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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
- [b]Racial:[/b] [ooc=Fey Origin]Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin. [/ooc], [ooc=Group Awareness]You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.[/ooc], [ooc=Wild Step]You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares). [/ooc], [ooc=Elven Accuracy]You can use elven accuracy as an encounter power.[/ooc] [b]Class:[/b] [ooc=Primal Predator]While you are not wearing heavy armor, you gain a +1 bonus to your speed.[/ooc], [ooc=Ritual Casting]You gain the Ritual Caster feat as a bonus feat. Once per day, you can use Animal Messenger without expending components. [/ooc] [b]Feats:[/b] [ooc=Ritual Caster] You can master and perform rituals of your level or lower. [/ooc], [ooc=Implement Expertise (staff)]You gain a +1 bonus to attack rolls with any implement power you use through a staff.[/ooc]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=133598][size=4][B]Lucarak Beiram[/B][/size][/url], Elf Druid [B]Init[/B] +3 [B]HP[/B] 25/25 [B]Bloodied[/B] 12 [B]Healing Surge[/B] 6 (0 used /8) [B]AC[/B] 13 [B]Fort[/B] 11 [B]Reflex[/B] 14 [B]Will[/B] 15 [B]Speed[/B] 8 [B]Str[/B] 10 (0) [B]Con[/B] 13 (+1) [B]Dex[/B] 17 (+3) [B]Int[/B] 10 (0) [B]Wis[/B] 19 (+4) [B]Cha[/B] 8 (-1) [OOC='[color=darkgreen]Melee Basic Attack[/color]'][B][color=darkgreen]Melee Basic Attack[/color][/B] [B]At Will | Weapon Standard Action Melee Weapon[/B] [B]Attack:[/B] Strength vs. AC [B]Target:[/B] One creature [B]Hit:[/B] 1[W] + Strength modifier (+0) damage. [B]Staff:[/B] +2 attack, 1d8 damage[/OOC], [OOC='[color=darkgreen]Ranged Basic Attack[/color]'][B][color=darkgreen]Ranged Basic Attack[/color][/B] [B]At Will | Weapon Standard Action Ranged Weapon[/B] [B]Attack:[/B] Dexterity vs. AC [B]Target:[/B] One creature [B]Hit:[/B] 1[W] + Dexterity modifier (+3) damage. [B]Dagger:[/B] +6 attack, 1d4+3 damage [B]Longbow:[/B] +5 attack, 1d10+3 damage[/OOC], [OOC='[color=darkgreen]Wild Shape[/color]'][B][color=darkgreen]Wild Shape[/color][/B] [B]At Will | Polymorph, Primal Minor Action Personal[/B] [B]Effect:[/B] You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form, you can shift 1 square. While you are in beast form, you can't use attack, utility, or feat powers that lack the beast form keyword, although you can ustain such powers. You choose a specific form whenever you use wild shape to change into beast form. The beast form is your size, resembles a natural beast or a fey beast, and normally doesn't change your game statistics. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to ain the benefits of the equipment you wear. You can use the properties and the powers of implements as well as magic items that you but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible. [B]Special:[/B] You can use this power once per round.[/OOC], [OOC='[color=darkgreen]Grasping Claws[/color]'][B][color=darkgreen]Grasping Claws[/color][/B] [B]At Will | Beast Form, Implement, Primal Standard Action Melee Touch[/B] [B]Attack:[/B] Wisdom vs. Reflex [B]Target:[/B] One creature [B]Hit:[/B] 1d8 + Wisdom modifier (+4) damage, and the target is slowed until the end of your next turn. [B]Special:[/B] This power can be used as a melee basic attack. [B]Implement, Staff:[/B] +5 attack, 1d8+4 damage[/OOC], [OOC='[color=darkgreen]Pounce[/color]'][B][color=darkgreen]Pounce[/color][/B] [B]At Will | Beast Form, Implement, Primal Standard Action Melee Touch[/B] [B]Attack:[/B] Wisdom vs. Reflex [B]Target:[/B] One creature [B]Hit:[/B] 1d8 + Wisdom modifier (+4) damage. The target grants combat advantage to the next creature that attacks it before the end of your next turn. [B]Special:[/B] When charging, you can use this power in place of a melee basic attack. [B]Implement, Staff:[/B] +5 attack, 1d8+4 damage[/OOC], [OOC='[color=darkgreen]Thorn Whip[/color]'][B][color=darkgreen]Thorn Whip[/color][/B] [B]At Will | Implement, Primal Standard Action Ranged 10[/B] [B]Attack:[/B] Wisdom vs. Fortitude [B]Target:[/B] One creature [B]Hit:[/B] 1d8 + Wisdom modifier (+4) damage, and you pull the target 2 squares. [B]Implement, Staff:[/B] +5 attack, 1d8+4 damage[/OOC], [OOC='[color=darkred]Cull The Herd[/color]'][B][color=darkred]Cull The Herd[/color][/B] [B]At Will | Beast Form, Charm, Implement, Primal, Psychic Standard Action Ranged 5[/B] [B]Attack:[/B] Wisdom vs. Will [B]Target:[/B] One creature [B]Hit:[/B] 2d8 + Wisdom modifier (+4) psychic damage, and you pull the target 3 squares. [B]Implement, Staff:[/B] +5 attack, 2d8+4 damage[/OOC], [OOC='[color=darkred]Elven Accuracy[/color]'][B][color=darkred]Elven Accuracy[/color][/B] [B]Encounter Free Action Personal[/B] [B]Effect:[/B] Reroll an attack roll. Use the second roll, even if it's lower.[/OOC], [OOC='[color=darkslategrey]Wind Prison[/color]'][B][color=darkslategrey]Wind Prison[/color][/B] [B]At Will | Implement, Primal Standard Action Ranged 10[/B] [B]Attack:[/B] Wisdom vs. Reflex [B]Target:[/B] One creature [B]Hit:[/B] 2d10 + Wisdom modifier (+4) damage. [B]Effect:[/B] The target grants combat advantage until it moves or until the end of the encounter. When the target first moves before the end of the encounter, each enemy within 5 squares of the target is knocked prone. [B]Implement, Staff:[/B] +5 attack, 2d10+4 damage[/OOC] [B]Notes[/B] - [b]Racial:[/b] [ooc=Fey Origin]Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin. [/ooc], [ooc=Group Awareness]You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.[/ooc], [ooc=Wild Step]You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares). [/ooc], [ooc=Elven Accuracy]You can use elven accuracy as an encounter power.[/ooc] [b]Class:[/b] [ooc=Primal Predator]While you are not wearing heavy armor, you gain a +1 bonus to your speed.[/ooc], [ooc=Ritual Casting]You gain the Ritual Caster feat as a bonus feat. Once per day, you can use Animal Messenger without expending components. [/ooc] [b]Feats:[/b] [ooc=Ritual Caster] You can master and perform rituals of your level or lower. [/ooc], [ooc=Implement Expertise (staff)]You gain a +1 bonus to attack rolls with any implement power you use through a staff.[/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
[B]At Will | Weapon Standard Action Melee Weapon[/B] [B]Attack:[/B] Strength vs. AC [B]Target:[/B] One creature [B]Hit:[/B] 1[W] + Strength modifier (+0) damage. [B]Staff:[/B] +2 attack, 1d8 damage
[B]At Will | Weapon Standard Action Ranged Weapon[/B] [B]Attack:[/B] Dexterity vs. AC [B]Target:[/B] One creature [B]Hit:[/B] 1[W] + Dexterity modifier (+3) damage. [B]Dagger:[/B] +6 attack, 1d4+3 damage [B]Longbow:[/B] +5 attack, 1d10+3 damage
[B]At Will | Polymorph, Primal Minor Action Personal[/B] [B]Effect:[/B] You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form, you can shift 1 square. While you are in beast form, you can't use attack, utility, or feat powers that lack the beast form keyword, although you can ustain such powers. You choose a specific form whenever you use wild shape to change into beast form. The beast form is your size, resembles a natural beast or a fey beast, and normally doesn't change your game statistics. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to ain the benefits of the equipment you wear. You can use the properties and the powers of implements as well as magic items that you but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible. [B]Special:[/B] You can use this power once per round.
[B]At Will | Beast Form, Implement, Primal Standard Action Melee Touch[/B] [B]Attack:[/B] Wisdom vs. Reflex [B]Target:[/B] One creature [B]Hit:[/B] 1d8 + Wisdom modifier (+4) damage, and the target is slowed until the end of your next turn. [B]Special:[/B] This power can be used as a melee basic attack. [B]Implement, Staff:[/B] +5 attack, 1d8+4 damage
[B]At Will | Beast Form, Implement, Primal Standard Action Melee Touch[/B] [B]Attack:[/B] Wisdom vs. Reflex [B]Target:[/B] One creature [B]Hit:[/B] 1d8 + Wisdom modifier (+4) damage. The target grants combat advantage to the next creature that attacks it before the end of your next turn. [B]Special:[/B] When charging, you can use this power in place of a melee basic attack. [B]Implement, Staff:[/B] +5 attack, 1d8+4 damage
[B]At Will | Implement, Primal Standard Action Ranged 10[/B] [B]Attack:[/B] Wisdom vs. Fortitude [B]Target:[/B] One creature [B]Hit:[/B] 1d8 + Wisdom modifier (+4) damage, and you pull the target 2 squares. [B]Implement, Staff:[/B] +5 attack, 1d8+4 damage
[B]At Will | Beast Form, Charm, Implement, Primal, Psychic Standard Action Ranged 5[/B] [B]Attack:[/B] Wisdom vs. Will [B]Target:[/B] One creature [B]Hit:[/B] 2d8 + Wisdom modifier (+4) psychic damage, and you pull the target 3 squares. [B]Implement, Staff:[/B] +5 attack, 2d8+4 damage
[B]Encounter Free Action Personal[/B] [B]Effect:[/B] Reroll an attack roll. Use the second roll, even if it's lower.
Powers
[B]At Will | Implement, Primal Standard Action Ranged 10[/B] [B]Attack:[/B] Wisdom vs. Reflex [B]Target:[/B] One creature [B]Hit:[/B] 2d10 + Wisdom modifier (+4) damage. [B]Effect:[/B] The target grants combat advantage until it moves or until the end of the encounter. When the target first moves before the end of the encounter, each enemy within 5 squares of the target is knocked prone. [B]Implement, Staff:[/B] +5 attack, 2d10+4 damage
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
23 gp
Personality Traits
Lucar is a good-natured and hospitable man always ready with a warm greeting to a stranger, though his narrow set eyes tend to set people to wondering if it’s only some ploy to win favor. However no matter what they think or what they say Lucar is the kind of man to remain true to his friends and graciously forgive other people for their misunderstandings. When troubled he tends to scrunch up his eyes as if he had just taken a large bit of a really sour lemon, this does little to improve his already unfortunate looks. While he is really quite friendly and helpful he always is more focused on his own goals, and if someone’s problems involves undead he will tend to be a little too eager for their comfort.
Mannerisms and Appearance
Lucar has mottled light brown skin with a wild mane of walnut coloured hair. Bright narrow set green eyes peer from his overly angular face. His delicate build and longer than average arms and legs give him a slight and rather unfortunate resemblance to an oversized insect.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Elf - Fey Ally (+2 to Insight) "The village I come from no longer exists. I was one of the guardians but I wasn't around the day it was attacked. You know, I had a feeling that morning something was wrong, but just assumed it wasn't going to be a good day for hunting. How wrong I was. The survivors scattered to other villages but I'm still looking for man responsible for the attack, one of the boys in another village he attacked got a good look at him from under the corpse of his father. He was looking for something but I don't know what or if he found it. Anyhow he's the reason I travel, someday I'll find him and make him pay for what he did." "The man was tall, long white hair tied back with a silver clasp, severe burns to the left side of his face. Carried a thick white staff and wore expensive black robes. Could have been human, elf or eladrin, the boy who saw him wasn't exactly sure from where he lay. Do you think you may have seen anyone like that or heard of anyone like that passing nearby?" "Yeah, dresses like a wizard but he wasn't of any sort that I have had dealings with. This one could talk to the dead and it is a legion of corpses that come when be calls. Necromancer is the name that comes to mind but the true extent of his powers I don't truly know. But undead or not he'll have more to deal with than he knows when I find him." "Don't think I don't take the risks seriously, I know that to defeat him and the other undead that plague the land I will need stalwart companions. I met a few people so far in my travels and I'm sure that I'll meet others who will find they have a common purpose. There are many that like me believe undead should be sought out and destroyed at every opportunity." "Do you know of place called Hallett's Slough? I have heard tells of an abandoned house of an evil alchemist near there. Supposedly it is now the den of ghosts and other undead. I would like to know more of this house and if this alchemist has had dealings with the one I seek. Do you know of the place I talk and if so could you point me in the right direction or tell me anything you have heard of the place?"
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games