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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=120653][size=4][B]Daegon[/B][/size][/url], Drow Sorcerer [B]Init[/B] +5 [B]HP[/B] 29/29 [B]Bloodied[/B] 14 [B]Healing Surge[/B] 7 (0 used /7) [B]AC[/B] 17 [B]Fort[/B] 12 [B]Reflex[/B] 15 [B]Will[/B] 17 [B]Speed[/B] 6 [B]Str[/B] 12 (+2) [B]Con[/B] 12 (+2) [B]Dex[/B] 18 (+5) [B]Int[/B] 10 (+1) [B]Wis[/B] 8 (+0) [B]Cha[/B] 18 (+5) [OOC='[COLOR=SeaGreen]Acid Orb [/color]'][B][COLOR=SeaGreen]Acid Orb [/color][/B] At-Will ✦ Acid, Arcane, Implement Standard Action Ranged 20 Target: One creature Attack: Charisma vs. Reflex Hit: 1d10 + Charisma modifier acid damage. Level 21: 2d10 + Charisma modifier acid damage. Special: This power can be used as a ranged basic attack.[/OOC], [OOC='[COLOR=DarkRed]Cloud of Darkness[/color]'][B][COLOR=DarkRed]Cloud of Darkness[/color][/B] A shroud of blackness descends around you, hiding you from sight. Encounter Minor Action Close burst 1 Effect: The burst creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are immune to these effects.[/OOC], [OOC='[COLOR=DarkRed]Bedeviling Burst[/color]'][B][COLOR=DarkRed]Bedeviling Burst[/color][/B] An eruption of psychic energy assaults your enemies’ minds, sending them staggering. Encounter ✦ Arcane, Implement, Psychic Standard Action Close burst 3 Target: One or two creatures in burst Attack: Charisma vs. Will Hit: 1d10 + Charisma modifier psychic damage, and you push the target a number of squares equal to your Dexterity modifier. Wild Magic: If you rolled an even number on the attack roll, you slide the target instead of pushing it.[/OOC], [OOC='[COLOR=DarkRed]Stretch Spell[/color]'][B][COLOR=DarkRed]Stretch Spell[/color][/B] You bend space to increase the extent of your spell. Encounter ✦ Arcane Minor Action Personal Effect: Until the end of your turn, add your Dexterity modifier to the range of your ranged arcane powers.[/OOC], [OOC='[COLOR=SeaGreen]Chaos Bolt[/color]'][B][COLOR=SeaGreen]Chaos Bolt[/color][/B] A bolt of many-colored light leaps from your hand and screams toward an enemy’s head. At-Will ✦ Arcane, Implement, Psychic Standard Action Ranged 10 Primary Target: One creature Primary Attack: Charisma vs. Will Hit: 1d10 + Charisma modifier psychic damage. Level 21: 2d10 + Charisma modifier psychic damage. Wild Magic: If you rolled an even number for the primary attack roll, make a secondary attack. Secondary Target: One creature within 5 squares of the target last hit by this power Secondary Attack: Charisma vs. Will Hit: 1d6 psychic damage. If you rolled an even number for the secondary attack roll, repeat the secondary attack. You can attack a creature only once with a single use of this power.[/OOC], [OOC='[COLOR=DarkRed]Darkfire[/color]'][B][COLOR=DarkRed]Darkfire[/color][/B] A flickering halo of purple light surrounds the target, making it easier to hit. Encounter Minor Action Ranged 10 Target: One creature Attack: Intelligence +4 vs. Reflex, Wisdom +4 vs. Reflex, or Charisma +4 vs. Reflex Increase to +6 bonus at 11th level and +8 bonus at 21st level. Hit: Until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment. Special: When you create your character, choose Intelligence, Wisdom, or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character’s life and does not change the power’s other effects.[/OOC], [OOC='[COLOR=DarkSlateGray]Dazzling Ray[/color]'][B][COLOR=DarkSlateGray]Dazzling Ray[/color][/B] Dazzling Ray Sorcerer Attack 1 A brilliant beam lances out to strike your foe and befuddle it. Daily ✦ Arcane, Implement, Radiant Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 6d6 + Charisma modifier radiant damage. Wild Magic: If you rolled an even number on the attack roll, the target takes a penalty to attack rolls against you equal to your Dexterity modifier (save ends). Miss: Half damage.[/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 ✦ Acid, Arcane, Implement Standard Action Ranged 20 Target: One creature Attack: Charisma vs. Reflex Hit: 1d10 + Charisma modifier acid damage. Level 21: 2d10 + Charisma modifier acid damage. Special: This power can be used as a ranged basic attack.
A shroud of blackness descends around you, hiding you from sight. Encounter Minor Action Close burst 1 Effect: The burst creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are immune to these effects.
An eruption of psychic energy assaults your enemies’ minds, sending them staggering. Encounter ✦ Arcane, Implement, Psychic Standard Action Close burst 3 Target: One or two creatures in burst Attack: Charisma vs. Will Hit: 1d10 + Charisma modifier psychic damage, and you push the target a number of squares equal to your Dexterity modifier. Wild Magic: If you rolled an even number on the attack roll, you slide the target instead of pushing it.
You bend space to increase the extent of your spell. Encounter ✦ Arcane Minor Action Personal Effect: Until the end of your turn, add your Dexterity modifier to the range of your ranged arcane powers.
Powers
A bolt of many-colored light leaps from your hand and screams toward an enemy’s head. At-Will ✦ Arcane, Implement, Psychic Standard Action Ranged 10 Primary Target: One creature Primary Attack: Charisma vs. Will Hit: 1d10 + Charisma modifier psychic damage. Level 21: 2d10 + Charisma modifier psychic damage. Wild Magic: If you rolled an even number for the primary attack roll, make a secondary attack. Secondary Target: One creature within 5 squares of the target last hit by this power Secondary Attack: Charisma vs. Will Hit: 1d6 psychic damage. If you rolled an even number for the secondary attack roll, repeat the secondary attack. You can attack a creature only once with a single use of this power.
A flickering halo of purple light surrounds the target, making it easier to hit. Encounter Minor Action Ranged 10 Target: One creature Attack: Intelligence +4 vs. Reflex, Wisdom +4 vs. Reflex, or Charisma +4 vs. Reflex Increase to +6 bonus at 11th level and +8 bonus at 21st level. Hit: Until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment. Special: When you create your character, choose Intelligence, Wisdom, or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character’s life and does not change the power’s other effects.
Dazzling Ray Sorcerer Attack 1 A brilliant beam lances out to strike your foe and befuddle it. Daily ✦ Arcane, Implement, Radiant Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 6d6 + Charisma modifier radiant damage. Wild Magic: If you rolled an even number on the attack roll, the target takes a penalty to attack rolls against you equal to your Dexterity modifier (save ends). Miss: Half damage.
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
28gp
Personality Traits
A stranger in a strange land; Daegon has used a silver tongue and a glib nature to help him survive on the surface world. Despite his origins he is quick to trust and has trouble keeping his mouth shut. Daegon also strongly resents being ordered about and unless it presents a danger to himself he will likely do the opposite just to spite whomever was being bossy.
Mannerisms and Appearance
Daegon attempts to be silky smooth and suave in all social encounters. He keeps his head shaven and is heavily tattoed. He favors expensive clothing made of supple leathers that provide little in the way of protection.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Borne to the Matriarchal Society of the Drow; Daegon felt oppressed most of his life and always found his big mouth getting him into (and subsequently out of) trouble. Even though he was borne on the most holiest of Lolth's holidays (which gave him certain privelages not known to other males) the very structure of his race's society chafed his free-spirited nature so, that when he found opportunity to escape he readily did so. Wild Magic You draw your spells from the entropic forces of the Elemental Chaos. Whether tapping into the power of primordial beings or drawing strength directly from that plane, you unleash magic in wild surges. Chaos Burst: Your first attack roll during each of your turns determines a benefit you gain in that round. If you roll an even number, you gain a +1 bonus to AC until the start of your next turn. If you roll an odd number, you make a saving throw. Chaos Power: You gain a bonus to the damage rolls of arcane powers equal to your Dexterity modifier. The bonus increases to your Dexterity modifier + 2 at 11th level and your Dexterity modifier + 4 at 21st level. Unfettered Power: When you roll a natural 20 on an attack roll for an arcane power, you slide the target 1 square and knock it prone after applying the attack’s other effects. When you roll a natural 1 on an attack roll for an arcane power, you must push each creature within 5 squares of you 1 square. Wild Soul: When you finish an extended rest, roll a d10 to determine a damage type. d10 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Necrotic 7 Poison 8 Psychic 9 Radiant 10 Thunder You gain resist 5 to that damage type until the end of your next extended rest. The resistance increases to 10 at 11th level and 15 at 21st level. While you have resistance to that damage type, your arcane powers ignore any target’s resistance to that damage type up to the value of your resistance. Background +2 dungeoneering
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games