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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=Attack and damage] Attack +2 (Level) +4 (Dex) +2 (Proficiency:Longbow) +1 (Feat: Bow Expertise) +1 (Enhancement) =+10 Damage: 1d10 (Longbow) +4 (Dex) +1 (Enhancement)= 1d10+5 +1 (Untyped:Bow Expertise, only against single target not adjacent to any other creature) +1d8 Hunter's Quarry, once per round[/spoiler] [spoiler=save bonuses]+5 racial bonus vs Charm (Eladrin Will) Make save attempts vs charm, fear or psychic effects at the beginning of your turn, if you fail, do not make another attempt at the end of turn. (Amulet of Psychic Interference) [/spoiler] [spoiler=Resistances]Resist 5 Fire (Armor of Adaptable Resistance[/spoiler] [spoiler=Defense Bonuses]+4 AC against AoO provoked by making a ranged attack (Hunter Style) +2 AC against AoO provoked by making a ranged attack with his bow (Point Blank Longbow)[/spoiler] [spoiler=Feats]Hunter's Aim: You do not take the -2 penalty for cover or concealment on attacks against your quarry[/spoiler] [spoiler=Theme and Background] Theme: Scholar One additional language and the Use Vulnerability power Background: Monster Hunter +2 to monster knowledge checks [/spoiler]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=341176][size=4][B]Cúmehtar[/B][/size][/url], Eladrin Ranger [B]Init[/B] +8 [B]HP[/B] 45/45 [B]Bloodied[/B] 22 [B]Healing Surge[/B] 11 (0 used /7) [B]AC[/B] 20 [B]Fort[/B] 15 [B]Reflex[/B] 18 [B]Will[/B] 17 [B]Speed[/B] 6 [B]Str[/B] 10 (0) [B]Con[/B] 13 (+1) [B]Dex[/B] 18 (+4) [B]Int[/B] 15 (+2) [B]Wis[/B] 16 (+3) [B]Cha[/B] 10 (0) [OOC='[color=Green]Twin Strike[/color]'][B][color=Green]Twin Strike[/color][/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. Increase damage to 2[W] at 21st level.[/OOC], [OOC='[color=Green]Nimble Strike[/color]'][B][color=Green]Nimble Strike[/color][/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. Increase damage to 2[W] + Dexterity modifier at 21st level.[/OOC], [OOC='[color=Green]Hunter's Quarry[/color]'][B][color=Green]Hunter's Quarry[/color][/B] At-Will Minor Action Effect: 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=Red]Use Vulnerability[/color]'][B][color=Red]Use Vulnerability[/color][/B] Encounter Arcane Free Action Personal Trigger: You succeed on a monster knowledge check against a monster that you can see or hear. Effect: If your check result meets or exceeds the hard DC for the monster’s level, you gain a +4 power bonus to all defenses against the monster's attacks until the end of your next turn. Additionally, until the end of your next turn, you gain a power bonus to damage rolls against the target equal to your Intelligence modifier, but not when you deal damage that the target resists. If your check result does not meet or exceed the hard DC, your attacks against the target deal only half damage until the end of your next turn.[/OOC], [OOC='[color=Red]Fey Step[/color]'][B][color=Red]Fey Step[/color][/B] Encounter Teleportation Move Action Personal Effect: Teleport up to 5 squares.[/OOC], [OOC='[color=Red]Invigorating Stride[/color]'][B][color=Red]Invigorating Stride[/color][/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='[color=red]Two Fanged Strike[/color]'][B][color=red]Two Fanged Strike[/color][/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='[color=red]Cut and Run[/color]'][B][color=red]Cut and Run[/color][/B] Encounter Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Target: One or two creatures Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks Special: After the first or the second attack, you can shift a number of squares equal to 1 + your Wisdom modifier. Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack.[/OOC], [OOC='Sure Shot'][B]Sure Shot[/B] Daily Martial, Weapon Standard Action Ranged weapon Target: One creature Attack: Dexterity vs. AC. You can reroll the attack roll but must use the second result. Hit: 3[W] + Dexterity modifier damage. You can reroll each damage die once but must use the second result.[/OOC], [OOC='Flying Steel'][B]Flying Steel[/B] Daily Martial, Weapon Standard Action Ranged weapon Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage. Miss: Half damage. Effect: Until the end of the encounter, if the target ends its turn without cover from you, you can make a ranged basic attack with a weapon against the target as an immediate reaction. This effect also ends if the target has cover from you at the end of any of your turns.[/OOC], [OOC='[i]Amulet of Psychic Interference[/i]'][B][i]Amulet of Psychic Interference[/i][/B] Daily Immediate Reaction Trigger: An enemy you can see hits or misses you using a power that has the charm, fear, or psychic keyword. Effect: The triggering enemy takes 10 psychic damage.[/OOC], [OOC='[i]Armor of Adaptable Resistance[/i]'][B][i]Armor of Adaptable Resistance[/i][/B] Daily Immediate Reaction Trigger: You take damage from an attack of a type that this armor does not provide resistance to. Effect: Choose one of the damage types dealt by the attack. The armor's resistance changes to match that damage type until the end of the encounter.[/OOC], [OOC='[i][color=red]Point Blank Longbow[/color][/i]'][B][i][color=red]Point Blank Longbow[/color][/i][/B] 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='Bracers of Archery'][B]Bracers of Archery[/B] Power Daily (Minor Action) Ignore cover on your next attack this turn when using a bow or crossbow.[/OOC] [B]Notes[/B] [spoiler=Attack and damage] Attack +2 (Level) +4 (Dex) +2 (Proficiency:Longbow) +1 (Feat: Bow Expertise) +1 (Enhancement) =+10 Damage: 1d10 (Longbow) +4 (Dex) +1 (Enhancement)= 1d10+5 +1 (Untyped:Bow Expertise, only against single target not adjacent to any other creature) +1d8 Hunter's Quarry, once per round[/spoiler] [spoiler=save bonuses]+5 racial bonus vs Charm (Eladrin Will) Make save attempts vs charm, fear or psychic effects at the beginning of your turn, if you fail, do not make another attempt at the end of turn. (Amulet of Psychic Interference) [/spoiler] [spoiler=Resistances]Resist 5 Fire (Armor of Adaptable Resistance[/spoiler] [spoiler=Defense Bonuses]+4 AC against AoO provoked by making a ranged attack (Hunter Style) +2 AC against AoO provoked by making a ranged attack with his bow (Point Blank Longbow)[/spoiler] [spoiler=Feats]Hunter's Aim: You do not take the -2 penalty for cover or concealment on attacks against your quarry[/spoiler] [spoiler=Theme and Background] Theme: Scholar One additional language and the Use Vulnerability power Background: Monster Hunter +2 to monster knowledge checks [/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
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. Increase damage to 2[W] at 21st level.
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. Increase damage to 2[W] + Dexterity modifier at 21st level.
At-Will Minor Action Effect: 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
Encounter Arcane Free Action Personal Trigger: You succeed on a monster knowledge check against a monster that you can see or hear. Effect: If your check result meets or exceeds the hard DC for the monster’s level, you gain a +4 power bonus to all defenses against the monster's attacks until the end of your next turn. Additionally, until the end of your next turn, you gain a power bonus to damage rolls against the target equal to your Intelligence modifier, but not when you deal damage that the target resists. If your check result does not meet or exceed the hard DC, your attacks against the target deal only half damage until the end of your next turn.
Encounter Teleportation Move Action Personal Effect: Teleport up to 5 squares.
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, 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 Standard Action Melee or Ranged weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Target: One or two creatures Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks Special: After the first or the second attack, you can shift a number of squares equal to 1 + your Wisdom modifier. Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack.
Daily Martial, Weapon Standard Action Ranged weapon Target: One creature Attack: Dexterity vs. AC. You can reroll the attack roll but must use the second result. Hit: 3[W] + Dexterity modifier damage. You can reroll each damage die once but must use the second result.
Daily Martial, Weapon Standard Action Ranged weapon Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage. Miss: Half damage. Effect: Until the end of the encounter, if the target ends its turn without cover from you, you can make a ranged basic attack with a weapon against the target as an immediate reaction. This effect also ends if the target has cover from you at the end of any of your turns.
Powers
Daily Immediate Reaction Trigger: An enemy you can see hits or misses you using a power that has the charm, fear, or psychic keyword. Effect: The triggering enemy takes 10 psychic damage.
Daily Immediate Reaction Trigger: You take damage from an attack of a type that this armor does not provide resistance to. Effect: Choose one of the damage types dealt by the attack. The armor's resistance changes to match that damage type until the end of the encounter.
Power Encounter (Free Action) Use this power when you make a ranged attack with this weapon; the attack does not provoke opportunity attacks.
Power Daily (Minor Action) Ignore cover on your next attack this turn when using a bow or crossbow.
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
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