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=208705][size=4][B]Djachdib[/B][/size][/url], Half-Orc Ranger [B]Init[/B] +7 [B]HP[/B] 20/54 [B]Bloodied[/B] 27 [B]Healing Surge[/B] 13 (1 used /6) [B]AC[/B] 21 [B]Fort[/B] 20 [B]Reflex[/B] 20 [B]Will[/B] 16 [B]Speed[/B] 6 [B]Str[/B] 19 (+4) [B]Con[/B] 12 (+1) [B]Dex[/B] 19 (+4) [B]Int[/B] 10 (0) [B]Wis[/B] 12 (+1) [B]Cha[/B] 8 (-1) [OOC='[color=green]Hunter's Quarry[/color]'][B][color=green]Hunter's Quarry[/color][/B] At-Will Minor Action Effect: 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, the attack deals 1d6 extra damage at level 1, 2d6 at level 11, and 3d6 at level 21. 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]Twin Strike[/color]'][B][color=Green]Twin Strike[/color][/B] Twin Strike [i]If the first attack doesn't kill it, the second one might.[/i] 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=green]Marauder's Rush[/color]'][B][color=green]Marauder's Rush[/color][/B] [i]You defend with one weapon while striking with the other.[/i] At-Will Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding two melee weapons. Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you gain a +2 power bonus to AC until the end of your next turn. Level 21: 2[W] + Strength modifier damage.[/OOC], [OOC='[color=red]Off-Hand Strike[/color]'][B][color=red]Off-Hand Strike[/color][/B] [i]A weapon in your off-hand allows for a quick attack.[/i] Encounter Martial, Weapon Minor Action Melee weapon Requirement: You must be wielding two melee weapons. Target: One creature Attack: Strength vs. AC (off-hand weapon) Hit: 1[W] + Strength modifier damage (off-hand weapon).[/OOC], [OOC='[color=red]Ruffling Sting[/color]'][B][color=red]Ruffling Sting[/color][/B] [i]With a scorpion-like jab, you unsettle your opponent enough to gain a momentary advantage.[/i] Encounter Martial, Weapon Minor Action Melee weapon Requirement: You must be wielding two melee weapons. Target: One creature Attack: Strength vs. AC (off-hand weapon) Hit: 1[W] + Strength modifier damage (off-hand weapon). Until the end of your turn, the target grants combat advantage to you for your next melee attack against it.[/OOC], '[color=red]Lashing Leaves[/color]', [OOC='[color=red]Furious Assault[/color]'][B][color=red]Furious Assault[/color][/B] [i]Your monstrous wrath burns inside you, giving strength to your attack.[/i] Encounter Free Action Personal Trigger: You hit an enemy Effect: The attack deals 1[W] extra damage if it�s a weapon attack or 1d8 extra damage if it isn�t.[/OOC], [OOC='[color=red]Death Threat[/color]'][B][color=red]Death Threat[/color][/B] [i]You bring down your quarry and then fix your hunter eyes on another foe[/i] Encounter Martial Free Action Personal Trigger: You reduce your quarry to 0 hit points Effect: Choose one enemy within 5 squares of you. You designate that enemy as your quarry, and you gain combat advantage against it until the end of your next turn.[/OOC], [OOC='[color=black]Jaws of the Wolf[/color]'][B][color=black]Jaws of the Wolf[/color][/B] [i]You use your weapons to hedge in your foe and trick him into exposing a weak spot, at which point you strike.[/i] 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=black]Frenzied Skirmish[/color]'][B][color=black]Frenzied Skirmish[/color][/B] [i]Like an animal backed into a corner, you become deadlier in your desperation.[/i] Daily Martial, Stance Minor Action Personal Effect: Until the stance ends, whenever an enemy hits or misses you with a close or a melee attack, you can make a melee basic attack against it as an opportunity action. You can then shift 3 squares but must not end the shift adjacent to any enemy.[/OOC], [OOC='[color=black]Begin the Hunt[/color]'][B][color=black]Begin the Hunt[/color][/B] [i]You quickly identify your prey and ready yourself to attack it.[/i] Daily Martial No Action Personal Trigger: You roll initiative Effect: 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=orange]+Frost Rapier[/color]'][B][color=orange]+Frost Rapier[/color][/B] [i]Though you wield it as your primary weapon, this blade lends its power to your off-hand attacks.[/i] Level: 4 Price: 840 gp Weapon: Heavy blade Enhancement: +1 attack rolls and damage rolls Critical: +1d6 damage per plus, and you can make a melee basic attack with your off-hand weapon. Property: When you hit an enemy with both this weapon and your off-hand weapon during the same turn, that enemy takes a �2 penalty to attack rolls against you until the end of your next turn.[/OOC], [OOC='[color=orange]+2 Badge of the Berserker[/color]'][B][color=orange]+2 Badge of the Berserker[/color][/B] [i]This cloak roils about you like the rippling air of a scorching desert.[/i] Level: 4 Price: 840 gp Item Slot: Neck Enhancement: +1 Fortitude, Reflex, and Will Property: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item�s enhancement bonus.[/OOC], [OOC='[color=orange]+1 Predator's Hide[/color]'][B][color=orange]+1 Predator's Hide[/color][/B] [i]This tiger�s hide clearly marks you as a formidable hunter.[/i] Level: 3 Price: 680 gp Armor: Hide Enhancement: +1 AC Property: When you hit a target you have designated with your Hunter�s Quarry class feature, you gain a +1 bonus to all defenses against attacks by the designated quarry until the end of your next turn.[/OOC], '[color=orange]Iron Armbands of Power (Heroic)[/color]', '[color=orange]Siberys Shard of Merciless Cold (Heroic)[/color]' [B]Notes[/B]
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
At-Will Minor Action Effect: 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, the attack deals 1d6 extra damage at level 1, 2d6 at level 11, and 3d6 at level 21. 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.
Twin Strike [i]If the first attack doesn't kill it, the second one might.[/i] 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.
[i]You defend with one weapon while striking with the other.[/i] At-Will Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding two melee weapons. Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you gain a +2 power bonus to AC until the end of your next turn. Level 21: 2[W] + Strength modifier damage.
[i]A weapon in your off-hand allows for a quick attack.[/i] Encounter Martial, Weapon Minor Action Melee weapon Requirement: You must be wielding two melee weapons. Target: One creature Attack: Strength vs. AC (off-hand weapon) Hit: 1[W] + Strength modifier damage (off-hand weapon).
[i]With a scorpion-like jab, you unsettle your opponent enough to gain a momentary advantage.[/i] Encounter Martial, Weapon Minor Action Melee weapon Requirement: You must be wielding two melee weapons. Target: One creature Attack: Strength vs. AC (off-hand weapon) Hit: 1[W] + Strength modifier damage (off-hand weapon). Until the end of your turn, the target grants combat advantage to you for your next melee attack against it.
[i]Your monstrous wrath burns inside you, giving strength to your attack.[/i] Encounter Free Action Personal Trigger: You hit an enemy Effect: The attack deals 1[W] extra damage if it�s a weapon attack or 1d8 extra damage if it isn�t.
[i]You bring down your quarry and then fix your hunter eyes on another foe[/i] Encounter Martial Free Action Personal Trigger: You reduce your quarry to 0 hit points Effect: Choose one enemy within 5 squares of you. You designate that enemy as your quarry, and you gain combat advantage against it until the end of your next turn.
[i]You use your weapons to hedge in your foe and trick him into exposing a weak spot, at which point you strike.[/i] 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.
[i]Like an animal backed into a corner, you become deadlier in your desperation.[/i] Daily Martial, Stance Minor Action Personal Effect: Until the stance ends, whenever an enemy hits or misses you with a close or a melee attack, you can make a melee basic attack against it as an opportunity action. You can then shift 3 squares but must not end the shift adjacent to any enemy.
[i]You quickly identify your prey and ready yourself to attack it.[/i] Daily Martial No Action Personal Trigger: You roll initiative Effect: 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.
[i]Though you wield it as your primary weapon, this blade lends its power to your off-hand attacks.[/i] Level: 4 Price: 840 gp Weapon: Heavy blade Enhancement: +1 attack rolls and damage rolls Critical: +1d6 damage per plus, and you can make a melee basic attack with your off-hand weapon. Property: When you hit an enemy with both this weapon and your off-hand weapon during the same turn, that enemy takes a �2 penalty to attack rolls against you until the end of your next turn.
[i]This cloak roils about you like the rippling air of a scorching desert.[/i] Level: 4 Price: 840 gp Item Slot: Neck Enhancement: +1 Fortitude, Reflex, and Will Property: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item�s enhancement bonus.
[i]This tiger�s hide clearly marks you as a formidable hunter.[/i] Level: 3 Price: 680 gp Armor: Hide Enhancement: +1 AC Property: When you hit a target you have designated with your Hunter�s Quarry class feature, you gain a +1 bonus to all defenses against attacks by the designated quarry until the end of your next turn.
Powers
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