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
[OOC="Spirit Boon - Protector Spirit"]Ally adjacent to spirit companion regains HP equal to +2 with second wind or healing form you[/OOC], [OOC="Protector Spirit Adept"]Allys gain +1 to Fort, Ref and Will while adjacent to sprit companion[/OOC], [OOC="Shared Healing Spirit"]with 'Healing Spirit' you may choose an ally within 2 Sq.of target to regain the additional HP instead of an ally adjacent to your spirit companion[/OOC], [OOC=Calimshan Reagonal Benefit]Resist 4 fire and +5 to Endurance against thirst.[/OOC]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=137213][size=4][B]Taros Kwame[/B][/size][/url], Human Shaman [B]Init[/B] +0 [B]HP[/B] 27/27 [B]Bloodied[/B] 13 [B]Healing Surge[/B] 6 (0 used /9) [B]AC[/B] 14 [B]Fort[/B] 14 [B]Reflex[/B] 13 [B]Will[/B] 15 [B]Speed[/B] 6 [B]Str[/B] 12 (+1) [B]Con[/B] 15 (+2) [B]Dex[/B] 11 (+0) [B]Int[/B] 14 (+2) [B]Wis[/B] 17 (+3) [B]Cha[/B] 8 (-1) [OOC='[color=green]Protecting Strike[/color]'][B][color=green]Protecting Strike[/color][/B] At-Will - Implement, Primal, Spirit Standard Action - Melee sprit 1 Attack - Wis vs Will Hit - 1d8 + Wis. each ally Adjacent to your spirit companion gains Con Temp HP [/OOC], [OOC='[color=green]Wrath of Winter[/color]'][B][color=green]Wrath of Winter[/color][/B] At-Will - Cold, Implement, Primal, Teleport Standard Action - Ranged 5 Attack - Wis vs Fort Hit - 1d10 + Wis Cold. May teleport your spirt companion adjacent to target[/OOC], [OOC='[color=green]Haunting Spirits[/color]'][B][color=green]Haunting Spirits[/color][/B] At-Will - Implement, Primal, Psychic Standard Action - Ranged 5 Target - One creature Attack - Wisdom vs. Will Hit - 1d6 + Wisdom modifier psychic damage. Until the end of your next turn, the target grants combat advantage to an ally of your choice. [/OOC], [OOC='[color=green]Spirit's Shield[/color]'][B][color=green]Spirit's Shield[/color][/B] At-Will - Healing, Implement, Primal, Spirit Oppertunity Attack - Melee Spirit 1 Trigger - Enemy leaves Sq. adjacent to sprit companion without shifting Target - the triggering enemy Attack - Wis vs Ref Hit - Wis Effect - 1 ally within 5 Sq. of sprit companion regains HP equal to Wis[/OOC], [OOC='[color=green]Call Spirit Companion[/color]'][B][color=green]Call Spirit Companion[/color][/B] At-Will - Conjuration, Primal Minor Action - Close burst 1 Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack. [/OOC], [OOC='[STRIKE][color=red]Healing Spirit[/color][/STRIKE]'][B][color=red]Healing Spirit[/color][/B] Encounter - Healing, Primal Minor Action - Close burst 5 Target - You or one ally in burst Effect - The target can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 1d6 HP[/OOC], [OOC='[STRIKE][color=red]Healing Sprit[/color][/STRIKE]'][B][color=red]Healing Sprit[/color][/B] Encounter - Healing, Primal Minor Action - Close burst 5 Target - You or one ally in burst Effect - The target can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 1d6 HP[/OOC], [OOC='[STRIKE][color=red]Speak with Spirits[/color][/STRIKE]'][B][color=red]Speak with Spirits[/color][/B] Encounter - Primal Minor Action - Personal Effect - During this turn you get a bonus to your next skill check equal to Wis[/OOC], [OOC='[STRIKE][color=red]Thunder Bear's Warding[/color][/STRIKE]'][B][color=red]Thunder Bear's Warding[/color][/B] Encounter - Implement, Primal, Thunder Standard Action - Ranged 5 Attack - Wis vs Fort Hit - 1d6 + Wis Thunder. Untill the end of your next turn you and your allys gain damage resistance equal to your Con while adjacent to your spirit companion Protector Spirit - You or an ally within 5 Sq. of you gains temp HP equal to your Con. [/OOC], [OOC='[color=gray]Spirit of the Healing Flood[/color]'][B][color=gray]Spirit of the Healing Flood[/color][/B] Daily - Healing, Implement, Primal Standard Action - Close burst 5 Target - Each enemy in burst Attack - Wis vs Fort Hit - 1d8 + Wis Miss - Half Dmg Effect - Untill the end of the encounter you and each ally in burst gain regeneration 2 while bloodied. As a Minor Action a character may end this effect on themself to regain 10 HP [/OOC] [B]Notes[/B] [OOC="Spirit Boon - Protector Spirit"]Ally adjacent to spirit companion regains HP equal to +2 with second wind or healing form you[/OOC], [OOC="Protector Spirit Adept"]Allys gain +1 to Fort, Ref and Will while adjacent to sprit companion[/OOC], [OOC="Shared Healing Spirit"]with 'Healing Spirit' you may choose an ally within 2 Sq.of target to regain the additional HP instead of an ally adjacent to your spirit companion[/OOC], [OOC=Calimshan Reagonal Benefit]Resist 4 fire and +5 to Endurance against thirst.[/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 - Implement, Primal, Spirit Standard Action - Melee sprit 1 Attack - Wis vs Will Hit - 1d8 + Wis. each ally Adjacent to your spirit companion gains Con Temp HP
At-Will - Cold, Implement, Primal, Teleport Standard Action - Ranged 5 Attack - Wis vs Fort Hit - 1d10 + Wis Cold. May teleport your spirt companion adjacent to target
At-Will - Implement, Primal, Psychic Standard Action - Ranged 5 Target - One creature Attack - Wisdom vs. Will Hit - 1d6 + Wisdom modifier psychic damage. Until the end of your next turn, the target grants combat advantage to an ally of your choice.
At-Will - Healing, Implement, Primal, Spirit Oppertunity Attack - Melee Spirit 1 Trigger - Enemy leaves Sq. adjacent to sprit companion without shifting Target - the triggering enemy Attack - Wis vs Ref Hit - Wis Effect - 1 ally within 5 Sq. of sprit companion regains HP equal to Wis
At-Will - Conjuration, Primal Minor Action - Close burst 1 Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.
Encounter - Healing, Primal Minor Action - Close burst 5 Target - You or one ally in burst Effect - The target can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 1d6 HP
Encounter - Healing, Primal Minor Action - Close burst 5 Target - You or one ally in burst Effect - The target can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 1d6 HP
Encounter - Primal Minor Action - Personal Effect - During this turn you get a bonus to your next skill check equal to Wis
Encounter - Implement, Primal, Thunder Standard Action - Ranged 5 Attack - Wis vs Fort Hit - 1d6 + Wis Thunder. Untill the end of your next turn you and your allys gain damage resistance equal to your Con while adjacent to your spirit companion Protector Spirit - You or an ally within 5 Sq. of you gains temp HP equal to your Con.
Powers
Daily - Healing, Implement, Primal Standard Action - Close burst 5 Target - Each enemy in burst Attack - Wis vs Fort Hit - 1d8 + Wis Miss - Half Dmg Effect - Untill the end of the encounter you and each ally in burst gain regeneration 2 while bloodied. As a Minor Action a character may end this effect on themself to regain 10 HP
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
100gp starting -1gp torches -15gp Adventurers Kit -10gp Longspear -25gp Leather Armour -15gp Yirdaki =34 gp -9 1 coil of rope, 3 sunrods, 1 climbing kit. =25 gp
Personality Traits
Taros Mostly keeps to himself. He's cautious and untrusting after spending most of his life running from diffrent things, from fellow humans to The Things That Live In The Desert That You Must Not Speak Of and even his own tribe at one point. He doesn't really say much, but when he does it's worth listening to. Because of this, and his postition as a sprit man in the tribe, even if he is just an apprentice, he used to being listend to so he's not very good at pursuading oters to see things his way. While he's always willing to listen to logic, if part of the group he's traveling with decide to do something that he know's is wrong he'll have to part in it. And if he thinks it's worth his time he'll stick around to help patch people up after they've realised what they did wrong.
Mannerisms and Appearance
Taros's is a well built Human. Taller than most with padding to cover the muscle he rarely has to use. His almost permenant glare seems to scare most people off. His skin is as black as ash, and normaly covered in white markings pronouncing him, to the right person, to belong an ancent tribe from Calimshan. On the occasion he has to wear armor he makes sure to paint these markings just as carfully on the leather. His Longspear is mearly a piece of stone tied to a stick but he wields it with expertise.The only modern things he seems to have on him is the backpack on his back and the clothing he wears uncomfortably. His wire-like beard and bushy eyebrows are mostly gray from all the chalk he uses to paint his markings. but if you look carefully you can see the orginal black they used to be, almost darker than his skin if such a thing were possable. The tube of wood he carrys with him looks like part of a hollowed out tree and he's never seen without it. The sound he can produice from it is a continuious bouncing rythmic noise that can carry for miles.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Taros lived with a small nomadic tribe, Bbdten, who resided in the Calimshan Desert. They believe they are one of the small groups of natives to the area for the sprits of the desert speak to them and them only, while there may be plenty of other spirits for other shamans to talk with the spirit men of Bbdten can see spirits others cannot. Taros could always see the sprits, but assumed everyone else could to. On his 20ith birthday they started speaking, not nessacerily to him but speaking none the less. Very quickly he realised that not everyone else could see these wisps and smoke creatures as he could. The first time he tried speaking to these spirits he tried in secret and they answered. They told him to be quiet. When he asked why a group of tribe members came around the rock he was hiding behind and dragged him back to the rest of the tribe. when he could not explain what he was doing to the spirit man he was proclaimed to have a case of the desert crazys. They chased him several miles before leaving him for dead. The spirits helped him find water and eventually another tribe. The spirit man of this new tribe, the Brabrten, was appauled at the other spirit mand had done and swore he would chalenge his ability as a spirit man if he ever met him. He then took Taros on as his apprentice and after 5 years, as is the custom, he sent Taros out into the wider world to learn about himself and the other spirits that exist. He has been away from his tribe for almost a year now and has worked his way up to Baldur's Gate after hearing what anamazing mix of every race, class and trade there is to see. He hopes to find what his tribe sent him out for.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games