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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]Notable Skills[/b] Athletics +11 Stealth +10 Thievery +10 Intimidate +9 Streetwise +9 Acrobatics +8 Bluff +5
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=411823][size=4][B]Talyr al'Behçet[/B][/size][/url], Human Fighter (Tempest) [B]Init[/B] +5 [B]HP[/B] 51/51 [B]Bloodied[/B] 25 [B]Healing Surge[/B] 13 (0 used /10) [B]AC[/B] 19 [B]Fort[/B] 20 [B]Reflex[/B] 18 [B]Will[/B] 16 [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] 11 (0) [B]Cha[/B] 14 (+2) [OOC='[color=Seagreen]Dual Strike[/color]'][B][color=Seagreen]Dual Strike[/color][/B] Primary Attack: +11 vs. Reflex (main weapon) Hit: 1d6+4 damage. Effect: Make a secondary attack Secondary Target: One creature other then the primary target Secondary Attack: +11 vs. Reflex (off-hand weapon) Hit: 1d6+4 damage. Martial, Weapon - At-will Attacks vs. Reflex due to Midnight Blade Student feat Requirement: Must be wielding two melee weapons.[/OOC], [OOC='[color=Seagreen]Footwork Lure[/color]'][B][color=Seagreen]Footwork Lure[/color][/B] Attack: +11 vs. AC Hit: 1d6+8 damage. You can shift 1 square and slide the target 1 square into the space you left. Martial, Weapon - At-will[/OOC], [OOC='[color=Seagreen]Threatening Rush[/color]'][B][color=Seagreen]Threatening Rush[/color][/B] Attack: +11 vs. AC (main weapon) Hit: 1d6+4 damage, and you mark each enemy adjacent to you until the end of your next turn. Special: When charging, you can use this power in place of a melee basic attack. Martial, Weapon - At-will[/OOC], [OOC='[color=DarkRed]Surprising Stab[/color]'][B][color=DarkRed]Surprising Stab[/color][/B] Primary Attack: +11 vs. Reflex (main weapon) Hit: 4 damage, and the target grants combat advantage to you until the end of your next turn. Make a secondary attack against the target: Secondary Attack: +11 vs. AC (off-hand weapon) Hit: 2d6+8 damage. Martial, Weapon - Encounter Requirement: Must be wielding two melee weapons.[/OOC], [OOC='[color=DarkRed]Advance Lunge[/color]'][B][color=DarkRed]Advance Lunge[/color][/B] Effect: Before the attack, you can either shift 2 squares before the attack or shift 1 square before and 1 square after. (While wielding Katars) Attack: +11 vs. AC Hit: 2d6+8 damage. If you have combat advantage against the target, the attack deals +3 extra damage. Martial, Weapon - Encounter[/OOC], [OOC='[color=Black]Bristling Defense[/color]'][B][color=Black]Bristling Defense[/color][/B] Primary Attack: +11 vs. AC (main weapon) Hit: 2d6+8 damage. Until the end of your next turn the primary target cannot gain combat advantage from flanking you. Effect: Make a secondary attack. Secondary Target: One creature other then the primary target. Secondary Attack: +11 vs. AC (Off-hand weapon) Hit: 2d6+8 damage. Until the end of your next turn, the secondary target cannot gain combat advantage from flanking you. Martial, Weapon, Reliable - Daily Requirement: Must be wielding two melee weapons.[/OOC], [OOC='[color=Black]Dervish's Challenge[/color]'][B][color=Black]Dervish's Challenge[/color][/B] Attack: +11 vs. AC (main weapon) Hit: 3d6+8 damage. Effect: Until the stance ends, whenever you are wielding two weapons and make a melee basic attack against a creature as an immediate action or an opportunity action, you can make a melee basic attack with your off-hand weapon against that creature as a free action. Martial, Weapon, Stance - Daily Requirement: Must be wielding two melee weapons.[/OOC], [OOC='[color=DarkRed]Sneak Attack[/color]'][B][color=DarkRed]Sneak Attack[/color][/B] Gained via Sneak of Shadows feat. Trigger: You hit an enemy granting combat advantage to you with a light blade, hand crossbow, shortbow, or sling. Effect: The enemy takes +2d6 extra damage.[/OOC], [OOC='[color=Seagreen]Fast Hands[/color]'][B][color=Seagreen]Fast Hands[/color][/B] Utility 2 Skill Power Free Action 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 only use this power once per round. Prerequisite: You must be trained in Thievery.[/OOC], [OOC='[color=Teal]Combat Challenge[/color]'][B][color=Teal]Combat Challenge[/color][/B] Free Action Trigger: You attack an enemy, whether the attack hits or misses. Effect: You mark the target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. A creature can only be subject to one mark at a time. A new mark supersedes a mark that was already in place. In addition, you gain the following action whenever an opponent is marked. Immediate Interrupt Trigger: An enemy that you have marked which is adjacent to you shifts or makes an attack that does not include you as a target. Attack: +11 vs. AC Hit: 1d6+8 damage.[/OOC], [OOC='[b]The Eagle's Talon[/b] [color=DarkRed]Vengeful Katar +1[/color]'][B][b]The Eagle's Talon[/b] [color=DarkRed]Vengeful Katar +1[/color][/B] Level 5 Magic Item (Weapon) Critical: +2d6 damage (including High Crit property) Power (Encounter) : Free Action. Trigger: An enemy's attack hits a bloodied ally within 10 squares of you. Effect:Gain a +2 power bonus to attack rolls and +1d10 on damage rolls with this weapon against the attacker until the end of your next turn.[/OOC], [OOC='Battle-Scarred [color=Black]Champion[/color]'][B]Battle-Scarred [color=Black]Champion[/color][/B] Level 3 Magic Item (Boon) Property: Gain a +1 item bonus to your Healing Surge value. Power (Daily): Immediate Reaction. Trigger: An enemy bloodies you, but does not reduce you to 0 hit points or fewer. Effect: You make a melee basic attack against the triggering enemy.[/OOC], [OOC='Beloved [color=Black]Performer[/color]'][B]Beloved [color=Black]Performer[/color][/B] Level 1 Magic Item (Boon) Property: You gain a +1 item bonus to Acrobatics checks and Bluff checks. Power (Daily): Immediate Reaction. Trigger: An enemy marks you. Effect: That mark ends, and you shift 1 square.[/OOC], [OOC='[b]4x[/b] [color=DarkOrange]Bloodstinger Poison[/color]'][B][b]4x[/b] [color=DarkOrange]Bloodstinger Poison[/color][/B] Level 3 Consumable Power (Poison) - Standard action. Apply the bloodstinger poison to your weapon or one piece of ammunition. Make a secondary attack against the next target you hit with the coated weapon or ammunition. +6 vs. Fortitude Hit: the target takes ongoing 5 poison damage (save ends).[/OOC], [OOC='[b]2x[/b] [color=DarkOrange]Thunderstone[/color]'][B][b]2x[/b] [color=DarkOrange]Thunderstone[/color][/B] Level 5 Consumable Power (Thunder) - Standard action. Area burst 1 within 10 Attack: +8 vs. Fortitude Hit: 1d4 thunder damage, and the target is pushed 1 square from the center of the burst and deafened (save ends).[/OOC] [B]Notes[/B] [b]Notable Skills[/b] Athletics +11 Stealth +10 Thievery +10 Intimidate +9 Streetwise +9 Acrobatics +8 Bluff +5
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
Primary Attack: +11 vs. Reflex (main weapon) Hit: 1d6+4 damage. Effect: Make a secondary attack Secondary Target: One creature other then the primary target Secondary Attack: +11 vs. Reflex (off-hand weapon) Hit: 1d6+4 damage. Martial, Weapon - At-will Attacks vs. Reflex due to Midnight Blade Student feat Requirement: Must be wielding two melee weapons.
Attack: +11 vs. AC Hit: 1d6+8 damage. You can shift 1 square and slide the target 1 square into the space you left. Martial, Weapon - At-will
Attack: +11 vs. AC (main weapon) Hit: 1d6+4 damage, and you mark each enemy adjacent to you until the end of your next turn. Special: When charging, you can use this power in place of a melee basic attack. Martial, Weapon - At-will
Primary Attack: +11 vs. Reflex (main weapon) Hit: 4 damage, and the target grants combat advantage to you until the end of your next turn. Make a secondary attack against the target: Secondary Attack: +11 vs. AC (off-hand weapon) Hit: 2d6+8 damage. Martial, Weapon - Encounter Requirement: Must be wielding two melee weapons.
Effect: Before the attack, you can either shift 2 squares before the attack or shift 1 square before and 1 square after. (While wielding Katars) Attack: +11 vs. AC Hit: 2d6+8 damage. If you have combat advantage against the target, the attack deals +3 extra damage. Martial, Weapon - Encounter
Primary Attack: +11 vs. AC (main weapon) Hit: 2d6+8 damage. Until the end of your next turn the primary target cannot gain combat advantage from flanking you. Effect: Make a secondary attack. Secondary Target: One creature other then the primary target. Secondary Attack: +11 vs. AC (Off-hand weapon) Hit: 2d6+8 damage. Until the end of your next turn, the secondary target cannot gain combat advantage from flanking you. Martial, Weapon, Reliable - Daily Requirement: Must be wielding two melee weapons.
Attack: +11 vs. AC (main weapon) Hit: 3d6+8 damage. Effect: Until the stance ends, whenever you are wielding two weapons and make a melee basic attack against a creature as an immediate action or an opportunity action, you can make a melee basic attack with your off-hand weapon against that creature as a free action. Martial, Weapon, Stance - Daily Requirement: Must be wielding two melee weapons.
Gained via Sneak of Shadows feat. Trigger: You hit an enemy granting combat advantage to you with a light blade, hand crossbow, shortbow, or sling. Effect: The enemy takes +2d6 extra damage.
Utility 2 Skill Power Free Action 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 only use this power once per round. Prerequisite: You must be trained in Thievery.
Free Action Trigger: You attack an enemy, whether the attack hits or misses. Effect: You mark the target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. A creature can only be subject to one mark at a time. A new mark supersedes a mark that was already in place. In addition, you gain the following action whenever an opponent is marked. Immediate Interrupt Trigger: An enemy that you have marked which is adjacent to you shifts or makes an attack that does not include you as a target. Attack: +11 vs. AC Hit: 1d6+8 damage.
Powers
Level 5 Magic Item (Weapon) Critical: +2d6 damage (including High Crit property) Power (Encounter) : Free Action. Trigger: An enemy's attack hits a bloodied ally within 10 squares of you. Effect:Gain a +2 power bonus to attack rolls and +1d10 on damage rolls with this weapon against the attacker until the end of your next turn.
Level 3 Magic Item (Boon) Property: Gain a +1 item bonus to your Healing Surge value. Power (Daily): Immediate Reaction. Trigger: An enemy bloodies you, but does not reduce you to 0 hit points or fewer. Effect: You make a melee basic attack against the triggering enemy.
Level 1 Magic Item (Boon) Property: You gain a +1 item bonus to Acrobatics checks and Bluff checks. Power (Daily): Immediate Reaction. Trigger: An enemy marks you. Effect: That mark ends, and you shift 1 square.
Level 3 Consumable Power (Poison) - Standard action. Apply the bloodstinger poison to your weapon or one piece of ammunition. Make a secondary attack against the next target you hit with the coated weapon or ammunition. +6 vs. Fortitude Hit: the target takes ongoing 5 poison damage (save ends).
Level 5 Consumable Power (Thunder) - Standard action. Area burst 1 within 10 Attack: +8 vs. Fortitude Hit: 1d4 thunder damage, and the target is pushed 1 square from the center of the burst and deafened (save ends).
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
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games