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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
[Spoiler=Notes]Running Attack: +1 to attack rolls after moving 2+ squares with standard action allowing movement Two Weapon Defense: While wielding a melee weapon in each hand, you gain a +1 shield bonus to AC and Reflex. Skirmishing Stance: 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 & Reflex until the SoNT, and your next attack before the EoNT deals an extra 1d8 damage[/Spoiler]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=340839][size=4][B]Willow Groundrunner[/B][/size][/url], Longtooth Shifter Ranger [B]Init[/B] +5 [B]HP[/B] 46/46 [B]Bloodied[/B] 23 [B]Healing Surge[/B] 11 (0 used /8) [B]AC[/B] 17 [B]Fort[/B] 17 [B]Reflex[/B] 17 [B]Will[/B] 15 [B]Speed[/B] 7 [B]Str[/B] 17 (+3) [B]Con[/B] 14 (+2) [B]Dex[/B] 16 (+3) [B]Int[/B] 10 (0) [B]Wis[/B] 15 (+2) [B]Cha[/B] 10 (0) [OOC='[COLOR=Green]Marauder's Rush[/COLOR]'][B][COLOR=Green]Marauder's Rush[/COLOR][/B] [B]Fey Strike Kukri +1:[/B] +8 vs AC, 1d6+6 damage [COLOR="green"]At-Will (Ranger 1) - Martial, Weapon[/COLOR] [I]You rush forward, trusting instinct to guide your attack.[/I] Standard Action - Melee Weapon [B]Special: [/B]When charging, you can use this power in place of a melee basic attack. [B]Target: [/B]One creature [B]Attack: [/B]+8 vs. Armor Class (Str +3, + Prof. + 2, + 1/2 Level (+ 2), + Fey Weapon +1) [B]Damage: [/B]1[W] 1d6+6 (Str +3, + Wis +2, + Fey Weapon +1) +1d6 to damage per round - Hunter's Quarry[/OOC], [OOC='[COLOR=Green]Twin Strike[/COLOR]'][B][COLOR=Green]Twin Strike[/COLOR][/B] [B]Fey Strike Kukri +1:[/B] +8 vs AC, 1d6+1 damage, [B]Kukri:[/B] +7 vs AC, 1d6+0 damage +1d6 to damage per round - Hunter's Quarry [COLOR="green"]At-Will (Ranger 1) - Martial, Weapon[/COLOR] [I]If the first attack doesn't kill it, the second one might.[/I] Standard Action - Melee or Ranged [B]Requirements: [/B]You must be wielding two melee weapons or a ranged weapon. [B]Target: [/B]One or two creatures [B]Melee Attack: [/B]+8 / +7 vs. Armor Class (Str +3, + Prof. + 2, + 1/2 Level (+2), + Fey Weapon +1) / (Str +3, + Prof. + 2, + 1/2 Level (+2)) (melee; main weapon and off-hand weapon) [B]Ranged Attack: [/B]+7 vs. Armor Class (Dex +3, + Prof. +2, 1/2 Level (+2) (ranged:, two attacks) [B]Hit: [/B]1[W] damage per attack. [B]Melee Damage: [/B]1[W] 1d6+1 / 1d6 per hit [B]Ranged Damage: [/B]1[W] 1d10 per hit +1d6 to damage per round - Hunter's Quarry[/OOC], [OOC='[COLOR=Green]Hit and Run[/COLOR]'][B][COLOR=Green]Hit and Run[/COLOR][/B] [B]Fey Strike Kukri +1:[/B] +8 vs AC, 1d6+4 damage, [B]Kukri:[/B] +7 vs AC, 1d6+3 damage +1d6 to damage per round - Hunter's Quarry [I]Let the fighter stand toe to toe with the monster. You prefer to make your attack, then withdraw to safer ground.[/I] [COLOR="Green"]At-Will Martial, Weapon[/COLOR] Standard Action Melee weapon [B]Target:[/B] One creature [B]Attack:[/B] Strength vs. AC [B]Hit:[/B] 1[W] + Strength modifier damage. [B]Effect:[/B] If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an opportunity attack from the target.[/OOC], [OOC='[COLOR=Red]Disruptive Strike[/COLOR]'][B][COLOR=Red]Disruptive Strike[/COLOR][/B] [B]Fey Strike Kukri +1:[/B] +8 vs AC, 1d6+4 damage, [B]Kukri:[/B] +7 vs AC, 1d6+3 damage +1d6 to damage per round - Hunter's Quarry [COLOR="DarkRed"]Encounter (Ranger 1) - Martial, Weapon[/COLOR] [I]You thwart an enemy's attack with a timely thrust of your blade or a quick shot from your bow.[/I] Standard Action - Melee or Ranged [B]Keywords:[/B] Martial, Weapon [B]Target: [/B]The attacking creature [B]Trigger: [/B]You or an ally is attacked by a creature. [B]Melee Attack: [/B]+8 / +7 vs. Armor Class (Str +3, + Prof. + 2, + 1/2 Level (+2), + Fey Weapon +1) / (Str +3, + Prof. + 2, + 1/2 Level (+2)) (melee; main weapon and off-hand weapon) [B]Ranged Attack: [/B]+7 vs. Armor Class (Dex +3, + Prof. +2, 1/2 Level (+2) [B]Hit: [/B]1[W] damage + Str (melee) or 1[W] damage + Dex (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wis modifier (+2). [B]Melee Damage: [/B]1[W] 1d6+4 / 1d6+3 (Fey Blade +1 (main only), Str +3) [B]Ranged Damage: [/B]1[W] 1d10+3 (Dex +3) +1d6 to damage per round - Hunter's Quarry[/OOC], [OOC='[COLOR=Red]Two Fanged Strike[/COLOR]'][B][COLOR=Red]Two Fanged Strike[/COLOR][/B] [B]Fey Strike Kukri +1:[/B] +8 vs AC, 1d6+4 damage, [B]Kukri:[/B] +7 vs AC, 1d6+3 damage +1d6 to damage per round - Hunter's Quarry [COLOR="DarkRed"]Encounter (Ranger 1) - Martial, Weapon[/COLOR] [I]You sink two arrows or both of your blades into the flesh of your enemy, causing it to howl in pain.[/I] Standard Action - Melee or Ranged [B]Requirements: [/B]You must be wielding two melee weapons or a ranged weapon. [B]Target: [/B]One creature [B]Melee Attack: [/B]+8 / +7 vs. Armor Class (Str +3, + Prof. + 2, + 1/2 Level (+2), + Fey Weapon +1) / (Str +3, + Prof. + 2, + 1/2 Level (+2)) (melee; main weapon and off-hand weapon) [B]Ranged Attack: [/B]+7 vs. Armor Class (Dex +3, + Prof. +2, + 1/2 Level (+2)) [B]Hit: [/B]1[W] damage + Str (melee) or 1[W] damage + Dex (ranged) per attack. If both attacks hit, you deal extra damage equal to your Wisdom modifier (+2) [B]Melee Damage: [/B]1[W] 1d6+4 / 1d6+3 (Fey Blade +1 (main only), Str +3) per attack, if both hit, 2 x d6+8 [B]Ranged Damage: [/B]1[W] 1d10+3 (Dex +3) per attack, if both hit, 2 x d10+8 +1d6 to damage per round - Hunter's Quarry[/OOC], [OOC='[COLOR=Red]Longtooth Shifting[/COLOR]'][B][COLOR=Red]Longtooth Shifting[/COLOR][/B] [COLOR="darkred"]Encounter (Race) - Healing[/COLOR] Minor Action - Personal [B]Requirements: [/B]You must be bloodied. [B]Effect:[/B] Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2[/OOC], [OOC='[COLOR=Red]Pounce[/COLOR]'][B][COLOR=Red]Pounce[/COLOR][/B] [B]Unarmed:[/B] +4 vs Reflex, 1d8+2 damage +1d6 to damage once per round (Hunter's Quarry) [COLOR="darkred"]Encounter (Druid 1) - Primal, Beast, Implement[/COLOR] Standard Action - Melee Touch [B]Special: [/B]When charging, you can use this power in place of a melee basic attack. [B]Target: [/B]One creature [B]Attack: [/B]+4 vs. Reflex, 1d8+2 (Wis) + 1d6 (Hunter's Quarry) [B]Hit: [/B]The target grants combat advantage to the next creature that attacks it before the end of your next turn[/OOC], [OOC='[COLOR=DimGray]Skirmishing Stance[/COLOR]'][B][COLOR=DimGray]Skirmishing Stance[/COLOR][/B] [I]You adopt a defensive, highly mobile combat stance. Your speed helps you catch opponents unprepared and inflict greater damage.[/I] Minor Action - Personal [B]Effect:[/B] 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=DimGray]Oak Skin[/COLOR]'][B][COLOR=DimGray]Oak Skin[/COLOR][/B] [I]Your skin takes on the texture of tough bark, protecting you from the worst of your enemies’ attacks.[/I] Minor Action - Personal [B]Effect: [/B]You gain resistance to all damage until the end of the encounter. The resistance equals your Wisdom modifier.[/OOC], [OOC='[COLOR=Orange]Fey Strike Kukri +1[/COLOR]'][B][COLOR=Orange]Fey Strike Kukri +1[/COLOR][/B] [I]Even distant foes must fear a blow from a warrior with this gleaming weapon in hand.[/I] [B]Damage:[/B] 1d6r1 [B]Proficiency Bonus:[/B] 2 [B]Properties:[/B] Main / Off-Hand, Brutal [B]Enhancement:[/B] +1 attack rolls and damage rolls [B]Critical:[/B] +1d6 damage per plus [B]Power * Encounter[/B] (Standard Action) [I]Effect:[/I] The weapon discharges a shimmering mirror of itself that flies toward your enemy. You make a melee basic attack as a ranged 20 attack with this weapon. [B]Power[/B] (Teleportation)[B]* Daily[/B] (Free Action) [I]Trigger:[/I] You hit an enemy with an attack using this weapon. [I]Effect:[/I] Teleport the target 10 squares to a space adjacent to you.[/OOC] [B]Notes[/B] [Spoiler=Notes]Running Attack: +1 to attack rolls after moving 2+ squares with standard action allowing movement Two Weapon Defense: While wielding a melee weapon in each hand, you gain a +1 shield bonus to AC and Reflex. Skirmishing Stance: 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 & Reflex until the SoNT, and your next attack before the EoNT deals an extra 1d8 damage[/Spoiler]
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
[B]Fey Strike Kukri +1:[/B] +8 vs AC, 1d6+6 damage [COLOR="green"]At-Will (Ranger 1) - Martial, Weapon[/COLOR] [I]You rush forward, trusting instinct to guide your attack.[/I] Standard Action - Melee Weapon [B]Special: [/B]When charging, you can use this power in place of a melee basic attack. [B]Target: [/B]One creature [B]Attack: [/B]+8 vs. Armor Class (Str +3, + Prof. + 2, + 1/2 Level (+ 2), + Fey Weapon +1) [B]Damage: [/B]1[W] 1d6+6 (Str +3, + Wis +2, + Fey Weapon +1) +1d6 to damage per round - Hunter's Quarry
[B]Fey Strike Kukri +1:[/B] +8 vs AC, 1d6+1 damage, [B]Kukri:[/B] +7 vs AC, 1d6+0 damage +1d6 to damage per round - Hunter's Quarry [COLOR="green"]At-Will (Ranger 1) - Martial, Weapon[/COLOR] [I]If the first attack doesn't kill it, the second one might.[/I] Standard Action - Melee or Ranged [B]Requirements: [/B]You must be wielding two melee weapons or a ranged weapon. [B]Target: [/B]One or two creatures [B]Melee Attack: [/B]+8 / +7 vs. Armor Class (Str +3, + Prof. + 2, + 1/2 Level (+2), + Fey Weapon +1) / (Str +3, + Prof. + 2, + 1/2 Level (+2)) (melee; main weapon and off-hand weapon) [B]Ranged Attack: [/B]+7 vs. Armor Class (Dex +3, + Prof. +2, 1/2 Level (+2) (ranged:, two attacks) [B]Hit: [/B]1[W] damage per attack. [B]Melee Damage: [/B]1[W] 1d6+1 / 1d6 per hit [B]Ranged Damage: [/B]1[W] 1d10 per hit +1d6 to damage per round - Hunter's Quarry
[B]Fey Strike Kukri +1:[/B] +8 vs AC, 1d6+4 damage, [B]Kukri:[/B] +7 vs AC, 1d6+3 damage +1d6 to damage per round - Hunter's Quarry [I]Let the fighter stand toe to toe with the monster. You prefer to make your attack, then withdraw to safer ground.[/I] [COLOR="Green"]At-Will Martial, Weapon[/COLOR] Standard Action Melee weapon [B]Target:[/B] One creature [B]Attack:[/B] Strength vs. AC [B]Hit:[/B] 1[W] + Strength modifier damage. [B]Effect:[/B] If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an opportunity attack from the target.
[B]Fey Strike Kukri +1:[/B] +8 vs AC, 1d6+4 damage, [B]Kukri:[/B] +7 vs AC, 1d6+3 damage +1d6 to damage per round - Hunter's Quarry [COLOR="DarkRed"]Encounter (Ranger 1) - Martial, Weapon[/COLOR] [I]You thwart an enemy's attack with a timely thrust of your blade or a quick shot from your bow.[/I] Standard Action - Melee or Ranged [B]Keywords:[/B] Martial, Weapon [B]Target: [/B]The attacking creature [B]Trigger: [/B]You or an ally is attacked by a creature. [B]Melee Attack: [/B]+8 / +7 vs. Armor Class (Str +3, + Prof. + 2, + 1/2 Level (+2), + Fey Weapon +1) / (Str +3, + Prof. + 2, + 1/2 Level (+2)) (melee; main weapon and off-hand weapon) [B]Ranged Attack: [/B]+7 vs. Armor Class (Dex +3, + Prof. +2, 1/2 Level (+2) [B]Hit: [/B]1[W] damage + Str (melee) or 1[W] damage + Dex (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wis modifier (+2). [B]Melee Damage: [/B]1[W] 1d6+4 / 1d6+3 (Fey Blade +1 (main only), Str +3) [B]Ranged Damage: [/B]1[W] 1d10+3 (Dex +3) +1d6 to damage per round - Hunter's Quarry
[B]Fey Strike Kukri +1:[/B] +8 vs AC, 1d6+4 damage, [B]Kukri:[/B] +7 vs AC, 1d6+3 damage +1d6 to damage per round - Hunter's Quarry [COLOR="DarkRed"]Encounter (Ranger 1) - Martial, Weapon[/COLOR] [I]You sink two arrows or both of your blades into the flesh of your enemy, causing it to howl in pain.[/I] Standard Action - Melee or Ranged [B]Requirements: [/B]You must be wielding two melee weapons or a ranged weapon. [B]Target: [/B]One creature [B]Melee Attack: [/B]+8 / +7 vs. Armor Class (Str +3, + Prof. + 2, + 1/2 Level (+2), + Fey Weapon +1) / (Str +3, + Prof. + 2, + 1/2 Level (+2)) (melee; main weapon and off-hand weapon) [B]Ranged Attack: [/B]+7 vs. Armor Class (Dex +3, + Prof. +2, + 1/2 Level (+2)) [B]Hit: [/B]1[W] damage + Str (melee) or 1[W] damage + Dex (ranged) per attack. If both attacks hit, you deal extra damage equal to your Wisdom modifier (+2) [B]Melee Damage: [/B]1[W] 1d6+4 / 1d6+3 (Fey Blade +1 (main only), Str +3) per attack, if both hit, 2 x d6+8 [B]Ranged Damage: [/B]1[W] 1d10+3 (Dex +3) per attack, if both hit, 2 x d10+8 +1d6 to damage per round - Hunter's Quarry
[COLOR="darkred"]Encounter (Race) - Healing[/COLOR] Minor Action - Personal [B]Requirements: [/B]You must be bloodied. [B]Effect:[/B] Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2
[B]Unarmed:[/B] +4 vs Reflex, 1d8+2 damage +1d6 to damage once per round (Hunter's Quarry) [COLOR="darkred"]Encounter (Druid 1) - Primal, Beast, Implement[/COLOR] Standard Action - Melee Touch [B]Special: [/B]When charging, you can use this power in place of a melee basic attack. [B]Target: [/B]One creature [B]Attack: [/B]+4 vs. Reflex, 1d8+2 (Wis) + 1d6 (Hunter's Quarry) [B]Hit: [/B]The target grants combat advantage to the next creature that attacks it before the end of your next turn
[I]You adopt a defensive, highly mobile combat stance. Your speed helps you catch opponents unprepared and inflict greater damage.[/I] Minor Action - Personal [B]Effect:[/B] 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.
[I]Your skin takes on the texture of tough bark, protecting you from the worst of your enemies’ attacks.[/I] Minor Action - Personal [B]Effect: [/B]You gain resistance to all damage until the end of the encounter. The resistance equals your Wisdom modifier.
Powers
[I]Even distant foes must fear a blow from a warrior with this gleaming weapon in hand.[/I] [B]Damage:[/B] 1d6r1 [B]Proficiency Bonus:[/B] 2 [B]Properties:[/B] Main / Off-Hand, Brutal [B]Enhancement:[/B] +1 attack rolls and damage rolls [B]Critical:[/B] +1d6 damage per plus [B]Power * Encounter[/B] (Standard Action) [I]Effect:[/I] The weapon discharges a shimmering mirror of itself that flies toward your enemy. You make a melee basic attack as a ranged 20 attack with this weapon. [B]Power[/B] (Teleportation)[B]* Daily[/B] (Free Action) [I]Trigger:[/I] You hit an enemy with an attack using this weapon. [I]Effect:[/I] Teleport the target 10 squares to a space adjacent to you.
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
9gp 9sp 6cp
Personality Traits
Over exuberant & Exciteable Prone to Action first, thinking second (or third)
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