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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
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=369894][size=4][B]Mara Dusharn[/B][/size][/url], [u]Human[/u] [u]Tempest Ranger[/u], Shocktrooper [B]Init[/B] +6 [B]HP[/B] 62/62 [B]Bloodied[/B] 31 [B]Healing Surge[/B] 15 (5 used /8) [B]AC[/B] 24 [B]Fort[/B] 22 [B]Reflex[/B] 21 [B]Will[/B] 17 [B]Speed[/B] 5 [B]Str[/B] 19 (+4) [B]Con[/B] 12 (+1) [B]Dex[/B] 17 (+3) [B]Int[/B] 8 (-1) [B]Wis[/B] 12 (+1) [B]Cha[/B] 10 (0) [OOC='[color=red]Heroic Effort [Encounter][/color]'][B][color=red]Heroic Effort [Encounter][/color][/B] [i]Your grim focus and unbridled energy means that failure is not an option.[/i] [b]Encounter No Action, Personal Trigger:[/b] You miss with an attack or fail a saving throw. [b]Effect:[/b] You gain a +4 racial bonus to the attack or saving throw.[/OOC], [OOC='[color=green]Dual Strike [At-Will][/color]'][B][color=green]Dual Strike [At-Will][/color][/B] [i]You lash out quickly and follow up faster, delivering two small wounds.[/i] [b]At-Will * Martial, Weapon Standard Action, Melee Weapon Requirement:[/b] You must be wielding two melee weapons. [b]Primary Target:[/b] One creature [b]Primary Attack[/b] Strength vs. AC (main weapon) [b]Hit:[/b] 1[W] damage. [b]Effect:[/b] Make a secondary attack. [b]Secondary Target:[/b] One creature other than the primary target. [b]Secondary Attack[/b] Strength vs. AC (off-hand weapon) [b]Hit:[/b] 1[W] damage. [b]Swift Blade Style [Feat]:[/b] If both attacks hit and you are wielding a light blade in each hand, you gain a +2 feat bonus to attack rolls and damage rolls with opportunity attacks until the start of your next turn.[/OOC], [OOC='[color=green]Twin Strike [At-Will][/color]'][B][color=green]Twin Strike [At-Will][/color][/B] [i]If the first attack doesn't kill it, the second one might.[/i] [b]At-Will * Martial, Weapon Standard Action, Melee Weapon Requirement:[/b] You must be wielding two melee weapons or a ranged weapon. [b]Target:[/b] One or two creatures [b]Attack:[/b] Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks [b]Hit:[/b] 1[W] damage per attack. Increase damage to 2[W] at 21st level. [b]Swift Blade Style [Feat][/b]: If both attacks hit and you are wielding a light blade in each hand, you deal extra damage equal to your Dexterity modifier.[/OOC], [OOC='[color=red]Off-Hand Strike [Encounter][/color]'][B][color=red]Off-Hand Strike [Encounter][/color][/B] [i]A weapon in your off-hand allows for a quick attack.[/i] [b]Encounter * Martial, Weapon Minor Action, Melee Weapon Requirement:[/b] You must be wielding two melee weapons. [b]Target:[/b] One creature [b]Attack:[/b] Strength v. AC (off-hand weapon) [b]Hit:[/b] 1[W] + Strength modifier damage (off-hand weapon).[/OOC], [OOC='[color=red]Rain of Blows [Encounter][/color]'][B][color=red]Rain of Blows [Encounter][/color][/B] [i]You become a blur of motion, raining a series of blows upon your opponent.[/i] [b]Encounter * Martial, Weapon Standard Action, Melee weapon Target:[/b] One creature [b]Attack:[/b] Strength vs. AC. Make the attack twice against the target. [b]Hit:[/b] 1[W] damage. If you�re wielding a flail, a light blade, or a spear and have Dexterity 15 or higher, make the attack a third time against either the target or a different creature.[/OOC], [OOC='[color=red]Come and Get It [Encounter][/color]'][B][color=red]Come and Get It [Encounter][/color][/B] [i]You brandish your weapon and call out to your foes, luring them close through their overconfidence, and then deliver a spinning strike against them all.[/i] [b]Encounter * Martial, Weapon Standard Action Close Burst 3 Target:[/b] Each enemy you can see in the burst [b]Attack:[/b] Strength vs. Will [b]Hit:[/b] You pull the target up to 2 squares, but only if it can end the pull adjacent to you. If the target is adjacent to you after the pull, it takes 1[W] damage.[/OOC], [OOC='[color=gray]Jaws of the Wolf [Daily][/color]'][B][color=gray]Jaws of the Wolf [Daily][/color][/B] [i]You use your weapons to hedge in your foe and trick him into exposing a weak spot, at which point you strike.[/i] [b]Daily * Martial, Weapon Standard Action, Melee Weapon Requirement:[/b] You must be wielding two melee weapons. [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC (main weapon and off-hand weapon), two attacks [b]Hit:[/b] 2[W] + Strength modifier damage per attack. [b]Miss:[/b] Half damage per attack.[/OOC], [OOC='[STRIKE][color=gray]Dancing Defense [Daily][/color][/STRIKE]'][B][color=gray]Dancing Defense [Daily][/color][/B] [i]Each time your blade connects you strike again�or feint, allowing you to dance away[/i] [b]Daily * Martial, Stance, Weapon Minor Action, Melee Weapon Requirement:[/b] You must be wielding two melee weapons. [b]Effect:[/b] Until the stance ends, once per round when you hit with an attack using your main weapon, you can make a melee basic attack with your off-hand weapon against a different target or shift 1 square and gain a +2 power bonus to AC and Reflex until the start of your next turn.[/OOC], [OOC='[color=orange]Magic Item Powers/Properties[/color]'][B][color=orange]Magic Item Powers/Properties[/color][/B] [b][color=orange]Veteran's Finemail[/color] Property:[/b] When you spend your action point, you gain a +1 item bonus to all attack rolls and defenses until the end of your next turn. [b]Power (Daily):[/b] Free Action. Spend an action point. You do not gain the normal extra action. Instead, you regain the use of one expended daily power. [b][color=orange]Jolting Guard Short Sword[/color][/b] [b]Power (Encounter):[/b] Opportunity Action. Trigger: An enemy misses you with a melee attack. Effect: The triggering enemy is weakened until the end of its next turn. [b][color=orange]Rhythm Short Sword[/color][/b] [b]Property:[/b] While you wield this weapon in your off hand, your shield bonus to AC and Reflex increases by 1. [b][color=orange]Iron Armbands of Power[/color][/b] [b]Property:[/b] Gain a +2 item bonus to melee damage rolls. [b][color=orange]Acrobat's Boots[/color][/b] [b]Property:[/b] Gain a +1 item bonus to Acrobatics Checks. [b]Power (At-Will):[/b] Minor Action. Stand up from prone. [b][color=orange]Amulet of Resolution[/color] Power (Daily):[/b] No Action. Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it's lower.[/OOC], [OOC='[color=blue]Invigorating Stride [Encounter Utlity][/color]'][B][color=blue]Invigorating Stride [Encounter Utlity][/color][/B] [i]You back away from danger and catch your breath.[/i] [b]Encounter, Healing * Martial Move Action, Personal Effect:[/b] 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=blue]Kirre's Roar [Encounter Utility][/color]'][B][color=blue]Kirre's Roar [Encounter Utility][/color][/B] [i]You let out an explosive roar, diverting your enemies� attentions to you. The call steels you against the imminent assault.[/i] [b]Encounter * Martial Minor Action, Close burst 3 Target:[/b] Each enemy in the burst [b]Effect:[/b] You mark each target until the end of your next turn. In addition, you gain resistance to all damage equal to your Dexterity modifier until the end of your next turn.[/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
[i]Your grim focus and unbridled energy means that failure is not an option.[/i] [b]Encounter No Action, Personal Trigger:[/b] You miss with an attack or fail a saving throw. [b]Effect:[/b] You gain a +4 racial bonus to the attack or saving throw.
[i]You lash out quickly and follow up faster, delivering two small wounds.[/i] [b]At-Will * Martial, Weapon Standard Action, Melee Weapon Requirement:[/b] You must be wielding two melee weapons. [b]Primary Target:[/b] One creature [b]Primary Attack[/b] Strength vs. AC (main weapon) [b]Hit:[/b] 1[W] damage. [b]Effect:[/b] Make a secondary attack. [b]Secondary Target:[/b] One creature other than the primary target. [b]Secondary Attack[/b] Strength vs. AC (off-hand weapon) [b]Hit:[/b] 1[W] damage. [b]Swift Blade Style [Feat]:[/b] If both attacks hit and you are wielding a light blade in each hand, you gain a +2 feat bonus to attack rolls and damage rolls with opportunity attacks until the start of your next turn.
[i]If the first attack doesn't kill it, the second one might.[/i] [b]At-Will * Martial, Weapon Standard Action, Melee Weapon Requirement:[/b] You must be wielding two melee weapons or a ranged weapon. [b]Target:[/b] One or two creatures [b]Attack:[/b] Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks [b]Hit:[/b] 1[W] damage per attack. Increase damage to 2[W] at 21st level. [b]Swift Blade Style [Feat][/b]: If both attacks hit and you are wielding a light blade in each hand, you deal extra damage equal to your Dexterity modifier.
[i]A weapon in your off-hand allows for a quick attack.[/i] [b]Encounter * Martial, Weapon Minor Action, Melee Weapon Requirement:[/b] You must be wielding two melee weapons. [b]Target:[/b] One creature [b]Attack:[/b] Strength v. AC (off-hand weapon) [b]Hit:[/b] 1[W] + Strength modifier damage (off-hand weapon).
[i]You become a blur of motion, raining a series of blows upon your opponent.[/i] [b]Encounter * Martial, Weapon Standard Action, Melee weapon Target:[/b] One creature [b]Attack:[/b] Strength vs. AC. Make the attack twice against the target. [b]Hit:[/b] 1[W] damage. If you�re wielding a flail, a light blade, or a spear and have Dexterity 15 or higher, make the attack a third time against either the target or a different creature.
[i]You brandish your weapon and call out to your foes, luring them close through their overconfidence, and then deliver a spinning strike against them all.[/i] [b]Encounter * Martial, Weapon Standard Action Close Burst 3 Target:[/b] Each enemy you can see in the burst [b]Attack:[/b] Strength vs. Will [b]Hit:[/b] You pull the target up to 2 squares, but only if it can end the pull adjacent to you. If the target is adjacent to you after the pull, it takes 1[W] damage.
[i]You use your weapons to hedge in your foe and trick him into exposing a weak spot, at which point you strike.[/i] [b]Daily * Martial, Weapon Standard Action, Melee Weapon Requirement:[/b] You must be wielding two melee weapons. [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC (main weapon and off-hand weapon), two attacks [b]Hit:[/b] 2[W] + Strength modifier damage per attack. [b]Miss:[/b] Half damage per attack.
[i]Each time your blade connects you strike again�or feint, allowing you to dance away[/i] [b]Daily * Martial, Stance, Weapon Minor Action, Melee Weapon Requirement:[/b] You must be wielding two melee weapons. [b]Effect:[/b] Until the stance ends, once per round when you hit with an attack using your main weapon, you can make a melee basic attack with your off-hand weapon against a different target or shift 1 square and gain a +2 power bonus to AC and Reflex until the start of your next turn.
Powers
[b][color=orange]Veteran's Finemail[/color] Property:[/b] When you spend your action point, you gain a +1 item bonus to all attack rolls and defenses until the end of your next turn. [b]Power (Daily):[/b] Free Action. Spend an action point. You do not gain the normal extra action. Instead, you regain the use of one expended daily power. [b][color=orange]Jolting Guard Short Sword[/color][/b] [b]Power (Encounter):[/b] Opportunity Action. Trigger: An enemy misses you with a melee attack. Effect: The triggering enemy is weakened until the end of its next turn. [b][color=orange]Rhythm Short Sword[/color][/b] [b]Property:[/b] While you wield this weapon in your off hand, your shield bonus to AC and Reflex increases by 1. [b][color=orange]Iron Armbands of Power[/color][/b] [b]Property:[/b] Gain a +2 item bonus to melee damage rolls. [b][color=orange]Acrobat's Boots[/color][/b] [b]Property:[/b] Gain a +1 item bonus to Acrobatics Checks. [b]Power (At-Will):[/b] Minor Action. Stand up from prone. [b][color=orange]Amulet of Resolution[/color] Power (Daily):[/b] No Action. Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it's lower.
[i]You back away from danger and catch your breath.[/i] [b]Encounter, Healing * Martial Move Action, Personal Effect:[/b] 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.
[i]You let out an explosive roar, diverting your enemies� attentions to you. The call steels you against the imminent assault.[/i] [b]Encounter * Martial Minor Action, Close burst 3 Target:[/b] Each enemy in the burst [b]Effect:[/b] You mark each target until the end of your next turn. In addition, you gain resistance to all damage equal to your Dexterity modifier until the end of your next turn.
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
Astral Diamonds: 0 Platinum: 0 Gold: 0 Silver: 0 Copper: 0 Misc. Equipment for selling:
Personality Traits
Brash, boisterous, headstrong and cocky, Mara is not afraid of a good fight. However, that does not mean that she is stupid: if she knows that she cannot win a fight, she is more than likely to avoid conflict unless she knows she has a good chance at winning--she still enjoys a good challenge, though. Below her mask of self-reliance and cockiness however, lies a rather insecure young woman who yearns for attention and affection--most notably that of her sister, Grenda, who has been missing for six years. Despite her yearning for affection, she has been known to push away those that become to close to her almost as a reflex. Indeed, she is afraid of becoming to close to other people lest they hurt her like her parents and the disappearance of her sister did. Because of this, some categorize her as "aloof" when they get to know her.
Mannerisms and Appearance
Mara is an olive-skinned human with stunning green eyes and dark auburn hair tied into a braided ponytail that splits at the end into two separate strands. She is rather fond of her hair, going so far as to spend more time than most people normally do every day taking care of it. Being that she is from a noble family, Mara tends to dressing opulent greens and blues that are fit for those of the upper class--usually she prefers clothes with silver trim and gold buttons. However, she knows that even her clothes are second to her own personal protection, and will usually make her armor fit over her clothing--while making sure that most of her clothing can show without sacrificing too much protection, of course. She usually can be found in strong hide armor with shoulder pads, along with her favorite flowing navy blue cape with gold trim that she spends a lot of time keeping in it in meticulously good repair.
Session and Campaign Notes
Friend: Her older sister Grenda Dusharn. Grenda, 27, was Mara's best friend and protector when they were growing up. While in Schano's military men are required to serve once reaching of age, women joining are optional. Being strong and good with a sword, Grenda decided to join the military for a tour of duty. After she completed her tour with high honors, she went off on an adventure into The Wildlands under the auspices of the Cartographer Guild, but her group never returned. Mara turned 18 the day that she left, and ever since there has been a gaping hole in her heart for the sister that she loved so dearly... Foe: Her Half-Elf rival, Davidius Rayborn, 25. Davidius (called "Dave" by Mara, much to his chagrin), is like Mara a trained duelist and a friendly rival of Mara since they were children. However, as they grew older their rivalry deepened and became more heated, eventually culminating in a duel between the two in which Davidius lost badly. Ever since being embarrassed so completely before the people of his hometown of Oshawa, he swore honorable vengeance upon Mara and began to travel the continent to improve his skills. The last that Mara heard of him, he was last seen in the Elven/Eladrin state of En'Atta honing his skills under a master duelist.
Companions and Allies
Background & Other Notes
Born in the border city of Oshawa in the state of Schano in the Gelamen Nation to an upper-class noble family, Mara was raised to be a prim and proper young lady by her parents. As they soon discovered however, that was not the life for her. Indeed, even from a young age she showed that she was a tomboy who would regularly play with the boys and even get into fights from time to time. This displeased her parents greatly, but she did not care: in fact, Mara saw her parents as a couple of pompous, stuck up wastes of oxygen that did nothing to earn their place in life other than be lucky enough to be born into wealthy families--she began to loathe them as any rebellious teenager would. Much like her sister Grendel, she yearned to have an impact on the world and to do more with her life other than attend lavish parties with other stuck up nobles and play politics. While her father Randal and brother Damien had indeed served in the military as required by law, they were immediately made commissioned officers when they were conscripted and were placed behind the frontier in posts where they would do little more than paperwork. They left the military as soon as they could, rather glad to be done with it. To Mara, this showed that they were soft and weak: she used them as motivation for what not to be. Combined with her inner drive and encouragement from her elder sister, she began to study swordplay as soon as she was able to lift a weapon under the tutelage of an ex-member of the elite Shocktrooper Battalion, Benn Trenfelgar. Much to the amazement of both her sister (who also studied under Benn Trenfelgar), she showed great aptitude for fighting with two light blades and learned the craft rather quickly. Even her master said that she was the best student that he ever had. This however, lead to her head becoming cocky and brash. Indeed, she would pick out fights with almost anyone that she knew she could best (and even some that she though she was equal to) at any opportunity. Mostly through her boisterous manner and her cockiness, tales of her exploits as a fighter spread throughout the city of Schano and to the surrounding towns. Due to that, it was no surprise that the military was glad to have her join when she reached the age of 18. However, despite her dream of being a member of the Shocktrooper Battalion, she was honorably discharged but told not to come back once her first tour of duty was completed at the age of 20. She she pressed for answers, she was told that she lacked the discipline, work ethic and mental toughness that was needed to be a Shocktrooper, let alone a proper soldier serving at the frontier. Disgusted with both herself and the military, she gladly left and turned to adventuring to improve her skills, spread her name, and search for clues for her sister. Over those four years since she turned to adventuring, her skills have indeed improved and her demeanor has even moderated somewhat. That is not to say that she isn't still brash and cocky, but she has learned from her prior experiences that sometimes it's best to speak with actions rather than words. When she hears of a job from the Half A Copper merchant band to venture into The Wildlands, she readily accepts the job and makes her way for the frontier. While venturing into The Wildlands isn't normally anyone's first choice, even for the most seasoned adventurers. Mara, however, had been itching for a chance to venture into The Wildlands ever since the disappearance of her sister six years hence. She would stop at nothing to try and find her, the only person in this world who truly understood her...
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games