Karakters - 4th Edition.   Posted by Aranamarunda.Group: 0
Aranamarunda
 GM, 359 posts
 Welcome to Aranamarunda's
 Magical Emporium
Sun 15 Jun 2008
at 18:04
Karakters - 4th Edition
Ik open deze thread omdat ik er graag één met jullie wil delen. Maar als jullie zin hebben, deel ze dan ook met mij :D
Anfortas Staborn
 player, 1 post
Sun 15 Jun 2008
at 19:41
Re: Karakters - 4th Edition
Af op level 1. Ik vond, al is wolverine niet hetzelfde als wolf, dat mijn encounter power en daily power, nogal voor de hand lagen. Ik heb nog wat dingen aangepast in de sheet, omdat ik merkte dat het zo beter werkt. Volgende sheet: Level 7 Anfortas.

DUNGEONS & DRAGONS CHARACTER SHEET
--------------------------------------------------------------------------------
Character Name: Anfortas Staborn      Player Name: Jasper 't Jong
         Level: 1                            Race: Elf
         Class: Ranger                       Size: Medium
  Paragon Path: -                       Alignment: Chaotic Good
  Epic Destiny: -                           Deity: None

        Gender: Male                         Skin: Lightly Tanned
        Height: 6'4"                         Hair: Brown
        Weight: 220 lbs                      Eyes: Brown
           Age: 193                          Hand: Right

      Total XP: 0                       XP Needed: 1.000
--------------------------------------------------------------------------------
INITIATIVE                               MOVEMENT

SCORE           DEX  1/2 LEVEL  MISC     SCORE       BASE  ARMOR  ITEM  MISC
04 Initiative = 04 + 00 +       00       07 Speed =  07 +  00 +   00 +  00

Conditional Modifiers                    Conditional Modifiers


--------------------------------------------------------------------------------
SENSES                                   ACTION POINTS

                                SKILL                                   ACTION
SCORE  PASSIVE SENSE            BONUS    TOTAL              MILESTONE   POINTS
13     Passive Insight     10 +  03      01  Action Points      0          1
15     Passive Perception  10 +  05                             1          2
                                                                2          3

Conditional Modifiers                    Conditional Modifiers
Low-light Vision

--------------------------------------------------------------------------------
ABILITY SCORES

    STRENGTH SCORE: 18          ABILITY MOD: +04           MOD +1/2 LEVEL: +04
CONSTITUTION SCORE: 17          ABILITY MOD: +03           MOD +1/2 LEVEL: +03
   DEXTERITY SCORE: 19          ABILITY MOD: +04           MOD +1/2 LEVEL: +04
INTELLIGENCE SCORE: 13          ABILITY MOD: +01           MOD +1/2 LEVEL: +01
      WISDOM SCORE: 17          ABILITY MOD: +03           MOD +1/2 LEVEL: +03
    CHARISMA SCORE: 15          ABILITY MOD: +02           MOD +1/2 LEVEL: +02

--------------------------------------------------------------------------------
DEFENSES

                    10 +        ARMOR/
SCORE  DEFENSE      1/2 LEVEL   ABIL      CLASS    FEAT    ENH    MISC   MISC
16     Armor Class  10 +        06 +      00 +     00 +    00 +   00 +   00
Conditional Bonuses:


15     Fortitude    10 +        04 +      01 +     00 +    00 +   00 +   00
Conditional Bonuses:


15     Reflex       10 +        04 +      01 +     00 +    00 +   00 +   00
Conditional Bonuses:


13     Will         10 +        03 +      00 +     00 +    00 +   00 +   00
Conditional Bonuses:


--------------------------------------------------------------------------------
ATTACK WORKSPACE

ATTACK    ABILITY     1/2 LEVEL   ABIL      CLASS    PROF    FEAT   ENH    MISC
+07       Strength    00 +        04 +      00 +     03 +    00 +   00 +   00
+04       Dexterity   00 +        04 +      00 +     02 +    00 +   00 +   00

--------------------------------------------------------------------------------
DAMAGE WORKSPACE

DAMAGE    ABILITY     ABIL        FEAT      ENH      MISC    MISC
+04       Strength    04 +        00 +      00 +     00 +    00
+04       Dexterity   04 +        00 +      00 +     00 +    00

--------------------------------------------------------------------------------
BASIC ATTACKS

Longsword or           At-Will, Weapon;                                - All
Short Sword            Standard Action; Melee weapon
                       Tar: One creature
                       Att: Str vs AC
                       Hit: 1[W] + Str Mod.
                            Increase to 2[W] + Str Mod at 21st level

Longbow                At-Will, Weapon;                                - All
                       Standard Action; Ranged weapon
                       Tar: One creature
                       Att: Dex vs AC
                       Hit: 1[W] + Dex Mod.
                            Increase to 2[W] + Dex Mod at 21st level

--------------------------------------------------------------------------------
HIT POINTS

Max Hit Points:   34                        Current Hit Points: 34
      Bloodied:   17 (1/2 Hit Points)
   Surge Value:    8 (1/4 Hit Points)           Current Surges: 9
    Surges/Day:    9
   Second Wind:    0 (1/Encounter)        Temporary Hit Points: -
     Death STF:    0 (Max = 3)

        Saving Throw Modifiers: -
                   Resistances: -
Current Conditions and Effects: -

--------------------------------------------------------------------------------
SKILLS

                                          ABIL MOD              ARMOR
BONUS   SKILL NAME       ABILITY          +1/2 LVL   TRAINED    PENALTY    MISC
+05     Acrobatics       Dexterity        04 +       00 -       00 +       01
+01     Arcana           Intelligence     01 +       00 +       N/A        00
+09     Athletics        Strength         04 +       05 -       00 +       00
+02     Bluff            Charisma         02 +       00 +       N/A        00
+02     Diplomacy        Charisma         02 +       00 +       N/A        00
+03     Dungeoneering    Wisdom           03 +       00 +       N/A        00
+08     Endurance        Constitution     03 +       05 -       00 +       00
+08     Heal             Wisdom           03 +       05 +       N/A        00
+01     History          Intelligence     01 +       00 +       N/A        00
+03     Insight          Wisdom           03 +       00 +       N/A        00
+02     Intimidate       Charisma         02 +       00 +       N/A        00
+10     Nature           Wisdom           03 +       05 +       N/A        02
+05     Perception       Wisdom           03 +       00 +       N/A        02
+01     Religion         Intelligence     01 +       00 +       N/A        00
+10     Stealth          Dexterity        04 +       05 -       00 +       01
+02     Streetwise       Charisma         02 +       00 +       N/A        00
+04     Thievery         Dexterity        04 +       00 -       00 +       00

Languages Known: Common, Elven
--------------------------------------------------------------------------------
RACE FEATURES

Ability Scores:            +2 Dexterity, +2 Wisdom
Size:                      Medium
Speed:                     7 Squares
Vision:                    Low Light
Languages:                 Common, Elven
Skill Bonuses:             +2 Nature, +2 Perception
Elven Weapon Proficiency:  Longbow and Shortbow
Fey Origin:                Considered a Fey Creature
Group Awareness:           +1 racial bonus to Perception within 5 Squares to all
                           non-Elf Allies.
Wild Step:                 Ignore difficult terrain when shifting.
Elven Accuracy:            See Encounter Powers

--------------------------------------------------------------------------------
CLASS / PATH / DESTINY FEATURES

RANGER

Armor Proficiencies:       See Feats.
Weapon Proficiencies:      See Feats.
Bonus to Defense:          +1 Fortitude, +1 Reflex
Hit Points at 1st Level:   12 + Constitution Score
Hit Points per Level:      5
Healing Surges per Day:    6 + Constitution Modifier
Trained Skills:            Dungeoneering or Nature* (Choice) + 4 More:
                           Acrobatics, Athletics*, Dungeoneering, Endurance*
                           Heal*, Nature, Perception, Stealth*
                           * = Chosen
Fighting Style:            Two-Blade Fighting Style
                           Wield a one-handed weapon in your off hand as if it
                           were an off-hand weapon. Gain Toughness as a bonus
                           Feat.
Hunter's Quarry:           Once per turn, designate closets enemy as your
                           quarry. Once per round, deal extra damage to your
                           quarry. designate attack beforehand.
                           1st  - 10th: +1d6
                           11th - 20th: +2d6
                           21st - 30th: +3d6
Prime Shot:                If no allies are closer to a target then you are,
                           gain +1 bonus to ranged attack rolls.

--------------------------------------------------------------------------------
FEATS

Armor Proficiency:         Cloth                           Ranger
Armor Proficiency:         Leather                         Ranger
Armor Proficiency:         Hide                            Ranger
Elven Weapon Proficiency:  Longbow and Shortbow            Elf
Light Step:                For hourly or daily travels,    Level 1
                           Add 1 to overland speed for
                           you and all allies.
                           Add +5 to the DC to find or
                           follow your tracks, including
                           5 allies.
                           +1 Feat bonus to Acrobatics
                           and Stealth.
Toughness:                 +5 HP at the start of each      Ranger
                           Tier of play
Weapon Proficiency:        Simple Melee                    Ranger
Weapon Proficiency:        Military Melee                  Ranger
Weapon Proficiency:        Simple Ranged                   Ranger
Weapon Proficiency:        Military Ranged                 Ranger

--------------------------------------------------------------------------------
AT-WILL POWERS

Hit and Run            At-Will, Martial, Weapon;                       - Ranger
                       Standard Action; Melee weapon
                       Tar: One creature
                       Att: Str vs AC
                       Hit: 1[W] + Str Mod.
                            Increase to 2[W] + Str Mod at 21st level
                       Eff: If you move in the same turn after this
                            attack, leaving the first square adjacent
                            to the target does not provoke an
                            opportunity attack from the target.

Twin Strike            At-Will, Martial, Weapon;                       - Ranger
                       Standard Action; Melee or Ranged weapon
                       Req: You must be wielding two melee weapons
                            or a ranged weapon.
                       Tar: One or two creatures
                       Att: Str v AC (melee: main weapon and off-hand
                            weapon) or Dex vs AC (ranged), two attacks
                       Dmg: 1[W] damage per attack.
                            Increase to 2[W] at 21st level
--------------------------------------------------------------------------------
ENCOUNTER POWERS

[-] Elven Accuracy:    Encounter;                                      - Elf
                       Free Action; Personal
                       Effect: Reroll an attack roll. Use the
                       second roll, even if it's lower.

[-] Dire Wolverine     Encounter, Martial, Weapon;                     - Ranger
    Strike             Standard Action; Close burst 1
                       Req: You must be wielding two melee weapons
                       Tar: Each enemy in burst you see
                       Att: Str vs AC
                       Hit: 1[W] + Str Mod damage

--------------------------------------------------------------------------------
DAILY POWERS

[-] Jaws of the Wolf   Daily, Martial, Weapon;                         - Ranger
                       Standard Action; Melee Weapon
                       Req: You must be wielding two melee weapons
                       Tar: One creature
                       Att: Str vs AC (main weapon and off-hand
                            weapon), two attacks
                       Hit: 2[W] + Str Mod damage per attack.
                       Mis: Half damage per attack.

--------------------------------------------------------------------------------
UTILITY POWERS

[-] #Name - Description - Source/Level

--------------------------------------------------------------------------------
RITUALS

# Name - Description - Source/Level

--------------------------------------------------------------------------------
MAGIC ITEMS

Daily Item Powers per Day
Heroic  ( 1-10) [-]                     Milestone: [-]/[-]/[-]/[-]
Paragon (11-20) [-][-]                  Milestone: [-]/[-]/[-]/[-]
Epic    (21-30) [-][-][-]               Milestone: [-]/[-]/[-]/[-]

SLOT     NAME                                        Weight  LEVEL  PRICE
#Name    #Name                                       000.0   00     0.000.000 GP

--------------------------------------------------------------------------------
Other Equipment
SLOT     NAME                                        Weight  LEVEL  PRICE
Armor    Leather Armor (Light)                        15.0   --            25 GP
         AB: +2; MEB: -; Check: -; Speed: -.
Weapon   Longsword (Heavy Blade)                       4.0   --            15 GP
         Prof: +3; Dmg: 1d8; Range: -; Versatile.
Weapon   Short Sword (Light Blade)                     2.0   --            10 GP
         Prof: +3; Dmg: 1d6; Range: -; Off-Hand.
Weapon   Longbow (Bow)                                 3.0   --            30 GP
         Prof: +2; Dmg: 1d10; Range: 20/40; Load free.
-        Standard Adventurer's Kit                    33.0   --            15 GP

--------------------------------------------------------------------------------
WEALTH

Astral Crystals: 0
       Platinum: 0
           Gold: 5
         Silver: 0
         Copper: 0

Other:

--------------------------------------------------------------------------------
PERSONALITY TRAITS

-

--------------------------------------------------------------------------------
MANNERISMS AND APPEARANCE

-

--------------------------------------------------------------------------------
CHARACTER BACKGROUND

-

--------------------------------------------------------------------------------

COMPANIONS AND ALLIES

NAME                 NOTES
#Name                -

--------------------------------------------------------------------------------

This message was last edited by the player at 08:07, Tue 17 June 2008.

Anfortas Staborn
 player, 2 posts
Tue 17 Jun 2008
at 09:25
Re: Karakters - 4th Edition
Ik ga hem toch 6e maken, om te eindigen, na 12e, op 18e level. Wordt aan gewerkt. Moet zo weg. Laterz.

DUNGEONS & DRAGONS CHARACTER SHEET
--------------------------------------------------------------------------------
Character Name: Anfortas Staborn      Player Name: Jasper 't Jong
         Level: 6                            Race: Elf
         Class: Ranger                       Size: Medium
  Paragon Path: -                       Alignment: Good
  Epic Destiny: -                           Deity: None

        Gender: Male                         Skin: Lightly Tanned
        Height: 6'4"                         Hair: Brown
        Weight: 220 lbs                      Eyes: Brown
           Age: 193                          Hand: Right

      Total XP: 7.500                   XP Needed: 10.000
--------------------------------------------------------------------------------
INITIATIVE                               MOVEMENT

SCORE           DEX  1/2 LEVEL  MISC     SCORE       BASE  ARMOR  ITEM  MISC
07 Initiative = 04 + 03 +       00       07 Speed =  07 +  00 +   00 +  00

Conditional Modifiers                    Conditional Modifiers


--------------------------------------------------------------------------------
SENSES                                   ACTION POINTS

                                SKILL                                   ACTION
SCORE  PASSIVE SENSE            BONUS    TOTAL              MILESTONE   POINTS
13     Passive Insight     10 +  03      01  Action Points      0          1
15     Passive Perception  10 +  05                             1          2
                                                                2          3

Conditional Modifiers                    Conditional Modifiers
Low-light Vision

--------------------------------------------------------------------------------
ABILITY SCORES

    STRENGTH SCORE: 18          ABILITY MOD: +04           MOD +1/2 LEVEL: +04
CONSTITUTION SCORE: 17          ABILITY MOD: +03           MOD +1/2 LEVEL: +03
   DEXTERITY SCORE: 19          ABILITY MOD: +04           MOD +1/2 LEVEL: +04
INTELLIGENCE SCORE: 13          ABILITY MOD: +01           MOD +1/2 LEVEL: +01
      WISDOM SCORE: 17          ABILITY MOD: +03           MOD +1/2 LEVEL: +03
    CHARISMA SCORE: 15          ABILITY MOD: +02           MOD +1/2 LEVEL: +02

--------------------------------------------------------------------------------
DEFENSES

                    10 +        ARMOR/
SCORE  DEFENSE      1/2 LEVEL   ABIL      CLASS    FEAT    ENH    MISC   MISC
16     Armor Class  10 +        06 +      00 +     00 +    00 +   00 +   00
Conditional Bonuses:


15     Fortitude    10 +        04 +      01 +     00 +    00 +   00 +   00
Conditional Bonuses:


15     Reflex       10 +        04 +      01 +     00 +    00 +   00 +   00
Conditional Bonuses:


13     Will         10 +        03 +      00 +     00 +    00 +   00 +   00
Conditional Bonuses:


--------------------------------------------------------------------------------
ATTACK WORKSPACE

ATTACK    ABILITY     1/2 LEVEL   ABIL      CLASS    PROF    FEAT   ENH    MISC
+07       Strength    00 +        04 +      00 +     03 +    00 +   00 +   00
+04       Dexterity   00 +        04 +      00 +     02 +    00 +   00 +   00

--------------------------------------------------------------------------------
DAMAGE WORKSPACE

DAMAGE    ABILITY     ABIL        FEAT      ENH      MISC    MISC
+04       Strength    04 +        00 +      00 +     00 +    00
+04       Dexterity   04 +        00 +      00 +     00 +    00

--------------------------------------------------------------------------------
BASIC ATTACKS

Longsword or           At-Will, Weapon;                                - All
Short Sword            Standard Action; Melee weapon
                       Tar: One creature
                       Att: Str vs AC
                       Hit: 1[W] + Str Mod.
                            Increase to 2[W] + Str Mod at 21st level

Longbow                At-Will, Weapon;                                - All
                       Standard Action; Ranged weapon
                       Tar: One creature
                       Att: Dex vs AC
                       Hit: 1[W] + Dex Mod.
                            Increase to 2[W] + Dex Mod at 21st level

--------------------------------------------------------------------------------
HIT POINTS

Max Hit Points:   34                        Current Hit Points: 34
      Bloodied:   17 (1/2 Hit Points)
   Surge Value:    8 (1/4 Hit Points)           Current Surges: 9
    Surges/Day:    9
   Second Wind:    0 (1/Encounter)        Temporary Hit Points: -
     Death STF:    0 (Max = 3)

        Saving Throw Modifiers: -
                   Resistances: -
Current Conditions and Effects: -

--------------------------------------------------------------------------------
SKILLS

                                          ABIL MOD              ARMOR
BONUS   SKILL NAME       ABILITY          +1/2 LVL   TRAINED    PENALTY    MISC
+05     Acrobatics       Dexterity        04 +       00 -       00 +       01
+01     Arcana           Intelligence     01 +       00 +       N/A        00
+09     Athletics        Strength         04 +       05 -       00 +       00
+02     Bluff            Charisma         02 +       00 +       N/A        00
+02     Diplomacy        Charisma         02 +       00 +       N/A        00
+03     Dungeoneering    Wisdom           03 +       00 +       N/A        00
+08     Endurance        Constitution     03 +       05 -       00 +       00
+08     Heal             Wisdom           03 +       05 +       N/A        00
+01     History          Intelligence     01 +       00 +       N/A        00
+03     Insight          Wisdom           03 +       00 +       N/A        00
+02     Intimidate       Charisma         02 +       00 +       N/A        00
+10     Nature           Wisdom           03 +       05 +       N/A        02
+05     Perception       Wisdom           03 +       00 +       N/A        02
+01     Religion         Intelligence     01 +       00 +       N/A        00
+10     Stealth          Dexterity        04 +       05 -       00 +       01
+02     Streetwise       Charisma         02 +       00 +       N/A        00
+04     Thievery         Dexterity        04 +       00 -       00 +       00

Languages Known: Common, Elven
--------------------------------------------------------------------------------
RACE FEATURES

Ability Scores:            +2 Dexterity, +2 Wisdom
Size:                      Medium
Speed:                     7 Squares
Vision:                    Low Light
Languages:                 Common, Elven
Skill Bonuses:             +2 Nature, +2 Perception
Elven Weapon Proficiency:  Longbow and Shortbow
Fey Origin:                Considered a Fey Creature
Group Awareness:           +1 racial bonus to Perception within 5 Squares to all
                           non-Elf Allies.
Wild Step:                 Ignore difficult terrain when shifting.
Elven Accuracy:            See Encounter Powers

--------------------------------------------------------------------------------
CLASS / PATH / DESTINY FEATURES

RANGER

Armor Proficiencies:       See Feats.
Weapon Proficiencies:      See Feats.
Bonus to Defense:          +1 Fortitude, +1 Reflex
Hit Points at 1st Level:   12 + Constitution Score
Hit Points per Level:      5
Healing Surges per Day:    6 + Constitution Modifier
Trained Skills:            Dungeoneering or Nature* (Choice) + 4 More:
                           Acrobatics, Athletics*, Dungeoneering, Endurance*
                           Heal*, Nature, Perception, Stealth*
                           * = Chosen
Fighting Style:            Two-Blade Fighting Style
                           Wield a one-handed weapon in your off hand as if it
                           were an off-hand weapon. Gain Toughness as a bonus
                           Feat.
Hunter's Quarry:           Once per turn, designate closets enemy as your
                           quarry. Once per round, deal extra damage to your
                           quarry. designate attack beforehand.
                           1st  - 10th: +1d6
                           11th - 20th: +2d6
                           21st - 30th: +3d6
Prime Shot:                If no allies are closer to a target then you are,
                           gain +1 bonus to ranged attack rolls.

--------------------------------------------------------------------------------
FEATS

Armor Proficiency:         Cloth                           Ranger
Armor Proficiency:         Leather                         Ranger
Armor Proficiency:         Hide                            Ranger
Elven Weapon Proficiency:  Longbow and Shortbow            Elf
Light Step:                For hourly or daily travels,    Level 1
                           Add 1 to overland speed for
                           you and all allies.
                           Add +5 to the DC to find or
                           follow your tracks, including
                           5 allies.
                           +1 Feat bonus to Acrobatics
                           and Stealth.
Toughness:                 +5 HP at the start of each      Ranger
                           Tier of play
Weapon Proficiency:        Simple Melee                    Ranger
Weapon Proficiency:        Military Melee                  Ranger
Weapon Proficiency:        Simple Ranged                   Ranger
Weapon Proficiency:        Military Ranged                 Ranger

--------------------------------------------------------------------------------
AT-WILL POWERS

Hit and Run            At-Will, Martial, Weapon;                       - Ranger
                       Standard Action; Melee weapon
                       Tar: One creature
                       Att: Str vs AC
                       Hit: 1[W] + Str Mod.
                            Increase to 2[W] + Str Mod at 21st level
                       Eff: If you move in the same turn after this
                            attack, leaving the first square adjacent
                            to the target does not provoke an
                            opportunity attack from the target.

Twin Strike            At-Will, Martial, Weapon;                       - Ranger
                       Standard Action; Melee or Ranged weapon
                       Req: You must be wielding two melee weapons
                            or a ranged weapon.
                       Tar: One or two creatures
                       Att: Str v AC (melee: main weapon and off-hand
                            weapon) or Dex vs AC (ranged), two attacks
                       Dmg: 1[W] damage per attack.
                            Increase to 2[W] at 21st level
--------------------------------------------------------------------------------
ENCOUNTER POWERS

[-] Elven Accuracy:    Encounter;                                      - Elf
                       Free Action; Personal
                       Effect: Reroll an attack roll. Use the
                       second roll, even if it's lower.

[-] Dire Wolverine     Encounter, Martial, Weapon;                     - Ranger
    Strike             Standard Action; Close burst 1
                       Req: You must be wielding two melee weapons
                       Tar: Each enemy in burst you see
                       Att: Str vs AC
                       Hit: 1[W] + Str Mod damage

--------------------------------------------------------------------------------
DAILY POWERS

[-] Jaws of the Wolf   Daily, Martial, Weapon;                         - Ranger
                       Standard Action; Melee Weapon
                       Req: You must be wielding two melee weapons
                       Tar: One creature
                       Att: Str vs AC (main weapon and off-hand
                            weapon), two attacks
                       Hit: 2[W] + Str Mod damage per attack.
                       Mis: Half damage per attack.

--------------------------------------------------------------------------------
UTILITY POWERS

[-] #Name - Description - Source/Level

--------------------------------------------------------------------------------
RITUALS

# Name - Description - Source/Level

--------------------------------------------------------------------------------
MAGIC ITEMS

Daily Item Powers per Day
Heroic  ( 1-10) [-]                     Milestone: [-]/[-]/[-]/[-]
Paragon (11-20) [-][-]                  Milestone: [-]/[-]/[-]/[-]
Epic    (21-30) [-][-][-]               Milestone: [-]/[-]/[-]/[-]

SLOT     NAME                                        Weight  LEVEL  PRICE
#Name    #Name                                       000.0   00     0.000.000 GP

--------------------------------------------------------------------------------
Other Equipment
SLOT     NAME                                        Weight  LEVEL  PRICE
Armor    Leather Armor (Light)                        15.0   --            25 GP
         AB: +2; MEB: -; Check: -; Speed: -.
Weapon   Longsword (Heavy Blade)                       4.0   --            15 GP
         Prof: +3; Dmg: 1d8; Range: -; Versatile.
Weapon   Short Sword (Light Blade)                     2.0   --            10 GP
         Prof: +3; Dmg: 1d6; Range: -; Off-Hand.
Weapon   Longbow (Bow)                                 3.0   --            30 GP
         Prof: +2; Dmg: 1d10; Range: 20/40; Load free.
-        Standard Adventurer's Kit                    33.0   --            15 GP

--------------------------------------------------------------------------------
WEALTH

Astral Crystals: 0
       Platinum: 0
           Gold: 5
         Silver: 0
         Copper: 0

Other:

--------------------------------------------------------------------------------
Giel
 player, 33 posts
 Aargh'
Thu 2 Oct 2008
at 14:30
Re: Karakters - 4th Edition
ik ga hier binnenkort ook ff een character maken, heb sinds vandaag een 4th ed phb gekocht, toch uit nieuwsgierigheid naar o.a. de warlock class... dusss :D
Aranamarunda
 GM, 464 posts
 Welcome to Aranamarunda's
 Magical Emporium
Thu 2 Oct 2008
at 15:22
Re: Karakters - 4th Edition
Zeker leuk! Ik ben benieuwd. Wat denk jij. Hebben ze die erin gegooid vanwege WOW?
Giel
 player, 34 posts
 Aargh'
Thu 2 Oct 2008
at 16:01
Re: Karakters - 4th Edition
ik weet het bijna wel zeker, er zijn teveel overeenkomsten qua rol, maar ze hebben het daarnaast toch nog vrij open gelaten. WoW locks zijn 'beperkt' aan curses en demons, hier gaan ze meer verder in op de witch/warlock uit 3rd DMG naar mijn idee.
Giel
 player, 35 posts
 Aargh'
Thu 2 Oct 2008
at 23:29
Re: Karakters - 4th Edition
Edit: Aha nou doet ie het ok...!
DUNGEONS & DRAGONS CHARACTER SHEET
--------------------------------------------------------------------------------


Character Name: MÆdeldra              Player Name: Giel van Arkel
         Level: 1                            Race: Eladrin
         Class: Warlock                      Size: Medium
  Paragon Path: -                       Alignment: Unaligned ((True Neutral))
  Epic Destiny: -                           Deity: Corellon

        Gender: Female                       Skin: Lightly Tanned
        Height: 6'                           Hair: White Blonde
        Weight: 140 lbs                      Eyes: Fully green and no pupils
           Age: 193                          Hand: Right

      Total XP: 0                       XP Needed: 1.000


--------------------------------------------------------------------------------


INITIATIVE                               MOVEMENT

SCORE           DEX  1/2 LEVEL  MISC     SCORE       BASE  ARMOR  ITEM  MISC
04 Initiative = 01 + 00 +       00       06 Speed =  06 +  00 +   00 +  00

Conditional Modifiers                    Conditional Modifiers



--------------------------------------------------------------------------------


SENSES                                   ACTION POINTS

                                SKILL                                   ACTION
SCORE  PASSIVE SENSE            BONUS    TOTAL              MILESTONE   POINTS
10     Passive Insight     10 +  0       01  Action Points      0          1
10     Passive Perception  10 +  0                              1          2
                                                                2          3

Conditional Modifiers                    Conditional Modifiers
Low-light Vision


--------------------------------------------------------------------------------


ABILITY SCORES

    STRENGTH SCORE: 08          ABILITY MOD: -01           MOD +1/2 LEVEL: -01
CONSTITUTION SCORE: 12          ABILITY MOD: +01           MOD +1/2 LEVEL: +01
   DEXTERITY SCORE: 12          ABILITY MOD: +01           MOD +1/2 LEVEL: +01
INTELLIGENCE SCORE: 17          ABILITY MOD: +03           MOD +1/2 LEVEL: +03
      WISDOM SCORE: 11          ABILITY MOD: +00           MOD +1/2 LEVEL: +00
    CHARISMA SCORE: 17          ABILITY MOD: +03           MOD +1/2 LEVEL: +03


--------------------------------------------------------------------------------

DEFENSES

                    10 +        ARMOR/
SCORE  DEFENSE      1/2 LEVEL   ABIL      CLASS    FEAT    ENH    MISC   MISC
16     Armor Class  10 +        05 +      00 +     00 +    00 +   00 +   00
Conditional Bonuses:


11     Fortitude    10 +        01 +      00 +     00 +    00 +   00 +   00
Conditional Bonuses:


14     Reflex       10 +        03 +      01 +     00 +    00 +   00 +   00
Conditional Bonuses:


15     Will         10 +        03 +      01 +     00 +    00 +   00 +   00
Conditional Bonuses:



--------------------------------------------------------------------------------

ATTACK WORKSPACE

ATTACK    ABILITY     1/2 LEVEL   ABIL      CLASS    PROF    FEAT   ENH    MISC
+03       Charisma    00 +        03 +      00 +     00 +    00 +   00 +   00
+02       Strength    00 +        -1 +      00 +     03 +    00 +   00 +   00

--------------------------------------------------------------------------------

DAMAGE WORKSPACE

DAMAGE    ABILITY     ABIL        FEAT      ENH      MISC    MISC
+03       Charisma    +3 +        00 +      00 +     00 +    00
-01       Strength    -1 +        00 +      00 +     00 +    00

--------------------------------------------------------------------------------

BASIC ATTACKS

Longsword              At-Will, Weapon;                                - All
                       Standard Action; Melee weapon
                       Tar: One creature
                       Att: Str vs AC
                       Hit: 1[W] + Str Mod.

--------------------------------------------------------------------------------

HIT POINTS

Max Hit Points:   24                        Current Hit Points: 24
      Bloodied:   12 (1/2 Hit Points)
   Surge Value:    6 (1/4 Hit Points)           Current Surges: 7
    Surges/Day:    7
   Second Wind:    0 (1/Encounter)        Temporary Hit Points: -
     Death STF:    0 (Max = 3)

        Saving Throw Modifiers: + 5 vs Charm
                   Resistances: -
Current Conditions and Effects: -


--------------------------------------------------------------------------------

SKILLS

                                          ABIL MOD              ARMOR
BONUS   SKILL NAME       ABILITY          +1/2 LVL   TRAINED    PENALTY    MISC
+01     Acrobatics       Dexterity        01 +       00 +       00 +       00
+10     Arcana           Intelligence     03 +       05 -       N/A        02
-01     Athletics        Strength         -1 +       00 +       00 +       00
+08     Bluff            Charisma         03 +       05 -       N/A        00
+03     Diplomacy        Charisma         03 +       00 +       N/A        00
+00     Dungeoneering    Wisdom           00 +       00 +       N/A        00
+01     Endurance        Constitution     01 +       00 +       00 +       00
+00     Heal             Wisdom           00 +       00 +       N/A        00
+10     History          Intelligence     03 +       05 -       N/A        02
+00     Insight          Wisdom           00 +       00 +       N/A        00
+08     Intimidate       Charisma         03 +       05 -       N/A        00
+00     Nature           Wisdom           00 +       00 +       N/A        00
+00     Perception       Wisdom           00 +       00 +       N/A        00
+03     Religion         Intelligence     03 +       00 +       N/A        00
+01     Stealth          Dexterity        01 +       00 -       00 +       00
+03     Streetwise       Charisma         03 +       00 +       N/A        00
+01     Thievery         Dexterity        01 +       00 -       00 +       00

Languages Known: Common, Elven


--------------------------------------------------------------------------------

RACE FEATURES

Ability Scores:            +2 Dexterity, +2 Intelligence
Size:                      Medium
Speed:                     6 Squares
Vision:                    Low Light
Languages:                 Common, Elven
Skill Bonuses:             +2 Arcana, +2 History
Eladrin Weapon Proficiency:Longsword
Eladrin Will:              +1 racial bonus to Will Defense
                           +5 saving throw vs Charm effects
Fey Origin:                Considered a Fey Creature
Trance:                    Enter a meditative trance instead of sleep. Only
need 4 hours of trance to gain the benefit of extended rest. While in a Trance,
fully aware of surroundings, enemies and events as normal.
Fey Step:                  See encounter powers


--------------------------------------------------------------------------------
CLASS / PATH / DESTINY FEATURES

Warlock:

WP: simple melee, simple ranged
Ap: Cloth, Leather
Implements: rods, wands
Bonus to Defense:          +1 Will, +1 Reflex
Hit Points at 1st Level:   12 + Constitution Score
Hit Points per Level:      5
Healing Surges per Day:    6 + Constitution Modifier
Trained Skills:            Arcana*, Bluff*, History*, Insight, Intimidate*,
Religion, Streetwise, Thievery
Build options:             Deceptive Warlock*, Scourge Warlock.
Eldritch Blast:            See at-will powers
Eldritch Pact (Fey Pact):  Misty Step, Eyebite

Misty Step:                Whenever a enemy under your Warlock's Curse is
reduced to 0 or fewer hp, you can immediately teleport 3 squares as a free
action. Improved Misty step increases teleport distance to 5 squares.

Prime Shot:                If no allies are closer to a target then you are,
                           gain +1 bonus to ranged attack rolls.
Shadow Walk:               If you move at least three squares away from where
you started, you gain concealment until the end of your next turn.
Warlock's Curse:           target takes +1d6 extra damage from the Warlock's
attacks while cursed


--------------------------------------------------------------------------------
FEATS

Improved Misty Step: Increase pact boon(misty step) by an additional 2 squares
of teleport


--------------------------------------------------------------------------------
AT-WILL POWERS

Eldritch Blast:        At-Will, Arcane, Implement
                       Standard Action
                       Ranged 10
                       Target: One Creature
                       Attack: Charisma vs Reflex
                       Hit: 1d10 + Charisma mod

Eyebite:               At-Will, Arcane, Charm, Implement, Psychic
                       Standard Action
                       Ranged 10
                       Target: One Creature
                       Attack: Charisma vs Will
                       Hit: 1d6 + Charisma mod psychic damage and you are
invisible to the target until the start of your next turn.


--------------------------------------------------------------------------------
ENCOUNTER POWERS

[-] Fey Step:          Encounter, Teleportation
                       Move Action
                       Target: Personal
                       Effect: Teleport up to 5 squares

[-] Witchfire:         Encounter, Arcane, Fire, Implement
                       Standard Action
                       Ranged 10
                       Target: One Creature
                       Attack: Charisma vs Reflex
                       Hit: 2d6 + Charisma mod fire damage and the target take
a -2 penalty to attack rolls until the end of your next turn. Fey pact: penalty
to attack rolls is equal to 2 + Int mod.


--------------------------------------------------------------------------------
DAILY POWERS

[-] Curse of the Dark Dream:     Daily, Arcane, Charm, Psychic, Implement
                                 Standard Action
                                 Ranged 10
                                 Target: One Creature
                                 Attack: Charisma vs Will
                                 Hit: 3d8 + Charisma mod psychic damage and you
slide the target 3 squares. Sustain Minor: You slide the target 1 square
whether you hit or miss (save ends)


--------------------------------------------------------------------------------
UTILITY POWERS

[-] #Name - Description - Source/Level


--------------------------------------------------------------------------------
RITUALS

# Name - Description - Source/Level


--------------------------------------------------------------------------------
MAGIC ITEMS

Daily Item Powers per Day
Heroic  ( 1-10) [-]                     Milestone: [-]/[-]/[-]/[-]
Paragon (11-20) [-][-]                  Milestone: [-]/[-]/[-]/[-]
Epic    (21-30) [-][-][-]               Milestone: [-]/[-]/[-]/[-]

SLOT     NAME                                        Weight  LEVEL  PRICE
#Name    #Name                                       000.0   00     0.000.000 GP


--------------------------------------------------------------------------------
Other Equipment
SLOT     NAME                                        Weight  LEVEL  PRICE
Armor    Leather Armor (Light)                        15.0   --            25 GP
         AB: +2; MEB: -; Check: -; Speed: -.
Weapon   Longsword (Heavy Blade)                       4.0   --            15 GP
         Prof: +3; Dmg: 1d8; Range: -; Versatile.
Weapon   Dagger(Light Blade)                           1.0   --             1 GP
         Prof: +3; Dmg: 1d4 Range: 5/10; Off-hand, Light thrown.
Weapon   Hand Crossbow   (Crossbow)                    3.0   --            25 GP
         Prof: +2; Dmg: 1d6; Range: 10/20; Load free.
-        Standard Adventurer's Kit                    33.0   --            15 GP
Ammunition Crossbow Bolts (100)                       10.0   --             5 GP


--------------------------------------------------------------------------------
WEALTH

Astral Diamonds: 0
       Platinum: 0
           Gold: 14
         Silver: 0
         Copper: 0

Other:


--------------------------------------------------------------------------------
PERSONALITY TRAITS

-

--------------------------------------------------------------------------------
MANNERISMS AND APPEARANCE

-

--------------------------------------------------------------------------------
CHARACTER BACKGROUND

-

--------------------------------------------------------------------------------


COMPANIONS AND ALLIES

NAME                 NOTES
#Name                -

--------------------------------------------------------------------------------

This message was last edited by the player at 09:52, Fri 03 Oct 2008.

Aranamarunda
 GM, 465 posts
 Welcome to Aranamarunda's
 Magical Emporium
Fri 3 Oct 2008
at 09:45
Re: Karakters - 4th Edition
Dat is simpelweg een kwestie van enters zetten in lange zinnen. Zo gedaan. Dan bekijk ik hem wel :D
Aranamarunda
 GM, 487 posts
 Welcome to Aranamarunda's
 Magical Emporium
Sun 19 Oct 2008
at 15:29
Re: Karakters - 4th Edition
Gave abilities. Zal het ook maar eens door gaan kijken :D Ik kan nog niet echt iets zeggen over goed of slecht. Ziet er goed uit, dat wel.
Giel
 player, 42 posts
 Aargh'
Tue 21 Oct 2008
at 12:45
Re: Karakters - 4th Edition
Deze heb ik gemaakt als test met een online character generator voor 4th edition.

http://www.pathguy.com/cg4.htm

Dalyndara

Female Elf Fighter
Level 1
Unaligned (Chaotic)
Representing Giel

Strength 	16	(+3)
Constitution 	14	(+2)
Dexterity 	15	(+2)
Intelligence 	12	(+1)
Wisdom 	        13      (+1)
Charisma 	10	(+0)

Height: 	5' 8"
Weight: 	160 lb
Skin: 	Bronze
Eyes: 	Green
Hair: 	Red; Wavy

Maximum Hit Points: 29

      Bloodied: 14
      Surge Value: 7
      Surges / Day: 11 [includes constitution modifier]


Size: Medium
Speed: 7 squares
Vision: Low-light

Initiative:	1d20 +6	= + 2 [dexterity] + 4 [improved initiative]
Base Strength Attack:	1d20 +3	= + 3 [strength]
Base Dexterity Attack:	1d20 +2	= + 2 [dexterity]
Base Constitution Attack:	1d20 +2	= + 2 [constitution]
Base Intelligence Attack:	1d20 +1	= + 1 [intelligence]
Base Wisdom Attack:	1d20 +1	= + 1 [wisdom]
Base Charisma Attack:	1d20 +0	= + 0 [charisma]

Armor Class:	14	= 10 + 2 [dexterity] + 2 [leather]
Fortitude Defense:	15	= 10 + 2 [fighter] + 3 [strength]
Reflex Defense:	12	= 10 + 2 [dexterity]
Will Defense:	11	= 10 + 1 [wisdom]

Armor: Leather (15 lb)

Shield: None

Attacks:

      Unarmed Melee: +3 vs AC [+3 strength]; damage 1[W]=1d4+3 [strength]
      Longswordv: +6 vs AC [+3 strength] [+3 proficiency]; damage 1[W]=1d8+3 [strength]
4 lb (Heavy blade) versatile
      Short sword: +6 vs AC [+3 strength] [+3 proficiency]; damage 1[W]=1d6+3 [strength]
2 lb (Light blade) Usable Off-hand
      Cleave +3w [strength] vs AC
      Sure Strike +5w [strength+2] vs AC
      Passing Attack +3w [strength] vs AC
      Brute Strike +3w [strength] vs AC
      v Versatile weapon. Add +1 to damage if using two-handed.
      w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic,
etc.

Base Saving Throw: d20 vs 10

Encumberance 4e

Normal Load:
Heavy Load:
Maximum Drag Load
	160 lb.
320 lb.
800 lb.
	Encumberance 3.5

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
	76 lb. or less
77-153 lb.
154-230 lb.
230 lb.
460 lb.
1150 lb.

Languages:	Common; Elven;

Skills:

      Acrobatics:	+2	= 2 [dexterity]
      Arcana:	+1	= 1 [intelligence]
      Athletics:	+8	= 3 [strength] + 5 [class training]
      Bluff:	+0	= 0 [charisma]
      Diplomacy:	+0	= 0 [charisma]
      Dungeoneering:	+1	= 1 [wisdom]
      Endurance:	+7	= 2 [constitution] + 5 [class training]
      Heal:	+1	= 1 [wisdom]
      History:	+1	= 1 [intelligence]
      Insight:	+1	= 1 [wisdom]
      Intimidate:	+5	= 0 [charisma] + 5 [class training]
      Nature:	+3	= 1 [wisdom] + 2 [Elf]
      Perception:	+3	= 1 [wisdom] + 2 [Elf]
      Religion:	+1	= 1 [intelligence]
      Stealth:	+2	= 2 [dexterity]
      Streetwise:	+0	= 0 [charisma]
      Thievery:	+2	= 2 [dexterity]

Feats:

      Improved Initiative	

At-Will:

      Basic Melee Attack: By weapon, damage 1[W]+3 [strength]
      Basic Ranged Attack: By weapon, damage 1[W]+2 [dexterity]
      Bull Rush: +3 [strength] vs fortitude
      Grab: +3 [strength] vs reflex
      Move grabbed target: +3 [strength] vs fortitude
      Escape: +2 [acrobatics] vs reflex / +8 [athletics] vs fortitude
      Cleave [Level 1]
      Sure Strike [Level 1]

      Other Standard Actions:	Administer a potion; Aid another; Charge [+1 to basic
melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total
defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast
escape; Bluff, Heal -- first aid, Intimidate, Perception -- active, Thievery depending on
circumstances)

      Other Move Actions:	Crawl; Run [speed 9]; Stand up; Shift; Squeeze; Walk; may
include some skills during combat (i.e., Acrobatics, Athletics)

      Other Minor Actions:	Draw / sheathe weapon; Drink a potion; Drop prone; Load a
crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Sustain minor
action; Some skills during combat (i.e., Insight)

      Other Immediate Action:	Readied action

      Other Opportunity Action:	Opportunity attack

      Other Free Actions:	Drop held items; End a grab; Talk

      Other Non-Actions:	Delay; Endurance checks; Insight to counter Bluff;
Knowledge checks; Perception -- passive

      Short rest:	Healing surges as available

      Five minutes:	Normal escape from restraints (Acrobatics)

      One hour:	Forage; Streetwise check

Encounter Powers:

        Second Wind
        Spend an Action Point [free action, not in surprise round]
        Elven Accuracy [Elf][free action]
        Passing Attack [Level 1]

Daily Powers:

        Brute Strike [Level 1][reliable]

Elf

    * +2 Dexterity, +2 Wisdom (already included)
    * +2 Nature, +2 Perception
    * Elven Weapon Proficiency (longbow, shortbow)
    * Fey Origin
    * Group Awareness (allies within 5 squares get +1 on perception)
    * Wild Step (ignore difficult terrain when shifting)
    * Elven Accuracy (once/encounter, may reroll attack roll)

Fighter

    * Combat Challenge
    * Combat Superiority
    * This fighter chose the two-handed style [already included].



Dalyndara's Equipment:

      21 lb
      2 lb
      5 lb

      4 lb
      2 lb
      5 lb
      1 lb
      10 lb
      10 lb
      2 lb
      4 lb
      _____
      66 lb	Weapons / Armor / Shield (from above)
      Backpack
      Bedroll
      Flint and steel
      Grappling hook
      Hammer
      Pitons x10
      Pouch (belt) x1
      Rations (1 day) x10
      Rope (50', hempen) x1
      Sunrods x2
      Waterskins x1

      Total

Magic items:

        Weapon:
        Weapon:
        Weapon:
        Weapon:
        Armor:
        Shield:
        Arms:
        Feet:
        Hands:
        Head:
        Neck:
        Ring:
        Ring:
        Waist:

[6 blank lines suppressed]

Resistances:

Action Point Tally:

Daily Item Powers Per Day: Heroic Tier             Milestones:    /    /    /

Death Saving Throw Failures:

More about Dalyndara: