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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
Black Iron armor: resist 5 fire, resist 5 necrotic Boots of Free Movement: +2 to saving throws vs slowed, immobilized, or restrained Defensive Longsword: +2 to all defenses when taking Total Defense or Second Wind
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=136234][size=4][B]Taan Silshrife[/B][/size][/url], Human Fighter [B]Init[/B] +5 [B]HP[/B] 65/65 [B]Bloodied[/B] 32 [B]Healing Surge[/B] 16 (3 used /11) [B]AC[/B] 23 [B]Fort[/B] 20 [B]Reflex[/B] 19 [B]Will[/B] 19 [B]Speed[/B] 5 [B]Str[/B] 17 (+3) [B]Con[/B] 15 (+2) [B]Dex[/B] 14 (+2) [B]Int[/B] 10 (0) [B]Wis[/B] 14 (+2) [B]Cha[/B] 10 (0) [OOC='AW: Resolute Shield'][B]AW: Resolute Shield[/B] Martial, Weapon Standard Action, Melee weapon Attack: STR vs. AC Hit: 1[W]+STR modifier damage, and you gain resist equal to your Con modifier against the target's attacks until your EoNT.[/OOC], [OOC='AW: Knockdown Assault'][B]AW: Knockdown Assault[/B] Martial, Weapon Standard action, Melee weapon Target: one creature Attack: STR vs. Fort Hit: STR modifier damage, and knock the target prone. Special: When charging, you can use this power in place of a melee basic attack.[/OOC], [OOC='AW: Tide of Iron'][B]AW: Tide of Iron[/B] Martial, Weapon Standard action, Melee weapon MUST be using a shield Target: one creature Attack: STR vs. AC Hit: 1[W] + STR modifier damage, and push target 2 squares (Battering Shield). You can shift into its original square.[/OOC], [OOC='[STRIKE]E: Covering Attack[/STRIKE]'][B]E: Covering Attack[/B] Martial, Weapon Standard action, Melee weapon Target: one creature Attack: STR vs. AC Hit: 2[W] + STR modifier damage, and an ally adjacent to the target can shift 2 squares.[/OOC], [OOC='E: Shielded Sides'][B]E: Shielded Sides[/B] Martial, Personal Minor Action Requirement: You must be using a shield. Effect: Until the end of your next turn, you gain a +2 power bonus to AC and Reflex and do not grant combat advantage to creatures flanking you.[/OOC], [OOC='[STRIKE]E: Shield Edge Block[/STRIKE]'][B]E: Shield Edge Block[/B] Martial, Melee 1 Immediate Interrupt Requirement: You must be using a shield. Trigger: An enemy adjacent to you hits or misses you with a close or melee attack. Effect: The target takes a -4 penalty to the attack roll. Attack: STR+2 vs. Fort Hit: 2d6+3 damage[/OOC], [OOC='E: Second Wind'][B]E: Second Wind[/B] Standard action Regain healing surge +2 hp, gain +4 to all defenses until END of next turn. If bloodied, can expend an extra healing surge. (Bonuses from Shielded Resurgence and +2 Defensive Longsword, Cloak of the Walking Wounded)[/OOC], [OOC='[STRIKE]E: Dauntless Endurance[/STRIKE]'][B]E: Dauntless Endurance[/B] Martial No Action Trigger: You make a saving throw and don't like the result. Effect: Reroll the saving throw and use this new result.[/OOC], [OOC='[STRIKE]E: Boots of Free Movement[/STRIKE]'][B]E: Boots of Free Movement[/B] Item Minor Action Make a saving throw against a slow, immobilize or restrain effect that a save can end.[/OOC], [OOC='D: Comeback Strike'][B]D: Comeback Strike[/B] Healing, Martial, Reliable, Weapon Standard action, Melee weapon Target: one creature Attack: STR vs. AC Hit: 2[W] + STR modifier damage, and you can spend a healing surge.[/OOC], [OOC='D: Crack the Shell'][B]D: Crack the Shell[/B] Martial, Reliable, Weapon Standard action, Melee weapon Target: one creature Attack: STR vs. AC Hit: 2[W] + STR modifier damage, and the target takes 5 ongoing damage and a -2 penalty to AC (save ends both).[/OOC] [B]Notes[/B] Black Iron armor: resist 5 fire, resist 5 necrotic Boots of Free Movement: +2 to saving throws vs slowed, immobilized, or restrained Defensive Longsword: +2 to all defenses when taking Total Defense or Second Wind
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
Martial, Weapon Standard Action, Melee weapon Attack: STR vs. AC Hit: 1[W]+STR modifier damage, and you gain resist equal to your Con modifier against the target's attacks until your EoNT.
Martial, Weapon Standard action, Melee weapon Target: one creature Attack: STR vs. Fort Hit: STR modifier damage, and knock the target prone. Special: When charging, you can use this power in place of a melee basic attack.
Martial, Weapon Standard action, Melee weapon MUST be using a shield Target: one creature Attack: STR vs. AC Hit: 1[W] + STR modifier damage, and push target 2 squares (Battering Shield). You can shift into its original square.
Martial, Weapon Standard action, Melee weapon Target: one creature Attack: STR vs. AC Hit: 2[W] + STR modifier damage, and an ally adjacent to the target can shift 2 squares.
Martial, Personal Minor Action Requirement: You must be using a shield. Effect: Until the end of your next turn, you gain a +2 power bonus to AC and Reflex and do not grant combat advantage to creatures flanking you.
Martial, Melee 1 Immediate Interrupt Requirement: You must be using a shield. Trigger: An enemy adjacent to you hits or misses you with a close or melee attack. Effect: The target takes a -4 penalty to the attack roll. Attack: STR+2 vs. Fort Hit: 2d6+3 damage
Standard action Regain healing surge +2 hp, gain +4 to all defenses until END of next turn. If bloodied, can expend an extra healing surge. (Bonuses from Shielded Resurgence and +2 Defensive Longsword, Cloak of the Walking Wounded)
Martial No Action Trigger: You make a saving throw and don't like the result. Effect: Reroll the saving throw and use this new result.
Item Minor Action Make a saving throw against a slow, immobilize or restrain effect that a save can end.
Powers
Healing, Martial, Reliable, Weapon Standard action, Melee weapon Target: one creature Attack: STR vs. AC Hit: 2[W] + STR modifier damage, and you can spend a healing surge.
Martial, Reliable, Weapon Standard action, Melee weapon Target: one creature Attack: STR vs. AC Hit: 2[W] + STR modifier damage, and the target takes 5 ongoing damage and a -2 penalty to AC (save ends both).
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
53gp
Personality Traits
Social: Relaxed, Fatalistic, Skeptical Decision making: Impatient, Rule-bender, Stern Stress: Steady, Vengeful, Restless Modeled after Jack Burton from "Big Trouble in Little China"
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Taan was part of a small group of the Brindol town guard that were fighting back the goblin attack along the eastern wall. Everyone in his group except for he and his captain, Kartenix, were killed. They were knocked unconscious and awoke some time later to find themselves and 6 others (including Kartenix' son, Thurann), captured and being marched or carried by cart to the castle ruins. Shielded Resurgence: With a shield, Second Wind restores an extra 2 hp and defense bonus lasts until the END of your next turn. Battering Shield: With a shield and push or slide a target with a melee attack, move target an additional 1 square. Everburning Torch: This torch never stops burning. It casts bright light to a radius of 5 squares but sheds no heat, so you can stow it in a bag or a pouch. You can't set fire to anything with it. +2 Defensive Longsword: Enhancement Bonus: attack rolls and damage rolls. Critical: +1d6 damage per plus. Property: When you take the total defense or second wind action, you add the enhancement bonus of this weapon as an item bonus to all your defenses until the start of your next turn.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games