Sheets
Games
Wiki
About Us
Log In
/
Join
Remember Me?
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=165602][size=4][B]Damascus 'Frost' Da Veneranda[/B][/size][/url], Longtooth Shifter Two-Blade Ranger, Pathfinder/Moonstalker PHB 2 [B]Init[/B] +5 [B]HP[/B] 50/50 [B]Bloodied[/B] 25 [B]Healing Surge[/B] 12 (0 used /7) [B]AC[/B] 20 [B]Fort[/B] 20 [B]Reflex[/B] 19 [B]Will[/B] 16 [B]Speed[/B] 6 [B]Str[/B] 20 (+5) [B]Con[/B] 13 (+1) [B]Dex[/B] 16 (+3) [B]Int[/B] 11 (0) [B]Wis[/B] 15 (+2) [B]Cha[/B] 9 (-1) [OOC='[COLOR=RED][B](Race) Longtooth Shifting[/B][/COLOR]'][B][COLOR=RED][B](Race) Longtooth Shifting[/B][/COLOR][/B] You unleash the beast within and take on a savage countenance. Encounter - Healing Minor Action, Personal Requirement: You must be bloodied. Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2. Level 11: Regeneration 4. Level 21: Regeneration 6.[/OOC], [OOC='[COLOR=GREEN][B](Class) Hunter's Quarry[/B][/COLOR]'][B][COLOR=GREEN][B](Class) Hunter's Quarry[/B][/COLOR][/B] At-Will Minor Action, Closest Target Target: Once per turn as a minor action, you can designate the enemy nearest to you as your quarry. Effect: Once per round, you deal an extra +1d6 damage to your quarry. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. The hunter's quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. You can designate one enemy as your quarry at a time. Special: At level 11 the damage increases to +2d6. At level 21 the damage increases to +3d6[/OOC], [OOC='[COLOR=GREEN][B](At-Will) Careful Attack[/B][/COLOR]'][B][COLOR=GREEN][B](At-Will) Careful Attack[/B][/COLOR][/B] You study the enemy, looking for a gap in his defenses. Only when you find it do you strike. At-Will - Martial,Weapon Standard Action, Melee or Ranged weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Target: One creature Attack: Strength + 2 vs. AC (melee) or Dexterity + 2 vs. AC (ranged). Hit: 1[W] damage (melee) or 1[W] damage (ranged). Increase damage to 2[W] (melee) or 2[W] (ranged) at 21st level.[/OOC], [OOC='[COLOR=GREEN][B](At-Will) Twin Strike[/B][/COLOR]'][B][COLOR=GREEN][B](At-Will) Twin Strike[/B][/COLOR][/B] If the first attack doesn't kill it, the second one might. At-Will - Martial,Weapon Standard Action, Melee or Ranged weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Targets: One or two creatures Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks. Hit: 1[W] damage per attack. Increase damage to 2[W] at 21st level.[/OOC], [OOC='[COLOR=RED][B](Encounter) Two-Fanged Strike[/B][/COLOR]'][B][COLOR=RED][B](Encounter) Two-Fanged Strike[/B][/COLOR][/B] You sink two arrows or both of your blades into the flesh of your enemy, causing it to howl in pain. Encounter - Martial,Weapon Standard Action, Melee or Ranged weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Target: One creature Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack. If both attacks hit, you deal extra damage equal to your Wisdom modifier.[/OOC], [OOC='[COLOR=RED][B](Encounter) Disruptive Strike[/B][/COLOR]'][B][COLOR=RED][B](Encounter) Disruptive Strike[/B][/COLOR][/B] You thwart an enemy’s attack with a timely thrust of your blade or a quick shot from your bow. Encounter - Martial,Weapon Immediate Interrupt, Melee or Ranged weapon Trigger: You or an ally is attacked by a creature Target: The attacking creature Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged) Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier.[/OOC], [OOC='[Color=SLATEGRAY][B](Daily) Jaws of the Wolf[/B][/COLOR]'][B][Color=SLATEGRAY][B](Daily) Jaws of the Wolf[/B][/COLOR][/B] You use your weapons to hedge in your foe and trick him into exposing a weak spot, at which point you strike. Daily - Martial, Weapon Standard Action, Melee weapon Requirement: You must be wielding two melee weapons. Target: One creature Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks Hit: 2[W] + Strength modifier damage per attack. Miss: Half damage per attack.[/OOC], [OOC='[Color=SLATEGRAY][B](Daily) Two-Wolf Pounce [/B][/COLOR]'][B][Color=SLATEGRAY][B](Daily) Two-Wolf Pounce [/B][/COLOR][/B] You set upon a foe with weapons bared, then weave to the side and deal a wound to another adversary. Daily - Martial, Weapon Standard Action, Melee weapon Requirement: You must be wielding two melee weapons. Special: You can shift 2 squares before making this attack. Primary Target: One creature Attack: Strength vs. AC, two attacks (main weapon and offhand weapon) Hit: 2[W] + Strength modifier damage (main weapon) and 1[W] + Strength modifier damage (off-hand weapon). Effect: After attacking the primary target, you can shift 2 squares and make a secondary attack. Secondary Target: One creature other than the primary target Secondary Attack: Strength vs. AC (off-hand weapon) Hit: 2[W] damage (off-hand weapon).[/OOC], [OOC='[COLOR=RED][B](Utility) Unbalancing Parry[/B][/COLOR]'][B][COLOR=RED][B](Utility) Unbalancing Parry[/B][/COLOR][/B] You deftly block your enemy's strike and turn his momentum against him, causing him to stumble to the side. Encounter - Martial,Weapon Immediate Reaction, Melee 1 Trigger: An enemy misses you with a melee attack Effect: Slide the enemy into a square adjacent to you and gain combat advantage against it until the end of your next turn.[/OOC], [OOC='[COLOR=RED][B](Utility) Weave through the Fray[/B][/COLOR]'][B][COLOR=RED][B](Utility) Weave through the Fray[/B][/COLOR][/B] You dodge through the thick of the fight, denying your foes a chance to pin you down in one spot. Encounter . Martial Immediate Interrupt Personal Trigger: An enemy moves adjacent to you Effect: You can shift a number of squares equal to your Wisdom modifier.[/OOC], [OOC='[Color=DarkOrange][B](Item) +2 Amulet of Protection (lvl 6) [/B][/COLOR]'][B][Color=DarkOrange][B](Item) +2 Amulet of Protection (lvl 6) [/B][/COLOR][/B] This light blue amulet increases your defenses. Item Slot: Neck Enhancement: Fortitude, Reflex, and Will[/OOC], [OOC='[Color=DarkOrange][B](Item) +1 Lightning Scimitar (lvl 5) [/B][/COLOR]'][B][Color=DarkOrange][B](Item) +1 Lightning Scimitar (lvl 5) [/B][/COLOR][/B] This weapon crackles with dancing lightning. Enhancement: Attack rolls and damage rolls Critical: +1d6 lightning damage per plus Power (At-Will - Lightning): Free Action. All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal. Power (Daily - Lightning): Free Action. Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage. Increase lightening damage to 2d6 at 15th level and 3d6 at 25th level.[/OOC], [OOC='[Color=DarkOrange][B](Item) +1 Bloodcut Hide Armor (lvl 4) [/B][/COLOR]'][B][Color=DarkOrange][B](Item) +1 Bloodcut Hide Armor (lvl 4) [/B][/COLOR][/B] This armor has a crimson tinge that flares blood red when its power is activated. Enhancement: AC Power (Healing Surge): Minor Action. While you are bloodied, use this armor to gain resist 10 to all damage until the end of your next turn. Increase resist to all damage to 15 at 14th level and 20 at 24th level.[/OOC] [B]Notes[/B] Magic Item Points: 1
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
You unleash the beast within and take on a savage countenance. Encounter - Healing Minor Action, Personal Requirement: You must be bloodied. Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2. Level 11: Regeneration 4. Level 21: Regeneration 6.
At-Will Minor Action, Closest Target Target: Once per turn as a minor action, you can designate the enemy nearest to you as your quarry. Effect: Once per round, you deal an extra +1d6 damage to your quarry. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. The hunter's quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. You can designate one enemy as your quarry at a time. Special: At level 11 the damage increases to +2d6. At level 21 the damage increases to +3d6
You study the enemy, looking for a gap in his defenses. Only when you find it do you strike. At-Will - Martial,Weapon Standard Action, Melee or Ranged weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Target: One creature Attack: Strength + 2 vs. AC (melee) or Dexterity + 2 vs. AC (ranged). Hit: 1[W] damage (melee) or 1[W] damage (ranged). Increase damage to 2[W] (melee) or 2[W] (ranged) at 21st level.
If the first attack doesn't kill it, the second one might. At-Will - Martial,Weapon Standard Action, Melee or Ranged weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Targets: One or two creatures Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks. Hit: 1[W] damage per attack. Increase damage to 2[W] at 21st level.
You sink two arrows or both of your blades into the flesh of your enemy, causing it to howl in pain. Encounter - Martial,Weapon Standard Action, Melee or Ranged weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Target: One creature Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack. If both attacks hit, you deal extra damage equal to your Wisdom modifier.
You thwart an enemy’s attack with a timely thrust of your blade or a quick shot from your bow. Encounter - Martial,Weapon Immediate Interrupt, Melee or Ranged weapon Trigger: You or an ally is attacked by a creature Target: The attacking creature Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged) Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier.
Your steel blades flash menacingly as you taunt your foes with parries and cut deep wounds into their flesh. Encounter - Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding two melee weapons. Target: One or two creatures Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks Hit: 2[W] + Strength modifier damage (main weapon) and 1[W] + Strength modifier damage (off-hand weapon).
You use your weapons to hedge in your foe and trick him into exposing a weak spot, at which point you strike. Daily - Martial, Weapon Standard Action, Melee weapon Requirement: You must be wielding two melee weapons. Target: One creature Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks Hit: 2[W] + Strength modifier damage per attack. Miss: Half damage per attack.
You set upon a foe with weapons bared, then weave to the side and deal a wound to another adversary. Daily - Martial, Weapon Standard Action, Melee weapon Requirement: You must be wielding two melee weapons. Special: You can shift 2 squares before making this attack. Primary Target: One creature Attack: Strength vs. AC, two attacks (main weapon and offhand weapon) Hit: 2[W] + Strength modifier damage (main weapon) and 1[W] + Strength modifier damage (off-hand weapon). Effect: After attacking the primary target, you can shift 2 squares and make a secondary attack. Secondary Target: One creature other than the primary target Secondary Attack: Strength vs. AC (off-hand weapon) Hit: 2[W] damage (off-hand weapon).
You deftly block your enemy's strike and turn his momentum against him, causing him to stumble to the side. Encounter - Martial,Weapon Immediate Reaction, Melee 1 Trigger: An enemy misses you with a melee attack Effect: Slide the enemy into a square adjacent to you and gain combat advantage against it until the end of your next turn.
You dodge through the thick of the fight, denying your foes a chance to pin you down in one spot. Encounter . Martial Immediate Interrupt Personal Trigger: An enemy moves adjacent to you Effect: You can shift a number of squares equal to your Wisdom modifier.
Powers
This light blue amulet increases your defenses. Item Slot: Neck Enhancement: Fortitude, Reflex, and Will
This weapon crackles with dancing lightning. Enhancement: Attack rolls and damage rolls Critical: +1d6 lightning damage per plus Power (At-Will - Lightning): Free Action. All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal. Power (Daily - Lightning): Free Action. Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage. Increase lightening damage to 2d6 at 15th level and 3d6 at 25th level.
This armor has a crimson tinge that flares blood red when its power is activated. Enhancement: AC Power (Healing Surge): Minor Action. While you are bloodied, use this armor to gain resist 10 to all damage until the end of your next turn. Increase resist to all damage to 15 at 14th level and 20 at 24th level.
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
20.70 Galefridish "GP" in "Belt Pouch (Coins)" {20 gp, 7 sp} 700.00 Galefridish Lions "GP" left at Solarium 1 Topaz (500gp) left at Solarium {700 gp+ Topaz} (saving up for +1 Lifedrinker Scimitar)
Personality Traits
Social Interactions - Damascus is Relaxed in social interactions. - He is Hopeful in his degree of optimism. - He is Suspicious when it come to trusting people. Decision Points - He is Humble at a decision point. - He is Honest about following rules. - He is Protective when it comes to empathy. Dire Straits - He is Brave in dire straits. - He is Driven when faced with setbacks. - He is Calm when it comes to nerves
Mannerisms and Appearance
Appearance Much like the Matronian people of The Raven County of Illegardis Damascus is olive skinned with dark hair and eyes. Due to moving as a young child from Matrona to Gavriel his skin is somewhat fairer than his Matronian counterparts but nothing to distinguishing. From his work on the farm he is well build and very strong. He likes leaving his hair shoulder length and keeps a well trimmed beard for the colder Gaveric climates. After becoming a rehabilitated lycan the tips, only the tips, of his hair became gray earning him the nickname Frost. He has also gotten thicker eyebrows and grows a thicker beard with more ease, forcing him to trim more often to remain presentable. http://img196.imageshack.us/img196/887/stephena.jpg Distinguishing Features The tips of his hair have become gray, symbolizing his inner beast being a gray wolf. Adventuring Outfit A simple thin white shirt followed by a supple thin brown leather vest. Simple brown trousers and black leather boots make up the bottom half. Other accessories include a black belt at his waist and thin brown leather bracers. Regular Outfit He has a similar set of adventuring clothes but these seem to have be tailored to fit better. Jewelery A simple gold band can be seen on his left hand ring finger when he's not in battle attire. It can be found on a simple chain hanging around his neck safely tucked under his hide armor. Mannerism Damascus voices his opinion all to often speaking up even when not spoken to. He is the voice of reason in some aspect saying things people often prefer not hear. When in battle he is often quick and quiet preferring to kill rather then chat, but will bark out orders for his companions if he sees them fall out of line. When alone he often plays with his wedding ring, rotating it back and forth deep in thought, thinking of his family. Just before his shifts he puts his hand over his chest and thinks about his daughter, which is his focus for being able to control the beast within.
Session and Campaign Notes
- Damascus refuses future treatment for his affliction. Matronian Silver Necklace (250g), Aquamarine (500g), health potion (50g), 317g [Total value: 1117g] -120 gold for thovinions ritual
Companions and Allies
If gaves are bears and gales are swine i think I'm more of a wolf bound by honor to by family and duty to my master.
Background & Other Notes
Background Questions & Answers: - Damascus agreed to join the Order of Solis in order to get help with his lycanthropy. (was partially cure and taught to control it) - He was forced to join the Order of Solis because of his partially cured lycanthropy and the unique talents that entail it. - He acquired his class after becoming a lycan. He was taught the skills of a Ranger because it made use of his unique talents. - He acquired his equipment through contacts at the Order of Solis, completing missions and earning them through hard work. - His worst memory is that of his village being attacked and becoming a lycan. - His best memory is that of his daughter being born. - He visits his family every chance he gets, bringing them coin to pay their taxes and helps out of harvesting and planting during the appropriate seasons. His wife and daughter are proud that he is learning to live with his affliction and still manages to visit regularly. **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** Goals: - Raising Sibilia - Finding/approving of a proper husband for Sibilia, someone who will treat her with respect and can take over the farm. - Learning the ways to be a true lycan and prove that not all monsters are evil. (Moonstalker) **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** Name: Damascus "Frost" Da Veneranda (Frost) Current place of residence: Solarium in Lionburh Date of birth: Second Kordan of Ches 926 GD Place of birth: Grandfathers house in The Raven County of Illegardis Citizenship: None Gender: Male Race: Human "Matronian - Illegardian" (Longtooth Shifter) Age: 30 Marital status: Married Name of spouse: Anastasia 29 "Gavric" Children: Sibilia, daughter 9 "Gavric-Matronian" Employment history: Farmer on Fathers farm from 933 to 951 GD Scout, guide and tracker as an Emissary for the Dept. of Intelligence, Order of Solis, 951 GD to present Did some work for the Shadow Wing, aiding in the tracking of an assassination target, Order of Solis, 953 GD Education: Educated by parents in agriculture 933 to 947 GD Scouting, guiding and weapons training by the Order of Solis 951 GD Professional Qualifications: Wilderness Expert Heightened Combat abilities Fluent in Dwarvish Awards: None Memberships: None Interests: Spending time with his family Traveling through the wilds enjoying the marvels of nature Relaxing in a comfortable atmosphere Other notes: Very open and accepting. Not to fond of the current war, he's working for the country at war with the country where his family lives. **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** Ability Calculations 20 (17) in str (+2 racial) (+1 lvl 4) 16 (15) in dex (+1 lvl 4) 15 (13) in wis (+2 racial) 13 in con 11 int 9 cha **--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--**--** URL to change-log http://www.myth-weavers.com/showthread.php?p=5062782#post5062782 URL for Appearance http://img828.imageshack.us/img828/9109/aocharacterconcept06.jpg Edited Version http://img196.imageshack.us/img196/887/stephena.jpg URL for chosen Portrait http://img841.imageshack.us/img841/4605/n5519006442742960278167.jpg
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games