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=271188][size=4][B]Penn[/B][/size][/url], Warforged Barbarian [B]Init[/B] +4 [B]HP[/B] 52/52 [B]Bloodied[/B] 26 [B]Healing Surge[/B] 13 (0 used /9) [B]AC[/B] 19 [B]Fort[/B] 20 [B]Reflex[/B] 17 [B]Will[/B] 18 [B]Speed[/B] 6 [B]Str[/B] 19 (+4) [B]Con[/B] 13 (+1) [B]Dex[/B] 14 (+2) [B]Int[/B] 8 (-1) [B]Wis[/B] 10 (0) [B]Cha[/B] 16 (+3) [OOC='AW: Howling Strike'][B]AW: Howling Strike[/B] At-Will Primal, Weapon Standard Action Melee weapon Requirement: You must be wielding a melee weapon in two hands. Target: One creature Attack: Strength vs. AC Hit: 1[W] + 1d6 + Strength modifier damage. Level 11: 1[W] + 2d6 + Strength modifier damage. Level 21: 2[W] + 3d6 + Strength modifier damage. Special: When charging, you can use this power in place of a melee basic attack. If you are raging, you can move 2 extra squares as part of the charge.[/OOC], [OOC='AW: Pressing Strike'][B]AW: Pressing Strike[/B] At-Will Primal, Weapon Standard Action Melee weapon Effect: Before the attack, you shift 2 squares. You can move through an enemy’s space during the shift, but you can’t end there. Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you push the target 1 square. If you are raging, the attack deals 1d6 extra damage. Level 21: 2[W] + Strength modifier damage.[/OOC], [OOC='[STRIKE]E1: Escalating Violence[/STRIKE]'][B]E1: Escalating Violence[/B] Encounter Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. If you take damage before the start of your next turn, you gain a +2 bonus to the attack rolls and the damage rolls of your next attack. Thaneborn Triumph: Until the end of your next turn, an ally within 5 squares of you gains a bonus to damage rolls against the target equal to your Charisma modifier.[/OOC], [OOC='[STRIKE]D1: Tyrant's Rage[/STRIKE]'][B]D1: Tyrant's Rage[/B] Daily Fear, Primal, Rage, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Will Hit: 2[W] + Strength modifier damage, and the target is dazed (save ends). Miss: Half damage, and the target is dazed until the end of your next turn. Effect: You enter the rage of the tyrant. Until the rage ends, you can push every enemy adjacent to you 1 square as a minor action once per round.[/OOC], [OOC='[STRIKE]U2: Shrug It Off[/STRIKE]'][B]U2: Shrug It Off[/B] Encounter Primal Immediate Reaction Personal Trigger: You are subjected to an effect that a save can end Effect: You make a saving throw against the triggering effect. If you succeed, you shift 1 square as a free action.[/OOC], [OOC='[STRIKE]E3: Shatterbone Strike[/STRIKE]'][B]E3: Shatterbone Strike[/B] Encounter Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage, and the target takes a -2 penalty to AC until the end of your next turn. Thaneborn Triumph: The penalty to AC equals your Charisma modifier.[/OOC], [OOC='[STRIKE]D5: Rage of the Crimson Hurricane[/STRIKE]'][B]D5: Rage of the Crimson Hurricane[/B] Daily Primal, Rage, Weapon Standard Action Close burst 1 Target: Each enemy in the burst Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Effect: Each target takes ongoing 5 damage (save ends). You enter the rage of the crimson hurricane. Until the rage ends, the first time you hit an enemy with a primal melee power each turn, each enemy adjacent to you after the attack is resolved takes damage equal to your Strength modifier.[/OOC], [OOC='[STRIKE]E: Warforged Resolve[/STRIKE]'][B]E: Warforged Resolve[/B] Encounter Healing Minor Action Personal Effect: You gain a number of temporary hit points equal to 3 + one-half your level and can make a saving throw against one effect on you that deals ongoing damage. If you are bloodied, you also regain hit points equal to 3 + one-half your level.[/OOC], [OOC='[STRIKE]E: Roar of Triumph[/STRIKE]'][B]E: Roar of Triumph[/B] Encounter Fear, Primal Free Action Close burst 5 Trigger: Your attack reduces an enemy to 0 hit points Target: Each enemy in the burst Effect: Each target takes a -2 penalty to all defenses until the end of your next turn.[/OOC], [OOC='[STRIKE]D: Rage Strike[/STRIKE]'][B]D: Rage Strike[/B] Daily (Special) Primal, Weapon Standard Action Melee weapon Requirement: You must be raging and have at least one unused rage power. Target: One creature Attack: Strength vs. AC. To make this attack, you expend an unused barbarian rage power. Hit: You deal damage based on the level of the rage power you expend: 1st level 3[W] + Strength modifier 5th level 4[W] + Strength modifier 9th level 5[W] + Strength modifier 15th level 6[W] + Strength modifier 19th level 7[W] + Strength modifier 20th level 7[W] + Strength modifier 25th level 8[W] + Strength modifier 29th level 9[W] + Strength modifier Miss: Half damage. Special: You can use this power twice per day.[/OOC], [OOC='[STRIKE]DI: Battlecrazed Axe[/STRIKE]'][B]DI: Battlecrazed Axe[/B] Price: 840 gp Weapon: Axe, Heavy Blade Enhancement: +1 attack rolls and damage rolls Critical: +1d6 damage Property: While you are bloodied, you deal +1d6 damage when you hit with this weapon. Power (Daily): Minor Action. Deal damage to yourself equal to half your level, ignoring any resistances. You are considered bloodied for all purposes (including beneficial effects, such as Dragonborn Fury and this weapon’s property) until the end of your next turn.[/OOC], [OOC='DI: Deathcut Hide Armor'][B]DI: Deathcut Hide Armor[/B] Price: 1,000 gp Armor: Leather, Hide Enhancement: +1 AC Property: Resist 5 necrotic. Property: Resist 5 poison. Power (Daily • Necrotic): Immediate Reaction. You can use this power when an enemy hits you with a melee attack. Deal 1d10 + Charisma modifier necrotic damage to that enemy.[/OOC], [OOC='I: Boots of Adept Charging'][B]I: Boots of Adept Charging[/B] Price: 520 gp Item Slot: Feet Property: After charging, you can shift 1 square before your turn ends. [/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
At-Will Primal, Weapon Standard Action Melee weapon Requirement: You must be wielding a melee weapon in two hands. Target: One creature Attack: Strength vs. AC Hit: 1[W] + 1d6 + Strength modifier damage. Level 11: 1[W] + 2d6 + Strength modifier damage. Level 21: 2[W] + 3d6 + Strength modifier damage. Special: When charging, you can use this power in place of a melee basic attack. If you are raging, you can move 2 extra squares as part of the charge.
At-Will Primal, Weapon Standard Action Melee weapon Effect: Before the attack, you shift 2 squares. You can move through an enemy’s space during the shift, but you can’t end there. Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you push the target 1 square. If you are raging, the attack deals 1d6 extra damage. Level 21: 2[W] + Strength modifier damage.
Encounter Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. If you take damage before the start of your next turn, you gain a +2 bonus to the attack rolls and the damage rolls of your next attack. Thaneborn Triumph: Until the end of your next turn, an ally within 5 squares of you gains a bonus to damage rolls against the target equal to your Charisma modifier.
Daily Fear, Primal, Rage, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Will Hit: 2[W] + Strength modifier damage, and the target is dazed (save ends). Miss: Half damage, and the target is dazed until the end of your next turn. Effect: You enter the rage of the tyrant. Until the rage ends, you can push every enemy adjacent to you 1 square as a minor action once per round.
Encounter Primal Immediate Reaction Personal Trigger: You are subjected to an effect that a save can end Effect: You make a saving throw against the triggering effect. If you succeed, you shift 1 square as a free action.
Encounter Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage, and the target takes a -2 penalty to AC until the end of your next turn. Thaneborn Triumph: The penalty to AC equals your Charisma modifier.
Daily Primal, Rage, Weapon Standard Action Close burst 1 Target: Each enemy in the burst Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Effect: Each target takes ongoing 5 damage (save ends). You enter the rage of the crimson hurricane. Until the rage ends, the first time you hit an enemy with a primal melee power each turn, each enemy adjacent to you after the attack is resolved takes damage equal to your Strength modifier.
Powers
Encounter Healing Minor Action Personal Effect: You gain a number of temporary hit points equal to 3 + one-half your level and can make a saving throw against one effect on you that deals ongoing damage. If you are bloodied, you also regain hit points equal to 3 + one-half your level.
Encounter Fear, Primal Free Action Close burst 5 Trigger: Your attack reduces an enemy to 0 hit points Target: Each enemy in the burst Effect: Each target takes a -2 penalty to all defenses until the end of your next turn.
Daily (Special) Primal, Weapon Standard Action Melee weapon Requirement: You must be raging and have at least one unused rage power. Target: One creature Attack: Strength vs. AC. To make this attack, you expend an unused barbarian rage power. Hit: You deal damage based on the level of the rage power you expend: 1st level 3[W] + Strength modifier 5th level 4[W] + Strength modifier 9th level 5[W] + Strength modifier 15th level 6[W] + Strength modifier 19th level 7[W] + Strength modifier 20th level 7[W] + Strength modifier 25th level 8[W] + Strength modifier 29th level 9[W] + Strength modifier Miss: Half damage. Special: You can use this power twice per day.
Price: 840 gp Weapon: Axe, Heavy Blade Enhancement: +1 attack rolls and damage rolls Critical: +1d6 damage Property: While you are bloodied, you deal +1d6 damage when you hit with this weapon. Power (Daily): Minor Action. Deal damage to yourself equal to half your level, ignoring any resistances. You are considered bloodied for all purposes (including beneficial effects, such as Dragonborn Fury and this weapon’s property) until the end of your next turn.
Price: 1,000 gp Armor: Leather, Hide Enhancement: +1 AC Property: Resist 5 necrotic. Property: Resist 5 poison. Power (Daily • Necrotic): Immediate Reaction. You can use this power when an enemy hits you with a melee attack. Deal 1d10 + Charisma modifier necrotic damage to that enemy.
Price: 520 gp Item Slot: Feet Property: After charging, you can shift 1 square before your turn ends.
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
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Warforged Tactics Prerequisite: Warforged Benefit: You gain a +1 bonus to melee attack rolls against an enemy that is adjacent to an ally.
Companions and Allies
Background & Other Notes
I was not born. I was...shipped. I arrived on the scene of the Last War with a sword and a shield. I asked the question I was programmed to ask. What is my function? They thought it was funny. They laughed. You're cannon fodder. You're here to fight so we don't have to die.You're...expendable. Something clicked, in my mind, then. A Warforged is named after its function. And my function was to be Expendable. From then on, if anyone asked my name, I said "I am Expendable." The name stuck. I served my purpose well enough. I was put in front of the humans and the elves and the changelings and the kalashtar and I fought those who I was told were my enemies. I cut down everyone who had the misfortune of being on the other end of my blade. And they saw me as I saw myself. Expendable. Except for Barucca. She called me...Penn. Said it was "for short," which I only half understood at the time. As time went on, she was the only member of my unit who tried to understand me, to know me...and encouraged me to wrestle with questions of identity, of self-improvement, of the formation of that elusive thing called a "self." It was, to most, one simple engagement among many, a fight between two faceless, nameless sides whose only purpose was to kill one another. But to me, it was the day I found myself. Barucca was in the thick of battle, attacked from all sides by enemy forces. I saw her falter, drop to one knee, exhausted and sorely wounded. It was then that I recalled what my name truly meant. You're here to fight so that we don't have to die. I dropped my shield to the ground, tore the sword out of the stiff, cold hands of a fallen comrade, and barrelled into battle, blades flying left and right, kicking up dust like some legendary sandstorm. I tore through the men pinning Barucca down, and gave her the opening she needed to retreat and seek medical help. I'd like to think I saved her life, that day. It was only fair, after all. She'd helped me find mine. If it weren't for her, I never would've become a commissioned officer, never would've been decorated for valor with the golden medal-plate that is spot-welded to my upper right chest. And when you look on the rolls of those who fought with honor and dignity and camaraderie in the Last War, you will find my name. My true name, of sorts. Penn. I serve my bretheren, now, keeping them safe as they find themselves, maintaining a sort of halfway house for Warforged who need to be..."re-socialized," so to speak. And if it means I have to bash some heads in now and then to get them off my back, well, I can't say I mind keeping my skills up. "Charge forward, kill anyone who isn't us. Is that clear enough?" When he first joined the unit during the Last War, he was nameless, functionless. They took one look at his bulky, armored form, and gave him the duty of front-line warrior. You're expendable, they said. And he accepted that as his new name and function, and went forth. Fear rarely crossed his mind, but pain did. A few skirmishes were enough to get him thinking--why did he charge ahead of the other soldiers? Why did he bother to go forward at all? The answer he received, oddly enough, came from a grizzled sergeant by the name of Jonas Cox. Sergeant Cox was sitting around the campfire one night, taking long swigs out of a hip flask of who-knows-what liquor, and Expendable was staring off into the fire, being his usual quiet self. Just as the Sergeant was getting up to leave, Expendable asked a simple question. "Why do I charge ahead and risk my life in battle?" The sergeant, grumpy and drunk, wasn't in the mood for deep thoughts. He gave the quickest answer he could think of, to shut the Warforged up. "So the rest of us don't have to." Oddly enough, this satisfied Expendable. One could perform one's function mindlessly, or one could discover the true goal of one's function, and work towards that ultimate goal with every ounce of effort. And so, knowing that his role was one of constant vigilance and rescue, the Warforged's behavior began to change. He began as a thing, to them. A worthless living shield made of metal. But, by knowing his function, he became more...he became a hero. Saving lives, charging fearlessly time and time again into battle to save his comrades. His name soon became affectionate, then ironic. Finally, when he lead a commando team through an enemy blockade to rescue a squad of wounded soldiers, they stopped calling him Expendable altogether. And so he became simply..."Penn." When the Last War ended, Penn decided that his goal was, as before, to be part of the vanguard. To be the first in, so that other would remain safe. He signed on for several jobs--protecting a group of half-mad cartographers, acting as the muscle and medic for a group of freelance scouts. He searches, now, for something new to satisfy his function. Penn's behavior follows a somewhat reliable pattern. He finds a group of people who are willing to have him travel with them in pursuit of a common goal. And then he becomes intensely protective of all those he travels with. Though, in other races, this might be seen as bravery or compassion, Penn simply states "It is my function. To go forth so that others are not required to do so." He tends to be somewhat passionless, and rarely displays a wide range of emotions. He is swift and decisive, and often spends little time deliberating--his life and thoughts are governed by relatively simple rules. However, he is sometime prone to moments of deep, silent thought, and penetrating questions, but usually saves such contemplations for after the battle is over.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games