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D&D 4e Ryder sheet

May 15th, 2011
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  1. Name Ryder
  2. Level 9
  3. Class Rogue
  4. Paragon --
  5. Race Kobold
  6. Size Small
  7. Age 19
  8. Gender Male
  9. Height 3'3"
  10. Weight 80 lbs.
  11. Alignment Chaotic Good
  12. Deity Bahamut
  13.  
  14. Total XP 16500
  15.  
  16. Initiative =========================================================
  17. +14 (+4 Dex, +4 half level, +6 misc)
  18.  
  19. Ability Scores =====================================================
  20. Strength......13 (+1) (+5)
  21. Constitution..14 (+2) (+6)
  22.  
  23. Dexterity.....18 (+4) (+8)
  24. Intelligence..11 (+0) (+4)
  25.  
  26. Wisdom........10 (+0) (+4)
  27. Charisma......18 (+4) (+8)
  28.  
  29. Defenses ===========================================================
  30. AC 18 (10 base, +4 half level, +3 armour, +1 feat)
  31. Fort 16 (10 base, +4 half level, +2 Con)
  32. Ref 21 (10 base, +4 half level, +4 Dex, +2 class, +1 feat)
  33. Will 18 (10 base, +4 half level, +4 Cha)
  34.  
  35. Hit Points =========================================================
  36. Max HP 61
  37. Bloodied 30 (half HP)
  38. Surge value 15 (quarter HP)
  39. Surges/day 9
  40.  
  41. Resistances
  42. 9 Cold
  43.  
  44. Movement ===========================================================
  45. Speed 6 squares (base 6, armour -0)
  46.  
  47. Senses =============================================================
  48. Passive Insight 14 (10 base, Skill +4)
  49. Passive Perception 19 (10 base, Skill +9)
  50.  
  51. Race Features ======================================================
  52. Ability score modifiers: +2 Con, +2 Dex
  53. Skill Bonuses: +2 Stealth, +2 Thievery
  54.  
  55. Shifty
  56. At-Will
  57. Minor Action Personal
  58. Effect: You shift 1 square.
  59.  
  60. Trap Sense: You gain a +2 bonus to defenses against traps.
  61.  
  62.  
  63. Class/Path/Destiny Features ========================================
  64.  
  65. First Strike: combat advantage against any creatures that have not yet acted in that encounter.
  66. Rogue Weapon Talent: +1 bonus to attack rolls w/dagger.
  67. Sneak Attack: when you have combat advantage against an enemy and are using a weapon from the
  68. light blade, the crossbow, or the sling weapon group, an attack you make against that enemy deals
  69. 2d6 extra damage
  70. Artful Dodger: You gain a bonus to AC equal to your Charisma modifier against opportunity attacks.
  71.  
  72.  
  73. Skills =============================================================
  74. Acrobatics +13 (+8 Dex/half-level, +5 trained)
  75. Arcana +4 (+4 Int/half-level)
  76. Athletics +11 (+5 Str/half-level, +5 trained, +1 misc)
  77. Bluff +13 (+8 Cha/half-level, +5 trained)
  78. Diplomacy +8 (+8 Cha/half-level)
  79. Dungeoneering +4 (+4 Wis/half-level)
  80. Endurance +6 (+6 Con/half-level)
  81. Heal +4 (+4 Wis/half-level)
  82. History +4 (+4 Int/half-level)
  83. Insight +4 (+4 Wis/half-level)
  84. Intimidate +8 (+8 Cha/half-level)
  85. Nature +4 (+4 Wis/half-level)
  86. Perception +9 (+4 Wis/half-level, +5 trained)
  87. Religion +4 (+4 Int/half-level)
  88. Stealth +15 (+8 Dex/half-level, +5 trained, +2 misc)
  89. Streetwise +8 (+8 Cha/half-level)
  90. Thievery +15 (+8 Dex/half-level, +5 trained, +2 misc)
  91.  
  92. Feats ==============================================================
  93. Two-Weapon Fighting: +1 damage while holding a melee weapon in each hand
  94. Two-Weapon Defence: +1 to AC and Reflex while holding a weapon in each hand
  95. Improved Initiative: +4 Initiative
  96. Martial Alacrity: +2 to initiative and shift quickly during your first turn
  97. Rapid Assault: On your first turn during an encounter, you gain a +2 bonus to damage rolls with melee attacks.
  98. Dragontouched: Gain 5 + half-level resistance to your bonded dragon's breath weapon keyword (cold)
  99.  
  100. Power Index ========================================================
  101. Check the box when the power is used.
  102. Clear the box when the power renews.
  103.  
  104. At-Will Powers
  105. Deft Strike
  106. At-Will * Martial, Weapon
  107. Standard Action
  108. Target: One creature
  109. Attack: Dexterity vs. AC
  110. Special: Move 2 squares before eeh attack
  111. Hit: 1[W] + Dexterity modifier damage.
  112.  
  113. Sly Flourish
  114. At-Will * Martial, Weapon
  115. Standard Action
  116. Target: One creature
  117. Attack: Dexterity vs. AC
  118. Hit: 1[W] + Dexterity modifier + Charisma modifier damage.
  119.  
  120.  
  121. Encounter Powers
  122. Positioning Strike [ ]
  123. Encounter * Martial, Weapon
  124. Standard Action
  125. Target: One creature
  126. Attack: Dexterity vs. Will
  127. Hit: 1[W] + Dexterity modifier damage, and you slide the target 1 square.
  128. Artful Dodger: You slide the target a number of squares equal to your Charisma modifier.
  129.  
  130. Trickster’s Blade [ ]
  131. Encounter * Martial, Weapon
  132. Standard Action Melee or Ranged weapon
  133. Requirement: You must be wielding a crossbow, a light blade, or a sling.
  134. Target: One creature
  135. Attack: Dexterity vs. AC
  136. Hit: 2[W] + Dexterity modifier damage. Add your Charisma modifier to your AC until the start of your next turn.
  137.  
  138. Setup Strike [ ]
  139. Encounter * Martial, Weapon
  140. Standard Action Melee weapon
  141. Requirement: You must be wielding a light blade.
  142. Target: One creature
  143. Attack: Dexterity vs. AC
  144. Hit: 2[W] + Dexterity modifier damage, and the target grants combat advantage to you until the end of your next turn.
  145.  
  146.  
  147. Daily powers
  148. Easy Target [ ]
  149. Daily * Martial, Weapon
  150. Standard Action
  151. Target: One creature
  152. Attack: Dexterity vs. AC
  153. Hit: 2[W] + Dexterity modifier damage, and the target is
  154. slowed and grants combat advantage to you (save ends both).
  155. Miss: Half damage, and the target grants combat advantage
  156. to you until the end of your next turn
  157.  
  158. Clever Riposte [ ]
  159. Daily * Martial,Weapon
  160. Standard Action Melee weapon
  161. Requirement: You must be wielding a light blade.
  162. Target: One creature
  163. Attack: Dexterity vs. AC
  164. Hit: 2[W] + Dexterity modifier damage.
  165. Effect: Until the end of the encounter, the target takes damage equal to your Dexterity modifier each time it attacks you,
  166. and you can shift as an immediate reaction after such an attack.
  167.  
  168. Walking Wounded [ ]
  169. Daily * Martial, Weapon
  170. Standard Action Melee or Ranged weapon
  171. Requirement: You must be wielding a crossbow, a light blade, or a sling.
  172. Target: One creature
  173. Attack: Dexterity vs. Fortitude
  174. Hit: 2[W] + Dexterity modifier damage, and the target is knocked prone. Until the end of the encounter, if the
  175. target moves more than half its speed in a single action, it falls prone at the end of its movement.
  176. Miss: Half damage, and the target is not knocked prone.
  177.  
  178.  
  179. Utility powers
  180. Tumble [ ]
  181. Encounter * Martial
  182. Move Action Personal
  183. Effect: You can shift a number of squares equal to one-half your speed.
  184.  
  185. Slippery Mind [ ]
  186. Encounter * Martial
  187. Immediate Interrupt Personal
  188. Trigger: You are hit by an attack against your Will defense
  189. Prerequisite: You must be trained in Bluff.
  190. Effect: Gain a +2 power bonus to your Will defense against the triggering attack.
  191.  
  192.  
  193. Equipment ==========================================================
  194. Adventurer's Kit
  195. Leather Armour
  196. Dagger x2
  197. Climber's Kit
  198. Tent
  199. Thieves' Tools
  200. Silk Rope (50 ft)
  201. Climbing Claws
  202. Gain a +1 item bonus to Athletics checks to climb.
  203. Each of these gloves can also be used as a one-handed,
  204. off-hand, simple, light blade that applies a +2 proficiency
  205. bonus to attack rolls and deals 1d4 damage.
  206.  
  207.  
  208. Coins and Other Wealth =============================================
  209. 861 gold pieces
  210.  
  211. Languages Known ====================================================
  212. Draconic, Common
  213.  
  214. Rituals ============================================================
  215. --
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