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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
+1 to all defenses vs blooded foes Res Necrotic and Radiant 6 (5+0ne half level)
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=152068][size=4][B]Shara[/B][/size][/url], Deva wizard [B]Init[/B] +3 [B]HP[/B] 28+4th/28 [B]Bloodied[/B] 14 [B]Healing Surge[/B] 7 (5 used /8) [B]AC[/B] 16 [B]Fort[/B] 13 [B]Reflex[/B] 15 [B]Will[/B] 15 [B]Speed[/B] 6 [B]Str[/B] 8 (-1) [B]Con[/B] 14 (+2) [B]Dex[/B] 14 (+2) [B]Int[/B] 18 (+4) [B]Wis[/B] 14 (+2) [B]Cha[/B] 11 (0) [OOC='ghost sound (cantrip)'][B]ghost sound (cantrip)[/B] At-Will Arcane, Illusion Standard Action Ranged 10 Target: One object or unoccupied square Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words[/OOC], [OOC='light (cantrip)'][B]light (cantrip)[/B] At-Will Arcane Minor Action Ranged 5 Target: One object or unoccupied square Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out. [/OOC], [OOC='Scorching Burst (attack)'][B]Scorching Burst (attack)[/B] At-Will Arcane, Fire, Implement Standard Action Area burst 1 within 10 Target: Each creature in burst Attack: Intelligence vs Reflex Hit: 1d6 + Intelligence modifier fire damage. Increase damage to 2d6 + Intelligence modifier at 21st level[/OOC], [OOC='[STRIKE]Ray of Enfeeblement (attack)[/STRIKE]'][B]Ray of Enfeeblement (attack)[/B] Encounter Arcane, Implement, Necrotic Standard Action Ranged 10 Primary Target: One creature Attack: Intelligence vs Fortitude Hit: 1d10 + Intelligence modifier necrotic damage, and the target is weakened until the end of your next turn.[/OOC], [OOC='[STRIKE]Icy Rays (attack)[/STRIKE]'][B]Icy Rays (attack)[/B] Encounter Arcane, Cold, Implement Standard Action Ranged 10 Targets: One or two creatures Attack: Intelligence vs. Reflex, one attack per target Hit: 1d10+ Intelligence modifier cold damage, and the target is immobilized until the end of your next turn.[/OOC], [OOC='[STRIKE]Rolling Thunder (attack)[/STRIKE]'][B]Rolling Thunder (attack)[/B] Daily Arcane, Conjuration, Implement, Thunder Standard Action Ranged 10 Primary Target: One or two creatures Primary Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier thunder damage, and you slide the primary target 3 squares. Miss: Half damage, and you slide the primary target 1 square. Effect: You conjure a thunderball in 1 square within each primary target's space. Each thunderball lasts until the end of your next turn. Each thunderball can make a secondary attack. Opportunity Action Melee 1 Trigger: A creature moves out of the thunderball's square Secondary Target: The triggering creature Secondary Attack: Intelligence vs. Reflex Hit: 5 thunder damage. Sustain Minor: Each thunderball persists.[/OOC], [OOC='[STRIKE]Grease (attack)[/STRIKE]'][B]Grease (attack)[/B] Daily Arcane, Implement, Zone Standard Action Area burst 2 within 10 squares Effect: The burst creates a zone of Slick grease that covers all horizontal surfaces until the end of the encounter. The zone is difficult terrain. You can make the following attack, using a square within the zone as the origin square. Free Action Close burst 1 Trigger: A creature enters the zone Target: The triggering creature in burst Attack: Intelligence vs. Reflex Hit: You knock the target prone. Miss: You slide the target 2 squares.[/OOC], [OOC='Shield (utility)'][B]Shield (utility)[/B] Encounter Arcane, Force Immediate Interrupt Personal Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your turn.[/OOC], [OOC='[STRIKE]Feather Fall (utility)[/STRIKE]'][B]Feather Fall (utility)[/B] Daily Arcane Free Action Ranged 10 Trigger: You or one creature in range falls Effect: You or the creature takes no damage from the fall, regardless of its distance, and it does not fall prone at the end of the fall.[/OOC], [OOC='Tome spell: Flaming Sphere (attack)'][B]Tome spell: Flaming Sphere (attack)[/B] Daily Arcane, Conjuration, Fire, Implement Standard Action Ranged 10 Target: One creature adjacent to the flaming sphere Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier fire damage. Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4 + Intelligence modifier fire damage. As a move action, you can move the sphere up to 6 squares. Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere. [/OOC], [OOC='mage hand (cantrip)'][B]mage hand (cantrip)[/B] At-Will Arcane, Conjuration Minor Action Ranged 5 Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely. Special: You can create only one hand at a time. [/OOC], [OOC='prestidigitation (cantrip)'][B]prestidigitation (cantrip)[/B] At-Will Arcane Standard Action Ranged 2 Effect: Use this cantrip to accomplish one of the effects given below. •Move up to 1 pound of material. •Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. • Color, clean, or soil items in 1 cubic foot for up to 1 hour. • Instantly light (or snuff out) a candle, a torch, or a small campfire. • Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. • Make a small mark or symbol appear on a surface for up to 1 hour. • Produce out of nothingness a small item or image that exists until the end of your next turn. • Make a small, handheld item invisible until the end of your next turn. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power. Special: You can have as many as three prestidigitation effects active at one time. [/OOC], [OOC='Phantom Bolt (attack)'][B]Phantom Bolt (attack)[/B] At-Will Arcane, Illusion, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 1d8 + Intelligence modifier psychic damage, and you slide the target 1 square. Level 21: 2d8 + Intelligence modifier psychic damage[/OOC], [OOC='[STRIKE]Tome spell: Fire Shroud (attack)[/STRIKE]'][B]Tome spell: Fire Shroud (attack)[/B] Encounter Arcane, Fire, Implement Standard Action Close burst 3 Target: Each enemy in burst Attack: Intelligence vs Fortitude Hit: 1d8 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends). [/OOC], [OOC='Acid Arrow (attack)'][B]Acid Arrow (attack)[/B] Encounter Acid, Arcane, Implement Standard Action Ranged 20 Primary Target: One creature Attack: Intelligence vs Reflex Hit: 2d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack. Secondary Target: Each enemy adjacent to the primary target Secondary Attack: Intelligence vs Reflex Hit: 1d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Miss Half damage, and ongoing 2 acid Damage to primary target (save ends), and no secondary attack.[/OOC], [OOC='[STRIKE]Freezing Cloud (attack)[/STRIKE]'][B]Freezing Cloud (attack)[/B] Daily Arcane, implement, Sleep Standard Action Area burst 2 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Fortitude Hit: 1d8 + Intelligence modifier cold damage. Miss: Half damage. Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. Your can dismiss the cloud as a minor action.[/OOC], [OOC='[STRIKE]Guardian Blades (utility)[/STRIKE]'][B]Guardian Blades (utility)[/B] Daily Arcane, Force Minor Action Personal Effect: Until the end of the encounter or until you become unconscious, each enemy adjacent to you that makes an attack roll takes force damage equal to your Intelligence modifier. No enemy can take this damage more than once a turn.[/OOC], [OOC='Tome spell: Summon Fire Warrior'][B]Tome spell: Summon Fire Warrior[/B] Daily Arcane, Fire, Implement, Summoning Minor Action Ranged 10 Effect: You summon a Medium fire warrior in an unoccupied square within range. The fire warrior has a speed of fly 6 (hover). It has a +2 bonus to AC and a +2 bonus to Fortitude. You can give the fire warrior the following special commands. Standard Action: Melee1; targets one creature; Intelligence vs. Reflex; 1d8 + Intelligence modifier fire damage. Opportunity Attack: Melee 1; targets one creature; Intelligence vs. Reflex; 1d8 + Intelligence modifier fire damage.[/OOC], [OOC='Memory of a Thousand Lifetimes (racial)'][B]Memory of a Thousand Lifetimes (racial)[/B] Encounter No Action Personal Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result Effect: You add 1d6 to the triggering roll.[/OOC] [B]Notes[/B] +1 to all defenses vs blooded foes Res Necrotic and Radiant 6 (5+0ne half level)
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 Arcane, Illusion Standard Action Ranged 10 Target: One object or unoccupied square Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words
At-Will Arcane Minor Action Ranged 5 Target: One object or unoccupied square Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.
At-Will Arcane, Fire, Implement Standard Action Area burst 1 within 10 Target: Each creature in burst Attack: Intelligence vs Reflex Hit: 1d6 + Intelligence modifier fire damage. Increase damage to 2d6 + Intelligence modifier at 21st level
Encounter Arcane, Implement, Necrotic Standard Action Ranged 10 Primary Target: One creature Attack: Intelligence vs Fortitude Hit: 1d10 + Intelligence modifier necrotic damage, and the target is weakened until the end of your next turn.
Encounter Arcane, Cold, Implement Standard Action Ranged 10 Targets: One or two creatures Attack: Intelligence vs. Reflex, one attack per target Hit: 1d10+ Intelligence modifier cold damage, and the target is immobilized until the end of your next turn.
Daily Arcane, Conjuration, Implement, Thunder Standard Action Ranged 10 Primary Target: One or two creatures Primary Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier thunder damage, and you slide the primary target 3 squares. Miss: Half damage, and you slide the primary target 1 square. Effect: You conjure a thunderball in 1 square within each primary target's space. Each thunderball lasts until the end of your next turn. Each thunderball can make a secondary attack. Opportunity Action Melee 1 Trigger: A creature moves out of the thunderball's square Secondary Target: The triggering creature Secondary Attack: Intelligence vs. Reflex Hit: 5 thunder damage. Sustain Minor: Each thunderball persists.
Daily Arcane, Implement, Zone Standard Action Area burst 2 within 10 squares Effect: The burst creates a zone of Slick grease that covers all horizontal surfaces until the end of the encounter. The zone is difficult terrain. You can make the following attack, using a square within the zone as the origin square. Free Action Close burst 1 Trigger: A creature enters the zone Target: The triggering creature in burst Attack: Intelligence vs. Reflex Hit: You knock the target prone. Miss: You slide the target 2 squares.
Encounter Arcane, Force Immediate Interrupt Personal Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your turn.
Daily Arcane Free Action Ranged 10 Trigger: You or one creature in range falls Effect: You or the creature takes no damage from the fall, regardless of its distance, and it does not fall prone at the end of the fall.
Daily Arcane, Conjuration, Fire, Implement Standard Action Ranged 10 Target: One creature adjacent to the flaming sphere Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier fire damage. Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4 + Intelligence modifier fire damage. As a move action, you can move the sphere up to 6 squares. Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere.
Powers
At-Will Arcane, Conjuration Minor Action Ranged 5 Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely. Special: You can create only one hand at a time.
At-Will Arcane Standard Action Ranged 2 Effect: Use this cantrip to accomplish one of the effects given below. •Move up to 1 pound of material. •Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. • Color, clean, or soil items in 1 cubic foot for up to 1 hour. • Instantly light (or snuff out) a candle, a torch, or a small campfire. • Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. • Make a small mark or symbol appear on a surface for up to 1 hour. • Produce out of nothingness a small item or image that exists until the end of your next turn. • Make a small, handheld item invisible until the end of your next turn. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power. Special: You can have as many as three prestidigitation effects active at one time.
At-Will Arcane, Illusion, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 1d8 + Intelligence modifier psychic damage, and you slide the target 1 square. Level 21: 2d8 + Intelligence modifier psychic damage
Encounter Arcane, Fire, Implement Standard Action Close burst 3 Target: Each enemy in burst Attack: Intelligence vs Fortitude Hit: 1d8 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).
Encounter Acid, Arcane, Implement Standard Action Ranged 20 Primary Target: One creature Attack: Intelligence vs Reflex Hit: 2d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack. Secondary Target: Each enemy adjacent to the primary target Secondary Attack: Intelligence vs Reflex Hit: 1d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Miss Half damage, and ongoing 2 acid Damage to primary target (save ends), and no secondary attack.
Daily Arcane, implement, Sleep Standard Action Area burst 2 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Fortitude Hit: 1d8 + Intelligence modifier cold damage. Miss: Half damage. Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. Your can dismiss the cloud as a minor action.
Daily Arcane, Force Minor Action Personal Effect: Until the end of the encounter or until you become unconscious, each enemy adjacent to you that makes an attack roll takes force damage equal to your Intelligence modifier. No enemy can take this damage more than once a turn.
Daily Arcane, Fire, Implement, Summoning Minor Action Ranged 10 Effect: You summon a Medium fire warrior in an unoccupied square within range. The fire warrior has a speed of fly 6 (hover). It has a +2 bonus to AC and a +2 bonus to Fortitude. You can give the fire warrior the following special commands. Standard Action: Melee1; targets one creature; Intelligence vs. Reflex; 1d8 + Intelligence modifier fire damage. Opportunity Attack: Melee 1; targets one creature; Intelligence vs. Reflex; 1d8 + Intelligence modifier fire damage.
Encounter No Action Personal Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result Effect: You add 1d6 to the triggering roll.
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
128 gp
Personality Traits
Shara is always calm, cool, and collected. She never seems to be surprised by anything and gives advice but does not give orders. She is a very devout worshiper of Bahamut but still offers up prayers to all the gods of good. Every morning before she prepares her spells for the day she prays to her patron god. She also offers up prayers to the other gods at appropriate times as the situation demands. She believes in spreading of goodness by performing good acts and will not participate in actions she considers evil.
Mannerisms and Appearance
She stands at 6’4” and her slim form towers over all but the tallest of races. Her skin is chalk white and on her face she has two lines of dark blue colored skin that starts at her hair line and goes straight down over her eyes. The inch and a half wide lines extend down her neck onto her chest and end about at her waist. Her hair is the same dark blue of the lines and is long hanging straight down to the small of her back. Her flowing silk robe is pure white with gold and sliver ornaments decorating it and upon her shoulders are winglike metal ornaments. The headdress she wears suggests a halo and is made of white silk, gold, and silver.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Shara’s first memories of her current life are of appearing on a salt marsh shore. Of her previous lives she knows that she studied the arcane arts but most of it is clouded and unclear. She can not remember how to cast spells though so the first thing she does is make her way to a town. She earned a living working as a scribe as she still remembered how to read, write, and speak a couple languages. She continued that work as she traveled to larger towns and then cities before she was accepted into the Lyceum Academy. For a few years she studied under the Mage Aluncad, an old human looking to finally pass on his knowledge to the younger generation. A firm believer of learning through real life experiences, Aluncad only taught her until she was at a level where she could improve her spells on her own and then tasked her to travel to Gate Pass where he would contact her upon arrival. [IMG]http://i891.photobucket.com/albums/ac115/bloodrever/Shara.png[/IMG] [url=http://www.myth-weavers.com/sheetview.php?sheetid=152068][font="Franklin Gothic Medium"][b]Shara[/b][size=1] - Deva Wizard[/size][/font][/url]
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games