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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=119588][size=4][B]Elizabeth Shelley[/B][/size][/url], Human Journalist (Bard) [B]Init[/B] +2 [B]HP[/B] 34/34 [B]Bloodied[/B] 17 [B]Healing Surge[/B] 8 (0 used /8) [B]AC[/B] 19 [B]Fort[/B] 14 [B]Reflex[/B] 18 [B]Will[/B] 18 [B]Speed[/B] [B]Str[/B] 10 (0) [B]Con[/B] 12 (+1) [B]Dex[/B] 12 (+1) [B]Int[/B] 16 (+3) [B]Wis[/B] 8 (-1) [B]Cha[/B] 18 (+4) [OOC='[STRIKE]All-British Snobbery (Vicious Mockery)[/STRIKE]'][B]All-British Snobbery (Vicious Mockery)[/B] At-Will ✦ Arcane, Charm, Implement, Psychic Standard ActionRanged 10 Target: One creature Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.[/OOC], [OOC='[STRIKE]Kneecap Shot (Jinx Shot)[/STRIKE]'][B]Kneecap Shot (Jinx Shot)[/B] At-Will. Arcane, Weapon Standard Action Ranged weapon Target: One creature Attack: Charisma VS. AC Hit: 1(W] + Charisma modifier damage. The-first time the target misses with an attack before the end of your next turn, it falls prone. [/OOC], [OOC='[STRIKE]Flash Photography (Eyebite)[/STRIKE]'][B]Flash Photography (Eyebite)[/B] At-Will ✦ Arcane,Charm,Implement,Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn. [/OOC], [OOC='[STRIKE]Flaming Bullet (Firemetal Shot)[/STRIKE]'][B]Flaming Bullet (Firemetal Shot)[/B] Encounter +Arcane, Fire, Weapon Standard Action Ranged weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier damage. Until the end of your next turn, whenever an ally hits the target, the target takes extra fire damage equal to your Intelligence modifier.[/OOC], [OOC='[STRIKE]Inspiring Quotation (Verse of Triumph)[/STRIKE]'][B]Inspiring Quotation (Verse of Triumph)[/B] Daily ✦ Arcane, Charm, Weapon Standard ActionMelee weapon Target: One creature Attack: Charisma vs. AC Hit: 2[W] + Charisma modifier damage. Miss: Half damage. Effect: Until the end of the encounter, you and any ally within 5 squares of you gain a +1 power bonus to damage rolls and saving throws. In addition, whenever you or an ally reduces an enemy to 0 hit points with an attack, you and any ally within 5 squares of the enemy can shift 1 square as a free action.[/OOC], [OOC='[STRIKE]Loud Firework (Dissonant Strain)[/STRIKE]'][B]Loud Firework (Dissonant Strain)[/B] Encounter ✦ Arcane, Implement, Psychic Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: 2d6 + Charisma modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn. In addition, an ally within 5 squares of you can make a saving throw.[/OOC], [OOC='[STRIKE]Song of Defense[/STRIKE]'][B]Song of Defense[/B] Daily ✦ Arcane, Zone Minor ActionClose burst 5 Effect: The burst creates a zone of bolstering song that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. While within the zone, any ally gains a +1 power bonus to AC Sustain Minor: The zone persists.[/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
At-Will ✦ Arcane, Charm, Implement, Psychic Standard ActionRanged 10 Target: One creature Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
At-Will. Arcane, Weapon Standard Action Ranged weapon Target: One creature Attack: Charisma VS. AC Hit: 1(W] + Charisma modifier damage. The-first time the target misses with an attack before the end of your next turn, it falls prone.
At-Will ✦ Arcane,Charm,Implement,Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn.
Encounter +Arcane, Fire, Weapon Standard Action Ranged weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier damage. Until the end of your next turn, whenever an ally hits the target, the target takes extra fire damage equal to your Intelligence modifier.
Daily ✦ Arcane, Charm, Weapon Standard ActionMelee weapon Target: One creature Attack: Charisma vs. AC Hit: 2[W] + Charisma modifier damage. Miss: Half damage. Effect: Until the end of the encounter, you and any ally within 5 squares of you gain a +1 power bonus to damage rolls and saving throws. In addition, whenever you or an ally reduces an enemy to 0 hit points with an attack, you and any ally within 5 squares of the enemy can shift 1 square as a free action.
Powers
Encounter ✦ Arcane, Implement, Psychic Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: 2d6 + Charisma modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn. In addition, an ally within 5 squares of you can make a saving throw.
Daily ✦ Arcane, Zone Minor ActionClose burst 5 Effect: The burst creates a zone of bolstering song that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. While within the zone, any ally gains a +1 power bonus to AC Sustain Minor: The zone persists.
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
A Perky and happy go lucky reporter, always dashing from one place to another with seemingly boundless energy despite all the horrors and wars around her.
Mannerisms and Appearance
You see a small, professionally dressed woman with fair skin and straight brown hair fidgets around the military base.
Session and Campaign Notes
Companions and Allies
She has been looking for something that might give some advantage to man since the start of the war. She met Luis, an engineer that somehow managed to reverse engineer some alien tech somewhere on the frontline. That might be the one thing that can turn the tide of war back. She's been tagging him , writing reports and generally pestering Luiz ever since. Was on The Times' paycheck, though she isn't so sure that it still exist. Wasn't sure that her family is still alive either, but she isn't too keen on finding about that, because she's afraid on what she might find.
Background & Other Notes
Elizabeth Shelley had seen the horror of war, she had. As Times' wartime reporter she'd been sent to the frontline almost straight from the first day. And that's what saved her when england fell. She'd seen countless people die, cities razed to the ground, friends killed almost right in front of her eyes. But for some reason, she kept her cheery, some soldiers even said eerie, perky attitude, always moving toward the next big scoop, interviewing soldiers and bystanders and giving a big thumbs up toward them. Part of it was her british upbringing. French, German, demon, or alien, dagnabbit! Nobody mess with queen's england, and by , queen's earth. No matter how, why, or when, no matter how bleak everything look at dawn, the kingdom always stand at the end. And the second part was, because she realized, mankind is losing. Mankind is badly, she might say, hillariously, underpowered compared to the enemy. If man gave up, then man would be truly lost, because the only thing that kept mankind standing, is the fight itself. That's why she kept writing optimistic articles when people around her were dying left and right. That's why she kept moving from one front to another when part of her want to curl up into a ball in one corner of a ruined city to give up and die. Because man need some reason to keep on fighting. And her job is to find and spread it, with The Times or not.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games