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Usage

This template is used to represent a summary statblock for a player character in Living Eberron. It should be included at the top of a character sheet and filled out accordingly. To use this template, copy the text below into your character sheet and fill out the appropriate values. Fields with brackets ([]) are optional and can be left out or the line left blank. Details about these fields are detailed below:

{{LEB:CS:PCStatBlock
|Name=Character Name
|Gender=Character's Gender
|Race=Character's Race
|Theme=[Character's Theme, Defaults to "Adventurer"]
|Class=Character's Class
|Paragon=[Paragon Path]
|Epic=[Epic Destiny]
|Level=Character's Level
|XP=Character's XP
|Size=[Character's size. Defaults to Medium]
|Origin=[Character's origin. Defaults to natural]
|Type=[Character's type. Defaults to humanoid]
|TypeKeywords=[Any type keywords (e.g., shapechanger)
|Initiative=Character initiative modifier
|Initiative Special=[Any special initiative modifiers such as the Danger Sense feat]
|Insight=Passive Insight score of 10+Insight skill
|Perception=Passive Perception score of 10+Perception skill
|Senses=[Senses such as low-light or darkvision; other sense specials]
|Aura Name=[Name of any aura]
|Aura=[Description of any aura]
|HP=Maximum hit points
|Bloodied=Bloodied value
|Surge Value=HP gained via healing surges
|Surges=Number of healing surges
|Regeneration=[Any regeneration the character has]
|AC=Armor class
|AC Special=[Special AC conditions such as Phalanx Fighter]
|Fortitude=Fortitude defense
|Reflex=Reflex defense
|Will=Will defense
|Defenses Special=[Special defense modifiers such as Two Weapon Defense]
|Immune=[Any immunities]
|Resist=[Any resistances]
|Vulnerable=[Any vulnerabilities]
|Saving Throws=[Modifiers to saving throws]
|Speed=Movement speed and modes. Defaults to 6
|Powers=A section of Power entires.
|Items=[A section of Item entires.]
|Features=[A section of Feature entries.]
|Alignment=Character's Alignment
|Languages=Character's known languages. Defaults to Common
|Strength=Overall Strength score and modifier
|Constitution=Overall Constitution score and modifier
|Dexterity=Overall Dexterity score and modifier
|Intelligence=Overall Intelligence score and modifier
|Wisdom=Overall Wisdom score and modifier
|Charisma=Overall Charisma score and modifier
|Skills=List of skills. Only list trained skills or skills with bonuses.
|Feats=List of feats.
|Equipment=List of equipment
|Rituals=[List of rituals mastered (if any)]
|Alchemical Formula=[List of alchemical formula mastered (if any)]}}

Example

Here is an example of the template's usage. Consider Forge, a first level warforged artificer. He's a living construct, so we need to update his type keywords (living construct) appropriately; he also has +2 to saving throws vs ongoing damage and can take 10 on death saves. Forge has adventured a bit, and already has some XP and treasure. Here is what you'd enter in as a template:

{{LEB:CS:PCStatBlock
|Name=Forge
|Gender=Male
|Race=Warforged
|Theme=Scholar
|Class=Artificer
|Level=1
|XP=600
|TypeKeywords=living construct
|Initiative=+1
|Insight=11
|Perception=11
|HP=26
|Bloodied=13
|Surge Value=6
|Surges=7
|AC=16
|Fortitude=13
|Reflex=14
|Will=13
|Saving Throws=+2 vs ongoing damage, take 10 or roll on death saves
|Alignment=Good
|Strength=12 (+1)
|Constitution=14 (+2)
|Dexterity=12 (+1)
|Intelligence=18 (+4)
|Wisdom=12 (+1)
|Charisma=8 (-1)
|Skills=Arcana +9, Intimidate +1
|Feats=Master Alchemist
|Equipment=Staff of Artifice +1, leather armor; adventurer's kit; 26gp
|Rituals=Make Whole, Brew Potion, Enchant Weapon, Disenchant Weapon}}

And this is what the applied template would look like:

LEB JudgeForge
XP 600Male Warforged Scholar Artificer 1
Medium natural humanoid (living construct)
Initiative +1; Senses Passive Insight 11, Passive Perception 11
HP 26, Bloodied 13, Surge Value 6, Surges 7
AC 16; Fortitude 13, Reflex 14, Will 13
Saving Throws +2 vs ongoing damage, take 10 or roll on death saves
Speed 6


Alignment Good; Languages Common
Str 12 (+1)Dex 12 (+1)Wis 12 (+1)
Con 14 (+2)Int 18 (+4)Cha 8 (-1)
Skills Arcana +9, Intimidate +1
Feats Master Alchemist
Equipment Staff of Artifice +1, leather armor; adventurer's kit; 26gp
Rituals Make Whole, Brew Potion, Enchant Weapon, Disenchant Weapon

This version of Forge has no powers, items, or class/racial features. We add those by adding entries under the Powers, Items, and Features parameters, using one copy of the Power, Item, Feature template for each power or item. With the powers, items, and features added, the entry for Forge looks like so:

{{LEB:CS:PCStatBlock
|Name=Forge
|Player=LEB Judge
|Gender=Male
|Theme=Scholar
|Race=Warforged
|Class=Artificer
|Level=1
|XP=600
|TypeKeywords=living construct
|Initiative=+1
|Insight=11
|Perception=11
|HP=26
|Bloodied=13
|Surge Value=6
|Surges=7
|AC=16
|Fortitude=13
|Reflex=14
|Will=13
|Saving Throws=+2 vs ongoing damage, take 10 or roll on death saves
|Powers={{LEB:CS:PCStatBlockPower
|Power Name=Staff of Artificer +1
|Power Icon={{basicMeleeIcon}}
|Action=Standard
|Recharge=at-will
|Power Description=+3 vs AC; 1d8+2}}{{LEB:CS:PCStatBlockPower
|Power Name=Magic Weapon
|Power Icon={{meleeIcon}}
|Action=Standard
|Recharge=at-will
|Keywords=Arcane, Weapon
|Power Description=+8 vs AC, 1d8+4 damage, and each ally adjacent to Forge gains a +1 power bonus to attack rolls and +2 bonus to damage rolls until the end of Forge's next turn.}}{{LEB:CS:PCStatBlockPower
|Power Name=Static Shock
|Power Icon={{meleeIcon}}/{{rangedIcon}}
|Action=Standard
|Recharge=at-will
|Keywords=Arcane, Implement, Lightning
|Power Description=Melee or ranged 5; +5 vs Reflex; 1d8+4 lightning damage. The next attack the target makes before the end of Forge's turn takes a penalty of -2 to the damage roll.}}{{LEB:CS:PCStatBlockPower
|Power Name=Scouring Weapon
|Power Icon={{meleeIcon}}
|Action=Standard
|Recharge=encounter
|Keywords=Acid, Arcane, Weapon
|Power Description=+7 vs AC, 2d8+4 acid damage, and the target takes a -2 to AC until the end of Forge's next turn.}}{{LEB:CS:PCStatBlockPower
|Power Name=Obedient Servant
|Power Icon={{rangedIcon}}
|Action=Minor
|Recharge=daily
|Keywords=Arcane, Implement, Summoning
|Power Description=Range 5. ''Effect:'' Forge creates a Medium obedient servant in an unoccupied square within range. The servant has a speed of 6. Any marked enemy that starts it turn adjacent to the servant takes 1 damage. Forge can give the servant the following commands:
|Power Corollaries={{LEB:CS:PCStatBlockPowerCorollary
|Header=Standard Action
|Description=Melee 1 or Ranged 5; targets one creature; +6 vs AC; 1d10+4 damage.}}{{LEB:CS:PCStatBlockPowerCorollary
|Header=Opportunity Action
|Description=Melee 1; targets one creature; +6 vs AC; 1d10+4 damage and the target is marked until the end of Forge's next turn.}}}}{{LEB:CS:PCStatBlockPower
|Power Name=Healing Infusion: Curative Admixture
|Power Icon={{closeIcon}}
|Action=Minor
|Requirement=all healing infusions twice per encounter, once per round
|Recharge=encounter
|Keywords=Arcane, Healing
|Power Description=Close burst 5; Forge or one ally in burst. ''Effect:'' The target gains hit points equal to its healing surge value +1 and Forge expends an infusion created with his Healing Infusion class feature.}}{{LEB:CS:PCStatBlockPower
|Power Name=Healing Infusion: Resistive Forumla
|Power Icon={{closeIcon}}
|Action=Minor
|Requirement=all healing infusions twice per encounter, once per round
|Recharge=encounter
|Keywords=Arcane
|Power Description=Close burst 5; Forge or one ally in burst. ''Effect:'' Target gains +1 bonus to AC until the end of the encounter and Forge spends an infusion created with his Healing Infusion class feature. The target can end the bonus as a free action to gain temporary hit points equal to its healing surge value + 2.}}{{LEB:CS:PCStatBlockPower
|Power Name=Warforged Resolve
|Power Icon=
|Action=Minor
|Recharge=encounter
|Keywords=Healing
|Power Description=Forge gains 3 temporary hit points and can make a saving throw against one effect a save can end that deals ongoing damage. If Forge is bloodied, he also regains 3 hit points.}}
|Items={{LEB:CS:PCStatBlockItem
|Item Name=Staff of Artifice +1
|Item Description=''Critical:'' +1d6. ''Power (At-will):'' Free action when Forge hits an enemy with an implement power using the staff; until the end of Forge's next turn, creatures summoned by his artificer powers gain a +2 bonus to attack rolls and damage rolls.}}
|Features={{LEB:CS:PCStatBlockFeature
|Feature Name=Arcane Empowerment
|Feature Description=Forge begins the day with the ability to empower one item and gains another empowerment for each milestone. To empower an item, he must spend a short rest with the item. He can empower an item two ways. ''Augment Energy:'' A weapon or implement is augmented until Forge's next extended rest or it is expended. The wielder of the item may use a free action after make an attack roll to gain a +2 bonus to the roll. The same item can only be augmented once per day this way. ''Impart Energy:'' Forge recharges the daily power of an item. One item can only be recharged this way once per day.}}{{LEB:CS:PCStatBlockFeature
|Feature Name=Arcane Rejuvenation
|Feature Description=Whenever one of Forge's allies uses an items daily power, that ally gains 4 temporary hit points.}}{{LEB:CS:PCStatBlockFeature
|Feature Name=Healing Infusion
|Feature Description=At the end of an extended rest, Forge greats two healing infusions. These are expended using healing infusion powers. During a short rest, Forge on an ally can spend a healing surge to replenish one of the infusions expended.}}{{LEB:CS:PCStatBlockFeature
|Feature Name=Unsleeping Watcher
|Feature Description=Forge does not sleep and instead enters a state of inactivity for 4 hours to gain the benefits of an extended rest. While in this state, Forge is fully aware of his surroundings and notices approaching enemies and other events as normal.}}
|Alignment=Good
|Strength=12 (+1)
|Constitution=14 (+2)
|Dexterity=12 (+1)
|Intelligence=18 (+4)
|Wisdom=12 (+1)
|Charisma=8 (-1)
|Skills=Arcana +9, Intimidate +1
|Feats=Master Alchemist
|Equipment=Staff of Artifice +1, leather armor; adventurer's kit; 26gp
|Rituals=Make Whole, Brew Potion, Enchant Weapon, Disenchant Weapon}}

And it is depicted as so:

LEB JudgeForge
XP 600Male Warforged Scholar Artificer 1
Medium natural humanoid (living construct)
Initiative +1; Senses Passive Insight 11, Passive Perception 11
HP 26, Bloodied 13, Surge Value 6, Surges 7
AC 16; Fortitude 13, Reflex 14, Will 13
Saving Throws +2 vs ongoing damage, take 10 or roll on death saves
Speed 6
BasicMeleeStaff of Artificer +1 (Standard; at-will)
+3 vs AC; 1d8+2
MeleeMagic Weapon (Standard; at-will) ✦ Arcane, Weapon
+8 vs AC, 1d8+4 damage, and each ally adjacent to Forge gains a +1 power bonus to attack rolls and +2 bonus to damage rolls until the end of Forge's next turn.
Melee/RangedStatic Shock (Standard; at-will) ✦ Arcane, Implement, Lightning
Melee or ranged 5; +5 vs Reflex; 1d8+4 lightning damage. The next attack the target makes before the end of Forge's turn takes a penalty of -2 to the damage roll.
MeleeScouring Weapon (Standard; encounter) ✦ Acid, Arcane, Weapon
+7 vs AC, 2d8+4 acid damage, and the target takes a -2 to AC until the end of Forge's next turn.
RangedObedient Servant (Minor; daily) ✦ Arcane, Implement, Summoning
Range 5. Effect: Forge creates a Medium obedient servant in an unoccupied square within range. The servant has a speed of 6. Any marked enemy that starts it turn adjacent to the servant takes 1 damage. Forge can give the servant the following commands:
Standard Action
Melee 1 or Ranged 5; targets one creature; +6 vs AC; 1d10+4 damage.
Opportunity Action
Melee 1; targets one creature; +6 vs AC; 1d10+4 damage and the target is marked until the end of Forge's next turn.
CloseHealing Infusion: Curative Admixture (Minor; all healing infusions twice per encounter, once per round; encounter) ✦ Arcane, Healing
Close burst 5; Forge or one ally in burst. Effect: The target gains hit points equal to its healing surge value +1 and Forge expends an infusion created with his Healing Infusion class feature.
CloseHealing Infusion: Resistive Forumla (Minor; all healing infusions twice per encounter, once per round; encounter) ✦ Arcane
Close burst 5; Forge or one ally in burst. Effect: Target gains +1 bonus to AC until the end of the encounter and Forge spends an infusion created with his Healing Infusion class feature. The target can end the bonus as a free action to gain temporary hit points equal to its healing surge value + 2.
Warforged Resolve (Minor; encounter) ✦ Healing
Forge gains 3 temporary hit points and can make a saving throw against one effect a save can end that deals ongoing damage. If Forge is bloodied, he also regains 3 hit points.
Staff of Artifice +1
Critical: +1d6. Power (At-will): Free action when Forge hits an enemy with an implement power using the staff; until the end of Forge's next turn, creatures summoned by his artificer powers gain a +2 bonus to attack rolls and damage rolls.
Arcane Empowerment
Forge begins the day with the ability to empower one item and gains another empowerment for each milestone. To empower an item, he must spend a short rest with the item. He can empower an item two ways. Augment Energy: A weapon or implement is augmented until Forge's next extended rest or it is expended. The wielder of the item may use a free action after make an attack roll to gain a +2 bonus to the roll. The same item can only be augmented once per day this way. Impart Energy: Forge recharges the daily power of an item. One item can only be recharged this way once per day.
Arcane Rejuvenation
Whenever one of Forge's allies uses an items daily power, that ally gains 4 temporary hit points.
Healing Infusion
At the end of an extended rest, Forge greats two healing infusions. These are expended using healing infusion powers. During a short rest, Forge on an ally can spend a healing surge to replenish one of the infusions expended.
Unsleeping Watcher
Forge does not sleep and instead enters a state of inactivity for 4 hours to gain the benefits of an extended rest. While in this state, Forge is fully aware of his surroundings and notices approaching enemies and other events as normal.
Alignment Good; Languages Common
Str 12 (+1)Dex 12 (+1)Wis 12 (+1)
Con 14 (+2)Int 18 (+4)Cha 8 (-1)
Skills Arcana +9, Intimidate +1
Feats Master Alchemist
Equipment Staff of Artifice +1, leather armor; adventurer's kit; 26gp
Rituals Make Whole, Brew Potion, Enchant Weapon, Disenchant Weapon
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