Quint Player Brian_Black
Human Ardent (Unaligned) Level 1 (XP 0)
Initiative +0
Passive Insight 11 Passive Perception 11; Senses Normal
HP 29 Bloodied 14 Surge Value 7; Surges Per-Day 10
AC 17 Fortitude 15 Reflex 12 Will 15
Speed 5 Size M
Str 12 (+1) Dex 11 (+0) Wis 13 (+1)
Con 17 (+3) Int 8 (-1) Cha 17 (+3)
Racial Abilities Bonus At-Will Power, Bonus Feat, Bonus Skill, Human Defense Bonuses
Class Features Mantle of Elation, Ardent Surge, Psionic Augmentation
Battack Basic Attack Longspear, +3 vs. AC, 1d10+1 damage, Reach
Branged Ranged Basic Attack Crossbow, +2 vs. AC, 1d8 damage, Load Minor
Feats Heartening Surge, Hafted Defense
Skills Acrobatics -1, Arcana -1, Athletics +5, Bluff +8, Diplomacy +3, Dungeoneering +1, Endurance +7, Heal +1, History -1, Insight +1, Intimidate +8, Nature +1, Perception +1, Religion -1, Stealth -1, Streetwise +8, Thievery -1
Languages Allarian
Demoralizing Strike (At Will Standard Melee Weapon ✦ Augmentable, Fear, Psionic, Weapon) Psionic
Target: One Creature
Attack: +5 vs. AC
Hit: 1d10+3 damage, and the target takes a -2 penalty to all defenses until the end of your next turn.

Augment 1:

Hit:1d10+3, and the target takes a -4 penalty to Will until the end of your next turn.

Augment 2:

Close burst 1

Target: Each creature in burst

Hit: 1d10+3, and the target takes a -4 penalty to all defenses until the end of your next turn.
Ire Strike (At Will Standard Melee 1 ✦ Augmentable, Psionic) Psionic
Target: One enemy
Effect: One ally adjacent to you can make a melee basic attack abainst the target as a free action. If the attack hits, the target has vulnerability 2 to all damage until the end of your next turn.

Augment 1:

Effect: As above, but the vulnerability is only to psychic damage and equals 4.

Augment 2:

Effect: One ally within 5 squares of you can use a free action to shift to a square adjacent to the target and then make a melee basic attack against it. If the attack hits, it deals 1d8 extra damage to the target, and the target has vulnerability to all damage equal to 4 until the end of your next turn.
Energizing Strike (At Will Standard Melee Weapon ✦ Psionic, Weapon) Psionic
Target: One creature
Attack: +5 vs. AC
Hit: 1d10+3, and one ally within 5 squares of you gains temporary hit points equal to 3.
Ardent Outrage (Encounter No Action Close burst 5 ✦ Psionic) Ardent Feature
Target: Each enemy in burst
Trigger: You are bloodied by an attack
Effect: Each target grants combat advantage until the end of your next turn.
Ardent Surge (Encounter Encounter (Special) Close burst 5 ✦ Healing Psionic) Ardent Feature
Target: You or one ally
Effect: The target can spend a healing surge and regains an additional 1d6 hit points.

Mantle of Elation: The target gains a +2 bonus to attack rolls until the end of your next turn.
Battleborn Acuity (Daily Standard Melee Weapon ✦ Psionic, Weapon) Psionic
Target: One creature
Attack: +5 vs. AC
Hit: 2d10+3 damage
Effect: Until the end of your next turn, allies adjacent to you gain both a +1 bonus to attack rolls and a power bonus to damage rolls equal to 3.
Sustain: Minor: The effect persists.



Quint is average in height for humans, standing just under six feet he has broad shoulders and lean muscled limbs. He is typically clean-shaven with a mop of straw blond hair covering bright blue eyes barely reaching his shoulders. His face is very angular with defined cheeks and jaw, giving him a noble look that is typically betrayed by his common speech and emotional nature.

Bold, brash, and a bit empty-headed, Quint prefers to solve his problems by running them through with his spear (or at least the threat of doing so). Barely able to control his emotions, they flood out of him when he becomes upset, which can be felt by anyone near him. He is equally suited to joy and rage, and frequently fluctuates between the two, leaving many to believe him to be less stable than he actually is. Despite being quite dim in social situations, Quint is quick to take action on the battlefield, situating himself in the middle of combat to make the most of his budding mental abilities. He will aggressively defend his friends, placing himself at risk to aid those that can handle his mood swings, at least.


Quint grew up in the Smears of Daunton, to common and honest laborers. Dissatisfied with the fruits of their work and desperate to avoid a life of dull monotony, Quint fled, joining the city militia. This proved disastrous, as Quint found he had difficulty following orders that didn't involve actual fighting. During one of the militia's raids on gang activity in the Overgrowth, Quint deserted and was taken in by Marley of the Reckoners. The variety of life provided by the street gang was the closest to kinship that Quint had ever felt. His new home was shattered when a gang mate set fire to his safehouse and blamed him for it. Fleeing from both the militia and the Reckoners, Quint ducked into a tavern filled with mercenaries looking for extra hired help with a dangerous task...


- A former gang-mate is in trouble, and asks Quint for help.

- The Daunton militia squad that Quint was a part of force him to take any opportunity to leave the city until the heat cools down.

Kicker:text goes here



Str 2 12 0 0 12 1
Con 12 17 0 0 17 3
Dex 1 11 0 0 11 0
Int 0 8 0 0 8 -1
Wis 3 13 0 0 13 1
Cha 7 15 2 0 17 3
Totals 25   7


DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class 0/0 dex/int 0 0 +1 Hafted Defense 6 Chainmail 0 0 0 17
Fortitude+1/+3str/con+1+10000000 15
Reflex0/0dex/int0+1+1 Hafted Defense00000 12
Will+1/+3wis/cha+1+10 000000 15


--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 12 17 5 0 0 0 0 0 0 0 29 14 7

Surges per Day 10 (Class 7 + Con 3)

Saving ThrowsEdit

Senses and Reactions Edit

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 0 0 0 0 0 0 0 0 0 0 0
Passive Insight 1 0 0 0 0 0 0 0 0 0 11
Passive Perception 1 0 0 0 0 0 0 0 0 0 11



Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee


str 0000+2Longspear003AC
Basic Ranged


dex0000+2Heavy Crossbow002AC

Powers to Hit Edit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Demoralizing Strike +3 Cha +2 Weapon 0 0 0 5 AC
Energizing Strike +3 Cha +2 Weapon 0 0 0 5 AC
Battleborn Acuity +3 Cha +2 Weapon 0 0 0 5 AC

Class Features Edit

Mantle of Elation - You and each ally within 5 squares of you gain a bonus to damage rolls for opportunity attacks. The bonus equals your Constitution modifier (+3). In addition, each ally within 5 squares of you gains a +2 bonus to Diplomacy checks and Intimidate checks. You also gain the ardent outrage power.
Ardent Surge - You gain the ardent surge power. Your advanced emotional state is inspirational, motivating your allies and helping them to recover from injuries.
Psionic Augmentation - Through discipline and careful study, you have mastered a form of psionic magic that offers greater versatility than other characters command. You know a broad array of at-will powers, each of which is a conduit through which you can pour as much or as little psionic energy as you choose. You channel psionic energy into a reservoir of personal power - represented in game as power points - that you can use to augment your at-will attack powers, replacing the encounter attack powers that other characters use.
Because of this class feature, you acquire and use powers in a slightly different manner from how most other classes do.

Racial Features Edit

Bonus At-Will Power - You know one extra at-will power from you class. (Energizing Strike)
Bonus Feat - You gain a bonus feat at 1st level. You must meet the feat's prerequisites. (Heartening Surge)
Bonus Skill - You gain training in one additional skill from your class skill list. (Bluff)
Human Defense Bonuses - +1 to Fortitude, Reflex, and Will defenses.

Skills and Languages Edit

Languages Allarian

SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics0+0dex000-1Armor Penalty0-1
Arcana 0 -1 int 0 0 0 0 0 0 -1
Athletics+5+1str000-1Armor Penalty05
Endurance+5+3con000-1Armor Penalty07
Stealth0+0dex000-1Armor Penalty0-1
Thievery0+0dex000-1Armor Penalty0-1

Feats Edit

Hafted Defense [1st level] - While wielding a polearm or staff in two hands you gain a +1 bonus to AC and Reflex. (PHB3 180)
Heartening Surge [Human Extra Feat] - The bonus that your ardent surge grants to attack rolls increases by 1. (PHB3 181)

Regional Benefits: Daunton Edit

Characters from Daunton receive a +2 on monster knowledge checks, reflecting their exposure to the diverse races that populate the city. When on Daunton they can gain access to the city library allow giving them to reroll a failed knowledge check at +2 once per day (a given roll can only be rerolled once). It generally requires 4 hours of research at the Daunton Library to reroll a check.

Characters who spend more than 4 hours seeking an answer to a specific question in a day find that they have trouble finding the proper books, are easily distracted by small sounds, and sometimes even fall asleep -- as if the library itself were resisting them. Whether this reflects some sort of defensive measure, a curse by the goddess of knowledge or something else entirely has never been proven.


Equipment Name Price Weight
Chainmail 40gp 40lbs
Longspear 10gp 9lbs
Crossbow 25gp 4lbs
Standard Adventurer's Kit 15gp 33lbs
20 bolts 1gp 2lbs
etc Cost Weight

Remaining Gold: 9gp

Tracking Edit

Treasure Edit

XP Edit

Changes Edit

  • Made revisions based on 1st approval, with the exception of the additional language, as Quint is meant to be a bit base-headed, he would not want to waste the time necessary to learn a new language.
  • Added Ministats and Tracking sections

8/30/10 Edit

  • Made revisions based on 2nd approval.

Ministats Edit

[sblock=ministats][B]Quint[/B] Male Human Ardent 1
Initiative: +0, Passive Perception: 11, Passive Insight: 11, Senses: Normal
AC:17, Fort:15, Reflex:12, Will:15
HP:29/29, Bloodied:14, Surge Value:7, Power Points:2/2, Surges left:10/10
Action Points: 1
Demoralizing Strike
Ire Strike
Energizing Strike[/color]
[color=red]Ardent Outrage
Ardent Surge[/color]
[color=gray]Battleborn Acuity[/color]
Important Stuff:
+3 to Opportunity attack damage for self and allies within 5 squares

Full sheet: [/sblock]

Judge Comments Edit

Level 1:Edit

Approval 1 Edit

Comments from renau1g:

  • You've only listed 1 language in the summary
  • Summary - you're attacks are listed as +3 vs. AC, but should be +5 vs. AC (you're missing the proficiency bonus)
  • Summary - Battleborn Acuity, they only gain the bonus to damage while adjacent to you, please update the wording.
  • Math - please add the +2 proficiency bonus to the "|EquipBonPower=" line
  • Not a issue per se, but you can select a background benefit as outlined in PHB2. Essentially either a +2 to any skill, learn any language (except infernal or supernal), or add any skill to your class list.
  • Equipment - please add your remaining gold total here.

Approval 2 Edit

Approval from TwoHeadsBarking:


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