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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
[ooc=Bold]Bold - +5 to saving throws against fear.[/ooc] - [ooc=Nimble Reaction]+2 AC against opportunity attacks.[/ooc] - [ooc=Healer's Lore]Add Wis modifier to hp healed on cleric healing powers.[/ooc] - [ooc=Distant Advantage]Gain combat advantage with ranged and area attacks against flanked enemies[/ooc]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=138730][size=4][B]Solo Luckbringer[/B][/size][/url], Halfling Cleric [B]Init[/B] +3 [B]HP[/B] 28/28 [B]Bloodied[/B] 14 [B]Healing Surge[/B] 7 (1 used /7) [B]AC[/B] 16 [B]Fort[/B] 11 [B]Reflex[/B] 13 [B]Will[/B] 17 [B]Speed[/B] 6 [B]Str[/B] 8 (+0) [B]Con[/B] 11 (+1) [B]Dex[/B] 14 (+3) [B]Int[/B] 10 (+1) [B]Wis[/B] 18 (+5) [B]Cha[/B] 15 (+3) [OOC='[color=green]Lance of Faith[/color]'][B][color=green]Lance of Faith[/color][/B] At-Will Divine, Implement, Radiant Standard Action Ranged 5 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target. Increase damage to 2d8 + Wisdom modifier at 21st level.[/OOC], [OOC='[color=green]Sacred Flame[/color]'][B][color=green]Sacred Flame[/color][/B] At-Will Divine, Implement, Radiant Standard Action Ranged 5 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw. Increase damage to 2d6 + Wisdom modifier at 21st level.[/OOC], [OOC='[color=red]Divine Glow[/color]'][B][color=red]Divine Glow[/color][/B] Encounter Divine, Implement, Radiant Standard Action Close blast 3 Target: Each enemy in blast Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier radiant damage. Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn[/OOC], [OOC='[color=red]Sun Strike[/color]'][B][color=red]Sun Strike[/color][/B] At-Will Divine, Implement, Radiant Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier radiant damage, and you slide the target 1 square. Level 21: 2d8 + Wisdom modifier radiant damage. Special: You can use this power as a ranged basic attack.[/OOC], [OOC='[color=red]Channel Divinity - Turn Undead[/color]'][B][color=red]Channel Divinity - Turn Undead[/color][/B] Encounter Divine, Implement, Radiant Standard Action Close burst 2 (5 at 11th level, 8 at 21st level) Channel Divinity: You can use only one channel divinity power per encounter Target: Each undead creature in burst Attack: Wisdom vs. Will Hit: 1d10 + Wisdom modifier radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier. The target is immobilized until the end of your next turn. Increase damage to 2d10 + Wisdom modifier at 5th level, 3d10 + Wisdom modifier at 11th level, 4d10 + Wisdom modifier at 15th level, 5d10 + Wisdom modifier at 21st level, and 6d10 + Wisdom modifier at 25th level. Miss: Half damage, and the target is not pushed or immobilized.[/OOC], [OOC='[color=red]Channel Divinity - Divine Fortune[/color]'][B][color=red]Channel Divinity - Divine Fortune[/color][/B] Encounter Divine Free Action Personal Channel Divinity: You can use only one channel divinity power per encounter Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.[/OOC], [OOC='[STRIKE][color=red]Healing Word[/color][/STRIKE]'][B][color=red]Healing Word[/color][/B] Encounter (Special) Divine, Healing 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 this power three times per encounter. Target: You or one ally Effect: The target can spend a healing surge and regain an additional 1d6 hit points. Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.[/OOC], [OOC='[STRIKE][color=red]Healing Word[/color][/STRIKE]'][B][color=red]Healing Word[/color][/B] Encounter (Special) Divine, Healing 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 this power three times per encounter. Target: You or one ally Effect: The target can spend a healing surge and regain an additional 1d6 hit points. Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.[/OOC], [OOC='[color=red]Second Chance[/color]'][B][color=red]Second Chance[/color][/B] Encounter Immediate Interrupt Personal Effect: When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.[/OOC], [OOC='[color=red]Utility - Divine Aid[/color]'][B][color=red]Utility - Divine Aid[/color][/B] Encounter Divine Standard Action Ranged 5 Target: You or one ally Effect: The target makes a saving throw with a bonus equal to your Charisma modifier.[/OOC], [OOC='[color=black]Guardian of Faith[/color]'][B][color=black]Guardian of Faith[/color][/B] Daily Conjuration, Divine, Implement, Radiant Standard Action Ranged 5 Effect: You conjure a guardian that occupies 1 square within range. Every round, you can move the guardian 3 squares as a move action. Creatures can move through the space occupied by the guardian. The guardian lasts until the end of the encounter. Any enemy that ends its turn next to the conjured guardian is subject to a Wisdom vs. Fortitude attack. On a hit, the attack deals 1d8 + Wisdom modifier radiant damage.[/OOC], '[color=blue]Magic Leather Armor +1[/color]', [OOC='[color=blue]Symbol of Good Fortune+1[/color]'][B][color=blue]Symbol of Good Fortune+1[/color][/B] Level: 2 Price: 520 gp Implement (Holy Symbol) Enhancement: +1 attack rolls and damage rolls Critical: +1d6 damage Power (Daily): Free Action. Use this power when you hit with an attack using this holy symbol. Gain a +2 power bonus to the next attack roll you make before the end of your next turn.[/OOC] [B]Notes[/B] [ooc=Bold]Bold - +5 to saving throws against fear.[/ooc] - [ooc=Nimble Reaction]+2 AC against opportunity attacks.[/ooc] - [ooc=Healer's Lore]Add Wis modifier to hp healed on cleric healing powers.[/ooc] - [ooc=Distant Advantage]Gain combat advantage with ranged and area attacks against flanked enemies[/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 Divine, Implement, Radiant Standard Action Ranged 5 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target. Increase damage to 2d8 + Wisdom modifier at 21st level.
At-Will Divine, Implement, Radiant Standard Action Ranged 5 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw. Increase damage to 2d6 + Wisdom modifier at 21st level.
Encounter Divine, Implement, Radiant Standard Action Close blast 3 Target: Each enemy in blast Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier radiant damage. Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn
At-Will Divine, Implement, Radiant Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier radiant damage, and you slide the target 1 square. Level 21: 2d8 + Wisdom modifier radiant damage. Special: You can use this power as a ranged basic attack.
Encounter Divine, Implement, Radiant Standard Action Close burst 2 (5 at 11th level, 8 at 21st level) Channel Divinity: You can use only one channel divinity power per encounter Target: Each undead creature in burst Attack: Wisdom vs. Will Hit: 1d10 + Wisdom modifier radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier. The target is immobilized until the end of your next turn. Increase damage to 2d10 + Wisdom modifier at 5th level, 3d10 + Wisdom modifier at 11th level, 4d10 + Wisdom modifier at 15th level, 5d10 + Wisdom modifier at 21st level, and 6d10 + Wisdom modifier at 25th level. Miss: Half damage, and the target is not pushed or immobilized.
Encounter Divine Free Action Personal Channel Divinity: You can use only one channel divinity power per encounter Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
Encounter (Special) Divine, Healing 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 this power three times per encounter. Target: You or one ally Effect: The target can spend a healing surge and regain an additional 1d6 hit points. Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.
Encounter (Special) Divine, Healing 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 this power three times per encounter. Target: You or one ally Effect: The target can spend a healing surge and regain an additional 1d6 hit points. Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.
Encounter Immediate Interrupt Personal Effect: When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
Encounter Divine Standard Action Ranged 5 Target: You or one ally Effect: The target makes a saving throw with a bonus equal to your Charisma modifier.
Daily Conjuration, Divine, Implement, Radiant Standard Action Ranged 5 Effect: You conjure a guardian that occupies 1 square within range. Every round, you can move the guardian 3 squares as a move action. Creatures can move through the space occupied by the guardian. The guardian lasts until the end of the encounter. Any enemy that ends its turn next to the conjured guardian is subject to a Wisdom vs. Fortitude attack. On a hit, the attack deals 1d8 + Wisdom modifier radiant damage.
Powers
Level: 2 Price: 520 gp Implement (Holy Symbol) Enhancement: +1 attack rolls and damage rolls Critical: +1d6 damage Power (Daily): Free Action. Use this power when you hit with an attack using this holy symbol. Gain a +2 power bonus to the next attack roll you make before the end of your next turn.
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
Lean and spry with an ever present grin and a twinkle in his blue eyes, Solo is not your run of the mill cleric. Judging by appearance alone he is a rather unremarkable halfling. He keeps his sandy hair short, though cut with his dagger, it tends to be a bit unkempt. His leathers are pedestrian in cut, though they get the job done. What is remarkable about Solo is his presence, an air that can instantly put one at ease. It may be his pleasant smile which he shares often, it may be the sage advice that he doles out when asked, or it may just be his boundless optimism that Avandra will provide no matter what, it may be all of these things which makes Solo unique, but they all combine to make him a steadfast companion that has never met a stranger and has a burning desire to help others in a harsh world.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Solo was seen a blessing from Avandra from day one. Born to a mother thought barren, his parents dedicated the young boy to the Goddesses service. When Solo came of age, his parents sent the boy to the temple to be trained as a servant of the Mistress of Luck. Though a dutiful student, Solo felt Avandra tugging him out into the world. Following the call of his Goddess, Solo left the temple with a traveling hedge priest and joined him in spreading the Word of Luck to the outliers. The work suited him well as he was personable and passionate about his Goddess, though in his travels he saw much hardship, and discovered firsthand the terrible results of war. Several years have passed and once again Solo feels his Goddess tugging at his heart, pulling him to aid those who could not help themselves, to try to be a force of good in this world that experiences far too much evil. He will again heed the call of his Mistress and as always depend on Her good fortune to provide.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games