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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
[list] [*]+5 to saves vs. Fear [*]+2 to AC vs. Opportunity Attacks [*]+1 bonus to ranged attack rolls and area attack rolls against any enemy that has no other creature adjacent to it. [*]If your initiative is the highest at the start of an encounter, roll twice for your first combat roll and choose the result. [*]During his turn, if he moves 3 or more squares away from where he started his turn, he gains partial concealment until the end of his next turn. [/list]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=296693][size=4][B]Jared Lees[/B][/size][/url], Halfling Gloom Pact Binder (Warlock) [B]Init[/B] +4 [B]HP[/B] 31/31 [B]Bloodied[/B] 15 [B]Healing Surge[/B] 7 (0 used /8) [B]AC[/B] 17 [B]Fort[/B] 14 [B]Reflex[/B] 16 [B]Will[/B] 17 [B]Speed[/B] 6 [B]Str[/B] 14 (+2) [B]Con[/B] 14 (+2) [B]Dex[/B] 17 (+3) [B]Int[/B] 14 (+2) [B]Wis[/B] 12 (+1) [B]Cha[/B] 19 (+4) [OOC='[color=green]Echoing Dirge[/color]'][B][color=green]Echoing Dirge[/color][/B] Shadows swirl around your foes, drawing forth dark memories that cause them to recoil in fear. At-Will ♦ Arcane, Fear, Implement, Psychic, Shadow Standard Action Close blast 5 Target: One or two creatures in the blast Attack: Charisma vs. Will Hit: 1d8 + Charisma modifier psychic damage, and you push the target up to 2 squares. Level 21: 2d10 + Charisma modifier psychic damage.[/OOC], [OOC='[color=green]Shadow Claws[/color]'][B][color=green]Shadow Claws[/color][/B] A cloud of freezing shadow wraps around your foe, turning into a snarling beast that lashes out when that enemy tries to move. At-Will ♦ Arcane, Cold, Implement, Shadow Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Fortitude Hit: 1d10 + Charisma modifier cold damage. Level 21: 2d10 + Charisma modifier cold damage. Effect: If the target moves during its next turn, it takes cold damage equal to 2 + your Dexterity or Intelligence modifier.[/OOC], [OOC='[color=green]Shadow Warp[/color]'][B][color=green]Shadow Warp[/color][/B] When a creature falls, you draw strength from its death to carry another creature across the battlefield. At-Will ♦ Arcane, Shadow Free Action Close burst 5 Trigger: You reduce a creature to 0 hit points, or an enemy adjacent to you drops to 0 hit points. Target: You or one creature in the burst Effect: You slide the target up to 3 squares. Special: You can use this power only once per round.[/OOC], [OOC='[color=red]Cunning Sneak[/color]'][B][color=red]Cunning Sneak[/color][/B] You don't take a penalty to Stealth checks for moving more than three squares and take a-5, instead of -10, for running. If you move more than three squares from your starting point, you can make a stealth check to become hidden if you have any concealment or cover.[/OOC], [OOC='[color=red]Hound of Dark Omen[/color]'][B][color=red]Hound of Dark Omen[/color][/B] Shadows and mist swirl around the target, coalescing into the form of a snarling hound that emits a dreadful howl. Encounter ♦ Arcane, Fear, Implement, Psychic, Shadow Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 2d8 + Charisma modifier psychic damage, and you push the target up to 2 squares. Gloom Pact (Binder): The target takes psychic damage equal to 2 + your Dexterity modifier if it doesn’t move before the end of its next turn.[/OOC], [OOC='[color=red]Second Chance[/color]'][B][color=red]Second Chance[/color][/B] Luck and small size combine to work in your favor as you dodge your enemy’s attack. Encounter Immediate Interrupt ♦ Personal Trigger: You are hit by an attack. Effect: The attacker must reroll the attack and use the second roll, even if it is lower.[/OOC], '[color=red]Second Wind[/color]', [OOC='[color=red]Spectral Fade[/color]'][B][color=red]Spectral Fade[/color][/B] You become misty and transparent, fading from your enemies’ view for a moment. Encounter Arcane, Illusion Minor Action Personal Effect: You become invisible until the end of your turn. [/OOC], [OOC='[color=gray]Web of Shadows[/color]'][B][color=gray]Web of Shadows[/color][/B] Strands of darkness shroud the battlefield around your foes, forming a dense web of black tendrils that can hold any creature fast. Daily ♦ Arcane, Implement, Necrotic, Shadow, Zone Standard Action Area burst 1 within 10 squares Target: Each enemy in the burst Attack: Charisma vs. Reflex Hit: 2d6 + Charisma modifier necrotic damage, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed (save ends). Effect: The burst creates a zone that lasts until the end of the encounter. Any creature that willingly enters the zone is immobilized until the end of its next turn.[/OOC], [OOC='[color=gray]The Robe of Hyperius Holdstrym[/b]'][B][color=gray]The Robe of Hyperius Holdstrym[/b][/B] (Daily) Trigger: You are hit by a critical attack. Effect: The next time you make an attack on the target that hit you, treat your attack as an automatic natural critical attack (You may gain the extra critical benefit for your side if it hasn't been used yet). [/OOC], [OOC='[color=darkorange]Rod of Wrathful Dismissal +1[/color]'][B][color=darkorange]Rod of Wrathful Dismissal +1[/color][/B] This rod’s power lets you move a foe into a position where your allies can deal with it. Price: 840 gp Implement (Rod) Enhancement: +1 attack rolls and damage rolls Critical: +1d6 damage Power (Daily): Immediate Reaction. Trigger: An enemy hits you. Effect: You slide the triggering enemy 3 squares to a space that must be adjacent to one of your allies.[/OOC], [OOC='[color=darkorange]Belt of Resilience[/color]'][B][color=darkorange]Belt of Resilience[/color][/B] This common and well-worn belt aids those who aid you. Price: 360 gp Item Slot: Waist Property: Heal checks made to aid you gain a +2 item bonus.[/OOC], [OOC='[color=darkorange]Surprise Bullet +1[/color]'][B][color=darkorange]Surprise Bullet +1[/color][/B] This winking bullet blinks in and out, so your target can’t see it coming. Price: 30 gp Ammunition Enhancement: +1 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], [OOC='[color=darkorange]Burglar's Gloves[/color]'][B][color=darkorange]Burglar's Gloves[/color][/B] These fingerless black gloves are embroidered with dark red sigils and improve your thievery skills. Price: 360 gp Item Slot: Hands Property: You gain a +1 item bonus to Thievery checks.[/OOC], [OOC='[color=darkorange]Potion of Healing[/color]'][B][color=darkorange]Potion of Healing[/color][/B] [b]Consumable Minor Action Effect:[/b] Drink this potion and spend a healing surge. You don't get the normal benefits of a healing surge. Instead, you regain 10 hp.[/OOC], [OOC='[color=darkorange]Stonemeal Biscuit[/color]'][B][color=darkorange]Stonemeal Biscuit[/color][/B] This coarse dwarven fare tastes foul but keeps you going throughout the day. Price: 30 gp Other Consumable Property: A single stonemeal biscuit weighs one-tenth of a pound and has the nutritional value of a full day’s worth of food. Power (Consumable • Healing): Standard Action. You eat the stonemeal biscuit. You gain a +1 power bonus on Endurance checks for 12 hours. In addition, you regain an extra 1 hit point the next time you spend a healing surge this day.[/OOC], [OOC='[color=darkorange]Antivenom[/color]'][B][color=darkorange]Antivenom[/color][/B] This thick tonic can help counter the effects of most poisons. Price: 20 gp Alchemical Item Power (Consumable): Minor Action. Gain a +2 bonus to saving throws against poisons from a source of 10th level or lower. This effect lasts until the end of the encounter or for the next 5 minutes.[/OOC], [OOC='[color=darkorange]Circlet of Arcane Extension[/color]'][B][color=darkorange]Circlet of Arcane Extension[/color][/B] This golden circlet extends the range of your arcane power to strike at distant foes. Price: 1,000 gp Item Slot: Head Power (Daily): Minor Action. Until the end of your turn, the range of your ranged arcane powers increases by 5 squares.[/OOC], [OOC='[COLOR=DarkOrange]The Campaign Cartographer[/COLOR]'][B][COLOR=DarkOrange]The Campaign Cartographer[/COLOR][/B] Lvl 6 Rare [I]This item is made of stone with a flat crystal section on the front. This crystal section can display a map of the area that you are currently in.[/I] [B]Property:[/B] Can only be used by 1 person at a time. That person must willingly give up control of the item, or die for another user to take it. [B]Property: [/B]+2 Item bonus to Perception to search for Secret Doors while held and activated. [B]Power (Daily):[/B] [COLOR="Gray"][B]Room To Room: [/B][/COLOR]Move and Minor Action. [B]Range: [/B]Close Burst 10 [B]Target:[/B] One Creature or All Creatures in Burst. [B]Effect:[/B] All targets teleport to the selected room.[/OOC], [OOC='Desperate Spell'][B]Desperate Spell[/B] When you miss an attack roll with an at-will spell, use this card to re-roll the attack roll. You must keep the second result.[/OOC], [OOC='Instinctive Reaction'][B]Instinctive Reaction[/B] Use this card when you're hit by an attack that does ongoing damage. As an immediate reaction, make a saving throw against the ongoing damage.[/OOC], [OOC='Desperate Spell'][B]Desperate Spell[/B] When you miss an attack roll with an at-will spell, use this card to re-roll the attack roll. You must keep the second result.[/OOC] [B]Notes[/B] [list] [*]+5 to saves vs. Fear [*]+2 to AC vs. Opportunity Attacks [*]+1 bonus to ranged attack rolls and area attack rolls against any enemy that has no other creature adjacent to it. [*]If your initiative is the highest at the start of an encounter, roll twice for your first combat roll and choose the result. [*]During his turn, if he moves 3 or more squares away from where he started his turn, he gains partial concealment until the end of his next turn. [/list]
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
Shadows swirl around your foes, drawing forth dark memories that cause them to recoil in fear. At-Will ♦ Arcane, Fear, Implement, Psychic, Shadow Standard Action Close blast 5 Target: One or two creatures in the blast Attack: Charisma vs. Will Hit: 1d8 + Charisma modifier psychic damage, and you push the target up to 2 squares. Level 21: 2d10 + Charisma modifier psychic damage.
A cloud of freezing shadow wraps around your foe, turning into a snarling beast that lashes out when that enemy tries to move. At-Will ♦ Arcane, Cold, Implement, Shadow Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Fortitude Hit: 1d10 + Charisma modifier cold damage. Level 21: 2d10 + Charisma modifier cold damage. Effect: If the target moves during its next turn, it takes cold damage equal to 2 + your Dexterity or Intelligence modifier.
When a creature falls, you draw strength from its death to carry another creature across the battlefield. At-Will ♦ Arcane, Shadow Free Action Close burst 5 Trigger: You reduce a creature to 0 hit points, or an enemy adjacent to you drops to 0 hit points. Target: You or one creature in the burst Effect: You slide the target up to 3 squares. Special: You can use this power only once per round.
You don't take a penalty to Stealth checks for moving more than three squares and take a-5, instead of -10, for running. If you move more than three squares from your starting point, you can make a stealth check to become hidden if you have any concealment or cover.
Shadows and mist swirl around the target, coalescing into the form of a snarling hound that emits a dreadful howl. Encounter ♦ Arcane, Fear, Implement, Psychic, Shadow Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 2d8 + Charisma modifier psychic damage, and you push the target up to 2 squares. Gloom Pact (Binder): The target takes psychic damage equal to 2 + your Dexterity modifier if it doesn’t move before the end of its next turn.
Luck and small size combine to work in your favor as you dodge your enemy’s attack. Encounter Immediate Interrupt ♦ Personal Trigger: You are hit by an attack. Effect: The attacker must reroll the attack and use the second roll, even if it is lower.
You become misty and transparent, fading from your enemies’ view for a moment. Encounter Arcane, Illusion Minor Action Personal Effect: You become invisible until the end of your turn.
Powers
Strands of darkness shroud the battlefield around your foes, forming a dense web of black tendrils that can hold any creature fast. Daily ♦ Arcane, Implement, Necrotic, Shadow, Zone Standard Action Area burst 1 within 10 squares Target: Each enemy in the burst Attack: Charisma vs. Reflex Hit: 2d6 + Charisma modifier necrotic damage, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed (save ends). Effect: The burst creates a zone that lasts until the end of the encounter. Any creature that willingly enters the zone is immobilized until the end of its next turn.
(Daily) Trigger: You are hit by a critical attack. Effect: The next time you make an attack on the target that hit you, treat your attack as an automatic natural critical attack (You may gain the extra critical benefit for your side if it hasn't been used yet).
This rod’s power lets you move a foe into a position where your allies can deal with it. Price: 840 gp Implement (Rod) Enhancement: +1 attack rolls and damage rolls Critical: +1d6 damage Power (Daily): Immediate Reaction. Trigger: An enemy hits you. Effect: You slide the triggering enemy 3 squares to a space that must be adjacent to one of your allies.
This common and well-worn belt aids those who aid you. Price: 360 gp Item Slot: Waist Property: Heal checks made to aid you gain a +2 item bonus.
This winking bullet blinks in and out, so your target can’t see it coming. Price: 30 gp Ammunition Enhancement: +1 attack rolls and damage rolls Property: When you attack an enemy using this ammunition, that enemy grants combat advantage to you for that attack.
These fingerless black gloves are embroidered with dark red sigils and improve your thievery skills. Price: 360 gp Item Slot: Hands Property: You gain a +1 item bonus to Thievery checks.
[b]Consumable Minor Action Effect:[/b] Drink this potion and spend a healing surge. You don't get the normal benefits of a healing surge. Instead, you regain 10 hp.
This coarse dwarven fare tastes foul but keeps you going throughout the day. Price: 30 gp Other Consumable Property: A single stonemeal biscuit weighs one-tenth of a pound and has the nutritional value of a full day’s worth of food. Power (Consumable • Healing): Standard Action. You eat the stonemeal biscuit. You gain a +1 power bonus on Endurance checks for 12 hours. In addition, you regain an extra 1 hit point the next time you spend a healing surge this day.
This thick tonic can help counter the effects of most poisons. Price: 20 gp Alchemical Item Power (Consumable): Minor Action. Gain a +2 bonus to saving throws against poisons from a source of 10th level or lower. This effect lasts until the end of the encounter or for the next 5 minutes.
This golden circlet extends the range of your arcane power to strike at distant foes. Price: 1,000 gp Item Slot: Head Power (Daily): Minor Action. Until the end of your turn, the range of your ranged arcane powers increases by 5 squares.
Lvl 6 Rare [I]This item is made of stone with a flat crystal section on the front. This crystal section can display a map of the area that you are currently in.[/I] [B]Property:[/B] Can only be used by 1 person at a time. That person must willingly give up control of the item, or die for another user to take it. [B]Property: [/B]+2 Item bonus to Perception to search for Secret Doors while held and activated. [B]Power (Daily):[/B] [COLOR="Gray"][B]Room To Room: [/B][/COLOR]Move and Minor Action. [B]Range: [/B]Close Burst 10 [B]Target:[/B] One Creature or All Creatures in Burst. [B]Effect:[/B] All targets teleport to the selected room.
When you miss an attack roll with an at-will spell, use this card to re-roll the attack roll. You must keep the second result.
Use this card when you're hit by an attack that does ongoing damage. As an immediate reaction, make a saving throw against the ongoing damage.
When you miss an attack roll with an at-will spell, use this card to re-roll the attack roll. You must keep the second result.
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
3 gp 9 sp
Personality Traits
So he ticks through his life - not suicidal at all, but just not caring, not wanting to care… and taking things as they come…
Mannerisms and Appearance
A tall slender man in his early 30s, with a friendly smile, Jared appears to be a calm and relaxed individual who lets nothing ruffle him. Those who know him like to say that 'if Jared were any more relaxed he would be dead." He cruises through life taking things as they come, never worrying, never letting anything get to him. However, rather than a healthy out look on life the reason for this front is simple - Jared has stopped caring. He doesn't really care what happens to him or those about him. He has no close friends, no real drive or ambition, no property or belongings that he values. No family… and really that's when Jared became like this, when he lost his whole family in one violent car accident during a trip he should have been on…
Session and Campaign Notes
His Sponsor is Irritus. There is something decidedly off about Jared's sponsor. Those who see him would mistake him for an albino - he has no coloring - pale skin, white hair, he keeps his eyes hidden even inside as if he is bothered by any light. Those who meet him would use to words to describe him like arrogant and spooky. There is something about him - an aura, or his mannerism, or…well, something that makes him appear not quiet human. His voice sounds as if he has suffered from severe smoke inhalation, and the fact he always wears gloves leads some to believe he is badly scarred from a fire - this is not entirely untrue… but it is not a kind of fire that any 'normal' human has seen or come across. Those who do meet him, rarely want to meet him for a second time…
Companions and Allies
Background & Other Notes
A wave of stale air smelling of smoke and beer washed over Jared as he pushed through the doors of the tavern. He stood surveying the hazy interior ignoring the twanging country song that some band or other were thrashing out… Great, Country and Western night the place would be packed and all he wanted was a beer. He was right, all the tables were crowded… except one toward the back…a booth with a single occupant who waved Jared over. The man had pure white hair cropped short in a marine haircut. He ware a silk shirt that Jared at first thought was black, but when he got closer saw was a deep purple. Even though they were inside, in the dingy snakiness of the tavern, the man were sun glasses.. they wrapped tight about his face, and the lenses seemed to absorb light. "Have a seat," the man's voice was a hoarse whisper. "Sorry, do I know you." Tired and failed to see the mans eyes through the glasses. "Not yet. You want a seat, there's one there." The man indicated the empty bench opposite with a gloved hand. Jared shrug a slid in, as he did so the music level and background chatter seemed to become dulled and muffled. "I'm Jared, and you are…" Jared raised an eyebrow in question. "Oh, I know who you are. And me? Well, I'm the man who is going to change you life Jared. You see, you have something I need. I have an offer for you." The man smiled, exposing yellowed teeth. Snorting derisively, Jared made to leave. "I've no interest in weirdos." He tried to lever himself from the seat but found he couldn't move. A coldness settled over. "You already accepted by sitting with me… ok,ok, offer may not be the best choice of words but it is so much nicer than the alternatives." The mans smile widened, his mouth stretching impossibly as the music faded to silence, and Jared's vision began to fade… **** Early Life - Lost Everything Background (Endurance Class Skill).
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games