Sheets
Games
Wiki
About Us
Log In
/
Join
Remember Me?
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
Resist Cold 5 +2 AC when first Bloodied until end of encounter +1 to attack rolls against an enemy hit by an At-Will power in the previous turn +3 to attack rolls if an attack is gained by an action +1 to attack and defenses until end of next turn after using an action point
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=133573][size=4][B]Quinnten[/B][/size][/url], Human Sorcerer [B]Init[/B] +1 [B]HP[/B] 32/32 [B]Bloodied[/B] 16 [B]Healing Surge[/B] 8 (0 used /6) [B]AC[/B] 17 [B]Fort[/B] 16 [B]Reflex[/B] 13 [B]Will[/B] 19 [B]Speed[/B] 6 [B]Str[/B] 16 (+3) [B]Con[/B] 10 (0) [B]Dex[/B] 11 (0) [B]Int[/B] 10 (0) [B]Wis[/B] 8 (-1) [B]Cha[/B] 19 (+4) [OOC='[STRIKE]Dragonfrost [A][/STRIKE]'][B]Dragonfrost [A][/B] At-Will Arcane, Cold, Implement Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Fortitude Hit: 1d8 + Charisma modifier cold damage, and you push the target 1 square. Level 21: 2d8 + Charisma modifier cold damage. Special: This power can be used as a ranged basic attack Stats: +6 to attack (+4 Cha, +1 half level, +1 enhancement 1d8 + 9 Cold damage (+4 Cha, +3 Str, +1 enhancement, +1 item bonus)[/OOC], [OOC='[STRIKE]Storm Walk[A][/STRIKE]'][B]Storm Walk[A][/B] At-Will Arcane, Implement, Thunder Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Fortitude Hit: 1d8 + Charisma modifier thunder damage. Level 21: 2d8 + Charisma modifier thunder damage. Effect: Before or after the attack, you shift 1 square. Stats: +6 to attack 1d8 + 9 Thunder Damage[/OOC], [OOC='Dragonfang Bolt [D]'][B]Dragonfang Bolt [D][/B] Daily Arcane, Implement, Poison Standard Action Ranged 10 Target: One or two creatures Attack: Charisma vs. Fortitude Hit: 2d8 + Charisma modifier damage, and ongoing 5 poison damage (save ends). Miss: 2d8 + Charisma modifier damage. Stats: +6 to attack 2d8 + 9 damage 5 ongoing poison damage[/OOC], [OOC='[STRIKE]Ice Dragon's Teeth [E][/STRIKE]'][B]Ice Dragon's Teeth [E][/B] Encounter Arcane, Cold, Implement Standard Action Area burst 1 within 10 squares Target: Each creature in burst Attack: Charisma vs. Reflex Hit: 2d8 + Charisma modifier cold damage, and the target is slowed until the end of your next turn.[/OOC], [OOC='Amulet of Resolution [D]'][B]Amulet of Resolution [D][/B] Power (Daily): No Action. Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it’s lower.[/OOC], [OOC='[STRIKE]Burning Spray [A][/STRIKE]'][B]Burning Spray [A][/B] At-Will Arcane, Fire, Implement Standard Action Close blast 3 Target: Each creature in blast Attack: Charisma vs. Reflex Hit: 1d8 + Charisma modifier fire damage. Level 21: 2d8 + Charisma modifier fire damage. Dragon Magic: The next enemy that hits you with a melee attack before the end of your next turn takes fire damage equal to your Strength modifier. Stats: +6 to attack 1d8 + 9 Fire damage +3 damage to melee attackers that hit[/OOC], [OOC='[STRIKE]Explosive Pyre [E][/STRIKE]'][B]Explosive Pyre [E][/B] Encounter Arcane, Fire, Implement Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 2d8 + Charisma modifier fire damage. Until the start of your next turn, any enemy that enters a square adjacent to the target or starts its turn there takes 1d6 fire damage. Stats: +6 to attack 2d8 + 9 Fire Damage [1d6 Fire damage to adjacent enemies that enter or start their turn][/OOC], [OOC='Dragonflame Mantle [E]'][B]Dragonflame Mantle [E][/B] Encounter Arcane, Fire Immediate Interrupt Personal Trigger: You are hit by an attack Effect: Until the end of your next turn, you gain a +1 power bonus to all defenses, and any creature that hits you with a melee attack takes 1d6 fire damage.[/OOC] [B]Notes[/B] Resist Cold 5 +2 AC when first Bloodied until end of encounter +1 to attack rolls against an enemy hit by an At-Will power in the previous turn +3 to attack rolls if an attack is gained by an action +1 to attack and defenses until end of next turn after using an action point
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, Cold, Implement Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Fortitude Hit: 1d8 + Charisma modifier cold damage, and you push the target 1 square. Level 21: 2d8 + Charisma modifier cold damage. Special: This power can be used as a ranged basic attack Stats: +6 to attack (+4 Cha, +1 half level, +1 enhancement 1d8 + 9 Cold damage (+4 Cha, +3 Str, +1 enhancement, +1 item bonus)
At-Will Arcane, Implement, Thunder Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Fortitude Hit: 1d8 + Charisma modifier thunder damage. Level 21: 2d8 + Charisma modifier thunder damage. Effect: Before or after the attack, you shift 1 square. Stats: +6 to attack 1d8 + 9 Thunder Damage
Daily Arcane, Implement, Poison Standard Action Ranged 10 Target: One or two creatures Attack: Charisma vs. Fortitude Hit: 2d8 + Charisma modifier damage, and ongoing 5 poison damage (save ends). Miss: 2d8 + Charisma modifier damage. Stats: +6 to attack 2d8 + 9 damage 5 ongoing poison damage
Encounter Arcane, Cold, Implement Standard Action Area burst 1 within 10 squares Target: Each creature in burst Attack: Charisma vs. Reflex Hit: 2d8 + Charisma modifier cold damage, and the target is slowed until the end of your next turn.
Power (Daily): No Action. Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it’s lower.
Powers
At-Will Arcane, Fire, Implement Standard Action Close blast 3 Target: Each creature in blast Attack: Charisma vs. Reflex Hit: 1d8 + Charisma modifier fire damage. Level 21: 2d8 + Charisma modifier fire damage. Dragon Magic: The next enemy that hits you with a melee attack before the end of your next turn takes fire damage equal to your Strength modifier. Stats: +6 to attack 1d8 + 9 Fire damage +3 damage to melee attackers that hit
Encounter Arcane, Fire, Implement Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 2d8 + Charisma modifier fire damage. Until the start of your next turn, any enemy that enters a square adjacent to the target or starts its turn there takes 1d6 fire damage. Stats: +6 to attack 2d8 + 9 Fire Damage [1d6 Fire damage to adjacent enemies that enter or start their turn]
Encounter Arcane, Fire Immediate Interrupt Personal Trigger: You are hit by an attack Effect: Until the end of your next turn, you gain a +1 power bonus to all defenses, and any creature that hits you with a melee attack takes 1d6 fire 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
62.7g
Personality Traits
Quinn never had any ambitions beyond inheriting his family's farm and living a very normal life. However since he discovered his powers, he's been a little more than worried about the situation. Generally he's always a little worried, but sometimes can become manic about the situation. Further compounding is that he's extremely resolute about getting rewards or getting paid. These rewards could incorporate a monetary value or even just a hint or rumour about something that might help him out of his problem. However, he still tends to do good, by not taking the overtly evil jobs out there. He was, and willing will be again, a common farmer so he can sympathize with the situation on the common man.
Mannerisms and Appearance
Quinn is of average height and build. He has brown hair, and brown eyes. His clothing wouldn't be amiss in most farming communities especially since he did, in fact come from a family of farmers. He always carries his walking stick that doubles as his implement staff for wielding his various cursed draconic powers. Because of his constant worrying about his very soul, Quinn allways has the look of being a bit dishelved, but not too much since that would ruin his average, normal look that he strives for.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Quinnten was born to an average family of farmers. He had a normal childhood, where he was only focused on being a farmer that would one day take over his family farm. He didn't dream about having grand adventures, looting massive coffers, or travelling to strange far off places. He was content in his place in life, and that's where he wanted to stay. However, that all changed one day when Quinn was cleaning out the stables at the end of the night. He was about to blow out the candle that he had lit, when a great burst of flame erupted from his mouth instead. Panicking, Quinn managed to get all of the animals out of the stables before the fire consumed it. That was the first and very overt demonstration of something that was happening to him. Over the next week, dozens of other, smaller events occurred that cemented in Quinn's mind that he was the cause. This was especially apparant when he could actually the fire breathing. Vowing to rid himself of this power, Quinn left his farm in search of anyone or anything that could help him. But it wasn't too long that he found out that the coin that he had spent his life collecting, didn't last that long away from his home. So Quinn found himself taking odd jobs, here and there, like a blacksmith assistant or deliverying a letter. It wasn't until after an encounter with a group of brigands that Quinn thought of leveraging his powers to get more dangerous, but high paying employment. Plus, people in those circles tend to rub elbows with the strange and Quinn might be able to find some rumour to follow to eventually rid him of his curse.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games