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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
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=289084][size=4][B]Igley Tunn[/B][/size][/url], Kenku Hybrid Paladin/Sorcerer [B]Init[/B] +4 [B]HP[/B] 50/50 [B]Bloodied[/B] 25 [B]Healing Surge[/B] 12 (0 used /9) [B]AC[/B] 20 [B]Fort[/B] 18 [B]Reflex[/B] 17 [B]Will[/B] 21 [B]Speed[/B] 6 [B]Str[/B] 16 (+3) [B]Con[/B] 12 (+1) [B]Dex[/B] 13 (+1) [B]Int[/B] 8 (-1) [B]Wis[/B] 10 (0) [B]Cha[/B] 20 (+5) [OOC='[COLOR=green]MBA (Virtuous Strike)[/COLOR]'][B][COLOR=green]MBA (Virtuous Strike)[/COLOR][/B] At-Will * Divine, Radiant, Weapon Standard * Melee Weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier (+5) radiant damage, and you gain a +2 bonus to saving throws until the start of your next turn. Level 21: 2[W] + Charisma modifier (+5) radiant damage. Special: This power can be used as a melee basic attack.[/OOC], '[COLOR=green]RBA[/COLOR]', [OOC='[COLOR=green]Blazing Starfall[/COLOR]'][B][COLOR=green]Blazing Starfall[/COLOR][/B] At-Will * Arcane, Fire, Implement, Radiant, Zone Standard * Area burst 1 within 10 squares Target: Each creature in the burst Attack: Charisma vs. Reflex Hit: 1d4 + Charisma modifier (+5) radiant damage. Level 21: 2d4 + Charisma modifier (+5) radiant damage. Cosmic Magic: The burst creates a zone bounded by burning ground that lasts until the end of your next turn. The first time each turn that an enemy within the zone leaves it, that enemy takes fire damage equal to your Strength modifier (+3).[/OOC], [OOC='[COLOR=green]Divine Challenge[/COLOR]'][B][COLOR=green]Divine Challenge[/COLOR][/B] At-Will * Divine, Radiant Minor Close Burst 5 Target: One creature in burst Effect: You mark the target. The mark lasts until you use this power again. The mark also ends at the end of your turn if you didn't engage the target, meaning you neither attacked it during your turn nor are adjacent to it at the end of your turn. Until the mark ends, the target takes radiant damage the first time each round when it targets any of your allies with an attack power that doesn't include you as a target. The damage equals to your Charisma modifier (+6). Level 11: 2 + your Charisma modifier (+6) radiant damage. Level 21: 4 + your Charisma modifier (+6) radiant damage. Special: You can use this power only once per turn.[/OOC], [OOC='[COLOR=red]Psychic Surge[/COLOR]'][B][COLOR=red]Psychic Surge[/COLOR][/B] Encounter * Implement, Psionic, Psychic Standard * Ranged 10 Target: One creature Attack: Primary ability vs. Reflex Hit: 1d8 + ability modifier psychic damage, and your attacks against the target before the end of your next turn can score a critical hit on a roll of 18–20. Increase damage to 2d8 + ability modifier at 11th level. Increase damage to 3d8 + ability modifier at 21st level.[/OOC], [OOC='[COLOR=red]Flock Tactics[/COLOR]'][B][COLOR=red]Flock Tactics[/COLOR][/B] Encounter * Minor * Personal Effect: Choose one of the following effects each time you use this power. * An enemy adjacent to your ally grants combat advantage to you until the start of your next turn. * You use the aid another or the aid attack action. If you succeed, you grant a +3 bonus, rather than the normal +2 bonus.[/OOC], [OOC='[COLOR=red]Valorous Smite[/COLOR]'][B][COLOR=red]Valorous Smite[/COLOR][/B] Encounter * Divine, Weapon Standard * Melee Weapon Target: One creature Attack: Charisma vs. AC Hit: 2[W] + Charisma modifier (+5) damage. Each enemy within 3 squares of you is subject to your divine sanction until the end of your next turn. Divine Sanction: Enemy is marked by you and takes 3/6/9 + your Charisma modifier (+5) radiant damage the first time each round it makes an attack that doesn't include you.[/OOC], [OOC='[COLOR=red]Wilder's Armor[/COLOR]'][B][COLOR=red]Wilder's Armor[/COLOR][/B] Encounter * Psionic Minor * Personal Effect: You gain a +2 power bonus to all defenses until the end of your next turn. If you score a critical hit before the end of your next turn, you also gain temporary hit points equal to 5 + your primary ability modifier.[/OOC], [OOC='[COLOR=red]Virtue[/COLOR]'][B][COLOR=red]Virtue[/COLOR][/B] Encounter * Divine Minor * Personal Effect: You spend a healing surge but regain no hit points. You instead gain temporary hit points equal to your healing surge value.[/OOC], [OOC='[COLOR=red]Wildfire Bolt[/COLOR]'][B][COLOR=red]Wildfire Bolt[/COLOR][/B] Encounter * Fire, Implement, Psionic, Psychic Standard * Ranged 10 Target: One creature Attack: Primary ability vs. Reflex Hit: 2d6 + ability modifier psychic damage. If you score a critical hit with this power, the target and each enemy adjacent to the target take ongoing 5 fire damage (save ends). Increase damage to 3d6 + ability modifier at 13th level. Increase damage to 4d6 + ability modifier at 23rd level. Hit: As above, but if you score a critical hit with this power, the target and each enemy adjacent to the target take ongoing 10 fire damage (save ends). Hit: As above, but if you score a critical hit with this power, the target and each enemy adjacent to the target take ongoing 15 fire damage (save ends).[/OOC], [OOC='[COLOR=red]Swirling Stars[/COLOR]'][B][COLOR=red]Swirling Stars[/COLOR][/B] Encounter * Arcane, Cold, Implement, Thunder Standard * Area burst 1 within 10 squares Target: Each creature in burst Cosmic Magic: You can choose not to target a creature in the origin square of the burst. Attack: Charisma vs. Reflex Hit: 2d8 + Charisma modifier (+5) cold and thunder damage.[/OOC], [OOC='[COLOR=red]Sudden Scales[/COLOR]'][B][COLOR=red]Sudden Scales[/COLOR][/B] Encounter * Arcane Immediate Interrupt * Personal Trigger: You are hit by an attack Effect: You gain a +4 bonus to all defenses against the triggering attack. Dragon Magic: The bonus to all defenses equals 3 + your Strength modifier (+3).[/OOC], [OOC='[COLOR=gray]Radiant Delirium[/COLOR]'][B][COLOR=gray]Radiant Delirium[/COLOR][/B] Daily * Divine, Implement, Radiant Standard Ranged 5 Target: One creature Attack: Charisma vs. Reflex Hit: 3d8 + Charisma modifier (+6) radiant damage, and the target is dazed until the end of your next turn. In addition, the target takes a –2 penalty to AC (save ends). Miss: Half damage, and the target is dazed until the end of your next turn.[/OOC], [OOC='[COLOR=gray]Psionic Shelter[/COLOR]'][B][COLOR=gray]Psionic Shelter[/COLOR][/B] Daily * Force, Implement, Psionic, Psychic Immediate Reaction * Close burst 2 Target: Each creature in the burst Trigger: An enemy in the burst damages you with an attack. Attack: Primary ability vs. Will Hit: 2d8 + ability modifier force damage, and you push the target 2 squares. Increase damage to 3d8 + ability modifier and you push the target 3 squares at 15th level. Increase damage to 5d8 + ability modifier and you push the target 4 squares at 25th level. Miss: Half damage. Effect: You gain a +2 power bonus to all defenses until the end of your next turn. Each time you score a critical hit while under the effect of this power, you extend the duration of the power bonus to all defenses until the end of your next turn and increase the power bonus by 1, and each enemy within 5 squares of you takes 5 psychic damage.[/OOC], [OOC='[COLOR=gray]Slaad's Gambit[/COLOR]'][B][COLOR=gray]Slaad's Gambit[/COLOR][/B] Daily * Arcane, Implement, Psychic, Teleportation Immediate Interrupt Ranged 5 Target: The triggering enemy Trigger: An enemy within 5 squares of you hits you Effect: Before the attack, you teleport your speed. Attack: Charisma vs. Will Hit: 2d10 + Charisma modifier (+6) psychic damage. Miss: Half damage.[/OOC], [OOC='[COLOR=gray]Wild Repulsion[/COLOR]'][B][COLOR=gray]Wild Repulsion[/COLOR][/B] Daily * Psionic, Stance Minor * Personal Effect: You assume the wild repulsion stance. Until the stance ends, you gain resist 5 to all damage. Once per turn, when you score a critical hit with an attack, you increase the resistance by 1, to a maximum of 10.[/OOC], [OOC='[COLOR=orange]Ice Scepter +2[/COLOR]'][B][COLOR=orange]Ice Scepter +2[/COLOR][/B] GROUP: Staff CRITICAL: +2d8 cold damage ENHANCEMENT: +2 attack rolls and damage rolls PROPERTIES: You gain a +2 item bonus to the damage rolls of cold attacks made with this implement. Power (Encounter): Standard Action. You use freezing burst (wizard 1). You can use Intelligence, Wisdom, or Charisma for the attack rolls and damage roll. Power (Daily): Free Action. Trigger: You hit an enemy with a cold power using this implement. Effect: Every target hit by the power is immobilized (save ends).[/OOC], [OOC='[COLOR=orange]Leather Armor of Escape +2[/COLOR]'][B][COLOR=orange]Leather Armor of Escape +2[/COLOR][/B] SLOT: Armor ENHANCEMENT: +2 AC PROPERTIES You gain an item bonus to escape attempts equal to 2 + the armor's enhancement bonus. In addition, this armor cannot be removed without your consent while you're living.[/OOC], [OOC='[COLOR=orange]Amulet of Seduction +1[/COLOR]'][B][COLOR=orange]Amulet of Seduction +1[/COLOR][/B] SLOT: Neck ENHANCEMENT: +1 Fortitude, Reflex, and Will PROPERTIES You gain a +2 item bonus to Bluff and Diplomacy checks. When you impose a charm effect that a save can end, the target takes a –2 penalty to the first saving throw against the effect. Power (Daily • Charm): Standard Action. Make an attack: Close burst 1; one creature in burst; Charisma + the amulet's enhancement bonus vs. Will; on a hit, the target cannot attack you (save ends). While this effect lasts, if the target is adjacent to you when you are targeted by a melee or a ranged attack, the target interposes itself (as an immediate interrupt) and becomes the target of the attack instead. If the target takes damage from any source, the effect of this power 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 * Divine, Radiant, Weapon Standard * Melee Weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier (+5) radiant damage, and you gain a +2 bonus to saving throws until the start of your next turn. Level 21: 2[W] + Charisma modifier (+5) radiant damage. Special: This power can be used as a melee basic attack.
At-Will * Arcane, Fire, Implement, Radiant, Zone Standard * Area burst 1 within 10 squares Target: Each creature in the burst Attack: Charisma vs. Reflex Hit: 1d4 + Charisma modifier (+5) radiant damage. Level 21: 2d4 + Charisma modifier (+5) radiant damage. Cosmic Magic: The burst creates a zone bounded by burning ground that lasts until the end of your next turn. The first time each turn that an enemy within the zone leaves it, that enemy takes fire damage equal to your Strength modifier (+3).
At-Will * Divine, Radiant Minor Close Burst 5 Target: One creature in burst Effect: You mark the target. The mark lasts until you use this power again. The mark also ends at the end of your turn if you didn't engage the target, meaning you neither attacked it during your turn nor are adjacent to it at the end of your turn. Until the mark ends, the target takes radiant damage the first time each round when it targets any of your allies with an attack power that doesn't include you as a target. The damage equals to your Charisma modifier (+6). Level 11: 2 + your Charisma modifier (+6) radiant damage. Level 21: 4 + your Charisma modifier (+6) radiant damage. Special: You can use this power only once per turn.
Encounter * Implement, Psionic, Psychic Standard * Ranged 10 Target: One creature Attack: Primary ability vs. Reflex Hit: 1d8 + ability modifier psychic damage, and your attacks against the target before the end of your next turn can score a critical hit on a roll of 18–20. Increase damage to 2d8 + ability modifier at 11th level. Increase damage to 3d8 + ability modifier at 21st level.
Encounter * Minor * Personal Effect: Choose one of the following effects each time you use this power. * An enemy adjacent to your ally grants combat advantage to you until the start of your next turn. * You use the aid another or the aid attack action. If you succeed, you grant a +3 bonus, rather than the normal +2 bonus.
Encounter * Divine, Weapon Standard * Melee Weapon Target: One creature Attack: Charisma vs. AC Hit: 2[W] + Charisma modifier (+5) damage. Each enemy within 3 squares of you is subject to your divine sanction until the end of your next turn. Divine Sanction: Enemy is marked by you and takes 3/6/9 + your Charisma modifier (+5) radiant damage the first time each round it makes an attack that doesn't include you.
Encounter * Psionic Minor * Personal Effect: You gain a +2 power bonus to all defenses until the end of your next turn. If you score a critical hit before the end of your next turn, you also gain temporary hit points equal to 5 + your primary ability modifier.
Encounter * Divine Minor * Personal Effect: You spend a healing surge but regain no hit points. You instead gain temporary hit points equal to your healing surge value.
Encounter * Fire, Implement, Psionic, Psychic Standard * Ranged 10 Target: One creature Attack: Primary ability vs. Reflex Hit: 2d6 + ability modifier psychic damage. If you score a critical hit with this power, the target and each enemy adjacent to the target take ongoing 5 fire damage (save ends). Increase damage to 3d6 + ability modifier at 13th level. Increase damage to 4d6 + ability modifier at 23rd level. Hit: As above, but if you score a critical hit with this power, the target and each enemy adjacent to the target take ongoing 10 fire damage (save ends). Hit: As above, but if you score a critical hit with this power, the target and each enemy adjacent to the target take ongoing 15 fire damage (save ends).
Encounter * Arcane, Cold, Implement, Thunder Standard * Area burst 1 within 10 squares Target: Each creature in burst Cosmic Magic: You can choose not to target a creature in the origin square of the burst. Attack: Charisma vs. Reflex Hit: 2d8 + Charisma modifier (+5) cold and thunder damage.
Encounter * Arcane Immediate Interrupt * Personal Trigger: You are hit by an attack Effect: You gain a +4 bonus to all defenses against the triggering attack. Dragon Magic: The bonus to all defenses equals 3 + your Strength modifier (+3).
Powers
Daily * Divine, Implement, Radiant Standard Ranged 5 Target: One creature Attack: Charisma vs. Reflex Hit: 3d8 + Charisma modifier (+6) radiant damage, and the target is dazed until the end of your next turn. In addition, the target takes a –2 penalty to AC (save ends). Miss: Half damage, and the target is dazed until the end of your next turn.
Daily * Force, Implement, Psionic, Psychic Immediate Reaction * Close burst 2 Target: Each creature in the burst Trigger: An enemy in the burst damages you with an attack. Attack: Primary ability vs. Will Hit: 2d8 + ability modifier force damage, and you push the target 2 squares. Increase damage to 3d8 + ability modifier and you push the target 3 squares at 15th level. Increase damage to 5d8 + ability modifier and you push the target 4 squares at 25th level. Miss: Half damage. Effect: You gain a +2 power bonus to all defenses until the end of your next turn. Each time you score a critical hit while under the effect of this power, you extend the duration of the power bonus to all defenses until the end of your next turn and increase the power bonus by 1, and each enemy within 5 squares of you takes 5 psychic damage.
Daily * Arcane, Implement, Psychic, Teleportation Immediate Interrupt Ranged 5 Target: The triggering enemy Trigger: An enemy within 5 squares of you hits you Effect: Before the attack, you teleport your speed. Attack: Charisma vs. Will Hit: 2d10 + Charisma modifier (+6) psychic damage. Miss: Half damage.
Daily * Psionic, Stance Minor * Personal Effect: You assume the wild repulsion stance. Until the stance ends, you gain resist 5 to all damage. Once per turn, when you score a critical hit with an attack, you increase the resistance by 1, to a maximum of 10.
GROUP: Staff CRITICAL: +2d8 cold damage ENHANCEMENT: +2 attack rolls and damage rolls PROPERTIES: You gain a +2 item bonus to the damage rolls of cold attacks made with this implement. Power (Encounter): Standard Action. You use freezing burst (wizard 1). You can use Intelligence, Wisdom, or Charisma for the attack rolls and damage roll. Power (Daily): Free Action. Trigger: You hit an enemy with a cold power using this implement. Effect: Every target hit by the power is immobilized (save ends).
SLOT: Armor ENHANCEMENT: +2 AC PROPERTIES You gain an item bonus to escape attempts equal to 2 + the armor's enhancement bonus. In addition, this armor cannot be removed without your consent while you're living.
SLOT: Neck ENHANCEMENT: +1 Fortitude, Reflex, and Will PROPERTIES You gain a +2 item bonus to Bluff and Diplomacy checks. When you impose a charm effect that a save can end, the target takes a –2 penalty to the first saving throw against the effect. Power (Daily • Charm): Standard Action. Make an attack: Close burst 1; one creature in burst; Charisma + the amulet's enhancement bonus vs. Will; on a hit, the target cannot attack you (save ends). While this effect lasts, if the target is adjacent to you when you are targeted by a melee or a ranged attack, the target interposes itself (as an immediate interrupt) and becomes the target of the attack instead. If the target takes damage from any source, the effect of this power 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
Igley is relatively short and slender. His bird aspect is falconine, although other kenku (of different flocks) have corvidate or vulturine features. His feathers are brown behind and cream in front, with dark barring on his breast. His black eyes sparkle with humor. He wears a drab tunic and a showy hooded cloak over a fine-quality set of blue-scaled armor. He has several thin gold rings on his fingers--one with a chip of ruby attached to it. He usually has a carved wooden staff, bound at either end with steel bands, close at hand.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games