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Dungeons and Dragons 4th Edition Character Record Sheet
Character Name
Player
Class
Paragon Path
Epic Destiny
Race
Size
Age
Gender
Height
Weight
Align.
Deity
Adventure Company
XP
Next XP
Level
Ability
Score
Temp
Score
Mod
Mod+
1/2 Lv.
STR
CON
DEX
INT
WIS
CHA
Quick Look Up
Weapon / Power
Attack
Damage
Armor Bonus
Shield Bonus
Check Penalty
Speed Penalty
Armor is Heavy
INIT
Dex Mod
1/2 Lv.
Misc
Temp
=
+
+
+
Score
Base
Arm.
Item
Misc
Speed
P. Perception
P. Insight
Special Senses/Movement
Skills
Skill
Mod
Skill Name
Abil.
Train
(+5)
Mod+
.5Lv
Arm.
Misc
Temp
Total
10+
1/2Lv
Arm./
Abil.
Class
Feat
Enh.
Misc
Temp
AC
FORT
REF
WILL
Conditional Modifiers, Resistances & Action Points Note
[ooc=Group Awareness] Non-elf allies within 5 get +1 to Perception.[/ooc] - [ooc=Wild Step] Ignore difficult terrain when shifting (even when shifting multiple squares).[/ooc] - [ooc=Defensive Mobility]+2 to AC against opportunity attacks[/ooc] - [ooc=Prime Shot]If no allies are closer to target than you, get +1 on ranged attacks against that target.[/ooc] - [ooc=Sneak Attack] Once per round, if you have combat advantage and hit with a crossbow, light blade, or sling, deal extra damage. +2d6[/ooc]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=120882][size=4][B]Ostro Streelik[/B][/size][/url], Elf (Urban Elf) Ranger (MC Rogue) [B]Init[/B] +6 [B]HP[/B] 31/31 [B]Bloodied[/B] 15 [B]Healing Surge[/B] 7 (0 used /7) [B]AC[/B] 18 [B]Fort[/B] 13 [B]Reflex[/B] 17 [B]Will[/B] 13 [B]Speed[/B] 7 [B]Str[/B] 10 (+1) [B]Con[/B] 13 (+2) [B]Dex[/B] 20 (+6) [B]Int[/B] 8 (+0) [B]Wis[/B] 15 (+3) [B]Cha[/B] 10 (+1) [OOC='[color=green]Hunter's Quarry[/color]'][B][color=green]Hunter's Quarry[/color][/B] At-Will Minor Action Effect: You can designate the nearest enemy to you that you can see as your quarry. Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter’s Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn. The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. You can designate one enemy as your quarry at a time. Level Hunter’s Quarry Extra Damage 1st–10th +1d6 11th–20th +2d6 21st–30th +3d6[/OOC], [OOC='[color=green]Nimble Strike[/color]'][B][color=green]Nimble Strike[/color][/B] At-Will Martial, Weapon Standard Action Ranged weapon Target: One creature Special: Shift 1 square before or after you attack. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.[/OOC], [OOC='[color=green]Twin Strike[/color]'][B][color=green]Twin Strike[/color][/B] At-Will Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Targets: One or two creatures Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks Hit: 1[W] damage per attack. Increase damage to 2[W] at 21st level. First published in Player's Handbook.[/OOC], [OOC='[color=red]Elven Accuracy[/color]'][B][color=red]Elven Accuracy[/color][/B] Encounter Free Action Personal Effect: Reroll an attack roll. Use the second roll, even if it’s lower.[/OOC], [OOC='[STRIKE][color=red]Singular Shot[/color][/STRIKE]'][B][color=red]Singular Shot[/color][/B] Encounter Martial, Weapon Standard Action Ranged weapon Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage. If no creatures are adjacent to the target, the attack deals extra damage equal to your Wisdom modifier. First published in Martial Power.[/OOC], [OOC='[color=black]Hunt's End[/color]'][B][color=black]Hunt's End[/color][/B] Daily Martial, Weapon Standard Action Melee or Ranged weapon Target: One bloodied creature Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged). If the target is your quarry, the attack can score a critical hit on a roll of 19–20. Hit: 3[W] + Strength modifier damage (melee) or 3[W] + Dexterity modifier damage (ranged). Miss: Half damage. First published in Martial Power.[/OOC], [OOC='[color=red]Utility - Yield Ground[/color]'][B][color=red]Utility - Yield Ground[/color][/B] Encounter Martial Immediate Reaction Personal Trigger: An enemy damages you with a melee attack Effect: You can shift a number of squares equal to your Wisdom modifier. Gain a +2 power bonus to all defenses until the end of your next turn.[/OOC] [B]Notes[/B] [ooc=Group Awareness] Non-elf allies within 5 get +1 to Perception.[/ooc] - [ooc=Wild Step] Ignore difficult terrain when shifting (even when shifting multiple squares).[/ooc] - [ooc=Defensive Mobility]+2 to AC against opportunity attacks[/ooc] - [ooc=Prime Shot]If no allies are closer to target than you, get +1 on ranged attacks against that target.[/ooc] - [ooc=Sneak Attack] Once per round, if you have combat advantage and hit with a crossbow, light blade, or sling, deal extra damage. +2d6[/ooc]
Race Features
Class / Path / Destiny Features
Other Items
Current
Max HP
/
Bloodied
H. Surge
Surges Used
Surges / Day
/
Second Wind
Death ST Fail
Action Points
Attack Workspace
Ability 1:
Ability 2:
Bonus
1/2Lv
Abil.
Class
Prof
Feat
Enh
Misc
=
=
Damage Workspace
Ability 1:
Ability 2:
Bonus
Abil.
Feat
Enh
Misc
Misc
=
=
Feats
Feat Name
Loc.
Powers
At-Will Minor Action Effect: You can designate the nearest enemy to you that you can see as your quarry. Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter’s Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn. The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. You can designate one enemy as your quarry at a time. Level Hunter’s Quarry Extra Damage 1st–10th +1d6 11th–20th +2d6 21st–30th +3d6
At-Will Martial, Weapon Standard Action Ranged weapon Target: One creature Special: Shift 1 square before or after you attack. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.
At-Will Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Targets: One or two creatures Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks Hit: 1[W] damage per attack. Increase damage to 2[W] at 21st level. First published in Player's Handbook.
Encounter Free Action Personal Effect: Reroll an attack roll. Use the second roll, even if it’s lower.
Encounter Martial, Weapon Standard Action Ranged weapon Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage. If no creatures are adjacent to the target, the attack deals extra damage equal to your Wisdom modifier. First published in Martial Power.
Daily Martial, Weapon Standard Action Melee or Ranged weapon Target: One bloodied creature Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged). If the target is your quarry, the attack can score a critical hit on a roll of 19–20. Hit: 3[W] + Strength modifier damage (melee) or 3[W] + Dexterity modifier damage (ranged). Miss: Half damage. First published in Martial Power.
Encounter Martial Immediate Reaction Personal Trigger: An enemy damages you with a melee attack Effect: You can shift a number of squares equal to your Wisdom modifier. Gain a +2 power bonus to all defenses until the end of your next turn.
Powers
Magic Items & Equipment
Item Name
Use
Daily Item Powers Per Day
Heroic(1-10)
Milestone
Paragon(11-20)
Milestone
Epic(21-30)
Milestone
Rituals
Languages Known
Coins and Other Wealth
56 gp
Personality Traits
Personality: Ostro is a sly one. A slick tongued, light fingered rascal if there ever was one. Greed is Ostro’s religion, and his only motivator strong enough to outweigh his sense of self-preservation. He will be your friend as long as he thinks your friendship brings him a better chance of cashing in on the big score, and will drop you as soon as you’ve outlived your usefulness. He’s not heartless per se, he just as bigger things to worry about than you… namely himself.
Mannerisms and Appearance
Appearance: Ostro is a pale, non-descript elf, of middling height and weight. Dirt colored hair chopped jagged and short accentuate his elven features, and eyes the color of wet slate seldom seem to be doing little other than judging the weight of your coinpurse. The only real distinguishing mark on Ostro’s otherwise plain face is a star shaped scar on his right check that pulls the corner of his mouth up into a perpetual sneer. Wearing workman-like brown leathers and a charcoal gray cloak, his clothing is as inconspicuous as the rest of him. His only real distinguishing mark is a dark gray, wide-brimmed leather hat, which aside from his bow, is his most treasured possession.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Background: Ostro never met a job he didn't like... well that's not exactly true. Ostro has never met a paying job he didn't like. Call him the product of a broken home, call him the poster child of urban decay, label him what you will, but Ostro would just name it greedy. He ran with the wrong crowd from the beginning, not that the illustrious Fallcrest orphanage cared where he ran. They were bad dudes, and while Ostro didn't always agree with their tactics or brutality, he did admire their moral ambiguity, and their effectiveness. But that was all long ago... Douven Staul rescued him from that life, though at the time Ostro did not see it as such. Douven brought him in a taught him that doing good, and making gold, were not necessarily mutually exclusive. Ostro is still the same old self-serving elf he always was... but at least now he is working for the good guys, and there is only Douven Staul to thank for that.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games