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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
[b][u]Racial[/b][/u][list][*][b]Bonus At-Will Power[/b]: You know one extra 1st level at-will power from your class [*][b]Bonus Feat[/b]: You gain a bonus feat at 1st level. You must meet the feat's prerequisites. [*][b]Bonus Skill[/b]: You gain training in one additional skill from your class skill list.[/list] [b][u]Class[/b][/u][list][*][b]Arcane Empowerment[/b]: Your study of magic has given you the ability to manipulate the arcane energy contained within items. You begin each day with the ability to empower a magic item. and you gain one additional arcane empowerment for each milestone you reach. You must spend a short rest with an item in order to empower it. You can empower an item in two ways - [ooc=Impart Energy]You recharge the daily power of a magic item. An item can be recharged only once per day in this way.[/ooc] or [ooc=Augment Energy]You infuse a weapon or an implement with a reservoir of energy that lasts until the end of your next extended rest or until it is expended. The wielder of the implement or the weapon can use a free action after making an attack roll to expend the reservoir of energy to gain a +2 bonus to that attack roll. An implement or a weapon can be augmented only once per day in this way.[/ooc] [*][b]Arcane Rejuvenation[/b]: Before combat, an artificer spends time infusing his or her allies' magic items with curative energy. Whenever one of the artificer's allies uses a magic item's daily power, that ally absorbs the energy and gains temporary hit points equal to one-half your level + your Int mod (7). [*][b]Healing Infusion[/b]: You can create healing infusions for later use. At the end of an extended rest, you create two healing infusions that last until the end of your next extended rest. At 16th level, you instead create three healing infusion. You determine the effect of a healing infusion at the time you use the power, not at the time you create it. When you use a Healing Infusion power, you expend one of the infusions you created during your last extended rest. During a short rest, you or an ally can spend a healing surge to replenish one of the infusions expended. [*][b]Ritual Casting[/b]: You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You own a ritual book, and it contains the following rituals that you have mastered: Brew Potion, Disenchant Magic Item, Enchant Magic Item, and Make Whole. In addition, you can use Disenchant Magic Item without expending components.[/list] [b][u]Feats[/b][/u][list][*][b]Ritual Caster[/b]: You can master and perform rituals of your level or lower. [*][b]Weapon Expertise (Spear)[/b]: +1 to all attacks made w/ spears [*][b]Implement Expertise (Wand)[/b]: +1 to all attacks made w/ wands [*][b]Potent Restorables[/b]: Your healing powers restore 2 extra hit points. The extra hit points increase to 3 at 6th level, to 4 at 11th level, to 5 at 16th level, to 6 at 21st level, and to 7 at 26th level. [*][b]Weapon Proficiency (Tratnyr)[/b]: Gain proficiency with Tratnyr [*][b]Arcane Reserves[/b]: If all your arcane encounter attack powers are expended, you gain a +2 bonus to damage rolls with your arcane at-will attack powers until the end of the encounter or until you regain the use of one of your arcane encounter attack powers. [/list] [b][u]Equipment[/u][/b][list][*][b]Supremely Vicious Tratnyr[/b]: +2 prof, 1d8, 10/20, Heavy thrown, versatile, Crit - 2d8, and you can choose to reroll any or all of your crit damage die, but you must take the second result of each die. [*][b]Magic Wand +2[/b]: Crit - +2d6 [*][b]Deathcut Leather Armor +1[/b]: +3 AC, Resist 5 necrotic, resist 5 poison [*][b]Cloak of Distortion[/b]: A ranged attack against you from more than 5 squares away takes a -5 penalty to the attack roll. [*][b]Gauntlets of Blood[/b]: +2 bonus to damage rolls against bloodied targets.[/list]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=180437][size=4][B]Rissa Hoque[/B][/size][/url], Human Artificer [B]Init[/B] +2 [B]HP[/B] 53/53 [B]Bloodied[/B] 26 [B]Healing Surge[/B] 13 (0 used /9) [B]AC[/B] 20 [B]Fort[/B] 19 [B]Reflex[/B] 19 [B]Will[/B] 18 [B]Speed[/B] 6 [B]Str[/B] 11 (0) [B]Con[/B] 16 (+3) [B]Dex[/B] 8 (-1) [B]Int[/B] 19 (+4) [B]Wis[/B] 14 (+2) [B]Cha[/B] 10 (0) [OOC='[color=green]Static Shock[/color]'][B][color=green]Static Shock[/color][/B] Arcane, Implement, Lightning Standard, Melee or Ranged 5, One creature Int (+10) vs Reflex HIt: 1d8 + Int mod (+6) lightning damage. The next attack the target makes before the end of your next turn takes a penalty to the damage roll equal your Con mod (+3). Level 21: 2d8 + Int mod lightning damage. [/OOC], [OOC='[color=green]Magic Weapon[/color]'][B][color=green]Magic Weapon[/color][/B] Arcane, Weapon Standard Action, Melee or Ranged Weapon, One creature Int+1 (+13) vs AC Hit: 1[W] + Int mod (1d8+6) damage, and each ally adjacent to you gains a +1 power bonus to attack rolls and a bonus to damage rolls equal to your [b]Con mod[/b] (+3) or your Wis mod until the end of your next turn. Level 21: 2[W] + Int mod damage, and a +2 power bonus to attack rolls.[/OOC], [OOC='[color=green]Thundering Armor[/color]'][B][color=green]Thundering Armor[/color][/B] Arcane, Implement, Thunder Standard Action, Close Burst 10, You or one ally in burst Effect: The primary target gains a +1 power bonus to AC until the end of your next turn. Make an attack. Secondary Target: One creature adjacent to the primary target in burst Int (+10) vs Fort Hit: 1d8 + Int mod (+6) thunder damage, and you push the secondary target 1 square away from the primary target. Level 21: 2d8 + Int mod thunder damage[/OOC], [OOC='[STRIKE][color=slategrey]Life-Tapping Darts[/color][/STRIKE]'][B][color=slategrey]Life-Tapping Darts[/color][/B] Arcane, Implement Standard, Ranged 10, One creature Int (+10) vs Reflex Hit: 2d10 + Int mod (+6) damage, and one ally within 10 squares of you gains 10 temporary hit points. Miss: Half damage, and one ally within 10 squares of you gains 5 temporary hit points.[/OOC], [OOC='[color=slategrey]Dancing Weapon[/color]'][B][color=slategrey]Dancing Weapon[/color][/B] Arcane, Summoning, Weapon Minor, Ranged 5 Requirement: You must be holding a melee weapon Effect: You throw a melee weapon you are holding into an unoccupied square within range. The weapon has speed 0 and fly 6 (hover). The weapon is considered to be a Small creature. When the dancing weapon drops to 0 hit points, it is not destroyed, and you don't lose a healing surge. Instead, the weapon returns to your hand. The dancing weapon cannot open or close a door or container. or pick up or drop an item. You can give the dancing weapon the following special commands: Minor Action: Melee 1; targets one creature; Int (+12) vs AC; 1[W] + Int mod (1d8+6) damage. Opportunity Attack: Melee 1; targets one creature; Int (+12) vs. AC; 1[W] + Int mod (1d8+6) damage.[/OOC], [OOC='[color=slategrey]Regeneration Infusion[/color]'][B][color=slategrey]Regeneration Infusion[/color][/B] Arcane, Healing Minor, Close burst 10, You or one ally in burst; target must be bloodied Effect: The target gains 3 hit points and regeneration equal to your Con mod (+3) until the end of the encounter. As a minor action, the target can end the effect to spend a healing surge. [/OOC], [OOC='[color=red]Healing Infusion: Curative Admixture[/color]'][B][color=red]Healing Infusion: Curative Admixture[/color][/B] Arcane, Healing Minor Action, Close burst 5 (10 at 11th level, 15 at 21st level), You or one ally in burst Effect: The target regains hit points equal to its healing surge value + your Wis mod (+2) + 5, and you expend an infusion crafted with your Healing Infusion class feature. level 11: Healing surge value + your Wis mod + 7. Level 16: Healing surge value + your Wis mod + 9. Level 21: Healing surge value + your Wis mod + 11. Level 16: Healing surge value + your Wis mod + 13. Special: You can use two Healing Infusion powers per encounter, but only one per round. At 16th level, you can use three Healing Infusion powers per encounter, but only one per round.[/OOC], [OOC='[color=red]Healing Infusion: Resistive Formula[/color]'][B][color=red]Healing Infusion: Resistive Formula[/color][/B] Arcane Minor Action, Close burst 5, (10 at 11th level, 15 at 21st level), You or one ally in burst Effect: The target gains a + 1 power bonus to AC until the end of the encounter, and you expend an infusion crafted with your Healing Infusion class feature. The target can end the bonus as a free action to gain temporary hit points equal to its healing surge value + your Con mod (+3). Level 11: Temporary hit points equal to the target 's healing surge value + twice your Con mod. Level 21: Temporary hit points equal to the target 's healing surge value + three times your Con mod. Special: You can use two Healing Infusion powers per encounter, but only one per round. At 16th level, you can use three Healing Infusion powers per encounter, but only one per round.[/OOC], [OOC='[color=red]Burning Weapons[/color]'][B][color=red]Burning Weapons[/color][/B] Arcane, Fire, Weapon Standard, Melee or Ranged weapon, One creature Int (+12) vs AC Hit: 1[W] + Int mod (1d8+6) fire damage. Until the end of your next turn, you and any ally within 2 squares of you deals extra fire damage equal to your Con mod (+3) with weapon or fire attacks. [/OOC], [OOC='[color=red]Swift Mender[/color]'][B][color=red]Swift Mender[/color][/B] Arcane Minor, Ranged 5, You or one ally Effect: The target makes a saving throw.[/OOC], [OOC='[color=red]Force Infusion[/color]'][B][color=red]Force Infusion[/color][/B] Arcane, Force, Weapon Standard, Melee or Ranged weapon, One creature Int (+12) vs Fort Hit: 1[W]+ Int mod + Con mod (1d8+9) force damage Effect: Until the end of your next turn, whenever any ally hits the target with a melee attack, that ally pushes the target 1 square[/OOC], [OOC='[color=DarkRed]Coif of Mindiron[/color]'][B][color=DarkRed]Coif of Mindiron[/color][/B] Encounter Immediate Interrupt Use this power when you would be dazed by an attack that targets your Will defense. You are not dazed by the attack.[/OOC], [OOC='[color=DarkOrange]Deathcut Armor[/color]'][B][color=DarkOrange]Deathcut Armor[/color][/B] Daily Necrotic Immediate Reaction: You can use this power when an enemy his you with a melee attack Deal 1d10 + Cha mod (+0) necrotic damage to that enemy. Level 15 or 20: 2d10 + Cha mod necrotic damage. Level 25 or 30: 3d10 + Cha mod necrotic damage. [/OOC] [B]Notes[/B] [b][u]Racial[/b][/u][list][*][b]Bonus At-Will Power[/b]: You know one extra 1st level at-will power from your class [*][b]Bonus Feat[/b]: You gain a bonus feat at 1st level. You must meet the feat's prerequisites. [*][b]Bonus Skill[/b]: You gain training in one additional skill from your class skill list.[/list] [b][u]Class[/b][/u][list][*][b]Arcane Empowerment[/b]: Your study of magic has given you the ability to manipulate the arcane energy contained within items. You begin each day with the ability to empower a magic item. and you gain one additional arcane empowerment for each milestone you reach. You must spend a short rest with an item in order to empower it. You can empower an item in two ways - [ooc=Impart Energy]You recharge the daily power of a magic item. An item can be recharged only once per day in this way.[/ooc] or [ooc=Augment Energy]You infuse a weapon or an implement with a reservoir of energy that lasts until the end of your next extended rest or until it is expended. The wielder of the implement or the weapon can use a free action after making an attack roll to expend the reservoir of energy to gain a +2 bonus to that attack roll. An implement or a weapon can be augmented only once per day in this way.[/ooc] [*][b]Arcane Rejuvenation[/b]: Before combat, an artificer spends time infusing his or her allies' magic items with curative energy. Whenever one of the artificer's allies uses a magic item's daily power, that ally absorbs the energy and gains temporary hit points equal to one-half your level + your Int mod (7). [*][b]Healing Infusion[/b]: You can create healing infusions for later use. At the end of an extended rest, you create two healing infusions that last until the end of your next extended rest. At 16th level, you instead create three healing infusion. You determine the effect of a healing infusion at the time you use the power, not at the time you create it. When you use a Healing Infusion power, you expend one of the infusions you created during your last extended rest. During a short rest, you or an ally can spend a healing surge to replenish one of the infusions expended. [*][b]Ritual Casting[/b]: You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You own a ritual book, and it contains the following rituals that you have mastered: Brew Potion, Disenchant Magic Item, Enchant Magic Item, and Make Whole. In addition, you can use Disenchant Magic Item without expending components.[/list] [b][u]Feats[/b][/u][list][*][b]Ritual Caster[/b]: You can master and perform rituals of your level or lower. [*][b]Weapon Expertise (Spear)[/b]: +1 to all attacks made w/ spears [*][b]Implement Expertise (Wand)[/b]: +1 to all attacks made w/ wands [*][b]Potent Restorables[/b]: Your healing powers restore 2 extra hit points. The extra hit points increase to 3 at 6th level, to 4 at 11th level, to 5 at 16th level, to 6 at 21st level, and to 7 at 26th level. [*][b]Weapon Proficiency (Tratnyr)[/b]: Gain proficiency with Tratnyr [*][b]Arcane Reserves[/b]: If all your arcane encounter attack powers are expended, you gain a +2 bonus to damage rolls with your arcane at-will attack powers until the end of the encounter or until you regain the use of one of your arcane encounter attack powers. [/list] [b][u]Equipment[/u][/b][list][*][b]Supremely Vicious Tratnyr[/b]: +2 prof, 1d8, 10/20, Heavy thrown, versatile, Crit - 2d8, and you can choose to reroll any or all of your crit damage die, but you must take the second result of each die. [*][b]Magic Wand +2[/b]: Crit - +2d6 [*][b]Deathcut Leather Armor +1[/b]: +3 AC, Resist 5 necrotic, resist 5 poison [*][b]Cloak of Distortion[/b]: A ranged attack against you from more than 5 squares away takes a -5 penalty to the attack roll. [*][b]Gauntlets of Blood[/b]: +2 bonus to damage rolls against bloodied targets.[/list]
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
Arcane, Implement, Lightning Standard, Melee or Ranged 5, One creature Int (+10) vs Reflex HIt: 1d8 + Int mod (+6) lightning damage. The next attack the target makes before the end of your next turn takes a penalty to the damage roll equal your Con mod (+3). Level 21: 2d8 + Int mod lightning damage.
Arcane, Weapon Standard Action, Melee or Ranged Weapon, One creature Int+1 (+13) vs AC Hit: 1[W] + Int mod (1d8+6) damage, and each ally adjacent to you gains a +1 power bonus to attack rolls and a bonus to damage rolls equal to your [b]Con mod[/b] (+3) or your Wis mod until the end of your next turn. Level 21: 2[W] + Int mod damage, and a +2 power bonus to attack rolls.
Arcane, Implement, Thunder Standard Action, Close Burst 10, You or one ally in burst Effect: The primary target gains a +1 power bonus to AC until the end of your next turn. Make an attack. Secondary Target: One creature adjacent to the primary target in burst Int (+10) vs Fort Hit: 1d8 + Int mod (+6) thunder damage, and you push the secondary target 1 square away from the primary target. Level 21: 2d8 + Int mod thunder damage
Arcane, Implement Standard, Ranged 10, One creature Int (+10) vs Reflex Hit: 2d10 + Int mod (+6) damage, and one ally within 10 squares of you gains 10 temporary hit points. Miss: Half damage, and one ally within 10 squares of you gains 5 temporary hit points.
Arcane, Summoning, Weapon Minor, Ranged 5 Requirement: You must be holding a melee weapon Effect: You throw a melee weapon you are holding into an unoccupied square within range. The weapon has speed 0 and fly 6 (hover). The weapon is considered to be a Small creature. When the dancing weapon drops to 0 hit points, it is not destroyed, and you don't lose a healing surge. Instead, the weapon returns to your hand. The dancing weapon cannot open or close a door or container. or pick up or drop an item. You can give the dancing weapon the following special commands: Minor Action: Melee 1; targets one creature; Int (+12) vs AC; 1[W] + Int mod (1d8+6) damage. Opportunity Attack: Melee 1; targets one creature; Int (+12) vs. AC; 1[W] + Int mod (1d8+6) damage.
Arcane, Healing Minor, Close burst 10, You or one ally in burst; target must be bloodied Effect: The target gains 3 hit points and regeneration equal to your Con mod (+3) until the end of the encounter. As a minor action, the target can end the effect to spend a healing surge.
Powers
Arcane, Healing Minor Action, Close burst 5 (10 at 11th level, 15 at 21st level), You or one ally in burst Effect: The target regains hit points equal to its healing surge value + your Wis mod (+2) + 5, and you expend an infusion crafted with your Healing Infusion class feature. level 11: Healing surge value + your Wis mod + 7. Level 16: Healing surge value + your Wis mod + 9. Level 21: Healing surge value + your Wis mod + 11. Level 16: Healing surge value + your Wis mod + 13. Special: You can use two Healing Infusion powers per encounter, but only one per round. At 16th level, you can use three Healing Infusion powers per encounter, but only one per round.
Arcane Minor Action, Close burst 5, (10 at 11th level, 15 at 21st level), You or one ally in burst Effect: The target gains a + 1 power bonus to AC until the end of the encounter, and you expend an infusion crafted with your Healing Infusion class feature. The target can end the bonus as a free action to gain temporary hit points equal to its healing surge value + your Con mod (+3). Level 11: Temporary hit points equal to the target 's healing surge value + twice your Con mod. Level 21: Temporary hit points equal to the target 's healing surge value + three times your Con mod. Special: You can use two Healing Infusion powers per encounter, but only one per round. At 16th level, you can use three Healing Infusion powers per encounter, but only one per round.
Arcane, Fire, Weapon Standard, Melee or Ranged weapon, One creature Int (+12) vs AC Hit: 1[W] + Int mod (1d8+6) fire damage. Until the end of your next turn, you and any ally within 2 squares of you deals extra fire damage equal to your Con mod (+3) with weapon or fire attacks.
Arcane Minor, Ranged 5, You or one ally Effect: The target makes a saving throw.
Arcane, Force, Weapon Standard, Melee or Ranged weapon, One creature Int (+12) vs Fort Hit: 1[W]+ Int mod + Con mod (1d8+9) force damage Effect: Until the end of your next turn, whenever any ally hits the target with a melee attack, that ally pushes the target 1 square
Encounter Immediate Interrupt Use this power when you would be dazed by an attack that targets your Will defense. You are not dazed by the attack.
Daily Necrotic Immediate Reaction: You can use this power when an enemy his you with a melee attack Deal 1d10 + Cha mod (+0) necrotic damage to that enemy. Level 15 or 20: 2d10 + Cha mod necrotic damage. Level 25 or 30: 3d10 + Cha mod necrotic damage.
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
70 gp
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