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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
SAVING THROW MODS: +2 item bonus against effects with the poison keyword and effects that render you weakened, slowed, or immobilized RESISTANCES: Resist 5 Thunder, Resist 5 Lightning, Resist 1 Damage while holding the Weapon of Defense [SPOILER=Racial Features][LEFT][LIST][*]Bonus Feat - Gain extra feat at 1st level [*]Bonus Skill - Gain training in one additional class skill [*]Human Defense Bonuses - +1 to Fortitude, Reflex, and Will [*]Human Power Selection - Choose an option for your human character. [*]Heroic Effort - You have the heroic effort power[/LIST][/LEFT][/SPOILER] [SPOILER=Class/Path/Destiny Features][LEFT][LIST][*]Versatile Expertise (Light Blade) - +1/+2/+3 (by tier) to attack rolls with Light Blades. [*]Versatile Expertise (Ki Focuses) - +1/+2/+3 (by tier) to attack rolls with ki focuses [*]Sorcerous Power - +Ability mod to damage, use ability mod for AC in light armor [*]Sorcerous Power Dexterity - +Dexterity mod to damage [*]Monastic Tradition (Hybrid) - Gain flurry of blows power from a monastic tradition [*]Centered Breath (Hybrid) - Gain Centered Flurry of Blows, only triggered by monk attacks [*]Hybrid Monk Fortitude [*]Hybrid Talent - Soul of the Sorcerer [*]Storm Soul - Resist thunder and lightning and pierce thunder and lightning with your spells. End your resistance to gain +4 to all defenses[/LIST][/LEFT][/SPOILER] [SPOILER=Feats][LEFT][LIST][*]Versatile Expertise - +1 to attacks with weapons and implements of your choice (+2 at 11th, +3 at 21st level) [*]Hybrid Talent - Gain a hybrid talent option for one of your hybrid class entries [*]Unarmored Agility - +2 to AC while wearing cloth armor or no armor[/LIST][/LEFT][/SPOILER] [SPOILER=Inventory][LEFT][LIST][*]Stoneskin Cloth Armor +1 [*]Amulet of Physical Resolve +1 [*]Accurate Dagger of Defense +1 [*]Adventurer's Kit[/LIST][/LEFT][/SPOILER]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=441052][size=4][B]Ziggy Joven[/B][/size][/url], Human Hybrid Sorcerer|Monk, (Lightning Fury) [B]Init[/B] +5 [B]HP[/B] 35/35 [B]Bloodied[/B] 17 [B]Healing Surge[/B] 8 (0 used /7) [B]AC[/B] 18 [B]Fort[/B] 15 [B]Reflex[/B] 17 [B]Will[/B] 17 [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][b]Ensorcelled Blade (MBA)[/b][/color]'][B][color=green][b]Ensorcelled Blade (MBA)[/b][/color][/B] At-Will * Arcane, Varies, Weapon Standard Melee weapon Target: One creature Requirement: You must be wielding a dagger. Attack: Charisma vs. AC 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][b]RBA[/b][/color]'][B][color=green][b]RBA[/b][/color][/B] At-Will * Standard Ranged weapon Target: One creature Attack: Dexterity vs. AC Hit: 1d4 + Dexterity modifier (+4) damage[/OOC], [OOC='[color=green][b]Steel Wind[/b][/color]'][B][color=green][b]Steel Wind[/b][/color][/B] At-Will * Full Discipline, Implement, Psionic Standard Close blast 2 Target: Each enemy you can see in blast Attack: Dexterity vs. Reflex Hit: 1d8 + Dexterity modifier (+4) damage. Level 21: 2d8 + Dexterity modifier (+4) damage. Movement Technique Move Action Personal Effect: You are no longer marked. You move your speed + 2.[/OOC], [OOC='[color=blue][b]Centered Flurry of Blows (Hybrid)[/b][/color]'][B][color=blue][b]Centered Flurry of Blows (Hybrid)[/b][/color][/B] At-Will * Psionic No Action Melee 1 Target: One creature Trigger: You hit with an attack during your turn Effect: The target takes damage equal to 2 + your Wisdom modifier (+0), and you slide it 1 square to a square adjacent to you, or 1 square in any direction if the target wasn't targeted by the triggering attack. Special: You can use this power only once per round.[/OOC], [OOC='[color=red][b]Heroic Effort[/b][/color]'][B][color=red][b]Heroic Effort[/b][/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=darkred][b]Drunken Monkey[/b][/color]'][B][color=darkred][b]Drunken Monkey[/b][/color][/B] Encounter * Full Discipline, Implement, Psionic Standard Melee touch Target: One enemy Attack: Dexterity vs. Will 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). Movement Technique 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=red][b]Sorcerous Sirocco[/b][/color]'][B][color=red][b]Sorcerous Sirocco[/b][/color][/B] Encounter * Arcane Standard Close burst 10 Target: You and one ally in burst Effect: Each target moves a number of squares equal to his or her speed + 2. Each target can fly during this movement but falls if he or she does not land by the end of the movement.[/OOC], [OOC='[color=darkred][b]Lightning Cuts[/b][/color]'][B][color=darkred][b]Lightning Cuts[/b][/color][/B] Encounter * Arcane, Lightning, Weapon Minor Melee weapon Target: One creature Requirement: You must be wielding a dagger. Attack: Charisma vs. Reflex Hit: 2[W] lightning damage.[/OOC], [OOC='[color=red][b]Storm Soul[/b][/color]'][B][color=red][b]Storm Soul[/b][/color][/B] CLASS FEATURE Encounter Immediate Interrupt Personal If you are hit by an attack, you can end the resistances granted by Storm Soul as an immediate interrupt to gain +4 to all defenses until the end of your next turn. If you do so, the resistance returns after you take a short rest or an extended rest.[/OOC], [OOC='[color=dimgray][b]Spinning Leopard Maneuver[/b][/color]'][B][color=dimgray][b]Spinning Leopard Maneuver[/b][/color][/B] Daily * Implement, Psionic Standard Melee 1 Target: Each enemy within reach during the shift Effect: Before the attack, you shift your speed. Attack: Dexterity vs. Reflex Hit: 2d6 + Dexterity modifier (+4) damage. Miss: Half damage.[/OOC], [OOC='[color=darkorange][b]Accurate Dagger of Defense +1[/b][/color]'][B][color=darkorange][b]Accurate Dagger of Defense +1[/b][/color][/B] GROUP: Light Blade DAMAGE: 1d4 PROFICIENCY: +3 ENHANCEMENT: +1 attack rolls and damage rolls CRITICAL: +1d6 damage PROPERTIES: You gain resist 1 to all damage while you are holding the weapon. POWER: [B]Utility Power (Daily):[/B] Immediate Interrupt. Trigger: You take damage from a melee attack that hits you. Effect: You take only half of the damage.[/OOC], [OOC='[color=darkorange][b]Stoneskin Cloth Armor (Basic Clothing)[/b] +1[/color]'][B][color=darkorange][b]Stoneskin Cloth Armor (Basic Clothing)[/b] +1[/color][/B] SLOT: Armor ENHANCEMENT: +1 AC POWER: [COLOR=red]Power (Encounter):[/COLOR] Minor Action. You gain 5 temporary hit points until the end of the encounter.[/OOC], [OOC='[color=darkorange][b]Amulet of Physical Resolve +1[/b][/color]'][B][color=darkorange][b]Amulet of Physical Resolve +1[/b][/color][/B] SLOT: Neck ENHANCEMENT: +1 Fortitude, Reflex, and Will PROPERTIES: Gain a +2 item bonus to saving throws against effects with the poison keyword and effects that render you weakened, slowed, or immobilized.[/OOC] [B]Notes[/B] SAVING THROW MODS: +2 item bonus against effects with the poison keyword and effects that render you weakened, slowed, or immobilized RESISTANCES: Resist 5 Thunder, Resist 5 Lightning, Resist 1 Damage while holding the Weapon of Defense [SPOILER=Racial Features][LEFT][LIST][*]Bonus Feat - Gain extra feat at 1st level [*]Bonus Skill - Gain training in one additional class skill [*]Human Defense Bonuses - +1 to Fortitude, Reflex, and Will [*]Human Power Selection - Choose an option for your human character. [*]Heroic Effort - You have the heroic effort power[/LIST][/LEFT][/SPOILER] [SPOILER=Class/Path/Destiny Features][LEFT][LIST][*]Versatile Expertise (Light Blade) - +1/+2/+3 (by tier) to attack rolls with Light Blades. [*]Versatile Expertise (Ki Focuses) - +1/+2/+3 (by tier) to attack rolls with ki focuses [*]Sorcerous Power - +Ability mod to damage, use ability mod for AC in light armor [*]Sorcerous Power Dexterity - +Dexterity mod to damage [*]Monastic Tradition (Hybrid) - Gain flurry of blows power from a monastic tradition [*]Centered Breath (Hybrid) - Gain Centered Flurry of Blows, only triggered by monk attacks [*]Hybrid Monk Fortitude [*]Hybrid Talent - Soul of the Sorcerer [*]Storm Soul - Resist thunder and lightning and pierce thunder and lightning with your spells. End your resistance to gain +4 to all defenses[/LIST][/LEFT][/SPOILER] [SPOILER=Feats][LEFT][LIST][*]Versatile Expertise - +1 to attacks with weapons and implements of your choice (+2 at 11th, +3 at 21st level) [*]Hybrid Talent - Gain a hybrid talent option for one of your hybrid class entries [*]Unarmored Agility - +2 to AC while wearing cloth armor or no armor[/LIST][/LEFT][/SPOILER] [SPOILER=Inventory][LEFT][LIST][*]Stoneskin Cloth Armor +1 [*]Amulet of Physical Resolve +1 [*]Accurate Dagger of Defense +1 [*]Adventurer's Kit[/LIST][/LEFT][/SPOILER]
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, Varies, Weapon Standard Melee weapon Target: One creature Requirement: You must be wielding a dagger. Attack: Charisma vs. AC 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 * Standard Ranged weapon Target: One creature Attack: Dexterity vs. AC Hit: 1d4 + Dexterity modifier (+4) damage
At-Will * Full Discipline, Implement, Psionic Standard Close blast 2 Target: Each enemy you can see in blast Attack: Dexterity vs. Reflex Hit: 1d8 + Dexterity modifier (+4) damage. Level 21: 2d8 + Dexterity modifier (+4) damage. Movement Technique Move Action Personal Effect: You are no longer marked. You move your speed + 2.
At-Will * Psionic No Action Melee 1 Target: One creature Trigger: You hit with an attack during your turn Effect: The target takes damage equal to 2 + your Wisdom modifier (+0), and you slide it 1 square to a square adjacent to you, or 1 square in any direction if the target wasn't targeted by the triggering attack. Special: You can use this power only once per round.
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 * Full Discipline, Implement, Psionic Standard Melee touch Target: One enemy Attack: Dexterity vs. Will 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). Movement Technique 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).
Encounter * Arcane Standard Close burst 10 Target: You and one ally in burst Effect: Each target moves a number of squares equal to his or her speed + 2. Each target can fly during this movement but falls if he or she does not land by the end of the movement.
Encounter * Arcane, Lightning, Weapon Minor Melee weapon Target: One creature Requirement: You must be wielding a dagger. Attack: Charisma vs. Reflex Hit: 2[W] lightning damage.
CLASS FEATURE Encounter Immediate Interrupt Personal If you are hit by an attack, you can end the resistances granted by Storm Soul as an immediate interrupt to gain +4 to all defenses until the end of your next turn. If you do so, the resistance returns after you take a short rest or an extended rest.
Powers
Daily * Implement, Psionic Standard Melee 1 Target: Each enemy within reach during the shift Effect: Before the attack, you shift your speed. Attack: Dexterity vs. Reflex Hit: 2d6 + Dexterity modifier (+4) damage. Miss: Half damage.
GROUP: Light Blade DAMAGE: 1d4 PROFICIENCY: +3 ENHANCEMENT: +1 attack rolls and damage rolls CRITICAL: +1d6 damage PROPERTIES: You gain resist 1 to all damage while you are holding the weapon. POWER: [B]Utility Power (Daily):[/B] Immediate Interrupt. Trigger: You take damage from a melee attack that hits you. Effect: You take only half of the damage.
SLOT: Armor ENHANCEMENT: +1 AC POWER: [COLOR=red]Power (Encounter):[/COLOR] Minor Action. You gain 5 temporary hit points until the end of the encounter.
SLOT: Neck ENHANCEMENT: +1 Fortitude, Reflex, and Will PROPERTIES: Gain a +2 item bonus to saving throws against effects with the poison keyword and effects that render you weakened, slowed, or immobilized.
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
Ziggy is a self-assured instigator. He lacks no confidence in his own capacity for success, and apparently he has no qualms about setting up others to prove their own effectiveness (especially if it can't be traced back to him). No, he's no Leroy (Jenkins); but he takes pleasure in saying and doing things that will provoke a reaction from others. He counts on his glib tongue to get him out of trouble; and failing that, he's usually slippery enough to escape scathe anyway.
Mannerisms and Appearance
Ziggy has brown hair, but there's a white streak running front-to-back just to the right of center. (Hey, it might look a little odd but it's better than having a lightning bolt birthmark on your forehead.) His eyes are brown and his cheekbones are high, making it look a little like he's squinting at times. (It helps him look intimidating when he wants, though.) He has a medium build and tends to favor loose clothing in blues and grays, with his pants tucked into his boots. He has a white pair of boots and a black pair of boots. The white pair is always nicely polished, but he rarely wears them.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Ziggy grew up in Atteka. His parents were wealthy enough to send him to a trendy academy for boys. It was one of those places with an emphasis on "healthy, character-building stuff" like exercise (manual labor in the gardens), craftsmanship (an assembly line for cheap trinkets and fake talismans sold to travelers), and scholarship (learning how to scam the nightly bed-check in order to sneak out). Ziggy learned quite a lot at the academy. He excelled most at things like lock-picking, butt-kissing, and improvising answers to cover up the fact that he hadn't studied. He got in more than his share of scraps, too: usually several (older) boys ganging up on him when he shot off his mouth one too many times. Of necessity, then, he also learned to fight off several opponents at a time. When he learned that he could use Psynergy, however, he decided it was time to split. His parents wouldn't miss him--they never even visited him anymore--and the school couldn't hold him. He headed off on his own, supporting himself with petty larceny and a smooth tongue. Ziggy actually regrets the irresponsibility of his last eight years. He believes that he could do so much more with Psynergy if only he applied himself to study. Accordingly, he's set himself the following goals, to be accomplished in the next five years: * Train his skill in Psynergy to impressive levels of mastery. * Learn how to (safely) absorb a Psynergy Vortex, gaining all of its power, and do so. * Convince someone else to test the method, first. * Fall in love, get married, and become wealthy off his new wife's old family money. [SPOILER=Racial Features][LEFT][LIST][*]Bonus Feat - Gain extra feat at 1st level [*]Bonus Skill - Gain training in one additional class skill [*]Human Defense Bonuses - +1 to Fortitude, Reflex, and Will [*]Human Power Selection - Choose an option for your human character. [*]Heroic Effort - You have the heroic effort power[/LIST][/LEFT][/SPOILER] [SPOILER=Class/Path/Destiny Features][LEFT][LIST][*]Versatile Expertise (Light Blade) - +1/+2/+3 (by tier) to attack rolls with Light Blades. [*]Versatile Expertise (Ki Focuses) - +1/+2/+3 (by tier) to attack rolls with ki focuses [*]Sorcerous Power - +Ability mod to damage, use ability mod for AC in light armor [*]Sorcerous Power Dexterity - +Dexterity mod to damage [*]Monastic Tradition (Hybrid) - Gain flurry of blows power from a monastic tradition [*]Centered Breath (Hybrid) - Gain Centered Flurry of Blows, only triggered by monk attacks [*]Hybrid Monk Fortitude [*]Hybrid Talent - Soul of the Sorcerer [*]Storm Soul - Resist thunder and lightning and pierce thunder and lightning with your spells. End your resistance to gain +4 to all defenses[/LIST][/LEFT][/SPOILER] [SPOILER=Feats][LEFT][LIST][*]Versatile Expertise - +1 to attacks with weapons and implements of your choice (+2 at 11th, +3 at 21st level) [*]Hybrid Talent - Gain a hybrid talent option for one of your hybrid class entries [*]Unarmored Agility - +2 to AC while wearing cloth armor or no armor[/LIST][/LEFT][/SPOILER] [SPOILER=Inventory][LEFT][LIST][*]Stoneskin Cloth Armor +1 [*]Amulet of Physical Resolve +1 [*]Accurate Dagger of Defense +1 [*]Adventurer's Kit[/LIST][/LEFT][/SPOILER]
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games