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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]-[/b] [b]Class Features:[/b] [ooc=Combat Leader][b]Combat Leader:[/b] You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.[/ooc], [ooc=Skirmishing Presence][b]Skirmishing Presence:[/b] When an ally who can see you spends an action point to make an attack, that ally can use a free action to shift a number of squares equal to your Intelligence modifier before or after the attack.[/ooc] [b]Feats:[/b] [ooc=Crossbow Expertise][b]Crossbow Expertise Benefit:[/b] You gain a +1 feat bonus to weapon attack rolls that you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover and superior cover with weapon attacks you make with a crossbow.[/ooc], [ooc=Mark of Making][b]Mark of Making [Dragonmark] Benefit:[/b] You have mastered the Enchant Magic Item ritual and can perform it as if you were two levels higher. You can make alchemical items as though you had the Alchemist feat and were two levels higher. You can master and perform rituals in the creation category and the Make Whole (PH 309) ritual as if you had the Ritual Caster feat.[/ooc], Student of Artifice, Superior Weapon Proficiency (Superior Crossbow) [b]Items:[/b] [ooc=Tactician's Chainmail +1]Tactician’s Armor Lvl 5 +1 1,000 gp Armor: Chain, Scale, Plate Enhancement: AC Property: When a power or class feature calls on your Intelligence modifier to determine a value other than your attack bonus, add 1 to that value. This does not change your Intelligence modifier for any other purpose.[/ooc], Magic Superior Crossbow +2, [ooc=Cloak of Distortion +1]Cloak of Distortion Lvl 4 +1 840 gp Item Slot: Neck Enhancement: Fortitude, Reflex, and Will Property: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item’s enhancement bonus.[/ooc], [ooc=Bracers of Archery]Bracers of Archery Lvl 6 1,800 gp Item Slot: Arms Property: Gain a +2 item bonus to damage rolls when attacking with a bow or crossbow.[/ooc]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=271264][size=4][B]Jaxon[/B][/size][/url], Human Warlord [B]Init[/B] +4 [B]HP[/B] 45/45 [B]Bloodied[/B] 22 [B]Healing Surge[/B] 11 (0 used /8) [B]AC[/B] 19 [B]Fort[/B] 19 [B]Reflex[/B] 16 [B]Will[/B] 17 [B]Speed[/B] 5 [B]Str[/B] 19 (+4) [B]Con[/B] 13 (+1) [B]Dex[/B] 10 (0) [B]Int[/B] 15 (+2) [B]Wis[/B] 8 (-1) [B]Cha[/B] 14 (+2) [OOC='[color=red]Inspiring Word (1 used/ 2)[/color]'][B][color=red]Inspiring Word (1 used/ 2)[/color][/B] Encounter (Special) • Martial, Healing Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use inspiring word three times per encounter. Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in burst Effect: The target can spend a healing surge and regain an additional 1d6 hit points. The amount of additional hit points regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.[/OOC], [OOC='[STRIKE][color=darkslategray]Healing Infusion[/color][/STRIKE]'][B][color=darkslategray]Healing Infusion[/color][/B] Encounter (Special) • Arcane Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in burst Effect: The target gains a +1 power bonus to AC until the end of the encounter, and you expend an Infusion crafted with your Healing Infusion class feature. The target can end the bonus as a free action to gain temporary hit points equal to its healing surge value + your Constitution modifier. Level 11: Temporary hit points equal to the target's healing surge value + twice your Constitution modifier. Level 21: Temporary hit points equal to the target's healing surge value three times your Constitution modifier.[/OOC], [OOC='[color=green]Direct the Strike[/color]'][B][color=green]Direct the Strike[/color][/B] At-Will • Martial Standard Action Ranged 5 Target: One ally Effect: The target makes a basic attack as a free action against an enemy of your choice that you can see and is within 10 squares of you.[/OOC], [OOC='[color=green]Paint the Bull's Eye[/color]'][B][color=green]Paint the Bull's Eye[/color][/B] At-Will • Martial, Weapon Standard Action Ranged weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] damage. Until the start of your next turn, your allies gain a power bonus to damage rolls against the target equal to your Intelligence modifier. Level 21: 2[W] damage.[/OOC], [OOC='[color=green]Risky Shot[/color]'][B][color=green]Risky Shot[/color][/B] At-Will • Martial, Weapon Standard Action Ranged weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier + Intelligence modifier damage. Level 21: 2[W] + Strength modifier + Intelligence modifier damage. Effect: You grant combat advantage until the start of your next turn.[/OOC], [OOC='[color=red]Race the Arrow[/color]'][B][color=red]Race the Arrow[/color][/B] Encounter • Martial, Weapon Standard Action Ranged weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. One ally you can see can charge the target or make a melee basic attack against the target as a free action. Skirmishing Presence: The ally gains a power bonus to the attack roll and the damage roll equal to your Intelligence modifier.[/OOC], [OOC='[STRIKE][color=red]Staggering Shot[/color][/STRIKE]'][B][color=red]Staggering Shot[/color][/B] [b]Encounter • Martial, Weapon Standard Action Ranged weapon Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 2[W] + Strength modifier damage. The first time the target moves during its next turn, you knock the target prone after the move. [b]Skirmishing Presence:[/b] You push the target a number of squares equal to your Intelligence modifier.[/OOC], [OOC='[color=darkslategray]Relentless Wounding[/color]'][B][color=darkslategray]Relentless Wounding[/color][/B] Daily • Martial, Reliable, Weapon Standard Action Ranged weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage. Until the end of the encounter, your allies gain a power bonus to damage rolls against the target equal to your Intelligence modifier.[/OOC], [OOC='[STRIKE][color=darkslategray]Create Opportunity[/color][/STRIKE]'][B][color=darkslategray]Create Opportunity[/color][/B] Daily • Martial, Weapon Standard Action Ranged weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. Effect: Until the end of the encounter, whenever you hit the target with a ranged attack, one ally adjacent to it can either make a melee basic attack against it as a free action or shift a number of squares equal to your Intelligence modifier as a free action.[/OOC], [OOC='[color=red]Shake It Off[/color]'][B][color=red]Shake It Off[/color][/B] Encounter • Martial Minor Action Ranged 10 Target: You or one ally Effect: The target makes a saving throw with a power bonus equal to your Charisma modifier.[/OOC], [OOC='[color=darkslategray]Maker's Reward[/color]'][B][color=darkslategray]Maker's Reward[/color][/B] Daily Free Action Trigger: You hit a foe with an at-will attack Effect: An ally who moves adjacent to that foe before the end of your next turn can spend a healing surge as a free action. [/OOC], [OOC='[color=green]Firestorm Bolt +1[/color] (5)'][B][color=green]Firestorm Bolt +1[/color] (5)[/B] Lvl 3 +1 30 gp Ammunition Enhancement: Attack rolls and damage rolls Property: When you hit an enemy with an attack using this ammunition, that enemy and each creature adjacent to it take 1d6 extra fire damage per plus.[/OOC], [OOC='[color=green]Freezing Bolt +1[/color] (4)'][B][color=green]Freezing Bolt +1[/color] (4)[/B] Lvl 3 +1 30 gp Ammunition Enhancement: Attack rolls and damage rolls Property: When you hit an enemy with an attack using this ammunition, that enemy takes 1d6 extra cold damage per plus and is slowed until the end of its next turn.[/OOC], [OOC='[color=green]Surprise Bolt +1[/color] (2)'][B][color=green]Surprise Bolt +1[/color] (2)[/B] Lvl 3 +1 30 gp Ammunition Enhancement: Attack rolls and damage rolls Property: When you attack an enemy using this ammunition, that enemy grants combat advantage to you for that attack.[/OOC] [B]Notes[/B] [b]-[/b] [b]Class Features:[/b] [ooc=Combat Leader][b]Combat Leader:[/b] You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.[/ooc], [ooc=Skirmishing Presence][b]Skirmishing Presence:[/b] When an ally who can see you spends an action point to make an attack, that ally can use a free action to shift a number of squares equal to your Intelligence modifier before or after the attack.[/ooc] [b]Feats:[/b] [ooc=Crossbow Expertise][b]Crossbow Expertise Benefit:[/b] You gain a +1 feat bonus to weapon attack rolls that you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover and superior cover with weapon attacks you make with a crossbow.[/ooc], [ooc=Mark of Making][b]Mark of Making [Dragonmark] Benefit:[/b] You have mastered the Enchant Magic Item ritual and can perform it as if you were two levels higher. You can make alchemical items as though you had the Alchemist feat and were two levels higher. You can master and perform rituals in the creation category and the Make Whole (PH 309) ritual as if you had the Ritual Caster feat.[/ooc], Student of Artifice, Superior Weapon Proficiency (Superior Crossbow) [b]Items:[/b] [ooc=Tactician's Chainmail +1]Tactician’s Armor Lvl 5 +1 1,000 gp Armor: Chain, Scale, Plate Enhancement: AC Property: When a power or class feature calls on your Intelligence modifier to determine a value other than your attack bonus, add 1 to that value. This does not change your Intelligence modifier for any other purpose.[/ooc], Magic Superior Crossbow +2, [ooc=Cloak of Distortion +1]Cloak of Distortion Lvl 4 +1 840 gp Item Slot: Neck Enhancement: Fortitude, Reflex, and Will Property: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item’s enhancement bonus.[/ooc], [ooc=Bracers of Archery]Bracers of Archery Lvl 6 1,800 gp Item Slot: Arms Property: Gain a +2 item bonus to damage rolls when attacking with a bow or crossbow.[/ooc]
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
Encounter (Special) • Martial, Healing Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use inspiring word three times per encounter. Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in burst Effect: The target can spend a healing surge and regain an additional 1d6 hit points. The amount of additional hit points regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.
Encounter (Special) • Arcane Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in burst Effect: The target gains a +1 power bonus to AC until the end of the encounter, and you expend an Infusion crafted with your Healing Infusion class feature. The target can end the bonus as a free action to gain temporary hit points equal to its healing surge value + your Constitution modifier. Level 11: Temporary hit points equal to the target's healing surge value + twice your Constitution modifier. Level 21: Temporary hit points equal to the target's healing surge value three times your Constitution modifier.
At-Will • Martial Standard Action Ranged 5 Target: One ally Effect: The target makes a basic attack as a free action against an enemy of your choice that you can see and is within 10 squares of you.
At-Will • Martial, Weapon Standard Action Ranged weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] damage. Until the start of your next turn, your allies gain a power bonus to damage rolls against the target equal to your Intelligence modifier. Level 21: 2[W] damage.
At-Will • Martial, Weapon Standard Action Ranged weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier + Intelligence modifier damage. Level 21: 2[W] + Strength modifier + Intelligence modifier damage. Effect: You grant combat advantage until the start of your next turn.
Encounter • Martial, Weapon Standard Action Ranged weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. One ally you can see can charge the target or make a melee basic attack against the target as a free action. Skirmishing Presence: The ally gains a power bonus to the attack roll and the damage roll equal to your Intelligence modifier.
[b]Encounter • Martial, Weapon Standard Action Ranged weapon Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 2[W] + Strength modifier damage. The first time the target moves during its next turn, you knock the target prone after the move. [b]Skirmishing Presence:[/b] You push the target a number of squares equal to your Intelligence modifier.
Daily • Martial, Reliable, Weapon Standard Action Ranged weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage. Until the end of the encounter, your allies gain a power bonus to damage rolls against the target equal to your Intelligence modifier.
Daily • Martial, Weapon Standard Action Ranged weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. Effect: Until the end of the encounter, whenever you hit the target with a ranged attack, one ally adjacent to it can either make a melee basic attack against it as a free action or shift a number of squares equal to your Intelligence modifier as a free action.
Powers
Encounter • Martial Minor Action Ranged 10 Target: You or one ally Effect: The target makes a saving throw with a power bonus equal to your Charisma modifier.
Daily Free Action Trigger: You hit a foe with an at-will attack Effect: An ally who moves adjacent to that foe before the end of your next turn can spend a healing surge as a free action.
Lvl 3 +1 30 gp Ammunition Enhancement: Attack rolls and damage rolls Property: When you hit an enemy with an attack using this ammunition, that enemy and each creature adjacent to it take 1d6 extra fire damage per plus.
Lvl 3 +1 30 gp Ammunition Enhancement: Attack rolls and damage rolls Property: When you hit an enemy with an attack using this ammunition, that enemy takes 1d6 extra cold damage per plus and is slowed until the end of its next turn.
Lvl 3 +1 30 gp Ammunition Enhancement: Attack rolls and damage rolls Property: When you attack an enemy using this ammunition, that enemy grants combat advantage to you for 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
840 gp -360 Crossbow -450 Bolts 30 gp
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Feats: Heroic: Scale Prof, Harrowing Swarm Student, Improved Skirmishing, Swift Loader Paragon: Combat Leader, Fight On, Psychic Lock + Mindiron Crossbow
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games