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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
RESISTANCES: Resist 5 Thunder, Resist 5 Lightning
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=385510][size=4][B]Jond Zibens[/B][/size][/url], Human Hybrid Sorcerer/Monk [B]Init[/B] +4 [B]HP[/B] 24/24 [B]Bloodied[/B] 12 [B]Healing Surge[/B] 6 ( used /) [B]AC[/B] 14 [B]Fort[/B] 13 [B]Reflex[/B] 15 [B]Will[/B] 15 [B]Speed[/B] [B]Str[/B] 9 (-1) [B]Con[/B] 13 (+1) [B]Dex[/B] 18 (+4) [B]Int[/B] 10 (0) [B]Wis[/B] 10 (0) [B]Cha[/B] 16 (+3) [OOC='[color=green]MBA - Ensorcelled Blade[/color]'][B][color=green]MBA - Ensorcelled Blade[/color][/B] At-Will * Arcane, [Lightning,] [Thunder,] Varies, Weapon Standard Action Melee weapon Target: One creature Requirement: You must be wielding a dagger. Attack: Charisma vs. AC +7 vs AC: +3 CHA, +3 prof, +1 exp Hit: 1[W] + Charisma modifier (+3) damage. If the target hits or misses you with a melee attack before the start of your next turn, it takes damage equal to the extra damage from your Spell Source class feature. This damage is of a single type to which you have resistance arising from your Spell Source class feature. Increase damage to 2[W] + Charisma modifier (+3) at 21st level. Special: You can use this power in place of a melee basic attack.[/OOC], [OOC='[color=green]RBA[/color]'][B][color=green]RBA[/color][/B] At-Will * Weapon Standard Action Ranged Weapon Target: One creature Attack: Dexterity vs. AC +8 vs. AC: +4 DEX, +3 prof, +1 exp Hit: 1[W] + Dexterity modifier (+4) damage. Increase damage to 2[W] + Dexterity modifier (+4) damage at 21st level.[/OOC], [OOC='[color=green]Steel Wind[/color]'][B][color=green]Steel Wind[/color][/B] At-Will * Full Discipline, Implement, Psionic, [B]Attack Technique[/B] Standard Action Close blast 2 Target: Each enemy you can see in blast Attack: Dexterity vs. Reflex +5 vs. Reflex: +4 DEX, +1 exp Hit: 1d8 + Dexterity modifier (+4) damage. Level 21: 2d8 + Dexterity modifier (+4) damage. [B]Movement Technique[/B] Move Action Personal Effect: You are no longer marked. You move your speed + 2.[/OOC], [OOC='[color=green]Desert Wind Flurry of Blows (Hybrid)[/color]'][B][color=green]Desert Wind Flurry of Blows (Hybrid)[/color][/B] At-Will * Elemental, Fire, Psionic No Action Melee 1 Target: One creature Level 11: One or two creatures Level 21: Each enemy adjacent to you Trigger: You hit with a monk or monk paragon path attack during your turn Effect: The target takes 2 + your Charisma modifier (+3) fire damage. If the target wasn't targeted by the triggering attack, it also takes a -2 penalty to attack rolls for any attack that includes you as a target until the end of your next turn. You can then shift 1 square. Special: You can use this power only once per round.[/OOC], [OOC='[color=red]Second Wind[/color]'][B][color=red]Second Wind[/color][/B] Encounter Standard Action Personal Effect: You spend a healing surge and regain 6 hit points. You gain a +2 bonus to all defenses until the start of your next turn.[/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]Running Slash[/color]'][B][color=red]Running Slash[/color][/B] Encounter * Martial, Weapon Standard Action Melee 1 Target: One creature Attack: Primary ability vs. Reflex +8 vs. Reflex: +4 DEX, +3 prof, +1 exp Effect: You move up to your speed and make the following attack at any point during your move. This movement does not provoke an attack of opportunity from the target. Hit: 1[W] + Strength, Constitution, Dexterity, Intelligence, Wisdom, or Charisma modifier damage, and the target is slowed until the end of your next turn. Level 11: 2[W] + Strength, Constitution, Dexterity, Intelligence, Wisdom, or Charisma modifier damage. Level 21: 3[W] + Strength, Constitution, Dexterity, Intelligence, Wisdom, or Charisma modifier damage.[/OOC], [OOC='[color=red]Drunken Monkey[/color]'][B][color=red]Drunken Monkey[/color][/B] Encounter * Full Discipline, Implement, Psionic [B]Attack Technique[/B] Standard Action Melee touch Target: One enemy Attack: Dexterity vs. Will +5 vs. Will: +4 DEX, +1 exp Hit: 1d8 + Dexterity modifier (+4) damage, and you slide the target 1 square. The target then makes a melee basic attack as a free action against one enemy of your choice. The target gains a bonus to the attack roll equal to your Wisdom modifier (+0). [B]Movement Technique[/B] Move Action Personal Effect: You move your speed + 2. During this movement, you ignore difficult terrain and gain a power bonus to all defenses against opportunity attacks. The bonus equals your Wisdom modifier (+0).[/OOC], [OOC='[color=slategray]Spinning Leopard Maneuver[/color]'][B][color=slategray]Spinning Leopard Maneuver[/color][/B] Daily * Implement, Psionic Standard Action Melee 1 Target: Each enemy within reach during the shift Effect: Before the attack, you shift your speed. Attack: Dexterity vs. Reflex +5 vs. Reflex: +4 DEX, +1 exp Hit: 2d6 + Dexterity modifier (+4) damage. Miss: Half damage.[/OOC] [B]Notes[/B] RESISTANCES: Resist 5 Thunder, Resist 5 Lightning
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 * Arcane, [Lightning,] [Thunder,] Varies, Weapon Standard Action Melee weapon Target: One creature Requirement: You must be wielding a dagger. Attack: Charisma vs. AC +7 vs AC: +3 CHA, +3 prof, +1 exp Hit: 1[W] + Charisma modifier (+3) damage. If the target hits or misses you with a melee attack before the start of your next turn, it takes damage equal to the extra damage from your Spell Source class feature. This damage is of a single type to which you have resistance arising from your Spell Source class feature. Increase damage to 2[W] + Charisma modifier (+3) at 21st level. Special: You can use this power in place of a melee basic attack.
At-Will * Weapon Standard Action Ranged Weapon Target: One creature Attack: Dexterity vs. AC +8 vs. AC: +4 DEX, +3 prof, +1 exp Hit: 1[W] + Dexterity modifier (+4) damage. Increase damage to 2[W] + Dexterity modifier (+4) damage at 21st level.
At-Will * Full Discipline, Implement, Psionic, [B]Attack Technique[/B] Standard Action Close blast 2 Target: Each enemy you can see in blast Attack: Dexterity vs. Reflex +5 vs. Reflex: +4 DEX, +1 exp Hit: 1d8 + Dexterity modifier (+4) damage. Level 21: 2d8 + Dexterity modifier (+4) damage. [B]Movement Technique[/B] Move Action Personal Effect: You are no longer marked. You move your speed + 2.
At-Will * Elemental, Fire, Psionic No Action Melee 1 Target: One creature Level 11: One or two creatures Level 21: Each enemy adjacent to you Trigger: You hit with a monk or monk paragon path attack during your turn Effect: The target takes 2 + your Charisma modifier (+3) fire damage. If the target wasn't targeted by the triggering attack, it also takes a -2 penalty to attack rolls for any attack that includes you as a target until the end of your next turn. You can then shift 1 square. Special: You can use this power only once per round.
Encounter Standard Action Personal Effect: You spend a healing surge and regain 6 hit points. You gain a +2 bonus to all defenses until the start of your next turn.
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, Weapon Standard Action Melee 1 Target: One creature Attack: Primary ability vs. Reflex +8 vs. Reflex: +4 DEX, +3 prof, +1 exp Effect: You move up to your speed and make the following attack at any point during your move. This movement does not provoke an attack of opportunity from the target. Hit: 1[W] + Strength, Constitution, Dexterity, Intelligence, Wisdom, or Charisma modifier damage, and the target is slowed until the end of your next turn. Level 11: 2[W] + Strength, Constitution, Dexterity, Intelligence, Wisdom, or Charisma modifier damage. Level 21: 3[W] + Strength, Constitution, Dexterity, Intelligence, Wisdom, or Charisma modifier damage.
Encounter * Full Discipline, Implement, Psionic [B]Attack Technique[/B] Standard Action Melee touch Target: One enemy Attack: Dexterity vs. Will +5 vs. Will: +4 DEX, +1 exp Hit: 1d8 + Dexterity modifier (+4) damage, and you slide the target 1 square. The target then makes a melee basic attack as a free action against one enemy of your choice. The target gains a bonus to the attack roll equal to your Wisdom modifier (+0). [B]Movement Technique[/B] Move Action Personal Effect: You move your speed + 2. During this movement, you ignore difficult terrain and gain a power bonus to all defenses against opportunity attacks. The bonus equals your Wisdom modifier (+0).
Powers
Daily * Implement, Psionic Standard Action Melee 1 Target: Each enemy within reach during the shift Effect: Before the attack, you shift your speed. Attack: Dexterity vs. Reflex +5 vs. Reflex: +4 DEX, +1 exp Hit: 2d6 + Dexterity modifier (+4) damage. Miss: Half damage.
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
5 gp
Personality Traits
[LIST][*]His wisecracks reflect a fun-loving nature, even now. [*]His experiences have left him somewhat cynical or jaded. [*]When he [I]does[/I] believe in something, he's a 'true believer.' [*]His world tends to divide itself into "us" and "them." [*]He finds slavery and institutionalized mistreatment (even by the perpetuation of circumstance) intolerable. [*]He's willing to resort to 'gray' methods of resolving problems when he doesn't see a good alternative. [*]He doesn't have a sadistic streak, but he's still immensely gratified by what he perceives as comeuppance.[/LIST]
Mannerisms and Appearance
His life has aged him, making him appear more mature than he really is.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Although the warrior-slaves of Gansolvor do not comprise the bulk of the army, they comprise the bulk of its casualties. They are not listed by name, merely by total, right below the equine losses. Some of them are criminals serving sentence, some of them are conscripts. The criminals often come from the central cities and the conscripts from conquered or rebellious territories. Jond was a petty thief from Nangor, who had been sentenced to serve indefinitely. He had been arrested for stealing silk ribbons from a trader's cart. They weren't particularly valuable, but the strips of silk were easy to sell on the streets of Nangor without arousing too much suspicion. Unfortunately, he had angered Jinjur (she liked her followers to call her "General Jinjur") the night previous, and the gang leader arranged for him to be caught in the act. With no prospects, no saleable skills, and no connections, he didn't even appear before a judge: his name was simply added to that month's roll condemning him to service in the Ables, the warrior-slaves of the Gansolvorren army. Two weeks later, he was marching to his doom; and four weeks from the time he left Nangor, he was digging ditches as a new "volunteer." Jond had no idea where Fisgr came from. The hulking, rhinoceros-headed humanoid was a member of some small tribe of nomads that wandered some wilderness somewhere; but neither Jond nor Fisgr knew enough of the geography to make a guess about where it was. Fisgr's father, a tribal chieftan, had naively believed that the prodigious strength of his son would win his people glory--and thus privilege--within the Gonsolvorren Empire. In truth, Fisgr was assigned a place among the warrior-slaves, whose labor squads contributed to the glory of the Imperial Army by maintaining its latrines and whose bodies provided the fodder of early engagements in battle, valiantly dying en masse before the army regulars finally arrived to decide matters. To say that Fisgr was disapppointed would be an understatement, but his strong sense of duty to his tribe and to his fellow warriors was remarkable. He took informal leadership of his labor squad--Jond was a part of it--and forged a unit out of it. The strength of his character gave them a sense of identity and taught them to fight together. When they survived a few battles in a row without any deaths, he earned a reputation. "Lucky," they called him; and there's nothing more important to a soldier than luck. It wasn't just that Fisgr was popular or that he made those around him more effective. He was also a frightening force on the battlefield. As Fisgr's reputation grew, the numbers of hangers on grew. The members of his original squad followed Fisgr's example and volunteered for more responsibilities rather than looking for ways to shirk them without repercussions. In Jond's case, he became something of a lieutenant to Fisgr. He learned something of leadership from watching his friend, but was more likely to enforce discipline by giving a trouble-maker a wake-up call in the dead of night--if you know what I mean. The straightforward Fisgr certainly wouldn't have approved, but that's what made Jond so necessary. Jond's reputation was a mere shadow of Fisgr's, of course, but few of the warrior-slaves were willing to take a chance facing his daggers or the sparks he called along their edges. All this organization and training was informal, of course. There was no way that the powers would have countenanced the Ables becoming anything more than rabble. Any training or practice had to be done out of sight of their superiors. Their superiors trusted The Mark, though. This tattoo could kill a man at a distance if invoked--or could make him wish he were dead instead. Defacing it or attempting to remove it was deadly. In fact, that method of suicide claimed almost as many of the warrior-slaves as battle casualties did. The Mark was effective enough for enforcing compliance among walking dead men that the overseers were less attentive than they would have been with ordinary slaves. Still, rumors spread as snitches curried favor with those who had power, and the changes in the general attitude of the warrior-slaves became noticeable before too long anyway. Fisgr was executed publicly before the whole assembly of Ables. The charge was theft of Army property, of course, because that's what the charge always is when they want to eliminate someone. Never mind that they were [I]always[/I] in possession of Army property, and never mind that Fisgr was so scrupulously honorable that he certainly didn't have anything that wasn't rightfully his. Who were they to challenge the command of Addin Renfro Leftwich? The rest of Fisgr's circle (his closest followers, protectors, and friends) were in the hanging cages, anyway, forced to watch the execution from a distance. Invoking The Mark would have been more painful, but the cages were more humiliating--and thus more effective in accomplishing the goals of Lord Leftwich. The Mark wouldn't have worked properly on Jond anyway. It was invoked by the Wardens to incapacitate the circle when they came for Fisgr, but Jond noticed that the pain and immobility were nothing like they had been when its effects had been first demonstrated shortly after he had received it. (The surprise of that discovery--and the presence of pain nonetheless--were enough to prevent him from fighting back to save Fisgr. Jond would have died for him if he could.) For the past year, a mole had been growing directly under The Mark itself, slowly distorting its shape. Jond had a certain ability to channel magical energies, but he didn't know enough about them to grasp how The Mark did what it did. Still, he could sense that the energies that powered The Mark were twisted out of their original configuration. Maybe the changes induced by the mole were so gradual that they didn't trigger a backlash. Maybe the fact that the skin itself was changing had something to do with it. In any case, Jond was willing to risk a kind of experimentation while he was hanging in the cage that he was never foolish enough to do before. He desperately conjured a small amount of current, and was actually able to burn away a portion of the mark without dying. It was the first time he had heard of such a thing being done, and was unlikely to be repeatable by others. Their superiors released them from the hanging cages the following day, convinced that between The Mark, their humiliation, and the death of their leader, that there was nothing significant to fear. Jond escaped that night. He set fire to Fisgr's body on his way out. It was one thing for him to be killed, but it was another for them to desecrate the corpse with the way they displayed it publicly. He took Fisgr's ear ring, though. The silver hoop was as big around as his arm, so he slipped it on like a bracelet. If he ever encountered Fisgr's people, they deserved to get it back. Until then, it was a reminder of his friend. The remnants of Jond's Mark tingled several times, so he knew that it had been invoked--probably to kill him, since they didn't know where he was. He didn't know quite how the Mortal Underground found him, but he threw his lot in with them enthusiastically when they promised he'd be fighting on behalf of those like the warrior-slaves and his younger self on the streets of Nangor. [B]1.) What weapon do you prefer to use, and why?[/B] [COLOR=#CC3300]Weapons are tools for a bloody trade, but they are also friends, comrades who stand with you as long as their strength lasts. I prefer to keep my friends close. I always liked it when we got pikes, because I'd much rather have a friend close to me than an enemy. Still, those big things aren't good for long, so I always had a couple of daggers. They're quick. If you pull one out that's hidden away, the surprise of it can even buy you a moment. Heh. I bet I saved myself a few fights just because the guys didn't know if I was armed or not. So yeah, a good dagger is a good friend. Now that my...work...has changed, I've learned another benefit of a dagger: when you're up close and personal, you can hear the sigh of their life leaving. I didn't used to like that sound, 'cause as often as not it was some poor wretch like me who was getting my steel through the lungs. Now that the enemy is different, I'm finding it a lot less troubling.[/COLOR] [B]2.) So now you're a rebel. What was the final straw, before you could stand the oppression no more?[/B] [COLOR=#CC3300]The way they treated Fisgr was no surprise; but his death was too much. It was even [I]more[/I] senseless than their usual idiocy! I knew that they were afraid of him, but I didn't expect that they'd go that far. I suppose I should have. After that I had no reason to stay, not with the desecration of my Mark. They weren't going to let the rest of us just go on. They might have put the whole squad to death after I left. I wouldn't be surprised. Still, now I have a chance to fight back. If we succeed, the Ables will be one of the first things to go--I promise you.[/COLOR] [B]3.) What memory of your childhood makes you smile the widest?[/B] [COLOR=#CC3300]Hahaha! That would have to be the time I got to meet Nangor's First Lord. Jinjur had a big elaborate plan for getting us into a couple of lockboxes in the same night without getting caught. They belonged to two different merchants who were so paranoid they wouldn't hire guards, insisting on sleeping in the same room as their wares. I think they were just too cheap: they saved on keeping a separate residence, too. Well, Jinjur insisted that the powder she had would keep the merchants asleep for several hours while we took what we wanted. Jonn and I were the 'second storey men,' who would open things up for everyone else after the powder did its work. That's why Jinjur's gang kept us around even though we were too young to do much. I think we were both around nine years old then--not that we knew our exact ages. You'd think that it would be simple as long as we could break in, but no: we had to find a way to get the powder into the merchant's food. He then had to take a glass of wine within the hour, but that much is obvious. What rich guy doesn't take a glass of wine after dinner? I don't know how Jinjur got the powder into the food, but apparently she made arrangements. Well, the first one went off just fine. We got the lockbox out while the merchant snored. We also took a few other things that we thought we could fence. Jonn opened up that one. I had to do the next one. There was a tiny gap under the eaves that I used to squeeze in. (I'd never fit nowadays.) Well, everyone else traipsed in when I opened the door and got to work. Jonn and I just stood by the door, looking down the street. He and I were talking back and forth. I looked back in to see how things were going and saw the merchant sitting up in his loft, watching the gang at work below him. Turns out, the guy never touched alcohol. He had the look of someone who had just awakened, and he was still to sleep-stupid to respond. I didn't want him going for whatever he kept for situations like this: some of these guys have some really nasty surprises for thieves. So I shouted--as much to alert Jinjur as to distract the merchant. "Sir!" I shouted. "You're being robbed! You jump out the window to safety and I'll get the city guard!" I hoped he just thought I was a passer-by who saw what was going on and decided to do a good deed. I knew he'd see a haycart under his window. After all, I had several exit plans in mind in case things went bad. I just hoped he'd decide to do what he was told instead of thinking too deeply about it all. Well, he didn't do what I expected. He looked at me, then looked back at the gang, who were in the middle of taking his stuff. I'll give him credit: he was a [I]brave[/I] cheapskate. He jumped out of his bed and leapt to his ladder, sliding down it instead of taking the time to climb. He was closer to the door than anyone in the gang--'cept me, of course--and he ran that way. He yelled, "Get yourself out of here, boy!" as he ran at me. Rather than be pleased that my trick worked, I was shocked to find myself picked up as he ran past. He ran down the street with me in his arms. I twisted to get out, but the guy was stronger than I expected. He kept telling me that it wasn't safe, that they'd find me and hurt me. So he runs all the way to a guardsman carrying me, the guard gets help, and we all go back to the merchant's place. By this point, I figure the smartest thing to do is play along. Nobody was there when we got back. Unfortunately, Jinjur and them hadn't had enough time to get the lockbox pried loose, so they had to leave it. The merchant was happy, of course. He kept saying that I saved his business, saved his life, [I]blah, blah, blah[/I]. He insisted on telling the guards I had saved his life. A couple of the guards knew me for a street rat, but I saw still so new to Jinjur's gang that there wasn't a connection there. He insisted that I had to be rewarded. Unfortunately, his idea of a reward was different than mine. The First Lord himself gave me some piece of worthless parchment while the merchant looked on, pleased. You know, if it hasn't been found, I bet that parchment's still back in Nangor where I always stashed my stuff. Naw, someone had to have found that place by now. It's been years. Anyway, after that, the merchant tried to get me into a 'home.' There was no way I was going to allow that. I ran off when I had the chance, and the officials there didn't care enough to make me come back. I still think it hilarious that I got a commendation for being part of a heist.[/COLOR] [B]4.) If you could undo one choice you made in your life, what would it be?[/B] [COLOR=#CC3300]Hmph. Jonn's sister Sarana was a cute thing, but hardly worth the trouble she caused me. Yeah, I knew that 'General' Jinjur had her eye on Sarana, but I guess I just didn't care. That night was fun, let me tell you. The next day, when Jinjur hunted me down, would have been forgettable except for the what she did the day [I]after[/I]. I dunno. Maybe Jinjur was just looking for an excuse to sell me out without losing her gang's trust. She claimed that I was challenging her authority. Pshht! Sarana wasn't complaining, so it was none of Jinjur's business. That bitch got me thrown into the Ables. No hell is too good for her. No, I [I]wouldn't[/I] be where I am right now if all that hadn't happened. So? When did I ever say that being a part of a rebellion is what I wanted to do with my life?[/COLOR] [B]5.) What ingredients make the most delicious sandwich?[/B] [COLOR=#CC3300]A nice MLT is the greatest thing in the world: a mutton, lettuce and tomato sandwich, where the mutton is nice and lean and the tomato is ripe. They're so perky, I love that. You have to use the right mustard, or the entire thing falls flat. Stuff it in a flatbread and you're in heaven--at least until it's gone.[/COLOR]
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games