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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
Conditions: grabbed. Resistances: 10 fire, 10 radiant, 10 necrotic. Temporary Hit Points:0 [ooc=Combat Challenge]-2 to penalty to rolls of enemies you marked unless they are attacking you. Whenever a target shifts or makes an attack that doesn't include you, you can make a melee basic attack against the target as an interrupt.[/ooc], [ooc=Combat Superiority]You gain a bonus to opportunity attacks equal to your wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining it can use them to resume moving.[/ooc], [ooc=Fighter Weapon Talent]+1 to hit while wielding a one-handed weapon[/ooc], [ooc=Action Surge]You get a +3 bonus to attack rolls you make during any action you gained by spending an action point.[/ooc], [ooc=Resilient Focus]You gain a +2 feat bonus to saving throws.[/ooc], [ooc=Student of Battle]Multiclassed as a warlord. You get the Inspiring word power as a daily power, and get training in one of the skills on the Warlord's skill list.[/ooc], [ooc=Weapon Focus: Axe] You gain +1 damage per tier with an axe.[/ooc], [ooc=Axe Expertise] You gain a +1 per tier bonus to hit with an axe, and may re-roll one damage roll of a 1 per round.[/ooc], [ooc=Toughness] You get +5 HP per tier[/ooc], [ooc=Armor Proficiency: Plate]You can wear plate armor[/ooc], [ooc=Armor Optimization]+1 AC when wearing Armor[/ooc], [ooc=Extra Damage Action]When using an action point to take an extra action, all standard action attacks deal extra damage equal to half your level[/ooc], [ooc=Improved Defenses]+1 will, ref, fort per tier[/ooc], [ooc=Uncanny Dodge]Enemies don't get a +2 to hit against you with combat advantage.[/ooc], [ooc=Daunting Challenge]Paragon Tier Prerequisite: 11th level, fighter, Combat Challenge class feature Benefit: Creatures marked by you take a –3 penalty to attack rolls for any attack that doesn’t include you as a target (rather than a –2 penalty)[/ooc]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=144688][size=4][B]Jaeron Marnus[/B][/size][/url], Human Fighter, Pit Fighter [B]Init[/B] +8 [B]HP[/B] 82/119 [B]Bloodied[/B] 59 [B]Healing Surge[/B] 29 (4 used /12) [B]AC[/B] 33 [B]Fort[/B] 31 [B]Reflex[/B] 26 [B]Will[/B] 27 [B]Speed[/B] 5 [B]Str[/B] 22 (+6) [B]Con[/B] 16 (+3) [B]Dex[/B] 12 (+1) [B]Int[/B] 11 (0) [B]Wis[/B] 18 (+4) [B]Cha[/B] 9 (-1) [OOC='[STRIKE][color=black]Inspiring Word[/color][/STRIKE]'][B][color=black]Inspiring Word[/color][/B] [B]Daily(Special)<>Martial, Healing[/B] [B]Special:[/B]You can use this power once per day [B]Minor Action[/B] [B]Close[/B] burst 5 (10 at 11th, 15 at 21st level) [B]Target:[/B] You or one ally in burst [B]Effect:[/B] The target can spend a healing surge and regain an additional 1d6 hit points. The amount of additional hit points regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.[/OOC], [OOC='[color=green]Tide of Iron[/color]'][B][color=green]Tide of Iron[/color][/B] [B]At-will <> Martial, Weapon Standard Action Melee[/B] weapon [B]Requirements:[/B] Must be using a shield. [B]Target:[/B] One creature [B]Attack:[/B] Str vs AC [B]Hit:[/B] 1[W]+Strength mod damage, and you push the target 1 square if its your size, smaller than you, or one size category larger. You can shift into the space that the target occupied. Increase the damage to 2[W]+Strength mod at 21st level.[/OOC], [OOC='[color=red]Bash and Pommel[/color]'][B][color=red]Bash and Pommel[/color][/B] [B]Encounter <> Martial, Weapon Standard Action Melee[/B] weapon [B]Target:[/B] One or two creature [B]Attack:[/B] Str vs AC. You make the attack twice, distributing the attacks between the targets or making both attacks against one. [B]Hit:[/B] 1[W]+Strength modifier damage, and the target is dazed until the end of your next turn. If you hit the same target twice with this power, the second attack deals extra damage equal to your dexterity modifier.[/OOC], [OOC='[color=green]Pass Forward[/color]'][B][color=green]Pass Forward[/color][/B] At-will <> Martial Move Action Personal Effect: You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.[/OOC], [OOC='[STRIKE][color=black]Rain of Steel[/color][/STRIKE]'][B][color=black]Rain of Steel[/color][/B] [B]Daily <> Martial, Stance, Weapon Minor Action Personal[/B] [B]Effect:[/B] Any enemy that starts its turn adjacent to you takes 1[W] damage, as long as you are able to make opportunity attacks.[/OOC], [OOC='[color=blue]Lifegiving Gith Plate +3[/color]'][B][color=blue]Lifegiving Gith Plate +3[/color][/B] Lvl 13 +2 17000 gp [B]Armor:[/B] Plate. [B]Enhancement:[/B] +3 AC [B]Property:[/B] (level 13) Resist 10 Necrotic. [B]Power (Daily <> Healing):[/B] Minor Action. Usable only when you're bloodied. Regain hit points equal to 20 minus the healing surges you have remaining. Level 13 or 18: Regain hit points equal to 30 minus the healing surges you have remaining. Level 23 or 28: Regain hit points equal to 40 minus the healing surges you have remaining.[/OOC], [OOC='[color=black]Thicket of Blades[/color]'][B][color=black]Thicket of Blades[/color][/B] Daily, Martial, Reliable, Weapon Standard Action Close burst 1 Target: Each enemy in burst you can see Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage, and the target is slowed (save ends).[/OOC], [OOC='[STRIKE][color=blue]Catstep Boots[/color][/STRIKE]'][B][color=blue]Catstep Boots[/color][/B] [B]Item slot:[/B] Feet 680 gp [B]Property:[/B] When you fall or jump down, you take only half normal falling damage and always land on your feet. [B]Power (Daily):[/B] Free Action. Gain a +5 power bonus to your next Acrobatics or Athletics check.[/OOC], [OOC='[color=blue]Gloves of Piercing[/color]'][B][color=blue]Gloves of Piercing[/color][/B] [B]Item Slot:[/B] Hands 680 gp [B]Power (Daily):[/B] Minor Action. Until the end of the encounter, your attacks ignore any resistance of 10 or lower.[/OOC], [OOC='[color=blue]Abyssal Adornment +3[/color]'][B][color=blue]Abyssal Adornment +3[/color][/B] Level 13 Uncommon Adorned with the symbol of Asmodeus, this twisted black metal chain broods with hatred. Price: 17,000 gp Item Slot: Neck Enhancement: +3 Fortitude, Reflex, and Will Power (Daily): Immediate Interrupt. Use this power when you are hit by an attack that would deal acid, cold, fire, lightning, or thunder damage. Gain resist 20 against that damage type until the end of your next turn.[/OOC], [OOC='[STRIKE][color=blue] Dynamic belt[/color][/STRIKE]'][B][color=blue] Dynamic belt[/color][/B] Lvl 9 4200 gp [B]Item Slot:[/B] Waist [B]Property:[/B] Gain a +2 item bonus to Acrobatics and Athletics checks. [B]Power (Daily):[/B] Free Action. Reroll and Acrobatics or Athletics check you just rolled. Use the new result.[/OOC], [OOC='[color=blue]Distance Hand Axe +2[/color] '][B][color=blue]Distance Hand Axe +2[/color] [/B] Level 6 Enhancement: +2 to hit and damage. Property: Increase the weapon’s normal range by 5 squares and the long range by 10 squares.[/OOC], [OOC='[STRIKE][color=black]Mighty surge[/color][/STRIKE]'][B][color=black]Mighty surge[/color][/B] Daily, Healing, Martial Minor Action Personal Effect: You can spend a healing surge and you gain a +2 bonus to all defenses and a +1 power bonus to attack rolls until the end of your next turn. Until the end of the encounter, you gain a +2 bonus to your defenses and a +1 power bonus to your attack rolls each time you spend a healing surge.[/OOC], [OOC='[color=green]Threatening Rush[/color]'][B][color=green]Threatening Rush[/color][/B] At-will, Martial, weapon Standard Action Melee weapon Attack: Strength vs. AC Hit: 1[W] damage and you mark each enemy adjacent to you until the end of your next turn. Level 21: 2[W] damage Special: when charging, you can use this power in place of a basic attack.[/OOC], [OOC='[color=green]Brash Strike[/color]'][B][color=green]Brash Strike[/color][/B] [B]At-will <> Martial, Weapon[/B] [B]Standard Action[/B] [B]Target:[/B] One creature [B]Attack:[/B] Str+2 vs AC [B]Hit:[/B]1[W]+Strength modifier damage Increase damage to 2[W]+Strength modifier at 21st level. Weapon: If you're wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier. Effect: You grant combat advantage to the target until the start of your next turn.[/OOC], [OOC='[STRIKE][color=black]Villain's menace[/color][/STRIKE]'][B][color=black]Villain's menace[/color][/B] [B]Daily <> Martial, Weapon Standard Action Melee[/B] weapon [B]Target:[/B] One creature [B]Attack:[/B] Str vs AC [B]Hit:[/B] 2[W]+Strength modifier damage, and you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against the target until the end of the encounter. [B]Miss:[/B] Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter.[/OOC], [OOC='[color=red]Sweeping Blow[/color]'][B][color=red]Sweeping Blow[/color][/B] [B]Encounter <> Martial, Weapon Standard Action Close[/B] burst 1 [B]Target:[/B] Each enemy in burst you can see. [B]Attack:[/B] Str vs AC [B]Weapon:[/B] If you're wielding an axe, a flail, a heavy blade, or a pick, you gain a bonus to the attack roll equal to one-half your strength modifier. [B]Hit:[/B] 1[W]+Strength modifier damage.[/OOC], [OOC='[color=black]Third Wind[/color]'][B][color=black]Third Wind[/color][/B] [B]Daily<> Healing Minor Action(special) Personal Effect: You spend a healing surge Special: As a standard action, an adjacent ally can make a dc 10 heal check to allow you to use this power without spending an action yourself.[/OOC], [OOC='[color=red]Come and Get It[/color]'][B][color=red]Come and Get It[/color][/B] [B]Encounter <> Martial, Weapon Standard Action Close[/B] burst 3 [B]Target:[/B] Each enemy in burst you can see. [B]Attack:[/B] Strength vs. Will. [B]Hit:[/B] You pull the target 2 squares but only if it can end in a square adjacent to you. If it is adjacent to you, the target takes 1[W] damage .[/OOC], [OOC='[color=red]All Bets are Off[/color]'][B][color=red]All Bets are Off[/color][/B] Encounter, martial, Weapon Standard Action Melee weapon Target: one creature Attack: Strength vs. AC Hit: 2[W]+Strength modifier damage. Make a secondary attack against the same target. Secondary attack: Strength +2 vs. AC. Hit: 1d6+strength modifier damage, and the target is dazed until the end of your next turn.[/OOC], [OOC='[color=blue]Dazzling Axe+3[/color]'][B][color=blue]Dazzling Axe+3[/color][/B] Level 15 25,000 gp Enhancement: +3 to attack and damage rolls Critical: +3d10 radiant damage. Property: This weapon ignores the first 10 points of radiant resistance. Power (at-will): Free action. The axe deals radiant damage and sheds bright light in a 5 square radius. Another free action returns the damage to normal.[/OOC], [OOC='[color=blue]Iron Armbands of Power[/color]'][B][color=blue]Iron Armbands of Power[/color][/B] lvl 6 1800 gp Item slot: arms Property: You gain a +2 item bonus to your melee attack damage.[/OOC], [OOC='[color=blue]Ring of Hellfire[/color]'][B][color=blue]Ring of Hellfire[/color][/B] Ring of Hellfire (Lvl 14 – Rare) This glittering shaped like a flame protects you from fire and radiant damage and burns your enemies. Property: Resist 10 fire and radiant. Power (Encounter * Fire, Radiant): Minor Action. Until your NEoT, enemies that start their turns adjacent to you take 5 fire and radiant. [/OOC], [OOC='[color=blue]Mask of Night[/color]'][B][color=blue]Mask of Night[/color][/B] Level 14 Common This mask provides you with darkvision. Price: 21,000 gp Item Slot: Head Property: You gain darkvision.[/OOC] [B]Notes[/B] Conditions: grabbed. Resistances: 10 fire, 10 radiant, 10 necrotic. Temporary Hit Points:0 [ooc=Combat Challenge]-2 to penalty to rolls of enemies you marked unless they are attacking you. Whenever a target shifts or makes an attack that doesn't include you, you can make a melee basic attack against the target as an interrupt.[/ooc], [ooc=Combat Superiority]You gain a bonus to opportunity attacks equal to your wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining it can use them to resume moving.[/ooc], [ooc=Fighter Weapon Talent]+1 to hit while wielding a one-handed weapon[/ooc], [ooc=Action Surge]You get a +3 bonus to attack rolls you make during any action you gained by spending an action point.[/ooc], [ooc=Resilient Focus]You gain a +2 feat bonus to saving throws.[/ooc], [ooc=Student of Battle]Multiclassed as a warlord. You get the Inspiring word power as a daily power, and get training in one of the skills on the Warlord's skill list.[/ooc], [ooc=Weapon Focus: Axe] You gain +1 damage per tier with an axe.[/ooc], [ooc=Axe Expertise] You gain a +1 per tier bonus to hit with an axe, and may re-roll one damage roll of a 1 per round.[/ooc], [ooc=Toughness] You get +5 HP per tier[/ooc], [ooc=Armor Proficiency: Plate]You can wear plate armor[/ooc], [ooc=Armor Optimization]+1 AC when wearing Armor[/ooc], [ooc=Extra Damage Action]When using an action point to take an extra action, all standard action attacks deal extra damage equal to half your level[/ooc], [ooc=Improved Defenses]+1 will, ref, fort per tier[/ooc], [ooc=Uncanny Dodge]Enemies don't get a +2 to hit against you with combat advantage.[/ooc], [ooc=Daunting Challenge]Paragon Tier Prerequisite: 11th level, fighter, Combat Challenge class feature Benefit: Creatures marked by you take a –3 penalty to attack rolls for any attack that doesn’t include you as a target (rather than a –2 penalty)[/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
[B]Daily(Special)<>Martial, Healing[/B] [B]Special:[/B]You can use this power once per day [B]Minor Action[/B] [B]Close[/B] burst 5 (10 at 11th, 15 at 21st level) [B]Target:[/B] You or one ally in burst [B]Effect:[/B] The target can spend a healing surge and regain an additional 1d6 hit points. The amount of additional hit points regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.
[B]At-will <> Martial, Weapon Standard Action Melee[/B] weapon [B]Requirements:[/B] Must be using a shield. [B]Target:[/B] One creature [B]Attack:[/B] Str vs AC [B]Hit:[/B] 1[W]+Strength mod damage, and you push the target 1 square if its your size, smaller than you, or one size category larger. You can shift into the space that the target occupied. Increase the damage to 2[W]+Strength mod at 21st level.
[B]Encounter <> Martial, Weapon Standard Action Melee[/B] weapon [B]Target:[/B] One or two creature [B]Attack:[/B] Str vs AC. You make the attack twice, distributing the attacks between the targets or making both attacks against one. [B]Hit:[/B] 1[W]+Strength modifier damage, and the target is dazed until the end of your next turn. If you hit the same target twice with this power, the second attack deals extra damage equal to your dexterity modifier.
At-will <> Martial Move Action Personal Effect: You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.
[B]Daily <> Martial, Stance, Weapon Minor Action Personal[/B] [B]Effect:[/B] Any enemy that starts its turn adjacent to you takes 1[W] damage, as long as you are able to make opportunity attacks.
Lvl 13 +2 17000 gp [B]Armor:[/B] Plate. [B]Enhancement:[/B] +3 AC [B]Property:[/B] (level 13) Resist 10 Necrotic. [B]Power (Daily <> Healing):[/B] Minor Action. Usable only when you're bloodied. Regain hit points equal to 20 minus the healing surges you have remaining. Level 13 or 18: Regain hit points equal to 30 minus the healing surges you have remaining. Level 23 or 28: Regain hit points equal to 40 minus the healing surges you have remaining.
Daily, Martial, Reliable, Weapon Standard Action Close burst 1 Target: Each enemy in burst you can see Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage, and the target is slowed (save ends).
[B]Item slot:[/B] Feet 680 gp [B]Property:[/B] When you fall or jump down, you take only half normal falling damage and always land on your feet. [B]Power (Daily):[/B] Free Action. Gain a +5 power bonus to your next Acrobatics or Athletics check.
[B]Item Slot:[/B] Hands 680 gp [B]Power (Daily):[/B] Minor Action. Until the end of the encounter, your attacks ignore any resistance of 10 or lower.
Level 13 Uncommon Adorned with the symbol of Asmodeus, this twisted black metal chain broods with hatred. Price: 17,000 gp Item Slot: Neck Enhancement: +3 Fortitude, Reflex, and Will Power (Daily): Immediate Interrupt. Use this power when you are hit by an attack that would deal acid, cold, fire, lightning, or thunder damage. Gain resist 20 against that damage type until the end of your next turn.
Lvl 9 4200 gp [B]Item Slot:[/B] Waist [B]Property:[/B] Gain a +2 item bonus to Acrobatics and Athletics checks. [B]Power (Daily):[/B] Free Action. Reroll and Acrobatics or Athletics check you just rolled. Use the new result.
Level 6 Enhancement: +2 to hit and damage. Property: Increase the weapon’s normal range by 5 squares and the long range by 10 squares.
Daily, Healing, Martial Minor Action Personal Effect: You can spend a healing surge and you gain a +2 bonus to all defenses and a +1 power bonus to attack rolls until the end of your next turn. Until the end of the encounter, you gain a +2 bonus to your defenses and a +1 power bonus to your attack rolls each time you spend a healing surge.
Powers
At-will, Martial, weapon Standard Action Melee weapon Attack: Strength vs. AC Hit: 1[W] damage and you mark each enemy adjacent to you until the end of your next turn. Level 21: 2[W] damage Special: when charging, you can use this power in place of a basic attack.
[B]At-will <> Martial, Weapon[/B] [B]Standard Action[/B] [B]Target:[/B] One creature [B]Attack:[/B] Str+2 vs AC [B]Hit:[/B]1[W]+Strength modifier damage Increase damage to 2[W]+Strength modifier at 21st level. Weapon: If you're wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier. Effect: You grant combat advantage to the target until the start of your next turn.
[B]Daily <> Martial, Weapon Standard Action Melee[/B] weapon [B]Target:[/B] One creature [B]Attack:[/B] Str vs AC [B]Hit:[/B] 2[W]+Strength modifier damage, and you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against the target until the end of the encounter. [B]Miss:[/B] Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter.
[B]Encounter <> Martial, Weapon Standard Action Close[/B] burst 1 [B]Target:[/B] Each enemy in burst you can see. [B]Attack:[/B] Str vs AC [B]Weapon:[/B] If you're wielding an axe, a flail, a heavy blade, or a pick, you gain a bonus to the attack roll equal to one-half your strength modifier. [B]Hit:[/B] 1[W]+Strength modifier damage.
[B]Daily<> Healing Minor Action(special) Personal Effect: You spend a healing surge Special: As a standard action, an adjacent ally can make a dc 10 heal check to allow you to use this power without spending an action yourself.
[B]Encounter <> Martial, Weapon Standard Action Close[/B] burst 3 [B]Target:[/B] Each enemy in burst you can see. [B]Attack:[/B] Strength vs. Will. [B]Hit:[/B] You pull the target 2 squares but only if it can end in a square adjacent to you. If it is adjacent to you, the target takes 1[W] damage .
Encounter, martial, Weapon Standard Action Melee weapon Target: one creature Attack: Strength vs. AC Hit: 2[W]+Strength modifier damage. Make a secondary attack against the same target. Secondary attack: Strength +2 vs. AC. Hit: 1d6+strength modifier damage, and the target is dazed until the end of your next turn.
Level 15 25,000 gp Enhancement: +3 to attack and damage rolls Critical: +3d10 radiant damage. Property: This weapon ignores the first 10 points of radiant resistance. Power (at-will): Free action. The axe deals radiant damage and sheds bright light in a 5 square radius. Another free action returns the damage to normal.
lvl 6 1800 gp Item slot: arms Property: You gain a +2 item bonus to your melee attack damage.
Ring of Hellfire (Lvl 14 – Rare) This glittering shaped like a flame protects you from fire and radiant damage and burns your enemies. Property: Resist 10 fire and radiant. Power (Encounter * Fire, Radiant): Minor Action. Until your NEoT, enemies that start their turns adjacent to you take 5 fire and radiant.
Level 14 Common This mask provides you with darkvision. Price: 21,000 gp Item Slot: Head Property: You gain darkvision.
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
221.5 personal Ritual Compenents -30,765g Residium: 8000 g (on Vurkle) Gold Quest -12970.5
Personality Traits
Mannerisms and Appearance
Brief description: Jaeron is a bulky and slow man, of above average height, with black hair and eyes, dressed in scale armor and usually carrying a battleaxe. He's been trained as a guard, so is basically a rock--he will stop anyone and anything that tries to get past him, using his high defenses to keep them in place an concentrated on him while his partners flank the enemies. He is well-read and prone to philosophically prattle when not fighting, liking a good discussion and a flow of new ideas. He has a mark in the form of an eye on his chest, a sign of his contract as a soul hunter for Glasya, daughter of Asmodius.
Session and Campaign Notes
Companions and Allies
Pendrax, Ginagel, Zin (the Warmasters), Araviss, Vurkle (Goblin Shaman), Baslim One-Hand (Revenant warmaster), Amata(shardmind from Mirabar who joined up), Miri. Thor and Loo-Ting--The Dragon's henchmen. Thor switched sides to join us, Loo-Ting died. Illyria--The Dragon. Major crime boss of Luskan. Beautiful blue half-dragon. Owes us money. Lots of money. Eventually turned on us and had to be put down--Jaeron dealt the final blow. Jarlaxle--Drow schemer and mercenary, holds much sway in Luskan. Shield of Mirabar--The only 'good guys' in Luskan. Assholes. Shadovar--Agents of Nithril, want to kill or enslave everyone. Lucyan--dead. Leader of the Shadovar in Luskan. One mean mother. Killed by the Warmasters. Dewa, Harold, Erica--Shifter children slaves. Scylla--Adult black dragon on the island the Warmasters got shipwrecked on. Is worshiped as a deity by a lizardmen tribe. Killed by the Warmasters. Baelthus--Silver dragon in service of Typhon. Self-righteous, pompous ignoramus. Also killed by the Warmasters. Typhon--The grand mithral dragon poobah of the island the Warmasters crashed on. Has a retinue of dragons, so she's probably not the kind of person you pick a fight with. Worships Ao (weird). Desmond--Deva in the service of Typhon/Baelthus. Nice, reasonable guy. I like him. I honestly hope I don't have to kill him. Olivia- The representative of House Ophal in Athkatla. Vampire, employed us to retrieve the Iron Crown of Ages. Jaeron killed her when she tried to get rid of us after the crown retrieval. Caerthon- 'Teenage' bronze dragon who tried to wrest the crown from us. The Warmasters beat him like a drum and made him sink the Zhent fleet instead. Glasya-Daughter of Asmodeus. Has made Jaeron her soul hunter, giving him occasional jobs for good rewards. He's leery of her intentions for his immortal soul, however. Asterlix- A drow lich whose soul Jaeron is to collect at the behest of Glasya.
Background & Other Notes
Character Name: Jaeron Marnus Race: Human Class: Fighter Brief Background: Jaeron was raised with full expectations of his family to, as the third son, join a monastic order as was the custom with his family. Though he enjoyed the early lessons that were suppose to prepare him for his life as a cleric of Oghma, he slowly began to feel as if his schooling was not complete--his mind was getting developed, but his body wasn't being pushed to its limits. He went to consult with clerics of the god Lathender, hoping that they may be able to train him better, but saw that their training regiments left out the development of knowledge and reason he valued so much. Realizing that he was not meant to serve either god, he struck out on his own, becoming a pensive fighter, trying to house a healthy mind in a healthy body, and perfect them both as much as possible.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games