magazines

    Divine Power

    Open Grave

    Eberron Players' Guide

    Players Handbook 2

    Manual of the Planes

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    XX

    Players Handbook 3

    PHB: Tieflings

    Non WOTC SourcesQuitessential books

    Dungeon Master (custom)

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    DPR - Damage Per Round - How much damage the char would do in a normal round on averageSource for average monster stats - DMG pg. 184-185, and this Enworld thread: http://www.enw

    Included: Quarry, backstab, Warlock curse, and Oath of Enmity, d6 damage for magic weapon criNot included: Miss damage, auto-damage, or different crit damage from different magic weapon

    Standard Attacks Hit % Hands DPR

    Pick weapon-based attack to compare withLook forAssume current weapon feats replaced by bestappropriate feat for weapon

    Yes

    Base Hit % Hands DPR +/- %

    0.00 0%

    Proficient Alternatives Hit % Hands DPR +/- %Morningstar 55% 2 4.90Unarmed (Monk) 60% 1 4.68Scythe 55% 2 4.55Greatclub 55% 2 4.55Spear 55% 1 4.30Quarterstaff 55% 2 4.30Mace 55% 1 4.30Spike Gauntlet 55% 1 3.70Sickle 55% 1 3.70

    Javelin 55% 1 3.70Club 55% 1 3.70Dagger 60% 1 3.38Unarmed 45% 1 2.55

    One- or Two-Handed

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    rld.org/forum/d-d-4th-edition-rules/229092-lots-statistics-monster-manual.html

    ss, attack type feat effects (cold, necrotic, etc)

    Non-proficient Alternatives Hit % Hands DPR +/- %

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    DPR - Damage Per Round - How much damage the char would do in a normal round on averageMK10R - Monsters killed in 10 rounds - How many average monsters the char would kill in 10 rounds if they liATB - Attacks until bloodied - How many attacks the char could take from an average monster of his level befMKBB - Monsters Killed Before Bloodied - How many monsters the char would kill in a line trading one roundSource for average monster stats - DMG pg. 184-185, and this Enworld thread: http://www.enworld.org/foru

    Included: Quarry, backstab, Warlock curse, and Oath of Enmity, d6 damage for magic weapon critsNot included: Miss damage, auto-damage, or different crit damage from different magic weapons, attack typ

    Choose an Standard Attack to compare against:Prioritize by Mixed

    Defense Mixed Off Def MixDPR MK10R ATB MKBB

    Key stats before feats: 0.00 0.00 0.00 0.00After feats: 0.00 0.00 0.00 0.00 0% 0% 0%

    Defense Mixed Off Def MixFeats taken: DPR MK10R ATB MKBB

    Offense

    Offense

    Percentage change

    Percentage change

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    ned up for him evil ninja-styleore he became bloodied - assumes a typical distribution of AC, Fort, Ref attacks for his tiereach before the char got bloodiedm/d-d-4th-edition-rules/229092-lots-statistics-monster-manual.html

    feat effects (cold, necrotic, etc)

    Defense Mixed Off Def Feats taken: DPR MK10R ATB MKBB

    OffensePercentage ch

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    Mix ange

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    COMPARE ARMORSATB - Attacks until bloodied - How many attacks the char could take from an average monster of his levelDR - Damage reductionSource for average monster stats - DMG pg. 184-185, and this Enworld thread: http://www.enworld.org

    Armor Enchantment +0Monster Average Damage 8.5 60%

    Current ArmorName Min Ench Kind AC Fort Ref Will DR AC

    Cloth +0 Cloth 0 0 0 0 0 68%

    Available ArmorsName Min Ench Kind AC Fort Ref Will DR AC

    Cloth +0 Cloth 0 0 0 0 0 68%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%

    +0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%

    +0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%

    +0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%

    Armor Bonus

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    +0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%

    +0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%+0 0 0 0 0 0 0 0%

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    l before he became bloodied - assumes a typical distribution of AC, Fort, Ref attacks for his tier

    forum/d-d-4th-edition-rules/229092-lots-statistics-monster-manual.html

    16% 16% 9%

    Fort Ref Will ATB55% 65% 45% 2.33

    Fort Ref Will ATB % Change55% 65% 45% 2.33 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%

    0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%

    0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%

    0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%

    Attack frequency

    Chances to be hit

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    0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%

    0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%0% 0% 0% 0.00 0%