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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
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=134191][size=4][B]Mekhyd Gryt'kon[/B][/size][/url], Gnoll Warlord [B]Init[/B] +5 [B]HP[/B] 35/35 [B]Bloodied[/B] 17 [B]Healing Surge[/B] 8 (0 used /8) [B]AC[/B] 20 [B]Fort[/B] 16 [B]Reflex[/B] 16 [B]Will[/B] 15 [B]Speed[/B] 5 [B]Str[/B] 16 (+4) [B]Con[/B] 13 (+2) [B]Dex[/B] 12 (+2) [B]Int[/B] 16 (+4) [B]Wis[/B] 10 (+1) [B]Cha[/B] 14 (+3) [OOC='Opening Shove (AT-WILL)'][B]Opening Shove (AT-WILL)[/B] At-Will ✦ Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Reflex Hit: You push the target 1 square. Then choose one ally you can see. That ally either shifts a number of squares equal to your Intelligence modifier or makes a melee basic attack against the target.[/OOC], [OOC='Viper's Strike (AT-WILL)'][B]Viper's Strike (AT-WILL)[/B] At-Will ✦ Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level. Effect: If the target shifts before the start of your next turn, it provokes an opportunity attack from an ally of your choice.[/OOC], [OOC='Myrmidon Formation (ENCOUNTER)'][B]Myrmidon Formation (ENCOUNTER)[/B] Encounter ✦ Martial, Weapon Standard Action Melee weapon Requirement: You must be using a shield. Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. Effect: At the start of your next turn, each ally adjacent to you gains 5 temporary hit points.[/OOC], [OOC='Bloody Ending (ENCOUNTER)'][B]Bloody Ending (ENCOUNTER)[/B] Encounter ✦ Martial, Weapon Standard Action Melee weapon Target: One bloodied creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier + Intelligence modifier damage. Resourceful Presence: Your allies gain a +2 power bonus to attack rolls against the enemy until the end of your next turn.[/OOC], [OOC='Adaptive Stratagem (UTILITY - E)'][B]Adaptive Stratagem (UTILITY - E)[/B] Encounter ✦ Martial Minor Action Close burst 10 Target: One ally in burst Effect: Until the end of your next turn, the ally gains his or her choice of a power bonus to damage rolls equal to your Intelligence modifier or a power bonus to saving throws equal to your Charisma modifier. Resourceful Presence: The ally gains both bonuses.[/OOC], [OOC='Calculated Assault (DAILY)'][B]Calculated Assault (DAILY)[/B] Daily ✦ Martial, Reliable, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and one of your allies within 5 squares of you gains a power bonus to damage rolls against the target equal to 1 + your Intelligence modifier until the end of the encounter. You can transfer the bonus to another ally within 5 squares of you as a minor action.[/OOC], [OOC='Inspiring Word (2 x ENCOUNTER)'][B]Inspiring Word (2 x ENCOUNTER)[/B] Encounter (Special) ✦ Martial, Healing Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use inspiring word three times per encounter. Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in burst Effect: The target can spend a healing surge and regain an additional 1d6 hit points. The amount of additional hit points regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.[/OOC], [OOC='FEROCIOUS CHARGE (RACIAL - E)'][B]FEROCIOUS CHARGE (RACIAL - E)[/B] Encounter Standard Action Personal Effect: You charge and deal an extra 2 damage on a successful attack. Increase the extra damage to 4 at 11th level and to 6 at 21st level.[/OOC], [OOC='Casque of Tactics power (DAILY)'][B]Casque of Tactics power (DAILY)[/B] Free Action. Use this power when initiative is rolled. Swap initiative check results with a willing ally who you can see.[/OOC], [OOC='Cloak of Resilience power (DAILY)'][B]Cloak of Resilience power (DAILY)[/B] Minor Action. Gain resist 5 to all damage until the start of your next turn.[/OOC], [OOC='Mage's Bastardsword power (E)'][B]Mage's Bastardsword power (E)[/B] Minor Action. You can expend an arcane encounter power to regain the use of a martial encounter power you know of up to the same level.[/OOC] [B]Notes[/B]
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 ✦ Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Reflex Hit: You push the target 1 square. Then choose one ally you can see. That ally either shifts a number of squares equal to your Intelligence modifier or makes a melee basic attack against the target.
At-Will ✦ Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level. Effect: If the target shifts before the start of your next turn, it provokes an opportunity attack from an ally of your choice.
Encounter ✦ Martial, Weapon Standard Action Melee weapon Requirement: You must be using a shield. Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. Effect: At the start of your next turn, each ally adjacent to you gains 5 temporary hit points.
Encounter ✦ Martial, Weapon Standard Action Melee weapon Target: One bloodied creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier + Intelligence modifier damage. Resourceful Presence: Your allies gain a +2 power bonus to attack rolls against the enemy until the end of your next turn.
Encounter ✦ Martial Minor Action Close burst 10 Target: One ally in burst Effect: Until the end of your next turn, the ally gains his or her choice of a power bonus to damage rolls equal to your Intelligence modifier or a power bonus to saving throws equal to your Charisma modifier. Resourceful Presence: The ally gains both bonuses.
Daily ✦ Martial, Reliable, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and one of your allies within 5 squares of you gains a power bonus to damage rolls against the target equal to 1 + your Intelligence modifier until the end of the encounter. You can transfer the bonus to another ally within 5 squares of you as a minor action.
Powers
Encounter (Special) ✦ Martial, Healing Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use inspiring word three times per encounter. Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in burst Effect: The target can spend a healing surge and regain an additional 1d6 hit points. The amount of additional hit points regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.
Encounter Standard Action Personal Effect: You charge and deal an extra 2 damage on a successful attack. Increase the extra damage to 4 at 11th level and to 6 at 21st level.
Free Action. Use this power when initiative is rolled. Swap initiative check results with a willing ally who you can see.
Minor Action. Gain resist 5 to all damage until the start of your next turn.
Minor Action. You can expend an arcane encounter power to regain the use of a martial encounter power you know of up to the same level.
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
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games