Dungeons and Dragons 4th Edition Character Record Sheet
Quick Look Up
Weapon / Power
Armor is Heavy
Conditional Modifiers, Resistances & Action Points Note
Class / Path / Destiny Features
Surges / Day
Death ST Fail
At-Will Martial, Rattling, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.
At-Will Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage. Level 21: 2[W] + Dexterity modifier damage. Special: If an ally is adjacent to the target and is able to attack it, you have combat advantage against the target for this attack.
Encounter Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn.
Daily Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage, and the target is slowed and grants combat advantage to you (save ends both). Miss: Half damage, and the target grants combat advantage to you until the end of your next turn.
If you are trained in Intimidate, when you attack and deal damage with a power featuring this keyword, the target suffers a -2 attack penalty until the end of your next turn. Some powers may feature extra effects connected to the rattling keyword.
Magic Items & Equipment
Daily Item Powers Per Day
Coins and Other Wealth
32 gp +75 gp Badge of Temperance
As you would expect of someone whose only education has come from aboard a rocking gelley, Gash is a little rough around the edges in the conventional sense, though is well versed in the lessons of a hard life. He does not speak with pretty words, or slick tongue, but he does speak the truth in a gravelly voice seemingly more accustomed to yelling over the crashing surf. He has learned the hard way that it takes a well-trained team to make the ship sail smoothly, and will always work hard to hold up what he feels is his share of the workload. In his experience a quick dagger, or well swung mace, can be much more convincing than hours of discourse and diplomacy, though he tries hard not to bludgeon anyone who does not really deserve it. He will share with whoever will listen his dreams of owning his own ship, which is very clearly his motivation for adventuring. These shared visions, however, are always accompanied by a sense that he will never leave a job unfinished, nor leave his shipmates should they need him.
Mannerisms and Appearance
Session and Campaign Notes
Living Forgotten Realms Character : RPGA#: 1210-171-167
Companions and Allies
Background & Other Notes
From his earliest memories as a boy raised on the shores beyond the Vilhon Wilds, the last in a long line of seafarers, Gash has had but one dream, to captain his own ship. Born with the wind in his hair and saltwater in his veins Gash has never been far from the sea he calls home. At least this was true until recently when the ship on which he was working was overrun by privateers out of Sembia. After a stint in a rat-infested brig on Pirate Isle, that seemed longer than it was, Gash has realized that if he is ever going to achieve his dream he is going to work smarter than he has been. He realizes he will never accumulate the coin necessary to buy a ship scraping together a few coins at a time working as just another deckhand. So leaving his beloved waters behind, he gathers his meager belongings and his talent for violence, and begins his search for a treasure as an adventurer for hire.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008