Dungeons and Dragons 4th Edition Character Record Sheet
Quick Look Up
Weapon / Power
Armor is Heavy
Conditional Modifiers, Resistances & Action Points Note
Resist cold 5.w
Class / Path / Destiny Features
Surges / Day
Death ST Fail
At-Will. Psionic Free Action (Special) Melee 1 Trigger: You hit with an attack during your turn Target: One creature Level 11: One or two creatures Level 21: Each enemy adjacent to you Effect: The target takes damage equal to 2 + your Wisdom modifier, 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 Minor Action Personal Requirement: You must be bloodied. Effect: Until the end of the encounter, your speed increases by 2, and you gain a +1 bonus to AC and Reflex.
+1d6 damage on a crit. Power (Daily): You reroll an attack roll.
Power (Consumable ✦ Acid): Standard Action. Make an attack: Ranged 5/10; +4 vs. Reflex; on a hit, the attack deals 1d10 acid damage and ongoing 5 acid damage (save ends); on miss, half damage and no ongoing acid damage.
Item Slot: Neck Enhancement: Fortitude. Reflex. and Will Property: You gain resist 5 cold.. Power (Daily): Immediate Reaction. Trigger: An enemy adjacent to you hits you. Effect: The triggering enemy is knocked prone.
Daily. Implement, Psionic Standard Action Melee touch Target: One creature Attack: Dexterity vs. Fortitude Hit: 3d10 + Dexterity modifier damage. Miss: Half damage. Effect: Until the end of the encounter, you gain a +2 power bonus to damage rolls against the target, and you slide it 1 square whenever you hit it with an attack. If that attack includes forced movement, you can increase the distance of that movement by 1 square instead of sliding the target 1 square.
Encounter. Full Discipline, Implement, Psionic Attack Technique Standard Action Melee touch Target: One creature Attack: Dexterity vs. Reflex Hit: 1dl 0 + Dexterity modifier damage. The target takes 1dl 0 extra damage if it was at full hit points when you hit it with this attack. 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.
Encounter 4 Psionic Move Action Personal Effect: You fly a number ofsquares equal to your speed + your Wisdom modifier. If you dont land at the end of this movement, you fall.
Armor: Any Enhancement: AC Property: When you spend an action point, you gain a +1 item bonus to all attack rolls and defenses until the end of your next turn. Power (Daily): Free Action. Spend an action point. You do not gain the normal extra action. Instead, you regain the use of one expended daily power.
Power (Consumable ✦ Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.
Item Slot: Arms Property: When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.
Magic Items & Equipment
Daily Item Powers Per Day
Coins and Other Wealth
Disciplined, Independent, quiet, aloof, calm.
Mannerisms and Appearance
Very quiet. Never says more than a couple words at a time. Facial expressions are limited at best. Often acts independently, without even letting his own allies know what is going on.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Shamir never knew his parents, being abandoned to a monastary in a remotelocation in the wilderness after birth. The only thing that is known about his family is that they were shifters of the Razorclaw clan. A clan of shifters who could channel the bestial power of large cats such as Tigers and Pathers to enchance their physical abilitiesto gain amazing speed and agility as well as claws to rend foes to shreds. In his younger days, it was told that Shamir was every bit as wild and feral as his features would portray him to be. A restless child with no respect for his elders and no interest in honing his spirituality it was uncertain that Shamir would ever become a monk of his order. As he agedm, he became more mellow however, becoming not only ideal as a monk in mentality and spirituality, but also physically thanksto the blessings gifted to him from his Heredity. Upon completing his training as a monk he heading out into the world to do good deeds and bring honor to his order, as graduated monks are ought to do in his sect. Inadvertently finding trouble wherever he went, word of the mysterious monk with bestial, feline-like traits that brought order to chaos wherever he went soon spread, gathering the attention of the Secret Service who immediately recruited him. They was unsure about hiring Shamir, due to the painful interview process unearthing the fact that Shamir is a man of very few words who makes up for it with an unnerving, hungry stare with his glaring, feral eyes and generally limited response to those around him, seeming to act on his own accord with no regard for others. His talents were too much to ignore however and he was assigned to help. Never being able to find out much more from Shamir other than his first name of "Shamir", they made the exception of calling him Agent Shamir, instead of addressing his last name.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008