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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
[spoiler=Resistances]+5 feat bonus vs Fear effects[/spoiler] [spoiler=Combat Modifiers]After successful melee/ranged attack, +2 dam against same target when using ranged/melee attack. +2 Initiative 1/day if power 'Begin the Hunt' is activated. +2 power bonus to AC/REF if power/stance 'Skirmishing Stance' is active.[/spoiler] [spoiler=Skill Modifiers]+2 Athletics/Climb (climber's kit) +2 Open Locks/Disarm Trap (thieves tools)[/spoiler]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=192919][size=4][B]Sai'a Lauken[/B][/size][/url], Human Ranger/Monk/Rogue [B]Init[/B] +9 [B]HP[/B] /45 [B]Bloodied[/B] 22 [B]Healing Surge[/B] 11 ( used /6) [B]AC[/B] 20 [B]Fort[/B] 16 [B]Reflex[/B] 21 [B]Will[/B] 17 [B]Speed[/B] 7 [B]Str[/B] 12 (+1) [B]Con[/B] 13 (+1) [B]Dex[/B] 20 (+5) [B]Int[/B] 10 (0) [B]Wis[/B] 14 (+2) [B]Cha[/B] 10 (0) [OOC='[color=green]Hunter's Quarry (Hybrid)[/color]'][B][color=green]Hunter's Quarry (Hybrid)[/color][/B] [b]At-Will[/b] [b]Minor Action[/b] [b]Effect:[/b] You can designate the nearest enemy to you that you can see as your quarry. Once per round, when you hit your quarry with an attack that uses a ranger power, the attack deals extra damage based on your level. 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. If you have dealt Hunter’s Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn. 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.[/OOC], [OOC='[color=green]Flurry of Blows (Hybrid)[/color]'][B][color=green]Flurry of Blows (Hybrid)[/color][/B] [b]At-Will * Psionic Free Action (Special) * Melee[/b] 1 [b]Trigger:[/b] You hit with an attack during your turn using a monk power. [b]Target:[/b] One creature [size=1]Level 11: One or two creatures Level 21: Each enemy adjacent to you[/size] [b]Effect:[/b] The target takes damage equal to 2 + your Wisdom modifier (+2), and you slide it 1 square to a square adjacent to you, or 1 square in any direction if the target wasn’t targeted by the triggering attack. [b]Special:[/b] You can use this power only once per round.[/OOC], [OOC='[color=green]Fast Hands[/color]'][B][color=green]Fast Hands[/color][/B] [b]At-Will Free Action (Special) * Personal Effect:[/b] You draw or sheathe a weapon. pick up an item In your space or adjacent to you, or retrieve or stow an Item. [b]Special:[/b] You can use this power only once per round.[/OOC], [OOC='[color=green]Dragon's Tail[/color]'][B][color=green]Dragon's Tail[/color][/B] [b]At-Will * Full Discipline, Implement, Psionic Standard Action * Melee[/b] touch [b]Target:[/b] One creature [b]Attack:[/b] Dexterity (+8) vs. Fortitude [b]Hit:[/b] 1d6 + Dexterity modifier (+6) damage, and you knock the target prone. [size=1]Level 21: 2d6 + Dexterity modifier (+6) damage.[/size][/OOC], [OOC='[color=green]Dragon's Tail Movement Technique[/color]'][B][color=green]Dragon's Tail Movement Technique[/color][/B] [b]At-Will * Full Discipline, Psionic Move Action * Melee[/b] 1 [b]Target:[/b] One ally or one prone enemy [b]Effect:[/b] You swap places with the target.[/OOC], [OOC='[color=green]Fading Strike[/color]'][B][color=green]Fading Strike[/color][/B] [b]At-Will * Martial, Weapon Standard Action * Melee or Ranged[/b] weapon [b]Target:[/b] One creature [b]Attack:[/b] Dexterity (+11) vs. AC [b]Hit:[/b] 1[d4] + Dexterity modifier (+6) damage, and you shift 2 squares to a square that is not adjacent to the target. [size=1]Level 21: 2[d4] + Dexterity modifier damage.[/size][/OOC], [OOC='[color=maroon]Action Point[/color]'][B][color=maroon]Action Point[/color][/B] [b]FreeAction[/b] [b]Effect A:[/b] You gain an extra action this turn. You decide if the action is a standard action, a move action, or a minor action. [b]Effect B:[/b] PCs may instead spend an Action Point to guarantee success on one attack of a Daily Power, but must declare its expenditure before rolling any of that power's attacks. [b]Special:[/b] You can spend an action point only during your turn, but never during a surprise round.. You must take a short rest before you can spend another. [/OOC], [OOC='[color=maroon]Second Wind[/color]'][B][color=maroon]Second Wind[/color][/B] [b]Standard Action[/b] [b]Effect:[/b] You spend a Healing Surge and gain a +2 bonus to all defenses until the start of your next turn. [b]Special:[/b] Once per Encounter: You can use your second wind once per encounter and can use it again after you take a short rest or an extended rest. Some powers (either yours or another character’s) allow you to spend healing surges without using your second wind.[/OOC], [OOC='[color=maroon]Drunken Monkey[/color]'][B][color=maroon]Drunken Monkey[/color][/B] [b]Encounter * Full Discipline, Implement, Psionic Standard Action * Melee[/b] touch [b]Target:[/b] One enemy [b]Attack:[/b] Dexterity (+8) vs. Will [b]Hit:[/b] 1d8 + Dexterity modifier (+6) damage, and you slide the target 1 square. The target then makes a melee basic attack as a free action against one enemy of your choice. The target gains a bonus to the attack roll equal to your Wisdom modifier (+2).[/OOC], [OOC='[color=maroon]Drunken Monkey Movement Technique[/color]'][B][color=maroon]Drunken Monkey Movement Technique[/color][/B] [b]Encounter * Full Discipline, Psionic Move Action * Personal Effect:[/b] You move your speed + 2. During this movement, you ignore difficult terrain and gain a power bonus to all defenses against opportunity attacks. The bonus equals your Wisdom modifier.[/OOC], [OOC='[color=maroon]Disruptive Strike[/color]'][B][color=maroon]Disruptive Strike[/color][/B] [b]Encounter * Martial, Weapon Immediate Interrupt & Melee or Ranged[/b] weapon [b]Trigger:[/b] You or an ally is attacked by a creature [b]Target:[/b] The attacking creature [b]Attack:[/b] Strength (+7) vs. AC (melee) or Dexterity (+11) vs. AC (ranged) [b]Hit:[/b] 1[d4] + Strength modifier (+2) damage (melee) or 1[d4] + Dexterity modifier (+6) damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier (+2).[/OOC], [OOC='[color=black]Skirmishing Stance[/color]'][B][color=black]Skirmishing Stance[/color][/B] [b]Daily * Martial, Stance Minor Action * Personal[/b] [b]Effect:[/b] Until the stance ends, whenever you move at least 4 squares away from where you started your turn, you gain a +2 power bonus to AC and Reflex until the start of your next turn, and your next attack before the end of your next turn deals 1d8 extra damage.[/OOC], [OOC='[color=black]Begin the Hunt[/color]'][B][color=black]Begin the Hunt[/color][/B] [b]Daily * Martial No Action * Personal [b]Trigger:[/b] You roll initiative [b]Effect:[/b] You gain a +2 bonus to the initiative check, and using your Hunter’s Quarry, you designate one creature you can see as your quarry. You gain a +2 power bonus to attack rolls against that creature until it is no longer your quarry.[/OOC], [OOC='[color=black]One Hundred Leaves[/color]'][B][color=black]One Hundred Leaves[/color][/B] [b]Daily * Implement, Psionic Standard Action * Close[/b] blast 3 [b]Target:[/b] Each creature in blast [b]Attack:[/b] Dexterity (+8) vs. Reflex [b]Hit:[/b] 3d8 + Dexterity modifier (+6) damage, and you push the target 2 squares. [b]Miss:[/b] Half damage, and you push the target 1 square. [b]Effect:[/b] Until the end of your next turn, you can target one additional creature in range with your flurry of blows power.[/OOC], [OOC='[color=orange]Implement: Ki Focus[/color]'][B][color=orange]Implement: Ki Focus[/color][/B] [b]Enhancement:[/b] +1 attack rolls and damage rolls [b]Critical:[/b] +1d10 damage [b]Property:[/b] If you hit an opponent with an attack using this ki focus, you gain resistance to all of that target’s attacks equal to 2 + this implement’s enhancement bonus (+1) until the end of your next turn.[/OOC] [B]Notes[/B] [spoiler=Resistances]+5 feat bonus vs Fear effects[/spoiler] [spoiler=Combat Modifiers]After successful melee/ranged attack, +2 dam against same target when using ranged/melee attack. +2 Initiative 1/day if power 'Begin the Hunt' is activated. +2 power bonus to AC/REF if power/stance 'Skirmishing Stance' is active.[/spoiler] [spoiler=Skill Modifiers]+2 Athletics/Climb (climber's kit) +2 Open Locks/Disarm Trap (thieves tools)[/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
[b]At-Will[/b] [b]Minor Action[/b] [b]Effect:[/b] You can designate the nearest enemy to you that you can see as your quarry. Once per round, when you hit your quarry with an attack that uses a ranger power, the attack deals extra damage based on your level. 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. If you have dealt Hunter’s Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn. 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.
[b]At-Will * Psionic Free Action (Special) * Melee[/b] 1 [b]Trigger:[/b] You hit with an attack during your turn using a monk power. [b]Target:[/b] One creature [size=1]Level 11: One or two creatures Level 21: Each enemy adjacent to you[/size] [b]Effect:[/b] The target takes damage equal to 2 + your Wisdom modifier (+2), and you slide it 1 square to a square adjacent to you, or 1 square in any direction if the target wasn’t targeted by the triggering attack. [b]Special:[/b] You can use this power only once per round.
[b]At-Will Free Action (Special) * Personal Effect:[/b] You draw or sheathe a weapon. pick up an item In your space or adjacent to you, or retrieve or stow an Item. [b]Special:[/b] You can use this power only once per round.
[b]At-Will * Full Discipline, Implement, Psionic Standard Action * Melee[/b] touch [b]Target:[/b] One creature [b]Attack:[/b] Dexterity (+8) vs. Fortitude [b]Hit:[/b] 1d6 + Dexterity modifier (+6) damage, and you knock the target prone. [size=1]Level 21: 2d6 + Dexterity modifier (+6) damage.[/size]
[b]At-Will * Full Discipline, Psionic Move Action * Melee[/b] 1 [b]Target:[/b] One ally or one prone enemy [b]Effect:[/b] You swap places with the target.
[b]At-Will * Martial, Weapon Standard Action * Melee or Ranged[/b] weapon [b]Target:[/b] One creature [b]Attack:[/b] Dexterity (+11) vs. AC [b]Hit:[/b] 1[d4] + Dexterity modifier (+6) damage, and you shift 2 squares to a square that is not adjacent to the target. [size=1]Level 21: 2[d4] + Dexterity modifier damage.[/size]
[b]FreeAction[/b] [b]Effect A:[/b] You gain an extra action this turn. You decide if the action is a standard action, a move action, or a minor action. [b]Effect B:[/b] PCs may instead spend an Action Point to guarantee success on one attack of a Daily Power, but must declare its expenditure before rolling any of that power's attacks. [b]Special:[/b] You can spend an action point only during your turn, but never during a surprise round.. You must take a short rest before you can spend another.
[b]Standard Action[/b] [b]Effect:[/b] You spend a Healing Surge and gain a +2 bonus to all defenses until the start of your next turn. [b]Special:[/b] Once per Encounter: You can use your second wind once per encounter and can use it again after you take a short rest or an extended rest. Some powers (either yours or another character’s) allow you to spend healing surges without using your second wind.
[b]Encounter * Full Discipline, Implement, Psionic Standard Action * Melee[/b] touch [b]Target:[/b] One enemy [b]Attack:[/b] Dexterity (+8) vs. Will [b]Hit:[/b] 1d8 + Dexterity modifier (+6) damage, and you slide the target 1 square. The target then makes a melee basic attack as a free action against one enemy of your choice. The target gains a bonus to the attack roll equal to your Wisdom modifier (+2).
[b]Encounter * Full Discipline, Psionic Move Action * Personal Effect:[/b] You move your speed + 2. During this movement, you ignore difficult terrain and gain a power bonus to all defenses against opportunity attacks. The bonus equals your Wisdom modifier.
[b]Encounter * Martial, Weapon Immediate Interrupt & Melee or Ranged[/b] weapon [b]Trigger:[/b] You or an ally is attacked by a creature [b]Target:[/b] The attacking creature [b]Attack:[/b] Strength (+7) vs. AC (melee) or Dexterity (+11) vs. AC (ranged) [b]Hit:[/b] 1[d4] + Strength modifier (+2) damage (melee) or 1[d4] + Dexterity modifier (+6) damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier (+2).
Powers
[b]Daily * Martial, Stance Minor Action * Personal[/b] [b]Effect:[/b] Until the stance ends, whenever you move at least 4 squares away from where you started your turn, you gain a +2 power bonus to AC and Reflex until the start of your next turn, and your next attack before the end of your next turn deals 1d8 extra damage.
[b]Daily * Martial No Action * Personal [b]Trigger:[/b] You roll initiative [b]Effect:[/b] You gain a +2 bonus to the initiative check, and using your Hunter’s Quarry, you designate one creature you can see as your quarry. You gain a +2 power bonus to attack rolls against that creature until it is no longer your quarry.
[b]Daily * Implement, Psionic Standard Action * Close[/b] blast 3 [b]Target:[/b] Each creature in blast [b]Attack:[/b] Dexterity (+8) vs. Reflex [b]Hit:[/b] 3d8 + Dexterity modifier (+6) damage, and you push the target 2 squares. [b]Miss:[/b] Half damage, and you push the target 1 square. [b]Effect:[/b] Until the end of your next turn, you can target one additional creature in range with your flurry of blows power.
[b]Enhancement:[/b] +1 attack rolls and damage rolls [b]Critical:[/b] +1d10 damage [b]Property:[/b] If you hit an opponent with an attack using this ki focus, you gain resistance to all of that target’s attacks equal to 2 + this implement’s enhancement bonus (+1) until the end of your next turn.
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
Original Stats: 12 13 17 10 13 10 +2 Dex racial > 12 13 19 10 13 10 +1 Dex, +1 Wis level 4 > 12 13 20 10 14 10 Selected History as class skill via house rules Added house rule: Ranger Marauder fighting style as a selectable Hybrid Talent option (Benefit details given below) Changed name of "Battle Hardened" feat (PHB3) to "Girls Have Balls Too", cause it's funner ^_~ ===================== HYBRID MONK ~ PHB3 ===================== Striker, Psionic +1 will 4 Skill choices: Acrobatics, Athletics, Perception, Thievery Weapon Proficiencies: Club, Dagger, Quarterstaff, Shuriken, Sling, Spear Armor Proficiencies: Cloth Hit Points - First Level - Surges: 6 - 2.5 - 3.5 Monastic Tradition (Hybrid): Choose a Monastic Tradition option. You gain only the Flurry of Blows power associated with that option. Your Flurry of Blows power is triggered only when you hit with a monk powcr or monk paragon path power during your turn. You are considered to have that option for the purpose of meeting prerequisites. Full Discipline: Many monk powers have the full discipline keyword. A full discipline power gives you two or more actions to choose from, usually an attack technique and a movement technique. Attack techniques usually require a standard action, and movement techniques are options for your move actions. For a monk, a full discipline power represents a fighting style, a unique combination of a move and an attack. You can use only one full discipline power per round. However, if you spend an action point to take an extra action, you can switch to a different full discipline power. You can use the techniques of a full discipline power in whatever order you like, and you can choose to use one of the techniques and not the other during a particular round. The number of times you can use a full discipline power’s techniques during a round is determined by the power’s type—at-will or encounter—and by the actions you have available that round. For example, you can use the techniques of an at-will full discipline power as many times during a round as you like, provided you have enough of the required actions, but you can use the techniques of an encounter full discipline power once during a round. Monk Implements: Monks usually channel their psionic energy through an item called a ki focus, which is a wooden practice weapon, prayer beads, a manual of lore, or some other object a monk studies or uses during training or meditation. After you attune yourself to a ki focus, you can use it as an implement when it is on your person (see the “Ki Focuses” sidebar). When you wear or hold your ki focus, you can add its enhancement bonus to the attack rolls and the damage rolls of monk powers and monk paragon path powers that have the implement keyword. You can also add its enhancement bonus to the attack rolls and the damage rolls of weapon attacks you make using a weapon with which you’re proficient. You can also use a weapon with which you’re proficient as an implement. When wielding the weapon as an implement, the weapon’s characteristics—proficiency bonus, damage die, and weapon properties like defensive or high crit—are irrelevant to your implement powers. If you have both a magic ki focus and a magic weapon, you choose before you use an attack power whether to draw on the magic of the ki focus or the weapon. Your choice determines which enhancement bonus, critical hit effects, and magic item properties and powers you can apply to that power. You can’t, for example, use the enhancement bonus of your ki focus and the critical hit effect of your magic weapon with the same attack. ======================= HYBRID RANGER~ PHB3 ======================= Striker, Martial +1 Fort 1 Skill Choice: Dungeoneering Armor Proficiencies: Cloth, Leather, Hide Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged. Hit Points - First Level - Surges: 6 - 2.5 - 3 Hunter's Quarry (Hybrid) Marauder Fighting Style: Fierce, fast, and hard-hitting, you are skilled at fighting with two weapons and using your off hand for throwing or parrying. Many of your attacks require thrown weapons. You’re faster than other characters, but you’re not interested in outrunning trouble; you go looking for it. You gain Two-Weapon Defense as a bonus feat, even if you don’t meet the prerequisites. In addition, you gain a +1 bonus to speed while you aren’t using a shield or a two-handed weapon.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games