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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
[B][U]Class/Paragon Path Notes[/B][/U] 1) Find Another Way: Allies within 5 Squares gain +2 to Ability and Skill Checks 2) Peaceful Action: Whenever an ally within 5 squares spends an AP and does not use it to attack, they gain 1d8+CHA Temporary HP. 3) Virtue of Valor: 1st Ally to bloody/kill an enemy in a turn gains 5 Temp HP. -CA against foes allies have flanked, even at a distance -May perform Heal Checks as a minor action during Combat. -Majestic Words grant 5 Temp HP AND grant a Saving Throw -Gain a Saving Throw when take my Second Winds -Roll a Save Vs. Dazed/Stunned at the start of my turn as well as at the end -Add 1 square to pushes, slides, and pulls
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=130400][size=4][B]William Parnassus[/B][/size][/url], Human Bard, Life Singer [B]Init[/B] +12 [B]HP[/B] 82/82 [B]Bloodied[/B] 41 [B]Healing Surge[/B] 20 (0 used /9) [B]AC[/B] 28 [B]Fort[/B] 21 [B]Reflex[/B] 24 [B]Will[/B] 28 [B]Speed[/B] 5 [B]Str[/B] 15 (+2) [B]Con[/B] 15 (+2) [B]Dex[/B] 14 (+2) [B]Int[/B] 12 (+1) [B]Wis[/B] 13 (+1) [B]Cha[/B] 20 (+5) [OOC='[COLOR=Red]Majestic Word[/COLOR]'][B][COLOR=Red]Majestic Word[/COLOR][/B] Minor, Close Burst 10 Target Spends Healing Surge, Gains HP+2d6+CHA and slides 2 squares -[B]Majestic Rescue Feat:[/B] Majestic Words also grant a free saving throw.[/OOC], [OOC='[COLOR=Red]Word of Friendship[/COLOR]'][B][COLOR=Red]Word of Friendship[/COLOR][/B] Encounter, Minor Action +5 Bonus to next diplomacy check[/OOC], [OOC='[COLOR=SeaGreen]Cutting Words[/COLOR]'][B][COLOR=SeaGreen]Cutting Words[/COLOR][/B] At-Will Standard Action, Ranged 10 Attack: CHA Vs. Will Hit: 1d8+CHA Psychic Damage and pull the target 3 squares.[/OOC], [OOC='[COLOR=SeaGreen]War Song Strike[/COLOR]'][B][COLOR=SeaGreen]War Song Strike[/COLOR][/B] At-Will Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier damage, and any ally who hits the target before the end of your next turn gains temporary hit points equal to your Constitution modifier. Level 21: 2[W] + Charisma modifier damage.[/OOC], [OOC='[COLOR=SeaGreen]Vicious Mockery[/COLOR]'][B][COLOR=SeaGreen]Vicious Mockery[/COLOR][/B] At-Will Standard Action Ranged 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. Level 21: 2d6 + Charisma modifier damage.[/OOC], [OOC='[COLOR=Red]Shout of Triumph[/COLOR]'][B][COLOR=Red]Shout of Triumph[/COLOR][/B] 1st Encounter Standard Action Close blast 3 Target: Each enemy in blast Attack: Charisma vs. Fortitude Hit: 1d6 + Charisma modifier thunder damage, and you push the target 2 squares. Effect: You slide each ally in the blast 2 squares. Virtue of Valor: The number of squares you push the target and slide the allies equals your Constitution modifier.[/OOC], [OOC='[COLOR=Red]Song of the New Dawn[/COLOR]'][B][COLOR=Red]Song of the New Dawn[/COLOR][/B] 3rd Encounter Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 2d8 + Charisma modifier radiant damage. Each ally adjacent to the target makes a saving throw, rolling twice and using the higher result.[/OOC], [OOC='[COLOR=Red]Chillsong Stroke[/COLOR]'][B][COLOR=Red]Chillsong Stroke[/COLOR][/B] 7th Encounter Standard, Melee (Arcane, Cold, Weapon) CHA Vs. AC 2[W]+CHA Cold Damage, Target Slowed until end of next turn. Ally within 3 squares can shift 4 squares as a free action.[/OOC], [OOC='[COLOR=Red]Pacifying Voice[/COLOR]'][B][COLOR=Red]Pacifying Voice[/COLOR][/B] Paragon Path Encounter Attack Power Standard, Ranged 10 CHA Vs. WILL Hit: Until my EoNT, the target is dazed, weakened, and takes a -1 penalty to attack rolls.[/OOC], [OOC='[COLOR=Blue]Song of Courage[/COLOR]'][B][COLOR=Blue]Song of Courage[/COLOR][/B] 2nd Utility DAILY Minor Action Close burst 5 Effect: The burst creates a zone of inspirational shouts 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 attack rolls. Sustain Minor: The zone persists.[/OOC], [OOC='[COLOR=Blue]Chord of Resilience[/COLOR]'][B][COLOR=Blue]Chord of Resilience[/COLOR][/B] 6th Utility Encounter" Arcane "- Immediate Interrupt Ranged 10 Trigger: An attack hits an ally Target: The ally who was hit Effect: The damage the target takes is reduced by an amount equal to 5 + your Charisma modifier.[/OOC], [OOC='[COLOR=Blue]Veil[/COLOR]'][B][COLOR=Blue]Veil[/COLOR][/B] 10th Utility DAILY Minor Action, Close Burst 10 Effect: You transform the auditory, tactile, and visual qualities of the targets’ bodies and equipment. Each target assumes the appearance of a humanoid of the same size, even the appearance of a specific individual you have seen. The illusion lasts for 1 hour, or you can end it as a minor action. A creature can recognize a target’s form as illusory with an Insight check opposed by that target’s Bluff check with a +5 power bonus.[/OOC], [OOC='[COLOR=Blue]Inspired Solutions[/COLOR]'][B][COLOR=Blue]Inspired Solutions[/COLOR][/B] 12th Paragon Utility DAILY, Standard Action Close Burst 5 Target: Each ally in burst Effect: Each ally in range may take an additional standard action on their next turn. They cannot use this action to make an attack that deals damage.[/OOC], [OOC='[COLOR=Orchid]Inspiring Word[/COLOR]'][B][COLOR=Orchid]Inspiring Word[/COLOR][/B] 1x per day Minor, Close Burst 10 Healing Surge +3d6 HP[/OOC], [OOC='[COLOR=Orchid]Echoing Roar[/COLOR]'][B][COLOR=Orchid]Echoing Roar[/COLOR][/B] 1st Daily Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Fortitude Hit: 2d6 + Charisma modifier thunder damage. Effect: The target is affected by an echoing roar (save ends). While affected by the echoing roar, the target takes ongoing 5 thunder damage and cannot become hidden or benefit from concealment or cover (except for total concealment or superior cover).[/OOC], [OOC='[COLOR=Orchid]Strictures of Fortune[/COLOR]'][B][COLOR=Orchid]Strictures of Fortune[/COLOR][/B] 5th Daily Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 3d8 +CHA modifier psychic damage. Miss: Half damage. Effect: The next time the target would recharge a power before the end of the encounter, the power instead does not recharge, and you or an ally within 10 squares of you regains the use of an encounter power.[/OOC], [OOC='[COLOR=Orchid]Thunder Blade[/COLOR]'][B][COLOR=Orchid]Thunder Blade[/COLOR][/B] 9th Daily Standard Action Melee (Weapon, Arcane, Thunder) CHA Vs. AC 3[W]+CHA Thunder Damage, Target Slides 3 Squares Effect: Until end of Encounter, At-Wills slide targets 3 squares adjacent to allies.[/OOC], [OOC='[COLOR=DarkOrange]Quickstride Boots[/COLOR]'][B][COLOR=DarkOrange]Quickstride Boots[/COLOR][/B] Paragon Tier, Lv. 12 Uncommon [B]Power (Daily:[/B] Minor Action. Move a number of squares equal to your speed.[/OOC], [OOC='[COLOR=DarkOrange]Circlet of Mental Onslaught[/COLOR]'][B][COLOR=DarkOrange]Circlet of Mental Onslaught[/COLOR][/B] Paragon Tier [B]Property:[/B] Gain +1 to Will Defense score. [B]Power (Daily):[/B] Minor Action. Until End of Encounter, gain +1 to attacks that use WIS, CHA, or INT.[/OOC], [OOC='[COLOR=DarkOrange]The Toothkey of Hyram[/COLOR]'][B][COLOR=DarkOrange]The Toothkey of Hyram[/COLOR][/B] [b]Description:[/b] This overlarge golden tooth grants its user access to the innermost sanctums of Hyram's ruined heart. [b]Power (Daily):[/b] Standard Action. Cost: Spend a currently unused encounter power: Attack: Close Blast 3, enemies in blast. Highest ability mod + 3, vs Will Hit: 1d6+Cha Mod Force damage, and if the target ends its turn closer to you than where it started its turn, the target takes 1d6 + Charisma modifier psychic damage (save ends). Effect: Aura 1. Blighted enemies who are dead in this aura at the start of their turn are permanently killed and do not return to life. SUSTAIN MINOR: The Aura 1 Effect Endures.[/OOC], [OOC='[COLOR=DarkOrange]Gauntlets of Brilliance[/COLOR]'][B][COLOR=DarkOrange]Gauntlets of Brilliance[/COLOR][/B] Power (At-Will): Use Light as the wizard cantrip. Power (Daily): Free Action. Use this power after you hit with a weapon attack. The attack deals an extra 10 radiant damage.[/OOC], [OOC='[COLOR=DarkOrange]+2 Elven Cloak[/COLOR]'][B][COLOR=DarkOrange]+2 Elven Cloak[/COLOR][/B] +2 to Fort, Reflex, Will +2 to Stealth Checks[/OOC], [OOC='[COLOR=DarkOrange]+3 Hero's Braidmail[/COLOR]'][B][COLOR=DarkOrange]+3 Hero's Braidmail[/COLOR][/B] +3 AC Enhancement Property: When you spend an action point to take an extra action, you also gain a +2 bonus to all defenses until the end of your next turn. Power (Daily- Healing) Free Action. Trigger: You spend an action point. Effect: You forgo the bonus to all defenses granted by the armor's property. Instead, an ally within 5 squares of you uses his or her second wind as a free action.[/OOC], [OOC='[COLOR=DarkOrange]Sending Stones[/COLOR]'][B][COLOR=DarkOrange]Sending Stones[/COLOR][/B] Power (At-Will): Standard Action. Until the end of your next turn, any person speaking into one stone can be heard by those near the other stone as though he or she were standing in the other stone’s place. At the end of your next turn, both stones are exhausted. With a minor action, any character touching a single stone renews the set. Special: Sending stones normally come in a matched pair attuned to one another. Larger sets of stones attuned to each other can be created (add 50 percent to the base price for each additional stone).[/OOC], [OOC='[COLOR=DarkOrange]Healer's Sash[/COLOR]'][B][COLOR=DarkOrange]Healer's Sash[/COLOR][/B] Power (Daily * Healing): Minor Action. You or an ally within 5 squares spends a healing surge but regains no hit points. You or one ally within 5 squares then regains hit points as though he or she had spent a healing surge.[/OOC], [OOC='[COLOR=DarkOrange]Piercing Songblade +3[/COLOR]'][B][COLOR=DarkOrange]Piercing Songblade +3[/COLOR][/B] +3 to Attacks and Damage +3d10 Damage on a Crit, Power (Daily): Free Action, Trigger. When you hit an enemy with a bard attack power using this blade, the foe takes -2 AC for the rest of the encounter.[/OOC] [B]Notes[/B] [B][U]Class/Paragon Path Notes[/B][/U] 1) Find Another Way: Allies within 5 Squares gain +2 to Ability and Skill Checks 2) Peaceful Action: Whenever an ally within 5 squares spends an AP and does not use it to attack, they gain 1d8+CHA Temporary HP. 3) Virtue of Valor: 1st Ally to bloody/kill an enemy in a turn gains 5 Temp HP. -CA against foes allies have flanked, even at a distance -May perform Heal Checks as a minor action during Combat. -Majestic Words grant 5 Temp HP AND grant a Saving Throw -Gain a Saving Throw when take my Second Winds -Roll a Save Vs. Dazed/Stunned at the start of my turn as well as at the end -Add 1 square to pushes, slides, and pulls
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
Minor, Close Burst 10 Target Spends Healing Surge, Gains HP+2d6+CHA and slides 2 squares -[B]Majestic Rescue Feat:[/B] Majestic Words also grant a free saving throw.
Encounter, Minor Action +5 Bonus to next diplomacy check
At-Will Standard Action, Ranged 10 Attack: CHA Vs. Will Hit: 1d8+CHA Psychic Damage and pull the target 3 squares.
At-Will Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier damage, and any ally who hits the target before the end of your next turn gains temporary hit points equal to your Constitution modifier. Level 21: 2[W] + Charisma modifier damage.
At-Will Standard Action Ranged 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. Level 21: 2d6 + Charisma modifier damage.
1st Encounter Standard Action Close blast 3 Target: Each enemy in blast Attack: Charisma vs. Fortitude Hit: 1d6 + Charisma modifier thunder damage, and you push the target 2 squares. Effect: You slide each ally in the blast 2 squares. Virtue of Valor: The number of squares you push the target and slide the allies equals your Constitution modifier.
3rd Encounter Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 2d8 + Charisma modifier radiant damage. Each ally adjacent to the target makes a saving throw, rolling twice and using the higher result.
7th Encounter Standard, Melee (Arcane, Cold, Weapon) CHA Vs. AC 2[W]+CHA Cold Damage, Target Slowed until end of next turn. Ally within 3 squares can shift 4 squares as a free action.
Paragon Path Encounter Attack Power Standard, Ranged 10 CHA Vs. WILL Hit: Until my EoNT, the target is dazed, weakened, and takes a -1 penalty to attack rolls.
2nd Utility DAILY Minor Action Close burst 5 Effect: The burst creates a zone of inspirational shouts 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 attack rolls. Sustain Minor: The zone persists.
6th Utility Encounter" Arcane "- Immediate Interrupt Ranged 10 Trigger: An attack hits an ally Target: The ally who was hit Effect: The damage the target takes is reduced by an amount equal to 5 + your Charisma modifier.
10th Utility DAILY Minor Action, Close Burst 10 Effect: You transform the auditory, tactile, and visual qualities of the targets’ bodies and equipment. Each target assumes the appearance of a humanoid of the same size, even the appearance of a specific individual you have seen. The illusion lasts for 1 hour, or you can end it as a minor action. A creature can recognize a target’s form as illusory with an Insight check opposed by that target’s Bluff check with a +5 power bonus.
12th Paragon Utility DAILY, Standard Action Close Burst 5 Target: Each ally in burst Effect: Each ally in range may take an additional standard action on their next turn. They cannot use this action to make an attack that deals damage.
1x per day Minor, Close Burst 10 Healing Surge +3d6 HP
Powers
1st Daily Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Fortitude Hit: 2d6 + Charisma modifier thunder damage. Effect: The target is affected by an echoing roar (save ends). While affected by the echoing roar, the target takes ongoing 5 thunder damage and cannot become hidden or benefit from concealment or cover (except for total concealment or superior cover).
5th Daily Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 3d8 +CHA modifier psychic damage. Miss: Half damage. Effect: The next time the target would recharge a power before the end of the encounter, the power instead does not recharge, and you or an ally within 10 squares of you regains the use of an encounter power.
9th Daily Standard Action Melee (Weapon, Arcane, Thunder) CHA Vs. AC 3[W]+CHA Thunder Damage, Target Slides 3 Squares Effect: Until end of Encounter, At-Wills slide targets 3 squares adjacent to allies.
Paragon Tier, Lv. 12 Uncommon [B]Power (Daily:[/B] Minor Action. Move a number of squares equal to your speed.
Paragon Tier [B]Property:[/B] Gain +1 to Will Defense score. [B]Power (Daily):[/B] Minor Action. Until End of Encounter, gain +1 to attacks that use WIS, CHA, or INT.
[b]Description:[/b] This overlarge golden tooth grants its user access to the innermost sanctums of Hyram's ruined heart. [b]Power (Daily):[/b] Standard Action. Cost: Spend a currently unused encounter power: Attack: Close Blast 3, enemies in blast. Highest ability mod + 3, vs Will Hit: 1d6+Cha Mod Force damage, and if the target ends its turn closer to you than where it started its turn, the target takes 1d6 + Charisma modifier psychic damage (save ends). Effect: Aura 1. Blighted enemies who are dead in this aura at the start of their turn are permanently killed and do not return to life. SUSTAIN MINOR: The Aura 1 Effect Endures.
Power (At-Will): Use Light as the wizard cantrip. Power (Daily): Free Action. Use this power after you hit with a weapon attack. The attack deals an extra 10 radiant damage.
+2 to Fort, Reflex, Will +2 to Stealth Checks
+3 AC Enhancement Property: When you spend an action point to take an extra action, you also gain a +2 bonus to all defenses until the end of your next turn. Power (Daily- Healing) Free Action. Trigger: You spend an action point. Effect: You forgo the bonus to all defenses granted by the armor's property. Instead, an ally within 5 squares of you uses his or her second wind as a free action.
Power (At-Will): Standard Action. Until the end of your next turn, any person speaking into one stone can be heard by those near the other stone as though he or she were standing in the other stone’s place. At the end of your next turn, both stones are exhausted. With a minor action, any character touching a single stone renews the set. Special: Sending stones normally come in a matched pair attuned to one another. Larger sets of stones attuned to each other can be created (add 50 percent to the base price for each additional stone).
Power (Daily * Healing): Minor Action. You or an ally within 5 squares spends a healing surge but regains no hit points. You or one ally within 5 squares then regains hit points as though he or she had spent a healing surge.
+3 to Attacks and Damage +3d10 Damage on a Crit, Power (Daily): Free Action, Trigger. When you hit an enemy with a bard attack power using this blade, the foe takes -2 AC for the rest of the encounter.
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
GP- 1504
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Level 10 Item: Gauntlets of Brilliance Level 11 Item: Circlet of Mental Onslaught Level 12 Item: Hero's Braidmail (Chain) Armor +3 (Perhaps a parting gift from our Thallosian contacts when we leave?) Level 13 Item: Piercing Songblade +3 (Sword upgrade!) Level 14 Item Oceanstrider Boots Wanted Ritual Spells: Song of Restfulness, Eagle's Flight, Ghost Walk, History Revealed, Solace Bole
Companions and Allies
Background & Other Notes
Virtue of Valor= Free Action when Ally in 5 squares hits 0 HP, grant Temp HP 3+CON Modifier Improved Majestic Word= Bonus Temp HP=CHA when used Combat Medic(Houseruled)= ALL HEAL CHECKS are minor action, +2 to Heal Checks. Raging Storm= +2 to Thunder and Lightning Powers Harsh Songblade: +2d8 Damage on a Crit, Daily Power (When Thunder power hits enemy, All Foes within Burst 2 Range of foe dazed for 1 round) Pelaurum Armor: Resist 5 Fire, 5 Radiant [FIELDSET=Medic Notes] [B][COLOR="Red"]1) Majestic Words:[/COLOR][/B] [B][COLOR="Purple"]2) Inspiring Word:[/COLOR][/B] [B][COLOR="SeaGreen"]3) Virtue of Valor:[/COLOR][/B] [B][COLOR="Blue"]4) Chord of Resilience:[/COLOR][/B] [B][COLOR="DarkOrange"]5) Healer's Sash:[/COLOR][/B] [B][COLOR="DarkOrange"]6) Hero's Braidmail:[/COLOR][/B] [/FIELDSET]
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games