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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
Racial: [ooc=Astral Magesty]Resist necrotic & radiant: 5 + Level/2[/ooc], [ooc=Astral Resistance]+1 defenses against bloodied creatures[/ooc], Immortal. Class: [ooc=Armor of Faith]+3 AC while not wearing Armor or Shield[/ooc], [ooc=Censure of Retribution]+ Int mod to damage against oath target each time a different foe hits you[/ooc], Channel Divinity.
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=199119][size=4][B]Yara[/B][/size][/url], Deva Avenger [B]Init[/B] +0 [B]HP[/B] 19/27 [B]Bloodied[/B] 13 [B]Healing Surge[/B] 6 (2 used /8) [B]AC[/B] 17 [B]Fort[/B] 12 [B]Reflex[/B] 15 [B]Will[/B] 15 [B]Speed[/B] 6 [B]Str[/B] 10 (0) [B]Con[/B] 13 (+1) [B]Dex[/B] 11 (0) [B]Int[/B] 18 (+4) [B]Wis[/B] 18 (+4) [B]Cha[/B] 8 (-1) [OOC='[color=red]Memory of a Thousand Lifetimes[/color]'][B][color=red]Memory of a Thousand Lifetimes[/color][/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], [OOC='[color=red]Oath of Enemity[/color]'][B][color=red]Oath of Enemity[/color][/B] Encounter (Special); Divine; Minor Action; Close Burst 10; Target: One enemy you can see in burst; Effect: When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point you regain the use of this power.[/OOC], [OOC='[color=red]Abjure Undead[/color]'][B][color=red]Abjure Undead[/color][/B] Encounter; Divine; Implement; Radiant; Standard Action; Close burst 5; Target: One undead creature in burst; Attack: Wisdom vs. Will; Hit: 3d10 + Wisdom modifier radiant damage, and you pull the target a number of squares equal to 1 + your Wisdom modifier. The target is also immobilized until the end of your next turn. Level 5 and every 5 levels thereafter: Add an extra 1d10. Miss: Half damage, and you pull the target 1 square.[/OOC], [OOC='[color=red]Divine Guidance[/color]'][B][color=red]Divine Guidance[/color][/B] Encounter; Divine. Immediate Interrupt; Close burst 10; Trigger: An ally within 10 squares of you makes an attack roll against your oath of enmity target. Target: The triggering ally Effect: The target makes a second attack roll and uses either result.[/OOC], [OOC='[color=green]Overwhelming Strike[/color]'][B][color=green]Overwhelming Strike[/color][/B] At-Will; Divine; Weapon; Standard Action; Melee weapon; Target: One creature. Attack: Wisdom vs. AC. Hit: 1[W] + Wisdom modifier damage. You shift 1 square and slide the target 1 square into the space you occupied. Level 21: 2[W] + Wisdom modifier damage.[/OOC], [OOC='[color=green]Radiant Vengance[/color]'][B][color=green]Radiant Vengance[/color][/B] At-Will; Divine; Implement; Radiant; Standard Action; Ranged 10; Target: One creature. Attack: Wisdom vs. Reflex. Hit: 1d8 + Wisdom modifier radiant damage, and you gain temporary hit points equal to your Wisdom modifier. Level 21: 2d8 + Wisdom modifier damage.[/OOC], [OOC='[color=red]Avenging Echo[/color]'][B][color=red]Avenging Echo[/color][/B] Encounter; Divine; Radiant; Weapon; Standard Action; Melee weapon; Target: One creature. Attack: Wisdom vs. AC. Hit: 1[W] + Wisdom modifier damage. Until the end of your next turn, any enemy that ends its turn adjacent to you or that hits or misses you takes 5 + Int mod radiant damage.[/OOC], [OOC='[color=Black]Aspect of Might[/color]'][B][color=Black]Aspect of Might[/color][/B] Daily; Divine; Weapon; Standard Action; Melee weapon; Target: One creature. Attack: Wisdom vs. AC. Hit: 3[W] + Wisdom modifier damage. Miss: Half damage. Effect: Until the end of the encounter, you gain a +5 power bonus to Athletics checks, a +2 power bonus to speed, and a +2 power bonus to the damage rolls of melee attacks.[/OOC] [B]Notes[/B] Racial: [ooc=Astral Magesty]Resist necrotic & radiant: 5 + Level/2[/ooc], [ooc=Astral Resistance]+1 defenses against bloodied creatures[/ooc], Immortal. Class: [ooc=Armor of Faith]+3 AC while not wearing Armor or Shield[/ooc], [ooc=Censure of Retribution]+ Int mod to damage against oath target each time a different foe hits you[/ooc], Channel Divinity.
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
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.
Encounter (Special); Divine; Minor Action; Close Burst 10; Target: One enemy you can see in burst; Effect: When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point you regain the use of this power.
Encounter; Divine; Implement; Radiant; Standard Action; Close burst 5; Target: One undead creature in burst; Attack: Wisdom vs. Will; Hit: 3d10 + Wisdom modifier radiant damage, and you pull the target a number of squares equal to 1 + your Wisdom modifier. The target is also immobilized until the end of your next turn. Level 5 and every 5 levels thereafter: Add an extra 1d10. Miss: Half damage, and you pull the target 1 square.
Encounter; Divine. Immediate Interrupt; Close burst 10; Trigger: An ally within 10 squares of you makes an attack roll against your oath of enmity target. Target: The triggering ally Effect: The target makes a second attack roll and uses either result.
Powers
At-Will; Divine; Weapon; Standard Action; Melee weapon; Target: One creature. Attack: Wisdom vs. AC. Hit: 1[W] + Wisdom modifier damage. You shift 1 square and slide the target 1 square into the space you occupied. Level 21: 2[W] + Wisdom modifier damage.
At-Will; Divine; Implement; Radiant; Standard Action; Ranged 10; Target: One creature. Attack: Wisdom vs. Reflex. Hit: 1d8 + Wisdom modifier radiant damage, and you gain temporary hit points equal to your Wisdom modifier. Level 21: 2d8 + Wisdom modifier damage.
Encounter; Divine; Radiant; Weapon; Standard Action; Melee weapon; Target: One creature. Attack: Wisdom vs. AC. Hit: 1[W] + Wisdom modifier damage. Until the end of your next turn, any enemy that ends its turn adjacent to you or that hits or misses you takes 5 + Int mod radiant damage.
Daily; Divine; Weapon; Standard Action; Melee weapon; Target: One creature. Attack: Wisdom vs. AC. Hit: 3[W] + Wisdom modifier damage. Miss: Half damage. Effect: Until the end of the encounter, you gain a +5 power bonus to Athletics checks, a +2 power bonus to speed, and a +2 power bonus to the damage rolls of melee attacks.
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
Coins worth 69.8 gp, mostly in silver and copper.
Personality Traits
Mannerisms and Appearance
The sunset's light shines dimly through dusty makeshift curtains and the small holes in the imperfect walls of the shanty, shining over a surprisingly clean table that was perhaps a closet door on years long past. Over the edge of the table lies an old and lightly-loaded rucksack, several slender daggers on their sheaths, and a ragged ashen hooded robe who's original color is long forgotten. Nearby there are two plates on opposite positions, one filled, one empty, behind the former is an empty seat. Behind the later sits a dark figure, tall and slender, immobile as a statue, a pair of pupil-less white eyes stare behind a slender nose at the empty seat in front of her; her bare arms of charcoal-colored skin lie at her sides, with thin chalk-colored lines that slither from her shoulders, circling her arms all the way down to her palms. Slowly she stood with unnatural calmness and perfection, snow white hair falling over her shoulders, barely an inch from touching them. She stored away the plates and donned the robe over her darker-colored but equally old shirt, checking the daggers one by one and strapping the sheaths: one over her stomach; another on the lower half of her left thigh, over her close-fitting ashen breeches; a third on her right leather boot, the kind that is too plain and crude for the wealthy to use, too soft for any honest worker to wear, and much too popular amongst the dishonest ones that value stealth; a last dagger went under her left forearm, covered by her robe and with it's shape hidden thanks to a small weight on the robe's sleeve. Lastly she donned a thin and slightly curved sword on her waist, grabbed her pack and walked through the door into the young night.
Session and Campaign Notes
You know something the others don't. What you know is that despite the fact that Ironsmiths have been fighting against magic, the magical aura of the world has actually been growing stronger. Much in the same way that antibodies increase when bacteria enters the bloodstream. You fear that the magical aura may be building in preparation for a flood of magic that will wipe the civilized races off the face of the world. You want to prevent that. Recently you sensed a sudden spike of Magical Energy not too far from the city, you are out investigating, but you have also spotted a group from the city, chasing goblins there. You are outside a Goblin Lair, and it looks like all your goals are about to converge.
Companions and Allies
Background & Other Notes
[I]Most devas would be reborn on an oasis surrounded by ever shifting sands, a mountain so tall that even eagles don't dare to nest on it's peak, under a waterfall of the purest of waters in the middle of leagues and leagues of untamed wilderness, or on other similarly sacred and untainted place. Most devas don't serve the goddess of luck and change. The filthiest possible slum gutter of an Ironsmith city state is what i get, the goddess must be mad at me for failing at infiltrating the city twice. At least i don't have to walk all the way here from an isolated sacred place to do my task, at least it's a moonless night, at least it's the slums, where no ironsmith minion would dare to step and where decades of hunger thwart any loyalty the people might once had towards their overlords. A little bit of bad luck, a little bit of good, and it all balances out in the end[/I] The slums are a giant belt of tightly packed shanty homes, no longer a group of singular identifiable buildings, but a great superstructure similar to a gigantic and gelatinous cube overfed with the remains of the houses of older, better times. The slums are a place that most outsiders do their best to ignore, and many would rather have it disappear, and yet none acts upon these wishes, as half of the city's ill paid working force lives there. On a place where neither soldier nor ironsmith whistler would dare to step in, it is no wonder that gods' names are commonly whispered at night, nor that small groups of non-humans and those touched by magic find refuge, where the odd child who happens to inherit his great great grandfather's pointy ears can hide, and where those with more power could be safely smuggled outside the city walls. Yara joined such a group, not to hide and cower, nor to flee like deer, but to do the will of her goddess. Offering hope and helping the sick or wounded during days, taking the dangerous task of guiding refugees from hideouts set up by sympathizers to the relative safety of the slums under the blanket of nights. From time to time, ironsmiths got a tip about such hideouts, from time to time sympathizers change loyalties, were discovered, or both. From time to time Yara got to do work better suited to her skills, and secrets were made safe again through the silence of eternal rest. Such appearances where risky, and had to be spread over time to avoid suspicion, forcing Yara to vanish from time to time. It was during one of such periods of forced idleness when Yara sensed a sudden magical spike on the nearby wilderness, and decided to head out and investigate.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games