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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
[spoiler=Class Features] [b]Lay on Hands:[/b] 0/3 [/spoiler] [spoiler=Racial Abilities] [b]Group Diplomacy:[/b] You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks. [b]Dual Heritage:[/b] You can take feats that have either elf or human as a prerequisite (as well as those specific to half-elves), as long as you meet any other requirements. [b]Group Insight:[/b] You grant allies within 10 squares of you a +1 racial bonus on Insight and initiative checks. [/spoiler] [spoiler=Feats] [b]Group Defense:[/b] Allies gain a +1 bonus to all defenses against creatures marked by you. [b]Virtuous Recovery:[/b] Whenever you spend a healing surge, you gain resistance to all damage equal to your Wisdom modifier until the start of your next turn. [/spoiler]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=243733][size=4][B]Artha Naukara[/B][/size][/url], Half-Elf Paladin [B]Init[/B] +2 [B]HP[/B] 53/53 [B]Bloodied[/B] 26 [B]Healing Surge[/B] 13 (0 used /12) [B]AC[/B] 24 [B]Fort[/B] 16 [B]Reflex[/B] 18 [B]Will[/B] 18 [B]Speed[/B] 5 [B]Str[/B] 11 (0) [B]Con[/B] 14 (+2) [B]Dex[/B] 10 (0) [B]Int[/B] 14 (+2) [B]Wis[/B] 16 (+3) [B]Cha[/B] 18 (+4) [OOC='[color=Green]Virtuous Strike[/color]'][B][color=Green]Virtuous Strike[/color][/B] At-Will* Divine, Radiant, Weapon Standard Action Melee Weapon Target: One Creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier radiant damage, and you gain a +2 bonus to saving throws until the start of your next turn. Special: This power can be used as a melee basic attack.[/OOC], [OOC='[color=green]Enfeebling Strike[/color]'][B][color=green]Enfeebling Strike[/color][/B] At-Will* Divine, Radiant, Weapon Standard Action Melee Weapon Target: One Creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier damage. If you marked hte target, it takes a -2 penalty to attack rolls until the end of your next turn.[/OOC], [OOC='[color=Red]Sacred Flame[/color]'][B][color=Red]Sacred Flame[/color][/B] At-Will * Divine, Implement, Radiant Standard Action Ranged 5 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw.[/OOC], [OOC='[color=Red]Guardian Light[/color]'][B][color=Red]Guardian Light[/color][/B] Encounter * Divine, Radiant, Weapon Standard Action Melee Weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier radiant damage. Until the end of your next turn, you gain a bonus to Fortitude, Reflex, and Will equal to your Wisdom modifier.[/OOC], [OOC='[color=Red]Avenging Smite[/color]'][B][color=Red]Avenging Smite[/color][/B] Encounter * Divine, Weapon Immediate Reaction Melee 1 Trigger: An enemy adjacent to you hits your ally Target: The triggering enemy Attack: Charisma vs. AC Hit 2[W] + Charisma modifier damage, and the target is immobilized until the end of your next turn.[/OOC], [OOC='[color=darkslategrey]Valorous Smite[/color]'][B][color=darkslategrey]Valorous Smite[/color][/B] Encounter* Divine, Weapon Standard Action Melee Weapon Target: One Creature Attack: Charisma vs. AC Hit: 2[W] + Charisma modifier damage. Each enemy within 3 squares of you is subject to your divine sanction until the end of your next turn.[/OOC], [OOC='[color=darkslategrey]Sign of Vulnerability[/color]'][B][color=darkslategrey]Sign of Vulnerability[/color][/B] Daily * Divine, Implement, Radiant Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Fortitude Hit: 3d8 + Charisma modifier radiant damage, and the target gains vulnerability 5 to radiant damage until the end of the encounter. Miss: Half damage, and the target gains no vulnerability.[/OOC], [OOC='[color=red]Channel Divinity: Divine Mettle[/color]'][B][color=red]Channel Divinity: Divine Mettle[/color][/B] Encounter* Divine Minor Action Close Burst 10 Target: One creature in burst Effect: The target makes a saving throw with a bonus equal to your Charisma modifier.[/OOC], [OOC='[color=red]Channel Divinity: Divine Strength[/color]'][B][color=red]Channel Divinity: Divine Strength[/color][/B] Encounter* Divine Minor Action Personal Effect: Apply your Strength modifier as extra damage on your next attack this turn.[/OOC], [OOC='[color=Green]Divine Challenge[/color]'][B][color=Green]Divine Challenge[/color][/B] At-Will* Divine, Radiant Minor Action Close Burst 5 Target: One creature in burst Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. Also, it takes radiant damage equal to 3 + your Charisma modifier the first time it makes an attack that doesn't include you as a target before the start of your next turn. On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it, or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can't use divine challenge on your next turn. You can use divine challenge once per turn. Special: Even though this ability is called a challenge, it doesn't rely on the intelligence or language ability of the target. It's a magical compulsion that affects the creature's behavior, regardless of the creature's nature. You can't place a divine challenge on a creature that is already affected by your or another character's divine challenge.[/OOC], [OOC='[color=Green]Lay On Hands[/color]'][B][color=Green]Lay On Hands[/color][/B] At-Will (Special) * Divine, Healing Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round. Minor Action Melee Touch Target: One creature Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.[/OOC], [OOC='[color=red]Utility: Divine Counter[/color]'][B][color=red]Utility: Divine Counter[/color][/B] Encounter * Divine Immediate Interrupt Personal Trigger: An enemy hits your Fortitude, Reflex, or Will Effect: You take only half damage from the triggering enemy's attack, and the triggering enemy is subject to your divine sanction until the end of its next turn.[/OOC] [B]Notes[/B] [spoiler=Class Features] [b]Lay on Hands:[/b] 0/3 [/spoiler] [spoiler=Racial Abilities] [b]Group Diplomacy:[/b] You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks. [b]Dual Heritage:[/b] You can take feats that have either elf or human as a prerequisite (as well as those specific to half-elves), as long as you meet any other requirements. [b]Group Insight:[/b] You grant allies within 10 squares of you a +1 racial bonus on Insight and initiative checks. [/spoiler] [spoiler=Feats] [b]Group Defense:[/b] Allies gain a +1 bonus to all defenses against creatures marked by you. [b]Virtuous Recovery:[/b] Whenever you spend a healing surge, you gain resistance to all damage equal to your Wisdom modifier until the start of your next turn. [/spoiler]
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* Divine, Radiant, Weapon Standard Action Melee Weapon Target: One Creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier radiant damage, and you gain a +2 bonus to saving throws until the start of your next turn. Special: This power can be used as a melee basic attack.
At-Will* Divine, Radiant, Weapon Standard Action Melee Weapon Target: One Creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier damage. If you marked hte target, it takes a -2 penalty to attack rolls until the end of your next turn.
At-Will * Divine, Implement, Radiant Standard Action Ranged 5 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw.
Encounter * Divine, Radiant, Weapon Standard Action Melee Weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier radiant damage. Until the end of your next turn, you gain a bonus to Fortitude, Reflex, and Will equal to your Wisdom modifier.
Encounter * Divine, Weapon Immediate Reaction Melee 1 Trigger: An enemy adjacent to you hits your ally Target: The triggering enemy Attack: Charisma vs. AC Hit 2[W] + Charisma modifier damage, and the target is immobilized until the end of your next turn.
Encounter* Divine, Weapon Standard Action Melee Weapon Target: One Creature Attack: Charisma vs. AC Hit: 2[W] + Charisma modifier damage. Each enemy within 3 squares of you is subject to your divine sanction until the end of your next turn.
Daily * Divine, Implement, Radiant Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Fortitude Hit: 3d8 + Charisma modifier radiant damage, and the target gains vulnerability 5 to radiant damage until the end of the encounter. Miss: Half damage, and the target gains no vulnerability.
Encounter* Divine Minor Action Close Burst 10 Target: One creature in burst Effect: The target makes a saving throw with a bonus equal to your Charisma modifier.
Encounter* Divine Minor Action Personal Effect: Apply your Strength modifier as extra damage on your next attack this turn.
At-Will* Divine, Radiant Minor Action Close Burst 5 Target: One creature in burst Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. Also, it takes radiant damage equal to 3 + your Charisma modifier the first time it makes an attack that doesn't include you as a target before the start of your next turn. On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it, or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can't use divine challenge on your next turn. You can use divine challenge once per turn. Special: Even though this ability is called a challenge, it doesn't rely on the intelligence or language ability of the target. It's a magical compulsion that affects the creature's behavior, regardless of the creature's nature. You can't place a divine challenge on a creature that is already affected by your or another character's divine challenge.
At-Will (Special) * Divine, Healing Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round. Minor Action Melee Touch Target: One creature Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.
Powers
Encounter * Divine Immediate Interrupt Personal Trigger: An enemy hits your Fortitude, Reflex, or Will Effect: You take only half damage from the triggering enemy's attack, and the triggering enemy is subject to your divine sanction until the end of its next turn.
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
1500 GP for Rituals, Magic Items, etc.
Personality Traits
Anartha is very personable, always ready with a quip or a word of encouragement for those who need it. His upbeat attitude holds despite his rather depressing (by most measures, anyhow) background. While he is usually cheerful and upbeat, bullies will cause him to fly into a rage—as will any uncouth comments about his age or heritage. When exasperated, he will often stop whatever he is doing to pray to the All-Creation for strength. In hard times, he is sustained by his faith in the All-Creation’s plan, and his belief that he is a part of that plan. As do most Sindrans, Anartha works hard at any task set before him, and fills what would normally be his “spare time” with additional tasks—the better to serve the All-Creation. When the solution to a problem escapes him, he will often rub the rock that he always carries in his pocket—a sort of good luck charm that he received from the Chandravash before leaving for the Academy.
Mannerisms and Appearance
Anartha looks young for his age, due to both his Elven heritage and his slimness. His skin is several shades lighter than most Sindrans, and his subtly pointed ears leave no doubts as to his partial Elven heritage. Anartha’s black hair is long and straight, flowing down to his shoulder blades. His dark green eyes are large and searching—and he usually sports an easy smile, expressing his overall contentment with the world. He has feminine features, and generally emits an aura of measured calm, but the ferocity of his Elven ancestors is displayed on the few occasions when he becomes enraged.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
In order to understand Anartha’s life, it is first necessary to understand how it was that he came to be—or at least the details that were relayed to him by his mother. Anartha was born in the small Sindran settlement of Jamshedpur on the northeastern border of Shindran Kamar. His mother, one Aidrika Kalak, was a mere seventeen-year-old of the Shudra (peasant) caste. One day, as she was out collecting basil for the market, a being of (as she put it) unearthy beauty came to her and (to put it delicately) enticed her in a particular manner. As a result of this, Aidrika gave birth to a son about nine months later. During her pregnancy, she had become increasingly ostracized by the community at large, as rumors spread as to the nature of the child’s father. Shortly after Anartha’s birth, the confirmation of his inappropriate (especially so, in Sindran eyes) parenthood saw Aidrika chased out of town. Whatever scheme her Elven lover had in mind, Aidrika never discovered. Upon being cast out, she fled with her baby to Pradijaprut, a coastal town in Sindran Kamar. There, she managed to find some work in a Dalit (Untouchable) street cleaning crew. It was on the streets of Pradijaprut that Anartha grew up. Life was intolerable for Anartha, however. His mother despised him (as indicated by his name, which means “worthless”), as did everyone else he came into contact with… or at least those who noticed his ears. Anartha soon learned to hide his ears under his long hair, but his slow growth and small size ensured that he was unable to make any friends his own age. He did, however, become great friends with an ancient guru who begged on the corner near Anartha’s home. It was this guru, on Chandravash Singh, who instilled a great faith in the All-Creation’s plan in Anartha, and this same guru who somehow convinced a cousin of his (a sea captain) to take Anartha to Kamar City—and from there to the Academy, where Anartha’s natural charisma and common sense earned him a scholarship, as well as a chance to do great things in life.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games