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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
+5 to saving throws against fear (Race) +2 AC vs Opportunity Attacks (Race) +CHA (+3) AC vs Opportunity Attacks (Class) At the start of every encounter, you have combat advantage against any creatures that have not yet acted in that encounter. (Class) Deal +2d6 extra damage (once per turn) to an enemy you hit while it was granting Combat Advantage to you. (Class) +2 AC when adjacent to two or more enemies larger than you. (Feat)
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=371735][size=4][B]Wik[/B][/size][/url], Halfling Rogue (Scoundrel) [B]Init[/B] +6 [B]HP[/B] 27/28 [B]Bloodied[/B] 14 [B]Healing Surge[/B] 7 (3 used /6) [B]AC[/B] 20 [B]Fort[/B] 15 [B]Reflex[/B] 20 [B]Will[/B] 17 [B]Speed[/B] 6 [B]Str[/B] 12 (+1) [B]Con[/B] 11 (0) [B]Dex[/B] 19 (+4) [B]Int[/B] 8 (-1) [B]Wis[/B] 14 (+2) [B]Cha[/B] 17 (+3) [OOC='[color=green]Melee Basic Attack (Standard)[/color]'][B][color=green]Melee Basic Attack (Standard)[/color][/B] +7 v AC (Level +1, STR +1, Class +1, Prof +3, Enh +1) 1d4+3 (STR +1, Feat +1, Enh +1)[/OOC], [OOC='[color=green]Ranged Basic Attack (Standard)[/color]'][B][color=green]Ranged Basic Attack (Standard)[/color][/B] Range 5/10 +10 v AC (Level +1, DEX+4, Class +1, Prof +3, Enh +1) 1d4+6 (DEX+4, Feat +1, Enh +1)[/OOC], [OOC='[color=green]Acrobatic Strike (Standard)[/color]'][B][color=green]Acrobatic Strike (Standard)[/color][/B] At-Will Martial, Weapon Standard Action Melee weapon Prerequisite: You must be trained in Acrobatics. Requirement: You must be wielding a light blade. Target: One creature Attack: (Dexterity vs. AC) +10 v AC (Level +1, DEX+4, Class +1, Prof +3, Enh +1) Hit: 1[W] + Dexterity modifier damage. 1d4+6 (DEX+4, Feat +1, Enh +1) If you are grabbed, you escape the grab. Effect: Before or after the attack, you shift 1 square.[/OOC], [OOC='[color=green]Deft Strike (Standard)[/color]'][B][color=green]Deft Strike (Standard)[/color][/B] At-Will Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Effect: Before the attack, you can move up to 2 squares. Target: One creature Attack: (Dexterity vs. AC) +10 v AC (Level +1, DEX+4, Class +1, Prof +3, Enh +1) Hit: 1[W] + Dexterity modifier damage. 1d4+6 (DEX+4, Feat +1, Enh +1)[/OOC], [OOC='[color=Red]Running Slash (Standard)[/color]'][B][color=Red]Running Slash (Standard)[/color][/B] Encounter Martial, Weapon Standard Action Melee 1 Effect: You move up to your speed and make the following attack at any point during your move. This movement does not provoke an opportunity attack from the target. Target: One creature Attack: Highest ability modifier (Dex, +10) vs. Reflex (Level +1, DEX+4, Class +1, Prof +3, Enh +1) Hit: 1[W] + highest ability modifier damage (Dex), 1d4+6 (DEX+4, Feat +1, Enh +1) and the target is slowed until the end of your next turn.[/OOC], [OOC='[STRIKE][color=Red]Opening Move (Standard)[/color][/STRIKE]'][B][color=Red]Opening Move (Standard)[/color][/B] Encounter Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: (Dexterity vs. AC) +10 v AC (Level +1, DEX+4, Class +1, Prof +3, Enh +1) Hit: 2[W] + Dexterity modifier damage. 2d4+6 (DEX+4, Feat +1, Enh +1) Effect: You gain a power bonus to AC and Reflex equal to your Charisma modifier until the end of your next turn. Artful Dodger: The defense bonus equals 2 + your Charisma modifier.[/OOC], [OOC='[color=DarkSlateGray]Duelist's Prowess (Minor)[/color]'][B][color=DarkSlateGray]Duelist's Prowess (Minor)[/color][/B] Daily Martial, Stance Minor Action Personal Effect: Until the stance ends, each time an enemy hits or misses you, you can use the Duelist's Prowess Attack power against it.[/OOC], [OOC='[color=DarkSlateGray]Duelist's Prowess Attack (II)[/color]'][B][color=DarkSlateGray]Duelist's Prowess Attack (II)[/color][/B] Trigger: An enemy adjacent to you attacks you Target: The triggering enemy Attack: (Dexterity vs. Reflex) +10 vs. Reflex (Level +1, DEX+4, Class +1, Prof +3, Enh +1) Hit: 1[W] + Dexterity modifier damage. 1d4+6 (DEX+4, Feat +1, Enh +1)[/OOC], [OOC='[color=green]Fast Hands (Free)[/color]'][B][color=green]Fast Hands (Free)[/color][/B] At-Will Free Action Personal Effect: You draw or sheathe a weapon, pick up an item in your space or adjacent to it, or retrieve or stow an item Special: You can use this power only once per round.[/OOC], [OOC='[color=Red]Second Chance (II)[/color]'][B][color=Red]Second Chance (II)[/color][/B] Encounter Immediate Interrupt Personal Trigger: You are hit by an attack. Effect: The attacker must reroll the attack and use the second roll, even if it is lower.[/OOC], [OOC='[STRIKE][color=DarkOrange]Feyleaf Vambraces[/color][/STRIKE]'][B][color=DarkOrange]Feyleaf Vambraces[/color][/B] Power (Teleportation) Daily (Free Action) Use this power when you attack an adjacent target, but before you roll. Teleport to the nearest square from which you and an ally flank the target.[/OOC] [B]Notes[/B] +5 to saving throws against fear (Race) +2 AC vs Opportunity Attacks (Race) +CHA (+3) AC vs Opportunity Attacks (Class) At the start of every encounter, you have combat advantage against any creatures that have not yet acted in that encounter. (Class) Deal +2d6 extra damage (once per turn) to an enemy you hit while it was granting Combat Advantage to you. (Class) +2 AC when adjacent to two or more enemies larger than you. (Feat)
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
+7 v AC (Level +1, STR +1, Class +1, Prof +3, Enh +1) 1d4+3 (STR +1, Feat +1, Enh +1)
Range 5/10 +10 v AC (Level +1, DEX+4, Class +1, Prof +3, Enh +1) 1d4+6 (DEX+4, Feat +1, Enh +1)
At-Will Martial, Weapon Standard Action Melee weapon Prerequisite: You must be trained in Acrobatics. Requirement: You must be wielding a light blade. Target: One creature Attack: (Dexterity vs. AC) +10 v AC (Level +1, DEX+4, Class +1, Prof +3, Enh +1) Hit: 1[W] + Dexterity modifier damage. 1d4+6 (DEX+4, Feat +1, Enh +1) If you are grabbed, you escape the grab. Effect: Before or after the attack, you shift 1 square.
At-Will Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Effect: Before the attack, you can move up to 2 squares. Target: One creature Attack: (Dexterity vs. AC) +10 v AC (Level +1, DEX+4, Class +1, Prof +3, Enh +1) Hit: 1[W] + Dexterity modifier damage. 1d4+6 (DEX+4, Feat +1, Enh +1)
Encounter Martial, Weapon Standard Action Melee 1 Effect: You move up to your speed and make the following attack at any point during your move. This movement does not provoke an opportunity attack from the target. Target: One creature Attack: Highest ability modifier (Dex, +10) vs. Reflex (Level +1, DEX+4, Class +1, Prof +3, Enh +1) Hit: 1[W] + highest ability modifier damage (Dex), 1d4+6 (DEX+4, Feat +1, Enh +1) and the target is slowed until the end of your next turn.
Encounter Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: (Dexterity vs. AC) +10 v AC (Level +1, DEX+4, Class +1, Prof +3, Enh +1) Hit: 2[W] + Dexterity modifier damage. 2d4+6 (DEX+4, Feat +1, Enh +1) Effect: You gain a power bonus to AC and Reflex equal to your Charisma modifier until the end of your next turn. Artful Dodger: The defense bonus equals 2 + your Charisma modifier.
Daily Martial, Stance Minor Action Personal Effect: Until the stance ends, each time an enemy hits or misses you, you can use the Duelist's Prowess Attack power against it.
Trigger: An enemy adjacent to you attacks you Target: The triggering enemy Attack: (Dexterity vs. Reflex) +10 vs. Reflex (Level +1, DEX+4, Class +1, Prof +3, Enh +1) Hit: 1[W] + Dexterity modifier damage. 1d4+6 (DEX+4, Feat +1, Enh +1)
Powers
At-Will Free Action Personal Effect: You draw or sheathe a weapon, pick up an item in your space or adjacent to it, or retrieve or stow an item Special: You can use this power only once per round.
Encounter Immediate Interrupt Personal Trigger: You are hit by an attack. Effect: The attacker must reroll the attack and use the second roll, even if it is lower.
Power (Teleportation) Daily (Free Action) Use this power when you attack an adjacent target, but before you roll. Teleport to the nearest square from which you and an ally flank the target.
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
60g
Personality Traits
Wik lives up to her peoples' reputation: friendly, cheerful, unconcerned with larger matters (politics, religion, etc.), and intensely curious. She has a short attention span, and is easily distracted by anything that promises to be more amusing than her current situation. Just as she dresses like a child to keep out of notice, so does she act the part, often putting on a show of being silly and playful, intentionally trying to appear non-threatening. Someone for whom Wik decides to drop the childish facade would see her as a friendly and affable person, if a bit self-centered. Closer insight would reveal someone that she has no trust for others, and is in fact quite paranoid about anyone getting too close to her.
Mannerisms and Appearance
Wik finds life much easier when she isn't noticed, so she dresses to try and blend in to whatever crowd in which she finds herself. In most of the towns around Harken she dresses like a young Human street urchin: raggedy clothes, messy hair, dirty face. Of course, under the tattered clothes are hidden numerous pouches and pockets where Wik keeps the tools of her "trade". Anyone encountering Wik would hopefully see nothing more than another Human child, approximately 10 years old by size, running around the streets, begging for spare change or getting into harmless mischief.
Session and Campaign Notes
Companions and Allies
Dougan Throckmarr (Crucival) - Half Orc Monk Munir Foehammer (RavenQueen) - Dwarf Runepriest Rivenalis Cambryn (Shadeus) - Human Paladin Aliss (Intro) - Half-Elf Sorcerer Gretta (Orrin) - Human Witch
Background & Other Notes
Background: Halfling - Banned (+2 to Bluff) Theme: Guttersnipe Background & Notes: Quickly bored with her family's tribal life along the White River, Wik left (not entirely of her own choice) and has spent most of her life travelling from town to town, exploring the halls and houses of whatever place she happens to be in at that moment. Typically she would stow away with a larger caravan, staying hidden or pretending to be a child of one of the families within. When she arrived at the destination she would immediately start to look for a barn or storage building or other structure where she could set herself up a hidden cache, and from there she'd spend her days sneaking into every place that looked like it might present an amusing challenge. A few times before Wik has been convinced to join a larger group of (adventurers? thieves? plunderers?) like-minded individuals to take on a challenge that was too great for her to try alone (the haunted crypt of a wealthy family, Dwarven-mined caves rumoured to contain long-lost treasures), but these collaborations were short-lived, often ending in bloodshed and betrayal within the group. So far this latest group seems like it could be different, but you never know... Greatest Virtue For all her thieving ways, Wik does not truly want to hurt anyone. She takes what she needs to survive, but never from anyone that doesn't seem to be able to handle the loss. Valuables stolen for her amusement usually end up being returned in an equally unexpected way; an heirloom medallion is discovered under the duke's hat, a jeweled necklace shows up around the neck of a loyal guard dog. Greatest Weakness Wik's learned paranoia and inability to trust anyone has kept her from forming the connections that would be so valuable in her nomadic life. Guilds that have welcomed her with open arms and safe homes are rejected for fear of betrayal, and true friends are abandoned before they could turn against her. Story Hooks (optional) Wik was exiled from the Reedfoot clan for nearly causing a war between two of the families over a "missing" heirloom suddenly appearing on the figurehead of the other boat. Liberating Harkenwold For all her acts of independence, Wik still thinks of herself (though never admitted openly) as a proud member of the Reedfoot clan, and both loves and misses her home and family. She always believed that one day, after her adventuring days were over, she would return and be welcomed back to her home on the river. Hearing stories of the violence taking place in Harkenwold, Wik is terrified for the safety of her people. Thankfully her companions also have personal reasons to return to Harkenwold, and they set out for home immediately.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games