Sheets
Games
Wiki
About Us
Log In
/
Join
Remember Me?
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
[list] [*]Level: 3 [*]Bolts: 33/40, 40/40 [*]Ignore partial and superior cover with weapon attacks. [i](Crossbow Expertise)[/i] [*]+2 dmg with at-wills when encounter attack powers are expended [i](Arcane Reserves)[/i] [*]Disenchant Ritual uses no components - Artificer class feature [*]Trained Skill: Arcana(10), Dungeoneering(9), History(10), Nature(9), Perception(9), Thievery(7) Untrained: Acrobatics(2), Athletics(1), Heal(4), Insight(4) [/list]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=243025][size=4][B]Dawn[/B][/size][/url], Human Artificer (Scholar) [B]Init[/B] +2 [B]HP[/B] -/34 [B]Bloodied[/B] 17 [B]Healing Surge[/B] 8 (- used /7) [B]AC[/B] 17 [B]Fort[/B] 15 [B]Reflex[/B] 17 [B]Will[/B] 17 [B]Speed[/B] 6 [B]Str[/B] 10 (0) [B]Con[/B] 12 (+1) [B]Dex[/B] 12 (+1) [B]Int[/B] 18 (+4) [B]Wis[/B] 16 (+3) [B]Cha[/B] 8 (-1) [OOC='[color=green]Ethereal Chill[/color]'][B][color=green]Ethereal Chill[/color][/B] [i]You align your spell with those you wove over your ally�s armor, causing them to radiate an unnatural cold.[/i] At-Will Arcane, Cold, Implement Standard Action Area burst 1 centered on an ally within 5 squares [b]Target:[/b] One enemy in burst [b]Attack:[/b] Intelligence vs. Reflex [b]Hit:[/b] 1d8 + Intelligence modifier cold damage. Until the end of your next turn, any enemy that hits the ally takes cold damage equal to your Wisdom modifier. Level 21: 2d8 + Intelligence modifier cold damage.[/OOC], [OOC='[color=green]Magic Weapon[/color]'][B][color=green]Magic Weapon[/color][/B] At-Will Arcane, Weapon Standard Action Melee or Ranged weapon [b]Target:[/b] One creature [b]Attack:[/b] Intelligence +1 vs. AC [b]Hit:[/b] 1[W] + Intelligence modifier damage, and each ally adjacent to you gains a +1 power bonus to attack rolls and a power bonus to damage rolls equal to your Constitution modifier or your Wisdom modifier until the end of your next turn. Level 21: 2[W] + Intelligence modifier damage, and a +2 power bonus to attack rolls. [/OOC], [OOC='[color=green]Thundering Armor[/color]'][B][color=green]Thundering Armor[/color][/B] At-Will Arcane, Implement, Thunder Standard Action Close burst 10 [b]Primary Target:[/b] You or one ally in burst [b]Effect:[/b] The primary target gains a +1 power bonus to AC until the end of your next turn. Make an attack. ...[b]Secondary Target:[/b] One creature adjacent to the primary target in burst ...[b]Attack:[/b] Intelligence vs. Fortitude ...[b]Hit:[/b] 1d8 + Intelligence modifier thunder damage, and you push the secondary target 1 square away from the primary target. Level 21: 2d8 + Intelligence modifier thunder damage.[/OOC], '[STRIKE]Healing Infusion: [color=red]First Use[/color][/STRIKE]', 'Healing Infusion: [color=red]Second Use[/color]', [OOC='Healing Infusion: [color=red]Curative Admixture[/color]'][B]Healing Infusion: [color=red]Curative Admixture[/color][/B] You use the magic of your infusion to heal the wounds of your target. Encounter (Special) Arcane, Healing Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in burst Effect: The target regains hit points and you expend an infusion crafted with your Healing Infusion class feature. Level 1: Healing surge value + your Wisdom modifier Level 6: Healing surge value + your Wisdom modifier + 2. Level 11: Healing surge value + your Wisdom modifier + 4. Level 16: Healing surge value + your Wisdom modifier + 6. Level 21: Healing surge value + your Wisdom modifier + 8. Level 26: Healing surge value + your Wisdom modifier + 10. 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='Healing Infusion: [color=red]Shielding Elixir[/color]'][B]Healing Infusion: [color=red]Shielding Elixir[/color][/B] Encounter (Special) Arcane Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in burst Effect: The target gains resist 5 to one of the following damage types until the end of the encounter: cold, fire, force, lightning, necrotic, poison, radiant, or thunder. The target can end the bonus as a free action to become immune to that damage type until the end of his or her next turn. Level 11: Resist 10. Level 21: Resist 15. 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='[STRIKE][color=red]Scouring Weapon[/color][/STRIKE]'][B][color=red]Scouring Weapon[/color][/B] You infuse your weapon with acid, momentarily corroding your opponent's defenses. Encounter Acid, Arcane, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Intelligence vs. AC Hit: 2[W] + Intelligence modifier acid damage, and the target takes a -2 penalty to AC until the end of your next turn.[/OOC], [OOC='[color=red]Second Wind[/color]'][B][color=red]Second Wind[/color][/B] [b]Encounter | Healing Standard Action Personal Target:[/b] Self [b]Effect: [/b]You spend a healing surge and regain your healing surge value in hit points. You gain a +2 bonus to all defenses until the start of your next turn.[/OOC], [OOC='[color=red]Use Vulnerability[/color]'][B][color=red]Use Vulnerability[/color][/B] You know the strengths and weaknesses of the creature you're facing. Encounter * Arcane Free Action Personal Trigger: You succeed on a monster knowledge check against a monster that you can see or hear. Effect: If your check result meets or exceeds the hard DC for the monster�s level, you gain a +4 power bonus to all defenses against the monster's attacks until the end of your next turn. Additionally, until the end of your next turn, you gain a power bonus to damage rolls against the target equal to your Intelligence modifier, but not when you deal damage that the target resists.If your check result does not meet or exceed the hard DC, your attacks against the target deal only half damage until the end of your next turn.[/OOC], [OOC='[STRIKE][color=red]Shocking Feedback[/color][/STRIKE]'][B][color=red]Shocking Feedback[/color][/B] [i]Dawn quickly fires an enchanted shot at an attacking enemy, then causes the magic from the enchantment to leap onto your ally as a protective ward.[/i] [b]Encounter Arcane, Lightning, Weapon Immediate Interrupt Ranged weapon Trigger:[/b] An enemy hits and deals damage to one of your allies with an attack [b]Target:[/b] The triggering enemy [b]Attack:[/b] Intelligence vs. AC [b]Hit:[/b] 2[W] + Intelligence modifier lightning damage, and the ally hit gains resist 5 all until the end of your next turn.[/OOC], [OOC='[color=black]Punishing Eye[/color]'][B][color=black]Punishing Eye[/color][/B] Daily Arcane, Conjuration, Implement, Psychic Standard Action Ranged 5 Effect: You conjure an eye in a square within range. It lasts until the end of the encounter. Enemies within 3 squares of the eye do not benefit from concealment, and when an ally attacks an enemy within 3 squares of the eye and hits, that enemy takes psychic damage equal to your Intelligence modifier. You can move the eye 3 squares as a move action. [/OOC], [OOC='[color=black]Useful Lore[/color]'][B][color=black]Useful Lore[/color][/B] [i]Dawn has years cloistered in the Library lost among endless stacks of dusty tomes. Her head is filled with useful knowledge![/i] [b]Daily | Arcane Minor Action | Personal Effect:[/b] Choose one skill. Until the end of the encounter, you gain a +5 power bonus to checks with that skill.[/OOC], [OOC='[color=orange]Periapt of Proof against Poison[/color]'][B][color=orange]Periapt of Proof against Poison[/color][/B] [i]This unadorned necklace glows with a jade hue when exposed to poison.[/i] You gain resist 5 poison. [b]Power * Daily (Immediate Interrupt)[/b] [b]Trigger:[/b] You take damage from a poison attack. [b]Effect:[/b] Your resistance to poison increases by 15 until the end of your next turn.[/OOC], [OOC='[color=orange]The Grief Stone[/color]'][B][color=orange]The Grief Stone[/color][/B] [I]This whetstone is made of greasy black, coagulated ichor.[/I] [I]"Hold still. This will only hurt for a minute."[/I] [B]Power:[/B] (Consumable - 3 uses); Minor Action. Touch this whetstone to a melee or ranged weapon you hold. [B]Attack +2:[/B] The next creature successfully attacked by the weapon, as an immediate interrupt, may use 1 healing surge and regain surge value +20.[/OOC], [OOC='[color=orange]Potion of Healing[/color] (0)'][B][color=orange]Potion of Healing[/color] (0)[/B] Power (Healing): Consumable (Minor Action) Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.[/OOC], [OOC='[color=orange]Caustic Potion of Splintered Bone[/color]'][B][color=orange]Caustic Potion of Splintered Bone[/color][/B] [i]This liquid has the burn of ancient liquor and the hint that it has aged a bit... too long.[/i] [b]Power:[/b] (Consumable - 3 uses); Minor Action. Until the end of the encounter, or 20 minutes: +4 to Attack rolls, +4 to attack damage, +4 to Athletics. Gain 1 Action Point that's useable during this encounter only. ...[b]Side Effect:[/b] You begin to lose track of who is your enemy and who is your ally. After the first round, your targets are randomly chosen. Size increases to Large. (You may choose to make a saving throw to end all effects of this potion before the end of the encounter, save at -4)[/OOC], [OOC='Arcane Empowerment'][B]Arcane Empowerment[/B] Once per day and an additional time per milestone. Choose one of the two below each use. [b]Augment Energy[/b] 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. [b]Impart Energy[/b] You recharge the daily power of a magic item. An item can be recharged only once per day in this way. [/OOC], [OOC='Arcane Rejuvenation'][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 Intelligence modifier.[/OOC], [OOC='[strike]Desperate Spell[/strike] (+1 Bonus)'][B][strike]Desperate Spell[/strike] (+1 Bonus)[/B] When you miss an attack roll with an at-will spell, use this card to re-roll the attack roll. You must keep the second result.[/OOC], [OOC='Instinctive Reaction (+1 bonus)'][B]Instinctive Reaction (+1 bonus)[/B] Use this card when you're hit by an attack that does ongoing damage. As an immediate reaction, make a saving throw against the ongoing damage.[/OOC], [OOC='[strike]Snap Out of It [/strike](+1 bonus)'][B][strike]Snap Out of It [/strike](+1 bonus)[/B] When you would become dazed, use this card to end that condition.[/OOC] [B]Notes[/B] [list] [*]Level: 3 [*]Bolts: 33/40, 40/40 [*]Ignore partial and superior cover with weapon attacks. [i](Crossbow Expertise)[/i] [*]+2 dmg with at-wills when encounter attack powers are expended [i](Arcane Reserves)[/i] [*]Disenchant Ritual uses no components - Artificer class feature [*]Trained Skill: Arcana(10), Dungeoneering(9), History(10), Nature(9), Perception(9), Thievery(7) Untrained: Acrobatics(2), Athletics(1), Heal(4), Insight(4) [/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
[i]You align your spell with those you wove over your ally�s armor, causing them to radiate an unnatural cold.[/i] At-Will Arcane, Cold, Implement Standard Action Area burst 1 centered on an ally within 5 squares [b]Target:[/b] One enemy in burst [b]Attack:[/b] Intelligence vs. Reflex [b]Hit:[/b] 1d8 + Intelligence modifier cold damage. Until the end of your next turn, any enemy that hits the ally takes cold damage equal to your Wisdom modifier. Level 21: 2d8 + Intelligence modifier cold damage.
At-Will Arcane, Weapon Standard Action Melee or Ranged weapon [b]Target:[/b] One creature [b]Attack:[/b] Intelligence +1 vs. AC [b]Hit:[/b] 1[W] + Intelligence modifier damage, and each ally adjacent to you gains a +1 power bonus to attack rolls and a power bonus to damage rolls equal to your Constitution modifier or your Wisdom modifier until the end of your next turn. Level 21: 2[W] + Intelligence modifier damage, and a +2 power bonus to attack rolls.
At-Will Arcane, Implement, Thunder Standard Action Close burst 10 [b]Primary Target:[/b] You or one ally in burst [b]Effect:[/b] The primary target gains a +1 power bonus to AC until the end of your next turn. Make an attack. ...[b]Secondary Target:[/b] One creature adjacent to the primary target in burst ...[b]Attack:[/b] Intelligence vs. Fortitude ...[b]Hit:[/b] 1d8 + Intelligence modifier thunder damage, and you push the secondary target 1 square away from the primary target. Level 21: 2d8 + Intelligence modifier thunder damage.
You use the magic of your infusion to heal the wounds of your target. Encounter (Special) Arcane, Healing Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in burst Effect: The target regains hit points and you expend an infusion crafted with your Healing Infusion class feature. Level 1: Healing surge value + your Wisdom modifier Level 6: Healing surge value + your Wisdom modifier + 2. Level 11: Healing surge value + your Wisdom modifier + 4. Level 16: Healing surge value + your Wisdom modifier + 6. Level 21: Healing surge value + your Wisdom modifier + 8. Level 26: Healing surge value + your Wisdom modifier + 10. 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.
Encounter (Special) Arcane Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in burst Effect: The target gains resist 5 to one of the following damage types until the end of the encounter: cold, fire, force, lightning, necrotic, poison, radiant, or thunder. The target can end the bonus as a free action to become immune to that damage type until the end of his or her next turn. Level 11: Resist 10. Level 21: Resist 15. 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.
You infuse your weapon with acid, momentarily corroding your opponent's defenses. Encounter Acid, Arcane, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Intelligence vs. AC Hit: 2[W] + Intelligence modifier acid damage, and the target takes a -2 penalty to AC until the end of your next turn.
[b]Encounter | Healing Standard Action Personal Target:[/b] Self [b]Effect: [/b]You spend a healing surge and regain your healing surge value in hit points. You gain a +2 bonus to all defenses until the start of your next turn.
You know the strengths and weaknesses of the creature you're facing. Encounter * Arcane Free Action Personal Trigger: You succeed on a monster knowledge check against a monster that you can see or hear. Effect: If your check result meets or exceeds the hard DC for the monster�s level, you gain a +4 power bonus to all defenses against the monster's attacks until the end of your next turn. Additionally, until the end of your next turn, you gain a power bonus to damage rolls against the target equal to your Intelligence modifier, but not when you deal damage that the target resists.If your check result does not meet or exceed the hard DC, your attacks against the target deal only half damage until the end of your next turn.
[i]Dawn quickly fires an enchanted shot at an attacking enemy, then causes the magic from the enchantment to leap onto your ally as a protective ward.[/i] [b]Encounter Arcane, Lightning, Weapon Immediate Interrupt Ranged weapon Trigger:[/b] An enemy hits and deals damage to one of your allies with an attack [b]Target:[/b] The triggering enemy [b]Attack:[/b] Intelligence vs. AC [b]Hit:[/b] 2[W] + Intelligence modifier lightning damage, and the ally hit gains resist 5 all until the end of your next turn.
Powers
Daily Arcane, Conjuration, Implement, Psychic Standard Action Ranged 5 Effect: You conjure an eye in a square within range. It lasts until the end of the encounter. Enemies within 3 squares of the eye do not benefit from concealment, and when an ally attacks an enemy within 3 squares of the eye and hits, that enemy takes psychic damage equal to your Intelligence modifier. You can move the eye 3 squares as a move action.
[i]Dawn has years cloistered in the Library lost among endless stacks of dusty tomes. Her head is filled with useful knowledge![/i] [b]Daily | Arcane Minor Action | Personal Effect:[/b] Choose one skill. Until the end of the encounter, you gain a +5 power bonus to checks with that skill.
[i]This unadorned necklace glows with a jade hue when exposed to poison.[/i] You gain resist 5 poison. [b]Power * Daily (Immediate Interrupt)[/b] [b]Trigger:[/b] You take damage from a poison attack. [b]Effect:[/b] Your resistance to poison increases by 15 until the end of your next turn.
[I]This whetstone is made of greasy black, coagulated ichor.[/I] [I]"Hold still. This will only hurt for a minute."[/I] [B]Power:[/B] (Consumable - 3 uses); Minor Action. Touch this whetstone to a melee or ranged weapon you hold. [B]Attack +2:[/B] The next creature successfully attacked by the weapon, as an immediate interrupt, may use 1 healing surge and regain surge value +20.
Power (Healing): Consumable (Minor Action) Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.
[i]This liquid has the burn of ancient liquor and the hint that it has aged a bit... too long.[/i] [b]Power:[/b] (Consumable - 3 uses); Minor Action. Until the end of the encounter, or 20 minutes: +4 to Attack rolls, +4 to attack damage, +4 to Athletics. Gain 1 Action Point that's useable during this encounter only. ...[b]Side Effect:[/b] You begin to lose track of who is your enemy and who is your ally. After the first round, your targets are randomly chosen. Size increases to Large. (You may choose to make a saving throw to end all effects of this potion before the end of the encounter, save at -4)
Once per day and an additional time per milestone. Choose one of the two below each use. [b]Augment Energy[/b] 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. [b]Impart Energy[/b] You recharge the daily power of a magic item. An item can be recharged only once per day in this way.
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 Intelligence modifier.
When you miss an attack roll with an at-will spell, use this card to re-roll the attack roll. You must keep the second result.
Use this card when you're hit by an attack that does ongoing damage. As an immediate reaction, make a saving throw against the ongoing damage.
When you would become dazed, use this card to end that condition.
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
-10g -7s
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
bravery powder 30 x2 clarity salts 40 pacification dust 50 alchemical silver 50
Companions and Allies
Background & Other Notes
Windrise Ports (Nature/Goblin)
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games