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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
[ooc=Combat Leader]You, and allies within 10 that see and hear you, gain +2 to initiative.[/ooc] [ooc=Tactical Presence]Ally you can see that spends an action point to attack gains bonus to attack: 1/2 Int mod. (+1)[/ooc] [ooc=Action Surge]+3 to attacks when you spend an action point[/ooc] [ooc=Inspired Defense]Ally gains +1 to all defenses with inspiring word[/ooc] [ooc=Lend Might]+1 to attack rolls of attacks you grant[/ooc] [ooc=Distant Commander]Your Warlord at-will attack powers gain the following text: “Special: you may use this power at range with a Heavy Thrown weapon.” This only applies to the following powers: Furious Smash, Viper’s Strike, and Wolf Pack Tactics.[/ooc] [ooc=Armor Proficiency -Scale]Training with scale armor[/ooc]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=124863][size=4][B]Edzo Valka[/B][/size][/url], Human Warlord [B]Init[/B] +3 [B]HP[/B] 32/50 [B]Bloodied[/B] 25 [B]Healing Surge[/B] 12 (0 used /8) [B]AC[/B] 24 [B]Fort[/B] 20 [B]Reflex[/B] 19 [B]Will[/B] 18 [B]Speed[/B] 5 [B]Str[/B] 18 (+7) [B]Con[/B] 13 (+4) [B]Dex[/B] 10 (+3) [B]Int[/B] 16 (+6) [B]Wis[/B] 10 (+3) [B]Cha[/B] 14 (+5) [OOC='[color=green]Furious Smash[/color]'][B][color=green]Furious Smash[/color][/B] At-Will Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Fortitude Hit: Deal damage equal to your Strength modifier, and then choose one ally adjacent to either you or the target. This ally applies your Charisma modifier as a power bonus to the attack roll and the damage roll on his or her next attack against the target. If the ally does not attack the target by the end of his or her next turn, the bonus is lost.[/OOC], [OOC='[color=green]Wolf Pack Tactics[/color]'][B][color=green]Wolf Pack Tactics[/color][/B] At-Will Martial, Weapon Standard Action Melee weapon Target: One creature Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action. Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level.[/OOC], [OOC='[color=green]Viper's Strike[/color]'][B][color=green]Viper's Strike[/color][/B] At-Will Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level. Effect: If the target shifts before the start of your next turn, it provokes an opportunity attack from an ally of your choice.[/OOC], [OOC='[color=green]Forward Observer[/color]'][B][color=green]Forward Observer[/color][/B] At-Will Martial Minor Action Personal Effect: Choose one enemy you can see. Until the end of your next turn, any ally who can see or hear you doesn’t take the normal penalty to attack rolls for cover or concealment when attacking that enemy (the penalties for superior cover and total concealment still apply). First published in Martial Power.[/OOC], [OOC='[color=red]Inspiring Word[/color]'][B][color=red]Inspiring Word[/color][/B] Encounter (Special) Healing, Martial Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use inspiring word three times per encounter. Target: You or one ally in burst Effect: The target can spend a healing surge and regain an additional 1d6 hit points. The amount of additional hit points regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level. First published in Player's Handbook.[/OOC], [OOC='[color=red]Warlord's Favor[/color]'][B][color=red]Warlord's Favor[/color][/B] Encounter Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. One ally within 5 squares of you gains a +2 power bonus to attack rolls against the target until the end of your next turn. Tactical Presence: The bonus to attack rolls that you grant equals 1 + your Intelligence modifier.[/OOC], [OOC='[color=red]Follow Me In[/color]'][B][color=red]Follow Me In[/color][/B] Encounter Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage, and one ally within 10 squares of you gains a +2 power bonus to speed until the end of your next turn. Tactical Presence: If the ally charges while the bonus to speed is in effect, the ally’s movement during the charge does not provoke opportunity attacks. Special: When charging, you can use this power in place of a melee basic attack. First published in Martial Power.[/OOC], [OOC='[color=red]Aid the Injured[/color]'][B][color=red]Aid the Injured[/color][/B] Encounter Healing, Martial Standard Action Melee touch Target: You or one adjacent ally Effect: The target can spend a healing surge. First published in Player's Handbook.[/OOC], [OOC='[color=black]Lead the Attack[/color]'][B][color=black]Lead the Attack[/color][/B] Daily Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage. Until the end of the encounter, you and each ally within 5 squares of you gain a power bonus to attack rolls against the target equal to 1 + your Intelligence modifier. Miss: Until the end of the encounter, you and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target. First published in Player's Handbook.[/OOC], [OOC='[color=black]Staggering Spin[/color]'][B][color=black]Staggering Spin[/color][/B] Daily Martial, Weapon Standard Action Close burst 1 Target: Each enemy in burst Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier damage, and you push the target 1 square. If the target is then adjacent to any of your allies, those allies can make a melee basic attack against the target as an opportunity action. Miss: Half damage, and no push. First published in Martial Power.[/OOC], [OOC='[color=blue]Grasping Trident +2[/color]'][B][color=blue]Grasping Trident +2[/color][/B] Melee Basic Attack: +11 attack, 1d8+6 damage Ranged (3/6) Basic Attack: +11 attack, 1d8+6 damage PROPERTIES You can use this weapon to grab targets, adding the weapon's enhancement bonus to your grab attack. You can still use this weapon to attack a target you've grabbed with it. Heavy Thrown, Versatile Power (Encounter): Free Action. Use this power when you hit with the weapon. Pull the target into an unoccupied space adjacent to you. The target is grabbed (until escape).[/OOC], [OOC='[color=blue]Martyr's Drakescale Armor +2[/color]'][B][color=blue]Martyr's Drakescale Armor +2[/color][/B] Power (At-Will): Minor Action. You take a –1 penalty to AC until the end of your next turn, and allies adjacent to you gain a +1 power bonus to AC until the end of your next turn. Power (Daily): Immediate Interrupt. Use this power when an adjacent ally is attacked. You take a penalty to your AC equal to the enhancement bonus of this armor; your ally adds an equal power bonus to his AC. Both effects last until the end of your next turn.[/OOC], [OOC='[color=blue]Couters of Second Chances[/color]'][B][color=blue]Couters of Second Chances[/color][/B] Item Slot: Arms Power (Daily): Free Action. Use this power when you miss with a melee attack. Reroll the attack, and use the second result, even if it's lower.[/OOC], [OOC='[color=blue]Cape of the Mountebank +1[/color]'][B][color=blue]Cape of the Mountebank +1[/color][/B] tem Slot: Neck Power (Daily • Teleportation): Immediate Reaction. Use this power when you are hit by an attack. Teleport 5 squares and gain combat advantage against the attacker until the end of your next turn.[/OOC], [OOC='[color=blue]Jousting Light Shield[/color]'][B][color=blue]Jousting Light Shield[/color][/B] Gain resist 5 against opportunity attacks you provoke from charging. After charging, you cannot be pulled, pushed, or slid until the end of your next turn.[/OOC], [OOC='[color=blue]Restful Bedroll[/color]'][B][color=blue]Restful Bedroll[/color][/B] Power (Daily): Standard Action. Use this power when you complete an extended rest in the restful bedroll. Gain 1d8 temporary hit points that last until you take another rest (short or extended).[/OOC] [B]Notes[/B] [ooc=Combat Leader]You, and allies within 10 that see and hear you, gain +2 to initiative.[/ooc] [ooc=Tactical Presence]Ally you can see that spends an action point to attack gains bonus to attack: 1/2 Int mod. (+1)[/ooc] [ooc=Action Surge]+3 to attacks when you spend an action point[/ooc] [ooc=Inspired Defense]Ally gains +1 to all defenses with inspiring word[/ooc] [ooc=Lend Might]+1 to attack rolls of attacks you grant[/ooc] [ooc=Distant Commander]Your Warlord at-will attack powers gain the following text: “Special: you may use this power at range with a Heavy Thrown weapon.” This only applies to the following powers: Furious Smash, Viper’s Strike, and Wolf Pack Tactics.[/ooc] [ooc=Armor Proficiency -Scale]Training with scale armor[/ooc]
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 Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Fortitude Hit: Deal damage equal to your Strength modifier, and then choose one ally adjacent to either you or the target. This ally applies your Charisma modifier as a power bonus to the attack roll and the damage roll on his or her next attack against the target. If the ally does not attack the target by the end of his or her next turn, the bonus is lost.
At-Will Martial, Weapon Standard Action Melee weapon Target: One creature Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action. Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level.
At-Will Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level. Effect: If the target shifts before the start of your next turn, it provokes an opportunity attack from an ally of your choice.
At-Will Martial Minor Action Personal Effect: Choose one enemy you can see. Until the end of your next turn, any ally who can see or hear you doesn’t take the normal penalty to attack rolls for cover or concealment when attacking that enemy (the penalties for superior cover and total concealment still apply). First published in Martial Power.
Encounter (Special) Healing, Martial Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use inspiring word three times per encounter. Target: You or one ally in burst Effect: The target can spend a healing surge and regain an additional 1d6 hit points. The amount of additional hit points regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level. First published in Player's Handbook.
Encounter Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. One ally within 5 squares of you gains a +2 power bonus to attack rolls against the target until the end of your next turn. Tactical Presence: The bonus to attack rolls that you grant equals 1 + your Intelligence modifier.
Encounter Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage, and one ally within 10 squares of you gains a +2 power bonus to speed until the end of your next turn. Tactical Presence: If the ally charges while the bonus to speed is in effect, the ally’s movement during the charge does not provoke opportunity attacks. Special: When charging, you can use this power in place of a melee basic attack. First published in Martial Power.
Encounter Healing, Martial Standard Action Melee touch Target: You or one adjacent ally Effect: The target can spend a healing surge. First published in Player's Handbook.
Daily Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage. Until the end of the encounter, you and each ally within 5 squares of you gain a power bonus to attack rolls against the target equal to 1 + your Intelligence modifier. Miss: Until the end of the encounter, you and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target. First published in Player's Handbook.
Daily Martial, Weapon Standard Action Close burst 1 Target: Each enemy in burst Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier damage, and you push the target 1 square. If the target is then adjacent to any of your allies, those allies can make a melee basic attack against the target as an opportunity action. Miss: Half damage, and no push. First published in Martial Power.
Powers
Melee Basic Attack: +11 attack, 1d8+6 damage Ranged (3/6) Basic Attack: +11 attack, 1d8+6 damage PROPERTIES You can use this weapon to grab targets, adding the weapon's enhancement bonus to your grab attack. You can still use this weapon to attack a target you've grabbed with it. Heavy Thrown, Versatile Power (Encounter): Free Action. Use this power when you hit with the weapon. Pull the target into an unoccupied space adjacent to you. The target is grabbed (until escape).
Power (At-Will): Minor Action. You take a –1 penalty to AC until the end of your next turn, and allies adjacent to you gain a +1 power bonus to AC until the end of your next turn. Power (Daily): Immediate Interrupt. Use this power when an adjacent ally is attacked. You take a penalty to your AC equal to the enhancement bonus of this armor; your ally adds an equal power bonus to his AC. Both effects last until the end of your next turn.
Item Slot: Arms Power (Daily): Free Action. Use this power when you miss with a melee attack. Reroll the attack, and use the second result, even if it's lower.
tem Slot: Neck Power (Daily • Teleportation): Immediate Reaction. Use this power when you are hit by an attack. Teleport 5 squares and gain combat advantage against the attacker until the end of your next turn.
Gain resist 5 against opportunity attacks you provoke from charging. After charging, you cannot be pulled, pushed, or slid until the end of your next turn.
Power (Daily): Standard Action. Use this power when you complete an extended rest in the restful bedroll. Gain 1d8 temporary hit points that last until you take another rest (short or extended).
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
Edzo is a born commander. This does not mean that he is the most eloquent, or wise, or even skilled, but he is a man of action. He has an uncanny ability to survey a situation and arrive at a plan of according action almost instantaneously. The plans might not always be the best, or most efficient. But in Edzo’s experience, including over thirty death matches in a four year period in the Arena, his plans are usually effective and result in him still being alive at their completion. Years of training others have ingrained in him the expectation that others are going to listen to him and do what he says, and when confronted with resistance he has a bad habit of letting his temper get the best of him. By and large Edzo has a good heart and deep down would like to distance himself from his rather bloody past, though he hides that rather well.
Mannerisms and Appearance
Fourteen years as gladiator and Lanistae has left it's mark on Edzo Valka. The large human, well over six feet and two stone, is covered in a myriad of scars, each coming with it’s own tale of glory, some of the tales are even true. His face could be considered ruggedly handsome, with a strong jaw and piercing blue eyes, if not for the ugly wounds that mar his otherwise clear skin. His hair is kept close cropped, good gladiators know you do not give your opponent an easy handhold if you can avoid it, and he is constantly in a cycle between a freshly shaven scalp and an odd sprout of dark wavy hair. Edzo keeps his armor and weapons in good shape, and they gleam in the sunlight, looking somewhat out of place with the stout battered man.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
They tried, they really did, but what where they to do? A starving family of five in the middle of the third year of the Shortage, the years when the water levels of Rajah dipped precipitously. Farming on the Rim was hard in the best of times; during the Shortage it was downright impossible. Enter Ka’lak, a pompous Tiefling known to be a minor crime lord in the Rim. He came with an offer the family could not refuse. Five years of indebted servitude for their strapping middle son in the Arena. Edzo, newly turned fifteen, would train and fight for the amusement of the Rajah rabble as a gladiator in the stable of Ka’lak. This is where my story begins, for my life before that time was inconsequential. Now, battle-scarred and hardened, I have the strength to live beyond the fringe, with a chance to break the cycle of ineptitude experienced by generations of Valka’s before me. I was always a large boy, not quick by any means, but blessed with a natural strength, and perhaps even more important, a sharp mind. By the age of eighteen I was one of the top gladiators in Ka’lak’s stable. Well versed in tactics, swordplay, and the art of the kill. Ka’lak, by no means a criminal mastermind, was intelligent enough to realize that while as a gladiator I made him some gold, as a trainer I could help transform his ludus into one of Rajah’s best. He immediately removed me from the lists and placed me over his stable as Lanistae, or head trainer. A position that appealed to me so greatly that I continued beyond my period of servitude. For ten years I have whipped these criminals, prisoners, debtors, and slaves into shape. I taught them how to hold a sword and shield, taught them how to maneuver in battle to best provide a good defense. I trained them how to work as a unit when it was called for, fighting with a precision that experienced soldiers would appreciate. I was their teacher, their physician, their father, and their mother. There was nothing outside of the ludus; nothing for them to focus on beyond the next match, for anything else would get them killed. I oversaw the rise of Ka’lak, for the success of the ludus brought fame for the Tiefling. Though with that fame, so came rivals, and it was not long before Ka’lak angered the wrong family, politician, or religious group, and his head was found impaled on a stake outside of the gates of his prized ludus. I never have found out the truth of who actually did the deed, though all are as likely as the next in the cesspool of Rajah. My freedom has come suddenly, and honestly I am still trying to find my way, though I can feel my fate has more in store for me that to be a simple blood merchant. For the moment I need some coin, and returning to my father’s life is not an option. Surely there is need in Rajah for a free-man that can handle himself in a fight, surely there is in this gods-forsaken place one who needs protection….
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games