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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
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=144670][size=4][B]Kalar Eshanti[/B][/size][/url], Human Rogue / Warlord [B]Init[/B] +7 [B]HP[/B] 35/35 [B]Bloodied[/B] 17 [B]Healing Surge[/B] 8 (0 used /7) [B]AC[/B] 16 [B]Fort[/B] 14 [B]Reflex[/B] 19 [B]Will[/B] 16 [B]Speed[/B] 6 [B]Str[/B] 13 (+2) [B]Con[/B] 13 (+2) [B]Dex[/B] 18 (+5) [B]Int[/B] 10 (+1) [B]Wis[/B] 10 (+1) [B]Cha[/B] 16 (+4) [OOC='Inspiring Word (Daily)'][B]Inspiring Word (Daily)[/B] Warlord Feature You call out to a wounded ally and offer inspiring words of courage and determination that helps that ally heal. Encounter (Special) ✦ Martial, Healing Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use inspiring word three times per encounter. Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in burst Effect: The target can spend a healing surge and regain an additional 1d6 hit points. The amount of additional hit points regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.[/OOC], [OOC='Piercing Strike (At-Will)'][B]Piercing Strike (At-Will)[/B] Rogue Attack 1 A needle-sharp point slips past armor and into tender flesh. At-Will ✦ Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. Reflex Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.[/OOC], [OOC='Deft Strike (At-Will)'][B]Deft Strike (At-Will)[/B] Rogue Attack 1 A final lunge brings you into an advantageous position. 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 Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.[/OOC], [OOC='Sly Flourish (At-Will)'][B]Sly Flourish (At-Will)[/B] Rogue Attack 1 A distracting flourish causes the enemy to forget the blade at his throat. 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 Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier + Charisma modifier damage. Increase damage to 2[W] + Dexterity modifier + Charisma modifier at 21st level.[/OOC], [OOC='Positioning Strike (Encounter)'][B]Positioning Strike (Encounter)[/B] Rogue Attack 1 A false stumble and a shove place the enemy exactly where you want him. Encounter ✦ Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. Will Hit: 1[W] + Dexterity modifier damage, and you slide the target 1 square. Artful Dodger: You slide the target a number of squares equal to your Charisma modifier.[/OOC], [OOC='Blinding Barrage (Daily)'][B]Blinding Barrage (Daily)[/B] Rogue Attack 1 A rapid barrage of projectiles leaves your enemies clearing the blood from their eyes. 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 Hit: 2[W] + Dexterity modifier damage, and the target is blinded until the end of your next turn. Miss: Half damage, and the target is not blinded.[/OOC], [OOC='Master of Deceit (Encounter)'][B]Master of Deceit (Encounter)[/B] Rogue Utility 2 The line between truth and deception is thin, and you cross it with ease. Encounter ✦ Martial Free Action Personal Trigger: You roll a Bluff check and dislike the result Prerequisite: You must be trained in Bluff. Effect: Reroll the Bluff check. You decide whether to make the reroll before the DM announces the result.[/OOC], [OOC='Bait and Switch (Encounter)'][B]Bait and Switch (Encounter)[/B] Rogue Attack 3 You strike and weave, causing your foe to lurch forward so that you can duck around him and slip into his space. Encounter ✦ Martial,Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. Will Hit: 2[W] + Dexterity modifier damage. In addition, you switch places with the target and can then shift 1 square. Artful Dodger: You can shift a number of squares equal to your Charisma modifier.[/OOC] [B]Notes[/B]
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
Warlord Feature You call out to a wounded ally and offer inspiring words of courage and determination that helps that ally heal. Encounter (Special) ✦ Martial, Healing Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use inspiring word three times per encounter. Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in burst Effect: The target can spend a healing surge and regain an additional 1d6 hit points. The amount of additional hit points regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.
Rogue Attack 1 A needle-sharp point slips past armor and into tender flesh. At-Will ✦ Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. Reflex Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.
Rogue Attack 1 A final lunge brings you into an advantageous position. 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 Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.
Rogue Attack 1 A distracting flourish causes the enemy to forget the blade at his throat. 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 Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier + Charisma modifier damage. Increase damage to 2[W] + Dexterity modifier + Charisma modifier at 21st level.
Rogue Attack 1 A false stumble and a shove place the enemy exactly where you want him. Encounter ✦ Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. Will Hit: 1[W] + Dexterity modifier damage, and you slide the target 1 square. Artful Dodger: You slide the target a number of squares equal to your Charisma modifier.
Rogue Attack 1 A rapid barrage of projectiles leaves your enemies clearing the blood from their eyes. 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 Hit: 2[W] + Dexterity modifier damage, and the target is blinded until the end of your next turn. Miss: Half damage, and the target is not blinded.
Rogue Utility 2 The line between truth and deception is thin, and you cross it with ease. Encounter ✦ Martial Free Action Personal Trigger: You roll a Bluff check and dislike the result Prerequisite: You must be trained in Bluff. Effect: Reroll the Bluff check. You decide whether to make the reroll before the DM announces the result.
Rogue Attack 3 You strike and weave, causing your foe to lurch forward so that you can duck around him and slip into his space. Encounter ✦ Martial,Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. Will Hit: 2[W] + Dexterity modifier damage. In addition, you switch places with the target and can then shift 1 square. Artful Dodger: You can shift a number of squares equal to your Charisma modifier.
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
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Kalar could be called a classic shady type that you find in the big cities if he didn't have genuinely intentions. He can't explain how those stuck to him, seeing how he grew up on the streets, taking shelter in the temples and with good people when everyone liked him. When it wasn't the case, he stuck to the dark alleys and lived on lichen and rainwater. It was not long until one of the local thieves took him under his wing and used him to assist his shady work, particularly when they pretended to be a troupe of actors (who also pretend many things, so no harm done). One would attract attention with a performance, while the other would pick pockets. However, his mentor made the mistake of trying to indimidate the youth into slavery instead of just partnership and one night Kalar managed to get ahold of a dagger and slit the man's throat. Moving on to other towns, he retained the acting charade and eventually made it his own, doing his best to disappear in the hives of humanity that had sprung up in Hyboria. After a bit more of shady work, he grew honest and decided to run a small theatre for a living. That would have been a fine business, if it were not for Kalar's personal morals. He didn't agree with many things in the city, from rulers to minor gang lords, and frequently parodied them in his plays. Needless to say, his big flapping mouth got him into trouble again and Kalar was on the run again... -------------------- Kalar is a handsome man in his early twenties, dressed in light traveling clothes with many pockets and even more odd details, like a button that doesn't do anything, a silver coin around his neck like a pendant, or a small iron flower hidden in his sleeves for the purpose of sleight of hand. He usually wears leather armor and a fine longsword (which distracts from a dozen dagers and shuriken that he has hidden on his person, serving as his real weapons). He keeps his black hair in a short ponytail. Posessed of a strong sense of personal justice, he might not stand up for the opressed right away, but he frequently returns in the night to right something that he didn't like, his face concealed under a mask. While generally friendly, he can be very sardonic and taunting, and is a master of parody or pretense in general.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games