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=319591][size=4][B]Talgart Gaitwalker[/B][/size][/url], Halfling Rogue [B]Init[/B] +5 [B]HP[/B] 19/26 [B]Bloodied[/B] 13 [B]Healing Surge[/B] 6 ( used /8) [B]AC[/B] 17 [B]Fort[/B] 13 [B]Reflex[/B] 17 [B]Will[/B] 13 [B]Speed[/B] 6 [B]Str[/B] 14 (+2) [B]Con[/B] 14 (+2) [B]Dex[/B] 18 (+4) [B]Int[/B] 8 (-1) [B]Wis[/B] 10 (0) [B]Cha[/B] 15 (+2) [OOC='Deft Strike (At-Will)'][B]Deft Strike (At-Will)[/B] 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.[/OOC], [OOC='Riposte Strike (At-Will)'][B]Riposte Strike (At-Will)[/B] With a calculated strike, you leave your foe vulnerable to an adroit riposte should he dare attack you. At-Will Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage. If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt: a Strength vs. AC attack that deals 1[W] + Strength modifier damage. Increase damage to 2[W] + Dexterity modifier and riposte to 2[W] + Strength modifier at 21st level.[/OOC], [OOC='Second Chance (Enc)'][B]Second Chance (Enc)[/B] Luck and small size combine to work in your favor as you dodge your enemy’s attack. Encounter Immediate Interrupt Personal Trigger: You are hit by an attack. Effect: The attacker must reroll the attack and use the second roll, even if it is lower.[/OOC], [OOC='King's Castle (Enc)'][B]King's Castle (Enc)[/B] It’s hard to get to the little guy when he takes cover behind an ally who can crush plate armor in his teeth. Encounter Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Attack: Dexterity vs. Reflex Hit: 2[W] + Dexterity modifier damage. Effect: Switch places with a willing adjacent ally.[/OOC], [OOC='Trick Strike (Daily)'][B]Trick Strike (Daily)[/B] Through a series of feints and lures, you maneuver your foe right where you want him. Daily Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier damage, and you slide the target 1 square. Effect: Until the end of the encounter, each time you hit the target you slide it 1 square.[/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
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.
With a calculated strike, you leave your foe vulnerable to an adroit riposte should he dare attack you. At-Will Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage. If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt: a Strength vs. AC attack that deals 1[W] + Strength modifier damage. Increase damage to 2[W] + Dexterity modifier and riposte to 2[W] + Strength modifier at 21st level.
Powers
Luck and small size combine to work in your favor as you dodge your enemy’s attack. Encounter Immediate Interrupt Personal Trigger: You are hit by an attack. Effect: The attacker must reroll the attack and use the second roll, even if it is lower.
It’s hard to get to the little guy when he takes cover behind an ally who can crush plate armor in his teeth. Encounter Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Attack: Dexterity vs. Reflex Hit: 2[W] + Dexterity modifier damage. Effect: Switch places with a willing adjacent ally.
Through a series of feints and lures, you maneuver your foe right where you want him. Daily Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier damage, and you slide the target 1 square. Effect: Until the end of the encounter, each time you hit the target you slide it 1 square.
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
63 gp
Personality Traits
Talgart Gaitwalker: He is a sly and outgoing chap. Likes to talk. Is good at observing what is happening around him. Has made his living performing magic shows in the city. He is a vagrant who has no home. He gets a kick out of giving some of his earning to the poor just to see their response. His place of residence is a makeshift structure he has put together in a secluded part of the city.
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Both your brothers are sneaky types also. One of them Igben, is dark spirited and fairly mean. His practical jokes always were a little more on the trap side. Igben joined the Night Knights rogue's guild in Embourg and he is constantly dinging you and your youngest brother about how you'll not amount to much if you don't join also. A few human guildies of his have also been 'putting the squeeze' on the two of you to join or perhaps suffer some unknown trouble. Yeah ... not nice folks. Olko, your younger brother is a halfling singer. He is very fond of his own voice. No one is quite sure if Olko will ever make the step to being a real bard but it does seem likely. Olko has always been interested in other cultures and he is the only one of you all that bothered to learn other languages. He knows Omp and Haenish. The rest of your family speaks Ethoni only and they all live near the cannery area of Embourg. There is a hobbit shantytown there that you all call home. Most of that area is decidedly clean given the nature of the halflings rather than run down and dirty like human shantytowns. You have a contact within the city that you've known and dealt with for years. The man runs the nearby tannery and his named is Bernard Mauvelle. You think of him as your big spookey grandfather and he has always been very nice to your family, remembering your mom's birthday and such. Still, you get the idea, and the word on the street agrees, not many people cross Bernard. He is old school rogue, retired. His son Egil has just recently come of age and slipped of to 'adventure'. You were out near the western edge of town and overheard a group of Targs talking to an Ethoni. Luckily they were all talking in Ethoni so you could understand. What you heard them say was very scary stuff. It sounded like a bunch of these Targ refugees in town are actually Targ military units sneaking in by posing as refugees. You overhear that the 'go' date on attacking Embourg is like 20 days from now. That worries you a lot but you get by listening that a ton more Targs are coming on the road. You then realize that Bernard's son Egil left down that very road to the west towards the Grand Tunnel doing some sort of escort work. You are torn between helping your friend's son and possibly the city. Olko is with you and you decide to do a little of both. You send Olko back to Bernard with news about the Targs. You tell Olko that you are going to find Egil and warn him if you can. You and Olko were carrying a wheeled barrow of scraps and you decide to let Olko carry it into town to store until you return. One item amid the scrap pile though has your interest. It's a strange pipe made of brass with 5 little metal sliders on the tube. One end is open and the other closed. Feeling around you realize the 2 foot long pipe is open for about 1 and 1/2 feet with the last 6 inches containing the sliders. You pocket the strange device and take it with you. You hit the road realizing that you must be just behind the group Egil was with. Olko waves goodbye and offers you his remaining 4 silver pieces. You have to decide if you take them. (You may purchase 100gp stuff but nothing magical like everburning torches etc) My world runs on the silver system so realize its actually silver and the prices are in silver. You make excellent time given the rain and you know that Egil's group was with wagons so you should catch them around a famous rest stop area known as Maggie's Glen. It begins raining though, which worries you adn you do pass quite a few Targ refugee groups on the road making you very nervous. You avoid being seen when possible and arrive at the Glen around 8:45 PM. You see a huge fight going on between a group of Targs and Egil's group. You recognize the merchant's coat of arms that Bernard mentioned the other day over beers, when he told you about Egil's leaving. You sneak in, unsure how best to reveal yourself. Eventually, you spot Egil but he moves off on his tall legs and you struggle to keep up. Just now Egil's group has engaged a Targ witch and her warrior guard. They have felled the witch but the guard remains.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games