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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
+1 item bonus to damage rolls with CA +5 to range and long range with projectile weapons +2 bonus to Thievery checks to open a lock or disarm a trap +2 bonus to Athletics checks for climbing +1 item bonus to Stealth checks made to move quietly
Statistic Block
[IMG] http://www.myth-weavers.com/attach/17594[/IMG] [url=http://www.myth-weavers.com/sheetview.php?sheetid=191564][size=4][B]Statch[/B][/size][/url], Bugbear Rogue [SPOILER=Statblock][B]Init[/B] +8 · [B]HP[/B] [B][COLOR=green]40[/COLOR][/B]/40 · [B]Bloodied[/B] 20 · [B]Healing Surge[/B] 10 (used 0/5) [B]AC[/B] 18 · [B]Fort[/B] 14 · [B]Reflex[/B] 18 · [B]Will[/B] 14 · [B]Speed[/B] 6 [B]Str[/B] [OOC='[COLOR=black]15[/COLOR]']+3[/OOC] · [B]Con[/B] [OOC='[COLOR=black]8[/COLOR]']+0[/OOC] · [B]Dex[/B] [OOC='[COLOR=black]18[/COLOR]']+5[/OOC] · [B]Int[/B] [OOC='[COLOR=black]14[/COLOR]']+3[/OOC] · [B]Wis[/B] [OOC='[COLOR=black]10[/COLOR]']+1[/OOC] · [B]Cha[/B] [OOC='[COLOR=black]14[/COLOR]']+3[/OOC] [OOC='[COLOR=green]Deft Strike[/COLOR]'][B][COLOR=green]Deft Strike[/COLOR][/B] [B][SIZE=1]Rogue Attack 1[/SIZE][/B] [I]A final lunge brings you into an advantageous position.[/I] [B]At-Will · Martial, Weapon[/B] [B]Standard Action · Melee[/B] or Ranged weapon [B]Requirement:[/B] You must be wielding a crossbow, a light blade, or a sling. [B]Target:[/B] One creature [B]Special:[/B] You can move 2 squares before the attack. [B]Attack:[/B] Dexterity vs. AC [B]Hit:[/B] 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level. [b]Leafrunner Scout:[/b] When you hit an enemy with this power while using a shortbow, sling, hand crossbow, shuriken, or repeating crossbow, you gain concealment from the target as long as you are adjacent to a square that is obscured or provides cover or concealment. This lasts until the beginning of your next turn. [I][SIZE=1]Source: Player's Handbook[/SIZE][/I][/OOC], [OOC='[COLOR=green]Gloaming Cut[/COLOR]'][B][COLOR=green]Gloaming Cut[/COLOR][/B] [B][SIZE=1]Rogue Attack 1[/SIZE][/B] [I]From the shadows you strike, and into the shadows you flee.[/I] [B]At-Will · Martial, Weapon[/B] [B]Standard Action · Melee[/B] or Ranged weapon [B]Target:[/B] One creature [B]Attack:[/B] Dexterity vs. AC [B]Requirement:[/B] You must be wielding a crossbow, a light blade, or a sling. [B]Hit:[/B] 1[W] damage. Level 21: 2[W] damage. [B]Effect:[/B] You shift a number of squares equal to your Intelligence modifier, and you can make a Stealth check to become hidden. [I][SIZE=1]Source: Martial Power 2[/SIZE][/I][/OOC], [OOC='[COLOR=green]Great Leap[/COLOR]'][B][COLOR=green]Great Leap[/COLOR][/B] [B][SIZE=1]Rogue Utility 2[/SIZE][/B] [I]You leap a great distance without a running start.[/I] [B]At-Will · Martial[/B] [B]Move Action · Personal[/B] [B]Prerequisite:[/B] You must be trained in Athletics. [B]Effect:[/B] Make a high jump or a long jump. Determine the DC of the Athletics check as though you had a running start. The distance you jump can exceed your speed. [I][SIZE=1]Source: Player's Handbook[/SIZE][/I][/OOC], [OOC='[COLOR=red][STRIKE]Predatory Eye[/STRIKE][/COLOR]'][B][COLOR=red]Predatory Eye[/COLOR][/B] [B][SIZE=1]Bugbear Racial Power[/SIZE][/B] [I]You maneuver into an advantageous position and strike your foe with ruthless determination.[/I] [B]Encounter[/B] [B]Minor Action · Personal[/B] [B]Effect:[/B] If you have combat advantage against a target, you deal +1d6 damage on the next attack you make against that target. You must apply this bonus before the end of your next turn. Increase extra damage to +2d6 at 11th level and +3d6 at 21st level. [I][SIZE=1]Source: Monster Manual[/SIZE][/I][/OOC], [OOC='[COLOR=red]Distracting Shot[/COLOR]'][B][COLOR=red]Distracting Shot[/COLOR][/B] [B][SIZE=1]Rogue Attack 1[/SIZE][/B] [I]Your attack draws your enemy's attention long enough to give your ally an opening.[/I] [B]Encounter · Martial, Weapon[/B] [B]Standard Action · Ranged[/B] weapon [B]Target:[/B] One creature [B]Attack:[/B] Dexterity vs. AC [B]Requirement:[/B] You much be wielding a crossbow, a light blade, or a sling. Cunning Sneak: If you are hidden when you attack, you can make a Stealth check to remain hidden if you have superior cover or total concealment. [B]Hit:[/B] 1[W] + Dexterity modifier damage. Until the end of your next turn, the target grants combat advantage to one of your allies adjacent to it. [I][SIZE=1]Source: Martial Power 2[/SIZE][/I][/OOC], [OOC='[COLOR=red][STRIKE]Fleeting Spirit Strike[/STRIKE][/COLOR]'][B][COLOR=red]Fleeting Spirit Strike[/COLOR][/B] [B][SIZE=1]Ranger Attack 3[/SIZE][/B] [I]You dart from shadow to shadow, striking out along the way.[/I] [B]Encounter · Martial, Weapon[/B] [B]Standard Action · Melee[/B] or Ranged weapon [B]Target:[/B] One creature [B]Attack:[/B] Dexterity vs. AC [B]Requirement:[/B] You must be wielding a crossbow, a light blade, or a sling. [B]Effect:[/B] Before the attack, you shift 3 squares. Cunning Sneak: After the shift, you can make a Stealth check to become hidden. [B]Hit:[/B] 2[W] + Dexterity modifier damage. You shift 3 squares. Cunning Sneak: After the shift, you can make a Stealth check to become hidden. [I][SIZE=1]Source: Martial Power 2[/SIZE][/I][/OOC], [OOC='[COLOR=darkslategray]Blinding Barrage[/COLOR]'][B][COLOR=darkslategray]Blinding Barrage[/COLOR][/B] [B][SIZE=1]Rogue Attack 1[/SIZE][/B] [I]A rapid barrage of projectiles leaves your enemies clearing the blood from their eyes.[/I] [B]Daily · Martial, Weapon[/B] [B]Standard Action · Close[/B] blast 3 [B]Target:[/B] Each enemy in blast you can see [B]Attack:[/B] Dexterity vs. AC [B]Requirement:[/B] You must be wielding a crossbow, a light thrown weapon, or a sling. [B]Hit:[/B] 2[W] + Dexterity modifier damage, and the target is blinded until the end of your next turn. [B]Miss:[/B] Half damage, and the target is not bloodied. [I][SIZE=1]Source: Player's Handbook[/SIZE][/I][/OOC], [OOC='[COLOR=orange]Battle Harness Leather Armor +1[/COLOR]'][B][COLOR=orange]Battle Harness Leather Armor +1[/COLOR][/B] [B][SIZE=1]Level 4 Magic Item[/SIZE][/B] [I]Attack first, have your weapons ready, keep your vitals safe -- this armor does it all.[/I] AC Bonus: +2 Weight: 15 lb. Type: Leather Enhancement: +1 AC Property: As a free action, you can draw a sheathed weapon or retrieve a stowed item. You gain a power bonus to initiative equal to the item's enhancement bonus. [I][SIZE=1]Source: Dragon Magazine Annual 2009[/SIZE][/I][/OOC], [OOC='[COLOR=orange]Rebounding Hand Crossbow (Large) +1[/COLOR]'][B][COLOR=orange]Rebounding Hand Crossbow (Large) +1[/COLOR][/B] [B][SIZE=1]Level 2 Magic Item[/SIZE][/B] [I]You meant to do that. No, really.[/I] Damage: 1d8 Proficient: +2 Range: 10/20 Weight: 4 lb. Properties: Load Free Group: Crossbow Enhancement: +1 attack rolls and damage rolls Critical: +1d6 damage per plus Power (Encounter): Free. Trigger: You attack an an enemy with this weapon and miss. Effect: You make a ranged basic attack against a different enemy within 5 squares of that enemy. [I][SIZE=1]Source: Adventurer's Vault 2[/SIZE][/I][/OOC], [OOC='[COLOR=orange]Talon Amulet +1[/COLOR]'][B][COLOR=orange]Talon Amulet +1[/COLOR][/B] [B][SIZE=1]Level 3 Magic Item[/SIZE][/B] [I]Bearing a single dragon's claws, this necklace sharpens your attacks and discourages marauders as well.[/I] Item Slot: Neck Enhancement: +2 Fortitude, Reflex, and Will Property: Gain a +1 item bonus to damage rolls when you have combat advantage. Power (Daily): Minor Action. Up until the end of the encounter, any creature that hits you with a melee attack takes 1d6 damage. [I][SIZE=1]Source: RPGA Treasure of Talon Pass[/SIZE][/I][/OOC], [OOC='[COLOR=blue]Far Shot[/COLOR]'][B][COLOR=blue]Far Shot[/COLOR][/B] [B][SIZE=1]Bonus Feat[/SIZE][/B] [I]Granted by Sharpshooter Talent[/I] [B]Prerequisites:[/B] Dex 13 [B]Effect:[/B] When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares. [I][SIZE=1]Source: Player's Handbook[/SIZE][/I][/OOC], [OOC='[COLOR=blue]Leafrunner Scout[/COLOR]'][B][COLOR=blue]Leafrunner Scout[/COLOR][/B] [B][SIZE=1]Heroic Feat 1[/SIZE][/B] [I][/I] [B]Prerequisites:[/B] Any martial class; proficiency with Shortbow, sling, hand crossbow, shuriken, or repeating crossbow. [B]Effect:[/B] You gain a +2 feat bonus on Stealth checks. When you hit an enemy with an at-will power associated with this feat while using a required weapon, you gain concealment from the target as long as you are adjacent to a square that is obscured or provides cover or concealment. This lasts until the beginning of your next turn. Associated Powers: Nimble Strike, Deft Strike [I][SIZE=1]Source: Dragon Magazine 373[/SIZE][/I][/OOC], [OOC='[COLOR=blue]Improved Cunning Sneak[/COLOR]'][B][COLOR=blue]Improved Cunning Sneak[/COLOR][/B] [B][SIZE=1]Heroic Feat 2[/SIZE][/B] [I][/I] [B]Prerequisite:[/B] Rogue, Cunning Sneak class feature [B]Benefit:[/B] When you make a Stealth check to become hidden using your Cunning Sneak class feature, you must end a move action at least 2 squares away from your starting position instead of 3. [I][SIZE=1]Source: Martial Power 2[/SIZE][/I][/OOC], [OOC='[COLOR=sienna]First Strike[/COLOR]'][B][COLOR=sienna]First Strike[/COLOR][/B] [B][SIZE=1]Rogue Feature[/SIZE][/B] [I]Rogues slip into and out of shadows on a whim.[/I] [B]Benefit:[/B] At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter. [I][SIZE=1]Source: Player's Handbook[/SIZE][/I][/OOC], [OOC='[COLOR=sienna]Cunning Sneak[/COLOR]'][B][COLOR=sienna]Cunning Sneak[/COLOR][/B] [B][SIZE=1]Rogue Feature[/SIZE][/B] [I]As your allies charge into battle, you hang back and take cover.[/I] [B]Benefit:[/B] You don't take a penalty to Stealth checks for moving more than 2 squares, and you take a -5 penalty instead of a -10 penalty to Stealth checks for running. If you end a move action at least [strike]3[/strike] 2 squares away from your starting position, you can make a Stealth check to become hidden if you have any concealment or cover, except for cover provided by intervening allies. [I][SIZE=1]Source: Martial Power 2[/SIZE][/I][/OOC], [OOC='[COLOR=sienna]Crossbow Sharpshooter Talent[/COLOR]'][B][COLOR=sienna]Crossbow Sharpshooter Talent[/COLOR][/B] [B][SIZE=1]Rogue Feature[/SIZE][/B] [I]This class feature replaces the Rogue Weapon Talent class feature.[/I] [B]Benefit:[/B] Choose crossbows or slings. You gain a +1 bonus to attack rolls with any weapon of the chosen group. You gain Far Shot as a bonus feat, even if you don't meet the prerequisites. [I][SIZE=1]Source: Martial Power 2[/SIZE][/I][/OOC], [OOC='[COLOR=sienna]Sneak Attack[/COLOR]'][B][COLOR=sienna]Sneak Attack[/COLOR][/B] [B][SIZE=1]Rogue Feature[/SIZE][/B] [I]Rogues are cunning and elusive adversaries.[/I] [B]Benefit:[/B] Once per round, when you have combat advantage against an enemy and hit that enemy with an attack that uses a crossbow, a light blade, or a sling, the attack deals extra damage. If you have dealt Sneak Attack damage since the start of your turn, you cannot deal it again until the start of your next turn. You decide whether to apply the extra damage after making the damage roll. As you advance in level, your extra damage increases. 1st-10th: +2d6 11th-20th: +3d6 21st-30th: +5d6[/OOC], [OOC='[COLOR=purple]Born Under a Bad Sign[/COLOR]'][B][COLOR=purple]Born Under a Bad Sign[/COLOR][/B] [B][SIZE=1]Background Benefit[/SIZE][/B] [I]Your entire childhood was one superstitious omen after another.[/I] [B]Benefit:[/B] You substitute your highest ability modifier for Constitution when determining your initial hit points. [I][SIZE=1]Source: Dragon Magazine 366[/SIZE][/I][/OOC] +1 item bonus to damage rolls with CA +5 to range and long range with projectile weapons +2 bonus to Thievery checks to open a lock or disarm a trap +2 bonus to Athletics checks for climbing +1 item bonus to Stealth checks made to move quietly[/SPOILER]
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
Rogue Attack 1 A final lunge brings you into an advantageous position. At-Will · Martial, Weapon Standard Action · Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Special: You can move 2 squares before the attack. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level. [b]Leafrunner Scout:[/b] When you hit an enemy with this power while using a shortbow, sling, hand crossbow, shuriken, or repeating crossbow, you gain concealment from the target as long as you are adjacent to a square that is obscured or provides cover or concealment. This lasts until the beginning of your next turn. Source: Player's Handbook
Rogue Attack 1 From the shadows you strike, and into the shadows you flee. At-Will · Martial, Weapon Standard Action · Melee or Ranged weapon Target: One creature Attack: Dexterity vs. AC Requirement: You must be wielding a crossbow, a light blade, or a sling. Hit: 1[W] damage. Level 21: 2[W] damage. Effect: You shift a number of squares equal to your Intelligence modifier, and you can make a Stealth check to become hidden. Source: Martial Power 2
Rogue Utility 2 You leap a great distance without a running start. At-Will · Martial Move Action · Personal Prerequisite: You must be trained in Athletics. Effect: Make a high jump or a long jump. Determine the DC of the Athletics check as though you had a running start. The distance you jump can exceed your speed. Source: Player's Handbook
Bugbear Racial Power You maneuver into an advantageous position and strike your foe with ruthless determination. Encounter Minor Action · Personal Effect: If you have combat advantage against a target, you deal +1d6 damage on the next attack you make against that target. You must apply this bonus before the end of your next turn. Increase extra damage to +2d6 at 11th level and +3d6 at 21st level. Source: Monster Manual
Rogue Attack 1 Your attack draws your enemy's attention long enough to give your ally an opening. Encounter · Martial, Weapon Standard Action · Ranged weapon Target: One creature Attack: Dexterity vs. AC Requirement: You much be wielding a crossbow, a light blade, or a sling. Cunning Sneak: If you are hidden when you attack, you can make a Stealth check to remain hidden if you have superior cover or total concealment. Hit: 1[W] + Dexterity modifier damage. Until the end of your next turn, the target grants combat advantage to one of your allies adjacent to it. Source: Martial Power 2
Ranger Attack 3 You dart from shadow to shadow, striking out along the way. Encounter · Martial, Weapon Standard Action · Melee or Ranged weapon Target: One creature Attack: Dexterity vs. AC Requirement: You must be wielding a crossbow, a light blade, or a sling. Effect: Before the attack, you shift 3 squares. Cunning Sneak: After the shift, you can make a Stealth check to become hidden. Hit: 2[W] + Dexterity modifier damage. You shift 3 squares. Cunning Sneak: After the shift, you can make a Stealth check to become hidden. Source: Martial Power 2
Rogue Attack 1 A rapid barrage of projectiles leaves your enemies clearing the blood from their eyes. Daily · Martial, Weapon Standard Action · Close blast 3 Target: Each enemy in blast you can see Attack: Dexterity vs. AC Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling. Hit: 2[W] + Dexterity modifier damage, and the target is blinded until the end of your next turn. Miss: Half damage, and the target is not bloodied. Source: Player's Handbook
Level 4 Magic Item Attack first, have your weapons ready, keep your vitals safe -- this armor does it all. AC Bonus: +2 Weight: 15 lb. Type: Leather Enhancement: +1 AC Property: As a free action, you can draw a sheathed weapon or retrieve a stowed item. You gain a power bonus to initiative equal to the item's enhancement bonus. Source: Dragon Magazine Annual 2009
Level 2 Magic Item You meant to do that. No, really. Damage: 1d8 Proficient: +2 Range: 10/20 Weight: 4 lb. Properties: Load Free Group: Crossbow Enhancement: +1 attack rolls and damage rolls Critical: +1d6 damage per plus Power (Encounter): Free. Trigger: You attack an an enemy with this weapon and miss. Effect: You make a ranged basic attack against a different enemy within 5 squares of that enemy. Source: Adventurer's Vault 2
Level 3 Magic Item Bearing a single dragon's claws, this necklace sharpens your attacks and discourages marauders as well. Item Slot: Neck Enhancement: +2 Fortitude, Reflex, and Will Property: Gain a +1 item bonus to damage rolls when you have combat advantage. Power (Daily): Minor Action. Up until the end of the encounter, any creature that hits you with a melee attack takes 1d6 damage. Source: RPGA Treasure of Talon Pass
Powers
Bonus Feat Granted by Sharpshooter Talent Prerequisites: Dex 13 Effect: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares. Source: Player's Handbook
Heroic Feat 1 Prerequisites: Any martial class; proficiency with Shortbow, sling, hand crossbow, shuriken, or repeating crossbow. Effect: You gain a +2 feat bonus on Stealth checks. When you hit an enemy with an at-will power associated with this feat while using a required weapon, you gain concealment from the target as long as you are adjacent to a square that is obscured or provides cover or concealment. This lasts until the beginning of your next turn. Associated Powers: Nimble Strike, Deft Strike Source: Dragon Magazine 373
Heroic Feat 2 Prerequisite: Rogue, Cunning Sneak class feature Benefit: When you make a Stealth check to become hidden using your Cunning Sneak class feature, you must end a move action at least 2 squares away from your starting position instead of 3. Source: Martial Power 2
Rogue Feature Rogues slip into and out of shadows on a whim. Benefit: At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter. Source: Player's Handbook
Rogue Feature As your allies charge into battle, you hang back and take cover. Benefit: You don't take a penalty to Stealth checks for moving more than 2 squares, and you take a -5 penalty instead of a -10 penalty to Stealth checks for running. If you end a move action at least [strike]3[/strike] 2 squares away from your starting position, you can make a Stealth check to become hidden if you have any concealment or cover, except for cover provided by intervening allies. Source: Martial Power 2
Rogue Feature This class feature replaces the Rogue Weapon Talent class feature. Benefit: Choose crossbows or slings. You gain a +1 bonus to attack rolls with any weapon of the chosen group. You gain Far Shot as a bonus feat, even if you don't meet the prerequisites. Source: Martial Power 2
Rogue Feature Rogues are cunning and elusive adversaries. Benefit: Once per round, when you have combat advantage against an enemy and hit that enemy with an attack that uses a crossbow, a light blade, or a sling, the attack deals extra damage. If you have dealt Sneak Attack damage since the start of your turn, you cannot deal it again until the start of your next turn. You decide whether to apply the extra damage after making the damage roll. As you advance in level, your extra damage increases. 1st-10th: +2d6 11th-20th: +3d6 21st-30th: +5d6
Background Benefit Your entire childhood was one superstitious omen after another. Benefit: You substitute your highest ability modifier for Constitution when determining your initial hit points. Source: Dragon Magazine 366
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
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games