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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
+4 to hit if spending an action point +1 to all defenses if spending an action point Resist 5 poison.
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=159245][size=4][B]Keira Umbrusk[/B][/size][/url], Human Swordmage [B]Init[/B] +2 [B]HP[/B] 43/43 [B]Bloodied[/B] 21 [B]Healing Surge[/B] 10 (0 used /11) [B]AC[/B] 20 [B]Fort[/B] 16 [B]Reflex[/B] 16 [B]Will[/B] 17 [B]Speed[/B] 6 [B]Str[/B] 10 (+1) [B]Con[/B] 16 (+4) [B]Dex[/B] 13 (+2) [B]Int[/B] 16 (+4) [B]Wis[/B] 8 (+0) [B]Cha[/B] 14 (+3) [OOC='Aegis of Ensnarement (At Will)'][B]Aegis of Ensnarement (At Will)[/B] Arcane, Teleport Minor, Close Burst 2, Target: One creature in burst Mark target, -2 to hit against not me. If target hits with attack against not me, can teleport it to any square adjacent to me as immediate reaction, gives combat advantage until EOMNT.[/OOC], [OOC='Sword Burst (At Will)'][B]Sword Burst (At Will)[/B] Arcane, Force, Implement Standard, Close Burst 1, Each enemy in burst Int vs Ref. Hit: 1d6 + Int mod (+3) +1 Force damage[/OOC], [OOC='Fox's Feint (Encounter) '][B]Fox's Feint (Encounter) [/B] Arcane, Teleportation, Weapon (+9 v AC) Standard, Melee weapon, 1 creature Int vs. AC. Hit: 1[W] + Int (+3) +1, can swap positions EOMNT: If target grants combat advantage, +4 to hit[/OOC], [OOC='Frost Backlash (Daily) '][B]Frost Backlash (Daily) [/B] Arcane, Cold, Weapon, (+9 v AC) Immediate Interrupt, Melee, Creature that hit me Int vs. Ref, Trigger: An adjacent creature hits me Hit: 3[W] + Int (+3) + 1 cold damage Miss: 1/2 damage[/OOC], [OOC='Ghost Step (Utility, Daily)'][B]Ghost Step (Utility, Daily)[/B] Arcane, Stance Minor, personal Until the stance ends, shift 1 extra square when shift[/OOC], [OOC='Lightning Lure (At Will)'][B]Lightning Lure (At Will)[/B] Arcane, Implement, Lightning Standard, Ranged 3, One creature Int vs. Fort. Hit: 1d6+Int mod (+3) +1, pull to nearest unoccupied adjacent square[/OOC], [OOC='Luring Strike (At Will)'][B]Luring Strike (At Will)[/B] Arcane, Weapon Standard, Melee weapon, One creature Int vs. AC. Hit: 1[W] +1 damage, shift one square, move target into previously occupied square Effect: Before or after the attack, can shift 1 square[/OOC], [OOC='Unseen Gauntlet (Encounter) '][B]Unseen Gauntlet (Encounter) [/B] Arcane, Force, Implement (+6 v Fort) Standard, Ranged 5, One creature Int vs. Fort Hit: 1d10+Int+Con+1, immobilized EOMNT[/OOC] [B]Notes[/B] +4 to hit if spending an action point +1 to all defenses if spending an action point Resist 5 poison.
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
Arcane, Teleport Minor, Close Burst 2, Target: One creature in burst Mark target, -2 to hit against not me. If target hits with attack against not me, can teleport it to any square adjacent to me as immediate reaction, gives combat advantage until EOMNT.
Arcane, Force, Implement Standard, Close Burst 1, Each enemy in burst Int vs Ref. Hit: 1d6 + Int mod (+3) +1 Force damage
Arcane, Teleportation, Weapon (+9 v AC) Standard, Melee weapon, 1 creature Int vs. AC. Hit: 1[W] + Int (+3) +1, can swap positions EOMNT: If target grants combat advantage, +4 to hit
Arcane, Cold, Weapon, (+9 v AC) Immediate Interrupt, Melee, Creature that hit me Int vs. Ref, Trigger: An adjacent creature hits me Hit: 3[W] + Int (+3) + 1 cold damage Miss: 1/2 damage
Arcane, Stance Minor, personal Until the stance ends, shift 1 extra square when shift
Powers
Arcane, Implement, Lightning Standard, Ranged 3, One creature Int vs. Fort. Hit: 1d6+Int mod (+3) +1, pull to nearest unoccupied adjacent square
Arcane, Weapon Standard, Melee weapon, One creature Int vs. AC. Hit: 1[W] +1 damage, shift one square, move target into previously occupied square Effect: Before or after the attack, can shift 1 square
Arcane, Force, Implement (+6 v Fort) Standard, Ranged 5, One creature Int vs. Fort Hit: 1d10+Int+Con+1, immobilized EOMNT
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
9 gp on hand Resources through House Urmbrusk
Personality Traits
Keira is fairly attractive, but she knows how to make the most of what she's got and to make men fall in lust. She fancies herself a romantic, forever searching for the One and praying to Sune; but if she's honest with herself she enjoys being a flirt, an object of desire. She sees the world as her playbox, and tends to act carefree and a bit spoilt, but can be reasoned with.
Mannerisms and Appearance
Keira has long, wavy blond hair and pale skin, with bright blue eyes. She tends to dress in bright colors, often ones that show off her figure, and carries a gilded rapier. When ready for "battle" (as she's not been in a real fight before), she has a set of leather armor, worn fairly tight. It's decorated, but battle-tested, even if she is not. She'll often decorate herself with broaches and rings, usually with some small magic sparkle effect, and wears expensive perfume.
Session and Campaign Notes
Focused Expertise (Rapier): +1 to hit with weapon or implement power used with a rapier. Not cumulative with Weapon or Implement Expertise Luckblade +1 - +1 to hit, damage; Crit = +1d8 damage; Power (daily): Free action, reroll attack you just made. Must use second roll. Veteran's Leather Armor +1 - +1 AC, Property: When I spend an action point, get +1 to all attacks and defenses until EOMNT Viper Belt - Property: Resist 5 poison; Power (Encounter): +2 to save against ongoing poison damage Potion of Healing - Drink and spend a healing surge, gain 10 HP Potion of Mimicry - Drink and spend a healing surge. Alter my appearance to appear as specific humanoid within LOS. Gain attire, mannerisms, voice, and speech patterns to match. Lasts 5 minutes or until dismissed (Free action). +5 Bluff checks to pass off as creature I'm imitating.
Companions and Allies
Amelia Eirontalar (Stranger Danger) - Druid Siobhan Mournwyn Amcathra (defplayr) - Paladin Soren Nandar (kuhlmeye) - Bard Septimus Cassalanter (fe1dman) - Warlock Calwyn Dezlentyr (shalmelo) - Rogue
Background & Other Notes
Keira is the third of three daughters, heirs to the head of House Urmbrusk. Always playful, albeit with a bit of a cruel streak, Keira really began to blossom as her body developed. Watching her sisters go through similar circumstances, Keira learned the finer arts of playing with men's emotions. She found it highly amusing to toy with men. Why buy things with her own money, when she could get someone else to get it for her? Morality, never high on the list of lessons a noble tends to learn, is something that still escapes her - she really doesn't get that other people might be hurt by her actions and words. A visiting eladrin merchant, one Keira's father was attempting to befriend in hopes of opening up trade to Everska, became the target of some of Keira's manipulations. Finding him both handsome and useful, Keira convinced him to share with her some of the secrets of eladrin swordplay. Initially it started as a diversion, a silly thing to pass the time, but Keira soon found swordfighting to be personally thrilling. It particularly amused her that she was able to ensnare her foes using sword magic much like she ensnared men with her wiles. Noticing her passion for the sword, and the eladrin's interest, her father has begun grooming her for a potential ambassadorship to Everska. House Urmbrusk has a reputation of being opportunistic, and this is not entirely unfounded. This reputation only increased during the Time of Troubles, as House Urmbrusk came out of the Spellplague relatively untouched, and in fact slightly better off than before. Taking advantage of the disarray most of the other Houses underwent, Urmbrusk proposed an alliance with House Tesper, one of the more militaristic Houses. The goal of this alliance was to seize control of lands belonging to other Houses while the Houses themselves were concentrating on merely surviving. As most of House Urmbrusk's wealth comes from land ownership, and profiting off of the goods produced on said land, this was a logical maneuver. It was also a successful one, adding to their control of lands in Tethyr and Velen, as well as establishing a foothold in Amn and establishing relationships with the elves of Wealdath Forrest. Of course, this all came to the detriment of other Houses. In particular, House Roaringhorn lost most of its holdings and trade relationships in Tethyr and the surrounding areas. Relations between the two houses remain neutrally hostile. Other activities of note: House Urmbrusk was one of the first to recognize the Queen of the Moonshae Isles. House Urmbrusk is also interested in opening trade routes to Evereska, and has made friends via ambassadors with certain Eladrin nobles - little has come of this yet as Everska tends to be rather secretive and protective. House Urmbrusk tends to be conservative in its risk taking, but always seems to be in on the ground floor of a profitable new venture. House Urmbrusk's coat of arms is three platinum coins arranged over a jagged peak.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games