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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
- all grab escapes vs Fort 25 (Inescapable Hold, Wrestler's Gloves) - +2 to Grab attacks and attacks to move a target you are grabbing (Brawler Style) - +1 to opportunity attacks (Combat Superiority) - +1dmg against bloodied enemies (Ki Focus Expertise) - knock slowed or immobilized targets prone (World Serpent's Grasp) - Languages: Common, Elven
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=384296][size=4][B]Hank 'Grizzly' Grisham[/B][/size][/url], Human Fighter (Brawler) [B]Init[/B] +6 [B]HP[/B] 57/57 [B]Bloodied[/B] 28 [B]Healing Surge[/B] 14 (0 used /10) [B]AC[/B] 24 [B]Fort[/B] 24 [B]Reflex[/B] 20 [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=Green]Grappling Strike[/color]'][B][color=Green]Grappling Strike[/color][/B] At-Will - Martial, Weapon Standard Action Melee touch Requirement: You must have a hand free. Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you grab the target. The grab ends automatically at the end of your next turn. Level 21: 2[W] + Strength modifier damage. Brawler Style: When making an opportunity attack, you can use this power in place of a melee basic attack.[/OOC], [OOC='[color=Green]Vicious Offensive[/color]'][B][color=Green]Vicious Offensive[/color][/B] At-Will - Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you mark an enemy adjacent to you until the end of your next turn. Level 21: 2[W] + Strength modifier damage.[/OOC], [OOC='[color=Green]Combat Challenge[/color]'][B][color=Green]Combat Challenge[/color][/B] At-Will - Martial, Weapon Immediate Interrupt Melee Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy.[/OOC], [OOC='[color=Green]Melee Basic Attack[/color]'][B][color=Green]Melee Basic Attack[/color][/B] At-Will - Weapon Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level[/OOC], [OOC='[color=Green]Ranged Basic Attack[/color]'][B][color=Green]Ranged Basic Attack[/color][/B] Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level[/OOC], [OOC='[color=red]Forceful Drag[/color]'][B][color=red]Forceful Drag[/color][/B] Encounter - Martial Move Action Personal Requirement: You must have a creature grabbed. Effect: You move your speed. For each square you move, you slide a creature grabbed by you 1 square to a square adjacent to you. The creature remains grabbed, and you do not provoke an opportunity attack from the grabbed creature for this movement. At the end of the move, you can end the grab to knock the creature prone.[/OOC], [OOC='[color=red]Heroic Effort[/color]'][B][color=red]Heroic Effort[/color][/B] Encounter No Action Personal Trigger: You miss with an attack or fail a saving throw. Effect: You gain a +4 racial bonus to the attack roll or the saving throw.[/OOC], [OOC='[color=red]Kirre's Roar[/color]'][B][color=red]Kirre's Roar[/color][/B] Encounter - Martial Minor Action Close burst 3 Target: Each enemy in the burst Effect: 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], [OOC='[color=red]Slamming Rush[/color]'][B][color=red]Slamming Rush[/color][/B] Encounter - Martial, Weapon Standard Action Melee 1 Target: One creature grabbed by you Effect: You move your speed. For each square you move, you slide the target 1 square to a square adjacent to you. The creature remains grabbed, and you do not provoke an opportunity attack from the target during this movement. Attack: Strength vs. Fortitude (unarmed) Hit: 1[W] + Strength modifier damage, and you knock the target prone. If the target is adjacent to blocking terrain, add your Dexterity modifier to the damage.[/OOC], [OOC='[color=red]Takedown Attack[/color]'][B][color=red]Takedown Attack[/color][/B] Encounter - Martial, Weapon Standard Action Melee 1 Requirement: You must have a hand free. Target: One creature Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier damage, and you knock the target prone. Special: When charging, you can use this power in place of a melee basic attack.[/OOC], [OOC='[color=slategray]Bedeviling Assault[/color]'][B][color=slategray]Bedeviling Assault[/color][/B] Daily - Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage Effect: Until the end of the encounter, once per round when an ally hits the target with a melee attack, you can make a melee basic attack with combat advantage against the target as a free action.[/OOC], [OOC='[color=slategray]Seize and Stab[/color]'][B][color=slategray]Seize and Stab[/color][/B] Daily - Martial, Reliable, Weapon Standard Action Melee 1 Requirement: You must have a hand free. Target: One creature Attack: Strength vs. Reflex Hit: 2[W] + Strength modifier damage, and you grab the target. The target cannot attempt to escape the grab until the end of its next turn.[/OOC], [OOC='[color=orange]Screaming Armor[/color]'][B][color=orange]Screaming Armor[/color][/B] Encounter - Fear Minor Action Burst 5 An enemy within 5 squares of you takes a -2 penalty to attack rolls until the end of your next turn.[/OOC], [OOC='[color=orange]Iron Body Ki Focus[/color]'][B][color=orange]Iron Body Ki Focus[/color][/B] Critical: +1d10 damage per plus Property If you hit an opponent with an attack using this ki focus, you gain resistance to all of that target’s attacks equal to 2 + this implement’s enhancement bonus until the end of your next turn. [/OOC] [B]Notes[/B] - all grab escapes vs Fort 25 (Inescapable Hold, Wrestler's Gloves) - +2 to Grab attacks and attacks to move a target you are grabbing (Brawler Style) - +1 to opportunity attacks (Combat Superiority) - +1dmg against bloodied enemies (Ki Focus Expertise) - knock slowed or immobilized targets prone (World Serpent's Grasp) - Languages: Common, Elven
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 Action Melee touch Requirement: You must have a hand free. Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you grab the target. The grab ends automatically at the end of your next turn. Level 21: 2[W] + Strength modifier damage. Brawler Style: When making an opportunity attack, you can use this power in place of a melee basic attack.
At-Will - Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you mark an enemy adjacent to you until the end of your next turn. Level 21: 2[W] + Strength modifier damage.
At-Will - Martial, Weapon Immediate Interrupt Melee Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy.
At-Will - Weapon Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level
Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level
Encounter - Martial Move Action Personal Requirement: You must have a creature grabbed. Effect: You move your speed. For each square you move, you slide a creature grabbed by you 1 square to a square adjacent to you. The creature remains grabbed, and you do not provoke an opportunity attack from the grabbed creature for this movement. At the end of the move, you can end the grab to knock the creature prone.
Encounter No Action Personal Trigger: You miss with an attack or fail a saving throw. Effect: You gain a +4 racial bonus to the attack roll or the saving throw.
Encounter - Martial Minor Action Close burst 3 Target: Each enemy in the burst Effect: 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.
Encounter - Martial, Weapon Standard Action Melee 1 Target: One creature grabbed by you Effect: You move your speed. For each square you move, you slide the target 1 square to a square adjacent to you. The creature remains grabbed, and you do not provoke an opportunity attack from the target during this movement. Attack: Strength vs. Fortitude (unarmed) Hit: 1[W] + Strength modifier damage, and you knock the target prone. If the target is adjacent to blocking terrain, add your Dexterity modifier to the damage.
Encounter - Martial, Weapon Standard Action Melee 1 Requirement: You must have a hand free. Target: One creature Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier damage, and you knock the target prone. Special: When charging, you can use this power in place of a melee basic attack.
Powers
Daily - Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage Effect: Until the end of the encounter, once per round when an ally hits the target with a melee attack, you can make a melee basic attack with combat advantage against the target as a free action.
Daily - Martial, Reliable, Weapon Standard Action Melee 1 Requirement: You must have a hand free. Target: One creature Attack: Strength vs. Reflex Hit: 2[W] + Strength modifier damage, and you grab the target. The target cannot attempt to escape the grab until the end of its next turn.
Encounter - Fear Minor Action Burst 5 An enemy within 5 squares of you takes a -2 penalty to attack rolls until the end of your next turn.
Critical: +1d10 damage per plus Property If you hit an opponent with an attack using this ki focus, you gain resistance to all of that target’s attacks equal to 2 + this implement’s enhancement bonus 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
74g
Personality Traits
Grizzly is boisterous and rarely serious. He can frequently be found singing songs at the local pub. Despite his fun loving attitude his sense of competition is noticeable. He tends to turn mundane things into contests but always with a friendly rivalry tone. Grizzly has a live and let live outlook on life. What you do is your business as long as no one gets hurt. If someone is causing trouble for someone else he won't hesitate to step in to balance the equation.
Mannerisms and Appearance
To anyone who lays eyes on Hank Grisham, Grizzly to his friends, it's obvious where his nickname came from. He stands 6'7" with a black/brown beard that hangs to his chest and tips the scales at 300+lbs.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
History: The son of a widowed lumberman, Grizzly grew up in Halford Mill, a small, backwater berg in the foothills of the Spine of the World. His father, Connor, was frequently away from home for work and young Grizzly learned to fend for himself, sometimes finding trouble in the process. After his 3rd strike for fighting, the town magister figured Grizzly might avoid trouble if he were kept busy. As luck would have it, the Temple of Falling Leaves nearby was in need of repair, both structurally and diplomatically, so the magistrate sentenced Grizzly to labor there. While there, the master Kurdanus noticed the boy's lack of direction and decided to train him in the ways of the monastery to give him focus. Training was rough on Grizzly, his size and strength didn't lend well to the quick fluid motions of the monastic style. He never mastered any of his training, he simply passed his tests by brute force. Where other candidates would have been expelled, the monastery elders allowed Grizzly to stay. It was good for the other students to have experience with a brutish, unpredictable opponent. And truth be told, Grizzly's boisterous personality and sense of competition livened up the otherwise droll monastery. Grizzly continued practicing with the monks and honing his skills but by his 22nd summer, there was little challenge left in it for him. He enjoyed the simple monastery life but longed for new challenges. He stayed around a few years to help guard the temple but the forest goblin attacks came fewer and farther between leaving Grizzly bored. Master Kurdanus noticed his boredom and told him tales of fights with Goliaths and Bugbears and Giants and encouraged him to get out and see the world. Grizzly was reinvigorated at the thought of new challenges and soon decided to head out to see the world and find new opponents to test himself against. Goals: Grizzly seeks to test himself against the biggest and strongest of whatever he comes across and explore the world beyond his humble beginnings. Motives: Despite missing the point of his monastic training, Grizzly constantly tests himself in hopes of one day reaching the level of enlightenment and inner peace he saw in Master Kurdanus and the monks of the Falling Leaves.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games