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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=144712][size=4][B]Bornir[/B][/size][/url], Dwarf Cleric [B]Init[/B] +0 [B]HP[/B] /22 [B]Bloodied[/B] 11 [B]Healing Surge[/B] 5 ( used /7) [B]AC[/B] 16 [B]Fort[/B] 11 [B]Reflex[/B] 11 [B]Will[/B] 16 [B]Speed[/B] 5 [B]Str[/B] 12 (+1) [B]Con[/B] 10 (+0) [B]Dex[/B] 10 (+0) [B]Int[/B] 12 (+1) [B]Wis[/B] 18 (+4) [B]Cha[/B] 16 (+3) [OOC='Astral Seal'][B]Astral Seal[/B] You outline your enemy with ihe silver gow of the Astral Sea. and its healing light bathes your friend. A t - W i l l • Divine, H e a l i n g , Implement Standard A c t i o n Ranged 5 Target: O n e creature Attack: W i s d om +2 vs. Reflex Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. T h e next ally w h o hits it before the end of your next turn regains hit points equal t o 2 + your Charisma modifier. [/OOC], [OOC='Sacred Flame'][B]Sacred Flame[/B] Sacred light shines from above, searing a single enemy with its radiance while at the same time aiding an ally with its beneficent power. 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='Bane'][B]Bane[/B] You lay a divine curse upon your foe that shrouds it in enervating shadows. Encounter • Divine, Implement Standard A c t i o n Ranged 10 Target: O n e creature Attack: W i s d om vs. W i l l Hit: Until the end of your next turn, the target takes a penalty to attack rolls a n d all defenses equal to 1 + your Charisma modifier.[/OOC], [OOC='Font of Tears'][B]Font of Tears[/B] A glimmering ruin showers enemies around you and saps their will. Daily • Divine, Implement, Zone Standard A c t i o n Close burst 3 Target: Each enemy in burst Attack: W i s d om vs. W i l l H i t The target is dazed (save ends). Effect: The burst creates a zone of shimmering energy that lasts until t he end of your next turn. Any enemy that starts its turn within the zone takes a - 2 penalty to attack rolls until the end of its next turn. Sustain Minor: The zone persists.[/OOC], [OOC='Channel Divinity: Divine Fortune'][B]Channel Divinity: Divine Fortune[/B] In the face of peril, you hold true to your faith and receive a special boon. Encounter ✦ Divine Free Action Personal Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.[/OOC], [OOC='Channel Divinity: Healer's Mercy'][B]Channel Divinity: Healer's Mercy[/B] Strength flows out from you to your injured comrades, rekindling their resolve to see the battle to its end. Encounter • Divine, H e a l i ng Standard A c t i o n Close burst 5 Target: Each bloodied ally in burst Effect: Each target can spend a healing surge. You are weakened until the end of your next turn.[/OOC], [OOC='Healing Word'][B]Healing Word[/B] You whisper a brief prayer as divine light washes over your target, helping to mend its wounds. Encounter (Special) ✦ Divine, Healing 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. Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) 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] [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
You outline your enemy with ihe silver gow of the Astral Sea. and its healing light bathes your friend. A t - W i l l • Divine, H e a l i n g , Implement Standard A c t i o n Ranged 5 Target: O n e creature Attack: W i s d om +2 vs. Reflex Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. T h e next ally w h o hits it before the end of your next turn regains hit points equal t o 2 + your Charisma modifier.
Sacred light shines from above, searing a single enemy with its radiance while at the same time aiding an ally with its beneficent power. 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.
You lay a divine curse upon your foe that shrouds it in enervating shadows. Encounter • Divine, Implement Standard A c t i o n Ranged 10 Target: O n e creature Attack: W i s d om vs. W i l l Hit: Until the end of your next turn, the target takes a penalty to attack rolls a n d all defenses equal to 1 + your Charisma modifier.
A glimmering ruin showers enemies around you and saps their will. Daily • Divine, Implement, Zone Standard A c t i o n Close burst 3 Target: Each enemy in burst Attack: W i s d om vs. W i l l H i t The target is dazed (save ends). Effect: The burst creates a zone of shimmering energy that lasts until t he end of your next turn. Any enemy that starts its turn within the zone takes a - 2 penalty to attack rolls until the end of its next turn. Sustain Minor: The zone persists.
Powers
In the face of peril, you hold true to your faith and receive a special boon. Encounter ✦ Divine Free Action Personal Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
Strength flows out from you to your injured comrades, rekindling their resolve to see the battle to its end. Encounter • Divine, H e a l i ng Standard A c t i o n Close burst 5 Target: Each bloodied ally in burst Effect: Each target can spend a healing surge. You are weakened until the end of your next turn.
You whisper a brief prayer as divine light washes over your target, helping to mend its wounds. Encounter (Special) ✦ Divine, Healing 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. Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) 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.
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
30
Personality Traits
Grim and gruff, Bornir has barely laughed since the fire at the Temple. He always keeps his serious demeanour, making sure that the tragedy that befell him will never happen to others.
Mannerisms and Appearance
Medium height for a dwarf, Bornir stands at 4'6". His skin is darker than most dwarves, though not too dark. He has eyes are the color of dark stained wood, brown with a hint of red.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Bornir was born to a family that didn't want him. It was because of this that they left in a lowly Temple of Moradin on the day of his birth, hoping the priesthood there would watch over him. Then they left, never to return, not even to check on their offspring. The priests at the temple did more than the parents had ever hoped they would, forging young Bornir into a loyal Cleric of Moradin, taking every effort to assure that the child was kept safe from the evils of the world. It was because of this that Bornir didn't know how to respond when the group of bandits attacked the Temple just after he had come of age. Their priesthood did not teach the ways of battle, and most of the priests and clerics that lived there were cut down easily, and the temple was burned to the ground. Bornir narrowly escaped death that day, making it to the nearby village where he found housing. From here, he journeyed far from the land he called home, trying to find another temple like his. Eventually he found a new place of worship, and there learned the ways of battle, hoping to purge the land of the evil that destroyed the place he grew up.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games