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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
[b]Class:[/b] [ooc='[b][color=blue]Combat Challenge[/color][/b]']If you attack an enemy you can mark them (hit or miss). This mark lasts until the end of your next turn and the target takes a -2 penalty to attack rolls for any attack that does not include you as a target. When a marked enemy adjacent to you shifts or makes an attack that does not include you then you can make a melee basic attack against that enemy as an immediate interrupt.[/ooc], [ooc='[b][color=blue]Combat Superiority[/color][/b]']You gain your WisMod as a bonus to OAs and any enemy struck by your OA stops moving if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.[/ooc], [ooc='[b][color=blue]Tempest Technique[/color][/b]']When you wield two melee weapons you gain a +1 bonus to attack rolls with the weapons that have the off-hand property. You gain Two-Weapon Defense as a bonus feat, even if you don't meet the prerequisites. When wearing light armor or chainmail you gain a +1 bonus to damage rolls with melee and close weapon attacks when you are wielding two weapons. This bonus increases to +2 with weapons that have the off-hand property.[/ooc] [b]Feats:[/b] [ooc='[b][color=green]Dragging Flail[/color][/b]']If you knock an enemy prone with a flail you can slide them 1 square.[/ooc], [ooc='[b][color=green]Flail Expertise[/color][/b]']+1 tiered [color=blue][b]feat bonus[/b][/color] with flails and any time you can slide an opponent you can prone them instead.[/ooc], [ooc='[b][color=green]Rending Chains Student - lesser style[/color][/b]']+2 bonus on Intimidate checks Reaping Strike gains "slide 1 to a square adjacent to you" as well.[/ooc], [ooc='[b][color=green]Spiked Chain Training (Dr.372)[/color][/b]']Req: Dex 13; You gain proficiency with the spiked chain. You can treat the spiked chain as a double weapon. As a double weapon, each end of the spiked chain is a light blade and deals 2d4 damage. The primary end gains the stout property, and the secondary end gains the off-hand property.[/ooc], [ooc='[b][color=green]Two-Weapon Defense (PH)[/color][/b]']Req Waived; While holding a melee weapon in each hand you gain a +1 shield bonus to AC and Reflex.[/ooc] [b]Misc:[/b] [ooc='[color=sienna][b]Spiked Chain Properties[/b][/color]']A double weapon that has the stout property with the primary end and off-hand with the secondary end as well as both ends having reach.[list][*][b]Stout:[/b] can be used as a two-handed weapon with the primary end. Switching between this use and double weapon use is a free action. [*][b]Off-hand:[/b] weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can’t attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon. [*][b]Reach:[/b] With a reach weapon, you can attack enemies that are 2 squares away from you as well as adjacent enemies, with no attack penalty. You can still make opportunity attacks only against adjacent enemies. Likewise, you can flank only an adjacent enemy.[/list][/ooc] [b]Theme:[/b] [ooc='[color=sienna][b]Tuathan : Shapechangers Physique[/b][/color]']Whenever you make an Athletics check, you can roll twice and use either result.[/ooc] [b]Images:[/b] [ooc='[color=purple][b]Helm of Seven Deaths[/b][/color]']Helm of Seven Deaths [Lvl 5 Rare] Black helm with seven dull green gems set in the brow of the helm.[img]http://bit.ly/OvdV9h[/img][/ooc]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=383531][size=4][B]Kessler Lorman[/B][/size][/url], Human Fighter [B]Init[/B] +4 [B]HP[/B] 16/33 [B]Bloodied[/B] 16 [B]Healing Surge[/B] 8 (3 used /10) [B]AC[/B] 19 [B]Fort[/B] 18 [B]Reflex[/B] 16 [B]Will[/B] 13 [B]Speed[/B] 6 [B]Str[/B] 18 (+4) [B]Con[/B] 12 (+1) [B]Dex[/B] 16 (+3) [B]Int[/B] 8 (-1) [B]Wis[/B] 13 (+1) [B]Cha[/B] 9 (-1) [OOC='[color=seagreen][b]Dual Strike (A1)[/b][/color]'][B][color=seagreen][b]Dual Strike (A1)[/b][/color][/B] At-Will ✦ Martial, Weapon Standard; Melee weapon [b]Req:[/b] You must be wielding two melee weapons. [b]1st Target:[/b] 1 creature [b]1st Attack:[/b] Str vs. AC (main weapon) [b]Hit:[/b] 1[W] dmg [b]Effect:[/b] Make a secondary attack. [b]2nd Target:[/b] One creature other than the primary target [b]2nd Attack:[/b] Str vs. AC (off-hand weapon) [b]Hit:[/b] 1[W] dmg [b]21st:[/b] 2[W] dmg per attack[/OOC], [OOC='[color=seagreen][b]Helm of Seven Deaths (gear)[/b][/color]'][B][color=seagreen][b]Helm of Seven Deaths (gear)[/b][/color][/B] [b]Utility Power ✦ At-Will (Minor Action)[/b] [b]Effect:[/b] Choose one bloodied creature you have hit with an attack during this turn. You learn that creature's current hit point total. [hr][/hr] [b]Utility Power ✦ At-Will (Free Action, 1/Turn)[/b] [b]Trigger:[/b] You kill a living creature with an attack. [b]Effect:[/b] One of the helm's seven gems captures the creature's soul. A gem can hold only 1 soul at a time and glows while doing so. A soul within a gem prevents that creature from being returned to life until it is released.[/OOC], [OOC='[color=seagreen][b]Melee : Basic[/b][/color]'][B][color=seagreen][b]Melee : Basic[/b][/color][/B] At-Will ✦ Weapon Standard; Melee Weapon [b]Target:[/b] 1 creature [b]Attack:[/b] Str vs. AC [b]Hit:[/b] 1[W] + StrMod dmg; 21st: 2[W] + StrMod [b]Special:[/b] You can use an unarmed attack as a weapon to make a melee basic attack[/OOC], [OOC='[color=seagreen][b]Pass Forward (U2)[/b][/color]'][B][color=seagreen][b]Pass Forward (U2)[/b][/color][/B] At-Will ✦ Martial Move; Personal [b]Effect:[/b] You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.[/OOC], [OOC='[color=seagreen][b]Ranged : Basic[/b][/color]'][B][color=seagreen][b]Ranged : Basic[/b][/color][/B] At-Will ✦ Weapon Standard; Ranged Weapon [b]Target:[/b] 1 creature [b]Attack:[/b] Dex vs. AC [b]Hit:[/b] 1[W] + DexMod dmg; 21st: 2[W] + DexMod [b]Special:[/b] Weapons with the heavy thrown property can use Str instead of Dex for attack and damage rolls.[/OOC], [OOC='[color=seagreen][b]Reaping Strike (A1)[/b][/color]'][B][color=seagreen][b]Reaping Strike (A1)[/b][/color][/B] At-Will ✦ Martial, Weapon Standard; Melee weapon [b]Target:[/b] 1 creature [b]Attack:[/b] Str vs. AC [b]Hit:[/b] 1[W] + StrMod dmg and slide 1 to an adjacent square (from Rending Chains lesser style). [b]21st:[/b] Damage improves to 2[W] + StrMod [b]Miss:[/b] Half StrMod damage or StrMod damage if using a two-handed weapon.[/OOC], [OOC='[color=seagreen][b]Threatening Rush (A1)[/b][/color]'][B][color=seagreen][b]Threatening Rush (A1)[/b][/color][/B] At-Will ✦ Martial, Weapon Standard; Melee weapon [b]Attack:[/b] Str vs AC [b]Hit:[/b] 1[W] damage and you mark each enemy adjacent to you until the end of your next turn. [b]Level 21:[/b] 2[W] damage [b]Special:[/b] When charging, you can use this power in place of a melee basic attack.[/OOC], [OOC='[color=darkred][b]Funneling Fury (A1)[/b][/color]'][B][color=darkred][b]Funneling Fury (A1)[/b][/color][/B] Encounter ✦ Martial, Weapon Standard; Melee weapon [b]Req:[/b] Wielding 2 melee weapons. [b]Targets:[/b] Two creatures [b]Attack:[/b] Str vs. AC (main + off-hand), 1 attack/target [b]Hit:[/b] 1[W] + StrMod dmg + slide 1[/OOC], [OOC='[color=darkred][b]Helm of Seven Deaths (gear)[/b][/color]'][B][color=darkred][b]Helm of Seven Deaths (gear)[/b][/color][/B] [b]Utility Power (Healing) ✦ Encounter (Minor Action)[/b] [b]Requirement:[/b] At least 3 of the 7 gems must contain a soul. [b]Effect:[/b] You regain 5+(1/2 your level) hit points and 2 of the gems release their souls.[/OOC], [OOC='[color=darkred][b]Screaming Hide Armor[/b][/color]'][B][color=darkred][b]Screaming Hide Armor[/b][/color][/B] Power: Encounter : Fear Minor Action [b]Effect:[/b] An enemy within 5 squares of you takes a -2 penalty on attack rolls until the end of your next turn.[/OOC], [OOC='[b][color=dimgray]Helm of Seven Deaths (gear)[/color][/b]'][B][b][color=dimgray]Helm of Seven Deaths (gear)[/color][/b][/B] [b]Utility Power ✦ Daily (Minor Action)[/b] [b]Requirement:[/b] All seven gems must contain a soul. [b]Effect:[/b] On your next damage roll up to four of the dice you roll are maximized and all of the gems release their souls.[/OOC], [OOC='[b][color=dimgray]Tempest Dance (A1)[/color][/b]'][B][b][color=dimgray]Tempest Dance (A1)[/color][/b][/B] Daily Martial, Weapon Standard; Melee weapon [b]Target:[/b] 1 creature [b]Attack:[/b] Str vs. AC [b]Hit:[/b] 1[W] + StrMod dmg; +DexMod dmg if you have CA vs. target. [b]Effect:[/b] You can shift 1 square and repeat the attack against a second target. You can then shift 1 square and repeat the attack against a third target.[/OOC], [OOC='[b][color=dimgray]Staggering Spiked Chain[/color][/b]'][B][b][color=dimgray]Staggering Spiked Chain[/color][/b][/B] Power: Daily : Slide Struck Foe Free Action When you hit with the weapon you can slide the target a number of squares equal to the weapon's enhancement bonus.[/OOC] [B]Notes[/B] [b]Class:[/b] [ooc='[b][color=blue]Combat Challenge[/color][/b]']If you attack an enemy you can mark them (hit or miss). This mark lasts until the end of your next turn and the target takes a -2 penalty to attack rolls for any attack that does not include you as a target. When a marked enemy adjacent to you shifts or makes an attack that does not include you then you can make a melee basic attack against that enemy as an immediate interrupt.[/ooc], [ooc='[b][color=blue]Combat Superiority[/color][/b]']You gain your WisMod as a bonus to OAs and any enemy struck by your OA stops moving if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.[/ooc], [ooc='[b][color=blue]Tempest Technique[/color][/b]']When you wield two melee weapons you gain a +1 bonus to attack rolls with the weapons that have the off-hand property. You gain Two-Weapon Defense as a bonus feat, even if you don't meet the prerequisites. When wearing light armor or chainmail you gain a +1 bonus to damage rolls with melee and close weapon attacks when you are wielding two weapons. This bonus increases to +2 with weapons that have the off-hand property.[/ooc] [b]Feats:[/b] [ooc='[b][color=green]Dragging Flail[/color][/b]']If you knock an enemy prone with a flail you can slide them 1 square.[/ooc], [ooc='[b][color=green]Flail Expertise[/color][/b]']+1 tiered [color=blue][b]feat bonus[/b][/color] with flails and any time you can slide an opponent you can prone them instead.[/ooc], [ooc='[b][color=green]Rending Chains Student - lesser style[/color][/b]']+2 bonus on Intimidate checks Reaping Strike gains "slide 1 to a square adjacent to you" as well.[/ooc], [ooc='[b][color=green]Spiked Chain Training (Dr.372)[/color][/b]']Req: Dex 13; You gain proficiency with the spiked chain. You can treat the spiked chain as a double weapon. As a double weapon, each end of the spiked chain is a light blade and deals 2d4 damage. The primary end gains the stout property, and the secondary end gains the off-hand property.[/ooc], [ooc='[b][color=green]Two-Weapon Defense (PH)[/color][/b]']Req Waived; While holding a melee weapon in each hand you gain a +1 shield bonus to AC and Reflex.[/ooc] [b]Misc:[/b] [ooc='[color=sienna][b]Spiked Chain Properties[/b][/color]']A double weapon that has the stout property with the primary end and off-hand with the secondary end as well as both ends having reach.[list][*][b]Stout:[/b] can be used as a two-handed weapon with the primary end. Switching between this use and double weapon use is a free action. [*][b]Off-hand:[/b] weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can’t attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon. [*][b]Reach:[/b] With a reach weapon, you can attack enemies that are 2 squares away from you as well as adjacent enemies, with no attack penalty. You can still make opportunity attacks only against adjacent enemies. Likewise, you can flank only an adjacent enemy.[/list][/ooc] [b]Theme:[/b] [ooc='[color=sienna][b]Tuathan : Shapechangers Physique[/b][/color]']Whenever you make an Athletics check, you can roll twice and use either result.[/ooc] [b]Images:[/b] [ooc='[color=purple][b]Helm of Seven Deaths[/b][/color]']Helm of Seven Deaths [Lvl 5 Rare] Black helm with seven dull green gems set in the brow of the helm.[img]http://bit.ly/OvdV9h[/img][/ooc]
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; Melee weapon [b]Req:[/b] You must be wielding two melee weapons. [b]1st Target:[/b] 1 creature [b]1st Attack:[/b] Str vs. AC (main weapon) [b]Hit:[/b] 1[W] dmg [b]Effect:[/b] Make a secondary attack. [b]2nd Target:[/b] One creature other than the primary target [b]2nd Attack:[/b] Str vs. AC (off-hand weapon) [b]Hit:[/b] 1[W] dmg [b]21st:[/b] 2[W] dmg per attack
[b]Utility Power ✦ At-Will (Minor Action)[/b] [b]Effect:[/b] Choose one bloodied creature you have hit with an attack during this turn. You learn that creature's current hit point total. [hr][/hr] [b]Utility Power ✦ At-Will (Free Action, 1/Turn)[/b] [b]Trigger:[/b] You kill a living creature with an attack. [b]Effect:[/b] One of the helm's seven gems captures the creature's soul. A gem can hold only 1 soul at a time and glows while doing so. A soul within a gem prevents that creature from being returned to life until it is released.
At-Will ✦ Weapon Standard; Melee Weapon [b]Target:[/b] 1 creature [b]Attack:[/b] Str vs. AC [b]Hit:[/b] 1[W] + StrMod dmg; 21st: 2[W] + StrMod [b]Special:[/b] You can use an unarmed attack as a weapon to make a melee basic attack
At-Will ✦ Martial Move; Personal [b]Effect:[/b] You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.
At-Will ✦ Weapon Standard; Ranged Weapon [b]Target:[/b] 1 creature [b]Attack:[/b] Dex vs. AC [b]Hit:[/b] 1[W] + DexMod dmg; 21st: 2[W] + DexMod [b]Special:[/b] Weapons with the heavy thrown property can use Str instead of Dex for attack and damage rolls.
At-Will ✦ Martial, Weapon Standard; Melee weapon [b]Target:[/b] 1 creature [b]Attack:[/b] Str vs. AC [b]Hit:[/b] 1[W] + StrMod dmg and slide 1 to an adjacent square (from Rending Chains lesser style). [b]21st:[/b] Damage improves to 2[W] + StrMod [b]Miss:[/b] Half StrMod damage or StrMod damage if using a two-handed weapon.
At-Will ✦ Martial, Weapon Standard; Melee weapon [b]Attack:[/b] Str vs AC [b]Hit:[/b] 1[W] damage and you mark each enemy adjacent to you until the end of your next turn. [b]Level 21:[/b] 2[W] damage [b]Special:[/b] When charging, you can use this power in place of a melee basic attack.
Encounter ✦ Martial, Weapon Standard; Melee weapon [b]Req:[/b] Wielding 2 melee weapons. [b]Targets:[/b] Two creatures [b]Attack:[/b] Str vs. AC (main + off-hand), 1 attack/target [b]Hit:[/b] 1[W] + StrMod dmg + slide 1
[b]Utility Power (Healing) ✦ Encounter (Minor Action)[/b] [b]Requirement:[/b] At least 3 of the 7 gems must contain a soul. [b]Effect:[/b] You regain 5+(1/2 your level) hit points and 2 of the gems release their souls.
Power: Encounter : Fear Minor Action [b]Effect:[/b] An enemy within 5 squares of you takes a -2 penalty on attack rolls until the end of your next turn.
Powers
[b]Utility Power ✦ Daily (Minor Action)[/b] [b]Requirement:[/b] All seven gems must contain a soul. [b]Effect:[/b] On your next damage roll up to four of the dice you roll are maximized and all of the gems release their souls.
Daily Martial, Weapon Standard; Melee weapon [b]Target:[/b] 1 creature [b]Attack:[/b] Str vs. AC [b]Hit:[/b] 1[W] + StrMod dmg; +DexMod dmg if you have CA vs. target. [b]Effect:[/b] You can shift 1 square and repeat the attack against a second target. You can then shift 1 square and repeat the attack against a third target.
Power: Daily : Slide Struck Foe Free Action When you hit with the weapon you can slide the target a number of squares equal to the weapon's enhancement bonus.
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
3 gp
Personality Traits
Mannerisms and Appearance
Kesslers' hide armor was custom crafted for himself by his own hands as were the two whips he favors over the others. All of these pieces were crafted using the skins from a clutch of black coral deep eels that he traded a years worth of work with Adellar Marcher. Their skin is incredibly tough and resilient and despite being the same thickness as typical leather it has the durability and protective qualities as hide. The skin is comprised of multiple layers within itself with an insulating and conductive layer as well. The external layers are conductive and the internal layers are insulating which allows electicity to run across the surface of the skin without harming the wearer in addition to a resistance to cold temperatures. Kessler hasn't been able to take advantage of this property yet but plans on doing so in the future. The whips share these same traits and he's planning on having them enhanced with electrical or freezing properties at some point.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Spiked Chain, +3 prof, 2d4 dmg, 1 gp cost, 2 lb. wt., 2H, Superior, Melee, Flail group, Double Weapon, Stout/Off-hand, Reach Longbow, +2 prof, 1d10 dmg, 20/40 rng, 30 gp cost, 3 lbs. wt., Military, Ranged, Bow group, Load free Spiked Chain Attack: +3 (proficiency) + 4 (str) + 1 (1/2 level) + 1 (enhancement) + 0/1 (tempest technique; off-hand property) +1 (flail expertise)= +10/11 Longbow Attack: +2 (proficiency) + 3 (dex) +1 (1/2 level) = +6 Damage: +1/2 (tempest technique; Stout/Off-Hand property) + 4 (str) +1 (enhancement) = +6/+7 Tuathan Theme (Heroes of the Feywild) : 1st: Shapechanger's Physique: When making Athletic checks roll twice and select either result. 5th: Tables are Turned: When you use your second wind you gain combat advantage against any enemy flanking you and being flanked does not cause you to grant combat advantage. This benefit lasts until the end of your next turn; 10th: If you have the tuathan animal shape power you can use it to assume the form of a Tiny fey or natural beast that can fly. In this form, you have a fly speed of 6. Optional Powers: U2 - Tuathan Animal Shape; U2 - Faerie Fortune; U6 - Set Determination; U10 - Timeless Step Background : Occupation Gypsy Family (Circus Performer) You were born into the circus and grew up among acrobats, performers, magicians, and animals. In your formative years. you showed a knack for feats ofstrength or dexterity, so you began learning from the performers. Living among the members ofthe circus made you tolerant ofpeople who had alternative lifestyles. Although you never received a formal education, you learned many useful skills from the motley members of the circus. Your upbringing has left you with wanderlust, and it is this feeling that has driven you to explore a life as an adventurer. Associated Skills: Acrobatics, Thievery In the realm of Wyrmvald, dragons are revered as creatures of legend. Their images adorn the buildings of Stormvale; their deeds are the stuff of fables and bed-time stories; their powers are said to bring about the change of seasons and movements of the spheres. And yet, for all their influence, the dragons are silent in Wyrmvald, and have been for centuries, perhaps millennia. They have faded into the lore of the people, and few actually believe they exist except for in story. Even the King of Dragons--the mighty Bahamut--has been absent in the world since time immemorial, and is spoken of now as the Silent God in a world where deities actively vie for control of the clergy and speak freely with those who would listen. But there have been rumblings, rumours of a secret sect of the followers of Bahamut who long to wake the Silent God, and a prophecy of his coming. Most of the common people of the world have better things to think about than the resurgence of dragons--but then, you're not common, are you' [table=2,1] [R=1,1][CENTER][color=sienna][FONT= quot;Century Gothic quot;][SIZE= quot;6 quot;]Kessler Lorman[/SIZE] [SIZE= quot;4 quot;]Human Fighter (Tempest)[/SIZE][/FONT][/COLOR][/CENTER] [IMG][/IMG] [R=2,1][setfield][B]Race:[/B] Human, Male [B]Class:[/B] Fighter (Tempest) [b]Paragon Path:[/b] N/A (yet) [B]Background:[/B] ''' [B]Theme:[/B] N/A (yet') [b]Role:[/b] Defend the squishies!!! :^^:[/FIELDSET][FIELDSET= quot;Appearance quot;]Of average height, Kessler stands at 5' 7 quot;. His shoulders are quite broad but he's not heavily muscled and bulky. Instead, he's very lean, and wiry with an almost whip-cord like musculature. He moves with inborn grace coupled with years of weapon training and has numerous scars across most of his body. His smile is slightly crooked with a shallow scar across the lower left side of his lips from a long healed wound.[/FIELDSET][FIELDSET= quot;Personality quot;]Kessler has a deep voice but its not loud, more like a low and slow rumble. His speech pattern is direct and to the point with no embellishments, one might even say its brutal. He doesn't smile often and isn't the brightest individual but he knows it and keeps his peace when he might say something inappropriate or do something foolish. He loves a physical challenge and is particularly fond of climbing and swimming. Perhaps a bit overconfident he tends to put himself in the thick of things without a pause for thought. Relying on his abilities, both natural and trained, he's done well.[/FIELDSET][/table][center][fieldset= quot;Background quot;][left]WiP[/left][/fieldset][fieldset=Odds'N'Ends][left]Stuff will be here.[/left][/fieldset][/center] -------------------------------------------- Combat Superiority - You gain your WisMod as a bonus to OAs and any enemy struck by your OA stops moving if a move provoked the attack. If it still has actions remaining, it can use them to resume moving. Tempest Technique (MP) - When you wield two melee weapons you gain a +1 bonus to attack rolls with the weapons that have the off-hand property. You gain Two-Weapon Defense as a bonus feat, even if you don't meet the prerequisites. When wearing light armor or chainmail you gain a +1 bonus to damage rolls with melee and close weapon attacks when you are wielding two weapons. This bonus increases to +2 with weapons that have the off-hand property.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games