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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
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=445177][size=4][B]Selena Sequoia[/B][/size][/url], Longtooth Shifter Seeker [B]Init[/B] +8 [B]HP[/B] 49/49 [B]Bloodied[/B] 24 [B]Healing Surge[/B] 12 (2 used /8) [B]AC[/B] 19 [B]Fort[/B] 18 [B]Reflex[/B] 17 [B]Will[/B] 20 [B]Speed[/B] 6 [B]Str[/B] 18 (+4) [B]Con[/B] 12 (+1) [B]Dex[/B] 14 (+2) [B]Int[/B] 10 (0) [B]Wis[/B] 21 (+5) [B]Cha[/B] 10 (0) [OOC='Longtooth Shifting (Encounter)'][B]Longtooth Shifting (Encounter)[/B] Longtooth Shifting Shifter Racial Power [i]You unleash the beast within and take on a savage countenance.[/i] Encounter * Healing Minor Action Personal Requirement: You must be bloodied. Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2. Level 11: Regeneration 4. Level 21: Regeneration 6.[/OOC], [OOC='Inevitable Shot (Encounter)'][B]Inevitable Shot (Encounter)[/B] Inevitable Shot Seeker Feature [i]Even as your target ducks under your shot, the projectile moves on its own to find another enemy.[/i] Encounter * Primal Free Action Personal Trigger: You miss a creature with a ranged attack Effect: You make a ranged basic attack against an enemy within 5 squares of the creature you missed, using a square in that creature's space as the attack's origin square. Special: You regain the use of this power when you spend an action point.[/OOC], [OOC='Spirit's Rebuke (Encounter)'][B]Spirit's Rebuke (Encounter)[/B] Spirits' Rebuke Seeker Feature [i]You dodge your enemy's attack, and the spirits coalesce around you to punish your attacker.[/i] Encounter * Primal, Weapon Immediate Reaction Melee weapon Requirement: You must be wielding a light thrown or a heavy thrown weapon. Trigger. An enemy misses you with a melee attack Target: The triggering enemy Effect: The target takes 1 [W] + your Strength modifier damage, and you push it 1 square.[/OOC], [OOC='Grappling Spirits (At-Will)'][B]Grappling Spirits (At-Will)[/B] Grappling Spirits Seeker Attack 1 [i]Spirits erupt from your weapon, seizing your enemy and impeding its movement.[/i] At·Will * Primal, Weapon Standard Action Ranged weapon Target: One creature Attack: Wisdom vs, AC Hit: 1[W] + Wisdom modifier damage. and the target is slowed and can't shift until the end of its next turn. Level 21: 2[W] + Wisdom modifier damage. Special: You can use this power as a ranged basic attack.[/OOC], [OOC='Guardian Harrier (At-Will)'][B]Guardian Harrier (At-Will)[/B] Guardian Harrier Seeker Attack 1 [i]A raptor spirit claws at your foe's face until the foe retreats.[/i] At·Will * Primal, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power. Target: One creature Attack: Wisdom vs. AC Hit: 1 [W] + Wisdom modifier damage. If the target doesn't end its next turn at least 2 squares away from its starting position, it takes damage equal to your Strength modifier. Level 21: 2[W] + Wisdom modifier damage. Special: You can use this power as a ranged basic attack.[/OOC], [OOC='Mischief Spirits (Encounter)'][B]Mischief Spirits (Encounter)[/B] Mischief Spirits Seeker Attack 1 [i]Troublesome spirits shimmer around your foe, tripping it if it dares move.[/i] Encounter * Primal, Weapon Standard Action Ranged weapon Target: One creature Attack: Wisdom vs. AC Hit: 1[W] + 1d6 + Wisdom modifier damage. If the target moves on its next turn, it falls prone at the end of that turn. Special: You can use this power as a ranged basic attack.[/OOC], [OOC='Spirit Rider (Daily)'][B]Spirit Rider (Daily)[/B] Spirit Rider Seeker Attack 1 [i]A malformed spirit leaps from your weapon to latch onto your foe and then slash at nearby enemies when the foe's attacks fail.[/i] Dally * Primal, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power. Target: One creature Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier damage. Effect: Until the end of the encounter, the first time the target misses with an attack each round, each enemy adjacent to the target takes damage equal to your Wisdom modifier.[/OOC], [OOC='Harrying Spirits (Daily)'][B]Harrying Spirits (Daily)[/B] Harrying Spirits Seeker Utility 1 When your enemy shrugs off an ill effect, you call spirits from the remnants of that effect to distract a different foe. Daily * Primal Free Action Close burst 10 Trigger: An enemy you can see saves against an effect that a save can end Target: One enemy in burst other than the triggering enemy Effect: Whenever the target attacks you before the end of the encounter, the target grants combat advantage until the end of Its next turn.[/OOC], [OOC='Stag's Grace (Encounter)'][B]Stag's Grace (Encounter)[/B] Stag's Grace Seeker Utility 2 [i]With spirit-granted grace, you move and attack in a way that prevents your foe from taking advantage of your attention being elsewhere.[/i] Encounter * Primal Minor Action Personal Effect: Choose one enemy you can see. Until the end of your next turn. you do not provoke opportunity attack from that enemy.[/OOC], [OOC='Stone Spirit Ward (Encounter)'][B]Stone Spirit Ward (Encounter)[/B] Stone Spirit Ward Seeker Utility 2 [i]You become as resilient as stone, causing attacks to bounce off you with little effect.[/i] Encounter * Primal Minor Action Personal Effect: Until the end of your next turn, you gain resistance to all damage equal to your Strength modifier.[/OOC], [OOC='Stampede Shot (Encounter)'][B]Stampede Shot (Encounter)[/B] Stampede Shot Seeker Attack 3 [i]Spectral bison appear and follow your projectile as it streaks toward your enemy.[/i] Encounter * Primal, Weapon Standard Action Ranged weapon Target: One creature Attack: Wisdom vs. Fortitude Hit: 1 [W] + 1d6 + Wisdom modifier damage, and you push the target 2 squares, then push each enemy adjacent to it 2 squares. Spiritbond: The number of squares you push the target equals your Strength modifier.[/OOC], [OOC='Call of the Ghost Wolf (Daily)'][B]Call of the Ghost Wolf (Daily)[/B] Call of the Ghost Wolf Seeker Attack 5 [i]Your attack calls forth a wolf spirit to keep your foes at bay.[/i] Daily * Conjuration, Primal, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power. Target: One creature Attack: Wisdom vs. AC Hit: 1 [W] + 1d6 + Wisdom modifier damage. Effect: You conjure a ghost wolf in an unoccupied square adjacent to the target. The wolf occupies its square and lasts until the end of your next turn. Your allies can flank enemies with the wolf and deal 2d6 extra damage when they hit enemies flanked by it. Sustain Minor: The wolf persists, and each enemy adjacent to it takes a -2 penalty to attack rolls until the end of your next turn.[/OOC], [OOC='Blurring Stride (Daily)'][B]Blurring Stride (Daily)[/B] Blurring Stride Seeker Utility 6 [i]When you move across the battlefield, you become less and less distinct.[/i] Daily * Illusion, Primal Minor Action Personal Effect: You assume a blurry form until the end of your next turn. Until this form ends. if you end a move action at least 3 squares from where you started, you gain concealment until the end of your next turn. Sustain Minor: The form persists.[/OOC], [OOC='Eagle's Aim (Encounter)'][B]Eagle's Aim (Encounter)[/B] Eagle's Aim Seeker Utility 6 [i]Your eyesight sharpens until you can pick out the most distant foes.[/i] Encounter * Primal Minor Action Personal Effect: Until the end of your next turn, you take no penalty to attack rolls for attacking at long range.[/OOC], [OOC='Earthbond Gift (Encounter)'][B]Earthbond Gift (Encounter)[/B] Earthbond Gift Seeker Utility 6 [i]When at your weakest, you draw renewing strength from the land.[/i] Encounter * Primal Minor Action Personal Requirement: You must be bloodied or weakened. Effect: You gain temporary hit points equal to twice your Wisdom modifier. If you are weakened. you can also make a saving throw against a single effect on you that is weakening you.[/OOC], [OOC='Bloodcut Leather Armor (At-Will)'][B]Bloodcut Leather Armor (At-Will)[/B] Power (Healing Surge): Minor Action. While you are bloodied, use this armor to gain resist 10 to all damage until the end of your next turn. Level 14 or 19: Resist 15 to all damage. Level 24 or 29: Resist 20 to all damage.[/OOC], [OOC='Cape of the Mountebank (Daily)'][B]Cape of the Mountebank (Daily)[/B] Power (Daily * Teleportation): Immediate Reaction. Use this power when you are hit by an attack. Teleport 5 squares and gain combat advantage against the attacker until the end of your next turn.[/OOC], [OOC='Piercing Javelin (Daily)'][B]Piercing Javelin (Daily)[/B] Power (Daily): Free Action. Use this power when you hit a target with this weapon. The target takes ongoing damage equal to your Dexterity modifier + this weapon’s enhancement bonus (save ends).[/OOC] [B]Notes[/B]
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
Longtooth Shifting Shifter Racial Power [i]You unleash the beast within and take on a savage countenance.[/i] Encounter * Healing Minor Action Personal Requirement: You must be bloodied. Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2. Level 11: Regeneration 4. Level 21: Regeneration 6.
Inevitable Shot Seeker Feature [i]Even as your target ducks under your shot, the projectile moves on its own to find another enemy.[/i] Encounter * Primal Free Action Personal Trigger: You miss a creature with a ranged attack Effect: You make a ranged basic attack against an enemy within 5 squares of the creature you missed, using a square in that creature's space as the attack's origin square. Special: You regain the use of this power when you spend an action point.
Spirits' Rebuke Seeker Feature [i]You dodge your enemy's attack, and the spirits coalesce around you to punish your attacker.[/i] Encounter * Primal, Weapon Immediate Reaction Melee weapon Requirement: You must be wielding a light thrown or a heavy thrown weapon. Trigger. An enemy misses you with a melee attack Target: The triggering enemy Effect: The target takes 1 [W] + your Strength modifier damage, and you push it 1 square.
Grappling Spirits Seeker Attack 1 [i]Spirits erupt from your weapon, seizing your enemy and impeding its movement.[/i] At·Will * Primal, Weapon Standard Action Ranged weapon Target: One creature Attack: Wisdom vs, AC Hit: 1[W] + Wisdom modifier damage. and the target is slowed and can't shift until the end of its next turn. Level 21: 2[W] + Wisdom modifier damage. Special: You can use this power as a ranged basic attack.
Guardian Harrier Seeker Attack 1 [i]A raptor spirit claws at your foe's face until the foe retreats.[/i] At·Will * Primal, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power. Target: One creature Attack: Wisdom vs. AC Hit: 1 [W] + Wisdom modifier damage. If the target doesn't end its next turn at least 2 squares away from its starting position, it takes damage equal to your Strength modifier. Level 21: 2[W] + Wisdom modifier damage. Special: You can use this power as a ranged basic attack.
Mischief Spirits Seeker Attack 1 [i]Troublesome spirits shimmer around your foe, tripping it if it dares move.[/i] Encounter * Primal, Weapon Standard Action Ranged weapon Target: One creature Attack: Wisdom vs. AC Hit: 1[W] + 1d6 + Wisdom modifier damage. If the target moves on its next turn, it falls prone at the end of that turn. Special: You can use this power as a ranged basic attack.
Spirit Rider Seeker Attack 1 [i]A malformed spirit leaps from your weapon to latch onto your foe and then slash at nearby enemies when the foe's attacks fail.[/i] Dally * Primal, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power. Target: One creature Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier damage. Effect: Until the end of the encounter, the first time the target misses with an attack each round, each enemy adjacent to the target takes damage equal to your Wisdom modifier.
Harrying Spirits Seeker Utility 1 When your enemy shrugs off an ill effect, you call spirits from the remnants of that effect to distract a different foe. Daily * Primal Free Action Close burst 10 Trigger: An enemy you can see saves against an effect that a save can end Target: One enemy in burst other than the triggering enemy Effect: Whenever the target attacks you before the end of the encounter, the target grants combat advantage until the end of Its next turn.
Stag's Grace Seeker Utility 2 [i]With spirit-granted grace, you move and attack in a way that prevents your foe from taking advantage of your attention being elsewhere.[/i] Encounter * Primal Minor Action Personal Effect: Choose one enemy you can see. Until the end of your next turn. you do not provoke opportunity attack from that enemy.
Stone Spirit Ward Seeker Utility 2 [i]You become as resilient as stone, causing attacks to bounce off you with little effect.[/i] Encounter * Primal Minor Action Personal Effect: Until the end of your next turn, you gain resistance to all damage equal to your Strength modifier.
Stampede Shot Seeker Attack 3 [i]Spectral bison appear and follow your projectile as it streaks toward your enemy.[/i] Encounter * Primal, Weapon Standard Action Ranged weapon Target: One creature Attack: Wisdom vs. Fortitude Hit: 1 [W] + 1d6 + Wisdom modifier damage, and you push the target 2 squares, then push each enemy adjacent to it 2 squares. Spiritbond: The number of squares you push the target equals your Strength modifier.
Call of the Ghost Wolf Seeker Attack 5 [i]Your attack calls forth a wolf spirit to keep your foes at bay.[/i] Daily * Conjuration, Primal, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power. Target: One creature Attack: Wisdom vs. AC Hit: 1 [W] + 1d6 + Wisdom modifier damage. Effect: You conjure a ghost wolf in an unoccupied square adjacent to the target. The wolf occupies its square and lasts until the end of your next turn. Your allies can flank enemies with the wolf and deal 2d6 extra damage when they hit enemies flanked by it. Sustain Minor: The wolf persists, and each enemy adjacent to it takes a -2 penalty to attack rolls until the end of your next turn.
Blurring Stride Seeker Utility 6 [i]When you move across the battlefield, you become less and less distinct.[/i] Daily * Illusion, Primal Minor Action Personal Effect: You assume a blurry form until the end of your next turn. Until this form ends. if you end a move action at least 3 squares from where you started, you gain concealment until the end of your next turn. Sustain Minor: The form persists.
Eagle's Aim Seeker Utility 6 [i]Your eyesight sharpens until you can pick out the most distant foes.[/i] Encounter * Primal Minor Action Personal Effect: Until the end of your next turn, you take no penalty to attack rolls for attacking at long range.
Powers
Earthbond Gift Seeker Utility 6 [i]When at your weakest, you draw renewing strength from the land.[/i] Encounter * Primal Minor Action Personal Requirement: You must be bloodied or weakened. Effect: You gain temporary hit points equal to twice your Wisdom modifier. If you are weakened. you can also make a saving throw against a single effect on you that is weakening you.
Power (Healing Surge): Minor Action. While you are bloodied, use this armor to gain resist 10 to all damage until the end of your next turn. Level 14 or 19: Resist 15 to all damage. Level 24 or 29: Resist 20 to all damage.
Power (Daily * Teleportation): Immediate Reaction. Use this power when you are hit by an attack. Teleport 5 squares and gain combat advantage against the attacker until the end of your next turn.
Power (Daily): Free Action. Use this power when you hit a target with this weapon. The target takes ongoing damage equal to your Dexterity modifier + this weapon’s enhancement bonus (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
85 g
Personality Traits
First impressions of Selena would make it look like she focuses more on facts and logic than anything else. This is due to her not knowing how to communicate well with people she is not familiar with, which leads to a somewhat stiff and more formal presentation of herself. When she knows the people she is with, she shows her more natural side. This includes showing her emotions on matters of lesser importance. For instance, Selena would stand up against attacking innocents no matter who she was with. But only among close friends would she make a comment such as finding certain scenery beautiful. Selena particularly has a soft spot for anything that looks cute, though she would never show this unless with trusted people. When in battle, Selena prefers not to kill, though she will if subduing someone proves too dangerous to try. She does not try to initiate fights unless she knows enough about the enemies to be sure they need to be taken down. If it comes to that, she is not against using stealth or other tactics to get the drop on someone. Her powers are best used when working with others, which is one of the reasons she is cooperative to group efforts when they are outlined to her. She can come up with battle strategies as well but does not prefer to, saying others can make better decisions in that area than her. When it comes to what Selena needs, it is to love and be loved. She is not aware of this, thinking that her journey to find her father is more for her mother's sake than anything else. Secretly, she wishes for her father to love her as her mother has not shown, and for her mother to accept her fully after bringing her father back. Since Selena comes from a tight-knit community, she has seen what unity brings and wants to experience it herself. She has never outright thought about this and would not consider these needs unless a situation caused her to reflect on it or somebody else made her seriously consider it.
Mannerisms and Appearance
Selena wears a black sleeveless vest and shorts, both of which are not easily visible due to the white cloth that is secured around her middle by a belt. Bandages around the middle of her feet provide mild protection for when she walks barefoot, though for the moment she has soft sandals on. The armbands, shoulder collar, hoop earrings, and circlet she wears are made of a metal that looks invaluable, but durable. Red tattoo bands around her arms and legs stand out, along with a symbol marked on her forehead. Her teal hair falls to her ankles and is tied in a ponytail with a white ribbon. Her ears and tail are similar in color to her hair, though more of a gray shade. Her eyes are closer to her fur than hair in color, and her sharper than normal nails give another indication to her race. She always keeps her javelin close at hand.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Selena's parents were an odd combination for the secluded village of Halath. This village was located deep in the woods and was mainly populated by Shifters that wanted a quiet life while surrounded by nature. Selena's mother, Mayra, was a descendant of a long line of Shifters with strong magic ties to the land, all of them being Druids. Her father, Raul, though of the same race, was an outsider to the village, having come from a city far away. He was welcomed into the village, for the inhabitants were friendly to those who made the long trip to Halath. Selena's mother fell head over heels for him, and they were married within a year of meeting each other. Soon after, Selena's mother became pregnant with her. Selena's father was overjoyed with his new life, but he wanted to tell his family, located back in the city, that he was giving up traveling to be with his wife and child. He left to take one last journey so that they would know. He never came back. It took two years for Selena's mother to finally accept that he must have died in his trip. Some members of the village muttered amongst themselves that he might have abandoned his wife to go back to traveling, but Selena's mother knew that could not be the case. He would never willingly leave them alone like this. Death seemed the only possibility to her. In such despair, Selena's mother withdrew into herself. She went through the motions to keep her baby alive, but never showed happiness for doing so. Selena tried to get her mother's attention until she was ten. That was when she gave up and accepted that her mother had no love for her, even though she did not know why. Instead, Selena began to spend more and more time on her own in the forest. There she could connect with the animals and plants. Out there, she felt at peace, as if she belonged. The spirits of the land were there, and though their voices were soft, she could hear them. Not words, exactly, but the feelings they imparted on her. Seeing her daughter engaged in this pushed Selena's mother even further from her. Unlike most of the Shifters in the village, her father had been a Seeker rather than a Druid. She had inherited several of his gifts, and this constant reminder, along with how similar to her father she looked, was enough to upset her mother. It also made her be regarded with wariness by other children her age. They were not used to her abilities and had heard of her father from their parents. They did not act mean or bully her, but the children did leave her alone. When Selena was fifteen, she finally learned why her mother acted as she did. One night, Mayra's grief overtook her. She broke down and began sobbing about how much she missed Raul. Selena had never heard anything besides rumors of her father. When her mother told her about him, she realized how much her mother loved and yearned for her husband. It was then that Selena decided to set out to search for her father. Finding out what happened to him might finally put her mother's mind at ease. Without telling anyone of her plans, Selena set out that evening to begin traveling. Without any clue as to where the city her father was from was located, she began to wander aimlessly. It took a while before she learned she was on the wrong continent and would need to pay to take a ship to another, larger one. She earned the money necessary by escorting travelers as an armed guard. People who left the ship often did not know the terrain of this new land, which she had learned of while looking for the city. Selena would take them to where they needed to go, often the next closest town, and then leave for the next job. After she saved up enough money for the trip, she left on the next ship out. It took a long time to make it to the city from there. When she finally did arrive, Selena soon found that there were no traces of Raul Sequoia or the family he had come to visit. Nobody had heard of him, or so it seemed. After several days of asking around, Selena decided she should search elsewhere for clues to where he might have disappeared. She left the city and began to head to her next destination. The first night she left, she heard a scream. Selena ran to the source to find a dying woman. The woman begged Selena to save her child, evidently a young boy who had been kidnapped. The woman probably would have been taken as well if not for the resistance she put up, which led to her being fatally wounded and being left to die. Selena felt an odd sense of attachment to the child she had never met. He was in a similar situation to her, now having no parents to raise him. Though it seemed contradictory to her own quest, Selena vowed to save the boy. The woman passed away, leaving Selena to bury her before heading back to the city. Once in the city, Selena saw a poster detailing kidnappings. Volunteers were needed to find the cause. It seemed the best place to start, so Selena went to see if she would be hired. Though she had no proof these same people had taken the boy, it was likely. The payment the job might have was of no concern to Selena. Her goal was to make herself useful enough to be hired, and thus fulfill her promise.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games