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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]Gauntlets of Arcane Might -[/b] Gain 2 temp hp on a successful hit on a marked enemy. [b]Marjam's Dream:[/b] +2 bonus to Arcana checks to detect magic [spoiler=Class Features] [list] [*][b]Swordbond -[/b] Bond with one blade in one hour; standard action to call that blade to your hand within 10 squares. Can attune to a new blade in one hour. [*][b]Swordmage Warding -[/b] +2 bonus to AC with blade; +4 if off-hand is free; if unconscious, warding ends. [/list][/spoiler][spoiler=Feats] [list] [*][b]Versatile Expertise (Heavy/Light blades) -[/b] +1 to hit with both heavy and light blades [*][b]Intelligent Blademaster -[/b] Use Intelligence instead of Strength on your basic attacks [*][b]Improved Swordmage Warding -[/b] +1 bonus to swordmage warding AC bonus [*][b]Improved Defenses-[/b] Gain a +1 per tier bonus to non-armor defenses. [/list][/spoiler]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=271256][size=4][B]Seriphis[/B][/size][/url], Human Swordmage [B]Init[/B] +3 [B]HP[/B] 31/56 [B]Bloodied[/B] 28 [B]Healing Surge[/B] 14 (0 used /11) [B]AC[/B] 24 [B]Fort[/B] 18 [B]Reflex[/B] 19 [B]Will[/B] 17 [B]Speed[/B] [B]Str[/B] 10 (0) [B]Con[/B] 17 (+3) [B]Dex[/B] 13 (+1) [B]Int[/B] 19 (+4) [B]Wis[/B] 11 (0) [B]Cha[/B] 8 (-1) [OOC='[color=SeaGreen]Melee Basic Attack[/color]'][B][color=SeaGreen]Melee Basic Attack[/color][/B] At-Will Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence (+11) vs. AC Hit: 1[W] + Intelligence (+5) modifier damage. [/OOC], [OOC='[color=SeaGreen]Aegis of Shielding[/color]'][B][color=SeaGreen]Aegis of Shielding[/color][/B] At-Will Arcane Minor Action Close burst 2 Target: One creature in the burst Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If your marked target makes an attack that doesn’t include you as a target, it takes a –2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an immediate interrupt to reduce the damage dealt by that attack to any one creature by an amount equal to 5 + your Constitution (+3) modifier.[/OOC], [OOC='[color=SeaGreen]Lightning Lure[/color]'][B][color=SeaGreen]Lightning Lure[/color][/B] At-Will Arcane, Implement, Lightning Standard Action Ranged 3 Target: One creature Attack: Intelligence (+8) vs. Fortitude Hit: 1d6 + Intelligence (+5) modifier lightning damage, and you pull the target to the nearest unoccupied space adjacent to you.[/OOC], [OOC='[color=SeaGreen]Booming Blade[/color]'][B][color=SeaGreen]Booming Blade[/color][/B] At-Will Arcane, Thunder, Weapon Standard Action Melee 1 Target: One creature Attack: Intelligence (+11) vs. AC Hit: 1[W] + Intelligence (+5) modifier damage, and if the target is adjacent to you at the start of its next turn and moves away during that turn, it takes 1d6 + Constitution modifier thunder damage. [/OOC], [OOC='[color=SeaGreen]Sword Burst[/color]'][B][color=SeaGreen]Sword Burst[/color][/B] At-Will Arcane, Force, Implement Standard Action Close burst 1 Targets: Each enemy in the burst Attack: Intelligence (+8) vs. Reflex Hit: 1d6 + Intelligence (+5) modifier force damage.[/OOC], [OOC='[STRIKE][color=DarkRed]Sword of Sigils[/color][/STRIKE]'][B][color=DarkRed]Sword of Sigils[/color][/B] Encounter Arcane, Force, Weapon Standard Action Close burst 1 Target: Each enemy in the burst Attack: Intelligence (+11) vs. AC Hit: 1[W] + Intelligence (+5) modifier damage, and the target is marked until the end of your next turn. Until the mark ends, if the target makes an attack that does not include you as a target, it takes force damage equal to your Intelligence modifier after the attack is resolved. Aegis of Shielding: If a target marked by this power hits a creature within 10 squares of you with an attack that does not include you as a target, you can use an immediate interrupt to reduce the damage dealt by that attack to any single creature by an amount equal to your Constitution (+3) modifier.[/OOC], [OOC='[STRIKE][color=DarkRed]Transposing Lunge[/color][/STRIKE]'][B][color=DarkRed]Transposing Lunge[/color][/B] Encounter Arcane, Teleportation, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence (+11) vs. AC Hit: 2[W] + Intelligence (+5) modifier damage, and you teleport the target into a space adjacent to you. Aegis of Shielding: When you use your aegis of shielding immediate interrupt, you can use this power against the target as part of the interrupt, even if the target is beyond your reach.[/OOC], [OOC='[STRIKE][color=SlateGray]Vanishing Blade[/color][/STRIKE]'][B][color=SlateGray]Vanishing Blade[/color][/B] Daily Arcane, Illusion, Teleportation, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence (+11) vs. AC Hit: 2[W] + Intelligence (+5) modifier damage, and the target is marked until the end of your next turn. Miss: Half damage. Effect: You teleport 5 squares and become invisible until the end of your next turn. Until the end of the encounter, whenever you hit an enemy with a melee attack, you may teleport 3 squares as a free action.[/OOC], [OOC='[STRIKE][color=SlateGray]Swordmage Shielding Fire[/color][/STRIKE]'][B][color=SlateGray]Swordmage Shielding Fire[/color][/B] Daily Arcane, Fire, Implement Standard Action Close burst 10 Target: One creature in the burst Attack: Intelligence (+8) vs. Fortitude Hit: 2d10 + Constitution (+4) modifier fire damage, and the creature is marked as if from your Swordmage Aegis power until the end of the encounter. This does not end existing marks placed by your Swordmage Aegis power, and using your Swordmage Aegis power to mark another enemy does not end this mark. Another creature’s mark supersedes this one. Miss: The creature is marked as if from your Swordmage Aegis power until the end of the encounter. This does not end existing marks placed by your Swordmage Aegis power, and using your Swordmage Aegis power to mark another enemy does not end this mark. Another creature’s mark supersedes this one. Aegis of Shielding: Until the end of the encounter, when you reduce the damage the target deals using aegis of shielding, the target takes fire damage equal to the amount of damage your aegis of shielding power prevents.[/OOC], [OOC='[STRIKE][color=DarkRed]Channeling Shield[/color][/STRIKE]'][B][color=DarkRed]Channeling Shield[/color][/B] Encounter Arcane Immediate Interrupt Close burst 10 Trigger: An attack hits you or an ally within 10 squares of you Target: The creature hit by the triggering attack Effect: You reduce the damage the target takes from the triggering attack by 5 + your Constitution (+3) modifier. Aegis of Shielding: The next successful attack you make before the end of your next turn deals extra damage equal to your Constitution (+3) modifier.[/OOC], [OOC='[color=SlateGray]Elemental Warding[/color]'][B][color=SlateGray]Elemental Warding[/color][/B] Immediate Reaction Trigger: You take fire, lightning or cold damage. Effect: Your swordmage warding drops to a +1 bonus to AC (regardless of having a free hand or not); feats may increase this value. You and all adjacent allies gain resistance to the type of damage taken equal to your Constitution modifier (+3). [/OOC], [OOC='[color=blue]Warded Vambraces[/color]'][B][color=blue]Warded Vambraces[/color][/B] Power Encounter (Minor Action)Until the end of your next turn, each ally adjacent to you gains a power bonus to AC equal to the bonus provided by your Swordmage Warding class feature (+4).[/OOC], [OOC='[STRIKE][color=blue]Fey Strike Longsword +1 (Encounter)[/color][/STRIKE]'][B][color=blue]Fey Strike Longsword +1 (Encounter)[/color][/B] Standard Action. Effect: The weapon discharges a shimmering mirror of itself that flies toward your enemy. You make a melee basic attack as a ranged 20 attack with this weapon.[/OOC], [OOC='[STRIKE][color=blue]Fey Strike Longsword +1 (Daily)[/color][/STRIKE]'][B][color=blue]Fey Strike Longsword +1 (Daily)[/color][/B] Free Action. Trigger: You hit an enemy with an attack using this weapon. Effect: Teleport the target 10 squares to a space adjacent to you.[/OOC], [OOC='[STRIKE][color=blue]Gambler's Suit Leather Armor +2[/color][/STRIKE]'][B][color=blue]Gambler's Suit Leather Armor +2[/color][/B] Property: When you make at least two saving throws, you can choose to gain a +2 bonus to the first saving throw and take a -2 penalty to the second. Power (Daily): Immediate Interrupt. Trigger: An enemy hits you with an attack. Effect: The triggering enemy rerolls the attack roll and must use the second result. If that result is a hit, the attack scores a critical hit.[/OOC], [OOC='[STRIKE][color=blue]Lucky Charm +1[/color][/STRIKE]'][B][color=blue]Lucky Charm +1[/color][/B] Power (Daily): No Action. Trigger: You miss with an attack or fail a skill check, or saving throw. Effect: Roll a d6 and add the result to the attack roll, skill check, ability check, or saving throw.[/OOC] [B]Notes[/B] [b]Gauntlets of Arcane Might -[/b] Gain 2 temp hp on a successful hit on a marked enemy. [b]Marjam's Dream:[/b] +2 bonus to Arcana checks to detect magic [spoiler=Class Features] [list] [*][b]Swordbond -[/b] Bond with one blade in one hour; standard action to call that blade to your hand within 10 squares. Can attune to a new blade in one hour. [*][b]Swordmage Warding -[/b] +2 bonus to AC with blade; +4 if off-hand is free; if unconscious, warding ends. [/list][/spoiler][spoiler=Feats] [list] [*][b]Versatile Expertise (Heavy/Light blades) -[/b] +1 to hit with both heavy and light blades [*][b]Intelligent Blademaster -[/b] Use Intelligence instead of Strength on your basic attacks [*][b]Improved Swordmage Warding -[/b] +1 bonus to swordmage warding AC bonus [*][b]Improved Defenses-[/b] Gain a +1 per tier bonus to non-armor defenses. [/list][/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 Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence (+11) vs. AC Hit: 1[W] + Intelligence (+5) modifier damage.
At-Will Arcane Minor Action Close burst 2 Target: One creature in the burst Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If your marked target makes an attack that doesn’t include you as a target, it takes a –2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an immediate interrupt to reduce the damage dealt by that attack to any one creature by an amount equal to 5 + your Constitution (+3) modifier.
At-Will Arcane, Implement, Lightning Standard Action Ranged 3 Target: One creature Attack: Intelligence (+8) vs. Fortitude Hit: 1d6 + Intelligence (+5) modifier lightning damage, and you pull the target to the nearest unoccupied space adjacent to you.
At-Will Arcane, Thunder, Weapon Standard Action Melee 1 Target: One creature Attack: Intelligence (+11) vs. AC Hit: 1[W] + Intelligence (+5) modifier damage, and if the target is adjacent to you at the start of its next turn and moves away during that turn, it takes 1d6 + Constitution modifier thunder damage.
At-Will Arcane, Force, Implement Standard Action Close burst 1 Targets: Each enemy in the burst Attack: Intelligence (+8) vs. Reflex Hit: 1d6 + Intelligence (+5) modifier force damage.
Encounter Arcane, Force, Weapon Standard Action Close burst 1 Target: Each enemy in the burst Attack: Intelligence (+11) vs. AC Hit: 1[W] + Intelligence (+5) modifier damage, and the target is marked until the end of your next turn. Until the mark ends, if the target makes an attack that does not include you as a target, it takes force damage equal to your Intelligence modifier after the attack is resolved. Aegis of Shielding: If a target marked by this power hits a creature within 10 squares of you with an attack that does not include you as a target, you can use an immediate interrupt to reduce the damage dealt by that attack to any single creature by an amount equal to your Constitution (+3) modifier.
Encounter Arcane, Teleportation, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence (+11) vs. AC Hit: 2[W] + Intelligence (+5) modifier damage, and you teleport the target into a space adjacent to you. Aegis of Shielding: When you use your aegis of shielding immediate interrupt, you can use this power against the target as part of the interrupt, even if the target is beyond your reach.
Powers
Daily Arcane, Illusion, Teleportation, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence (+11) vs. AC Hit: 2[W] + Intelligence (+5) modifier damage, and the target is marked until the end of your next turn. Miss: Half damage. Effect: You teleport 5 squares and become invisible until the end of your next turn. Until the end of the encounter, whenever you hit an enemy with a melee attack, you may teleport 3 squares as a free action.
Daily Arcane, Fire, Implement Standard Action Close burst 10 Target: One creature in the burst Attack: Intelligence (+8) vs. Fortitude Hit: 2d10 + Constitution (+4) modifier fire damage, and the creature is marked as if from your Swordmage Aegis power until the end of the encounter. This does not end existing marks placed by your Swordmage Aegis power, and using your Swordmage Aegis power to mark another enemy does not end this mark. Another creature’s mark supersedes this one. Miss: The creature is marked as if from your Swordmage Aegis power until the end of the encounter. This does not end existing marks placed by your Swordmage Aegis power, and using your Swordmage Aegis power to mark another enemy does not end this mark. Another creature’s mark supersedes this one. Aegis of Shielding: Until the end of the encounter, when you reduce the damage the target deals using aegis of shielding, the target takes fire damage equal to the amount of damage your aegis of shielding power prevents.
Encounter Arcane Immediate Interrupt Close burst 10 Trigger: An attack hits you or an ally within 10 squares of you Target: The creature hit by the triggering attack Effect: You reduce the damage the target takes from the triggering attack by 5 + your Constitution (+3) modifier. Aegis of Shielding: The next successful attack you make before the end of your next turn deals extra damage equal to your Constitution (+3) modifier.
Immediate Reaction Trigger: You take fire, lightning or cold damage. Effect: Your swordmage warding drops to a +1 bonus to AC (regardless of having a free hand or not); feats may increase this value. You and all adjacent allies gain resistance to the type of damage taken equal to your Constitution modifier (+3).
Power Encounter (Minor Action)Until the end of your next turn, each ally adjacent to you gains a power bonus to AC equal to the bonus provided by your Swordmage Warding class feature (+4).
Standard Action. Effect: The weapon discharges a shimmering mirror of itself that flies toward your enemy. You make a melee basic attack as a ranged 20 attack with this weapon.
Free Action. Trigger: You hit an enemy with an attack using this weapon. Effect: Teleport the target 10 squares to a space adjacent to you.
Property: When you make at least two saving throws, you can choose to gain a +2 bonus to the first saving throw and take a -2 penalty to the second. Power (Daily): Immediate Interrupt. Trigger: An enemy hits you with an attack. Effect: The triggering enemy rerolls the attack roll and must use the second result. If that result is a hit, the attack scores a critical hit.
Power (Daily): No Action. Trigger: You miss with an attack or fail a skill check, or saving throw. Effect: Roll a d6 and add the result to the attack roll, skill check, ability check, or saving throw.
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
45 gp
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games