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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=150007][size=4][B]Rylin[/B][/size][/url], Half-Elf Paladin [B]Init[/B] -1 [B]HP[/B] 34/34 [B]Bloodied[/B] 17 [B]Healing Surge[/B] 8 ( used /11) [B]AC[/B] 20 [B]Fort[/B] 12 [B]Reflex[/B] 13 [B]Will[/B] 15 [B]Speed[/B] 5 [B]Str[/B] 10 (+0) [B]Con[/B] 13 (+1) [B]Dex[/B] 8 (-1) [B]Int[/B] 10 (+0) [B]Wis[/B] 16 (+3) [B]Cha[/B] 19 (+4) [OOC='Ardent Strike (At-Will)'][B]Ardent Strike (At-Will)[/B] Standard Action Melee Weapon Target: One Creature Attack: Charisma vs. AC Hit: 1[W]+Charisma modifier damage, and the target is subject to your divine sanction until the end of your next turn.[/OOC], [OOC='Valorous Smite (Encounter)'][B]Valorous Smite (Encounter)[/B] Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 2[W] + Charisma modifier damage. t[/OOC], [OOC='CD: Divine Mettle (Encounter)'][B]CD: Divine Mettle (Encounter)[/B] Minor Action Close burst 10 Target: One creature in burst Effect: The target makes a saving throw with a bonus equal to your Charisma modifier.[/OOC], [OOC='Lay on Hands (At-Will[Special])'][B]Lay on Hands (At-Will[Special])[/B] Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round. Minor Action Melee touch Target: One creature Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.[/OOC], [OOC='Enfeebling Strike (At-Will)'][B]Enfeebling Strike (At-Will)[/B] Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier damage. If you marked the target, it takes a –2 penalty to attack rolls until the end of your next turn.[/OOC], [OOC='Eldritch Strike (Encounter)'][B]Eldritch Strike (Encounter)[/B] Arcane, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma or Constitution vs. AC Hit: 1[W] + Charisma or Constitution modifier damage, and you slide the target 1 square. Increase damage to 2[W] + Charisma or Constitution modifier at 21st level. Special: When you take this power, you determine whether you use Charisma or Constitution for the power’s attack roll and damage roll. This choice remains throughout the character’s life. This power counts as a melee basic attack.[/OOC], [OOC='Majestic Halo(Daily)'][B]Majestic Halo(Daily)[/B] Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 3[W] + Charisma modifier damage. Miss: half damage. Effect: Until the end of the encounter, any enemy that starts its turn adjacent to you is subject to your divine sanction until the end of its turn.[/OOC], [OOC='Divine Challenge (At-Will)'][B]Divine Challenge (At-Will)[/B] Divine, Radiant Minor Action Close burst 5 Target: One creature in burst Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. Also, it takes radiant damage equal to 3 + your Charisma modifier the first time it makes an attack that doesn’t include you as a target before the start of your next turn. The damage increases to 6 + your Charisma modifier at 11th level, and to 9 + your Charisma modifier at 21st level. On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can’t use divine challenge on your next turn. You can use divine challenge once per turn. Special: Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of the target. It’s a magical compulsion that affects the creature’s behavior, regardless of the creature’s nature. You can’t place a divine challenge on a creature that is already affected by your or another character’s divine challenge.[/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
Standard Action Melee Weapon Target: One Creature Attack: Charisma vs. AC Hit: 1[W]+Charisma modifier damage, and the target is subject to your divine sanction until the end of your next turn.
Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 2[W] + Charisma modifier damage. t
Minor Action Close burst 10 Target: One creature in burst Effect: The target makes a saving throw with a bonus equal to your Charisma modifier.
Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round. Minor Action Melee touch Target: One creature Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.
Powers
Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier damage. If you marked the target, it takes a –2 penalty to attack rolls until the end of your next turn.
Arcane, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma or Constitution vs. AC Hit: 1[W] + Charisma or Constitution modifier damage, and you slide the target 1 square. Increase damage to 2[W] + Charisma or Constitution modifier at 21st level. Special: When you take this power, you determine whether you use Charisma or Constitution for the power’s attack roll and damage roll. This choice remains throughout the character’s life. This power counts as a melee basic attack.
Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 3[W] + Charisma modifier damage. Miss: half damage. Effect: Until the end of the encounter, any enemy that starts its turn adjacent to you is subject to your divine sanction until the end of its turn.
Divine, Radiant Minor Action Close burst 5 Target: One creature in burst Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. Also, it takes radiant damage equal to 3 + your Charisma modifier the first time it makes an attack that doesn’t include you as a target before the start of your next turn. The damage increases to 6 + your Charisma modifier at 11th level, and to 9 + your Charisma modifier at 21st level. On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can’t use divine challenge on your next turn. You can use divine challenge once per turn. Special: Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of the target. It’s a magical compulsion that affects the creature’s behavior, regardless of the creature’s nature. You can’t place a divine challenge on a creature that is already affected by your or another character’s divine challenge.
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
5g, 10s
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games