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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
-2 to attacks (se) +2 to defenses until end of next turn. [b]Racial:[/b] [ooc=Half-Orc Resilience]Gain 5 temporary hp (10 at 11th, 15 at 21st) the first time you're bloodied during an encounter[/ooc], [ooc=Swift Charge]+2 bonus to speed when charging[/ooc] [b]Class:[/b] [ooc=First Strike] At encounter start, get combat advantage against foes that haven't acted yet.[/ooc], [ooc=Ruthless Ruffian]Proficient with club, mace; use with Sneak Attack or rogue powers requiring light blade; add Str mod to damage with them for rattling attacks[/ooc], [ooc=Rogue Weapon Talent]Damage die increases one size with shuriken (to 1d6); +1 on attacks with daggers.[/ooc], [ooc=Sneak Attack]Once per round, if you have combat advantage and hit with a crossbow, light blade, or sling, deal extra damage. (2d6 at lv 1)[/ooc], [ooc=Rattling] If you are trained in Intimidate and you deal damage with an attack that has this keyword, the target takes a –2 penalty to attack rolls until the end of your next turn. A creature immune to fear is not subject to this penalty.[/ooc] [b]Feat:[/b] [ooc=Weapon Expertise: Mace]+1 to attacks with maces or clubs[/ooc] [b]Background:[/b] [ooc=Vilhon Wilds] +1 to Initiative; Reroll any dungeoneering check[/ooc]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=154433][size=4][B]Gash[/B][/size][/url], Half-Orc Rogue (Ruthless Ruffian) [B]Init[/B] +5 [B]HP[/B] 5/25 [B]Bloodied[/B] 12 [B]Healing Surge[/B] 6 (3 used /7) [B]AC[/B] 16 [B]Fort[/B] 13 [B]Reflex[/B] 16 [B]Will[/B] 11 [B]Speed[/B] [B]Str[/B] 17 (+3) [B]Con[/B] 13 (+1) [B]Dex[/B] 18 (+4) [B]Int[/B] 8 (-1) [B]Wis[/B] 10 (+0) [B]Cha[/B] 13 (+1) [OOC='[color=green]Disheartening Strike[/color]'][B][color=green]Disheartening Strike[/color][/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 Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.[/OOC], [OOC='[color=green]Clever Strike[/color]'][B][color=green]Clever Strike[/color][/B] At-Will Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage. Level 21: 2[W] + Dexterity modifier damage. Special: If an ally is adjacent to the target and is able to attack it, you have combat advantage against the target for this attack.[/OOC], [OOC='[color=red]Furious Assault[/color]'][B][color=red]Furious Assault[/color][/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='[color=red]Dazing Strike[/color]'][B][color=red]Dazing Strike[/color][/B] Encounter Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn.[/OOC], [OOC='[color=Black]Easy Target[/color]'][B][color=Black]Easy Target[/color][/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. AC Hit: 2[W] + Dexterity modifier damage, and the target is slowed and grants combat advantage to you (save ends both). Miss: Half damage, and the target grants combat advantage to you until the end of your next turn.[/OOC], [OOC='[color=orange]Rattling[/color]'][B][color=orange]Rattling[/color][/B] If you are trained in Intimidate, when you attack and deal damage with a power featuring this keyword, the target suffers a -2 attack penalty until the end of your next turn. Some powers may feature extra effects connected to the rattling keyword.[/OOC], [OOC='[color=blue]Flaming Mace +1[/color]'][B][color=blue]Flaming Mace +1[/color][/B] Level: 5 Price: 1,000 gp Weapon: Any Enhancement: +1 attack rolls and damage rolls Critical: +1d6 fire damage Power (At-Will • Fire): Free Action. All damage dealt by this weapon is fire damage. Another free action returns the damage to normal. Power (Daily • Fire): Free Action. Use this power when you hit with the weapon. Deal 1d6 fire damage, and the target takes ongoing 5 fire damage (save ends).[/OOC] [B]Notes[/B] -2 to attacks (se) +2 to defenses until end of next turn. [b]Racial:[/b] [ooc=Half-Orc Resilience]Gain 5 temporary hp (10 at 11th, 15 at 21st) the first time you're bloodied during an encounter[/ooc], [ooc=Swift Charge]+2 bonus to speed when charging[/ooc] [b]Class:[/b] [ooc=First Strike] At encounter start, get combat advantage against foes that haven't acted yet.[/ooc], [ooc=Ruthless Ruffian]Proficient with club, mace; use with Sneak Attack or rogue powers requiring light blade; add Str mod to damage with them for rattling attacks[/ooc], [ooc=Rogue Weapon Talent]Damage die increases one size with shuriken (to 1d6); +1 on attacks with daggers.[/ooc], [ooc=Sneak Attack]Once per round, if you have combat advantage and hit with a crossbow, light blade, or sling, deal extra damage. (2d6 at lv 1)[/ooc], [ooc=Rattling] If you are trained in Intimidate and you deal damage with an attack that has this keyword, the target takes a –2 penalty to attack rolls until the end of your next turn. A creature immune to fear is not subject to this penalty.[/ooc] [b]Feat:[/b] [ooc=Weapon Expertise: Mace]+1 to attacks with maces or clubs[/ooc] [b]Background:[/b] [ooc=Vilhon Wilds] +1 to Initiative; Reroll any dungeoneering check[/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
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 Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.
At-Will Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage. Level 21: 2[W] + Dexterity modifier damage. Special: If an ally is adjacent to the target and is able to attack it, you have combat advantage against the target for this attack.
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 Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn.
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. AC Hit: 2[W] + Dexterity modifier damage, and the target is slowed and grants combat advantage to you (save ends both). Miss: Half damage, and the target grants combat advantage to you until the end of your next turn.
Powers
If you are trained in Intimidate, when you attack and deal damage with a power featuring this keyword, the target suffers a -2 attack penalty until the end of your next turn. Some powers may feature extra effects connected to the rattling keyword.
Level: 5 Price: 1,000 gp Weapon: Any Enhancement: +1 attack rolls and damage rolls Critical: +1d6 fire damage Power (At-Will • Fire): Free Action. All damage dealt by this weapon is fire damage. Another free action returns the damage to normal. Power (Daily • Fire): Free Action. Use this power when you hit with the weapon. Deal 1d6 fire damage, and the target takes ongoing 5 fire damage (save ends).
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
32 gp +75 gp Badge of Temperance
Personality Traits
As you would expect of someone whose only education has come from aboard a rocking gelley, Gash is a little rough around the edges in the conventional sense, though is well versed in the lessons of a hard life. He does not speak with pretty words, or slick tongue, but he does speak the truth in a gravelly voice seemingly more accustomed to yelling over the crashing surf. He has learned the hard way that it takes a well-trained team to make the ship sail smoothly, and will always work hard to hold up what he feels is his share of the workload. In his experience a quick dagger, or well swung mace, can be much more convincing than hours of discourse and diplomacy, though he tries hard not to bludgeon anyone who does not really deserve it. He will share with whoever will listen his dreams of owning his own ship, which is very clearly his motivation for adventuring. These shared visions, however, are always accompanied by a sense that he will never leave a job unfinished, nor leave his shipmates should they need him.
Mannerisms and Appearance
Tall like a proud mainmast, and quick like the darting osprey, Gash, a child of the sea, has grown strong in the harshest of environments. Every inch of rock hard muscle has been browned by the sun, and weathered by the waves until his body has been carved of any semblance of softness. His coarse black hair has grown long and is braided with bits of driftwood and fishbone. His half-orc heritage has been muted with generations of in-breeding, though jagged tusks protruding from his lower lip name him for what he is. He has an efficiency of movement not commonly found, though his gait is somewhat rolling, as if he is still compensating for a rocking deck. His leathers are sun-bleached and worn, though well cared for, and the hilts of daggers and the points of shurikens can be seeing protruding from several places on his person. His most cherished possession is the jagged mace he wears latched to his belt. Always close to hand, Gash is not afraid to wield it in order to speed along what he calls “diplomacy”.
Session and Campaign Notes
Living Forgotten Realms Character : RPGA#: 1210-171-167
Companions and Allies
Background & Other Notes
From his earliest memories as a boy raised on the shores beyond the Vilhon Wilds, the last in a long line of seafarers, Gash has had but one dream, to captain his own ship. Born with the wind in his hair and saltwater in his veins Gash has never been far from the sea he calls home. At least this was true until recently when the ship on which he was working was overrun by privateers out of Sembia. After a stint in a rat-infested brig on Pirate Isle, that seemed longer than it was, Gash has realized that if he is ever going to achieve his dream he is going to work smarter than he has been. He realizes he will never accumulate the coin necessary to buy a ship scraping together a few coins at a time working as just another deckhand. So leaving his beloved waters behind, he gathers his meager belongings and his talent for violence, and begins his search for a treasure as an adventurer for hire.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games