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 + Full Discipline, Implement, Psionic Attack Technique Standard Action Close burst 1 Target Each enemy you can see In burst Attack: Dexterity vs. Reflex Hit: 1 d8 + Dexterity modifier damage. level 21: 2d8 + Dexterity modifier damage. Movement Technique Move Action Personal Effect: You shift 2 square s.
Encounter + Full Discipline, Implement, Psionic Attack Technique Standard Action MeJee touch Target: One creature Attack: Dexterity 1,'5. Reflex Hit 2dl 0 + Dexterity modlner damage. The target takes 1 dl 0 extra damage if It was at full hit polnti when you hit it with this altack. Movement Technique Move Action Personal Effect: You move your speed + 1. During this movement. you don't provoke opportunity attacks from the first enemy you move away from.
Immediate Interrupt Personal Trigger: You are hit by an attack. Effect: You gain a +2 bonus to all defenses until the end of your next turn.
Encounter + Psionic Free Action Close burst S Trigger: You or an ally in burst makes an attack roll, saving throw, or skill check. Effect: You add 1 to the triggering roll. Augment 1 Effect: You instead add 1 d4+1 to the triggering roll.
Daily + Implement, Psionic Standard Action Melee 1 Effect: You shift your speed and can make the following attack once against each enemy that you move adjacent to during the shift. Target: One enemy Attack: DeKterity vs. Re"e~ Hit; 3d8 + Dexterity modifier damage. Miss; Half damage.
Magic Items & Equipment
Daily Item Powers Per Day
Coins and Other Wealth
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Biography: The Order of the Lost Sea, a sect of Githzerai Monks lost on Athas seeking out a path to return home to the Astral Sea, has one very simple tenet, "To find what you seek you must first find yourself." In compliance with the ideology, children born of the Order are not allowed to speak until they have first found the words that are themselves. Each child of the order is initiated with the first words that they speak and then receive a name. It's a process that could take decades; Dak'Jin was 17, young for his generation, when he spoke his words and was named, "Speed was a gift; focus, a blessing; power, a curse; control, a master"; the sentiment translated into the Gith tongue and he was named. The initiation process concluded with a year of artistry poured onto his flesh, tattoos that marked his nature, his emotion, his past and his future. After a year, when his body fully carried his story, it was time for him to begin his pilgrimage, for him to enter the world and seek out the way home as others of the Order had done before him, only to return to them when passage had been found. Time passed quickly; 15 years wandering the wastelands, followed by 10 years as a slave forced to fight in the arena. He finds himself now in Tyr, or so he's told, putting on show in front of the largest crowds he's ever seen; a trusted and loyal slave that exceeds expectations and bides his time. Appearance: While Dak'Jin's skin is worn and wrinkled with age, his physique is still in peak condition, and although his flesh is battle-worn, he has little in the way of scars. Through the sparse clothing he wears, the tattoos that run up and down his flesh are quite visible, spiraling to jagged corners and sharp edges and flowing down the length of his limbs. His head is shaved clean and the tattoos continue even to the back of his skull. Simple brass rings loop around his pointed ears and a few more pinch the flesh of an old scar on his cheek. A small pack on his shoulder and a single staff made of alabaster bone hangs vertically from his shoulder. Personality: A quiet and stoic Githzerai, Dak'Jin isn't very social around others. Not that he's aggressive or off-putting, just not a very easy guy to hold a conversation with. He tends to show trust/friendship through action as opposed to words. Despite his long and strenuous life forcing him to overcome continuing adversities, Dak'Jin is relatively at peace with the world, something you wouldn't be able to tell by looking at his face. He has clarity of mind in any situation and is quick to accept the conditions around him; despite his gift of combat he is not prone to violence unless the situation were to call for it, and in that time he would not hesitate. Hesitation isn't a very common word within the Githzerai language, nor is regret or grief. He lives as he can, hoping to continue to explore the wonders of Athas and to seek out knowledge so that his people may one day find a path to their homelands. He holds this goal in high esteem as it is what was taught to him by his elders, but as the Order has been trapped in this land for so many generations, those in his generation don't truly understand what Home means. He seeks it nonetheless and continues to enjoy life, experiencing whatever simple pleasures he can find in the world around him.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008