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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 throw vs charm [OOC=Chaos Burst]First Attack roll during your turn determines the benifit you gain in that round. If it's even you gain a +1 to AC untill the start of your next turn. If it's odd you may make a saving throw[/OOC], [OOC=Chaos Power]Bonus Dmg to all arcane powers equal to Dex[/OOC], [OOC=Unfetted Power]On a Natural 20 with an arcane power's attack roll you slide the target 1 Sq. and knock it prone after applying the other effects. On a Natural 1 you must push each creature within 5 Sq. of you 1 Sq.[/OOC] [OOC=Wild Soul]At the end of an extended rest roll a d10 to determine a 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 and your powers ignore resistance or that damage type up to the value of your resistance.[/OOC]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=131884][size=4][B]Rytal Linis[/B][/size][/url], Eladrian Sorcerer [B]Init[/B] +3 [B]HP[/B] 23/23 [B]Bloodied[/B] 11 [B]Healing Surge[/B] 5 (0 used /7) [B]AC[/B] 13 [B]Fort[/B] 10 [B]Reflex[/B] 13 [B]Will[/B] 17 [B]Speed[/B] 6 [B]Str[/B] 10 (+0) [B]Con[/B] 11 (+0) [B]Dex[/B] 16 (+3) [B]Int[/B] 10 (+0) [B]Wis[/B] 10 (+0) [B]Cha[/B] 18 (+4) [OOC='[color=green]Storm Walk[/color]'][B][color=green]Storm Walk[/color][/B] At-Will - Arcane, Implement, Thunder Standard Action - Ranged 10 Target - 1 creature Attack - Cha vs Fort Hit - 1d8 +Cha +Dex Thunder Dmg Effect - Before or after attack you shift 1 Sq.[/OOC], [OOC='[color=green]Chaos Bolt[/color]'][B][color=green]Chaos Bolt[/color][/B] At-Will - Arcane, Implement, Psychic Standard Action - Ranged 10 Target - 1 creature Attack - Cha vs Will Hit - 1d10 + Cha +Dex Psychic If you roll an even number on attack roll make a secondary attack Secondary target - 1 Creature within 5 Sq. of the last target to be hit by this power Secondary attack - Cha vs Will Hit - 1d6 Psychic. If you rolled an even number for the attack roll of your secondary attack repeat the secondary attack. May only target a creature 1 per turn[/OOC], [OOC='[color=red]Fey Step[/color]'][B][color=red]Fey Step[/color][/B] Encounter - Teleportation Move action - Personal Effect - Teleport 5 squares[/OOC], [OOC='[color=red]Thunder Slam[/color]'][B][color=red]Thunder Slam[/color][/B] Encounter - Arcane, Implement, Thunder Standard Action - Ranged 10 Attack - Cha vs Fort Hit - 2d10 +Cha +Dex Thunder and you slide the target 3 Sq.[/OOC], [OOC='[color=gray]Chromatic Orb[/color]'][B][color=gray]Chromatic Orb[/color][/B] Daily - Arcane, Implement; Varies Standard Action - Ranged 10 Attack - Cha vs Ref Hit - 3d10 + Cha +Dex. Roll d6 to determine the attack's damage type and effect. 1. Yellow - Radiant, Target is dazed (save ends) 2. Red - Fire. Each adjacent enemy takes Dex fire dmg 3. Green - Poison, Ongoing 5 poison. (save ends) 4. Turquoise - Lightning damage. Slide target Dex Sq. 5. Blue - Cold. Target immobilized (save ends) 6. Violet - Psychic. Target takes -2 to AC (save ends) Miss - 1d10 Dmg and roll d6 to detemine effect and dmg type[/OOC], [OOC='[color=orange]Alchemist's Frost[/color]'][B][color=orange]Alchemist's Frost[/color][/B] Power (Consumable, Cold): Standard Action. Make an attack: Ranged 5/10; +4 vs. Reflex; on a hit, the target takes 1d10 cold damage and is slowed until the end of your next turn; on miss, the target takes half damage andis not slowed.[/OOC], [OOC='[color=orange]Alchemist's Fire[/color]'][B][color=orange]Alchemist's Fire[/color][/B] Power (Consumable, Fire): Standard Action. Make an attack: Area burst 1 within 10; +4 vs. Reflex; on a hit, deal 1d6 fire damage; on miss, deal half damage.[/OOC], [OOC='[color=orange]Alchemist's Acid[/color]'][B][color=orange]Alchemist's Acid[/color][/B] Power (Consumable, Acid): Standard Action. Make an attack: Ranged 5/10; +4 vs. Reflex; on a hit, the attack deals 1d10 acid damage and ongoing 5 acid damage (save ends); on miss, half damage and no ongoing acid damage.[/OOC] [B]Notes[/B] +5 to saving throw vs charm [OOC=Chaos Burst]First Attack roll during your turn determines the benifit you gain in that round. If it's even you gain a +1 to AC untill the start of your next turn. If it's odd you may make a saving throw[/OOC], [OOC=Chaos Power]Bonus Dmg to all arcane powers equal to Dex[/OOC], [OOC=Unfetted Power]On a Natural 20 with an arcane power's attack roll you slide the target 1 Sq. and knock it prone after applying the other effects. On a Natural 1 you must push each creature within 5 Sq. of you 1 Sq.[/OOC] [OOC=Wild Soul]At the end of an extended rest roll a d10 to determine a 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 and your powers ignore resistance or that damage type up to the value of your resistance.[/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 - Arcane, Implement, Thunder Standard Action - Ranged 10 Target - 1 creature Attack - Cha vs Fort Hit - 1d8 +Cha +Dex Thunder Dmg Effect - Before or after attack you shift 1 Sq.
At-Will - Arcane, Implement, Psychic Standard Action - Ranged 10 Target - 1 creature Attack - Cha vs Will Hit - 1d10 + Cha +Dex Psychic If you roll an even number on attack roll make a secondary attack Secondary target - 1 Creature within 5 Sq. of the last target to be hit by this power Secondary attack - Cha vs Will Hit - 1d6 Psychic. If you rolled an even number for the attack roll of your secondary attack repeat the secondary attack. May only target a creature 1 per turn
Encounter - Teleportation Move action - Personal Effect - Teleport 5 squares
Encounter - Arcane, Implement, Thunder Standard Action - Ranged 10 Attack - Cha vs Fort Hit - 2d10 +Cha +Dex Thunder and you slide the target 3 Sq.
Powers
Daily - Arcane, Implement; Varies Standard Action - Ranged 10 Attack - Cha vs Ref Hit - 3d10 + Cha +Dex. Roll d6 to determine the attack's damage type and effect. 1. Yellow - Radiant, Target is dazed (save ends) 2. Red - Fire. Each adjacent enemy takes Dex fire dmg 3. Green - Poison, Ongoing 5 poison. (save ends) 4. Turquoise - Lightning damage. Slide target Dex Sq. 5. Blue - Cold. Target immobilized (save ends) 6. Violet - Psychic. Target takes -2 to AC (save ends) Miss - 1d10 Dmg and roll d6 to detemine effect and dmg type
Power (Consumable, Cold): Standard Action. Make an attack: Ranged 5/10; +4 vs. Reflex; on a hit, the target takes 1d10 cold damage and is slowed until the end of your next turn; on miss, the target takes half damage andis not slowed.
Power (Consumable, Fire): Standard Action. Make an attack: Area burst 1 within 10; +4 vs. Reflex; on a hit, deal 1d6 fire damage; on miss, deal half damage.
Power (Consumable, Acid): Standard Action. Make an attack: Ranged 5/10; +4 vs. Reflex; on a hit, the attack deals 1d10 acid damage and ongoing 5 acid damage (save ends); on miss, half damage and no ongoing acid 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
65gp 5sp
Personality Traits
Rajani is a fidgety, unfocused, easly distracted and excitable Eladrin. He will often break off or change the subject of a sentance half way through. However when he feels the presure he can pull off feats not many would expect of him. He's fast to make friends but tends to keep his innermost thoughts ot himself.
Mannerisms and Appearance
Rajani's hair and voice tends to change depending on his Wild Soul Resistance type. His eyes, however, are always a bright shining green and his smile never seems to leave his face. His schollar's robe has been tayored to allow him to run freely and has the worn cuffs and hem of common use. The dagger and sling in his belt appear out of place and are constantly being reajusting them as if he is unused to their presence.
Session and Campaign Notes
Target for powers = 1 creature unless stated otherwise.
Companions and Allies
Raven Familiar - can speak common, elven, grants +4 to perception when tring to find hidden objects, Fly 6, Low-Light vision. Named Mordecai.
Background & Other Notes
Rajani was raised in a small village in the Feywild. After the warriors decided he could not travel with them he spent much of his time with the eldars and wise people of the vilage learning the myths and superstitions of the viliage. The first day he was taken with the foragers he wandered off into the forrest. He was returned after two days without his memorys but with the arcane powers he now welds. at the age of twenty he left his vilage in search of new myths, ledgends and superstitions. He has never realy looked for the source of his powers, or his lost memorys.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games