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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
Resist 5 poison.
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=130740][size=4][B]Agar Deadeye[/B][/size][/url], Orc (H-O stats) Rogue/Ranger, Sharpshooter [B]Init[/B] +15 [B]HP[/B] 87/87 [B]Bloodied[/B] 43 [B]Healing Surge[/B] 21 (1 used /8) [B]AC[/B] 27 [B]Fort[/B] 22 [B]Reflex[/B] 28 [B]Will[/B] 19 [B]Speed[/B] [B]Str[/B] 16 (+9) [B]Con[/B] 15 (+8) [B]Dex[/B] 23 (+12) [B]Int[/B] 9 (+5) [B]Wis[/B] 11 (+6) [B]Cha[/B] 11 (+6) [OOC='[STRIKE]Deft Strike - At Will[/STRIKE]'][B]Deft Strike - At Will[/B] At-Will Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Special: You can move 2 squares before the attack. Attack: Dexterity vs. AC +19 Hit: 1[W] + Dexterity modifier damage. 1d10+13[/OOC], [OOC='[STRIKE]Fleeting Ghost - Utility At Will[/STRIKE]'][B]Fleeting Ghost - Utility At Will[/B] At-Will Martial Move Action Personal Prerequisite: You must be trained in Stealth. Effect: You can move your speed and make a Stealth check. You do not take the normal penalty from movement on this check.[/OOC], [OOC='[STRIKE]Hunter's Quarry - Encounter[/STRIKE]'][B]Hunter's Quarry - Encounter[/B] Minor Action 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 2d6 damage. 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 your next turn. [/OOC], [OOC='[STRIKE]Snap Shot - Encounter[/STRIKE]'][B]Snap Shot - Encounter[/B] Encounter Martial, Weapon Minor Action Ranged weapon Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling. Target: One creature Attack: Dexterity vs. AC +19 Hit: 1[W] + Dexterity modifier damage. 1d10+13[/OOC], [OOC='[STRIKE]Stab and Shoot - Encounter[/STRIKE]'][B]Stab and Shoot - Encounter[/B] Encounter Martial, Weapon Standard Action Melee 1 Requirement: You must be wielding a bow or a crossbow. Primary Target: One creature Primary Attack: Dexterity vs. AC +19 Hit: 1[W] + Dexterity modifier damage, and the target is dazed until the end of your turn. Make a secondary attack. 1d10+13 Secondary Target: One creature other than the primary target in weapon range Secondary Attack: Dexterity vs. AC +19 Hit: 2[W] + Dexterity modifier damage. 2d10+11[/OOC], [OOC='[STRIKE]Tornado Strike - Encounter[/STRIKE]'][B]Tornado Strike - Encounter[/B] Encounter Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Targets: One or two creatures Attack: Dexterity vs. AC, one attack per target +19 Hit: 2[W] + Dexterity modifier damage, and you slide the target 2 squares. 2d10+13 Effect: You can move 3 squares after making the attack.[/OOC], [OOC='Walking Wounded - Daily'][B]Walking Wounded - Daily[/B] Daily Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Attack: Dexterity vs. Fortitude +19 Hit: 2[W] + Dexterity modifier damage, and the target is knocked prone. Until the end of the encounter, if the target moves more than half its speed in a single action, it falls prone at the end of its movement. 2d10+13 Miss: Half damage, and the target is not knocked prone.[/OOC], [OOC='[STRIKE]Executioner's Mien - Daily[/STRIKE]'][B]Executioner's Mien - Daily[/B] Daily Martial, Stance Minor Action Personal Prerequisite: You must be trained in Intimidate. Effect: Until the stance ends, all your attacks gain the rattling keyword.[/OOC], [OOC='[STRIKE]Viper Belt[/STRIKE]'][B]Viper Belt[/B] No action. Use this power when making a saving throw against ongoing poison damage. Gain a +2 power bonus to the saving throw.[/OOC], [OOC='[STRIKE]Item Power = Swiftshot Weapon[/STRIKE]'][B]Item Power = Swiftshot Weapon[/B] Daily. Minor Action. Make a ranged basic attack with this weapon.[/OOC], [OOC='[STRIKE]Disheartening Strike - At Will[/STRIKE]'][B]Disheartening Strike - At Will[/B] At-Will Martial, Rattling, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Attack: Dexterity vs. AC +19 Hit: 1[W] + Dexterity modifier damage. 1d10+13[/OOC], [OOC='[STRIKE]Chameleon - Utility At Will[/STRIKE]'][B]Chameleon - Utility At Will[/B] At-Will Martial Immediate Interrupt Personal Trigger: You are hidden and lose cover or concealment against an enemy Prerequisite: You must be trained in Stealth. Effect: Make a Stealth check. You remain hidden from the triggering enemy if your check beats its passive Perception check. Until the end of your next turn, you can remain hidden without needing any cover or concealment.[/OOC], [OOC='[STRIKE]Furious Assault - Encounter[/STRIKE]'][B]Furious Assault - Encounter[/B] Encounter Free Action Personal Trigger: You hit an enemy Effect: The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.[/OOC], [OOC='[STRIKE]Scattering Volley - Encounter[/STRIKE]'][B]Scattering Volley - Encounter[/B] Encounter Martial, Weapon Standard Action Ranged weapon Targets: One or two creatures Attack: Dexterity vs. AC, one attack per target. If you target one creature, you gain a +2 bonus to the damage roll. If you target two creatures, you take a –2 penalty to both attack rolls. +19 Hit: 1[W] + Dexterity modifier damage, and you slide the target 1 square. 1d10+13[/OOC], [OOC='[STRIKE]Perfect Aim - Encounter Utility[/STRIKE]'][B]Perfect Aim - Encounter Utility[/B] Encounter Martial, Weapon Minor Action Personal Requirement: You must be wielding a ranged weapon. Effect: Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier. If you move or take damage before making a ranged attack, the bonus is lost.[/OOC], [OOC='[STRIKE]Blinding Barrage - Daily[/STRIKE]'][B]Blinding Barrage - Daily[/B] Daily Martial, Weapon Standard Action Close blast 3 Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling. Target: Each enemy in blast you can see Attack: Dexterity vs. AC +19 Hit: 2[W] + Dexterity modifier damage, and the target is blinded until the end of your next turn. 2d10+13 Miss: Half damage, and the target is not blinded.[/OOC], [OOC='[STRIKE]Burst Fire - Daily[/STRIKE]'][B]Burst Fire - Daily[/B] Daily Martial, Weapon Standard Action Area burst 1 within 10 squares Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling. Target: Each enemy in burst you can see Attack: Dexterity vs. Reflex +19 Hit: 2[W] + Dexterity modifier damage. 2d10+13 Miss: Half damage.[/OOC], [OOC='[STRIKE]Item Power = Bracers of Archery[/STRIKE]'][B]Item Power = Bracers of Archery[/B] Daily. Minor Action. Ignore cover on your next attack this turn when using a bow or a crossbow.[/OOC], [OOC='[STRIKE]Item Power = Feytouched Armor [/STRIKE]'][B]Item Power = Feytouched Armor [/B] Encounter. Illusion. Standard Action. You become invisible until the end of your next turn. [/OOC] [B]Notes[/B] Resist 5 poison.
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 Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Special: You can move 2 squares before the attack. Attack: Dexterity vs. AC +19 Hit: 1[W] + Dexterity modifier damage. 1d10+13
At-Will Martial Move Action Personal Prerequisite: You must be trained in Stealth. Effect: You can move your speed and make a Stealth check. You do not take the normal penalty from movement on this check.
Minor Action 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 2d6 damage. 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 your next turn.
Encounter Martial, Weapon Minor Action Ranged weapon Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling. Target: One creature Attack: Dexterity vs. AC +19 Hit: 1[W] + Dexterity modifier damage. 1d10+13
Encounter Martial, Weapon Standard Action Melee 1 Requirement: You must be wielding a bow or a crossbow. Primary Target: One creature Primary Attack: Dexterity vs. AC +19 Hit: 1[W] + Dexterity modifier damage, and the target is dazed until the end of your turn. Make a secondary attack. 1d10+13 Secondary Target: One creature other than the primary target in weapon range Secondary Attack: Dexterity vs. AC +19 Hit: 2[W] + Dexterity modifier damage. 2d10+11
Encounter Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Targets: One or two creatures Attack: Dexterity vs. AC, one attack per target +19 Hit: 2[W] + Dexterity modifier damage, and you slide the target 2 squares. 2d10+13 Effect: You can move 3 squares after making the attack.
Daily Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Attack: Dexterity vs. Fortitude +19 Hit: 2[W] + Dexterity modifier damage, and the target is knocked prone. Until the end of the encounter, if the target moves more than half its speed in a single action, it falls prone at the end of its movement. 2d10+13 Miss: Half damage, and the target is not knocked prone.
Daily Martial, Stance Minor Action Personal Prerequisite: You must be trained in Intimidate. Effect: Until the stance ends, all your attacks gain the rattling keyword.
No action. Use this power when making a saving throw against ongoing poison damage. Gain a +2 power bonus to the saving throw.
Daily. Minor Action. Make a ranged basic attack with this weapon.
Powers
At-Will Martial, Rattling, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Attack: Dexterity vs. AC +19 Hit: 1[W] + Dexterity modifier damage. 1d10+13
At-Will Martial Immediate Interrupt Personal Trigger: You are hidden and lose cover or concealment against an enemy Prerequisite: You must be trained in Stealth. Effect: Make a Stealth check. You remain hidden from the triggering enemy if your check beats its passive Perception check. Until the end of your next turn, you can remain hidden without needing any cover or concealment.
Encounter Free Action Personal Trigger: You hit an enemy Effect: The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Encounter Martial, Weapon Standard Action Ranged weapon Targets: One or two creatures Attack: Dexterity vs. AC, one attack per target. If you target one creature, you gain a +2 bonus to the damage roll. If you target two creatures, you take a –2 penalty to both attack rolls. +19 Hit: 1[W] + Dexterity modifier damage, and you slide the target 1 square. 1d10+13
Encounter Martial, Weapon Minor Action Personal Requirement: You must be wielding a ranged weapon. Effect: Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier. If you move or take damage before making a ranged attack, the bonus is lost.
Daily Martial, Weapon Standard Action Close blast 3 Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling. Target: Each enemy in blast you can see Attack: Dexterity vs. AC +19 Hit: 2[W] + Dexterity modifier damage, and the target is blinded until the end of your next turn. 2d10+13 Miss: Half damage, and the target is not blinded.
Daily Martial, Weapon Standard Action Area burst 1 within 10 squares Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling. Target: Each enemy in burst you can see Attack: Dexterity vs. Reflex +19 Hit: 2[W] + Dexterity modifier damage. 2d10+13 Miss: Half damage.
Daily. Minor Action. Ignore cover on your next attack this turn when using a bow or a crossbow.
Encounter. Illusion. Standard Action. You become invisible until the end of your next turn.
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
11 pp, 4060 gp
Personality Traits
Agar will readily admit that he's not the smartest orc in the Lowlands, but he makes up for it with cunning. He has a fierce hatred of dwarves especially, but the Reian invaders in general. He has subsisted by himself in the swamp for a long time, and in that time his only companion was his crossbow, whom he has named Gloria and with whom he will occasionally have conversations. He is an excellent cook and fancies himself an amateur poet.
Mannerisms and Appearance
Agar Deadeye is a tall orc with a scar over his left eye, not from a battle wound but rather from the traditional marking of the Deadeye tribe. He has black hair, green skin, and dark brown eyes. He wears dark-colored leather and a bandolier of crossbow bolts across his chest. He is rarely seen without his crossbow, Gloria.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Agar's tribe, the Deadeye orcs, were slaves of the Reians. One day, the orcs rebelled against their masters, refusing to continue their backbreaking labor. On that day, an order came down from the Reian leaders, and the dwarves of the Trust of Grendor made an example of the Deadeye, slaughtering them to an orc. Or so they thought, for Agar managed to escape by playing dead. He wages a guerilla war against the dwarves, striking from the shadows and fading back into them just as quickly. He's cooperated with other resistance fighters in the Lowlands in the past, eager to help others throw off the shackles of the Reians, as it is too late to help his own people. Origin- Slave, +1 Streetwise, +2 Knowledge Skill Checks concerning Reian technology The Deadeye orcs were slaves of the Trust of Grendor until their extermination. Background- Criminal, +2 Stealth. Agar has "liberated" his armor and weapons from the Grendor dwarves, and assassinates them at every opportunity.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games