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
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=253522][size=4][B]Gwenhwyvar Caladhiel[/B][/size][/url], Elf Cleric|Ranger [B]Init[/B] +12 [B]HP[/B] 65/69 [B]Bloodied[/B] 34 [B]Healing Surge[/B] 17 (2 used /7) [B]AC[/B] 29 [B]Fort[/B] 18 [B]Reflex[/B] 23 [B]Will[/B] 25 [B]Speed[/B] 7 [B]Str[/B] 10 (0) [B]Con[/B] 12 (+1) [B]Dex[/B] 20 (+5) [B]Int[/B] 8 (-1) [B]Wis[/B] 20 (+5) [B]Cha[/B] 12 (+1) [OOC='[color=Red]Elven Accuracy[/color]'][B][color=Red]Elven Accuracy[/color][/B] Free Action - Personal Effect: Reroll an attack roll. Use the second roll, even if it’s lower.[/OOC], [OOC='[color=Red]Healing Word[/color]'][B][color=Red]Healing Word[/color][/B] Encounter - Divine, Healing Minor Action - Close burst 5 Target: You or one ally Effect: The target can spend a healing surge and regain an additional 2d6 hit points.[/OOC], [OOC='[color=Green]Twin Strike[/color]'][B][color=Green]Twin Strike[/color][/B] At-Will - Martial, Weapon Standard Action - Melee or Ranged weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Targets: One or two creatures Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks Hit: 1[W] damage per attack.[/OOC], [OOC='[color=Green]Sacred Flame[/color]'][B][color=Green]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+half your level or to make a saving throw.[/OOC], [OOC='[color=Red]Divine Glow[/color]'][B][color=Red]Divine Glow[/color][/B] Encounter - Divine, Implement, Radiant Standard Action - Close blast 3 Target: Each enemy in blast Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier radiant damage. Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn.[/OOC], [OOC='[color=Black]Moment of Glory[/color]'][B][color=Black]Moment of Glory[/color][/B] Daily - Divine, Fear, Implement Standard Action - Close blast 5 Target: Each enemy in blast Attack: Wisdom vs. Will Hit: You push the target 3 squares and knock it prone. Effect: You and each ally in the blast gain resist 5 to all damage until the end of your next turn. Sustain Minor: The effect persists.[/OOC], [OOC='[color=Red]Invigorating Stride[/color]'][B][color=Red]Invigorating Stride[/color][/B] Encounter - Healing, Martial Move Action - Personal Effect: You shift a number of squares equal to your Wisdom modifier and must not end the shift adjacent to any enemy. You can use your second wind.[/OOC], [OOC='[color=Red]Disruptive Strike[/color]'][B][color=Red]Disruptive Strike[/color][/B] Encounter - Martial,Weapon Immediate Interrupt - Melee or Ranged weapon Trigger: You or an ally is attacked by a creature Target: The attacking creature Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged) Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier.[/OOC], [OOC='[STRIKE][color=Black]Weapon of the Gods[/color][/STRIKE]'][B][color=Black]Weapon of the Gods[/color][/B] Daily - Divine, Radiant, Weapon Minor Action - Melee touch Target: One held weapon Effect: Until the end of the encounter, all attacks made with the weapon deal an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a -2 penalty to AC until the end of the weapon wielder’s next turn.[/OOC], [OOC='[color=Red]Bastion of Health[/color]'][B][color=Red]Bastion of Health[/color][/B] Encounter - Divine, Healing Minor Action - Ranged 10 Target: You or one ally Effect: The target can spend a healing surge. Add your Charisma modifier to the hit points regained.[/OOC], [OOC='[color=Red]Biting Volley[/color]'][B][color=Red]Biting Volley[/color][/B] Encounter - Martial, Weapon Standard Action - Ranged weapon Targets: One or two creatures Attack: Dexterity vs. Reflex, two attacks. Each attack can score a critical hit on a roll of 18-20. Hit: 1[W] + Dexterity modifier damage per attack.[/OOC], [OOC='[color=Black]Jarring Salvo[/color]'][B][color=Black]Jarring Salvo[/color][/B] Daily - Martial, Weapon Standard Action - Ranged weapon Target: One creature Attack: Dexterity vs. Fortitude, three attacks Hit: 1[W] damage per attack, and you push the target 1 square. Miss: Half damage per attack, and no push.[/OOC], [OOC='[color=Red]Word of Vigor[/color]'][B][color=Red]Word of Vigor[/color][/B] Encounter - Divine, Healing (DP) Minor Action - Close burst 1 Target: You and each ally in burst Effect: Each target can spend a healing surge and regain 2d6 additional hit points. They also gain +2 to attack rolls.[/OOC], [OOC='[color=Red]Battle Standard of Healing[/color]'][B][color=Red]Battle Standard of Healing[/color][/B] Encounter - Healing, Zone Standard Action. When you plant the battle standard in your space or an adjacent square, it creates a zone of healing energy in a close burst 5. Whenever you or an ally spends a healing surge while in the zone, you and all allies in the zone regain 1 hit point. This effect lasts until the end of the encounter or until the battle standard is removed from the ground. Any character in or adjacent to a battle standard’s square can remove it from the ground as a standard action.[/OOC], [OOC='[color=Black]Screaming Bow[/color]'][B][color=Black]Screaming Bow[/color][/B] Power (Daily) - Free Action. Trigger: You hit an enemy wilh this weapon. Effect: That enemy gains vulnerable 5 thunder (save ends). Each creature adjacent to that enemy is deafened and gains vulnerable 5 thunder until the end of your next tum.[/OOC] [B]Notes[/B]
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
Free Action - Personal Effect: Reroll an attack roll. Use the second roll, even if it’s lower.
Encounter - Divine, Healing Minor Action - Close burst 5 Target: You or one ally Effect: The target can spend a healing surge and regain an additional 2d6 hit points.
At-Will - Martial, Weapon Standard Action - Melee or Ranged weapon Requirement: You must be wielding two melee weapons or a ranged weapon. Targets: One or two creatures Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks Hit: 1[W] damage per attack.
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+half your level or to make a saving throw.
Encounter - Divine, Implement, Radiant Standard Action - Close blast 3 Target: Each enemy in blast Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier radiant damage. Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn.
Daily - Divine, Fear, Implement Standard Action - Close blast 5 Target: Each enemy in blast Attack: Wisdom vs. Will Hit: You push the target 3 squares and knock it prone. Effect: You and each ally in the blast gain resist 5 to all damage until the end of your next turn. Sustain Minor: The effect persists.
Encounter - Healing, Martial Move Action - Personal Effect: You shift a number of squares equal to your Wisdom modifier and must not end the shift adjacent to any enemy. You can use your second wind.
Encounter - Martial,Weapon Immediate Interrupt - Melee or Ranged weapon Trigger: You or an ally is attacked by a creature Target: The attacking creature Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged) Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier.
Daily - Divine, Radiant, Weapon Minor Action - Melee touch Target: One held weapon Effect: Until the end of the encounter, all attacks made with the weapon deal an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a -2 penalty to AC until the end of the weapon wielder’s next turn.
Encounter - Divine, Healing Minor Action - Ranged 10 Target: You or one ally Effect: The target can spend a healing surge. Add your Charisma modifier to the hit points regained.
Encounter - Martial, Weapon Standard Action - Ranged weapon Targets: One or two creatures Attack: Dexterity vs. Reflex, two attacks. Each attack can score a critical hit on a roll of 18-20. Hit: 1[W] + Dexterity modifier damage per attack.
Daily - Martial, Weapon Standard Action - Ranged weapon Target: One creature Attack: Dexterity vs. Fortitude, three attacks Hit: 1[W] damage per attack, and you push the target 1 square. Miss: Half damage per attack, and no push.
Encounter - Divine, Healing (DP) Minor Action - Close burst 1 Target: You and each ally in burst Effect: Each target can spend a healing surge and regain 2d6 additional hit points. They also gain +2 to attack rolls.
Powers
Encounter - Healing, Zone Standard Action. When you plant the battle standard in your space or an adjacent square, it creates a zone of healing energy in a close burst 5. Whenever you or an ally spends a healing surge while in the zone, you and all allies in the zone regain 1 hit point. This effect lasts until the end of the encounter or until the battle standard is removed from the ground. Any character in or adjacent to a battle standard’s square can remove it from the ground as a standard action.
Power (Daily) - Free Action. Trigger: You hit an enemy wilh this weapon. Effect: That enemy gains vulnerable 5 thunder (save ends). Each creature adjacent to that enemy is deafened and gains vulnerable 5 thunder until the end of your next tum.
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
Gwen's: 54 pp 83 gp 4 cp
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Battle Cleric's Lore: Benefit: You gain a +2 shield bonus to AC, and you have proficiency with scale armor. In addition, whenever you use a cleric healing power to allow a target to spend a healing surge, that target gains a +2 bonus to attack rolls until the end of your next turn. +2 Screaming Longbow Critical: +1d6 thunder damage per plus Property: When you use this weapon to hit an enemy with an altack power that doesn't have a damage type, the attack deals thunder damage, and the enemy is deafened until the end of your next turn. Bracers of Archery Property: Gain a +2 item bonus to damage rolls when attacking with a bow or crossbow. +1 Symbol of Daring: Critical: +1d6 damage per plus, or +1d12 radiant damage per plus with attacks made when you spend an action point. Property: When any ally within 5 squares of you spends an action point to make an attack, he or she gains a bonus to damage rolls on that attack equal to the symbol's enhancement bonus. +2 Healer's Brooch Property: When you use a power that enables you or an ally to regain hit points, add the brooch’s enhancement bonus to the hit points gained. Gauntlets of Blood Property: +2 bonus to damage rolls against bloodied targets. +3 Karach Wyvernscale Armour Property: This armor has no speed penalty or armor check penalty. Bowstring of Accuracy Property: When you use your elven accuracy racial power while you have a drow or eladrin ally within 10 squares of you, you gain a +2 bonus to the reroll.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games