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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
[list] [*]At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter. [*]Sneak Attack Damage: 2d6 [*]When you use your second wind, you can shift 3 squares as a free action. [*]+2 racial bonus to saving throws against effects that daze, dominate, or stun. [*]A spellscarred creature knows when an area of Spellplague, or a plaguechanged or spellscarred creature, is within' 5 squares of him. [*]-2 penalty to all defenses and saving throws against the Spellplague, plaguechanged and spellscarred creatures. [/list] +2 vs AC for the First attack made against me in the encounter as long as the Darkleaf armor is worn. +2 to Fort and Will while The Winds of Change is carried.
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=296791][size=4][B]Hurm dar Rivek[/B][/size][/url], Githzerai Thief (Wasteland Nomad) [B]Init[/B] +6 [B]HP[/B] 24/24 [B]Bloodied[/B] 12 [B]Healing Surge[/B] 6 (0 used /7) [B]AC[/B] 17 [B]Fort[/B] 15 [B]Reflex[/B] 17 [B]Will[/B] 15 [B]Speed[/B] 6 [B]Str[/B] 15 (+2) [B]Con[/B] 12 (+1) [B]Dex[/B] 19 (+4) [B]Int[/B] 9 (-1) [B]Wis[/B] 14 (+2) [B]Cha[/B] 13 (+1) [OOC='[color=green]Far Hearing[/color]'][B][color=green]Far Hearing[/color][/B] At-Will | Minor Personal Keyword: Psionic Choose one square that you can see that is within' 10 squares of you. Until the end of your next turn, you can hear as though you occupied that square.[/OOC], [OOC='[color=green]Tactical Trick[/color]'][B][color=green]Tactical Trick[/color][/B] Your quick assessment of the battlefield shows you both where to step and which enemies are too distracted to defend themselves properly. At-Will Martial Move Action Personal Effect: You move up to your speed, and you do not provoke opportunity attacks when leaving squares adjacent to your allies. Until the end of your turn, you have combat advantage against enemies that have at least one of your allies adjacent to them.[/OOC], [OOC='[color=green]Tumbling Trick[/color]'][B][color=green]Tumbling Trick[/color][/B] You dodge between your foes, slashing to the right and left with such speed that one attack leads into another. At-Will Martial Move Action Personal Effect: You shift up to 3 squares. The next time you hit an enemy with a melee basic attack this turn, you also deal damage equal to your Strength modifier to a different enemy, which must be adjacent to you.[/OOC], [OOC='[color=red]Backstab[/color]'][B][color=red]Backstab[/color][/B] You take a split second to locate the most vulnerable point in your enemy’s defenses. Encounter Martial Free Action Personal Trigger: You make an attack roll against an enemy within 5 squares of you using a basic attack with a weapon. The enemy must be granting combat advantage to you. Effect: You gain a +3 power bonus to the attack roll, and the enemy takes 1d6 extra damage if the attack hits. Level 7: 2d6 extra damage. Level 17: 3d6 extra damage. Level 27: 4d6 extra damage.[/OOC], [OOC='[color=red]Iron Mind[/color]'][B][color=red]Iron Mind[/color][/B] Under the brunt of an attack, you use the power of your mind to fortify yourself against harm. Encounter Immediate Interrupt Personal Trigger: You are hit by an attack. Effect: You gain a +2 bonus to all defenses until the end of your next turn.[/OOC], [OOC='[STRIKE][color=red]Second Wind[/color][/STRIKE]'][B][color=red]Second Wind[/color][/B] STANDARD ACTION Spend a healing surge to regain hit points. You gain a +2 bonus to all defenses until the start of your next turn.[/OOC], [OOC='[STRIKE][color=red]Wasteland Fury[/color][/STRIKE]'][B][color=red]Wasteland Fury[/color][/B] [B]Encounter | Wasteland Nomad Attack Standard Action | Melee or Ranged:[/B] Weapon [B]Keywords: [/B]Primal, Weapon [B]Effect: [/B]If you use this power while not adjacent to any of your allies, you can shift 1 square immediately before or following the attack. [B]Target: [/B]One creature [B]Attack: [/B]Primary Ability vs AC [B]Hit: [/B]1[W] + Ability Modifier damage. if you have combat Advantage against the target, you deal extra damage equal to your Primary Ability Modifier.[/OOC],[/OOC], [OOC='[color=gray]Healing Word[/color]'][B][color=gray]Healing Word[/color][/B] You whisper a brief prayer as divine light washes over your target, helping to mend its wounds. Daily | Healing Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in the burst Effect: The target can spend a healing surge and regain 1d6 additional hit points. Level 6: 2d6 additional hit points. Level 11: 3d6 additional hit points. Level 16: 4d6 additional hit points. Level 21: 5d6 additional hit points. Level 26: 6d6 additional hit points.[/OOC], '[color=darkorange]Targeting Shortbow +1[/color]', '[color=darkorange]Amulet of Life +1[/color]', [OOC='[color=darkorange]Potion of Healing[/color]'][B][color=darkorange]Potion of Healing[/color][/B] [b]Consumable Minor Action Effect:[/b] Drink this potion and spend a healing surge. You don't get the normal benefits of a healing surge. Instead, you regain 10 hp.[/OOC], [OOC='[COLOR=darkorange]Winds of Change[/color]'][B][COLOR=darkorange]Winds of Change[/color][/B] Body Slot: Off-Hand Property: +2 to Fortitude and Willpower. Property: Cannot be identified correctly. Property: Wild Magic Sorcerers and Chaos Magic Sorcerers can use this item as an implement. Gains +2d6 on a Critical Hit. Power (At Will Arcane): Free action. Change the type of damage dealt by a weapon or power to another random damage type for the round. Roll a d10. 1) Fire; 2) Cold; 3) Thunder; 4) Acid; 5) Radiant; 6) Necrotic; 7) Force; 8)Psychic; 9) Lightning; 10) Poison. Power (Encounter Arcane): Immediate Interrupt. The wildmage or chaos sorcerer can roll a second effect for their wildmage power with random effects and choose between the two random elements. Power (Daily Arcane): Standard Action. This power can be used by the wielder or any willing person. You unstop the Winds of Change and inhale deeply. It's trans-formative vapors take hold of you, altering you in every possible way. Roll a d6: 1 - You rebuild your character from the ground up in a manner of your choosing. 2-5 - Completely Random Character Generation 6 - The GM rebuilds your character based on his own whims. Special: Once a day you can use this item as a focus for the Transfer Enchantment, Simbul’s Conversion, Hand of Fate, Enhance Vessel or Elemental Transference rituals in place of the components cost. Goals of The Winds of Change: To inspire chaos To institute change Concordance: Owner gains a level +1d10 Owner is a Chaos Sorcerer or Wild Magic Sorcerer +1 Owner gets a critical hit or critical fumble with effects from the random tables +1 Owner worships a god of Order -1 Owner or an ally attacks a Wild Mage or Chaos Sorcerer (or similar creature at DM's discretion) (max 1/encounter) -2 [B]Body Slot:[/B] Off-Hand [B]Property:[/B] +2 to Fortitude and Willpower. [B]Property:[/B] Cannot be identified correctly. [B]Property:[/B] Wild Magic Sorcerers and Chaos Magic Sorcerers can use this item as an implement. Gains +2d6 on a Critical Hit. [B]Power (At Will Arcane):[/B] Free action. Change the type of damage dealt by a weapon or power to another random damage type for the round. Roll a d10. 1) Fire; 2) Cold; 3) Thunder; 4) Acid; 5) Radiant; 6) Necrotic; 7) Force; 8)Psychic; 9) Lightning; 10) Poison. [B]Power (Encounter Arcane):[/B] Immediate Interrupt. The wildmage or chaos sorcerer can roll a second effect for their wildmage power with random effects and choose between the two random elements. [B]Power (Daily Arcane):[/B] Standard Action. This power can be used by the wielder or any willing person. You unstop the Winds of Change and inhale deeply. It's trans-formative vapors take hold of you, altering you in every possible way. Roll a d6: [LIST] [*]1 - You rebuild your character from the ground up in a manner of your choosing. [*] 2-5 - Completely Random Character Generation [*] 6 - The GM rebuilds your character based on his own whims. [/LIST] [B]Special:[/B] Once a day you can use this item as a focus for the Transfer Enchantment, Simbul’s Conversion, Hand of Fate, Enhance Vessel or Elemental Transference rituals in place of the components cost. [B]Goals of The Winds of Change:[/B] [LIST] [*]To inspire chaos [*] To institute change [/LIST] [B]Concordance:[/B] [LIST] [*]Owner gains a level +1d10 [*] Owner is a Chaos Sorcerer or Wild Magic Sorcerer +1 [*] Owner gets a critical hit or critical fumble with effects from the random tables +1 [*] Owner worships a god of Order -1 [*] Owner or an ally attacks a Wild Mage or Chaos Sorcerer (or similar creature at DM's discretion) (max 1/encounter) -2 [*] Owner does not use a power of the Winds of Change (max 1/day) -2 [/LIST] [/OOC], [OOC='One Shot, One Kill +2'][B]One Shot, One Kill +2[/B] Use this card when you’ve killed a non-minion enemy that’s not bloodied. Gain a +1 bonus to attack rolls for the rest of the encounter.[/OOC], [OOC='Minion Slayer +2'][B]Minion Slayer +2[/B] After you kill at least 3 minions in one encounter, use this card to spend a healing surge to gain hit points equal to your healing surge value +1d6. This use does not use your second wind for the encounter.[/OOC], [OOC='Minion Slayer +2'][B]Minion Slayer +2[/B] After you kill at least 3 minions in one encounter, use this card to spend a healing surge to gain hit points equal to your healing surge value +1d6. This use does not use your second wind for the encounter.[/OOC] [B]Notes[/B] [list] [*]At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter. [*]Sneak Attack Damage: 2d6 [*]When you use your second wind, you can shift 3 squares as a free action. [*]+2 racial bonus to saving throws against effects that daze, dominate, or stun. [*]A spellscarred creature knows when an area of Spellplague, or a plaguechanged or spellscarred creature, is within' 5 squares of him. [*]-2 penalty to all defenses and saving throws against the Spellplague, plaguechanged and spellscarred creatures. [/list] +2 vs AC for the First attack made against me in the encounter as long as the Darkleaf armor is worn. +2 to Fort and Will while The Winds of Change is carried.
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 Personal Keyword: Psionic Choose one square that you can see that is within' 10 squares of you. Until the end of your next turn, you can hear as though you occupied that square.
Your quick assessment of the battlefield shows you both where to step and which enemies are too distracted to defend themselves properly. At-Will Martial Move Action Personal Effect: You move up to your speed, and you do not provoke opportunity attacks when leaving squares adjacent to your allies. Until the end of your turn, you have combat advantage against enemies that have at least one of your allies adjacent to them.
You dodge between your foes, slashing to the right and left with such speed that one attack leads into another. At-Will Martial Move Action Personal Effect: You shift up to 3 squares. The next time you hit an enemy with a melee basic attack this turn, you also deal damage equal to your Strength modifier to a different enemy, which must be adjacent to you.
You take a split second to locate the most vulnerable point in your enemy’s defenses. Encounter Martial Free Action Personal Trigger: You make an attack roll against an enemy within 5 squares of you using a basic attack with a weapon. The enemy must be granting combat advantage to you. Effect: You gain a +3 power bonus to the attack roll, and the enemy takes 1d6 extra damage if the attack hits. Level 7: 2d6 extra damage. Level 17: 3d6 extra damage. Level 27: 4d6 extra damage.
Under the brunt of an attack, you use the power of your mind to fortify yourself against harm. Encounter Immediate Interrupt Personal Trigger: You are hit by an attack. Effect: You gain a +2 bonus to all defenses until the end of your next turn.
STANDARD ACTION Spend a healing surge to regain hit points. You gain a +2 bonus to all defenses until the start of your next turn.
[B]Encounter | Wasteland Nomad Attack Standard Action | Melee or Ranged:[/B] Weapon [B]Keywords: [/B]Primal, Weapon [B]Effect: [/B]If you use this power while not adjacent to any of your allies, you can shift 1 square immediately before or following the attack. [B]Target: [/B]One creature [B]Attack: [/B]Primary Ability vs AC [B]Hit: [/B]1[W] + Ability Modifier damage. if you have combat Advantage against the target, you deal extra damage equal to your Primary Ability Modifier.[/OOC],
Powers
You whisper a brief prayer as divine light washes over your target, helping to mend its wounds. Daily | Healing Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in the burst Effect: The target can spend a healing surge and regain 1d6 additional hit points. Level 6: 2d6 additional hit points. Level 11: 3d6 additional hit points. Level 16: 4d6 additional hit points. Level 21: 5d6 additional hit points. Level 26: 6d6 additional hit points.
[b]Consumable Minor Action Effect:[/b] Drink this potion and spend a healing surge. You don't get the normal benefits of a healing surge. Instead, you regain 10 hp.
Body Slot: Off-Hand Property: +2 to Fortitude and Willpower. Property: Cannot be identified correctly. Property: Wild Magic Sorcerers and Chaos Magic Sorcerers can use this item as an implement. Gains +2d6 on a Critical Hit. Power (At Will Arcane): Free action. Change the type of damage dealt by a weapon or power to another random damage type for the round. Roll a d10. 1) Fire; 2) Cold; 3) Thunder; 4) Acid; 5) Radiant; 6) Necrotic; 7) Force; 8)Psychic; 9) Lightning; 10) Poison. Power (Encounter Arcane): Immediate Interrupt. The wildmage or chaos sorcerer can roll a second effect for their wildmage power with random effects and choose between the two random elements. Power (Daily Arcane): Standard Action. This power can be used by the wielder or any willing person. You unstop the Winds of Change and inhale deeply. It's trans-formative vapors take hold of you, altering you in every possible way. Roll a d6: 1 - You rebuild your character from the ground up in a manner of your choosing. 2-5 - Completely Random Character Generation 6 - The GM rebuilds your character based on his own whims. Special: Once a day you can use this item as a focus for the Transfer Enchantment, Simbul’s Conversion, Hand of Fate, Enhance Vessel or Elemental Transference rituals in place of the components cost. Goals of The Winds of Change: To inspire chaos To institute change Concordance: Owner gains a level +1d10 Owner is a Chaos Sorcerer or Wild Magic Sorcerer +1 Owner gets a critical hit or critical fumble with effects from the random tables +1 Owner worships a god of Order -1 Owner or an ally attacks a Wild Mage or Chaos Sorcerer (or similar creature at DM's discretion) (max 1/encounter) -2 [B]Body Slot:[/B] Off-Hand [B]Property:[/B] +2 to Fortitude and Willpower. [B]Property:[/B] Cannot be identified correctly. [B]Property:[/B] Wild Magic Sorcerers and Chaos Magic Sorcerers can use this item as an implement. Gains +2d6 on a Critical Hit. [B]Power (At Will Arcane):[/B] Free action. Change the type of damage dealt by a weapon or power to another random damage type for the round. Roll a d10. 1) Fire; 2) Cold; 3) Thunder; 4) Acid; 5) Radiant; 6) Necrotic; 7) Force; 8)Psychic; 9) Lightning; 10) Poison. [B]Power (Encounter Arcane):[/B] Immediate Interrupt. The wildmage or chaos sorcerer can roll a second effect for their wildmage power with random effects and choose between the two random elements. [B]Power (Daily Arcane):[/B] Standard Action. This power can be used by the wielder or any willing person. You unstop the Winds of Change and inhale deeply. It's trans-formative vapors take hold of you, altering you in every possible way. Roll a d6: [LIST] [*]1 - You rebuild your character from the ground up in a manner of your choosing. [*] 2-5 - Completely Random Character Generation [*] 6 - The GM rebuilds your character based on his own whims. [/LIST] [B]Special:[/B] Once a day you can use this item as a focus for the Transfer Enchantment, Simbul’s Conversion, Hand of Fate, Enhance Vessel or Elemental Transference rituals in place of the components cost. [B]Goals of The Winds of Change:[/B] [LIST] [*]To inspire chaos [*] To institute change [/LIST] [B]Concordance:[/B] [LIST] [*]Owner gains a level +1d10 [*] Owner is a Chaos Sorcerer or Wild Magic Sorcerer +1 [*] Owner gets a critical hit or critical fumble with effects from the random tables +1 [*] Owner worships a god of Order -1 [*] Owner or an ally attacks a Wild Mage or Chaos Sorcerer (or similar creature at DM's discretion) (max 1/encounter) -2 [*] Owner does not use a power of the Winds of Change (max 1/day) -2 [/LIST]
Use this card when you’ve killed a non-minion enemy that’s not bloodied. Gain a +1 bonus to attack rolls for the rest of the encounter.
After you kill at least 3 minions in one encounter, use this card to spend a healing surge to gain hit points equal to your healing surge value +1d6. This use does not use your second wind for the encounter.
After you kill at least 3 minions in one encounter, use this card to spend a healing surge to gain hit points equal to your healing surge value +1d6. This use does not use your second wind for the encounter.
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
While not afraid to play any outrageous and/or outlandish role, he's very quiet in real life.
Mannerisms and Appearance
As an actor, Ace worships and tries to emulate Steve Martin, John Cleese and Peter Sellers. The problem with Ace is his presence doesn't make an impression no matter how good his skills are. If you had to sum him up in a word, most people would choose, "Who?" Has a spellscar. (Ace V. Tellers was originally a 48 year old Caucasian human male, 5'9.5" 165 Lbs. This and other features changed with the entry to the "maze." He is now is a 6'1" Githzerai. )
Session and Campaign Notes
Ace's Sponsors are the Moirae (The Fates).
Companions and Allies
Background & Other Notes
Ace V. Tellers was born Steven V. Carosell in the small town of Concord, Massachusetts. Born from hard working Italian laborers immigrated to America, Steven lived an uneventful and quiet childhood. After graduating high school, he decided to study law in college. However, when filling out the university pre-law forms, he came across the following question: "Why do you want to be a lawyer." Steve had absolutely nothing to enter, and immediately abandoned law. Taking general classes, he wasn't sure what to take for his major, when he literally stumbled into a group of actors doing "flash mob improv." He instantly found his passion--acting. Steve studied communications and theater arts in Denison, OH, eventually graduating and joining the illustrious Second City troupe in Chicago, IL. However, he was cut from the team two years later. Next, moving out to Los Angeles, Steve found an agent and changed his performing name to Ace V. Tellers. While occasionally getting a commercial or walk-on TV role, Ace never got lucky and his biggest "break" was cast as a lead role in three failed sitcom pilots. Desperate for money, he was forced to sell his car (in Los Angeles, the equivalent of being transportation exiled,) and take the graveyard shift at the local "Circle K." Ace still tries to get a part...any part--but his "dream" has been attempted for almost thirty years, and all the roles are going to younger talent. Los Angeles Background (originally Windrise Ports) Since his transformation into a Githzerai Thief, Ace goes by the name of Hurm dar Rivek.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games