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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
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=113542][size=4][B]Herk Stormborn[/B][/size][/url], Dwarf Wizard [B]Init[/B] +6 [B]HP[/B] 23/28 [B]Bloodied[/B] 14 [B]Healing Surge[/B] 7 (1 used /8) [B]AC[/B] 15 [B]Fort[/B] 13 [B]Reflex[/B] 15 [B]Will[/B] 12 [B]Speed[/B] 5 [B]Str[/B] 12 (+2) [B]Con[/B] 14 (+3) [B]Dex[/B] 12 (+2) [B]Int[/B] 18 (+5) [B]Wis[/B] 12 (+2) [B]Cha[/B] 8 (+0) [OOC='[color=green]Magic Missle (AW)[/color]'][B][color=green]Magic Missle (AW)[/color][/B] AW - Arcane/Force/Implement Standard - Ranged 20 Attack: Intelligence vs. Reflex Hit: 2d4 + Intelligence modifier (+4) force damage. Increase damage to 4d4 + Intelligence modifier (+4) at 21st level. Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power. Magic Orb +1: +6 attack, 2d4+5 damage[/OOC], [OOC='[color=green]Ray of Frost (AW)[/color]'][B][color=green]Ray of Frost (AW)[/color][/B] AW - Arcane/Cold/Implement Standard - Ranged 10 Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier (+4) cold damage, and the target is slowed until the end of your next turn. Increase damage to 2d6 + Intelligence modifier (+4) at 21st level. Magic Orb +1: +6 attack, 1d6+5 damage[/OOC], [OOC='[color=green]Ghost Sound (AW)[/color]'][B][color=green]Ghost Sound (AW)[/color][/B] AW - Arcane, Illusion Standard - Ranged 10 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='[color=green]Light (AW)[/color]'][B][color=green]Light (AW)[/color][/B] AW - Arcane Minor - Ranged 5 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='[color=green]Mage Hand (AW)[/color]'][B][color=green]Mage Hand (AW)[/color][/B] AW - Arcane ,Conjuration Minor - 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='[color=green]Prestidigitation (AW)[/color]'][B][color=green]Prestidigitation (AW)[/color][/B] AW - Arcane Standard - 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='[color=red]Orb of Imposition (ENC)[/color]'][B][color=red]Orb of Imposition (ENC)[/color][/B] Enc - Implement Free Action Effect: you can use your orb to gain one of the following two effects. You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its saving throws against that effect equal to your Wisdom modifier (+1). Alternatively, you can choose to extend the duration of an effect created by a wizard at-will spell (such as cloud of daggers or ray of frost) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn. Requirement: You must wield an orb to use this ability.[/OOC], [OOC='[color=red]Ray of Enfeeblement (ENC)[/color]'][B][color=red]Ray of Enfeeblement (ENC)[/color][/B] Enc - Arcane, Implement, Necrotic Standard - Ranged 10 Attack: Intelligence vs. Fortitude Hit: 1d10 + Intelligence modifier (+4) necrotic damage, and the target is weakened until the end of your next turn. Magic Orb +1: +6 attack, 1d10+5 damage[/OOC], [OOC='[color=red]Shield (Utility Enc)[/color]'][B][color=red]Shield (Utility Enc)[/color][/B] Enc - Arcane, Force Immediate Interrupt - Personal Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.[/OOC], [OOC='[color=black]Prepared - Feezing Cloud (Daily)[/color]'][B][color=black]Prepared - Feezing Cloud (Daily)[/color][/B] Daily - Arcane, Cold, ,Implement Standard - Area Burst 2 within 10 squares Attack: Intelligence vs. Fortitude Hit: 1d8 + Intelligence modifier (+4) cold damage. Miss: Half damage. Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action. Magic Orb +1: +6 attack, 1d8+5 damage[/OOC], [OOC='[color=black]Spellbook - Acid Arrow (Daily)[/color]'][B][color=black]Spellbook - Acid Arrow (Daily)[/color][/B] Daily - Acid, Arcane, Implement Standard - 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. Magic Orb +1: +6 attack, 2d8+5 damage[/OOC], [OOC='[color=black]Expeditious Retreat (Utility Daily)[/color]'][B][color=black]Expeditious Retreat (Utility Daily)[/color][/B] Daily - Arcane Move Action - Personal Effect: Shift up to twice your speed.[/OOC] [B]Notes[/B]
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
AW - Arcane/Force/Implement Standard - Ranged 20 Attack: Intelligence vs. Reflex Hit: 2d4 + Intelligence modifier (+4) force damage. Increase damage to 4d4 + Intelligence modifier (+4) at 21st level. Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power. Magic Orb +1: +6 attack, 2d4+5 damage
AW - Arcane/Cold/Implement Standard - Ranged 10 Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier (+4) cold damage, and the target is slowed until the end of your next turn. Increase damage to 2d6 + Intelligence modifier (+4) at 21st level. Magic Orb +1: +6 attack, 1d6+5 damage
AW - Arcane, Illusion Standard - Ranged 10 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.
AW - Arcane Minor - Ranged 5 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.
AW - Arcane ,Conjuration Minor - 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.
AW - Arcane Standard - 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.
Enc - Implement Free Action Effect: you can use your orb to gain one of the following two effects. You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its saving throws against that effect equal to your Wisdom modifier (+1). Alternatively, you can choose to extend the duration of an effect created by a wizard at-will spell (such as cloud of daggers or ray of frost) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn. Requirement: You must wield an orb to use this ability.
Enc - Arcane, Implement, Necrotic Standard - Ranged 10 Attack: Intelligence vs. Fortitude Hit: 1d10 + Intelligence modifier (+4) necrotic damage, and the target is weakened until the end of your next turn. Magic Orb +1: +6 attack, 1d10+5 damage
Enc - Arcane, Force Immediate Interrupt - Personal Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.
Daily - Arcane, Cold, ,Implement Standard - Area Burst 2 within 10 squares Attack: Intelligence vs. Fortitude Hit: 1d8 + Intelligence modifier (+4) cold damage. Miss: Half damage. Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action. Magic Orb +1: +6 attack, 1d8+5 damage
Daily - Acid, Arcane, Implement Standard - 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. Magic Orb +1: +6 attack, 2d8+5 damage
Daily - Arcane Move Action - Personal Effect: Shift up to twice your speed.
Powers
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
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
There was a time when Herk knew why he was here.... he had a purpose, a reason for being, a life, a family, a trade... But all that is gone... lost in the breaking of the world and in the breaking of his spirit. Herk was a stalwart member of his clan, always there when help was needed. To aid those weaker than himself with a firm hand, an arcane remedy, or a kind word. Then his universe collapsed. His wife ripped from his arms and dragged away to quarantine as the disease ravaged her body ultimately leaving here to die alone. The Breaking stealing two sons as the earth heaved and buried them in the stone he had always held so dear. Lawless marauders overwhelming him with sheer force of numbers to take his daughters to Gods know where Despondency set in a black bleakness that threatened to overwhelm his very soul, yet for a whisper. A whisper of hope in a land without hope, of a light in the darkness, a spirit that cannot be broken, a whisper that Herk has clung to as a means to keep his sanity. With nothing else to live for Herk has set off to find others with that spark of hope. As hopeless as it seems Herk is determined to see that his life was not lived in vain. He will find others that share his vision for a world that makes sense and are willing to work for that vision or die trying.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games