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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
+5 to saving throws vs. Charm effects [b]Communal Greatspear:[/b] If an ally within 5 squares misses on an attack by exactly 1, use Communal Weapon as a free action to grant him +1 to the attack roll. This does not count as a use of a magic item daily power.
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=126268][size=4][B]Immeral Darien[/B][/size][/url], Eladrin Cleric [B]Init[/B] +5 [B]HP[/B] 27/34 [B]Bloodied[/B] 17 [B]Healing Surge[/B] 8 (1 used /8) [B]AC[/B] 18 [B]Fort[/B] 14 [B]Reflex[/B] 13 [B]Will[/B] 17 [B]Speed[/B] 6 [B]Str[/B] 16 (+4) [B]Con[/B] 12 (+2) [B]Dex[/B] 14 (+3) [B]Int[/B] 12 (+2) [B]Wis[/B] 16 (+4) [B]Cha[/B] 8 (+0) [OOC='[color=green]Lance of Faith[/color]'][B][color=green]Lance of Faith[/color][/B] At-Will - Divine, Implement, Radiant Standard Action Ranged 5 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.[/OOC], [OOC='[color=green]Righteous Brand[/color]'][B][color=green]Righteous Brand[/color][/B] At-Will - Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and one ally within 5 squares of you gains a bonus to melee attack rolls against the target equal to your Strength modifier until the end of your next turn.[/OOC], [OOC='[STRIKE][color=red]Fey Step[/color][/STRIKE]'][B][color=red]Fey Step[/color][/B] Encounter - Teleportation Move Action Personal Effect: Teleport up to 5 squares (6 with Eladrin Armor)[/OOC], [OOC='[color=black]Avenging Flame[/color]'][B][color=black]Avenging Flame[/color][/B] Daily - Divine, Fire, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing fire damage. Special: If the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.[/OOC], [OOC='[color=black]Shield of Faith[/color]'][B][color=black]Shield of Faith[/color][/B] Daily - Divine Standard Action Close burst 5 Targets: You and each ally in burst Effect: The targets gain a +2 power bonus to AC until the end of the encounter.[/OOC], [OOC='[STRIKE][color=red]Channel Divinity: Divine Fortune[/color][/STRIKE]'][B][color=red]Channel Divinity: Divine Fortune[/color][/B] Encounter - Divine Free Action Personal Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.[/OOC], [OOC='[STRIKE][color=red]Channel Divinity: Turn Undead[/color][/STRIKE]'][B][color=red]Channel Divinity: Turn Undead[/color][/B] Encounter - Divine, Implement, Radiant Standard Action Close burst 2 Target: Each undead creature in burst Attack: Wisdom vs. Will Hit: 1d10 + Wisdom modifier radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier. The target is immobilized until the end of your next turn. Miss: Half damage, and the target is not pushed or immobilized.[/OOC], [OOC='[STRIKE][color=red]Healing Word 1[/color][/STRIKE]'][B][color=red]Healing Word 1[/color][/B] 2 x Encounter - Divine, Healing Minor Action Close burst 5 Target: You or one ally Effect: The target can spend a healing surge and regain an additional 1d6 + your Wisdom modifier hit points[/OOC], [OOC='[STRIKE][color=red]Healing Word 2[/color][/STRIKE]'][B][color=red]Healing Word 2[/color][/B] 2 x Encounter - Divine, Healing Minor Action Close burst 5 Target: You or one ally Effect: The target can spend a healing surge and regain an additional 1d6 + your Wisdom modifier hit points[/OOC], [OOC='[STRIKE][color=red]Divine Glow[/color][/STRIKE]'][B][color=red]Divine Glow[/color][/B] Encounter - Divine, Implement, Radiant Standard Action Close blast 3 Target: Each enemy in blast Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier radiant damage. Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn.[/OOC], [OOC='[STRIKE][color=red]Light of Arvandor[/color][/STRIKE]'][B][color=red]Light of Arvandor[/color][/B] Light of Arvandor Cleric Attack 3 Encounter - Divine, Implement , Radiant Standard Action Area burst 1 within 5 squares Target: Each enemy in burst Attack: Wisdom vs. Will Hit: 1d8 + Wisdom modifier radiant damage, and each ally in the burst gains a +2 power bonus to AC until the end of your next turn.[/OOC], [OOC='[STRIKE][color=black]Communal Greatspear[/color][/STRIKE]'][B][color=black]Communal Greatspear[/color][/B] Level 4+ Weapon: Any melee Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Power (At-Will): Free Action. Use this power after an ally within 5 squares of you makes a d20 roll. Add a +1 power bonus to the result. You can do this a number of times in a day equal to the enhancement bonus of the weapon.[/OOC] [B]Notes[/B] +5 to saving throws vs. Charm effects [b]Communal Greatspear:[/b] If an ally within 5 squares misses on an attack by exactly 1, use Communal Weapon as a free action to grant him +1 to the attack roll. This does not count as a use of a magic item daily power.
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 - Divine, Implement, Radiant Standard Action Ranged 5 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.
At-Will - Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and one ally within 5 squares of you gains a bonus to melee attack rolls against the target equal to your Strength modifier until the end of your next turn.
Encounter - Teleportation Move Action Personal Effect: Teleport up to 5 squares (6 with Eladrin Armor)
Daily - Divine, Fire, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing fire damage. Special: If the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.
Daily - Divine Standard Action Close burst 5 Targets: You and each ally in burst Effect: The targets gain a +2 power bonus to AC until the end of the encounter.
Powers
Encounter - Divine Free Action Personal Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
Encounter - Divine, Implement, Radiant Standard Action Close burst 2 Target: Each undead creature in burst Attack: Wisdom vs. Will Hit: 1d10 + Wisdom modifier radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier. The target is immobilized until the end of your next turn. Miss: Half damage, and the target is not pushed or immobilized.
2 x Encounter - Divine, Healing Minor Action Close burst 5 Target: You or one ally Effect: The target can spend a healing surge and regain an additional 1d6 + your Wisdom modifier hit points
2 x Encounter - Divine, Healing Minor Action Close burst 5 Target: You or one ally Effect: The target can spend a healing surge and regain an additional 1d6 + your Wisdom modifier hit points
Encounter - Divine, Implement, Radiant Standard Action Close blast 3 Target: Each enemy in blast Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier radiant damage. Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn.
Light of Arvandor Cleric Attack 3 Encounter - Divine, Implement , Radiant Standard Action Area burst 1 within 5 squares Target: Each enemy in burst Attack: Wisdom vs. Will Hit: 1d8 + Wisdom modifier radiant damage, and each ally in the burst gains a +2 power bonus to AC until the end of your next turn.
Level 4+ Weapon: Any melee Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Power (At-Will): Free Action. Use this power after an ally within 5 squares of you makes a d20 roll. Add a +1 power bonus to the result. You can do this a number of times in a day equal to the enhancement bonus of the weapon.
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
Melancholic and introspective, he often seems detached from the world around him. However his companions trust his sharp senses and unwavering devotion to aiding the needy or injured. He is normally systematic and disciplined, but he gets irritable with whatever he sees as "a waste of lifetime," which encompasses a vast variety of trifling inconveniences. This has the effect of often rendering him more impulsive than other Eladrin.
Mannerisms and Appearance
He sometimes gazes into the distance as if straining to hear or see something. He looks young, but his unnerving violet eyes betray wisdom and his thin mouth reveals his grim and fatalistic worldview. He rarely ever smiles, except cynically. He is stiffly polite and formal to his enemies even more than his friends, but something in his aloof manner just rubs people the wrong way. Sometimes he can't help making sarcastic or cynical remarks.
Session and Campaign Notes
Eladrin Armor Level 3+ Lvl 3 +1 680 gp Armor: Chain Enhancement: AC Property: Add 1 square to the maximum distance of any teleport you make. This armor has no speed or skill check penalties.
Companions and Allies
Background & Other Notes
Immeral was always somewhat of a disappointment. Though he had the potential for magical powers like all Eladrin, he never really manifested them however hard he studied arcane lore. He was a withdrawn youth, distrustful of strangers, who spent what leisure time he had observing the work and lives of insects, or playing outdoors and practicing acrobatic tricks with a childhood friend. As a young adult Immeral joined the military. His parents believed it would teach him discipline and teamwork, and urged him to enlist. Immeral was a sharp tactician and skillful fighter, and after a short stint in infantry he rose to a respectable but not outstanding position in the Borderwood Lancers, an Eladrin cavalry unit that patrolled a certain forest where the natural world was very near to the world of the Fey. He served in the Lancers for almost three decades, and despite finding the military framework stifling and inflexible he recognized the accomplishments that order and civilization could achieve. Immeral distinguished himself in battle and in small-squad command, but through many minor clashes with his superiors, he was never seen fit to hold an officer's rank. Towards his sixtieth year Immeral began seeing strange and dark visions in his trances. He "dreamt" of dark places filled with threatening figures, and shapeless chaotic hordes laying waste to walls and towers. Some of his dreams featured the figure of a stately and regal woman - sometimes solitary, but often with others accompanying it - walking through the burning cities until it would stop and look around, soon staring directly into his eyes. Eventually, Immeral came to realize that the dreams were portents of Erathis, the goddess of civilization who gradually revealed herself to him, and commanded that he defend points of civilization against the encroaching darkness. Seeing little purpose to the mundane life he'd become used to, Immeral soon became convinced that it was both his fate and his duty to serve the goddess in the world of mortals. He had no idea what this service would entail but trusted that it would become clear in time. One night he grabbed some essentials, left a long, detailed letter to his family and to his commanders, and departed the Feywild. He has been wandering restlessly ever since, seeking out unexplored regions to build on, fighting those he deems fit to die, and aiding everyone whom he believes to be doing good works to tame the wilderness.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games