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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
[list] [*][b]Reward Cards:[/b] Daring Exploit, Instinctive reaction [*][b]Half orc resilience:[/b] gain 5 temporary HP when bloodied [*][b]Swift charge:[/b] +2 speed when charging [*][b]Dragon Coast:[/b] reroll Insight checks, using new roll [*][b]Mental Equilibrium:[/b] +1 fortitude defence [*][b]Unarmoured Defence:[/b] +2 AC when wearing cloth or no armour [*][b]Unarmoured agility (feat):[/b] +2 AC when wearing cloth or no armour [*][b]Versatile Expertise:[/b] +1 to attack rolls for any weapon or implement power when you use a spear or unarmed. [*][ooc=Skill Modifiers][table=4,18][r=1,1][b]Mod[/b][r=2,1][b]Skill Name[/b][r=3,1][b]Trained[/b][r=4,1][b]Notes[/b][r=1,2]+3[r=2,2]Acrobatics[r=1,3]+0[r=2,3]Arcana[r=1,4]+6[r=2,4]Athletics[r=3,4]Y[r=1,5]-1[r=2,5]Bluff[r=1,6]-1[r=2,6]Diplomacy[r=1,7]+3[r=2,7]Dungeoneering[r=1,8]+9[r=2,8]Endurance[r=3,8]Y[r=1,9]+3[r=2,9]Heal[r=1,10]+0[r=2,10]History[r=1,11]+3[r=2,11]Insight[r=1,12]+1[r=2,12]Intimidate[r=1,13]+3[r=2,13]Nature[r=1,14]+3[r=2,14]Perception[r=1,15]+0[r=2,15]Religion[r=1,16]+8[r=2,16]Stealth[r=3,16]Y[r=1,17]-1[r=2,17]Streetwise[r=1,18]+8[r=2,18]Thievery[r=3,18]Y[/table][/ooc] [/list]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=155061][size=4][B]Ashwolf[/B][/size][/url], Half Orc Monk [B]Init[/B] +4 [B]HP[/B] 31/31 [B]Bloodied[/B] 15 [B]Healing Surge[/B] 7 (8 used /9) [B]AC[/B] 18 [B]Fort[/B] 15 [B]Reflex[/B] 15 [B]Will[/B] 15 [B]Speed[/B] 6 [B]Str[/B] 13 (+1) [B]Con[/B] 14 (+2) [B]Dex[/B] 17 (+3) [B]Int[/B] 10 (0) [B]Wis[/B] 16 (+3) [B]Cha[/B] 8 (-1) [OOC='[color=green][i]Centered Flurry of blows[/i][/color]'][B][color=green][i]Centered Flurry of blows[/i][/color][/B] [b]At-Will ✦ Implement, Psionic[/b] [b]Free action Melee touch[/b] [b]Target:[/b] One creature [b]Trigger:[/b] You hit with an attack during your turn [b]Effect:[/b] Target takes 2+WIS damage (+3) and you slide the target 1 square, to a square adjacent to you. If the target was not the target of the triggering attack, you can slide the target 1 square. [b]Special:[/b] You may use this power once per round [b]Special:[b] level 11: target one or two creatures level 21: target each enemy adjacent to you [/OOC], [OOC='[color=green][i]Five Storms[/i][/color]'][B][color=green][i]Five Storms[/i][/color][/B] [b]At-Will ✦ Full discipline, Psionic, Implement[/b] [b]Attack technique Standard action Close Burst 1 Target:[/b] Each enemy you can see in burst [b]Attack:[/b] Dexterity vs. Reflex [b]Hit:[/b] 1d8 + DEX modifier (+3) damage. [b]Movement technique:[/b] [b]Move action Personal Effect:[/b] You shift 2 squares [b]Monk Unarmed Strike:[/b] +5 attack, 1d8+3 damage [b]Spear:[/b] +6 attack, 1d8+4 damage[/OOC], [OOC='[color=red][i]Drunken Monkey[/i][/color]'][B][color=red][i]Drunken Monkey[/i][/color][/B] [b]Encounter ✦ Full discipline, Psionic, Implement[/b] [b]Attack technique Standard action Melee touch Target:[/b] One creature [b]Attack:[/b] Dexterity vs. Will [b]Hit:[/b] 1d8 + DEX modifier (+3) damage and you slide the target 1 square. The target then makes a melee basic attack as a free action against an enemy of your choice. The target gains a bonus to the attack roll equal to your Wisdom modifier (+3). [b]Movement technique:[/b] [b]Move action Personal Effect:[/b] You move your speed +2. During this movement you ignore difficult terrain and gain a power bonus to all defences against opportunity attacks triggered by the movement. The power bonus equals your Wisdom modifier (+3). [b]Monk Unarmed Strike:[/b] +5 attack, 1d8+3 damage [b]Spear:[/b] +6 attack, 1d8+4 damage[/OOC], [OOC='[STRIKE][color=grey][i]Supreme Flurry[/i][/color][/STRIKE]'][B][color=grey][i]Supreme Flurry[/i][/color][/B] [b]Daily ✦ Psionic[/b] [b]Free action Personal[/b] [b]Trigger:[/b] You use your Flurry of Blows power and resolve the effects of the power that triggered it [b]Effect:[/b] You shifty half your speed and use your Flurry of Blows power again [/OOC], [OOC='[color=green][i]Melee basic attack[/i][/color]'][B][color=green][i]Melee basic attack[/i][/color][/B] [b]At-Will ✦ Weapon[/b] [b]Standard action Melee weapon[/b] [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier (+1) damage. Increase to 2[W] + Strength modifier (+1) at 21st level [b]Special:[/b] You can use an unarmed attack as a weapon to make a melee basic attack. [b]Monk Unarmed Strike:[/b] +6 attack, 1d8+1 damage [b]Spear:[/b] +6 attack, 1d8+2 damage[/OOC], [OOC='[color=orange][i]Flaming Spear +1[/i][/color]'][B][color=orange][i]Flaming Spear +1[/i][/color][/B] [b]Enhancement:[/b] +1 to attack and damage rolls [b]Critical:[/b] +1d6 fire damage [b]Power: At-Will ✦Fire[/b]: Free action. All damage done by this weapon is fire damage. Another free action returns the damage to normal [b]Power: Daily ✦ Fire[/b]: 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], [OOC='[color=green][i]Dancing Cobra[/i][/color]'][B][color=green][i]Dancing Cobra[/i][/color][/B] [b]At-Will ✦ Full discipline, Psionic[/b] [b]Attack technique Standard action Melee weapon Target:[/b] One creature [b]Attack:[/b] Dexterity vs. Reflex [b]Hit:[/b] 1d10 + DEX modifier (+3) damage. The attack does extra damage equal to your wisdom modifier (+3) if the target made an opportunity attack against you this turn. [b]Requirement:[/b] you must be wielding a monk weapon [b]Movement technique:[/b] [b]Move action Personal Effect:[/b] You move your speed +2 [b]Monk Unarmed Strike:[/b] +5 attack, 1d10+3 damage [b]Spear:[/b] +6 attack, 1d10+4 damage[/OOC], [OOC='[color=red][i]Furious Assault[/i][/color]'][B][color=red][i]Furious Assault[/i][/color][/B] [b]Encounter Free action Personal Trigger:[/b] You hit an enemy [b]Effect:[/b] The attack deals 1[W] extra damage if it's a weapon attack or 1d8 extra damage if it isn't.[/OOC], [OOC='[STRIKE][color=grey][i]Whirling Mantis Step[/i][/color][/STRIKE]'][B][color=grey][i]Whirling Mantis Step[/i][/color][/B] [b]Daily ✦ Psionic, Weapon Standard Action Melee weapon Requirement:[/b] You must be wielding a monk weapon [b]Effect:[/b] You shift your speed. If you enter a square adjacent to an enemy during this shift, you slide that enemy 1 square. You can slide an enemy only once in this manner. After the shift, make the following attack. [b]Target:[/b]One, two or three creatures [b]Attack:[/b] Dexterity vs. AC [b]Hit:[/b] 2d10 + dexterity modifier (+3) damage, and the target is slowed (save ends) [b]Miss:[/b] Half damage, and the target is slowed until the end of your next turn. [b]Monk Unarmed Strike:[/b] +5 attack, 2d10+3 damage [b]Spear:[/b] +6 attack, 2d10+4 damage[/OOC] [B]Notes[/B] [list] [*][b]Reward Cards:[/b] Daring Exploit, Instinctive reaction [*][b]Half orc resilience:[/b] gain 5 temporary HP when bloodied [*][b]Swift charge:[/b] +2 speed when charging [*][b]Dragon Coast:[/b] reroll Insight checks, using new roll [*][b]Mental Equilibrium:[/b] +1 fortitude defence [*][b]Unarmoured Defence:[/b] +2 AC when wearing cloth or no armour [*][b]Unarmoured agility (feat):[/b] +2 AC when wearing cloth or no armour [*][b]Versatile Expertise:[/b] +1 to attack rolls for any weapon or implement power when you use a spear or unarmed. [*][ooc=Skill Modifiers][table=4,18][r=1,1][b]Mod[/b][r=2,1][b]Skill Name[/b][r=3,1][b]Trained[/b][r=4,1][b]Notes[/b][r=1,2]+3[r=2,2]Acrobatics[r=1,3]+0[r=2,3]Arcana[r=1,4]+6[r=2,4]Athletics[r=3,4]Y[r=1,5]-1[r=2,5]Bluff[r=1,6]-1[r=2,6]Diplomacy[r=1,7]+3[r=2,7]Dungeoneering[r=1,8]+9[r=2,8]Endurance[r=3,8]Y[r=1,9]+3[r=2,9]Heal[r=1,10]+0[r=2,10]History[r=1,11]+3[r=2,11]Insight[r=1,12]+1[r=2,12]Intimidate[r=1,13]+3[r=2,13]Nature[r=1,14]+3[r=2,14]Perception[r=1,15]+0[r=2,15]Religion[r=1,16]+8[r=2,16]Stealth[r=3,16]Y[r=1,17]-1[r=2,17]Streetwise[r=1,18]+8[r=2,18]Thievery[r=3,18]Y[/table][/ooc] [/list]
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 ✦ Implement, Psionic[/b] [b]Free action Melee touch[/b] [b]Target:[/b] One creature [b]Trigger:[/b] You hit with an attack during your turn [b]Effect:[/b] Target takes 2+WIS damage (+3) and you slide the target 1 square, to a square adjacent to you. If the target was not the target of the triggering attack, you can slide the target 1 square. [b]Special:[/b] You may use this power once per round [b]Special:[b] level 11: target one or two creatures level 21: target each enemy adjacent to you
[b]At-Will ✦ Full discipline, Psionic, Implement[/b] [b]Attack technique Standard action Close Burst 1 Target:[/b] Each enemy you can see in burst [b]Attack:[/b] Dexterity vs. Reflex [b]Hit:[/b] 1d8 + DEX modifier (+3) damage. [b]Movement technique:[/b] [b]Move action Personal Effect:[/b] You shift 2 squares [b]Monk Unarmed Strike:[/b] +5 attack, 1d8+3 damage [b]Spear:[/b] +6 attack, 1d8+4 damage
[b]Encounter ✦ Full discipline, Psionic, Implement[/b] [b]Attack technique Standard action Melee touch Target:[/b] One creature [b]Attack:[/b] Dexterity vs. Will [b]Hit:[/b] 1d8 + DEX modifier (+3) damage and you slide the target 1 square. The target then makes a melee basic attack as a free action against an enemy of your choice. The target gains a bonus to the attack roll equal to your Wisdom modifier (+3). [b]Movement technique:[/b] [b]Move action Personal Effect:[/b] You move your speed +2. During this movement you ignore difficult terrain and gain a power bonus to all defences against opportunity attacks triggered by the movement. The power bonus equals your Wisdom modifier (+3). [b]Monk Unarmed Strike:[/b] +5 attack, 1d8+3 damage [b]Spear:[/b] +6 attack, 1d8+4 damage
[b]Daily ✦ Psionic[/b] [b]Free action Personal[/b] [b]Trigger:[/b] You use your Flurry of Blows power and resolve the effects of the power that triggered it [b]Effect:[/b] You shifty half your speed and use your Flurry of Blows power again
[b]At-Will ✦ Weapon[/b] [b]Standard action Melee weapon[/b] [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier (+1) damage. Increase to 2[W] + Strength modifier (+1) at 21st level [b]Special:[/b] You can use an unarmed attack as a weapon to make a melee basic attack. [b]Monk Unarmed Strike:[/b] +6 attack, 1d8+1 damage [b]Spear:[/b] +6 attack, 1d8+2 damage
[b]Enhancement:[/b] +1 to attack and damage rolls [b]Critical:[/b] +1d6 fire damage [b]Power: At-Will ✦Fire[/b]: Free action. All damage done by this weapon is fire damage. Another free action returns the damage to normal [b]Power: Daily ✦ Fire[/b]: 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).
Powers
[b]At-Will ✦ Full discipline, Psionic[/b] [b]Attack technique Standard action Melee weapon Target:[/b] One creature [b]Attack:[/b] Dexterity vs. Reflex [b]Hit:[/b] 1d10 + DEX modifier (+3) damage. The attack does extra damage equal to your wisdom modifier (+3) if the target made an opportunity attack against you this turn. [b]Requirement:[/b] you must be wielding a monk weapon [b]Movement technique:[/b] [b]Move action Personal Effect:[/b] You move your speed +2 [b]Monk Unarmed Strike:[/b] +5 attack, 1d10+3 damage [b]Spear:[/b] +6 attack, 1d10+4 damage
[b]Encounter Free action Personal Trigger:[/b] You hit an enemy [b]Effect:[/b] The attack deals 1[W] extra damage if it's a weapon attack or 1d8 extra damage if it isn't.
[b]Daily ✦ Psionic, Weapon Standard Action Melee weapon Requirement:[/b] You must be wielding a monk weapon [b]Effect:[/b] You shift your speed. If you enter a square adjacent to an enemy during this shift, you slide that enemy 1 square. You can slide an enemy only once in this manner. After the shift, make the following attack. [b]Target:[/b]One, two or three creatures [b]Attack:[/b] Dexterity vs. AC [b]Hit:[/b] 2d10 + dexterity modifier (+3) damage, and the target is slowed (save ends) [b]Miss:[/b] Half damage, and the target is slowed until the end of your next turn. [b]Monk Unarmed Strike:[/b] +5 attack, 2d10+3 damage [b]Spear:[/b] +6 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
308 gold pieces 8 silver pieces
Personality Traits
Ashwolf is direct and forceful in his interactions with people, but reserved with those he does not know. It is unusual for him to judge in haste, but when angered his fury is great. He enjoys physical challenges of all kinds, and is prone to significant bouts of drinking when he relaxes, which he only does with those he considers equals. While Ashwolf excels in combat, he prefers a resolution that avoids it when possible. He truly hopes that the people he meets will find peace with themselves rather than take their fury out on the world around them.
Mannerisms and Appearance
Ashwolf is tall and well muscled, with greyish skin and a large jaw, and his appearance is made more imposing by the network of scars that cover his face and head. He wears a bandanna on his bald head and heavy linen grey clothes. A spear is loosely held in his left hand and he carries a worn pack which looks like it contains all his worldly possessions.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Ashwolf grew up on the streets of Westgate, with a mother who was always drunk and a father who he has never met. The beatings and his sense of rejection led him straight into the wharf gangs, where his orcish heritage ensured that he survived. He spent several years being angry at everything and everyone, becoming one of the better brawlers and thieves in his small gang. Soon, the sense of power gained from petty thievery and muggings exceeded the abilities of his accomplices, and they ran afoul of the Nine Golden Swords. Ashwolf awoke floating in the shallows under the docks, blood seeping from his wounds. His friends lay dead in the water around him, and the consequences of his actions became very real. The next few months were spent running. He left the city and drifted, begging and stealing when he had to, but more and more often he worked for his keep. During this time he stumbled upon a monastery in the Giant's Run mountains and the monks there saw him for the lost soul he was. The monks took him in and gave him a solace - their studies in combat and the soul gave Ashwolf time to reflect on his actions and a focus for his anger. He has stayed with them for four years and showed great aptitude. He has mastered his hatred and the anger which drove him, but still struggles with a short temper and intolerance of bigotry. He has decided that it is time to stop running, and to turn and face the world. Only a few weeks ago, Ashwolf set out from the monastery to turn a new leaf and make the world a better place, easing some of the misery that he contributed to in his youth.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games