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
+2 racial bonus to checks made to escape a grab and to saving throws against effects that immobilize, restrain, or slow you.
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=381519][size=4][B]Tobi[/B][/size][/url], Hengeyokai Ninja (Assassin, Executioner) [B]Init[/B] +4 [B]HP[/B] 24/24 [B]Bloodied[/B] 12 [B]Healing Surge[/B] 6 (0 used /8) [B]AC[/B] 18 [B]Fort[/B] 12 [B]Reflex[/B] 15 [B]Will[/B] 14 [B]Speed[/B] 7 [B]Str[/B] 11 (0) [B]Con[/B] 12 (+1) [B]Dex[/B] 18 (+4) [B]Int[/B] 8 (-1) [B]Wis[/B] 14 (+2) [B]Cha[/B] 16 (+3) [OOC='[color=green]Melee Basic Attack (Standard)[/color]'][B][color=green]Melee Basic Attack (Standard)[/color][/B] Attack: +6 vs. AC (Kusari-gama) Hit: 1d10+4 +1d8 (Attack Finesse)[/OOC], [OOC='[color=green]Ranged Basic Attack (Standard)[/color]'][B][color=green]Ranged Basic Attack (Standard)[/color][/B] Ranged: 6/12 Attack: +7 vs. AC Hit: 1d4+4 +1d8 (Attack Finesse)[/OOC], [OOC='[color=green]Ninja-to Rush (Standard)[/color]'][B][color=green]Ninja-to Rush (Standard)[/color][/B] At-Will Martial, Weapon Standard Action Melee weapon Requirement: You must use this power with a short sword. Target: One creature Attack: Dexterity vs. AC. If you have jumped, fallen, or flown this turn, you gain combat advantage against the target for this attack. Hit: 1[W] + Dexterity modifier damage. Special: When charging, you can use this power in place of a melee basic attack.[/OOC], [OOC='[color=green]Poisonous Shuriken (Standard)[/color]'][B][color=green]Poisonous Shuriken (Standard)[/color][/B] At-Will Martial, Weapon Standard Action Ranged weapon Requirement: You must use this power with shuriken. Target: One, two, or three creatures Attack: Dexterity vs. AC Hit: 1[W] damage. Level 21: 2[W] damage. Special: If you deliver an assassin poison with this attack, it applies to each target hit by this attack, even if the poison would normally be applied to only a single piece of ammunition.[/OOC], [OOC='[color=green]Whirling Kusari-gama (Standard)[/color]'][B][color=green]Whirling Kusari-gama (Standard)[/color][/B] At-Will Martial, Weapon Standard Action Melee weapon Requirement: You must use this power with a kusari-gama. Target: One creature Attack: Dexterity vs. Reflex Hit: Dexterity modifier damage, and the target falls prone. You can shift 1 square and make the secondary attack with the secondary end of the kusari-gama. Secondary Target: One creature Secondary Attack: Dexterity vs. AC Hit: 1[W] damage.[/OOC], [OOC='[color=red]Assassin's Strike (No Action)[/color]'][B][color=red]Assassin's Strike (No Action)[/color][/B] Encounter Martial No Action Personal Trigger: You hit a creature within 5 squares of you with an attack using a weapon. Target: The creature you hit Effect: The target takes 1d10 extra damage from the triggering attack. If the target is helpless, this damage is maximized.[/OOC], [OOC='[color=red]Ruthless Demonstration (Free Action)[/color]'][B][color=red]Ruthless Demonstration (Free Action)[/color][/B] Encounter Fear, Martial Free Action Personal Trigger: You bloody an enemy adjacent to you or reduce an enemy adjacent to you to 0 hit points or fewer. Effect: Enemies that can see you take a -2 penalty to attack rolls against you until you are hit by an attack or until the end of the encounter. Also, if you bloodied the triggering enemy, you can immediately make an Intimidate check against it to force it to surrender.[/OOC], [OOC='[color=DarkSlateGray]Carrion Crawler Brain Juice (Consumable)[/color]'][B][color=DarkSlateGray]Carrion Crawler Brain Juice (Consumable)[/color][/B] Power (Poison) Consumable (Minor Action) You apply the poison to your melee weapon or five pieces of your ammunition. Until the end of the encounter, whenever you hit a creature with a weapon attack using the poisoned item, the target takes 4 extra poison damage, and it is slowed until the end of your next turn. Power (Poison) Consumable (Minor Action) You apply the poison to a single handheld object. Within the next hour, the first creature other than you to hold or wear the object for more than 1 minute is immobilized until the end of its next extended rest.[/OOC], [OOC='[color=DarkSlateGray]Bloodroot Poison (Consumable)[/color]'][B][color=DarkSlateGray]Bloodroot Poison (Consumable)[/color][/B] Power (Poison) Consumable (Minor Action) You apply the poison to your melee weapon or one piece of your ammunition. During this encounter, the next creature you hit with a weapon attack using the poisoned item takes 6 extra poison damage, and it is dazed (save ends). Power (Poison) Consumable (Minor Action) You pour the poison into a drink or onto a plate of food. The first creature to consume the food or drink within the next hour is dazed until the end of its next extended rest.[/OOC], [OOC='[color=green]Nature's Mask (Minor)[/color]'][B][color=green]Nature's Mask (Minor)[/color][/B] At-Will (Special) ✦ 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 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 1 + half your speed. Special: You can use this power only once per round.[/OOC] [B]Notes[/B] +2 racial bonus to checks made to escape a grab and to saving throws against effects that immobilize, restrain, or slow you.
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
Attack: +6 vs. AC (Kusari-gama) Hit: 1d10+4 +1d8 (Attack Finesse)
Ranged: 6/12 Attack: +7 vs. AC Hit: 1d4+4 +1d8 (Attack Finesse)
At-Will Martial, Weapon Standard Action Melee weapon Requirement: You must use this power with a short sword. Target: One creature Attack: Dexterity vs. AC. If you have jumped, fallen, or flown this turn, you gain combat advantage against the target for this attack. Hit: 1[W] + Dexterity modifier damage. Special: When charging, you can use this power in place of a melee basic attack.
At-Will Martial, Weapon Standard Action Ranged weapon Requirement: You must use this power with shuriken. Target: One, two, or three creatures Attack: Dexterity vs. AC Hit: 1[W] damage. Level 21: 2[W] damage. Special: If you deliver an assassin poison with this attack, it applies to each target hit by this attack, even if the poison would normally be applied to only a single piece of ammunition.
At-Will Martial, Weapon Standard Action Melee weapon Requirement: You must use this power with a kusari-gama. Target: One creature Attack: Dexterity vs. Reflex Hit: Dexterity modifier damage, and the target falls prone. You can shift 1 square and make the secondary attack with the secondary end of the kusari-gama. Secondary Target: One creature Secondary Attack: Dexterity vs. AC Hit: 1[W] damage.
Encounter Martial No Action Personal Trigger: You hit a creature within 5 squares of you with an attack using a weapon. Target: The creature you hit Effect: The target takes 1d10 extra damage from the triggering attack. If the target is helpless, this damage is maximized.
Encounter Fear, Martial Free Action Personal Trigger: You bloody an enemy adjacent to you or reduce an enemy adjacent to you to 0 hit points or fewer. Effect: Enemies that can see you take a -2 penalty to attack rolls against you until you are hit by an attack or until the end of the encounter. Also, if you bloodied the triggering enemy, you can immediately make an Intimidate check against it to force it to surrender.
Power (Poison) Consumable (Minor Action) You apply the poison to your melee weapon or five pieces of your ammunition. Until the end of the encounter, whenever you hit a creature with a weapon attack using the poisoned item, the target takes 4 extra poison damage, and it is slowed until the end of your next turn. Power (Poison) Consumable (Minor Action) You apply the poison to a single handheld object. Within the next hour, the first creature other than you to hold or wear the object for more than 1 minute is immobilized until the end of its next extended rest.
Power (Poison) Consumable (Minor Action) You apply the poison to your melee weapon or one piece of your ammunition. During this encounter, the next creature you hit with a weapon attack using the poisoned item takes 6 extra poison damage, and it is dazed (save ends). Power (Poison) Consumable (Minor Action) You pour the poison into a drink or onto a plate of food. The first creature to consume the food or drink within the next hour is dazed until the end of its next extended rest.
Powers
At-Will (Special) ✦ 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 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 1 + half your speed. Special: You can use this power only once per round.
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
AD - PP - GP - 37 SP - CP -
Personality Traits
Timid, demure, shy, quiet. All an act to remain unnoticed and to seem non-threatening. Once battle is open and she can no longer remain out of sight, Tobi explodes with savage and terrifying fury to help maintain her (and her clan's) reputation as demonic killers.
Mannerisms and Appearance
Most often, Tobi is in her human-like form; small (<5 feet, 80 pounds) and slight, with sharp, bird-like facial features and short hair of varying hues of brown and red. Her clothes are (intentionally) unremarkable, and meant to blend in to her environment; patchy brown and gray leather under a peasant's hooded cloak and well-work backpack. Tobi's animal form is a Tree Sparrow, tiny and unassuming. When the time for subtlety has passed and the battle is joined, Tobi assumes her hybrid form, a frightening combination of human and bird that resembles the legendary Tengu of children's stories.
Session and Campaign Notes
When the Night Comes: http://www.myth-weavers.com/forumdisplay.php?f=23103
Companions and Allies
Background & Other Notes
Tobi is intensely private about her identity and background, obviously paranoid about being found by someone from her past. Though Tobi refuses to give details about her life before leaving Kara-tur*, one familiar with the various criminal organizations from the Eastern regions would recognize her methods as those of a Ninja, or hired assassin. If someone were to catch a glimpse of Tobi without her heavy cloak, they might see part of an intricate and distinctive tattoo at the edge of her collar or sleeves. These markings are the sign of a Yakuza*, members of a criminal organization from the Empire of Wa*. Tobi obviously goes to great lengths to make sure she keeps this information secret, and would easily kill to protect it. Without earning her intimate trust (a likely impossible task), there is no way of knowing if she on a mission, still in the employ of the Yakuza, or a former member in hiding (a position that comes with a death sentence; no one leaves the Yakuza alive). Tobi is extremely concerned about being identified by anyone who could connect her to her past, or to her membership in the Yakuza. Whether this is a necessity of her current mission, or because she is in hiding from her former employers, is unknown. All that matters is Tobi would rather kill than be found out. Tobi is equally secretive about what she was doing before arriving in Shyran, and why she is here now. She came to town as part of a large caravan of traders, and has since been looking for work suited to her skills. Despite her preference for working alone, when Tobi saw the notice calling for adventurers to investigate Riftgate she signed up. So far, it was the only job for a hired blade she had seen. OOC: *I've left the names of some of the Kara-tur-specific stuff intact for now. If you decide you like having an Eastern-flavoured region in your world, we can work on coming up with original names for the clans, nations, etc. as needed.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games