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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
[b]Notes:[/b] [ooc=Powerful Athlete] Roll twice and use either result when making Athletics check to jump or climb[/ooc] - [ooc=Healer's Lore]Add Wis modifier to hp healed on cleric healing powers.[/ooc] - [ooc=Goliath Greatweapon Prowess]Gain proficiency, +2 damage with simple and military two-handed melee weapons[/ooc] - [ooc=Weapon Expertise: Heavy Blade]Gain +1 bonus to attack rolls with heavy blades.[/ooc] - [ooc=Restful Healing]Maximize healing between encounters[/ooc]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=140995][size=4][B]Crag the Healer[/B][/size][/url], Goliath Cleric [B]Init[/B] +2 [B]HP[/B] 36/50 [B]Bloodied[/B] 25 [B]Healing Surge[/B] 12 (2 used /8) [B]AC[/B] 22 [B]Fort[/B] 18 [B]Reflex[/B] 16 [B]Will[/B] 20 [B]Speed[/B] 5 [B]Str[/B] 19 (+7) [B]Con[/B] 13 (+4) [B]Dex[/B] 8 (+2) [B]Int[/B] 14 (+5) [B]Wis[/B] 16 (+6) [B]Cha[/B] 10 (+3) [OOC='[color=green]Priest's Shield[/color]'][B][color=green]Priest's Shield[/color][/B] At-Will Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you and one adjacent ally gain a +1 power bonus to AC until the end of your next turn. Increase damage to 2[W] + Strength modifier at 21st level.[/OOC], [OOC='[color=green]Righteous Brand[/color]'][B][color=green]Righteous Brand[/color][/B] At-Will Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and one ally within 5 squares of you gains a power bonus to melee attack rolls against the target equal to your Strength modifier until the end of your next turn. Increase damage to 2[W] + Strength modifier at 21st level.[/OOC], [OOC='[STRIKE][color=red]Split the Sky[/color][/STRIKE]'][B][color=red]Split the Sky[/color][/B] Encounter Divine, Thunder, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier thunder damage, and you push the target 2 squares and knock it prone.[/OOC], [OOC='[color=red]Healing Strike[/color]'][B][color=red]Healing Strike[/color][/B] Encounter Divine, Healing, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.[/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='[STRIKE][color=red]Channel Divinity - Divine Fortune[/color][/STRIKE]'][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='[color=red]Healing Word[/color]'][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]Stone's Endurance[/color][/STRIKE]'][B][color=red]Stone's Endurance[/color][/B] Encounter Minor Action Personal Effect: You gain resist 5 to all damage until the end of your next turn. Level 11: Resist 10 to all damage. Level 21: Resist 15 to all damage.[/OOC], [OOC='[STRIKE][color=black]Avenging Flame[/color][/STRIKE]'][B][color=black]Avenging Flame[/color][/B] Daily Divine, Fire, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing fire damage. Special: If the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.[/OOC], [OOC='[color=black]Rune of Peace[/color]'][B][color=black]Rune of Peace[/color][/B] Daily Charm, Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Will Hit: 1[W] + Strength modifier damage, and the target cannot attack (save ends). Miss: The target cannot attack you until the end of your next turn[/OOC], [OOC='[color=black]Utility - Cure Serious Wounds[/color]'][B][color=black]Utility - Cure Serious Wounds[/color][/B] Daily Divine, Healing Standard Action Melee touch Target: You or one creature Effect: The target regains hit points as if it had spent two healing surges.[/OOC], [OOC='[color=black]Shield of Faith[/color]'][B][color=black]Shield of Faith[/color][/B] Daily Divine Standard Action Close burst 5 Targets: You and each ally in burst Effect: The targets gain a +2 power bonus to AC until the end of the encounter.[/OOC], [OOC='[color=blue]Grasping Glaive +2[/color]'][B][color=blue]Grasping Glaive +2[/color][/B] Reach Weapon - 2d4+8 Level: 6 Price: 1800 gp Weapon: Polearm, Spear Enhancement: +2 attack rolls and damage rolls Critical: None Property: You can use this weapon to grab targets, adding the weapon’s enhancement bonus to your grab attack. You can still use this weapon to attack a target you’ve grabbed with it. Power (Encounter): Free Action. Use this power when you hit with the weapon. Pull the target into an unoccupied space adjacent to you. The target is grabbed (until escape).[/OOC], [OOC='[color=blue]Martyr's Scale Armor +2[/color]'][B][color=blue]Martyr's Scale Armor +2[/color][/B] Level: 7 Price: 2600 gp Armor: Scale, Plate Enhancement: +2 AC Power (At-Will): Minor Action. You take a –1 penalty to AC until the end of your next turn, and allies adjacent to you gain a +1 power bonus to AC until the end of your next turn. Power (Daily): Immediate Interrupt. Use this power when an adjacent ally is attacked. You take a penalty to your AC equal to the enhancement bonus of this armor; your ally adds an equal power bonus to his AC. Both effects last until the end of your next turn.[/OOC], [OOC='[color=blue]Couters of Second Chances[/color]'][B][color=blue]Couters of Second Chances[/color][/B] Power (Daily): Free Action. Use this power when you miss with a melee attack. Reroll the attack, and use the second result, even if it's lower.[/OOC], [OOC='[color=blue]Cloak of the Chirurgeon +1[/color]'][B][color=blue]Cloak of the Chirurgeon +1[/color][/B] Level: 3 Price: 680 gp Item Slot: Neck Enhancement: +1 Fortitude, Reflex, and Will Property: Gain an item bonus to Heal checks equal to the enhancement bonus of this cloak. Power (Daily): Minor Action. An adjacent ally regains 1 healing surge already spent today.[/OOC], [OOC='[color=blue]Potion of Healing x 2[/color]'][B][color=blue]Potion of Healing x 2[/color][/B] Power (Consumable Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.[/OOC], [OOC='[color=blue]Augmenting Whetstone x 1[/color]'][B][color=blue]Augmenting Whetstone x 1[/color][/B] Power (Consumable): Minor Action. Touch this whetstone to a melee or ranged weapon you hold. The weapon gains a +2 enhancement bonus on attack rolls and damage rolls until the end of the encounter. This has no effect on the extra damage dice or other special effect applied when the weapon scores a critical hit.[/OOC] [B]Notes[/B] [b]Notes:[/b] [ooc=Powerful Athlete] Roll twice and use either result when making Athletics check to jump or climb[/ooc] - [ooc=Healer's Lore]Add Wis modifier to hp healed on cleric healing powers.[/ooc] - [ooc=Goliath Greatweapon Prowess]Gain proficiency, +2 damage with simple and military two-handed melee weapons[/ooc] - [ooc=Weapon Expertise: Heavy Blade]Gain +1 bonus to attack rolls with heavy blades.[/ooc] - [ooc=Restful Healing]Maximize healing between encounters[/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, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you and one adjacent ally gain a +1 power bonus to AC until the end of your next turn. Increase damage to 2[W] + Strength modifier at 21st level.
At-Will Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and one ally within 5 squares of you gains a power bonus to melee attack rolls against the target equal to your Strength modifier until the end of your next turn. Increase damage to 2[W] + Strength modifier at 21st level.
Encounter Divine, Thunder, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier thunder damage, and you push the target 2 squares and knock it prone.
Encounter Divine, Healing, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.
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 Minor Action Personal Effect: You gain resist 5 to all damage until the end of your next turn. Level 11: Resist 10 to all damage. Level 21: Resist 15 to all damage.
Daily Divine, Fire, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing fire damage. Special: If the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.
Daily Charm, Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Will Hit: 1[W] + Strength modifier damage, and the target cannot attack (save ends). Miss: The target cannot attack you until the end of your next turn
Daily Divine, Healing Standard Action Melee touch Target: You or one creature Effect: The target regains hit points as if it had spent two healing surges.
Daily Divine Standard Action Close burst 5 Targets: You and each ally in burst Effect: The targets gain a +2 power bonus to AC until the end of the encounter.
Powers
Reach Weapon - 2d4+8 Level: 6 Price: 1800 gp Weapon: Polearm, Spear Enhancement: +2 attack rolls and damage rolls Critical: None Property: You can use this weapon to grab targets, adding the weapon’s enhancement bonus to your grab attack. You can still use this weapon to attack a target you’ve grabbed with it. Power (Encounter): Free Action. Use this power when you hit with the weapon. Pull the target into an unoccupied space adjacent to you. The target is grabbed (until escape).
Level: 7 Price: 2600 gp Armor: Scale, Plate Enhancement: +2 AC Power (At-Will): Minor Action. You take a –1 penalty to AC until the end of your next turn, and allies adjacent to you gain a +1 power bonus to AC until the end of your next turn. Power (Daily): Immediate Interrupt. Use this power when an adjacent ally is attacked. You take a penalty to your AC equal to the enhancement bonus of this armor; your ally adds an equal power bonus to his AC. Both effects last until the end of your next turn.
Power (Daily): Free Action. Use this power when you miss with a melee attack. Reroll the attack, and use the second result, even if it's lower.
Level: 3 Price: 680 gp Item Slot: Neck Enhancement: +1 Fortitude, Reflex, and Will Property: Gain an item bonus to Heal checks equal to the enhancement bonus of this cloak. Power (Daily): Minor Action. An adjacent ally regains 1 healing surge already spent today.
Power (Consumable Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.
Power (Consumable): Minor Action. Touch this whetstone to a melee or ranged weapon you hold. The weapon gains a +2 enhancement bonus on attack rolls and damage rolls until the end of the encounter. This has no effect on the extra damage dice or other special effect applied when the weapon scores a critical hit.
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
Hard and strong like the high peaks from which he came, but fiery of spirit like the magma that boiled down in the depths of his mountain home, Crag has devoted his life to a full discipleship of Kord the Brawler . Crag is hedonistic to a fault, loving life and the challenges and pleasures it brings. This trait is not uncommon among the followers of Kord as a basic tenant of the faith is that to the victor go the spoils. Crag scorns cowardice and will not hesitate to call out those suspected of it, or fight those who he thinks are accusing him of it. He is honest and a steadfast companion and will gladly lay down his life for his companions as he truly believes that dying in such a manner will grant him eternal glory in the eyes of Kord. Crag lives his life in the constant search for challenges and battles. By no means a chapel priest, Crag will always be found on the front lines striving for victory in the name the name of the Brawler.
Mannerisms and Appearance
A towering being of power and confidence, looking at him one cannot help but envision a mountain; tall, grey, inhostpitable, and dangerous. Broad and thick, in his armor Crag seems as immovable as a boulder that splits a rushing river. His face is hard boned, with a wide jaw, and pronounced cheekbones, all the color of slate grey skies. His bald pate is raked with jagged inky black marks that creep down his forehead and temples, like he had been mauled by a shadow. His scale armor is well tended, with red leather straps, holding it together. Around his thick neck a red leather cord dangles a symbol of his god, a gauntleted fist clenching a lightning bolt. In his massive hands he holds a black hafted, razor sharp glaive that is almost as tall as two men. His most striking features are eyes like chunks of blue ice that glow from beneath heavy jagged brows. Eyes that gleam with the knowledge that his God will not provide, but will insist that he rely on his own strength, of arms, and of will, to find victory.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
In steps Crag who has been serving the Brindol Lions in Dennovar in the east, leading a small band of Brindol warriors in assisting the merchant council deal with raiders on the Golden Plains. He has just returned from his journey and is eager for his next assignment. One such as he can only entertain himself so long by drinking and brawling in the local taverns. He has a vested interest in defeating the orcs as they were the ancestral enemies of his people.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games