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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
+1 item bonus to saving throws (F. Stone) +5 item bonus to saves vs Daze/Sun (Helm) Save vs Daze, Slow, Stun, Weaken & Immobilize at start and end of turn (Feat: Martial Resolve).
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=126334][size=4][B]Rathas[/B][/size][/url], Tiefling Warlord, Battle Captain, Legendary Sovereign [B]Init[/B] +20 [B]HP[/B] 140/140 [B]Bloodied[/B] 70 [B]Healing Surge[/B] 35 (0 used /12) [B]AC[/B] 37 [B]Fort[/B] 36 [B]Reflex[/B] 36 [B]Will[/B] 36 [B]Speed[/B] 6 [B]Str[/B] 23 (+6) [B]Con[/B] 12 (+1) [B]Dex[/B] 10 (0) [B]Int[/B] 22 (+6) [B]Wis[/B] 15 (+2) [B]Cha[/B] 21 (+5) [OOC='[STRIKE]Intuitive Strike - At-Will Attack[/STRIKE]'][B]Intuitive Strike - At-Will Attack[/B] Standard Action - Martial, Weapon - Melee weapon Target: One creature Attack: Str vs Will Hit: 1[W] damage. Until the start of your next turn, any ally who attacks the target and has combat advantage against it gains a +2 power bonus to the attack roll.[/OOC], [OOC='[STRIKE]Sudden Assault - Encounter Attack[/STRIKE]'][B]Sudden Assault - Encounter Attack[/B] Standard Action - Martial, Weapon - Melee weapon Target: One creature Attack: Str vs AC Hit: 1[W] + Str mod damage. An ally of your choice within 5 squares of you takes a standard action. Tactical Presence: Your ally gains a power bonus to attack rolls against targets adjacent to you equal to your Int mod. This bonus applies only to attack rolls made using the standard action granted by this power.[/OOC], [OOC='[STRIKE]Death From Two Sides - Enc Atk[/STRIKE]'][B]Death From Two Sides - Enc Atk[/B] Standard Action - Martial - Melee weapon Target: One creature Effect: You and one ally make a melee basic attack against the target. If both attacks hit, your ally's attack is a critical hit.[/OOC], [OOC='[STRIKE]Lead the Attack - Daily Attack[/STRIKE]'][B]Lead the Attack - Daily Attack[/B] Standard Action - Martial, Weapon - Melee weapon Target: One creature Attack: Str vs AC Hit: 3[W] + Str mod damage. Until the end of your next turn, you and each ally within 5 squares of you gain a power bonus to attack rolls against the target equal to 1 + your Int mod. Miss: Until the end of your next turn, you and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target.[/OOC], [OOC='[STRIKE]Victory Surge - Daily Attack[/STRIKE]'][B]Victory Surge - Daily Attack[/B] Standard Action - Martial, Weapon - Melee weapon Target: One creature Attack: Str vs AC Hit: 2[W] + Str mod damage. Until the start of your next turn, every ally within 10 squares of you can follow up a standard action with a basic attack made as a free action. Miss: Until the start of your next turn, one ally of your choice within 10 squares of you can follow up a standard action with a basic attack made as a free action. Sustain Minor: Until the start of your next turn, one ally of your choice within 10 squares of you can follow up a standard action with a basic attack made as a free action.[/OOC], [OOC='[STRIKE]Hasty Alert - Daily Utility Power[/STRIKE]'][B]Hasty Alert - Daily Utility Power[/B] No Action - Martial - Close burst 10 Trigger: A surprise round begins & you are conscious Target: You and each surprised ally in burst Effect: Each target is not surprised and gains a bonus to AC and Reflex equal to your Int mod until the end of your next turn. [/OOC], [OOC='[STRIKE]Defensive Rally - Daily Utility Power[/STRIKE]'][B]Defensive Rally - Daily Utility Power[/B] Standard Action - Healing, Martial - Close burst 5 Target: Each ally in burst Effect: Each target can spend a healing surge and make a saving throw against any single effect that a save can end. In addition, all targets gain a +2 power bonus to all defenses until the end of my next turn.[/OOC], [OOC='[STRIKE]Instant Planning - Daily Utility Power[/STRIKE]'][B]Instant Planning - Daily Utility Power[/B] Minor Action - Martial - Close burst 5 Target: You and each ally in burst Effect: Until the end of your next turn, every target gains a power bonus to attack rolls equal to your Cha modifier, a power bonus to speed equal to your Cha modifier, or a power bonus to all defenses equal to your Int modifier.[/OOC], 'util (26) (ED)', [OOC='[STRIKE]Infernal Wrath - Racial Enc. Power[/STRIKE]'][B]Infernal Wrath - Racial Enc. Power[/B] Free Action - Fire - Close burst 10 Trigger: An enemy within 10 squares of you hits you Target: The triggering enemy in burst Effect: The target takes 3d6 + Int mod fire damage. Feat: If my next attack is a martial weapon power it deals 3[W] extra damage.[/OOC], [OOC='[STRIKE]Scabbard of Sacred Might - Enc. Item[/STRIKE]'][B]Scabbard of Sacred Might - Enc. Item[/B] Property: This scabbard resizes to fit any light blade or heavy blade. You can draw a weapon from the scabbard as part of the same action used to make an attack with that weapon. Power: Free Action - Radiant Use this power when you attack with the weapon most recently sheathed in the scabbard. The next attack you make with that weapon before the end of your next turn deals radiant damage instead of it's normal damage. The weapon must have been sheathed in the scabbard for the full duration of your last extended rest to gain this power.[/OOC], [OOC='[STRIKE]Shimmering Light - Daily Item Power[/STRIKE]'][B]Shimmering Light - Daily Item Power[/B] Immediate Interrupt. Trigger: An ally adjacent to you is hit by an attack targeting Reflex. Effect: All allies adjacent to you gain a +4 power bonus to Reflex defense until the end of your next turn.[/OOC], [OOC='[STRIKE]Coif of Focus - Daily Item Power[/STRIKE]'][B]Coif of Focus - Daily Item Power[/B] Immediate Interrupt. Trigger: An attack would make you dazed or stunned. Effect: Spend a healing surge to not be dazed or stunned by that attack.[/OOC], [OOC='[STRIKE]Ring of Protection - Daily Item Power[/STRIKE]'][B]Ring of Protection - Daily Item Power[/B] Immediate Interrupt. Trigger: You are hit by an attack. Effect: Gain a +2 power bonus to a single defense score against the attack. Special: If you've reached at least one milestone today, this bonus lasts until the start of your next turn instead.[/OOC], [OOC='[STRIKE]Commander's Strike - At-Will Attack[/STRIKE]'][B]Commander's Strike - At-Will Attack[/B] Standard Action - Martial, Weapon - Melee weapon Target: One creature Attack: An ally of your choice makes a melee basic attack against the target. Hit: Ally's basic attack damage + your Int mod.[/OOC], [OOC='[STRIKE]No Gambit is Wasted - Encounter Atk[/STRIKE]'][B]No Gambit is Wasted - Encounter Atk[/B] Immediate Reaction - Martial, Weapon - Melee weapon Trigger: An ally misses every target with an encounter or daily attack. Target: One creature targeted by the triggering ally Attack: Str vs AC Hit: 2[W] + Str mod damage. The triggering ally's attack is not expended.[/OOC], [OOC='[STRIKE]Hail of Steel - Encounter Attack[/STRIKE]'][B]Hail of Steel - Encounter Attack[/B] Standard Action - Martial, Weapon - Melee weapon Target: One creature Attack: Str vs AC Hit: 2[W] + Str mod damage, and every ally within 5 squares of you makes a basic attack against the target.[/OOC], [OOC='[STRIKE]War Master's Assault - Daily Attack[/STRIKE]'][B]War Master's Assault - Daily Attack[/B] Standard Action - Martial - Close burst 3 Target: You and each ally in burst Effect: Each target can charge or make a basic attack as a free action, with a power bonus to the attack roll and the damage roll equal to your Cha mod.[/OOC], [OOC='[STRIKE]Cunning Flurry - Daily Attack Power[/STRIKE]'][B]Cunning Flurry - Daily Attack Power[/B] Standard Action - Martial, Weapon - Close burst 1 Target: Each enemy in burst you can see Attack: Str vs AC Hit: 2[W] + Str mod damage and you push the target 1 square or knock the target prone. Miss: Half damage, no push, and the target is not knocked prone.[/OOC], [OOC='[STRIKE]Reorient the Axis - Enc. Utility Power[/STRIKE]'][B]Reorient the Axis - Enc. Utility Power[/B] Move Action - Martial - Close burst 5 Target: Each ally in burst Effect: Each target can shift a number of squares equal to my Int mod as a free action.[/OOC], [OOC='[STRIKE]Bolt of Genius - Daily Utility Power[/STRIKE]'][B]Bolt of Genius - Daily Utility Power[/B] Standard Action - Martial - Ranged 5 Target: One ally Effect: The target regains an encounter power he or she has already used.[/OOC], [OOC='[STRIKE]Rush of Battle - Daily Utility Power[/STRIKE]'][B]Rush of Battle - Daily Utility Power[/B] Minor Action - Martial - Close burst 5 Target: Each ally in burst Effect: Until the start of your next turn, each target can make basic attacks as minor actions.[/OOC], [OOC='[STRIKE]Inspiring Word - Class 4x Enc. Power[/STRIKE]'][B]Inspiring Word - Class 4x Enc. Power[/B] Minor Action - Healing, Martial - Close burst 15 Target: See notes for details. Effect: See notes for details.[/OOC], [OOC='[STRIKE]Stone of Earth - Daily Item Power[/STRIKE]'][B]Stone of Earth - Daily Item Power[/B] Free Action. Trigger: You miss an enemy with a melee weapon attack. Effect: Reroll the attack roll. Set Bonus: Each ally who bears a fortune stone gains an item bonus to the reroll granted by the stone's power equal to the number of allies who bear one or more items from this set.[/OOC], [OOC='[STRIKE]Ring of Tenacious Will - Daily Item P.[/STRIKE]'][B]Ring of Tenacious Will - Daily Item P.[/B] No Action. Trigger: You would be reduced to 0 hit points or fewer. Effect: You are reduced to 1 hit point instead. Special: If you've reached at least one milestone today, you also regain a number of hit points equal to your level.[/OOC], [OOC='[STRIKE]General's Belt - Daily Item Power[/STRIKE]'][B]General's Belt - Daily Item Power[/B] Free Action. Trigger: You use a power that heals an ally. Effect: You spend a healing surge.[/OOC] [B]Notes[/B] +1 item bonus to saving throws (F. Stone) +5 item bonus to saves vs Daze/Sun (Helm) Save vs Daze, Slow, Stun, Weaken & Immobilize at start and end of turn (Feat: Martial Resolve).
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
Standard Action - Martial, Weapon - Melee weapon Target: One creature Attack: Str vs Will Hit: 1[W] damage. Until the start of your next turn, any ally who attacks the target and has combat advantage against it gains a +2 power bonus to the attack roll.
Standard Action - Martial, Weapon - Melee weapon Target: One creature Attack: Str vs AC Hit: 1[W] + Str mod damage. An ally of your choice within 5 squares of you takes a standard action. Tactical Presence: Your ally gains a power bonus to attack rolls against targets adjacent to you equal to your Int mod. This bonus applies only to attack rolls made using the standard action granted by this power.
Standard Action - Martial - Melee weapon Target: One creature Effect: You and one ally make a melee basic attack against the target. If both attacks hit, your ally's attack is a critical hit.
Standard Action - Martial, Weapon - Melee weapon Target: One creature Attack: Str vs AC Hit: 3[W] + Str mod damage. Until the end of your next turn, you and each ally within 5 squares of you gain a power bonus to attack rolls against the target equal to 1 + your Int mod. Miss: Until the end of your next turn, you and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target.
Standard Action - Martial, Weapon - Melee weapon Target: One creature Attack: Str vs AC Hit: 2[W] + Str mod damage. Until the start of your next turn, every ally within 10 squares of you can follow up a standard action with a basic attack made as a free action. Miss: Until the start of your next turn, one ally of your choice within 10 squares of you can follow up a standard action with a basic attack made as a free action. Sustain Minor: Until the start of your next turn, one ally of your choice within 10 squares of you can follow up a standard action with a basic attack made as a free action.
No Action - Martial - Close burst 10 Trigger: A surprise round begins & you are conscious Target: You and each surprised ally in burst Effect: Each target is not surprised and gains a bonus to AC and Reflex equal to your Int mod until the end of your next turn.
Standard Action - Healing, Martial - Close burst 5 Target: Each ally in burst Effect: Each target can spend a healing surge and make a saving throw against any single effect that a save can end. In addition, all targets gain a +2 power bonus to all defenses until the end of my next turn.
Minor Action - Martial - Close burst 5 Target: You and each ally in burst Effect: Until the end of your next turn, every target gains a power bonus to attack rolls equal to your Cha modifier, a power bonus to speed equal to your Cha modifier, or a power bonus to all defenses equal to your Int modifier.
Free Action - Fire - Close burst 10 Trigger: An enemy within 10 squares of you hits you Target: The triggering enemy in burst Effect: The target takes 3d6 + Int mod fire damage. Feat: If my next attack is a martial weapon power it deals 3[W] extra damage.
Property: This scabbard resizes to fit any light blade or heavy blade. You can draw a weapon from the scabbard as part of the same action used to make an attack with that weapon. Power: Free Action - Radiant Use this power when you attack with the weapon most recently sheathed in the scabbard. The next attack you make with that weapon before the end of your next turn deals radiant damage instead of it's normal damage. The weapon must have been sheathed in the scabbard for the full duration of your last extended rest to gain this power.
Immediate Interrupt. Trigger: An ally adjacent to you is hit by an attack targeting Reflex. Effect: All allies adjacent to you gain a +4 power bonus to Reflex defense until the end of your next turn.
Immediate Interrupt. Trigger: An attack would make you dazed or stunned. Effect: Spend a healing surge to not be dazed or stunned by that attack.
Immediate Interrupt. Trigger: You are hit by an attack. Effect: Gain a +2 power bonus to a single defense score against the attack. Special: If you've reached at least one milestone today, this bonus lasts until the start of your next turn instead.
Powers
Standard Action - Martial, Weapon - Melee weapon Target: One creature Attack: An ally of your choice makes a melee basic attack against the target. Hit: Ally's basic attack damage + your Int mod.
Immediate Reaction - Martial, Weapon - Melee weapon Trigger: An ally misses every target with an encounter or daily attack. Target: One creature targeted by the triggering ally Attack: Str vs AC Hit: 2[W] + Str mod damage. The triggering ally's attack is not expended.
Standard Action - Martial, Weapon - Melee weapon Target: One creature Attack: Str vs AC Hit: 2[W] + Str mod damage, and every ally within 5 squares of you makes a basic attack against the target.
Standard Action - Martial - Close burst 3 Target: You and each ally in burst Effect: Each target can charge or make a basic attack as a free action, with a power bonus to the attack roll and the damage roll equal to your Cha mod.
Standard Action - Martial, Weapon - Close burst 1 Target: Each enemy in burst you can see Attack: Str vs AC Hit: 2[W] + Str mod damage and you push the target 1 square or knock the target prone. Miss: Half damage, no push, and the target is not knocked prone.
Move Action - Martial - Close burst 5 Target: Each ally in burst Effect: Each target can shift a number of squares equal to my Int mod as a free action.
Standard Action - Martial - Ranged 5 Target: One ally Effect: The target regains an encounter power he or she has already used.
Minor Action - Martial - Close burst 5 Target: Each ally in burst Effect: Until the start of your next turn, each target can make basic attacks as minor actions.
Minor Action - Healing, Martial - Close burst 15 Target: See notes for details. Effect: See notes for details.
Free Action. Trigger: You miss an enemy with a melee weapon attack. Effect: Reroll the attack roll. Set Bonus: Each ally who bears a fortune stone gains an item bonus to the reroll granted by the stone's power equal to the number of allies who bear one or more items from this set.
No Action. Trigger: You would be reduced to 0 hit points or fewer. Effect: You are reduced to 1 hit point instead. Special: If you've reached at least one milestone today, you also regain a number of hit points equal to your level.
Free Action. Trigger: You use a power that heals an ally. Effect: You spend a healing surge.
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
31,000 GP
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Background: Military Benefit: +2 Athletics
Companions and Allies
Background & Other Notes
Paragon Path: Battle Captain 11th) Battle Action: When I spend an AP to take an extra action, my allies gain a +1 bonus to attack rolls until the start of my next turn. They need to be able to see and hear me to gain this bonus. 11th) Cry Havoc: On the first round of combat (or both the first and the surprise round if my allies gain a surprise round), allies who start their turn within 10 squares of me gain a +2 bonus to attack rolls. 16th) Battle Inspiration: When I use Inspiring Word, allies I heal gain a +6 power bonus to both attack rolls and speed until the end of my next turn. --------------------------------------------------------------------- Epic Destiny: Legendary Sovereign 21st) Great Captain: Once per encounter when I score a critical hit, each ally within 10 squares of me can make a basic attack as a free action. 21st) Homeland: With the DM's approval, choose a realm I am destined to rule. I am regarded as a great hero in that land. I gain a +4 bonus to any Charisma-based skill checks I make within that land. I have property or estates there sufficient to provide for my ordinary needs, including the resources to maintain a household and a small force of loyal retainers. 21st) Legendary Presence: Increase Charisma by 2. 24th) This Is Not My Fate: Once per day when you would make a death saving throw, you can instead regain hit points equal to your bloodied value, end any effects on you, and stand up. --------------------------------------------------------------------- Inspiring Word: This power can now either target myself and one ally per cast or target two allies per cast. The targets do all of the following; 1) Spend and heal a surge 2) Heal +5d6 HP OR roll a save with a +2 bonus (bonus for allies only) (Feat: Saving Inspiration, Item: Mantle of the Golden General) 3) Heal an extra 4 HP (Item: Healer's Hide Armor) 4) Gain a +3 bonus to his next attack roll made before the start of my next turn (Feat: Tactician's Word) 5) (allies only) Gain a +6 power bonus to both attack rolls and speed until the end of my next turn (PP: Battle Inspiration) --------------------------------------------------------------------- When an ally spends an Action Point to make an attack, he gains all of the following; 1) +4 to hit (Tactical Presence, Feat: Improved Tactics) 2) +6 to damage (Feat: Tactical Assault) --------------------------------------------------------------------- Standing tall, slender yet powerfully built, with silver eyes, long dark blue hair and lightly tanned skin with blue hues, Rathas is an intimidating sight. Matching his unusual appearance are his choice of arms and armaments; his single weapon is a long blackened metal spear, decorated with whorls and runes that hearken back to the ancient days of Bael Turoth. In battle, his spear is covered in a steady blue fire that licks at his hand and arm sedately, yet explodes into searing flame when he strikes at his foe. He wears the hide of a spectral panther, magically augmented to bestow upon him that animal's useful features; namely enhanced reaction time and invisibility. Quiet speculation and whispers among the lesser ranks of the Dark Lord's army contest the reason for his unusual appearance. Redfrost Cavern has cold winters, and Rathas was born during a particularly devastating frost. Originally thought to be a runt, a weakling, even at a young age Rathas surprised his tutors with his combination of intellect and charisma. A childhood spent defending himself from those who assumed him to be an easy target gave him strength to match. Eventually, his future became clear; the warring nature of those who lived in Redfrost combined with his adaptability led to his selection for command. Rathas proved to be an excellent battle leader, quick witted and able to both conform to and confound the tactics of his enemies. It wasn't long before he found himself being chosen to lead the most important sorties; to command the most crucial missions. Whatever the situation, whatever the requirements placed on him by his superiors, he finds a way to secure victory. Recently he has begun to assemble a collection of his musings on the subject of war, unaware that he walks in the footsteps of Malachi, the greatest Tiefling commander in history.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games