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Dungeons and Dragons 4th Edition Character Record Sheet
Character Name
Player
Class
Paragon Path
Epic Destiny
Race
Size
Age
Gender
Height
Weight
Align.
Deity
Adventure Company
XP
Next XP
Level
Ability
Score
Temp
Score
Mod
Mod+
1/2 Lv.
STR
CON
DEX
INT
WIS
CHA
Quick Look Up
Weapon / Power
Attack
Damage
Armor Bonus
Shield Bonus
Check Penalty
Speed Penalty
Armor is Heavy
INIT
Dex Mod
1/2 Lv.
Misc
Temp
=
+
+
+
Score
Base
Arm.
Item
Misc
Speed
P. Perception
P. Insight
Special Senses/Movement
Skills
Skill
Mod
Skill Name
Abil.
Train
(+5)
Mod+
.5Lv
Arm.
Misc
Temp
Total
10+
1/2Lv
Arm./
Abil.
Class
Feat
Enh.
Misc
Temp
AC
FORT
REF
WILL
Conditional Modifiers, Resistances & Action Points Note
2 White Tokens?
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=107736][size=4][B]Georg Tenclum[/B][/size][/url], Human Wizard [B]Init[/B] +10 [B]HP[/B] 56/56 [B]Bloodied[/B] 28 [B]Healing Surge[/B] 14 (0 used /8) [B]AC[/B] 20 [B]Fort[/B] 19 [B]Reflex[/B] 22 [B]Will[/B] 22 [B]Speed[/B] 6 [B]Str[/B] 12 (+1) [B]Con[/B] 14 (+2) [B]Dex[/B] 15 (+2) [B]Int[/B] 21 (+5) [B]Wis[/B] 16 (+3) [B]Cha[/B] 10 (0) [OOC='Ghost Sound'][B]Ghost Sound[/B] At-Will * Arcane, Illusion Standard Action Ranged 10 Target: One object or unoccupied square Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.[/OOC], [OOC='Light'][B]Light[/B] At-Will * Arcane Minor Action Ranged 5 Target: One object or unoccupied square Effect: You cause the target to shed bright light. The light fills the target's square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.[/OOC], [OOC='Mage Hand'][B]Mage Hand[/B] At-Will ✦ Arcane, Conjuration Minor Action Ranged 5 Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely. Special: You can create only one hand at a time.[/OOC], [OOC='Prestidigitation'][B]Prestidigitation[/B] At-Will ✦ Arcane Standard Action Ranged 2 Effect: Use this cantrip to accomplish one of the effects given below. ✦ Move up to 1 pound of material. ✦ Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. ✦ Color, clean, or soil items in 1 cubic foot for up to 1 hour. ✦ Instantly light (or snuff out) a candle, a torch, or a small campfire. ✦ Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. ✦ Make a small mark or symbol appear on a surface for up to 1 hour. ✦ Produce out of nothingness a small item or image that exists until the end of your next turn. ✦ Make a small, handheld item invisible until the end of your next turn. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature's actions. This cantrip cannot duplicate the effect of any other power. Special: You can have as many as three prestidigitation effects active at one time.[/OOC], [OOC='Cloud of Daggers'][B]Cloud of Daggers[/B] At-Will ✦ Arcane, Force, Implement Standard Action Area 1 square within 10 squares Target: Each creature in square Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier force damage. Increase damage to 2d6 + Intelligence modifier at 21st level. Effect: The power's area is filled with sharp daggers of force. Any creature that enters the area or starts its turn there takes force damage equal to your Wisdom modifier (minimum 1). The cloud remains in place until the end of your next turn. You can dispel it earlier as a minor action.[/OOC], [OOC='Scorching Burst'][B]Scorching Burst[/B] At-Will ✦ Arcane, Fire, Implement Standard Action Area burst 1 within 10 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier fire damage. Increase damage to 2d6 + Intelligence modifier at 21st level.[/OOC], [OOC='Thunderwave'][B]Thunderwave[/B] At-Will ✦ Arcane, Implement, Thunder Standard Action Close blast 3 Target: Each creature in blast Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier thunder damage, and you push the target a number of squares equal to your Wisdom modifier. Increase damage to 2d6 + Intelligence modifier at 21st level.[/OOC], [OOC='Mordenkainen's Sword'][B]Mordenkainen's Sword[/B] Daily ✦ Arcane, Conjuration, Force, Implement Standard Action Ranged 10 Effect: You conjure a sword of force in an unoccupied square within range, and it attacks. As a move action, you can move the sword to a new target within range. The sword lasts until the end of your next turn. Target: One creature adjacent to the sword Attack: Intelligence vs. Reflex Hit: 1d10 + Intelligence modifier force damage. Sustain Minor: When you sustain the sword, it attacks again.[/OOC], [OOC='Wall of Fire (Prepared)'][B]Wall of Fire (Prepared)[/B] Daily ✦ Arcane, Conjuration, Fire, Implement Standard Action Area wall 8 within 10 squares Effect: You conjure a wall that consists of contiguous squares filled with arcane fire. It can be up to 8 squares long and up to 4 squares high. The wall lasts until the end of your next turn. Any creature that starts its turn adjacent to the wall takes 1d6 + Intelligence modifier fire damage. If a creature moves into the wall's space or starts its turn there, the creature takes 3d6 + Intelligence modifier fire damage. Entering a square occupied by the wall costs 3 extra squares of movement. The wall blocks line of sight. Sustain Minor: The wall persists.[/OOC], [OOC='Bigby's Icy Grasp'][B]Bigby's Icy Grasp[/B] Daily ✦ Arcane, Cold, Conjuration, Implement Standard Action Ranged 20 Effect: You conjure a 5-foot-tall hand of ice in an unoccupied square within range, and the hand attacks. As a move action, you can move the hand up to 6 squares. Target: One creature adjacent to the hand Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier cold damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense. Sustain Minor: A target grabbed by the hand takes 1d8 + Intelligence modifier cold damage when you sustain this power. As a standard action, you can attack another target with the hand, but it must release a target it has grabbed.[/OOC], [OOC='Fireball (PREPARED)'][B]Fireball (PREPARED)[/B] Standard Action Area burst 3 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 3d6 + Intelligence modifier fire damage. Miss: Half damage.[/OOC], [OOC='Staff of Defense'][B]Staff of Defense[/B] Encounter * Implement Immediate Interrupt Effect: you gain a bonus to defense against one attack equal to your Constitution modifier. You can declare the bonus after the Dungeon Master has already told you the damage total. Requirement: You must wield your staff.[/OOC], [OOC='[STRIKE]Force Orb[/STRIKE]'][B]Force Orb[/B] Encounter ✦ Arcane, Force, Implement Standard Action Ranged 20 Primary Target: One creature or object Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier force damage. Make a secondary attack. Secondary Target: Each enemy adjacent to the primary target Secondary Attack: Intelligence vs. Reflex Hit: 1d10 + Intelligence modifier force damage.[/OOC], [OOC='Shock Sphere'][B]Shock Sphere[/B] Encounter ✦ Arcane, Implement, Lightning Standard Action Area burst 2 within 10 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier lightning damage.[/OOC], [OOC='[STRIKE]Lightning Bolt[/STRIKE]'][B]Lightning Bolt[/B] Encounter ✦ Arcane, Implement, Lightning Standard Action Ranged 10 Primary Target: One creature Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier lightning damage. Secondary Targets: Two creatures within 10 squares of the primary target Secondary Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier lightning damage. Half damage on miss[/OOC], [OOC='Action Point'][B]Action Point[/B] Use an action point[/OOC], [OOC='Sahuagin's Wish'][B]Sahuagin's Wish[/B] http://www.dndonlinegames.com/showthread.php?p=5106264#post5106264[/OOC], [OOC='Acid Arrow (PREPARED)'][B]Acid Arrow (PREPARED)[/B] Daily ✦ Acid, Arcane, Implement Standard Action Ranged 20 Primary Target: One creature Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack. Secondary Target: Each creature adjacent to the primary target Secondary Attack: Intelligence vs. Reflex Hit: 1d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.[/OOC], [OOC='Flaming Sphere'][B]Flaming Sphere[/B] Daily ✦ Arcane, Conjuration, Fire, Implement Standard Action Ranged 10 Target: One creature adjacent to the flaming sphere Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier fire damage. Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4 + Intelligence modifier fire damage. As a move action, you can move the sphere up to 6 squares. Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere.[/OOC], [OOC='Expand Attack'][B]Expand Attack[/B] Daily Arcane Minor Action - Staff of Expansion Next area attack before end of next turn is size +1[/OOC], [OOC='Expeditious Retreat (PREPARED)'][B]Expeditious Retreat (PREPARED)[/B] Daily ✦ Arcane Move Action Personal Effect: Shift up to twice your speed.[/OOC], [OOC='Feather Fall'][B]Feather Fall[/B] Daily ✦ Arcane Free Action Ranged 10 Trigger: You or one creature in range falls Effect: You or the creature takes no damage from the fall, regardless of its distance, and does not fall prone at the end of the fall.[/OOC], [OOC='Dimension Door (PREPARED)'][B]Dimension Door (PREPARED)[/B] Daily ✦ Arcane, Teleportation Move Action Personal Effect: Teleport 10 squares. You can't take other creatures with you.[/OOC], [OOC='Disguise Self'][B]Disguise Self[/B] Daily * Arcane, Illusion Minor Action Personal Effect: You make yourself, your clothing, and your equipment look different. You can take on the appearance of any creature of similar build and size, including a specific individual whom you've seen. You gain neither the abilities or mannerisms of the chosen form, nor the tactile or audible properties of your form or gear. For example, if you took on the illusion of a dwarf fighter in plate armor, anyone touching you would realize you weren't wearing plate armor, and you would not clank, creak, or jingle as you walked. The illusion lasts for 1 hour, although you can end it as a minor action. You must keep the same appearance for the entire duration. Anyone who attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 power bonus to your check.[/OOC] [B]Notes[/B] White Token
Race Features
Class / Path / Destiny Features
Other Items
Current
Max HP
/
Bloodied
H. Surge
Surges Used
Surges / Day
/
Second Wind
Death ST Fail
Action Points
Attack Workspace
Ability 1:
Ability 2:
Bonus
1/2Lv
Abil.
Class
Prof
Feat
Enh
Misc
=
=
Damage Workspace
Ability 1:
Ability 2:
Bonus
Abil.
Feat
Enh
Misc
Misc
=
=
Feats
Feat Name
Loc.
Powers
At-Will * Arcane, Illusion Standard Action Ranged 10 Target: One object or unoccupied square Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
At-Will * Arcane Minor Action Ranged 5 Target: One object or unoccupied square Effect: You cause the target to shed bright light. The light fills the target's square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.
At-Will * Arcane, Conjuration Minor Action Ranged 5 Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely. Special: You can create only one hand at a time.
At-Will * Arcane Standard Action Ranged 2 Effect: Use this cantrip to accomplish one of the effects given below. * Move up to 1 pound of material. * Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. * Color, clean, or soil items in 1 cubic foot for up to 1 hour. * Instantly light (or snuff out) a candle, a torch, or a small campfire. * Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. * Make a small mark or symbol appear on a surface for up to 1 hour. * Produce out of nothingness a small item or image that exists until the end of your next turn. * Make a small, handheld item invisible until the end of your next turn. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature's actions. This cantrip cannot duplicate the effect of any other power. Special: You can have as many as three prestidigitation effects active at one time.
At-Will * Arcane, Force, Implement Standard Action Area 1 square within 10 squares Target: Each creature in square Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier force damage. Increase damage to 2d6 + Intelligence modifier at 21st level. Effect: The power's area is filled with sharp daggers of force. Any creature that enters the area or starts its turn there takes force damage equal to your Wisdom modifier (minimum 1). The cloud remains in place until the end of your next turn. You can dispel it earlier as a minor action.
At-Will * Arcane, Fire, Implement Standard Action Area burst 1 within 10 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier fire damage. Increase damage to 2d6 + Intelligence modifier at 21st level.
At-Will * Arcane, Implement, Thunder Standard Action Close blast 3 Target: Each creature in blast Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier thunder damage, and you push the target a number of squares equal to your Wisdom modifier. Increase damage to 2d6 + Intelligence modifier at 21st level.
Daily * Arcane, Conjuration, Force, Implement Standard Action Ranged 10 Effect: You conjure a sword of force in an unoccupied square within range, and it attacks. As a move action, you can move the sword to a new target within range. The sword lasts until the end of your next turn. Target: One creature adjacent to the sword Attack: Intelligence vs. Reflex Hit: 1d10 + Intelligence modifier force damage. Sustain Minor: When you sustain the sword, it attacks again.
Daily * Arcane, Conjuration, Fire, Implement Standard Action Area wall 8 within 10 squares Effect: You conjure a wall that consists of contiguous squares filled with arcane fire. It can be up to 8 squares long and up to 4 squares high. The wall lasts until the end of your next turn. Any creature that starts its turn adjacent to the wall takes 1d6 + Intelligence modifier fire damage. If a creature moves into the wall's space or starts its turn there, the creature takes 3d6 + Intelligence modifier fire damage. Entering a square occupied by the wall costs 3 extra squares of movement. The wall blocks line of sight. Sustain Minor: The wall persists.
Daily * Arcane, Cold, Conjuration, Implement Standard Action Ranged 20 Effect: You conjure a 5-foot-tall hand of ice in an unoccupied square within range, and the hand attacks. As a move action, you can move the hand up to 6 squares. Target: One creature adjacent to the hand Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier cold damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense. Sustain Minor: A target grabbed by the hand takes 1d8 + Intelligence modifier cold damage when you sustain this power. As a standard action, you can attack another target with the hand, but it must release a target it has grabbed.
Standard Action Area burst 3 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 3d6 + Intelligence modifier fire damage. Miss: Half damage.
Powers
Encounter * Implement Immediate Interrupt Effect: you gain a bonus to defense against one attack equal to your Constitution modifier. You can declare the bonus after the Dungeon Master has already told you the damage total. Requirement: You must wield your staff.
Encounter * Arcane, Force, Implement Standard Action Ranged 20 Primary Target: One creature or object Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier force damage. Make a secondary attack. Secondary Target: Each enemy adjacent to the primary target Secondary Attack: Intelligence vs. Reflex Hit: 1d10 + Intelligence modifier force damage.
Encounter * Arcane, Implement, Lightning Standard Action Area burst 2 within 10 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier lightning damage.
Encounter * Arcane, Implement, Lightning Standard Action Ranged 10 Primary Target: One creature Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier lightning damage. Secondary Targets: Two creatures within 10 squares of the primary target Secondary Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier lightning damage. Half damage on miss
Use an action point
http://www.dndonlinegames.com/showthread.php?p=5106264#post5106264
Daily * Acid, Arcane, Implement Standard Action Ranged 20 Primary Target: One creature Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack. Secondary Target: Each creature adjacent to the primary target Secondary Attack: Intelligence vs. Reflex Hit: 1d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
Daily * Arcane, Conjuration, Fire, Implement Standard Action Ranged 10 Target: One creature adjacent to the flaming sphere Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier fire damage. Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4 + Intelligence modifier fire damage. As a move action, you can move the sphere up to 6 squares. Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere.
Daily ✦ Arcane, Teleportation Minor Action Ranged 20 Target: Two unoccupied squares Effect: You create a dimensional rift between the two target squares that lasts until the end of your next turn. Any creature that enters one of the target squares can move to the other target square as if it were adjacent to that square. A creature cannot pass through the rift if either square is occupied by another creature. Sustain Minor: The rift persists.
Daily Arcane Minor Action - Staff of Expansion Next area attack before end of next turn is size +1
Daily * Arcane Move Action Personal Effect: Shift up to twice your speed.
Daily * Arcane Free Action Ranged 10 Trigger: You or one creature in range falls Effect: You or the creature takes no damage from the fall, regardless of its distance, and does not fall prone at the end of the fall.
Daily * Arcane, Teleportation Move Action Personal Effect: Teleport 10 squares. You can't take other creatures with you.
Daily * Arcane, Illusion Minor Action Personal Effect: You make yourself, your clothing, and your equipment look different. You can take on the appearance of any creature of similar build and size, including a specific individual whom you've seen. You gain neither the abilities or mannerisms of the chosen form, nor the tactile or audible properties of your form or gear. For example, if you took on the illusion of a dwarf fighter in plate armor, anyone touching you would realize you weren't wearing plate armor, and you would not clank, creak, or jingle as you walked. The illusion lasts for 1 hour, although you can end it as a minor action. You must keep the same appearance for the entire duration. Anyone who attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 power bonus to your check.
Magic Items & Equipment
Item Name
Use
Daily Item Powers Per Day
Heroic(1-10)
Milestone
Paragon(11-20)
Milestone
Epic(21-30)
Milestone
Rituals
Languages Known
Coins and Other Wealth
1650 gp
Personality Traits
Gruff. Introverted. Standoffish. Unassuming. A little erratic. Nervous. Suddenly intense.
Mannerisms and Appearance
BC2/BD3 Grisly looking. Bearded. Tattered clothing (Not a robe). Hood over eyes. Dark features. Preoccupied with time.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Georg (gay-org) Tenclum comes from the village of Spring Creek in Harkenwold. From a young age, the human found himself adept in the arcane arts. He found himself being able to accomplish small feats using his will alone. This excited young Georg, but doing things such as creating fire from nothing did not go over well with his humble farming family and community. He found himself having to hide his gift from others. Georg was not interested in suppressing this aspect of himself forever, though. He searched all through the villages of Harkenwold, looking for anything or anyone he could learn more from. He picked up a thing or two here and there. A book he would find, a caravan passing through... but it was slow going. Then, one day, he discovered Elemis Artsin. The old man lived alone in one of the outermost villages. If it weren't for his own affinity for the arcane, Georg would have never known he was a wizard. It took half a day to get him to admit it, but it was true. Elemis had been quite a powerful mage in his youth, before settling down here in Harkenwold for a simpler life. He was quite lonely now, and eager to have the frequent visits of Georg. Over time, he agreed to teach the young lad about wizardry and a great many things regarding adventuring, languages, and more. This started out as a very happy time in Georg's life, but it became harder and harder to hide his magic and live a "normal" life. He found himself feeling ostracized by everyone around him except for Elemis. He took to wearing a hood and avoiding social situations all together. Eventually, things came to a head as his family began to glimpse more of his unusual lifestyle and aversion to helping with the farm work. Georg was forced to leave. The budding wizard spent some years traveling the lands of Nentir Vale, honing his skills and looking for purpose. He has become quite the recluse, and honestly disillusioned with the world around him. His latest travels have brought him to the town of Fallcrest.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games