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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=138059][size=4][B]Raad Amantahd[/B][/size][/url], Dragonborn Warlord [B]Init[/B] +6 [B]HP[/B] 65/65 [B]Bloodied[/B] 32 [B]Healing Surge[/B] 17 (0 used /8) [B]AC[/B] 24 [B]Fort[/B] 21 [B]Reflex[/B] 16 [B]Will[/B] 21 [B]Speed[/B] 5 [B]Str[/B] 20 (+9) [B]Con[/B] 13 (+5) [B]Dex[/B] 11 (+4) [B]Int[/B] 10 (+4) [B]Wis[/B] 8 (+3) [B]Cha[/B] 20 (+9) [OOC='[STRIKE]Brash Assault - At will[/STRIKE]'][B]Brash Assault - At will[/B] At-Will Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC +15 Hit: 1[W] + Strength modifier damage. 1d12+7 Effect: The target can make a melee basic attack against you as a free action and has combat advantage for the attack. If the target makes this attack, an ally of your choice within 5 squares of the target can make a basic attack against the target as a free action and has combat advantage for the attack. Harlequin Style: Gain a bonus to defenses against the target of this attack equal to your Charisma modifier (+5). [/OOC], [OOC='[STRIKE]Inspiring Word - Encounter[/STRIKE]'][B]Inspiring Word - Encounter[/B] Encounter (Special) Healing, Martial Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) 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. Target: You or one ally in burst Effect: The target can spend a healing surge and regain an additional 2d6+7 hit points. (Improved Inspiring Word, Healer's Brooch +2)[/OOC], [OOC='[STRIKE]Shake It Off - Encounter[/STRIKE]'][B]Shake It Off - Encounter[/B] Encounter Martial Minor Action Ranged 10 Target: You or one ally Effect: The target makes a saving throw with a power bonus equal to your Charisma modifier (+5).[/OOC], [OOC='[STRIKE]Rousing Words - Encounter[/STRIKE]'][B]Rousing Words - Encounter[/B] Encounter Healing, Martial Minor Action Close burst 5 Target: You or one ally in burst Effect: The target can spend two healing surges. (+2 HP restored from Healer's Brooch +2).[/OOC], [OOC='[STRIKE]Provoke Overextension - Encounter[/STRIKE]'][B]Provoke Overextension - Encounter[/B] Encounter Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC +15 Hit: 2[W] + Strength modifier damage (2d12+7), and the target must make a basic attack against you as a free action. If the basic attack misses, an ally of yours can make a basic attack against the target as a free action. Bravura Presence: You gain a bonus to your AC against the target’s basic attack equal to your Charisma modifier (+5) and your ally gains the same bonus to his or her basic attack’s damage roll.[/OOC], [OOC='[STRIKE]Stand the Fallen - Daily[/STRIKE]'][B]Stand the Fallen - Daily[/B] Daily Healing, Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC +15 Hit: 3[W] + Strength modifier damage (3d12+7) Effect: Each ally within 10 squares can spend a healing surge and regains additional hit points equal to your Charisma modifier (5). [+2 HP from Healer's Brooch as well][/OOC], [OOC='[STRIKE]Wolf Pack Tactics - At will[/STRIKE]'][B]Wolf Pack Tactics - At will[/B] At-Will Martial, Weapon Standard Action Melee weapon Target: One creature Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action. Attack: Strength vs. AC +15 Hit: 1[W] + Strength modifier damage. 1d12+7 [/OOC], [OOC='[STRIKE]Dragon Breath - Encounter[/STRIKE]'][B]Dragon Breath - Encounter[/B] Encounter Poison Minor Action Close blast 3 Targets: All creatures in area. Attack: Strength +2 vs. Reflex (+11) Hit: 1d6 + Constitution modifier damage. Increase to +4 bonus and 2d6 + Constitution modifier damage at 11th level, and to +6 bonus and 3d6 + Constitution modifier damage at 21st level.[/OOC], [OOC='[STRIKE]Flattening Charge - Encounter[/STRIKE]'][B]Flattening Charge - Encounter[/B] Encounter Martial, Weapon Standard Action Melee weapon Requirement: You must charge and use this power in place of a melee basic attack. Target: One creature Attack: Strength vs. Fortitude +16 Hit: 1[W] + Strength modifier damage, (1d12+7) and you knock the target prone. Bravura Presence: If the attack hits, this power is not expended. Miss: The target gains combat advantage against you until the start of your next turn.[/OOC], [OOC='[STRIKE]Diabolic Stratagem - Encounter[/STRIKE]'][B]Diabolic Stratagem - Encounter[/B] Encounter Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Reflex +15 Hit: 1[W] + Strength modifier damage (1d12+7), and the target is marked until the end of your next turn. Effect: You grant the target of this attack combat advantage until the start of your next turn. The first attack the target makes against you before the start of your next turn provokes opportunity attacks from you and your allies.[/OOC], [OOC='[STRIKE]Bastion of Defense - Daily[/STRIKE]'][B]Bastion of Defense - Daily[/B] Daily Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC +15 Hit: 3[W] + Strength modifier damage (3d12+7). Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter. Effect: Allies within 5 squares of you gain temporary hit points equal to 5 + your Charisma modifier (5).[/OOC], [OOC='[STRIKE]Iron Dragon Charge[/STRIKE]'][B]Iron Dragon Charge[/B] Daily Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC +16 Special: You must charge as part of this attack. Hit: 3[W] + Strength modifier damage. 3d12+7 Effect: Until the end of the encounter, as an immediate reaction, an ally of your choice within 5 squares of you can charge a target that you charge.[/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. AC +15 Hit: 1[W] + Strength modifier damage. 1d12+7 Effect: The target can make a melee basic attack against you as a free action and has combat advantage for the attack. If the target makes this attack, an ally of your choice within 5 squares of the target can make a basic attack against the target as a free action and has combat advantage for the attack. Harlequin Style: Gain a bonus to defenses against the target of this attack equal to your Charisma modifier (+5).
Encounter (Special) Healing, Martial Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) 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. Target: You or one ally in burst Effect: The target can spend a healing surge and regain an additional 2d6+7 hit points. (Improved Inspiring Word, Healer's Brooch +2)
Encounter Martial Minor Action Ranged 10 Target: You or one ally Effect: The target makes a saving throw with a power bonus equal to your Charisma modifier (+5).
Encounter Healing, Martial Minor Action Close burst 5 Target: You or one ally in burst Effect: The target can spend two healing surges. (+2 HP restored from Healer's Brooch +2).
Encounter Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC +15 Hit: 2[W] + Strength modifier damage (2d12+7), and the target must make a basic attack against you as a free action. If the basic attack misses, an ally of yours can make a basic attack against the target as a free action. Bravura Presence: You gain a bonus to your AC against the target’s basic attack equal to your Charisma modifier (+5) and your ally gains the same bonus to his or her basic attack’s damage roll.
Daily Healing, Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC +15 Hit: 3[W] + Strength modifier damage (3d12+7) Effect: Each ally within 10 squares can spend a healing surge and regains additional hit points equal to your Charisma modifier (5). [+2 HP from Healer's Brooch as well]
Powers
At-Will Martial, Weapon Standard Action Melee weapon Target: One creature Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action. Attack: Strength vs. AC +15 Hit: 1[W] + Strength modifier damage. 1d12+7
Encounter Poison Minor Action Close blast 3 Targets: All creatures in area. Attack: Strength +2 vs. Reflex (+11) Hit: 1d6 + Constitution modifier damage. Increase to +4 bonus and 2d6 + Constitution modifier damage at 11th level, and to +6 bonus and 3d6 + Constitution modifier damage at 21st level.
Encounter Martial, Weapon Standard Action Melee weapon Requirement: You must charge and use this power in place of a melee basic attack. Target: One creature Attack: Strength vs. Fortitude +16 Hit: 1[W] + Strength modifier damage, (1d12+7) and you knock the target prone. Bravura Presence: If the attack hits, this power is not expended. Miss: The target gains combat advantage against you until the start of your next turn.
Encounter Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Reflex +15 Hit: 1[W] + Strength modifier damage (1d12+7), and the target is marked until the end of your next turn. Effect: You grant the target of this attack combat advantage until the start of your next turn. The first attack the target makes against you before the start of your next turn provokes opportunity attacks from you and your allies.
Daily Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC +15 Hit: 3[W] + Strength modifier damage (3d12+7). Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter. Effect: Allies within 5 squares of you gain temporary hit points equal to 5 + your Charisma modifier (5).
Daily Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC +16 Special: You must charge as part of this attack. Hit: 3[W] + Strength modifier damage. 3d12+7 Effect: Until the end of the encounter, as an immediate reaction, an ally of your choice within 5 squares of you can charge a target that you charge.
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
Raad is passionate, but life has taught him pragmatism. In combat, he uses his bombastic nature to goad his opponents into foolish mistakes. Out of combat, his raucous mien hides a deep well of shame.
Mannerisms and Appearance
Raad stands at an imposing six feet, but when next to another Dragonborn one is likely to notice that Raad is thin, gaunt even, for his kind. His scales are tan and he wears a black eyepatch over his right eye.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Background: Dishonored. Streetwise Class Skill. Raad is a distinctive-looking. Besides his draconic lineage, the eyepatch he wears tends to make him stand out from the crowd. If he catches you staring, he'll likely narrow his eyes and ask if you're looking for a fight. In a moment, his entire demeanor will change, a smile breaking over his face even as his thunderous laugh breaks the air. He'll offer to tell you the story, provided you buy him a flagon. This eye, he'll say, was taken from me by a Vecnite cultist. A champion of Erathis saved my life, Raad will affirm as he drains the flagon and slams it down on the bar. And that's why I've sworn this sword to her service, in defense, (he'll pause dramatically) of civilization. It's a story he's told many times before, and one he'll tell many more times. And every time the words come out of his mouth, he is lying through his teeth. The truth is that Raad loved someone very much, many years ago, before his passion was tempered by experience. His beloved was taken from him in a terrible accident. Raad would not let that stand. He scraped together every coin that he possessed, traded away everything he owned of value, and set out to find the shrine of the Raven Queen. There, he begged the death god's acolytes to restore life to his love, offered them everything he had, but they shook their heads resolutely. The Dark Queen claims everyone when their time comes, and it is not her will that your love should return from her shadow kingdom, they told him. Raad refused to accept this. If the Raven Queen would not help him, then he would turn to someone who could. In his desperation, he fell in with a cult of Vecna, hoping that the Lord of Secrets, who had passed beyond death in lichdom, might grant him his heart's desire. He finally gained acceptance to their inner circle when he orchestrated the kidnapping of a paladin of Erathis who had long been a thorn in the cult's side. When the cultists demanded it, he cut his own eye out willingly as a sacrifice to the Maimed God, the blade trembling in his hand as he plunged it into his eye. But the cult was not satisfied. You must not be willing merely to give of yourself, but to take from others, hissed their leader. They brought him before the captive paladin. Take his eye, take his hand, take his life, the cultists demanded. Then you will learn how to reclaim what you have lost. Looking down at the bruised and beaten paladin and lifting the jagged dagger in his hand, Raad realized how far he'd gone, how close to the edge his passion had taken him. He turned the sacrificial blade on the cultists and freed the paladin. In the ensuing battle, the holy warrior was slain. Raad took up the man's blade, vowing to lead a life in service to Erathis, to fulfill the unlived potential of the nameless paladin.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games