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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=147084][size=4][B]Heriot[/B][/size][/url], Drow Cleric [B]Init[/B] +1 [B]HP[/B] 20/22 [B]Bloodied[/B] 11 [B]Healing Surge[/B] 5 (1 used /7) [B]AC[/B] 16 [B]Fort[/B] 10 [B]Reflex[/B] 11 [B]Will[/B] 16 [B]Speed[/B] 5 [B]Str[/B] 11 (+0) [B]Con[/B] 10 (+0) [B]Dex[/B] 12 (+1) [B]Int[/B] 8 (-1) [B]Wis[/B] 18 (+4) [B]Cha[/B] 16 (+3) [OOC='Astral Seal'][B]Astral Seal[/B] At-Will, Standard Action (Divine, Healing, Implement) Ranged 5, One creature Attack: +6 vs REF Hit: Until the end of Heriot's next turn, the target takes a -2 penalty to all defenses. The next ally who hits it before the end of Heriot's next turn regains 5 HP.[/OOC], [OOC='Sacred Flame'][B]Sacred Flame[/B] At Will, Standard Action (Divine, Implement, Radiant) Ranged 5, One creature Attack: +4 vs REF Hit: 1d6+4 radiant damage, and one ally Heriot can see chooses either to gain 3 temporary HP or make a saving throw. [/OOC], [OOC='DR: Cloud of Darkness'][B]DR: Cloud of Darkness[/B] Encounter, Minor Action Close burst 1 Effect: The burst creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are immune to these effects.[/OOC], [OOC='DR: Darkfire'][B]DR: Darkfire[/B] Encounter, Minor Action Ranged 10, One creature Attack: +8 vs REF Hit: Until the end of Heriot's next turn, all attacks against the target have CA and the target cannot benefit from invisibility or concealment.[/OOC], [OOC='CD: Divine Fortune'][B]CD: Divine Fortune[/B] Encounter, Free Action (Divine) Personal Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.[/OOC], [OOC='CD: Healer's Mercy'][B]CD: Healer's Mercy[/B] Encounter, Standard Action (Divine, Healing) Close burst 5, each bloodied ally in burst Effect: Each target can spend a healing surge. Heriot is weakened until the end of his next turn.[/OOC], [OOC='Healing Word'][B]Healing Word[/B] Twice per Encounter, Minor Action (Divine, Healing) Close burst 5, Heriot or one ally Effect: The target can spend a healing surge and regain an additional 1d6 HP.[/OOC], [OOC='CD: Death Knell'][B]CD: Death Knell[/B] Encounter, Minor Action (Divine) Melee touch, One bloodied creature Effect: If the target's HP is less than or equal to 5, it drops to 0 HP. Heriot can still use another CD power if this fails.[/OOC], [OOC='Bane'][B]Bane[/B] Encounter, Standard Action (Divine, Implement) Ranged 10, one creature Attack: +4 vs WILL Hit: Until the end of Heriot's next turn, the target takes a -4 penalty to all defenses.[/OOC], [OOC='Font of Tears'][B]Font of Tears[/B] Daily, Standard Action (Divine, Implement, Zone) Close burst 3, each enemy in burst Attack: +4 vs WILL Hit: The target is dazed (save ends) Effect: The burst creates a zone of shimmering light until the end of Heriot's 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='Symbol of Mortality'][B]Symbol of Mortality[/B] Level: 4 Price: 840 gp Implement (Holy Symbol) Enhancement: +1 attack rolls and damage rolls Critical: +1d6 damage Property: On a critical hit you deal +1d10 damage instead of +1d6 against undead or immortal creatures. Power (Daily): Minor Action. Your next attack with this holy symbol deals an extra 1d4 damage. If the creature has the immortal origin or the undead keyword, the creature takes an extra 1d8 damage instead.[/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, Standard Action (Divine, Healing, Implement) Ranged 5, One creature Attack: +6 vs REF Hit: Until the end of Heriot's next turn, the target takes a -2 penalty to all defenses. The next ally who hits it before the end of Heriot's next turn regains 5 HP.
At Will, Standard Action (Divine, Implement, Radiant) Ranged 5, One creature Attack: +4 vs REF Hit: 1d6+4 radiant damage, and one ally Heriot can see chooses either to gain 3 temporary HP or make a saving throw.
Encounter, Minor Action Close burst 1 Effect: The burst creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are immune to these effects.
Encounter, Minor Action Ranged 10, One creature Attack: +8 vs REF Hit: Until the end of Heriot's next turn, all attacks against the target have CA and the target cannot benefit from invisibility or concealment.
Encounter, Free Action (Divine) Personal Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
Encounter, Standard Action (Divine, Healing) Close burst 5, each bloodied ally in burst Effect: Each target can spend a healing surge. Heriot is weakened until the end of his next turn.
Twice per Encounter, Minor Action (Divine, Healing) Close burst 5, Heriot or one ally Effect: The target can spend a healing surge and regain an additional 1d6 HP.
Encounter, Minor Action (Divine) Melee touch, One bloodied creature Effect: If the target's HP is less than or equal to 5, it drops to 0 HP. Heriot can still use another CD power if this fails.
Encounter, Standard Action (Divine, Implement) Ranged 10, one creature Attack: +4 vs WILL Hit: Until the end of Heriot's next turn, the target takes a -4 penalty to all defenses.
Daily, Standard Action (Divine, Implement, Zone) Close burst 3, each enemy in burst Attack: +4 vs WILL Hit: The target is dazed (save ends) Effect: The burst creates a zone of shimmering light until the end of Heriot's 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
Level: 4 Price: 840 gp Implement (Holy Symbol) Enhancement: +1 attack rolls and damage rolls Critical: +1d6 damage Property: On a critical hit you deal +1d10 damage instead of +1d6 against undead or immortal creatures. Power (Daily): Minor Action. Your next attack with this holy symbol deals an extra 1d4 damage. If the creature has the immortal origin or the undead keyword, the creature takes an extra 1d8 damage instead.
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
Raised from birth in the Exequy, Heriot has been taught to think twice before anything and everything. He is slow and cautious--out of any group, probably the least adventurer-like. He does not dream of riches, wine, women, or song: a "good life" for him would be to return to the Exequy and raise a family the drow way, a "great life" would be serve his time as a Funest to the maximu--seeing all his charges to their great reward and leaving the buildings to the snows. Secretly, however, Heriot fears that great life--in his prayers, he pleads to be sent among the elves or the dwarves, who do not age as the humans or halflings do. While his outward appearance may be cool and calm, Heriot dreads a life where he awakens every day to see his people grow older and older as he remains essentially unchanged. He dresses, like many other drow of his ilk, in plain robes of black slashed through with iron-gray. His quarterstaff, cut from one of the strange underground trees of the drow, is gnarled and a deep brown color. His holy symbol is a classic design among the drow: a silver disc with the profile of a raven engraved, with five raven feathers for the Five Movements of Finality, hanging from the underside.
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
At the lip of the Cairns where the forests meet the mountains, and the mountains meet the deeper caverns is the Exequy--the last theocracy of the Raven Queen, or as the tale-tellers might have it, "the kingdom of Death Herself". The drow of the Exequy smile at these stories--usually heard from the lips of bewildered travellers who stumble in lost, or blinded by whiteout in a storm. They know that as long as there is life in the world beneath the snow, there will be death as well. They turned away from the darker worships of their deeper-down kin long ago in favor of the Queen of the Ravens, the Lady of Finality. Many an outlying point of light--whether a mighty dragonborn hold or a human village--has a member of the Exequy among them working as an undertaker, corpse collector, or gravedigger. These drow, the Brotherhood of the Funest, may stay at their post for decades or centuries tending to their flock--the oldest of the sages are rumored to be Funests who outlived every soul in their village, opened the doors and windows to the snow and the wind, and left for home. Heriot has trained for his entire life to be one of these few, practicing bindings and embalmings and learning the customs of death of every creed and race in the cave-cities of the Exequy. His father is a Funest somewhere among the elves of the woods; his mother is a clerk employed in keeping track of the funests' correspondence by messenger-bird to and from the Cairns (they had what may have been the first postal relationship in drow history). He has been granted special permission to explore what the light is: the sages believe it to be a sign from the Queen of a place where the dead may not rest easy.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games