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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=153812][size=4][B]Nex[/B][/size][/url], Changeling Assassin [B]Init[/B] +6 [B]HP[/B] 29/29 [B]Bloodied[/B] 14 [B]Healing Surge[/B] 7 (0 used /6) [B]AC[/B] 20 [B]Fort[/B] 13 [B]Reflex[/B] 18 [B]Will[/B] 17 [B]Speed[/B] 6 [B]Str[/B] 8 (-1) [B]Con[/B] 11 (0) [B]Dex[/B] 20 (+5) [B]Int[/B] 10 (0) [B]Wis[/B] 10 (0) [B]Cha[/B] 16 (+3) [OOC='Changeling Disguise - Changeling Feature'][B]Changeling Disguise - Changeling Feature[/B] At-Will Polymorph Minor Action Personal Effect: You alter your physical form to take on the appearance of any Medium humanoid. You retain your statistics in your new form, and your clothing, armor, and possessions do not change. The new form lasts until you change form again. Any creature that attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 bonus to your check.[/OOC], [OOC='Assassin’s Shroud - Assassin Feature'][B]Assassin’s Shroud - Assassin Feature[/B] At-Will ✦ Shadow Free Action (Special) C lose burst 10 Target: One enemy you can see in burst Effect: You subject the target to your shroud. If any of your shrouds are already on the target, you subject it to an additional shroud, up to a maximum of four. The shrouds last until you use this power against a different enemy or until the end of the encounter. Before you make an attack roll against the target, you choose to invoke either all your shrouds on it or none of them. If you invoke your shrouds, the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all your shrouds then vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack’s damage, if any. Special: You can use this power only on your turn and only once per turn.[/OOC], [OOC='Shadow Step - Assassin Feature'][B]Shadow Step - Assassin Feature[/B] At-Will ✦ Shadow, Teleportation Move Action Personal Requirement: You must be adjacent to a creature. Effect: You teleport 3 squares to a square adjacent to a different creature.[/OOC], [OOC='Executioner’s Noose - AtWill Attack 1'][B]Executioner’s Noose - AtWill Attack 1[/B] At-Will ✦ Force, Implement, Shadow Standard Action Ranged 5 Target: One creature Attack: Dexterity vs. Fortitude Hit: 1d6 + Dexterity modifier force damage, and you pull the target 2 squares. The target is slowed until the end of your next turn.[/OOC], [OOC='Nightmare Shades - Encounter Attack 1'][B]Nightmare Shades - Encounter Attack 1[/B] Encounter ✦ Fear, Implement, Psychic, Shadow Standard Action Ranged 5 Target: One creature Attack: Dexterity vs. Will Hit: 2d8 + Dexterity modifier psychic damage, and the target grants combat advantage to you until the end of your next turn. Night Stalker: Until the end of your next turn, you gain a power bonus to damage rolls against the target equal to your Charisma modifier.[/OOC], [OOC='Agile Recovery - Utility 2'][B]Agile Recovery - Utility 2[/B] At-Will Minor Action Personal Effect: You stand up.[/OOC], [OOC='Shadowdance Armor Power (Daily): '][B]Shadowdance Armor Power (Daily): [/B] Free Action. Trigger: You move more than 3 squares. Effect: In bright light, your space and all adjacent squares become shrouded in dim light until the end of your next turn. If you were already in dim light, your space and all adjacent squares become dark, blocking line of sight, until the end of your next turn. You can see perfectly in this area of dim light or darkness. [/OOC], [OOC='Gauntlets of Blood'][B]Gauntlets of Blood[/B] Property: You gain a +2 bonus to damage rolls against bloodied targets. [/OOC], [OOC='Changeling Trick - Changeling Feature'][B]Changeling Trick - Changeling Feature[/B] Encounter Minor Action Melee 1 Target: One creature Effect: You make a Bluff check opposed by the target’s passive Insight. If your check succeeds, you gain combat advantage against the target until the end of your next turn.[/OOC], [OOC='Shade Form - Assassin Feature'][B]Shade Form - Assassin Feature[/B] Encounter ✦ Shadow Minor Action Personal Effect: You assume a shadowy form that lasts until you make an attack roll or until the end of your next turn. While in this form, you are insubstantial, and you gain vulnerable 5 radiant. In addition, you can make Stealth checks to become hidden if you have any cover or concealment, and you can use cover granted by your allies both to become hidden and to remain hidden. Sustain Minor: The form persists.[/OOC], [OOC='Leaping Shade - AtWill Attack 1'][B]Leaping Shade - AtWill Attack 1[/B] At-Will ✦ Shadow, Weapon Standard Action M elee weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage. If you didn’t invoke your shrouds on the target, it takes 1 extra damage for each of your shrouds on it.[/OOC], [OOC='Targeted for Death - Daily Attack 1'][B]Targeted for Death - Daily Attack 1[/B] Daily ✦ Cold, Implement, Shadow Standard Action Ranged 5 Target: One creature Attack: Dexterity vs. Will Hit: 3d8 + Dexterity modifier cold damage. Miss: Half damage. Effect: Until the end of the encounter, whenever you use assassin’s shroud against the target, you subject it to two shrouds instead of one.[/OOC], [OOC='Inescapable Shadow Encounter 3'][B]Inescapable Shadow Encounter 3[/B] Encounter ✦ Shadow, Teleportation, Weapon Standard Action M elee 1 Effect: Before the attack, you teleport 5 squares to a square adjacent to your assassin’s shroud target. Target: Your assassin’s shroud target Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage.[/OOC], [OOC='Necklace of Keys (Daily):'][B]Necklace of Keys (Daily):[/B] Minor Action. If you’re grabbed or restrained, you can teleport 3 squares Property: You gain an item bonus to Thievery checks to open locks equal to the necklace’s enhancement bonus.[/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
At-Will Polymorph Minor Action Personal Effect: You alter your physical form to take on the appearance of any Medium humanoid. You retain your statistics in your new form, and your clothing, armor, and possessions do not change. The new form lasts until you change form again. Any creature that attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 bonus to your check.
At-Will ✦ Shadow Free Action (Special) C lose burst 10 Target: One enemy you can see in burst Effect: You subject the target to your shroud. If any of your shrouds are already on the target, you subject it to an additional shroud, up to a maximum of four. The shrouds last until you use this power against a different enemy or until the end of the encounter. Before you make an attack roll against the target, you choose to invoke either all your shrouds on it or none of them. If you invoke your shrouds, the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all your shrouds then vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack’s damage, if any. Special: You can use this power only on your turn and only once per turn.
At-Will ✦ Shadow, Teleportation Move Action Personal Requirement: You must be adjacent to a creature. Effect: You teleport 3 squares to a square adjacent to a different creature.
At-Will ✦ Force, Implement, Shadow Standard Action Ranged 5 Target: One creature Attack: Dexterity vs. Fortitude Hit: 1d6 + Dexterity modifier force damage, and you pull the target 2 squares. The target is slowed until the end of your next turn.
Encounter ✦ Fear, Implement, Psychic, Shadow Standard Action Ranged 5 Target: One creature Attack: Dexterity vs. Will Hit: 2d8 + Dexterity modifier psychic damage, and the target grants combat advantage to you until the end of your next turn. Night Stalker: Until the end of your next turn, you gain a power bonus to damage rolls against the target equal to your Charisma modifier.
At-Will Minor Action Personal Effect: You stand up.
Free Action. Trigger: You move more than 3 squares. Effect: In bright light, your space and all adjacent squares become shrouded in dim light until the end of your next turn. If you were already in dim light, your space and all adjacent squares become dark, blocking line of sight, until the end of your next turn. You can see perfectly in this area of dim light or darkness.
Property: You gain a +2 bonus to damage rolls against bloodied targets.
Powers
Encounter Minor Action Melee 1 Target: One creature Effect: You make a Bluff check opposed by the target’s passive Insight. If your check succeeds, you gain combat advantage against the target until the end of your next turn.
Encounter ✦ Shadow Minor Action Personal Effect: You assume a shadowy form that lasts until you make an attack roll or until the end of your next turn. While in this form, you are insubstantial, and you gain vulnerable 5 radiant. In addition, you can make Stealth checks to become hidden if you have any cover or concealment, and you can use cover granted by your allies both to become hidden and to remain hidden. Sustain Minor: The form persists.
At-Will ✦ Shadow, Weapon Standard Action M elee weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage. If you didn’t invoke your shrouds on the target, it takes 1 extra damage for each of your shrouds on it.
Daily ✦ Cold, Implement, Shadow Standard Action Ranged 5 Target: One creature Attack: Dexterity vs. Will Hit: 3d8 + Dexterity modifier cold damage. Miss: Half damage. Effect: Until the end of the encounter, whenever you use assassin’s shroud against the target, you subject it to two shrouds instead of one.
Encounter ✦ Shadow, Teleportation, Weapon Standard Action M elee 1 Effect: Before the attack, you teleport 5 squares to a square adjacent to your assassin’s shroud target. Target: Your assassin’s shroud target Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage.
Minor Action. If you’re grabbed or restrained, you can teleport 3 squares Property: You gain an item bonus to Thievery checks to open locks equal to the necklace’s enhancement bonus.
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
1395g
Personality Traits
Nex is quite cool and calculating, staying remarkably calm even in dire circumstances and never allowing emotion to cloud his judgments or reasoning. He will kill if necessary without guilt and hates to take unnecessary risks, though he has been known to go out of his way to help those who need it even when he is neither paid nor expected to do so.
Mannerisms and Appearance
As a Changeling trained in assassinations, Nex's mannerisms and appearances tend to change from day to day as needed. His 'True Form', if you want to call it that, is a slim, muscular, gray-skinned man in his early twenties with silver-blonde hair and a deep, penetrating stare. When Nex moves into a new town or community, he'll adopt a new personality and appearance that suits the circumstances and that he can throw away at a moment's notice.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Nex, the third son of seven from his father Nord, trained Assassin from the School of the White Glove, hardened killer and consummate spy. Nex isn't out to make a name for himself; point of fact, he takes every precaution to make sure his name is never known. He is, however, out to make a good living practicing his craft on the borders of civilized society. Nex's past wasn't particularly traumatic, considering he was a son and student of one of the best assassins of the western lands who lived a life of hunting and being hunted in infrequent and random turns. In fact he almost has fond memories of the many, many nights where his father would rush into the room, tell the children they were leaving in two minutes, and then watch as Nex and his siblings raced to see who could pack up their valuables the fastest onto whatever horse or donkey he'd stolen this time. This continued until Nex was 13, and a night passed where his father didn't return. That night became a week, then a month. His eldest brother took the other five children to safety in a nearby village where they've been living peacably ever since as farmers and artisans, but Nex chose to follow his father, finding the Order of the White Glove and joining their ranks to train to be an assassin and, hopefully, learn about the death of his father someday. Classes were rigorous and lethal, in a very literal sense of the word. One one in ten students graduate, and those that fail never have a chance to leave with the secrets they know. On Nex's graduation, at age 18, he was given his gloves, his tools, and his freedom, and also a name: Sirus Brigham, the Lord of Dragontooth Keep and the man his father was sent to kill on the night of his disappearance. Nex has never done anything with this information; he's not half the killer his father was, and if this Lord took him out what chance does he have? But someday he will be better, be the best, and on that day he will go to that Keep. He will find that Lord. He will tie him down. He will poke him with swords until he learns every last detail of that night. And then, when all is said and done, he will finish the job his father could not. Quote: "Oh hello, I'm sorry I think I'm lost. Can you tell me where the galle-WHAT'S THAT BEHIND YOU?!?" *shank*
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games