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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
+5 racial bonus on saving throws against illusions
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=156406][size=4][B]Pock[/B][/size][/url], Gnome Wizard [B]Init[/B] +4 [B]HP[/B] 40/40 [B]Bloodied[/B] 20 [B]Healing Surge[/B] 10 (0 used /6) [B]AC[/B] 19 [B]Fort[/B] 15 [B]Reflex[/B] 20 [B]Will[/B] 18 [B]Speed[/B] 5 [B]Str[/B] 8 (-1) [B]Con[/B] 10 (0) [B]Dex[/B] 13 (+1) [B]Int[/B] 21 (+5) [B]Wis[/B] 13 (+1) [B]Cha[/B] 13 (+1) [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='Illusory Ambush (attack)'][B]Illusory Ambush (attack)[/B] At-Will Arcane, Illusion, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. Level 21: 2d6 + Intelligence modifier psychic damage[/OOC], [OOC='Grasping Shadows (attack)'][B]Grasping Shadows (attack)[/B] Encounter Arcane, Illusion, Implement, Psychic, Zone Standard Action Area burst 1 within 10 squares Target: Each creature in burst Attack: Intelligence vs. Will Hit: 1d8 + Intelligence modifier psychic damage, and the target is slowed until the end of your next turn. Effect: The burst creates a zone of writhing shadows that lasts until the end of your next turn. Each creature that enters the zone takes psychic damage equal to your Intelligence modifier and is slowed until the end of its next turn.[/OOC], [OOC='Horrid Whispers (attack)'][B]Horrid Whispers (attack)[/B] Daily Arcane, Illusion, Implement, Psychic Standard Action Area burst 1 within 10 squares Target: Each enemy in burst Attack: Intelligence vs. Will Hit: 1d6 + Intelligence modifier psychic damage, and the target is slowed and takes a -2 penalty to attack rolls (save ends both). Aftereffect: You knock the target prone. Miss: The target is slowed and takes a -2 penalty to attack rolls until the end of your next turn.[/OOC], [OOC='[STRIKE]Sleep (attack)[/STRIKE]'][B]Sleep (attack)[/B] Daily Arcane, Implement, Sleep Standard Action Area burst 2 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Will Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends). Miss: The target is slowed (save ends). [/OOC], [OOC='Visions of Avarice (attack)'][B]Visions of Avarice (attack)[/B] Daily Arcane, Illusion, Implement, Psychic, Zone Standard Action Area 1 square within 10 squares Effect: The power's area becomes a zone of illusory treasure that lasts until the end of your next turn. Once per turn, you can make the following attack, using the zone as the origin square. Minor Action Close burst 5 Target: Each enemy in burst Attack: Intelligence vs. Will Hit: The zone pulls the target 3 squares. A target that ends this movement within the zone or adjacent to the zone is immobilized (save ends). Sustain Minor: The zone persists. When you sustain the power, you can repeat the attack as a minor action.[/OOC], [OOC='[STRIKE]Phantasmal Terrain (utility)[/STRIKE]'][B]Phantasmal Terrain (utility)[/B] Daily Arcane, Illusion, Implement Standard Action Area burst 3 within 10 squares Effect: The burst creates a zone of illusory obstacles that last until the end of the encounter. Difficult terrain within the zone cost 2 extra squares of movement to enter instead of the normal 1 extra square. Additionally, hazards and traps within the zone gain a bonus to attack rolls against your enemies equal to your Intelligence modifier,[/OOC], [OOC='Wizard's Escape (utility)'][B]Wizard's Escape (utility)[/B] Encounter Arcane, Teleportation Immediate Interrupt Personal Trigger: An enemy hits you with a melee attack Effect: You teleport 5 squares to a space that is not adjacent to an enemy.[/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]Hypnotic Pattern (attack)[/STRIKE]'][B]Hypnotic Pattern (attack)[/B] Encounter Arcane, Conjuration, Illusion, Implement Standard Action Ranged 10 Effect: You conjure a swirling pattern of colors and lights in an unoccupied square within range that lasts until the end of you next turn. You can make the following attack, using the pattern's square as the origin square. Opportunity Action Close burst 3 Trigger: An enemy starts its turn within 3 squares of the pattern Target: The triggering enemy in burst Attack: Intelligence vs. Will Hit: The target is pulled 3 squares toward the pattern and is slowed until the end of your next turn. It can move into the pattern's square.[/OOC], [OOC='[STRIKE]Phantom Chasm (attack)[/STRIKE]'][B]Phantom Chasm (attack)[/B] Daily Arcane, Illusion, Implement, Psychic Standard Action Area burst 1 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Will Hit: 2d6 + Intelligence modifier psychic damage, and the target is knocked prone and immobilized until the end of your next turn. Miss: The target is immobilized until the end of your next turn.[/OOC], [OOC='[STRIKE]Phantasmal Assailant (attack)[/STRIKE]'][B]Phantasmal Assailant (attack)[/B] Daily Arcane, Illusion, Implement, Psychic Standard Action Ranged 20 Target: One creature Attack: Intelligence vs. Will Hit: 2d10 + Intelligence modifier psychic damage. Effect: The target takes ongoing 5 psychic damage and grants combat advantage to you and your allies (save ends both).[/OOC], [OOC='[STRIKE]Glitterdust (attack)[/STRIKE]'][B]Glitterdust (attack)[/B] Daily Arcane, Implement, Radiant Standard Action Area burst 1 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 1d10 + Intelligence modifier radiant damage, and the target is blinded until the end of your next turn. Effect: The target gains no benefit from concealment or invisibility, nor can it become hidden (save ends).[/OOC], [OOC='Fade Away (racial)'][B]Fade Away (racial)[/B] Encounter Illusion Immediate Interrupt Personal Trigger: You take damage Effect: You are invisible until you attack or until the end of your next turn.[/OOC], [OOC='[STRIKE]Shield (utility)[/STRIKE]'][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='Invisibility (utility)'][B]Invisibility (utility)[/B] Daily Arcane, Illusion Standard Action Ranged 5 Target: You or one creature Effect: The target is invisible until the end of your next turn. If the target attacks, the target becomes visible. Sustain Standard: If the target is within range, you can sustain the effect.[/OOC] [B]Notes[/B] +5 racial bonus on saving throws against illusions
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, Illusion, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. Level 21: 2d6 + Intelligence modifier psychic damage
Encounter Arcane, Illusion, Implement, Psychic, Zone Standard Action Area burst 1 within 10 squares Target: Each creature in burst Attack: Intelligence vs. Will Hit: 1d8 + Intelligence modifier psychic damage, and the target is slowed until the end of your next turn. Effect: The burst creates a zone of writhing shadows that lasts until the end of your next turn. Each creature that enters the zone takes psychic damage equal to your Intelligence modifier and is slowed until the end of its next turn.
Daily Arcane, Illusion, Implement, Psychic Standard Action Area burst 1 within 10 squares Target: Each enemy in burst Attack: Intelligence vs. Will Hit: 1d6 + Intelligence modifier psychic damage, and the target is slowed and takes a -2 penalty to attack rolls (save ends both). Aftereffect: You knock the target prone. Miss: The target is slowed and takes a -2 penalty to attack rolls until the end of your next turn.
Daily Arcane, Implement, Sleep Standard Action Area burst 2 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Will Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends). Miss: The target is slowed (save ends).
Daily Arcane, Illusion, Implement, Psychic, Zone Standard Action Area 1 square within 10 squares Effect: The power's area becomes a zone of illusory treasure that lasts until the end of your next turn. Once per turn, you can make the following attack, using the zone as the origin square. Minor Action Close burst 5 Target: Each enemy in burst Attack: Intelligence vs. Will Hit: The zone pulls the target 3 squares. A target that ends this movement within the zone or adjacent to the zone is immobilized (save ends). Sustain Minor: The zone persists. When you sustain the power, you can repeat the attack as a minor action.
Daily Arcane, Illusion, Implement Standard Action Area burst 3 within 10 squares Effect: The burst creates a zone of illusory obstacles that last until the end of the encounter. Difficult terrain within the zone cost 2 extra squares of movement to enter instead of the normal 1 extra square. Additionally, hazards and traps within the zone gain a bonus to attack rolls against your enemies equal to your Intelligence modifier,
Encounter Arcane, Teleportation Immediate Interrupt Personal Trigger: An enemy hits you with a melee attack Effect: You teleport 5 squares to a space that is not adjacent to an enemy.
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, Conjuration, Illusion, Implement Standard Action Ranged 10 Effect: You conjure a swirling pattern of colors and lights in an unoccupied square within range that lasts until the end of you next turn. You can make the following attack, using the pattern's square as the origin square. Opportunity Action Close burst 3 Trigger: An enemy starts its turn within 3 squares of the pattern Target: The triggering enemy in burst Attack: Intelligence vs. Will Hit: The target is pulled 3 squares toward the pattern and is slowed until the end of your next turn. It can move into the pattern's square.
Daily Arcane, Illusion, Implement, Psychic Standard Action Area burst 1 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Will Hit: 2d6 + Intelligence modifier psychic damage, and the target is knocked prone and immobilized until the end of your next turn. Miss: The target is immobilized until the end of your next turn.
Daily Arcane, Illusion, Implement, Psychic Standard Action Ranged 20 Target: One creature Attack: Intelligence vs. Will Hit: 2d10 + Intelligence modifier psychic damage. Effect: The target takes ongoing 5 psychic damage and grants combat advantage to you and your allies (save ends both).
Daily Arcane, Implement, Radiant Standard Action Area burst 1 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 1d10 + Intelligence modifier radiant damage, and the target is blinded until the end of your next turn. Effect: The target gains no benefit from concealment or invisibility, nor can it become hidden (save ends).
Encounter Illusion Immediate Interrupt Personal Trigger: You take damage Effect: You are invisible until you attack or until the end of your next turn.
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, Illusion Standard Action Ranged 5 Target: You or one creature Effect: The target is invisible until the end of your next turn. If the target attacks, the target becomes visible. Sustain Standard: If the target is within range, you can sustain the effect.
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
99gp
Personality Traits
Like most gnomes he prefers to succeed through trickery rather than direct confrontations. He avoids drawing attention to himself if he can but he does have a habit of playing practical jokes, mostly with his magic. He is infected with an extreme case of wanderlust.
Mannerisms and Appearance
Pock is 3’6” tall and weighs 60lbs. His wild hair is a vivid green and his eyes are glittering black orbs. His skin is a woody brown in color. His breeches and tunic are colored in forest tones of brown and green. His boots are black with a pattern of waves etched into the soles. He has a brown long coat with threads spaces through it the color of dried blood.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
After this battle, there's a set of double doors that I was thinking you could be spying on - you're been here in their hideout for several days, staying hidden (I forget your character sheet, but that could be done, right?), waiting to bring information back to the Mages who run the Seven-Pillared Hall. Instead of chasing them down because they stole someone (which is the hook I've got the rest of them on), you could be from the last strike force that went up against the Bloodreavers (the slavers - no offense, but it's the name in the module!) that I've alluded to once or twice. You were left for dead, so you took the opportunity to hang back and spy. You're not from the Thunderspire mountain - you can come up with your own reason for being there, but when you heard that the town guard goons were going to smash some baddies, you took up with them for some reason. You have learned that the Bloodreavers here are the middle-men for the slaves; they go out and get the victims, and sell them to other groups, mostly here in the mountain. In fact, there's a delegation here in the temple right now from some dwarves (make me either a Perception of Dungeoneering check, please), presumably to do more business. You have stayed out of sight by mostly staying in the bath chamber (the slavers don't bathe much, yuck), which is south of the corridor in which the current battle is taking place. However, that's not where I want you to be found; there's a staircase just to the north on the party's side of those double doors, and that's where you'll be hanging out; you have been trying to hear things at the door at the top of the stairs or at these double doors to find out what this meeting is about, but you can't hear anything. The dwarves aren't like other dwarves you've commonly seen. There's another door to the south of the double doors - through there, you hear loud goblin voices, but you can't guess what is going on. They are darker complexioned, and slightly ruddy. You didn't get too close for fear of discovery. They aren't anywhere you can see them now. You are hiding now; you're slightly up a staircase that the party doesn't even knows exists yet - let's say O8. Formerly trying to listen at that door at the top. Of course, the sounds of battle are kind of drowning out anything you might overhear, so maybe you want to do something about that?
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games