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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=Low-light Vision]Low-light vision.[/ooc], [ooc=Razorclaw Shifting]Use razorclaw shifting as an encounter power.[/ooc] [b]Class:[/b] [ooc=Centered Breath - Flurry of Blows] You gain the centered flurry of blows power.[/ooc], [ooc=Mental Equilibrium] You gain a +1 bonus to Fortitude.[/ooc], [ooc=Unarmed Combat] You can make unarmed attacks with much greater effectiveness than most combatants. When you make an unarmed attack, you can use the monk unarmed strike, which is a weapon in the unarmed weapon group. This weapon has the off-hand weapon property, a reach of 1, and a +3 proficiency bonus, and the weapon damage die is 1d8. You must have a hand free to use your monk unarmed strike, even if you’re kicking, kneeing, elbowing, or head-butting a target. [/ooc], [ooc=Unarmored Defense] While you are wearing cloth armor or no armor and aren’t using a shield, you gain a +2 bonus to AC..[/ooc], [ooc=Monk Weapons]Some of your powers might require you to attack with a monk weapon. The following weapons count as monk weapons: unarmed attacks, clubs, daggers, quarterstaffs, and spears. [/ooc] [b]Feats:[/b] [ooc=Wild Senses] Roll twice when following tracks, +3 to initiative[/ooc]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=137352][size=4][B]Stormson[/B][/size][/url], Razorclaw Shifter Monk [B]Init[/B] +3 [B]HP[/B] 10/27 [B]Bloodied[/B] 13 [B]Healing Surge[/B] 6 (7 used /9) [B]AC[/B] 15 [B]Fort[/B] 14 [B]Reflex[/B] 14 [B]Will[/B] 14 [B]Speed[/B] [B]Str[/B] 11 (0) [B]Con[/B] 15 (+2) [B]Dex[/B] 17 (+3) [B]Int[/B] 8 (-1) [B]Wis[/B] 17 (+3) [B]Cha[/B] 10 (0) [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]Monk Unarmed Strike:[/B] +3 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[/OOC], [OOC='[color=darkgreen]Centered Flurry of Blows[/color]'][B][color=darkgreen]Centered Flurry of Blows[/color][/B] [B]At Will | Implement, Psionic Free Melee touch[/B] [B]Target:[/B] One creature [B]Trigger:[/B] You hit with an attack during your turn [B]Effect:[/B] The target takes damage equal to your Wisdom modifier (+3). If the target was not a target of the triggering attack, you can slide the target 1 square to a square adjacent to you. [B]Special:[/B] You can use this power only once per round.[/OOC], [OOC='[color=darkgreen]Crane's Wings[/color]'][B][color=darkgreen]Crane's Wings[/color][/B] [B]At Will | Full Discipline, Psionic, Weapon Standard Action Melee Weapon[/B] [B]Target:[/B] One creature [B]Requirement:[/B] You must be wielding a monk weapon. [B]Attack:[/B] Dexterity vs. AC [B]Hit:[/B] 1[W] + Dexterity modifier (+3) damage, and you push the target 1 square. [B]Monk Unarmed Strike:[/B] +6 attack, 1d8+3 damage [B]Movement Technique Move Action Personal[/B] [B]Effect:[/B] You make an Athletics check to jump with a +5 power bonus. You are considered to have a running start, and the distance of the jump isn't limited by your speed.[/OOC], [OOC='[color=darkgreen]Fire Storms[/color]'][B][color=darkgreen]Fire Storms[/color][/B] [B]At Will | Full Discipline, Implement, Psionic Standard Action Close burst 1[/B] [B]Target:[/B] Each creature in burst [B]Attack:[/B] Dexterity vs. Reflex [B]Hit:[/B] 1d6 + Dexterity modifier (+3) damage. [B]Monk Unarmed Strike:[/B] +3 attack, 1d6+3 damage [B]Movement Technique Move Action Personal[/B] [B]Effect:[/B] You shift 2 squares.[/OOC], [OOC='[color=darkred]Razorclaw Shifting[/color]'][B][color=darkred]Razorclaw Shifting[/color][/B] [B]Encounter Minor Action Personal[/B] [B]Requirement:[/B] You must be bloodied. [B]Effect:[/B] Until the end of the encounter, your speed increases by 2, and you gain a +1 bonus to AC and Reflex.[/OOC], [OOC='[color=darkred]Open the Gate of Battle[/color]'][B][color=darkred]Open the Gate of Battle[/color][/B] [B]Encounter | Full Discipline, Psionic, Weapon Standard Action Melee Weapon[/B] [B]Target:[/B] One creature [B]Requirement:[/B] You must be wielding a monk weapon. [B]Attack:[/B] Dexterity vs. AC [B]Hit:[/B] 2[W] + Dexterity modifier (+3) damage. If the target was undamaged before the attack, it deals 1[W] extra damage. [B]Monk Unarmed Strike:[/B] +6 attack, 2d8+3 damage [B]Movement Technique Move Action Personal[/B] [B]Effect:[/B] You move your speed + 2. During this movement, you don't provoke opportunity attacks from the first enemy you move adjacent to.[/OOC], [OOC='[STRIKE][color=darkslategrey]Masterful Spiral[/color][/STRIKE]'][B][color=darkslategrey]Masterful Spiral[/color][/B] [B]Daily | Force, Implement, Psionic, Stance Standard Action Close burst 2[/B] [B]Target:[/B] Each creature in burst [B]Attack:[/B] Dexterity vs. Reflex [B]Hit:[/B] 2d6 + Dexterity modifier (+3) force damage. [B]Miss:[/B] Half damage. [B]Effect:[/B] You assume the spiral stance. Until the stance ends, your reach with melee touch attacks increases by 1. [B]Monk Unarmed Strike:[/B] +3 attack, 2d6+3 damage[/OOC] [B]Notes[/B] - [b]Racial:[/b] [ooc=Low-light Vision]Low-light vision.[/ooc], [ooc=Razorclaw Shifting]Use razorclaw shifting as an encounter power.[/ooc] [b]Class:[/b] [ooc=Centered Breath - Flurry of Blows] You gain the centered flurry of blows power.[/ooc], [ooc=Mental Equilibrium] You gain a +1 bonus to Fortitude.[/ooc], [ooc=Unarmed Combat] You can make unarmed attacks with much greater effectiveness than most combatants. When you make an unarmed attack, you can use the monk unarmed strike, which is a weapon in the unarmed weapon group. This weapon has the off-hand weapon property, a reach of 1, and a +3 proficiency bonus, and the weapon damage die is 1d8. You must have a hand free to use your monk unarmed strike, even if you’re kicking, kneeing, elbowing, or head-butting a target. [/ooc], [ooc=Unarmored Defense] While you are wearing cloth armor or no armor and aren’t using a shield, you gain a +2 bonus to AC..[/ooc], [ooc=Monk Weapons]Some of your powers might require you to attack with a monk weapon. The following weapons count as monk weapons: unarmed attacks, clubs, daggers, quarterstaffs, and spears. [/ooc] [b]Feats:[/b] [ooc=Wild Senses] Roll twice when following tracks, +3 to initiative[/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]Monk Unarmed Strike:[/B] +3 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]At Will | Implement, Psionic Free Melee touch[/B] [B]Target:[/B] One creature [B]Trigger:[/B] You hit with an attack during your turn [B]Effect:[/B] The target takes damage equal to your Wisdom modifier (+3). If the target was not a target of the triggering attack, you can slide the target 1 square to a square adjacent to you. [B]Special:[/B] You can use this power only once per round.
[B]At Will | Full Discipline, Psionic, Weapon Standard Action Melee Weapon[/B] [B]Target:[/B] One creature [B]Requirement:[/B] You must be wielding a monk weapon. [B]Attack:[/B] Dexterity vs. AC [B]Hit:[/B] 1[W] + Dexterity modifier (+3) damage, and you push the target 1 square. [B]Monk Unarmed Strike:[/B] +6 attack, 1d8+3 damage [B]Movement Technique Move Action Personal[/B] [B]Effect:[/B] You make an Athletics check to jump with a +5 power bonus. You are considered to have a running start, and the distance of the jump isn't limited by your speed.
[B]At Will | Full Discipline, Implement, Psionic Standard Action Close burst 1[/B] [B]Target:[/B] Each creature in burst [B]Attack:[/B] Dexterity vs. Reflex [B]Hit:[/B] 1d6 + Dexterity modifier (+3) damage. [B]Monk Unarmed Strike:[/B] +3 attack, 1d6+3 damage [B]Movement Technique Move Action Personal[/B] [B]Effect:[/B] You shift 2 squares.
[B]Encounter Minor Action Personal[/B] [B]Requirement:[/B] You must be bloodied. [B]Effect:[/B] Until the end of the encounter, your speed increases by 2, and you gain a +1 bonus to AC and Reflex.
[B]Encounter | Full Discipline, Psionic, Weapon Standard Action Melee Weapon[/B] [B]Target:[/B] One creature [B]Requirement:[/B] You must be wielding a monk weapon. [B]Attack:[/B] Dexterity vs. AC [B]Hit:[/B] 2[W] + Dexterity modifier (+3) damage. If the target was undamaged before the attack, it deals 1[W] extra damage. [B]Monk Unarmed Strike:[/B] +6 attack, 2d8+3 damage [B]Movement Technique Move Action Personal[/B] [B]Effect:[/B] You move your speed + 2. During this movement, you don't provoke opportunity attacks from the first enemy you move adjacent to.
Powers
[B]Daily | Force, Implement, Psionic, Stance Standard Action Close burst 2[/B] [B]Target:[/B] Each creature in burst [B]Attack:[/B] Dexterity vs. Reflex [B]Hit:[/B] 2d6 + Dexterity modifier (+3) force damage. [B]Miss:[/B] Half damage. [B]Effect:[/B] You assume the spiral stance. Until the stance ends, your reach with melee touch attacks increases by 1. [B]Monk Unarmed Strike:[/B] +3 attack, 2d6+3 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
38 GP
Personality Traits
He is fairly reserved and has takes on the mannerisms and politeness of an elf when talking. He doesn’t like stillness and tends to fidget and play with his daggers or start doing stretches when he is unable to walk or run. He prefers to let people explain themselves before jumping to conclusions but doesn’t hesitate to act when he sees someone in danger. He is pretty flexible in most things though he has a strong dislike for getting dirty which somehow seems a little out of place.
Mannerisms and Appearance
Stormson looms over most people even when as is habit he is partially crouched. His limbs are long and well defined with not an ounce of excess fat anywhere to be seen. His skin, short body hair and long mane are of a uniform deep walnut. He has large orange cat eyes and his face also has a strong catlike cast. His light clothes are elvish in fashion and do little to conceal his body past what modesty requires. He has no backpack instead choosing to wear two large belt pouches attached to each side of a hefty belt alongside two nasty looking daggers and an ornate waterskin. His walk is more a lope and even when moving slowly the strength and agility of his legs are obvious. He often cocks his head to the left when listening and when he starts licking his teeth it’s usually a sign that he is becoming bored or impatient. He looks dangerous but tends to give off an air of peace and self control.
Session and Campaign Notes
Aglarond Aglarond is a nation balanced on a knife edge, surviving in spite of the odds. Elves, half-elves, and humans call it home. They dwell along Aglarond's broad, sweeping coastline and in the boughs of the expansive central forest known as the Yuirwood. You add Elven to your list of languages known, you add Perception to your class skill list, and you gain a +1 bonus to Perception checks.
Companions and Allies
Background & Other Notes
Stormson was born in Yuirwood in a peaceful community of human, half-elf and elves and his earliest memories are of pleasant days in small clearings of the great wood with children of many races. But all too soon the conflict between the races started to infect his village and human after human left the community. Stormson’s family was one of the last to leave not being truly human but also not being elf enough to be fully accepted. In a valley part way up the Tannath Mountains Stormson spent the rest of his childhood and early years. The fertile land provided food for the Citadel Dantalien and the people were quite content and peaceful protected from most troubles by the presence of the large military force below them. Stormson was attracted to the lifestyle of the monks that lived in a large complex further up the mountain and when he came of age he joined their ranks. His family was satisfied and quite content with their life in the village and they gave him their blessings when he decided it was time to see more of the world. He had learned that he was related to some of the shifters that lived in Werewood near Bauldar’s Gate and set off to meet them. The journey was long but mostly uneventful, Stormson looks dangerous and self assured enough that he tends not to attract too much trouble, and that which was unavoidable he handily dealt with using what he had learned under the strict tutelage of the monks in Aglarond. He had no trouble at all tracking down the shifters in Werewood as his senses excellent under most circumstances were even better attuned to the forest. However he soon discovered that they were very unlike him and he politely and quickly moved on to Bauldar’s gate. He decided that rather than risk being associated with those others of his heritage if not nature he would seek out the most reputable source of work he could find. That made a mercenary company that maintained the will of the city and had more authority and presumably more trust that even the local militia the obvious first choice. So Stormson was off to visit the Flaming Fist as soon as he arrived. Hopefully they might even provide accommodation.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games