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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
. [b]Self:[/b][list] [*] Rage Strike (used/available): 0/2 [*] Resist: 5 Necrotic, 5 Poison, 15 Force [*] Ignore difficult terrain when shifting. [*] On shift, +1 item bonus to AC and Reflex to EoNT. [*] Once per round when your attack bloodies an enemy, you can shift 2 squares as a free action. Each enemy adjacent to you at the end of the shift grants you CA until EoNT. [*] You have CA when no other ally is adjacent to your target. [*] +2 bonus to damage rolls when you have CA. [*] +2 bonus to damage rolls with light blades against Large or larger targets. [*] +2 bonus to damage rolls against bloodied enemies. [*] Enemies who can see you take a -2 penalty to saves vs Fear effects. [/list] [b]Action Point:[/b] When you spend an action point to take an extra action, [OOC=add 6]equal to 1/2 your level[/OOC] to the damage dealt by any of your standard action attacks this turn. [b]Allies:[/b] +1 racial bonus to Perception for non-elf allies within 5 squares.
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=249473][size=4][B]Wren[/B][/size][/url], Elf [ooc=Blade Dancer]Whirling Barbarian[/ooc] [B]Init[/B] +12 [B]HP[/B] 95/95 [B]Bloodied[/B] 47 [B]Healing Surge[/B] 23 (2 used /10) [B]AC[/B] 30 [B]Fort[/B] 29 [B]Reflex[/B] 29 [B]Will[/B] 23 [B]Speed[/B] 7 [B]Str[/B] 20 (+5) [B]Con[/B] 15 (+2) [B]Dex[/B] 18 (+4) [B]Int[/B] 11 (0) [B]Wis[/B] 15 (+2) [B]Cha[/B] 9 (-1) [OOC='[color=green]Melee Basic Attack[/color]'][B][color=green]Melee Basic Attack[/color][/B] [i]+19 vs AC, 1d8+13 damage[/i] At-Will Attack, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage. [b]Critical Hit:[/b] Jagged Rapier crits on 19-20. Ongoing 10 damage (SE).[/OOC], [OOC='[color=green]Ranged Basic Attack[/color]'][B][color=green]Ranged Basic Attack[/color][/B] [i]+14 vs AC, 1d6+6 poison damage[/i] At-Will Attack, Weapon Standard Action, Ranged 10/20 [b]Target:[/b] One creature [b]Attack:[/b] Dexterity vs. AC [b]Hit:[/b] 1[W] + Dexterity modifier damage [b]Critical Hit:[/b] +1d6 poison damage [b]Special:[/b] Substitute Strength for attack and damage rolls when using Heavy Thrown weapons.[/OOC], [OOC='[color=green]Whirling Rend[/color]'][B][color=green]Whirling Rend[/color][/B] [i]+19 vs AC, 1d8+13 damage, 2nd adjacent enemy takes 1d8+6 damage. +4 damage to each while raging.[/i] At-Will Attack 1, Primal, Weapon Standard Action, Melee weapon [b]Requirement:[/b] You must be wielding two melee weapons. [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC (main weapon) [b]Hit:[/b] 1[W] + Strength modifier damage, and an enemy adjacent to you other than the target takes 1[W] damage (off-hand weapon). If you are raging, add your Dexterity modifier to both damage rolls. [b]Critical Hit:[/b] Jagged Rapier crits on 19-20. Ongoing 10 damage (SE). Make a Melee Basic Attack against the same or different target as a free action. [b]Level 21:[/b] 2[W] + Strength modifier damage, and 2[W] damage (off-hand weapon).[/OOC], [OOC='[color=green]Pressing Strike[/color]'][B][color=green]Pressing Strike[/color][/B] [i]+19 vs AC, 1d8+13 damage, push 1. +1d6 damage while raging[/i] At-Will Attack 1, Primal, Weapon Standard Action, Melee weapon [b]Effect:[/b] Before the attack, you shift 2 squares. You can move through an enemy’s space during the shift, but you can’t end there. [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage, and you push the target 1 square. If you are raging, the attack deals 1d6 extra damage. [b]Critical Hit:[/b] Jagged Rapier crits on 19-20. Ongoing 10 damage (SE). Make a Melee Basic Attack against the same or different target as a free action. [b]Level 21:[/b] 2[W] + Strength modifier damage[/OOC], [OOC='[color=green]Agile Recovery[/color]'][B][color=green]Agile Recovery[/color][/B] At-Will Skill Utility 2 Minor Action, Personal [b]Requirement:[/b] You must be trained in Acrobatics [b]Effect:[/b] You stand up.[/OOC], [OOC='[color=red]Climber's Claws[/color]'][B][color=red]Climber's Claws[/color][/B] Encounter Utility 6, Primal Minor Action, Personal [b]Effect:[/b] Until the end of your next turn, you gain a climb speed equal to your speed. While this power is in effect, you ignore difficult terrain, do not grant combat advantage because of climbing, and do not make Athletics checks to climb. (PHB, p182)[/OOC], [OOC='[color=darkslategray]Deny Death[/color]'][B][color=darkslategray]Deny Death[/color][/B] Daily Utility 10, Primal Immediate Interrupt, Personal [b]Trigger:[/b] You drop to 0 hit points or fewer and don’t die. [b]Effect:[/b] You are dying but don’t fall unconscious because of that condition. At the end of your next turn, you fall unconscious if you are still dying.[/OOC], [OOC='[color=darkslategray]Battle Favor[/color]'][B][color=darkslategray]Battle Favor[/color][/B] Paragon Path Daily Utility, Divine, Healing Free Action, Personal [b]Trigger:[/b] You roll a natural 20 when making a melee attack. [b]Effect:[/b] Regain hit points as if you had spent two healing surges, or recover one daily power you have already used. Once you use this power, you cannot recover it except by taking an extended rest.[/OOC], [OOC='[color=red]Second Wind[/color]'][B][color=red]Second Wind[/color][/B] Racial Encounter Standard Action, Personal [b]Effect:[/b] Spend a healing surge and gain hit points equal to your healing surge value. Also gain a +2 bonus to all defenses until the end of your next turn.[/OOC], [OOC='[color=red]Elven Accuracy[/color]'][B][color=red]Elven Accuracy[/color][/B] Racial Encounter Free Action, Personal [b]Effect:[/b] Re-roll an attack. Use this result, even if lower. [/OOC], [OOC='[color=red]Whirling Lunge[/color]'][B][color=red]Whirling Lunge[/color][/B] [i]Auto-hit, 1d8+6 damage[/i] Encounter Class Feature Primal, Weapon Free Action, Melee 1 [b]Trigger:[/b] Your attack reduces an enemy to 0 hit points. [b]Effect:[/b] You shift 2 squares and then deal 1[W] damage (off-hand weapon) to an enemy adjacent to you that you can see. You have combat advantage [/OOC], [OOC='[color=red]Warpriest's Strategy[/color]'][B][color=red]Warpriest's Strategy[/color][/B] Encounter Paragon Path Feature No action [b]Trigger:[/b] You or an adjacent ally roll a 1 on a melee or close attack roll. [b]Effect:[/b] Re-roll the attack.[/OOC], [OOC='[color=darkslategray]Healing Word[/color]'][B][color=darkslategray]Healing Word[/color][/B] Daily Multiclass Feature, Divine, Healing Minor Action, Close burst 10 (15 at Level 21) [b]Target:[/b] You or one ally in burst [b]Effect:[/b] The target can spend a healing surge and regain an additional 3d6 hit points. Additional hit points regained increase to [b]Level 16:[/b] +4d6 [b]Level 21:[/b] +5d6 [b]Level 26:[/b] +6d6[/OOC], [OOC='[color=red]Vault the Fallen[/color]'][B][color=red]Vault the Fallen[/color][/B] [i]+19 vs AC, 1d8+13+1d6 damage, shift 1[/i] Encounter Attack 1, Primal, Weapon Standard Action, Melee weapon [b]Target:[/b] One or two creatures [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + 1d6 + Strength modifier damage. [b]Critical Hit:[/b] Jagged Rapier crits on 19-20. Ongoing 10 damage (SE). Make a Melee Basic Attack against the same or different target as a free action. [b]Effect:[/b] If you target two creatures, you can shift 1 square after the first attack.[/OOC], [OOC='[color=red]Whirling Step[/color]'][B][color=red]Whirling Step[/color][/B] [i]+19 vs AC, 1d8+13 damage, shift 4, 1d8+6 to up to 2 additional targets[/i] Encounter Attack 3, Primal, Weapon Standard Action, Melee weapon [b]Requirement:[/b] You must be wielding two melee weapons. [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC (main weapon) [b]Hit:[/b] 1[W] + Strength modifier damage. [b]Critical Hit:[/b] Jagged Rapier crits on 19-20. Ongoing 10 damage (SE). Make a Melee Basic Attack against the same or different target as a free action. [b]Effect:[/b] You shift 2 squares. If the attack hit, you deal 1[W] damage (off-hand weapon) to one or two enemies that are adjacent to you at some point during the shift. [b]Whirling Slayer:[/b] You shift 4 squares (equal to your Dexterity modifier).[/OOC], [OOC='[color=red]Slash and Slash Again[/color]'][B][color=red]Slash and Slash Again[/color][/B] [i]+19 vs AC, 2d8+13 damage, 1d8+10 to enemy starting turn adjacent[/i] Encounter Attack 7, Primal, Weapon Standard Action, Melee weapon [b]Requirement:[/b] You must be wielding two melee weapons. [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC (main weapon) [b]Hit:[/b] 2[W] + Strength modifier damage. Until the start of your next turn, you can use a free action to deal 1[W] damage (off-hand weapon) to any enemy that starts its turn adjacent to you. [b]Critical Hit:[/b] Jagged Rapier crits on 19-20. Ongoing 10 damage (SE). Make a Melee Basic Attack against the same or different target as a free action. [b]Whirling Slayer:[/b] Add 4 (your Dexterity modifier) to the offhand weapon damage.[/OOC], [OOC='[color=red]Battle Cry[/color]'][B][color=red]Battle Cry[/color][/B] [i]+19 vs Fortitude, 2d8+13 +healing[/i] Paragon Path Encounter Attack, Divine, Healing, Implement Standard Action, Close burst 1 [b]Target:[/b] Each adjacent enemy [b]Attack:[/b] Strength or Wisdom vs. Fortitude [b]Hit:[/b] 2[W] + Strength or Wisdom modifier [b]Critical Hit:[/b] Jagged Rapier crits on 19-20. Ongoing 10 damage (SE). [b]Effect:[/b] You and each bloodied ally within 10 squares of you can spend a healing surge.[/OOC], [OOC='[color=darkslategray]Rage Strike[/color]'][B][color=darkslategray]Rage Strike[/color][/B] Barbarian Daily Class Feature, Primal, Weapon Standard Action, Melee weapon [b]Requirement:[/b] You must have at least one unused barbarian rage power. [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC. To make this attack, you expend an unused barbarian rage power. [b]Hit:[/b] You deal damage based on the level of the rage power you expend: [b]1st level:[/b] 3[W] + Strength modifier [b]5th level:[/b] 4[W] + Strength modifier [b]9th level:[/b] 5[W] + Strength modifier [b]15th level:[/b] 6[W] + Strength modifier [b]19th level:[/b] 7[W] + Strength modifier [b]25th level:[/b] 8[W] + Strength modifier [b]29th level:[/b] 9[W] + Strength modifier [b]Critical Hit:[/b] Jagged Rapier crits on 19-20. Ongoing 10 damage (SE). Make a Melee Basic Attack against the same or different target as a free action. [b]Miss:[/b] Half damage[/OOC], [OOC='[color=darkslategray]Thunder Hooves Rage[/color]'][B][color=darkslategray]Thunder Hooves Rage[/color][/B] [i]+19 vs AC, 3d8+13 damage[/i] Daily Attack 1, Primal, Rage, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 3[W] + Strength modifier damage. [b]Critical Hit:[/b] Jagged Rapier crits on 19-20. Ongoing 10 damage (SE). Make a Melee Basic Attack against the same or different target as a free action. [b]Miss:[/b] Half damage. [b]Effect:[/b] You enter the rage of the thunder hooves. Until the rage ends, you can move through one or two enemies' spaces during each of your turns. When you move through an enemy's space, your next attack against that enemy during the same turn deals 1[W] extra damage.[/OOC], [OOC='[color=darkslategray]Rage of the Crimson Hurricane[/color]'][B][color=darkslategray]Rage of the Crimson Hurricane[/color][/B] [i]+19 vs AC, 1d8+13 +Ongoing 5[/i] Daily Attack 5, Primal, Rage, Weapon Standard Action, Close burst 1 [b]Target:[/b] Each enemy in burst [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage. [b]Critical Hit:[/b] Jagged Rapier crits on 19-20. Ongoing 10 damage (SE). Make a Melee Basic Attack against the same or different target as a free action. [b]Effect:[/b] Each target takes ongoing 5 damage (save ends). You enter the rage of the crimson hurricane. Until the rage ends, when you hit any enemy with a primal melee power, each enemy adjacent to you takes 5 damage (equal to your Strength modifier).[/OOC], [OOC='[color=darkslategray]Oak Hammer Rage[/color]'][B][color=darkslategray]Oak Hammer Rage[/color][/B] [i]+19 vs AC, 3d8+13 +Prone[/i] Daily Attack 9, Primal, Rage, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 3[W] + Strength modifier damage, and you knock the target prone. [b]Critical Hit:[/b] Jagged Rapier crits on 19-20. Ongoing 10 damage (SE). Make a Melee Basic Attack against the same or different target as a free action. [b]Miss:[/b] Half damage. [b]Effect:[/b] You enter the rage of the oak hammer. Until the rage ends, whenever you hit a target with a melee attack, you knock that target prone. If that target is already prone, the attack instead deals 2 extra damage (equal to your Constitution modifier).[/OOC], [OOC='[color=darkslategray]Poisoned Javelin[/color]'][B][color=darkslategray]Poisoned Javelin[/color][/B] Daily Item Power Free Action [b]Trigger:[/b] You hit with this weapon [b]Effect:[/b] The target takes ongoing 5 poison damage and is weakened (save ends both).[/OOC], [OOC='[color=red]Viper Belt[/color]'][B][color=red]Viper Belt[/color][/B] Encounter Item Power No Action, Personal [b]Effect:[/b] No Action. Use this power when making a saving throw against ongoing poison damage. Gain a +2 power bonus to the saving throw.[/OOC], [OOC='[color=red]Boots of the Fencing Master[/color]'][B][color=red]Boots of the Fencing Master[/color][/B] Encounter Item Power Minor Action, Personal [b]Effect:[/b] Shift 2 squares.[/OOC], [OOC='[color=darkslategray]Brooch of Shielding[/color]'][B][color=darkslategray]Brooch of Shielding[/color][/B] Daily Item Power Immediate Interrupt, Personal [b]Trigger:[/b] You are hit by an area, close, or ranged attack. [b]Effect:[/b] Gain Resist 15 All against that attack.[/OOC] [B]Notes[/B] . [b]Self:[/b][list] [*] Rage Strike (used/available): 0/2 [*] Resist: 5 Necrotic, 5 Poison, 15 Force [*] Ignore difficult terrain when shifting. [*] On shift, +1 item bonus to AC and Reflex to EoNT. [*] Once per round when your attack bloodies an enemy, you can shift 2 squares as a free action. Each enemy adjacent to you at the end of the shift grants you CA until EoNT. [*] You have CA when no other ally is adjacent to your target. [*] +2 bonus to damage rolls when you have CA. [*] +2 bonus to damage rolls with light blades against Large or larger targets. [*] +2 bonus to damage rolls against bloodied enemies. [*] Enemies who can see you take a -2 penalty to saves vs Fear effects. [/list] [b]Action Point:[/b] When you spend an action point to take an extra action, [OOC=add 6]equal to 1/2 your level[/OOC] to the damage dealt by any of your standard action attacks this turn. [b]Allies:[/b] +1 racial bonus to Perception for non-elf allies within 5 squares.
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]+19 vs AC, 1d8+13 damage[/i] At-Will Attack, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage. [b]Critical Hit:[/b] Jagged Rapier crits on 19-20. Ongoing 10 damage (SE).
[i]+14 vs AC, 1d6+6 poison damage[/i] At-Will Attack, Weapon Standard Action, Ranged 10/20 [b]Target:[/b] One creature [b]Attack:[/b] Dexterity vs. AC [b]Hit:[/b] 1[W] + Dexterity modifier damage [b]Critical Hit:[/b] +1d6 poison damage [b]Special:[/b] Substitute Strength for attack and damage rolls when using Heavy Thrown weapons.
[i]+19 vs AC, 1d8+13 damage, 2nd adjacent enemy takes 1d8+6 damage. +4 damage to each while raging.[/i] At-Will Attack 1, Primal, Weapon Standard Action, Melee weapon [b]Requirement:[/b] You must be wielding two melee weapons. [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC (main weapon) [b]Hit:[/b] 1[W] + Strength modifier damage, and an enemy adjacent to you other than the target takes 1[W] damage (off-hand weapon). If you are raging, add your Dexterity modifier to both damage rolls. [b]Critical Hit:[/b] Jagged Rapier crits on 19-20. Ongoing 10 damage (SE). Make a Melee Basic Attack against the same or different target as a free action. [b]Level 21:[/b] 2[W] + Strength modifier damage, and 2[W] damage (off-hand weapon).
[i]+19 vs AC, 1d8+13 damage, push 1. +1d6 damage while raging[/i] At-Will Attack 1, Primal, Weapon Standard Action, Melee weapon [b]Effect:[/b] Before the attack, you shift 2 squares. You can move through an enemy’s space during the shift, but you can’t end there. [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage, and you push the target 1 square. If you are raging, the attack deals 1d6 extra damage. [b]Critical Hit:[/b] Jagged Rapier crits on 19-20. Ongoing 10 damage (SE). Make a Melee Basic Attack against the same or different target as a free action. [b]Level 21:[/b] 2[W] + Strength modifier damage
At-Will Skill Utility 2 Minor Action, Personal [b]Requirement:[/b] You must be trained in Acrobatics [b]Effect:[/b] You stand up.
Encounter Utility 6, Primal Minor Action, Personal [b]Effect:[/b] Until the end of your next turn, you gain a climb speed equal to your speed. While this power is in effect, you ignore difficult terrain, do not grant combat advantage because of climbing, and do not make Athletics checks to climb. (PHB, p182)
Daily Utility 10, Primal Immediate Interrupt, Personal [b]Trigger:[/b] You drop to 0 hit points or fewer and don’t die. [b]Effect:[/b] You are dying but don’t fall unconscious because of that condition. At the end of your next turn, you fall unconscious if you are still dying.
Paragon Path Daily Utility, Divine, Healing Free Action, Personal [b]Trigger:[/b] You roll a natural 20 when making a melee attack. [b]Effect:[/b] Regain hit points as if you had spent two healing surges, or recover one daily power you have already used. Once you use this power, you cannot recover it except by taking an extended rest.
Racial Encounter Standard Action, Personal [b]Effect:[/b] Spend a healing surge and gain hit points equal to your healing surge value. Also gain a +2 bonus to all defenses until the end of your next turn.
Racial Encounter Free Action, Personal [b]Effect:[/b] Re-roll an attack. Use this result, even if lower.
[i]Auto-hit, 1d8+6 damage[/i] Encounter Class Feature Primal, Weapon Free Action, Melee 1 [b]Trigger:[/b] Your attack reduces an enemy to 0 hit points. [b]Effect:[/b] You shift 2 squares and then deal 1[W] damage (off-hand weapon) to an enemy adjacent to you that you can see. You have combat advantage
Encounter Paragon Path Feature No action [b]Trigger:[/b] You or an adjacent ally roll a 1 on a melee or close attack roll. [b]Effect:[/b] Re-roll the attack.
Daily Multiclass Feature, Divine, Healing Minor Action, Close burst 10 (15 at Level 21) [b]Target:[/b] You or one ally in burst [b]Effect:[/b] The target can spend a healing surge and regain an additional 3d6 hit points. Additional hit points regained increase to [b]Level 16:[/b] +4d6 [b]Level 21:[/b] +5d6 [b]Level 26:[/b] +6d6
Powers
[i]+19 vs AC, 1d8+13+1d6 damage, shift 1[/i] Encounter Attack 1, Primal, Weapon Standard Action, Melee weapon [b]Target:[/b] One or two creatures [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + 1d6 + Strength modifier damage. [b]Critical Hit:[/b] Jagged Rapier crits on 19-20. Ongoing 10 damage (SE). Make a Melee Basic Attack against the same or different target as a free action. [b]Effect:[/b] If you target two creatures, you can shift 1 square after the first attack.
[i]+19 vs AC, 1d8+13 damage, shift 4, 1d8+6 to up to 2 additional targets[/i] Encounter Attack 3, Primal, Weapon Standard Action, Melee weapon [b]Requirement:[/b] You must be wielding two melee weapons. [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC (main weapon) [b]Hit:[/b] 1[W] + Strength modifier damage. [b]Critical Hit:[/b] Jagged Rapier crits on 19-20. Ongoing 10 damage (SE). Make a Melee Basic Attack against the same or different target as a free action. [b]Effect:[/b] You shift 2 squares. If the attack hit, you deal 1[W] damage (off-hand weapon) to one or two enemies that are adjacent to you at some point during the shift. [b]Whirling Slayer:[/b] You shift 4 squares (equal to your Dexterity modifier).
[i]+19 vs AC, 2d8+13 damage, 1d8+10 to enemy starting turn adjacent[/i] Encounter Attack 7, Primal, Weapon Standard Action, Melee weapon [b]Requirement:[/b] You must be wielding two melee weapons. [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC (main weapon) [b]Hit:[/b] 2[W] + Strength modifier damage. Until the start of your next turn, you can use a free action to deal 1[W] damage (off-hand weapon) to any enemy that starts its turn adjacent to you. [b]Critical Hit:[/b] Jagged Rapier crits on 19-20. Ongoing 10 damage (SE). Make a Melee Basic Attack against the same or different target as a free action. [b]Whirling Slayer:[/b] Add 4 (your Dexterity modifier) to the offhand weapon damage.
[i]+19 vs Fortitude, 2d8+13 +healing[/i] Paragon Path Encounter Attack, Divine, Healing, Implement Standard Action, Close burst 1 [b]Target:[/b] Each adjacent enemy [b]Attack:[/b] Strength or Wisdom vs. Fortitude [b]Hit:[/b] 2[W] + Strength or Wisdom modifier [b]Critical Hit:[/b] Jagged Rapier crits on 19-20. Ongoing 10 damage (SE). [b]Effect:[/b] You and each bloodied ally within 10 squares of you can spend a healing surge.
Barbarian Daily Class Feature, Primal, Weapon Standard Action, Melee weapon [b]Requirement:[/b] You must have at least one unused barbarian rage power. [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC. To make this attack, you expend an unused barbarian rage power. [b]Hit:[/b] You deal damage based on the level of the rage power you expend: [b]1st level:[/b] 3[W] + Strength modifier [b]5th level:[/b] 4[W] + Strength modifier [b]9th level:[/b] 5[W] + Strength modifier [b]15th level:[/b] 6[W] + Strength modifier [b]19th level:[/b] 7[W] + Strength modifier [b]25th level:[/b] 8[W] + Strength modifier [b]29th level:[/b] 9[W] + Strength modifier [b]Critical Hit:[/b] Jagged Rapier crits on 19-20. Ongoing 10 damage (SE). Make a Melee Basic Attack against the same or different target as a free action. [b]Miss:[/b] Half damage
[i]+19 vs AC, 3d8+13 damage[/i] Daily Attack 1, Primal, Rage, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 3[W] + Strength modifier damage. [b]Critical Hit:[/b] Jagged Rapier crits on 19-20. Ongoing 10 damage (SE). Make a Melee Basic Attack against the same or different target as a free action. [b]Miss:[/b] Half damage. [b]Effect:[/b] You enter the rage of the thunder hooves. Until the rage ends, you can move through one or two enemies' spaces during each of your turns. When you move through an enemy's space, your next attack against that enemy during the same turn deals 1[W] extra damage.
[i]+19 vs AC, 1d8+13 +Ongoing 5[/i] Daily Attack 5, Primal, Rage, Weapon Standard Action, Close burst 1 [b]Target:[/b] Each enemy in burst [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage. [b]Critical Hit:[/b] Jagged Rapier crits on 19-20. Ongoing 10 damage (SE). Make a Melee Basic Attack against the same or different target as a free action. [b]Effect:[/b] Each target takes ongoing 5 damage (save ends). You enter the rage of the crimson hurricane. Until the rage ends, when you hit any enemy with a primal melee power, each enemy adjacent to you takes 5 damage (equal to your Strength modifier).
[i]+19 vs AC, 3d8+13 +Prone[/i] Daily Attack 9, Primal, Rage, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 3[W] + Strength modifier damage, and you knock the target prone. [b]Critical Hit:[/b] Jagged Rapier crits on 19-20. Ongoing 10 damage (SE). Make a Melee Basic Attack against the same or different target as a free action. [b]Miss:[/b] Half damage. [b]Effect:[/b] You enter the rage of the oak hammer. Until the rage ends, whenever you hit a target with a melee attack, you knock that target prone. If that target is already prone, the attack instead deals 2 extra damage (equal to your Constitution modifier).
Daily Item Power Free Action [b]Trigger:[/b] You hit with this weapon [b]Effect:[/b] The target takes ongoing 5 poison damage and is weakened (save ends both).
Encounter Item Power No Action, Personal [b]Effect:[/b] No Action. Use this power when making a saving throw against ongoing poison damage. Gain a +2 power bonus to the saving throw.
Encounter Item Power Minor Action, Personal [b]Effect:[/b] Shift 2 squares.
Daily Item Power Immediate Interrupt, Personal [b]Trigger:[/b] You are hit by an area, close, or ranged attack. [b]Effect:[/b] Gain Resist 15 All against that attack.
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
140gp
Personality Traits
Mannerisms and Appearance
Wren stands a compact 5'8", with a taught dancer's build that belies her strength. She tends to wear her nut-brown hair in thick braid that hangs to the small of her back, rather than in the loose style typically favored by elves. Her piercing green eyes see everything. Behind them is a wisdom that contrasts with her youthful appearance. Wren's typical dress is designed for fluid movement and comfort: supple boots, trousers (with suspenders - never a belt), and brief, short-sleeved shirt. She is never - [I]never[/I] - without her swords, and is able to summon her armor with a thought.
Session and Campaign Notes
Background (Wrathwood): +2 Stealth Offhand damage does NOT include Str modifier Mechanically, Wren is a Whirling Slayer Barbarian because I couldn't find a Martial class with the abilities that I was after. However, she is not the stereotypical "savage warrior" described in [I]Player's Handbook 2[/I]. I'm approaching this character as an ascetic martial type and not some nature-infused raving lunatic. In fact, as far as I'm concerned the actual mechanical power type can be changed to Martial or Psionic. In some ways I'm harkening back to 3.5 and [I]The Book of Nine Swords[/I]. Instead of drawing power from nature spirits and infusing herself with screaming rage, Wren studies the Sword as a path to Enlightenment. The Sublime Way - Dancing the Blade - Blade Magic - call it what you will. Certain forms of the Dance, when performed in the proper frame of mind, produce mystical results: fire, acid, darkness, accelerated healing, even the ability to stave off Death herself ... if only for a short time.
Companions and Allies
Background & Other Notes
Racial Features - Elven Weapon Proficiency: Gain proficiency with longbow and shortbow Fey Origin: Considered Fey creature for purposes of effects related to creature origin Group Awareness: Grant non-elf allies within 5 squares +1 racial bonus to Perception Checks Wild Step: Ignore difficult terrain when shifting, even when shifting multiple squares Elven Accuracy: Encounter Power, as above Class Features - Barbarian Agility: While you are not wearing heavy armor, you gain a +1 bonus to AC and Reflex. The bonus increases to +2 at 11th level and +3 at 21st level. Feral Might (Whirling Slayer): You gain the Whirling Lunge power, and you can wield a one-handed weapon in your offhand and treat it as an off-hand weapon. In addition, once per round when your attack bloodies an enemy, you can shift 2 squares as a free action, and each enemy adjacent to you at the end of the shift grants combat advantage to you until the end of your next turn. Rage Strike: At 5th level, you gain the rage strike power, which lets you channel an unused rage power into a devastating attack while you’re raging. Using rage strike is an alternative to using a second rage power in a climactic battle; it gives you the damage output of a daily power without forcing you to enter a different rage. Rampage: Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you scored a critical hit against. Paragon Path Features - Extra Damage Action (11th level): When you spend an action point to take an extra action, you also add one-half your level to the damage dealt by any of your standard action attacks this turn. Warpriest’s Strategy (11th level): Once per encounter, if you or an adjacent ally rolls a 1 when making a melee attack or a close attack, you can call for a reroll. Warpriest’s Training (11th level): You receive a +1 bonus to AC when wearing heavy armor. Feats - (Game Bonus) Light Blade Expertise: +1 feat bonus to weapon-based attack rolls you make with a light blade. Additionally, you gain a +1 bonus to damage rolls of weapon attacks you make with a light blade against a creature granting combat advantage to you. Both bonuses increase to +2 at Level 11 and to +3 at Level 21. (Level 1) Improved Defenses: +1 to NADs per tier. (Level 2) Quick Draw: You can draw a weapon (or an object stored in a belt pouch, bandolier, or similar container, such as a potion) as part of the same action used to attack with the weapon or use the object. You also gain a +2 feat bonus to initiative checks. (Level 4) Two-Weapon Fighting: While wielding a melee weapon in each hand, you gain a +1 bonus to the damage rolls of weapon attacks that you make with a melee weapon. (Level 6) Two-Weapon Defense: While holding a melee weapon in each hand, you gain a +1 shield bonus to AC and Reflex. (Level 8) Weapon Focus (Light Blade): +1 damage per tier when attacking with a Light Blade. (Level 10) Initiate of Faith: You gain training in the Religion skill. Once per day, you can use the cleric’s Healing Word power. In addition, you can use a holy symbol as an implement when using a cleric power or a cleric paragon path power. (Level 11) Cunning Stalker: You gain Combat Advantage when no other ally is adjacent to your target. (Level 12) Light Blade Precision: You gain a +2 bonus to damage rolls with light blades against Large or larger targets. Magic Items - +3 Summoned Earthhide Armor: Enhancement bonus to AC. Property: +1 to Fortitude Defense Power (At-Will): Minor Action. You banish this armor to a secure extra-dimensional location. At any point in the future, unless you are wearing armor, you can use another minor action to recall the armor. The armor appears on you as though you had donned it normally. +3 Jagged Rapier: Enhancement: Attack rolls and damage rolls Critical: Ongoing 10 damage Level 22 and 27: Ongoing 20 damage Property: This weapon scores critical hits on a 19 or 20. +1 Rhythm Rapier: Enhancement bonus to attack and damage rolls. +1d6 damage on critical hit. Property: When you wield this weapon in your off hand, your shield bonus to AC and Reflex increases by 1. +3 Brooch of Shielding Enhancement: Fortitude, Reflex, and Will Property: Gain resist 15 force. Power (Daily): Immediate Interrupt. Use this power when you are hit by an area, close, or ranged attack. Gain resist to all damage equal to the brooch’s resist force value against that attack. Boots of the Fencing Master: When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn. Power (Encounter): Minor Action. Shift 2 squares. Iron Armbands of Power: +2 damage to melee weapon attacks. Gauntlets of Blood: +2 damage against bloodied enemies. Skull Mask: Property: Enemies who can see you take a -2 penalty to saving throws against fear effects. Property: Gain resist 5 necrotic, and a +1 item bonus to Intimidate checks.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games