Dungeons and Dragons 4th Edition Character Record Sheet
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Weapon / Power
Armor is Heavy
Conditional Modifiers, Resistances & Action Points Note
[b]Notable Skills[/b] Athletics +11 Stealth +10 Thievery +10 Intimidate +9 Streetwise +9 Acrobatics +8 Bluff +5
Class / Path / Destiny Features
Surges / Day
Death ST Fail
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.
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
Daily Item Powers Per Day
Coins and Other Wealth
Mannerisms and Appearance
Session and Campaign Notes
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Background & Other Notes
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008