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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 social interactions with Tyr Resist 5 Lightning
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=212430][size=4][B]Torgal Frostclaw[/B][/size][/url], Razorclaw Shift Shaman [B]Init[/B] +2 [B]HP[/B] 35/35 [B]Bloodied[/B] 17 [B]Healing Surge[/B] 8 ( used /8) [B]AC[/B] 18 [B]Fort[/B] 16 [B]Reflex[/B] 16 [B]Will[/B] 18 [B]Speed[/B] 6 [B]Str[/B] 10 (0) [B]Con[/B] 14 (+2) [B]Dex[/B] 11 (0) [B]Int[/B] 16 (+3) [B]Wis[/B] 19 (+4) [B]Cha[/B] 10 (0) [OOC='Call Spirit Companion'][B]Call Spirit Companion[/B] At-Will*Conjuration, Primal Minor Action Close Burst 20 Effect: You conjure your spirit companion in a square within the burst. The spirit lasts until you fall unconscious, until you dismiss it as a minor action, or until you use this power again. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.[/OOC], [OOC='Wrath of Winter'][B]Wrath of Winter[/B] At-Will*Cold, Implement, Primal, Teleportation Standard Action Ranged 5 Target: One creature. Attack: Wisdom vs. Fortitude. Hit: 1d10+Wisdom mod. (+4) cold damage. You can teleport your spirit companion to a square adjacent to the target.[/OOC], [OOC='Spirit's Fangs'][B]Spirit's Fangs[/B] At-Will*Implement, Primal, Spirit Opportunity Action Melee Spirit 1 Target: The triggering enemy. Attack: Wisdom vs. Reflex Trigger: The triggering enemy leaves a square adjacent to the spirit without shifting. Attack: 1d10+Wisdom mod. (+4) damage.[/OOC], [OOC='Stalker's Strike'][B]Stalker's Strike[/B] At-Will*Implement, Primal, Spirit Standard Action Melee Spirit 1 Target: One creature. Attack:Wisdom vs. Fortitude.If the target is bloodied, you gain a bonus to the attack roll equal to one-half your intelligence mod. Hit:1d10+Wisdom mod. (+4) damage. Until the end of your next turn, your spirit companion can flank with you and your allies.[/OOC], [OOC='Razorclaw Shifting'][B]Razorclaw Shifting[/B] Encounter Minor Action Personal Requirement: You must be bloodied. Effect: Until the end of the encounter, your speed increases by 2, and you gain a +1 bonus to AC and Reflex.[/OOC], [OOC='Healing Spirit'][B]Healing Spirit[/B] Encounter(Special)*Healing, Spirit Minor Action Close Burst 5 Target: You or one ally in the burst. Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 1d6 hit points. 2d6 at level 6. Special: You can use this power twice per encounter, but only once per round. At 16th level you can use this power 3 times but only once per round.[/OOC], [OOC='Speak with Spirits'][B]Speak with Spirits[/B] Encounter*Primal Minor Action Personal Effect: During this turn, you gain a bonus to your next skill check equal to your wisdom modifier (+4).[/OOC], [OOC='Twin Panthers'][B]Twin Panthers[/B] Encounter*Implement, Primal Standard Action Ranged 5 Target: One creature Attack: Wisdom vs. Reflex Stalker Spirit: If the target is bloodied, you gain a bonus to the attack roll equal to your Intelligence modifier. Hit: 1d8 + Wisdom modifier damage. Until the end of your next turn, you and your allies have combat advantage when making melee attacks against any enemy adjacent to your spirit companion. Effect: Make the attack one more time against the same target or a different one.[/OOC], 'Spirit of Athas', 'Spirit's Sacrafice', [OOC='Shockweave Encounter (Item)'][B]Shockweave Encounter (Item)[/B] Power (Encounter): Free Action. Trigger: You take lightning damage. Effect: Until the end of the encounter, this armor’s daily power gains a +1 bonus to the attack roll and deals 1d10 extra lightning damage. [/OOC], [OOC='Sudden Restoration'][B]Sudden Restoration[/B] Encounter Primal Minor Action Ranged 10 Target: One or two allies Effect: Each target makes a saving throw.[/OOC], [OOC='Cleansing Wind of The North'][B]Cleansing Wind of The North[/B] Daily*Cold, Implement, Primal Standard Action Close Blast 5 Target: Each Enemy in Blast Attack: Wisdom vs. Fortitude Hit: 1d10+Wisdom mod. (+4) cold damage Miss: Half damage. Effect: Each ally in the blast makes a saving throw with a +5 power bonus.[/OOC], [OOC='Shockweave Armor'][B]Shockweave Armor[/B] Power (Daily * Lightning): Immediate Interrupt. Trigger: An enemy adjacent to you targets you with an attack. Effect: Make an attack against the triggering enemy: +8 vs. Fortitude; on a hit, deal 2d10 lightning damage, and the enemy is dazed until the end of your next turn. [/OOC], [OOC='Wind of Pain & Succor'][B]Wind of Pain & Succor[/B] Daily Cold, Healing, Implement, Primal, Spirit Standard Action Melee spirit 1 Target: One creature Attack: Wisdom vs. Will Hit: 3d8 + Wisdom modifier cold damage. Miss: Half damage. Effect: The first ally to regain hit points while adjacent to your spirit companion regains 1d8 additional hit points. The second ally to do so regains 2d8 additional hit points, and the third ally to do so regains 3d8 additional hit points. This effect ends after the third ally regains these additional hit points or at the end of the encounter.[/OOC] [B]Notes[/B] +1 to social interactions with Tyr Resist 5 Lightning
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*Conjuration, Primal Minor Action Close Burst 20 Effect: You conjure your spirit companion in a square within the burst. The spirit lasts until you fall unconscious, until you dismiss it as a minor action, or until you use this power again. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.
At-Will*Cold, Implement, Primal, Teleportation Standard Action Ranged 5 Target: One creature. Attack: Wisdom vs. Fortitude. Hit: 1d10+Wisdom mod. (+4) cold damage. You can teleport your spirit companion to a square adjacent to the target.
At-Will*Implement, Primal, Spirit Opportunity Action Melee Spirit 1 Target: The triggering enemy. Attack: Wisdom vs. Reflex Trigger: The triggering enemy leaves a square adjacent to the spirit without shifting. Attack: 1d10+Wisdom mod. (+4) damage.
At-Will*Implement, Primal, Spirit Standard Action Melee Spirit 1 Target: One creature. Attack:Wisdom vs. Fortitude.If the target is bloodied, you gain a bonus to the attack roll equal to one-half your intelligence mod. Hit:1d10+Wisdom mod. (+4) damage. Until the end of your next turn, your spirit companion can flank with you and your allies.
Encounter Minor Action Personal Requirement: You must be bloodied. Effect: Until the end of the encounter, your speed increases by 2, and you gain a +1 bonus to AC and Reflex.
Encounter(Special)*Healing, Spirit Minor Action Close Burst 5 Target: You or one ally in the burst. Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 1d6 hit points. 2d6 at level 6. Special: You can use this power twice per encounter, but only once per round. At 16th level you can use this power 3 times but only once per round.
Encounter*Primal Minor Action Personal Effect: During this turn, you gain a bonus to your next skill check equal to your wisdom modifier (+4).
Encounter*Implement, Primal Standard Action Ranged 5 Target: One creature Attack: Wisdom vs. Reflex Stalker Spirit: If the target is bloodied, you gain a bonus to the attack roll equal to your Intelligence modifier. Hit: 1d8 + Wisdom modifier damage. Until the end of your next turn, you and your allies have combat advantage when making melee attacks against any enemy adjacent to your spirit companion. Effect: Make the attack one more time against the same target or a different one.
Power (Encounter): Free Action. Trigger: You take lightning damage. Effect: Until the end of the encounter, this armor’s daily power gains a +1 bonus to the attack roll and deals 1d10 extra lightning damage.
Encounter Primal Minor Action Ranged 10 Target: One or two allies Effect: Each target makes a saving throw.
Powers
Daily*Cold, Implement, Primal Standard Action Close Blast 5 Target: Each Enemy in Blast Attack: Wisdom vs. Fortitude Hit: 1d10+Wisdom mod. (+4) cold damage Miss: Half damage. Effect: Each ally in the blast makes a saving throw with a +5 power bonus.
Power (Daily * Lightning): Immediate Interrupt. Trigger: An enemy adjacent to you targets you with an attack. Effect: Make an attack against the triggering enemy: +8 vs. Fortitude; on a hit, deal 2d10 lightning damage, and the enemy is dazed until the end of your next turn.
Daily Cold, Healing, Implement, Primal, Spirit Standard Action Melee spirit 1 Target: One creature Attack: Wisdom vs. Will Hit: 3d8 + Wisdom modifier cold damage. Miss: Half damage. Effect: The first ally to regain hit points while adjacent to your spirit companion regains 1d8 additional hit points. The second ally to do so regains 2d8 additional hit points, and the third ally to do so regains 3d8 additional hit points. This effect ends after the third ally regains these additional hit points or at the end of the encounter.
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
GLORY!!!!!=
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
+1 to any social interactions in Tyr
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games