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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 healing surge value if Orion is within 50 feet 11 temp hit points
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=184287][size=4][B]Greil Silex[/B][/size][/url], Goliath Warden, Son of Mercy [B]Init[/B] +6 [B]HP[/B] 107/122 [B]Bloodied[/B] 61 [B]Healing Surge[/B] 33 (0 used /14) [B]AC[/B] 30 [B]Fort[/B] 25 [B]Reflex[/B] 21 [B]Will[/B] 23 [B]Speed[/B] 6 [B]Str[/B] 21 (+5) [B]Con[/B] 21 (+5) [B]Dex[/B] 11 (0) [B]Int[/B] 11 (0) [B]Wis[/B] 14 (+2) [B]Cha[/B] 10 (0) [OOC='[B][Color=Green]Warden's Fury[/Color][/B]'][B][B][Color=Green]Warden's Fury[/Color][/B][/B] At-Will Immediate Interrupt Melee Weapon Target: The Triggering Enemy Attack: Strength vs. Fortitude Trigger: An enemy marked by you makes and attack that does not include you as a target Hit: 1(W) + Str Mod damage and the target grants combat advantage to you and your allies until the end of your next turn[/OOC], [OOC='[B][Color=Green]Warden's Grasp[/Color][/B]'][B][B][Color=Green]Warden's Grasp[/Color][/B][/B] At-Will Immediate Reaction Close Burst 5 Target: The triggering enemy in burst Trigger: An enemy marked by you makes and attack that does not include you as the target. Effect: You slide the target 1 square. The target is slowed until the end of it's turn.[/OOC], [OOC='[B][Color=Green]Strength of Stone[/Color][/B]'][B][B][Color=Green]Strength of Stone[/Color][/B][/B] At-will Weapon Target: One Creature Attack: Strength vs. AC Hit: 1(W) + Strength mod and you gain temp hit points equal to your Con mod (6)[/OOC], [OOC='[B][Color=Green]Earth Shield Strike[/Color][/B]'][B][B][Color=Green]Earth Shield Strike[/Color][/B][/B] At-will Weapon Target: One Creature Attack: Strength vs. AC Hit: 1(W) + Strength Mod damage and you gain a +1 power bonus to AC Until the end of your next turn[/OOC], [OOC='[STRIKE][B][Color=Red]Stone's Endurance[/Color][/B][/STRIKE]'][B][B][Color=Red]Stone's Endurance[/Color][/B][/B] Encounter Minor Action Effect: You gain Resist 10 to all Damage Also gain 1/2 level + con mod temp hit points (11) [/OOC], [OOC='[STRIKE][B][Color=Red]Ponderous Strike[/Color][/B][/STRIKE]'][B][B][Color=Red]Ponderous Strike[/Color][/B][/B] Encounter Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage, and the target provokes an opportunity attack from you if it shifts before the end of your next turn. Earthstrength: On a miss, the target provokes an opportunity attack from you if it shifts before the end of your next turn.[/OOC], [OOC='[STRIKE][B][Color=Red]Earthgrasp Strike[/Color][/B][/STRIKE]'][B][B][Color=Red]Earthgrasp Strike[/Color][/B][/B] Encounter Weapon Target: One Creature Attack: Strength vs. AC Hit: 1(W) + Strength Mod damage and you knock the target prone. The target can't stand until the end of your next turn and the first time the target stands up before the end of the encounter it takes 1D10 + Strength Modifier[/OOC], [OOC='[B][Color=Red]Mountain Hammer[/Color][/B]'][B][B][Color=Red]Mountain Hammer[/Color][/B][/B] Encounter Weapon Target: One Creature Attack: Strength vs. Fortitude Hit: 2(W) + Strength Mod damage, and the target takes a penalty to melee attack rolls equal to 1 + Con mod until end of your next turn[/OOC], [OOC='[B][Color=Red]Shared Font of Life[/Color][/B]'][B][B][Color=Red]Shared Font of Life[/Color][/B][/B] Encounter Close Burst 5 Target: One ally in Burst Trigger: You start your turn Effect: The target can make a saving throw and you can't use your font of life class feature this turn[/OOC], [OOC='[B][Color=Red]Lawbreaker's Doom[/Color][/B]'][B][B][Color=Red]Lawbreaker's Doom[/Color][/B][/B] Encounter: Special Free Action Target: One enemy you just marked Effect: Until the end of the encounter, whenever you hit the target with an attack you deal extra damage equal to your wisdom modifier and the target is slowed until the end of your next turn Special: When the target is reduced to 0 hit points, you regain the use of this power[/OOC], [OOC='[B][Color=Red]Dispensed Justice[/Color][/B]'][B][B][Color=Red]Dispensed Justice[/Color][/B][/B] Encounter Fear Weapon Special Target: One Creature Attack: Strength vs. AC Hit: 2(W) + Strength Md damage and the target takes a -2 penalty to attack rolls until the end of your next turn. Special: You can instead use this power as an immediate interrupt with the following tigger. Trigger: The target of your Lawbreaker's doom power is adjacent to you and makes an attack that does not include you. Target: The triggering creature[/OOC], [OOC='[B][Color=Black]Nature's Abundance[/Color][/B]'][B][B][Color=Black]Nature's Abundance[/Color][/B][/B] Daily Primal, Zone Standard Action Close burst 3 Effect: The burst creates a zone of plants that lasts until the end of the encounter. You and your allies have cover while within the zone.[/OOC], [OOC='[B][Color=Black]Soothing Wind[/Color][/B]'][B][B][Color=Black]Soothing Wind[/Color][/B][/B] Daily Healing, Primal Minor Action Personal Effect: You use your second wind and regain 2d6 additional hit points.[/OOC], [OOC='[B][Color=Red]Red Death[/Color][/B]'][B][B][Color=Red]Red Death[/Color][/B][/B] Minor: mark all adjacent enemies with Lawbreakers doom until end of next turn[/OOC], [OOC='[B][Color=Black]Form of The Relentless Panther[/Color][/B]'][B][B][Color=Black]Form of The Relentless Panther[/Color][/B][/B] Daily Polymorph, Primal Minor Action Personal Effect: You assume the guardian form of the relentless panther until the end of the encounter. While you are in this form, you gain a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked by you. In addition, you can shift 2 squares as a move action. Special: Once during this encounter, you can use the Form of the Relentless Panther Attack power while you are in this form.[/OOC], [OOC='[B][Color=Red]Form of The Relentless Panther Attack[/Color][/B]'][B][B][Color=Red]Form of The Relentless Panther Attack[/Color][/B][/B] Encounter Polymorph, Primal, Weapon Standard Action Melee weapon Requirement: The Form of the Relentless Panther power must be active to use this power. Effect: Before the attack, you shift your speed. Target: One creature Attack: Strength vs. Reflex Hit: 2[W] + Strength modifier damage, and ongoing 5 damage (save ends). Miss: Half damage, and ongoing 2 damage (save ends).[/OOC], [OOC='[B][Color=Black]Form of The Swamp Hunter[/Color][/B]'][B][B][Color=Black]Form of The Swamp Hunter[/Color][/B][/B] Daily Polymorph, Primal Minor Action Personal Effect: You assume the guardian form of the swamp hunter until the end of the encounter. While you are in this form, you gain swamp walk, a swim speed equal to your speed, and a +2 bonus to attack rolls against immobilized creatures. In addition, when you reduce any enemy marked by you to 0 hit points with an attack, you mark one enemy within 5 squares of you until the end of your next turn. Once during this encounter, you can use the Form of the Swamp Hunter Attack power while you are in this form.[/OOC], [OOC='[B][Color=Red]Form of The Swamp Hunter Attack[/Color][/B]'][B][B][Color=Red]Form of The Swamp Hunter Attack[/Color][/B][/B] Encounter Polymorph, Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Reflex Hit: 2[W] + Strength modifier damage, and you grab the target. If the target is dazed, immobilized, slowed, or stunned, the attack deals 1[W] extra damage. Miss: Half damage. Requirement: The power Form of the Swamp Hunter must be active in order to use this power.[/OOC], [OOC='[B][Color=Black]Form of the Sirocco[/Color][/B]'][B][B][Color=Black]Form of the Sirocco[/Color][/B][/B] Daily Polymorph, Primal Minor Action Personal Effect: You assume the guardian form of the sirocco until the end of the encounter. While you are in this form, you gain resist 5 to all damage, and you can shift 2 squares as a move action. In addition, whenever you shift, you can move through enemies’ spaces. Once during this encounter, you can use the Form of the Sirocco Attack power while you are in this form.[/OOC], [OOC='[B][Color=Red]Form of The Sirocco Attack[/Color][/B]'][B][B][Color=Red]Form of The Sirocco Attack[/Color][/B][/B] Encounter Polymorph, Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier damage, and the target is blinded (save ends). Miss: Half damage, and the target is blinded until the end of your next turn. Requirement: The Form of the Sirocco power must be active in order to use this power.[/OOC], [OOC='[B][Color=Blue]Ring of Invigoration[/Color][/B]'][B][B][Color=Blue]Ring of Invigoration[/Color][/B][/B] Property: Gain a +2 item bonus to Endurance checks Power (Daily * Healing): Free Action. When you’re reduced to 0 hit points, you can spend a healing surge.[/OOC], [OOC='[B][Color=Blue]Strongheart Tattoo[/Color][/B]'][B][B][Color=Blue]Strongheart Tattoo[/Color][/B][/B] Property: When you spend a healing surge you regain additional hit points equal to the number of surges you have spent since your last extended rest[/OOC], [OOC='[B][Color=Blue]Deathburst Earthhide +3[/Color][/B]'][B][B][Color=Blue]Deathburst Earthhide +3[/Color][/B][/B] Enhancement: +3 AC Property: You automatically save against ongoing necrotic damage. Power (Daily • Necrotic): Minor action. Until the end of your next turn, any creature that hits you with a melee attack takes 2d8 + Constitution modifier necrotic damage.[/OOC], [OOC='[B][Color=Blue]Amulet of Protection +3[/Color][/B]'][B][B][Color=Blue]Amulet of Protection +3[/Color][/B][/B] Enhancement: +3 Fortitude, Reflex, and Will[/OOC], [OOC='[B][Color=Blue]Gauntlets of Ogre Power[/Color][/B]'][B][B][Color=Blue]Gauntlets of Ogre Power[/Color][/B][/B] Item Slot: Hands Property: Gain a +1 item bonus to Athletics checks and Strength ability checks (but not Strength attacks). Power (Daily): Free Action. Use this power when you hit with a melee attack. Add a +5 power bonus to the damage roll.[/OOC], [OOC='[B][Color=Blue]Potion of Clarity[/Color][/B]'][B][B][Color=Blue]Potion of Clarity[/Color][/B][/B] Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, once during this encounter as a free action, you can reroll a d20 roll you just made, gaining a +2 bonus on the reroll. You must use the result of the reroll.[/OOC], [OOC='[B][Color=Blue]Gate of the Lost Valley[/Color][/B]'][B][B][Color=Blue]Gate of the Lost Valley[/Color][/B][/B] Item Slot: Arms Power (Daily • Healing): Free Action. Use this power when an ally adjacent to you regains hit points. That ally regains additional hit points equal to healing surge value + 2d8 as though it had spent a healing surge. Power (Encounter • Healing): Minor Action. Use this power when an ally adjacent to you regains hit points. That ally regains additional hit points equal to +2d8.[/OOC], [OOC='[B][Color=Blue]Maw of the Gaurdian Craghammer +3[/Color][/B]'][B][B][Color=Blue]Maw of the Gaurdian Craghammer +3[/Color][/B][/B] Critical: +1d6 damage per plus Property: This weapon deals extra damage equal to your Constitution modifier while you’re in a guardian form.[/OOC] [B]Notes[/B] +1 to healing surge value if Orion is within 50 feet 11 temp hit points
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 Immediate Interrupt Melee Weapon Target: The Triggering Enemy Attack: Strength vs. Fortitude Trigger: An enemy marked by you makes and attack that does not include you as a target Hit: 1(W) + Str Mod damage and the target grants combat advantage to you and your allies until the end of your next turn
At-Will Immediate Reaction Close Burst 5 Target: The triggering enemy in burst Trigger: An enemy marked by you makes and attack that does not include you as the target. Effect: You slide the target 1 square. The target is slowed until the end of it's turn.
At-will Weapon Target: One Creature Attack: Strength vs. AC Hit: 1(W) + Strength mod and you gain temp hit points equal to your Con mod (6)
At-will Weapon Target: One Creature Attack: Strength vs. AC Hit: 1(W) + Strength Mod damage and you gain a +1 power bonus to AC Until the end of your next turn
Encounter Minor Action Effect: You gain Resist 10 to all Damage Also gain 1/2 level + con mod temp hit points (11)
Encounter Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage, and the target provokes an opportunity attack from you if it shifts before the end of your next turn. Earthstrength: On a miss, the target provokes an opportunity attack from you if it shifts before the end of your next turn.
Encounter Weapon Target: One Creature Attack: Strength vs. AC Hit: 1(W) + Strength Mod damage and you knock the target prone. The target can't stand until the end of your next turn and the first time the target stands up before the end of the encounter it takes 1D10 + Strength Modifier
Encounter Weapon Target: One Creature Attack: Strength vs. Fortitude Hit: 2(W) + Strength Mod damage, and the target takes a penalty to melee attack rolls equal to 1 + Con mod until end of your next turn
Encounter Close Burst 5 Target: One ally in Burst Trigger: You start your turn Effect: The target can make a saving throw and you can't use your font of life class feature this turn
Encounter: Special Free Action Target: One enemy you just marked Effect: Until the end of the encounter, whenever you hit the target with an attack you deal extra damage equal to your wisdom modifier and the target is slowed until the end of your next turn Special: When the target is reduced to 0 hit points, you regain the use of this power
Encounter Fear Weapon Special Target: One Creature Attack: Strength vs. AC Hit: 2(W) + Strength Md damage and the target takes a -2 penalty to attack rolls until the end of your next turn. Special: You can instead use this power as an immediate interrupt with the following tigger. Trigger: The target of your Lawbreaker's doom power is adjacent to you and makes an attack that does not include you. Target: The triggering creature
Daily Primal, Zone Standard Action Close burst 3 Effect: The burst creates a zone of plants that lasts until the end of the encounter. You and your allies have cover while within the zone.
Daily Healing, Primal Minor Action Personal Effect: You use your second wind and regain 2d6 additional hit points.
Minor: mark all adjacent enemies with Lawbreakers doom until end of next turn
Powers
Daily Polymorph, Primal Minor Action Personal Effect: You assume the guardian form of the relentless panther until the end of the encounter. While you are in this form, you gain a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked by you. In addition, you can shift 2 squares as a move action. Special: Once during this encounter, you can use the Form of the Relentless Panther Attack power while you are in this form.
Encounter Polymorph, Primal, Weapon Standard Action Melee weapon Requirement: The Form of the Relentless Panther power must be active to use this power. Effect: Before the attack, you shift your speed. Target: One creature Attack: Strength vs. Reflex Hit: 2[W] + Strength modifier damage, and ongoing 5 damage (save ends). Miss: Half damage, and ongoing 2 damage (save ends).
Daily Polymorph, Primal Minor Action Personal Effect: You assume the guardian form of the swamp hunter until the end of the encounter. While you are in this form, you gain swamp walk, a swim speed equal to your speed, and a +2 bonus to attack rolls against immobilized creatures. In addition, when you reduce any enemy marked by you to 0 hit points with an attack, you mark one enemy within 5 squares of you until the end of your next turn. Once during this encounter, you can use the Form of the Swamp Hunter Attack power while you are in this form.
Encounter Polymorph, Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Reflex Hit: 2[W] + Strength modifier damage, and you grab the target. If the target is dazed, immobilized, slowed, or stunned, the attack deals 1[W] extra damage. Miss: Half damage. Requirement: The power Form of the Swamp Hunter must be active in order to use this power.
Daily Polymorph, Primal Minor Action Personal Effect: You assume the guardian form of the sirocco until the end of the encounter. While you are in this form, you gain resist 5 to all damage, and you can shift 2 squares as a move action. In addition, whenever you shift, you can move through enemies’ spaces. Once during this encounter, you can use the Form of the Sirocco Attack power while you are in this form.
Encounter Polymorph, Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier damage, and the target is blinded (save ends). Miss: Half damage, and the target is blinded until the end of your next turn. Requirement: The Form of the Sirocco power must be active in order to use this power.
Property: Gain a +2 item bonus to Endurance checks Power (Daily * Healing): Free Action. When you’re reduced to 0 hit points, you can spend a healing surge.
Property: When you spend a healing surge you regain additional hit points equal to the number of surges you have spent since your last extended rest
Enhancement: +3 AC Property: You automatically save against ongoing necrotic damage. Power (Daily • Necrotic): Minor action. Until the end of your next turn, any creature that hits you with a melee attack takes 2d8 + Constitution modifier necrotic damage.
Enhancement: +3 Fortitude, Reflex, and Will
Item Slot: Hands Property: Gain a +1 item bonus to Athletics checks and Strength ability checks (but not Strength attacks). Power (Daily): Free Action. Use this power when you hit with a melee attack. Add a +5 power bonus to the damage roll.
Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, once during this encounter as a free action, you can reroll a d20 roll you just made, gaining a +2 bonus on the reroll. You must use the result of the reroll.
Item Slot: Arms Power (Daily • Healing): Free Action. Use this power when an ally adjacent to you regains hit points. That ally regains additional hit points equal to healing surge value + 2d8 as though it had spent a healing surge. Power (Encounter • Healing): Minor Action. Use this power when an ally adjacent to you regains hit points. That ally regains additional hit points equal to +2d8.
Critical: +1d6 damage per plus Property: This weapon deals extra damage equal to your Constitution modifier while you’re in a guardian form.
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
680 gp
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Greil currently has the pipes of ******* that he found at the gates of the Techulti. Greil doesn't fail intimidate checks unless he fails by more than 5 on the check
Companions and Allies
Background & Other Notes
Gain +1 to healing surge value if Orion is within 10 squares of Greil
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games