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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
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=294105][size=4][B]Fanindal Arrowhawk[/B][/size][/url], Elf Ranger [B]Init[/B] +8 [B]HP[/B] 56/56 [B]Bloodied[/B] 28 [B]Healing Surge[/B] 14 (0 used /8) [B]AC[/B] 23 [B]Fort[/B] 19 [B]Reflex[/B] 22 [B]Will[/B] 20 [B]Speed[/B] 7 [B]Str[/B] 12 (+1) [B]Con[/B] 14 (+2) [B]Dex[/B] 20 (+5) [B]Int[/B] 8 (-1) [B]Wis[/B] 18 (+4) [B]Cha[/B] 10 (0) [OOC='[STRIKE]Racial: Elven Accuracy[/STRIKE]'][B]Racial: Elven Accuracy[/B] Encounter Free Action Personal Effect: Reroll an attack roll. Use the second roll, even if it’s lower.[/OOC], [OOC='At-Will: Twin Strike'][B]At-Will: Twin Strike[/B] 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.[/OOC], [OOC='At-Will: Nimble Strike'][B]At-Will: Nimble Strike[/B] At-Will ✦ Martial,Weapon Standard Action Ranged weapon Target: One creature Special: Shift 1 square before or after you attack Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage.[/OOC], [OOC='[STRIKE]Encounter: Two-Fanged Strike[/STRIKE]'][B]Encounter: Two-Fanged Strike[/B] 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='[STRIKE]Encounter: Disruptive Strike[/STRIKE]'][B]Encounter: Disruptive Strike[/B] 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='[STRIKE]Encounter: Biting Volley[/STRIKE]'][B]Encounter: Biting Volley[/B] Encounter ✦ Martial, Weapon Standard Action Ranged weapon Targets: One or two creatures Attack: Dexterity vs. Reflex, two attacks. Each attack can score a critical hit on a roll of 18–20. Hit: 1[W] + Dexterity modifier damage per attack.[/OOC], [OOC='Utility: Invigorating Stride'][B]Utility: Invigorating Stride[/B] Encounter. Healing, Martial Move Action Personal Effect: You shift a number of squares equal to your Wisdom modifier and must not end the shift adjacent to any enemy. You can use your second wind.[/OOC], [OOC='Utility: Weave through the Fray'][B]Utility: Weave through the Fray[/B] 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='[STRIKE]Daily: Hunter’s Bear Trap[/STRIKE]'][B]Daily: Hunter’s Bear Trap[/B] Daily ✦ Martial,Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged) Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged), and the target is slowed and takes ongoing 5 damage (save ends both). Miss: Half damage, no ongoing damage, and the target is slowed until the end of your next turn.[/OOC], [OOC='Daily: Spitting-Cobra Stance'][B]Daily: Spitting-Cobra Stance[/B] Daily ✦ Martial, Stance, Weapon Minor Action Personal Effect: Until the stance ends, you can make a ranged basic attack as an opportunity action against any enemy within 5 squares of you that moves closer to you.[/OOC] [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
Encounter Free Action Personal Effect: Reroll an attack roll. Use the second roll, even if it’s lower.
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.
At-Will ✦ Martial,Weapon Standard Action Ranged weapon Target: One creature Special: Shift 1 square before or after you attack Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage.
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.
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.
Encounter ✦ Martial, Weapon Standard Action Ranged weapon Targets: One or two creatures Attack: Dexterity vs. Reflex, two attacks. Each attack can score a critical hit on a roll of 18–20. Hit: 1[W] + Dexterity modifier damage per attack.
Encounter. Healing, Martial Move Action Personal Effect: You shift a number of squares equal to your Wisdom modifier and must not end the shift adjacent to any enemy. You can use your second wind.
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.
Daily ✦ Martial,Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged) Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged), and the target is slowed and takes ongoing 5 damage (save ends both). Miss: Half damage, no ongoing damage, and the target is slowed until the end of your next turn.
Daily ✦ Martial, Stance, Weapon Minor Action Personal Effect: Until the stance ends, you can make a ranged basic attack as an opportunity action against any enemy within 5 squares of you that moves closer to you.
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
30g 90sp
Personality Traits
Fanindal is a man with a mission and it shows, although this deviates little from how he usually acts. Almost always the first to action, the elf prefers swift, decisive action, rather than convoluted schemes or plots. Serious to the point of grim, the hunter allows little time for dalliances and cannot stand any sort of foolishness or distraction, therefore he avoids most vices. Fanindal expects this not only of himself, but of those he travels with as well, though he makes exceptions for humans, seeing them largely flighty. Yet he is not outspoken, indeed he is quite quiet and aloof unless something is deserving of his attention. When he does speak he is bluntly honest, sometimes rude, and generally lacking in subtlety and tact. He does not sugar-coat things, partially as a reflection of his own harsh past. Most of the aspects of human life he has encountered so far seem frivolous to the otherwise pragmatic elf; more often than not, the practical and simple methods are often the most effective, and he aims for results above all else. Despite his misgivings against humans and other races, when he finds something worthy in an ally he is fiercely loyal to them, willing to travel down the maw of the Dark Father himself with them if the need should ever arise. ((TL;DR Version: -Serious -Blunt -Aloof -Pragmatic/ Practical -Fiercely loyal to those he finds worthy))
Mannerisms and Appearance
Though attempting to gauge an elf’s age is like trying to count the rings on a tree not yet felled, Fanindal is undeniably an adult elf, if not a bit older or encroaching on middle-age. He has the slim, athletic build of a hunter in his youth, and shows no signs of losing that vitality any time soon. Though not exactly a tall figure, his sharply angled features are wolfish, inherently predatory and are more intimidating than most other elves’. Fanindal’s deep forest green eyes are ever vigilant in their hunt for any threat, that of the Dark Father or not. His hair is dark brown and long, though the hunter prefers to keep it in a high tail with a few adornments; braids with beads or feathers are common, as well as a few small symbols of Fey deities woven into them, the most prominent of which is a miniature hunting horn, the symbol of Herne. The hunter is rarely seen out of his hide armor, thick brown and tan leather with embossed designs of leaves along its pauldrons, bracers and chest. He carries a myriad of weapons required for the hunt, but none is more prized than his ancestral bow. Nearly as tall as he, Fanindal’s greatbow is a work of art as well as an example of elven craftsmanship; dark wood, neatly crafted with intricate gold details of wings and feathers and bearing the likeness of a hawk’s head on either end, it is as deadly as it is beautiful. ((TL;DR Version: -Adult elf -Average height -Athletic build -Long, dark brown hair, pulled into a high tail, few adornments (feathers, beads, few small symbols of fey dieties) -Dark green eyes -Wolfish, predatory features -Elven-crafted greatbow, hawk-headed with wing motif -Brown hide armor, embossed with leaves and hawk designs.))
Session and Campaign Notes
Code of the Hunt Honorable Acts: -Pursue and defeat worthy prey -Defeat the corrupters (those tainted by the Father and used against the land) -Aid allies in the hunt -Ensure survival of all allies in the hunt Dishonorable Acts: -Break your word or vow -Be defeated by one’s prey -Fail to pursue one’s prey -Select and/or defeat unworthy prey -Permit a corrupter to live -Fail to aid an ally -Abandon an ally
Companions and Allies
Background & Other Notes
Born just outside of the capitol of Genaus, Fanindal spent his early life calling the Life Song Forest home. He recalls deep woods and verdant forests of greater splendor than Dragothia, training with his kind in the arts of tracking, hunting and archery. His father was an exceptional archer and was Fanindal’s role-model as he grew older. It was no surprise that when his father, following what he saw to be the wisdom of the gods in their effort to defeat the Dark Father, went to aid mankind in their fight in distant Dragothia, Fanindal followed. Though humans were somewhat wary of the newcomers, they were not too proud to turn down help where it was offered, in fact, they had several Fey amongst their ranks. The archer expected glorious combat, but the battles against the dark minions were even bloodier than a young Fanindal expected. In one of the nastier skirmishes, Fanindal’s father was struck by a mage’s spell, which would cause a slow, withering death. He survived long enough to bequeath Fanindal his bow until his son brought about a merciful end. Fanindal continued to fight beside his human and dwarven allies until the dark minions began to retreat and news of the Dark Father’s defeat spread across the land like wildfire. He and many of his kin looked to return home to Genaus, glorious heroes of a bloody war, only to be violently denied by his kinsmen. They claimed that man had tainted them with the Dark Lord’s corruption and refused to let them return. The elven outcasts found no haven amongst their former human allies as they returned to Dragothia. Whatever trust Fanindal had in man was quickly lost. With no place to call their own and their home denied, the former elven soldiers established a nomadic society of hunters and gatherers within the forests of Dragothia, now calling themselves Shalasae, or ‘Wanderers’. Together they rallied under their former commander, Silnessa Stillwhisper, granting her the title of Shori’dan, wise one, and appointing her their leader. The Shalasae occasionally traded with human settlements on the very fringes of civilization, but largely kept to themselves. However, as years went by, distrust and superstition about the wandering elves mounted and interaction between humans and elves soon became tense at best, and bloody at worst. Fanindal became one of the Shalasae’s hunters, provider and protector against the threats of man, beast or Dark Lord. And so life passed in quiet, vigilant obscurity. However, the quiet life of hunter and wanderer soon ended for Fanindal as a mysterious illness overtook many of the wandering elves. Conventional healing failed time and time again as they tried to lift the affliction; and those that knew magic of old or bearing the will of the gods could barely break their patients’ fever, nonetheless stop the illness from running rampant in the camps, killing many. Many began to take stock in the belief that they had indeed been corrupted and panicked, fleeing from the Shalasae into the woods or ending their own lives. When a semblance of order had been returned, Shori’dan Silnessa proposed the idea of sending one of their own out into man’s world to seek a cure for their affliction. Fanindal was elected to go, being neither too old nor too young and one of the few hunters still well enough to make the journey. Bound by duty to the Shori’dan and his people, Fanindal set aside his grudges with mankind for the time being and set out for the cure. ((TL;DR Version: -Native born to Genaus, within the Lifesong Forest -Spent youth training in archery, hunting tracking with father -Age of Wrath occurs -As Fey gods aided Commonwealth, left Genaus with father to aid in struggle against the minions of the Dark Father in Dragothia -Fought in a few skirmishes/battles alongside humans -Father was killed, bequeathing Fan his bow -After Dark Father was defeated, tried to return home with other elves, only to be denied Genaus, claiming to have been 'tainted' by man -He and elven outcasts found no home among their former human allies, losing his trust in man -Established nomadic hunter/gatherer society known as the Shalasae (Wanderers) on the other fringes of human society in Dragothia, occasionally trading with distant settlements -As years went by, distrust and superstition continually mounted against the elven wanderers, interaction was tense at best, bloody at worst. Elves further retreated into isolation and obscurity -Fanindal became one of the Shalasae's hunters, provider and protector against the threats of man or the remnants of the Dark Father's army -Barring issues with human settlements and barbarian tribes, life progressed in quiet, if vigilant, obscurity until a strange illness began to befall many of the wanderers -Fey magic and conventional healing failed to heal any of the sick, elves began to die off alarmingly fast. Decided that man may have come up with a cure for the disease, but could not move all the sick -Elected Fanindal to go into human society to seek aid for the plague, being one of the hunters not too old, nor too young, and having had experience with humankind before -Begrugingly left, seeking aid for his people, or allies in attempt to find a cure))
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games