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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
: Dargoh - Level 3 Rage Drake (Lizard) AC 18 Fort 15 Ref 15 Will 13 16 STR 14 CON 16 DEX 6 INT 12 WIS 6 CHA HP 38 Size: Medium Vision: Low-light Speed: 6 Trained Skills: Athletics, Endurance Bite or Claw; +7 vs. AC; 1d8 + Strength modifier damage. Healing Surge Value: 14 (9+5 Friend's Gift) (2 surges per day) Opportunity Attacks: A lizard gains a +2 bonus to the attack roll when making an opportunity attack.
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=322994][size=4][B]Velen[/B][/size][/url], Half-Elf Beast Master Ranger [B]Init[/B] +5 [B]HP[/B] 35/35 [B]Bloodied[/B] 17 [B]Healing Surge[/B] 8 ( used /7) [B]AC[/B] 19 [B]Fort[/B] 13 [B]Reflex[/B] 16 [B]Will[/B] 14 [B]Speed[/B] 6 [B]Str[/B] 10 (0) [B]Con[/B] 13 (+1) [B]Dex[/B] 18 (+4) [B]Int[/B] 8 (-1) [B]Wis[/B] 16 (+3) [B]Cha[/B] 10 (0) [OOC='[COLOR=Green]Hunter's Quarry[/COLOR]'][B][COLOR=Green]Hunter's Quarry[/COLOR][/B] Minor Action 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 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. Level : Hunter's Quarry Extra Damage 1st–10th : +1d6 11th–20th : +2d6 21st–30th : +3d6[/OOC], [OOC='[COLOR=Green]Nimble Strike[/COLOR]'][B][COLOR=Green]Nimble Strike[/COLOR][/B] Martial, Weapon Standard Action Range: Ranged Weapon Target: One Creature Special: Shift 1 square before or after you attack. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+4) damage. Increase damage to 2[W] + Dexterity modifier (+4) at 21st level. Greatbow: +9 attack, 1d12+5 damage ADDITIONAL EFFECTS +1d6 to damage once per round (Hunter's Quarry) +1 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.[/OOC], [OOC='[COLOR=Green]Twin Strike[/COLOR]'][B][COLOR=Green]Twin Strike[/COLOR][/B] Martial, Weapon Standard Action Range: Melee or Ranged Weapon Target: One or Two Creatures Requirement: You must be wielding two melee weapons or a ranged weapon. 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. Greatbow: +9 attack, 1d12+1 damage ADDITIONAL EFFECTS +1d6 to damage once per round (Hunter's Quarry) +1 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.[/OOC], [OOC='[COLOR=Green]Beast Melee Basic Attack[/COLOR]'][B][COLOR=Green]Beast Melee Basic Attack[/COLOR][/B] Implement Standard Action Range: Melee Target: One Creature Attack: Beast's attack bonus vs. AC Hit: 1[B] + beast's ability modifier damage. Bite/Claw: +7 attack, 1d8+3 damage ADDITIONAL EFFECTS +1d6 to damage once per round (Hunter's Quarry)[/OOC], [OOC='[COLOR=Red]Grappling Spirits[/COLOR]'][B][COLOR=Red]Grappling Spirits[/COLOR][/B] Primal, Weapon Standard Action Range: Ranged Weapon Target: One Creature Attack: Wisdom vs. AC Hit: 1[W] + Wisdom modifier (+3) damage, and the target is slowed and can't shift until the end of its next turn. Level 21: 2[W] + Wisdom modifier (+3) damage. Special: You can use this power as a ranged basic attack. Greatbow: +8 attack, 1d12+4 damage ADDITIONAL EFFECTS +1d6 to damage once per round (Hunter's Quarry) +1 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.[/OOC], [OOC='[COLOR=Red]Two-Fanged Strike[/COLOR]'][B][COLOR=Red]Two-Fanged Strike[/COLOR][/B] Martial, Weapon Standard Action Range: Melee or Ranged Weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks Hit: 1[W] + Strength modifier (+0) damage (melee) or 1[W] + Dexterity modifier (+4) damage (ranged) per attack. If both attacks hit, you deal extra damage equal to your Wisdom modifier (+3). Point Blank Greatbow +1: +9 attack, 1d12+5 damage ADDITIONAL EFFECTS +1d6 to damage once per round (Hunter's Quarry) +1 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.[/OOC], [OOC='[COLOR=Red]Disruptive Strike[/COLOR]'][B][COLOR=Red]Disruptive Strike[/COLOR][/B] Martial, Weapon Immediate Interrupt Range: Melee or Ranged Weapon Trigger: You or an ally is attacked by a creature Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged) Hit: 1[W] + Strength modifier (+0) damage (melee) or 1[W] + Dexterity modifier (+4) damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier (+3). Point Blank Greatbow +1: +9 attack, 1d12+5 damage ADDITIONAL EFFECTS +1d6 to damage once per round (Hunter's Quarry) +1 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.[/OOC], [OOC='[COLOR=Black]Skirmishing Stance[/COLOR]'][B][COLOR=Black]Skirmishing Stance[/COLOR][/B] Martial, Stance Minor Action Range: Personal Effect: 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=DarkOrange]Point Blank Greatbow +1[/COLOR]'][B][COLOR=DarkOrange]Point Blank Greatbow +1[/COLOR][/B] PROPERTIES Gain a +2 item bonus to AC against opportunity attacks provoked by making a ranged attack with this weapon. Load Free Ranged Basic Attack: +9 attack, 1d12+5 damage Power (Encounter): Free Action. Use this power when you make a ranged attack with this weapon; the attack does not provoke opportunity attacks.[/OOC], [OOC='[COLOR=DarkOrange]Predator’s Hide[/COLOR]'][B][COLOR=DarkOrange]Predator’s Hide[/COLOR][/B] PROPERTIES 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], [OOC='[COLOR=DarkOrange]Friend’s Gift[/COLOR]'][B][COLOR=DarkOrange]Friend’s Gift[/COLOR][/B] Item Slot: Companion PROPERTIES Your companion regains an extra 5 hit points when it spends a healing surge or when you spend a healing surge to allow it to regain hit points.[/OOC] [B]Notes[/B] : Dargoh - Level 3 Rage Drake (Lizard) AC 18 Fort 15 Ref 15 Will 13 16 STR 14 CON 16 DEX 6 INT 12 WIS 6 CHA HP 38 Size: Medium Vision: Low-light Speed: 6 Trained Skills: Athletics, Endurance Bite or Claw; +7 vs. AC; 1d8 + Strength modifier damage. Healing Surge Value: 14 (9+5 Friend's Gift) (2 surges per day) Opportunity Attacks: A lizard gains a +2 bonus to the attack roll when making an opportunity attack.
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
Minor Action 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 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. Level : Hunter's Quarry Extra Damage 1st–10th : +1d6 11th–20th : +2d6 21st–30th : +3d6
Martial, Weapon Standard Action Range: Ranged Weapon Target: One Creature Special: Shift 1 square before or after you attack. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+4) damage. Increase damage to 2[W] + Dexterity modifier (+4) at 21st level. Greatbow: +9 attack, 1d12+5 damage ADDITIONAL EFFECTS +1d6 to damage once per round (Hunter's Quarry) +1 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.
Martial, Weapon Standard Action Range: Melee or Ranged Weapon Target: One or Two Creatures Requirement: You must be wielding two melee weapons or a ranged weapon. 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. Greatbow: +9 attack, 1d12+1 damage ADDITIONAL EFFECTS +1d6 to damage once per round (Hunter's Quarry) +1 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.
Implement Standard Action Range: Melee Target: One Creature Attack: Beast's attack bonus vs. AC Hit: 1[B] + beast's ability modifier damage. Bite/Claw: +7 attack, 1d8+3 damage ADDITIONAL EFFECTS +1d6 to damage once per round (Hunter's Quarry)
Primal, Weapon Standard Action Range: Ranged Weapon Target: One Creature Attack: Wisdom vs. AC Hit: 1[W] + Wisdom modifier (+3) damage, and the target is slowed and can't shift until the end of its next turn. Level 21: 2[W] + Wisdom modifier (+3) damage. Special: You can use this power as a ranged basic attack. Greatbow: +8 attack, 1d12+4 damage ADDITIONAL EFFECTS +1d6 to damage once per round (Hunter's Quarry) +1 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.
Martial, Weapon Standard Action Range: Melee or Ranged Weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks Hit: 1[W] + Strength modifier (+0) damage (melee) or 1[W] + Dexterity modifier (+4) damage (ranged) per attack. If both attacks hit, you deal extra damage equal to your Wisdom modifier (+3). Point Blank Greatbow +1: +9 attack, 1d12+5 damage ADDITIONAL EFFECTS +1d6 to damage once per round (Hunter's Quarry) +1 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.
Martial, Weapon Immediate Interrupt Range: Melee or Ranged Weapon Trigger: You or an ally is attacked by a creature Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged) Hit: 1[W] + Strength modifier (+0) damage (melee) or 1[W] + Dexterity modifier (+4) damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier (+3). Point Blank Greatbow +1: +9 attack, 1d12+5 damage ADDITIONAL EFFECTS +1d6 to damage once per round (Hunter's Quarry) +1 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise.
Martial, Stance Minor Action Range: Personal Effect: 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.
Powers
PROPERTIES Gain a +2 item bonus to AC against opportunity attacks provoked by making a ranged attack with this weapon. Load Free Ranged Basic Attack: +9 attack, 1d12+5 damage Power (Encounter): Free Action. Use this power when you make a ranged attack with this weapon; the attack does not provoke opportunity attacks.
PROPERTIES 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.
Item Slot: Companion PROPERTIES Your companion regains an extra 5 hit points when it spends a healing surge or when you spend a healing surge to allow it to regain hit points.
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
18 gp
Personality Traits
Common, Elven, Goblin
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Dargoh - Level 3 Rage Drake (Lizard) AC 18 Fort 15 Ref 15 Will 13 16 STR 14 CON 16 DEX 6 INT 12 WIS 6 CHA HP 38 Size: Medium Vision: Low-light Speed: 6 Trained Skills: Athletics, Endurance Bite or Claw; +7 vs. AC; 1d8 + Strength modifier damage. Healing Surge Value: 14 (9+5 Friend's Gift) (2 surges per day) Opportunity Attacks: A lizard gains a +2 bonus to the attack roll when making an opportunity attack.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games