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=341382][size=4][B]Flit[/B][/size][/url], Hengeyokai Ranger (Archer) [B]Init[/B] +10 [B]HP[/B] 40/59 [B]Bloodied[/B] 29 [B]Healing Surge[/B] 14 (3 used /7) [B]AC[/B] 23 [B]Fort[/B] 19 [B]Reflex[/B] 25 [B]Will[/B] 20 [B]Speed[/B] 7 [B]Str[/B] 11 (0) [B]Con[/B] 12 (+1) [B]Dex[/B] 22 (+6) [B]Int[/B] 10 (0) [B]Wis[/B] 17 (+3) [B]Cha[/B] 8 (-1) [OOC='[color=green]Nature's Mask[/color]'][B][color=green]Nature's Mask[/color][/B] At-Will (Special) o Polymorph Minor Action Personal Effect: You change into your human, Tiny animal, or hybrid form. The new form lasts until you change forms again. While you are in human or animal form, other creatures can attempt to discern your true nature by making an Insight check opposed by your Bluff check; you gain a +5 bonus to your check. None of your game statistics change in human or hybrid form. While in animal form, you cannot use any attack powers, although you can sustain such powers. Your equipment becomes part of the form, and you continue to gain the benefits of the equipment you wear, except for shields and item powers. While equipment is part of the form, it cannot be removed, and anything in a container that is part of the form is inaccessible. You cannot speak. You otherwise retain your game statistics. You gain a movement benefit based on your form. Sparrow: Your land speed becomes 1, and you gain a fly speed of 6. Special: You can use this power only once per round.[/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=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=darkred]Fox's Cunning[/color]'][B][color=darkred]Fox's Cunning[/color][/B] Encounter Martial, Weapon Immediate Reaction Melee or Ranged weapon Trigger: An enemy makes a melee attack against you Attack: You can shift 1 square, then make a basic attack against the enemy. Special: Gain a power bonus to your basic attack roll equal to your Wisdom modifier.[/OOC], [OOC='[STRIKE][color=gray]Skirmishing Stance[/color][/STRIKE]'][B][color=gray]Skirmishing Stance[/color][/B] Daily Martial, Stance Minor Action 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='[STRIKE][color=darkred]Invigorating Stride[/color][/STRIKE]'][B][color=darkred]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='[STRIKE][color=darkred]Disrupting Strike[/color][/STRIKE]'][B][color=darkred]Disrupting Strike[/color][/B] Encounter Martial, Weapon Immediate Interrupt Melee or Ranged weapon Trigger: You or an ally is attacked by a creature Target: The attacking creature Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged) Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier (-6 total).[/OOC], [OOC='[color=gray]Spitting Cobra Stance[/color]'][B][color=gray]Spitting Cobra Stance[/color][/B] Daily Martial, Stance, Weapon Minor Action Personal Effect: Until the stance ends, you can make a ranged basic attack as an immediate reaction against any enemy within 5 squares of you that moves closer to you.[/OOC], [OOC='[color=darkred]Weave Through the Fray[/color]'][B][color=darkred]Weave Through the Fray[/color][/B] Encounter Martial Immediate Interrupt Personal Trigger: An enemy moves adjacent to you Effect: You can shift a number of squares equal to your Wisdom modifier.[/OOC], [OOC='[STRIKE][color=darkred]Biting Volley[/color][/STRIKE]'][B][color=darkred]Biting Volley[/color][/B] Encounter Martial, Weapon Standard Action Ranged weapon Target: One or two creatures Attack: Dexterity vs. Reflex, two attacks. Each attack can score a critical hit on a roll of 18–20. Hit: 1[W] + Dexterity modifier damage per attack.[/OOC], [OOC='[STRIKE][color=darkred]Surprise Strike[/color][/STRIKE]'][B][color=darkred]Surprise Strike[/color][/B] Encounter Martial No Action Personal Trigger: When using a basic attack or an At-will weapon attack power, you hit an enemy that is granting combat advantage to you. Effect: The enemy is dazed until the end of your next turn.[/OOC], [OOC='[color=orange]Cloak of Resistance[/color]'][B][color=orange]Cloak of Resistance[/color][/B] Neck Slot Enhancement Bonus: Fortitude, Reflex, and Will Power Daily (Minor Action) Gain resist 5 to all damage until the start of your next turn. Level 12: Resist 10 to all damage . Level 17: Resist 10 to all damage . Level 22: Resist 15 to all damage . Level 27: Resist 15 to all damage .[/OOC], [OOC='[color=orange]Endless Quiver[/color]'][B][color=orange]Endless Quiver[/color][/B] Property When you attack with a bow or a crossbow, you can reach into the quiver, causing the quiver to produce a nonmagical arrow or bolt for the attack. Ammunition created by the quiver that is not used within 1 round of its creation disappears. For all other ammunition, the quiver works like a normal item of its type.[/OOC], [OOC='[color=orange]Bracers of Archery[/color]'][B][color=orange]Bracers of Archery[/color][/B] Property Gain a +2 item bonus to damage rolls when attacking with a bow or crossbow. Level 16: Gain a +4 item bonus to damage Level 26: Gain a +6 item bonus to damage Power Daily (Minor Action) Ignore cover on your next attack this turn when using a bow or crossbow.[/OOC], [OOC='[color=orange]Shadowdance Leather Armor[/color]'][B][color=orange]Shadowdance Leather Armor[/color][/B] Armor: Cloth or leather Enhancement Bonus: AC Property Your area and ranged attacks don’t provoke opportunity attacks. Power Daily (Free Action) Trigger: You move more than 3 squares. Effect: In bright light, your space and all adjacent squares become shrouded in dim light until the end of your next turn. If you were already in dim light, your space and all adjacent squares become dark, blocking line of sight, until the end of your next turn. You can see perfectly in this area of dim light or darkness.[/OOC], [OOC='[color=orange]Punishing Greatbow[/color]'][B][color=orange]Punishing Greatbow[/color][/B] Weapon: Any Enhancement Bonus: Attack rolls and damage rolls Critical: +1d6 damage per plus Property The first time each round you hit an enemy with this weapon, you can choose to inflict a wound on the enemy. You gain a cumulative power bonus to damage rolls against the enemy for each of these wounds that you have inflicted on it. Each wound contributes half the weapon’s enhancement bonus to the power bonus. The wounds end on the enemy when you hit another enemy with the weapon or at the end of the encounter.[/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 (Special) o Polymorph Minor Action Personal Effect: You change into your human, Tiny animal, or hybrid form. The new form lasts until you change forms again. While you are in human or animal form, other creatures can attempt to discern your true nature by making an Insight check opposed by your Bluff check; you gain a +5 bonus to your check. None of your game statistics change in human or hybrid form. While in animal form, you cannot use any attack powers, although you can sustain such powers. Your equipment becomes part of the form, and you continue to gain the benefits of the equipment you wear, except for shields and item powers. While equipment is part of the form, it cannot be removed, and anything in a container that is part of the form is inaccessible. You cannot speak. You otherwise retain your game statistics. You gain a movement benefit based on your form. Sparrow: Your land speed becomes 1, and you gain a fly speed of 6. Special: You can use this power only once per round.
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
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.
Encounter Martial, Weapon Immediate Reaction Melee or Ranged weapon Trigger: An enemy makes a melee attack against you Attack: You can shift 1 square, then make a basic attack against the enemy. Special: Gain a power bonus to your basic attack roll equal to your Wisdom modifier.
Daily Martial, Stance Minor Action 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.
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 Immediate Interrupt Melee or Ranged weapon Trigger: You or an ally is attacked by a creature Target: The attacking creature Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged) Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier (-6 total).
Daily Martial, Stance, Weapon Minor Action Personal Effect: Until the stance ends, you can make a ranged basic attack as an immediate reaction against any enemy within 5 squares of you that moves closer to you.
Encounter Martial Immediate Interrupt Personal Trigger: An enemy moves adjacent to you Effect: You can shift a number of squares equal to your Wisdom modifier.
Encounter Martial, Weapon Standard Action Ranged weapon Target: One or two creatures Attack: Dexterity vs. Reflex, two attacks. Each attack can score a critical hit on a roll of 18–20. Hit: 1[W] + Dexterity modifier damage per attack.
Powers
Encounter Martial No Action Personal Trigger: When using a basic attack or an At-will weapon attack power, you hit an enemy that is granting combat advantage to you. Effect: The enemy is dazed until the end of your next turn.
Neck Slot Enhancement Bonus: Fortitude, Reflex, and Will Power Daily (Minor Action) Gain resist 5 to all damage until the start of your next turn. Level 12: Resist 10 to all damage . Level 17: Resist 10 to all damage . Level 22: Resist 15 to all damage . Level 27: Resist 15 to all damage .
Property When you attack with a bow or a crossbow, you can reach into the quiver, causing the quiver to produce a nonmagical arrow or bolt for the attack. Ammunition created by the quiver that is not used within 1 round of its creation disappears. For all other ammunition, the quiver works like a normal item of its type.
Property Gain a +2 item bonus to damage rolls when attacking with a bow or crossbow. Level 16: Gain a +4 item bonus to damage Level 26: Gain a +6 item bonus to damage Power Daily (Minor Action) Ignore cover on your next attack this turn when using a bow or crossbow.
Armor: Cloth or leather Enhancement Bonus: AC Property Your area and ranged attacks don’t provoke opportunity attacks. Power Daily (Free Action) Trigger: You move more than 3 squares. Effect: In bright light, your space and all adjacent squares become shrouded in dim light until the end of your next turn. If you were already in dim light, your space and all adjacent squares become dark, blocking line of sight, until the end of your next turn. You can see perfectly in this area of dim light or darkness.
Weapon: Any Enhancement Bonus: Attack rolls and damage rolls Critical: +1d6 damage per plus Property The first time each round you hit an enemy with this weapon, you can choose to inflict a wound on the enemy. You gain a cumulative power bonus to damage rolls against the enemy for each of these wounds that you have inflicted on it. Each wound contributes half the weapon’s enhancement bonus to the power bonus. The wounds end on the enemy when you hit another enemy with the weapon or at the end of 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
3gp
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Language of Beasts: While you are in animal or hybrid form, you can communicate with any natural or fey beasts that share your animal form or a form that is closely related (for example, a dog hengeyokai can communicate with a wolf). In human form, you can understand these beasts but cannot directly communicate with them. You can communicate simple concepts and commands to such creatures, but they are under no compulsion to obey you, and their knowledge is restricted by their experience and mobility. Beasts you talk to are not necessarily friendly; your DM may require skill checks to influence their attitude. Prime Shot: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target. Adventurer's Kit This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of silk rope, and a waterskin. Outlaw Level 5 Feature: When in a forest, Flit cannot be tracked and ignores difficult terrain.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games