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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
bloodied
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=298706][size=4][B]Vanchu[/B][/size][/url], Dwarf Barbarian [B]Init[/B] +4 [B]HP[/B] 38/86 [B]Bloodied[/B] 43 [B]Healing Surge[/B] 21 (11 used /12) [B]AC[/B] 22 [B]Fort[/B] 24 [B]Reflex[/B] 17 [B]Will[/B] 16 [B]Speed[/B] 5 [B]Str[/B] 22 (+6) [B]Con[/B] 18 (+4) [B]Dex[/B] 11 (0) [B]Int[/B] 10 (0) [B]Wis[/B] 8 (-1) [B]Cha[/B] 10 (0) [OOC='Pressing Strike - at will'][B]Pressing Strike - at will[/B] Primal, Weapon Standard Action - Melee Weapon Target: 1 creature Attack: +15 vs. AC Effect: Before the attack, you shift 2squares. You can move through an enemy's space during the shift, but you can't end there. Hit: 2d6v1+1d6+10 Damage, and you push the target 1square. If you are raging, the attack deals 1d6 extra damage. [/OOC], [OOC='Recuperating Strike - at will'][B]Recuperating Strike - at will[/B] Primal, Weapon Standard Action - Melee Weapon Target: 1 creature Requirement: You must be wielding a melee weapon in 2 hands Attack: +15 vs. AC Hit: 2d6v1+10, and you gain 4 temp hps (9 temp hps when raging).[/OOC], [OOC='Dwarven Resilience - encounter'][B]Dwarven Resilience - encounter[/B] Minor Action - Personal Effect: You use your second wind[/OOC], [OOC='Swift Charge - encounter'][B]Swift Charge - encounter[/B] Free Action - Personal - Primal Trigger: Your attack reduces an enemy to 0 hps. Effect: You charge an enemy.[/OOC], [OOC='Resurgent Strike - encounter 1'][B]Resurgent Strike - encounter 1[/B] Primal, Weapon Standard Action - Melee Weapon Target: 1 creature Attack: +15 vs. AC Hit: You either gain 7 temp hp or end one dazing or weakening effect on yourself. The target then takes 4d6v1+10 damage[/OOC], [OOC='Blood Strike - encounter 3'][B]Blood Strike - encounter 3[/B] Primal, Weapon Standard Action - Melee Weapon Target: 1 creature Attack: +15 vs. AC Hit: 4d6v1+10 damage (6d6v1+10, if you or target is bloodied) [/OOC], [OOC='Curtain of Steel - encounter 7'][B]Curtain of Steel - encounter 7[/B] Primal, Weapon Immediate Reaction - Melee 1 Target: The triggering enemy Trigger: An enemy adjacent to you hits or misses you Attack: +15 vs. AC Hit: 6d6v1+10 damage[/OOC], [OOC='+2 Badge of the Berserker'][B]+2 Badge of the Berserker[/B] Enhancement: +2 Fort, Ref, Will Property: When you charge, your movement made as part of the charge doesn't provoke opportunity attacks.[/OOC], [OOC='Horned Helm (heroic)'][B]Horned Helm (heroic)[/B] Property: Your charge attacks deal +1d6 damage.[/OOC], [OOC='Black dragon rage - daily9'][B]Black dragon rage - daily9[/B] Acid, primal, rage, weapon Standard action. Melee weapon Target: 1 creature Attack: + 15 vs. AC Hit: 4d6r1 + 10 acid damage, and ongoing 5 acid damage. Miss: half damage Effect: you enter the rage of the black dragon. Until the rage ends, at the start of your turns, each enemy adjacent to you is blinded until the end of your next turn.[/OOC], [OOC='[STRIKE]Thunder Hooves Rage - Daily 1[/STRIKE]'][B]Thunder Hooves Rage - Daily 1[/B] Primal, Rage, Weapon Standard Action - Melee Weapon Target: 1 creature Attack: +15 vs. AC Hit: 6d6v1+10 damage Miss: half damage Effect: You enter the rage of the Thunder Hooves, Until the rage ends you can move through one or two enemies' spaces during each of your turns. When you move through an enemies' space, your next attack against that enemy during the same turn deals 1[W] extra damage.[/OOC], [OOC='[STRIKE]Thunder Hawk Rage - Daily 5[/STRIKE]'][B]Thunder Hawk Rage - Daily 5[/B] Primal, Rage, Weapon, Thunder Standard Action - Melee Weapon Target: 1 creature Attack: +15 vs. AC Hit: 4d6v1+10 damage, and the target is dazed (save ends) Miss: half damage Effect: You enter the rage of the Thunder Hawk, Until the rage ends you can use the Thunder Hawk Rage Attack power once per turn only on your own turn.[/OOC], [OOC='[STRIKE]Thunder Hawk Rage Attack[/STRIKE]'][B]Thunder Hawk Rage Attack[/B] Primal, Rage, Weapon, Thunder Free Action - Melee 1 Target: 1 creature Requirement: The Thunder Hawk Rage power must be active to use this power Attack: +15 vs. Fortitude Hit: You knock the secondary target prone.[/OOC], [OOC='Shrug it Off - Utility 2 - encounter'][B]Shrug it Off - Utility 2 - encounter[/B] Primal Immediate reaction - personal Trigger: You are subjected to an effect that a save can end. Effect: You make a savings throw against the triggering effect. If you succeed, you shift 1 square as a free action.[/OOC], [OOC='Laugh it Off - Utility 6 - encounter'][B]Laugh it Off - Utility 6 - encounter[/B] Primal Immediate interrupt - personal Trigger: You are hit by an enemy's attack. Effect: Reduce the triggering attack's damage by 4 (CON). You gain +2 power bonus to your next attack roll and damage roll against the triggering enemy made before the end of your next turn.[/OOC], [OOC='[STRIKE]Rage Strike - Daily (special)[/STRIKE]'][B]Rage Strike - Daily (special)[/B] Primal, Weapon Standard Action - Melee Weapon Target: 1 creature Requirement: You must be raging and have at least one unused rage power. To make this attack you expend an unused rage power. Attack: +15 vs. AC Hit: You deal damage based on the level of power used: lvl 1 = 6d6v1+10, lvl 5 = 8d6v1+10 Miss: Half damage. Special: You can use this power twice per day.[/OOC], [OOC='+2 Avalanche Mordenkrad'][B]+2 Avalanche Mordenkrad[/B] Critical: +2d10 and target is knocked prone. Enhancement: +2 to attack and damage rolls. Property: When you charge an enemy and hit with a basic melee attack using this weapon, the attack deals 1[W] extra damage.[/OOC], [OOC='[STRIKE]+2 Beastial Hide Armor - Daily[/STRIKE]'][B]+2 Beastial Hide Armor - Daily[/B] Enhancement: +2 AC Power (Daily): Free action. Use this power when you hit a target after a charge. Make a melee basic attack with a +2 power bonus against the same target.[/OOC], [OOC='Belt of Feral Might (heroic)'][B]Belt of Feral Might (heroic)[/B] Property: When you gain temp. hps. from your Rageblood Vigor class feature, you can add your STR (+6) to the temp. hps gained.[/OOC], [OOC='Boots of the Mighty Charge - Daily'][B]Boots of the Mighty Charge - Daily[/B] Property: When charging, you gain +2 item bonus to speed. Daily - Free Action, Tigger: Use this power when you charge. Effect: You can use any at-will or encounter melee or close weapon attack power at the end of the charge as long as it is an attack that includes the enemy you are charging.[/OOC] [B]Notes[/B] bloodied
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
Primal, Weapon Standard Action - Melee Weapon Target: 1 creature Attack: +15 vs. AC Effect: Before the attack, you shift 2squares. You can move through an enemy's space during the shift, but you can't end there. Hit: 2d6v1+1d6+10 Damage, and you push the target 1square. If you are raging, the attack deals 1d6 extra damage.
Primal, Weapon Standard Action - Melee Weapon Target: 1 creature Requirement: You must be wielding a melee weapon in 2 hands Attack: +15 vs. AC Hit: 2d6v1+10, and you gain 4 temp hps (9 temp hps when raging).
Minor Action - Personal Effect: You use your second wind
Free Action - Personal - Primal Trigger: Your attack reduces an enemy to 0 hps. Effect: You charge an enemy.
Primal, Weapon Standard Action - Melee Weapon Target: 1 creature Attack: +15 vs. AC Hit: You either gain 7 temp hp or end one dazing or weakening effect on yourself. The target then takes 4d6v1+10 damage
Primal, Weapon Standard Action - Melee Weapon Target: 1 creature Attack: +15 vs. AC Hit: 4d6v1+10 damage (6d6v1+10, if you or target is bloodied)
Primal, Weapon Immediate Reaction - Melee 1 Target: The triggering enemy Trigger: An enemy adjacent to you hits or misses you Attack: +15 vs. AC Hit: 6d6v1+10 damage
Enhancement: +2 Fort, Ref, Will Property: When you charge, your movement made as part of the charge doesn't provoke opportunity attacks.
Property: Your charge attacks deal +1d6 damage.
Acid, primal, rage, weapon Standard action. Melee weapon Target: 1 creature Attack: + 15 vs. AC Hit: 4d6r1 + 10 acid damage, and ongoing 5 acid damage. Miss: half damage Effect: you enter the rage of the black dragon. Until the rage ends, at the start of your turns, each enemy adjacent to you is blinded until the end of your next turn.
Powers
Primal, Rage, Weapon Standard Action - Melee Weapon Target: 1 creature Attack: +15 vs. AC Hit: 6d6v1+10 damage Miss: half damage Effect: You enter the rage of the Thunder Hooves, Until the rage ends you can move through one or two enemies' spaces during each of your turns. When you move through an enemies' space, your next attack against that enemy during the same turn deals 1[W] extra damage.
Primal, Rage, Weapon, Thunder Standard Action - Melee Weapon Target: 1 creature Attack: +15 vs. AC Hit: 4d6v1+10 damage, and the target is dazed (save ends) Miss: half damage Effect: You enter the rage of the Thunder Hawk, Until the rage ends you can use the Thunder Hawk Rage Attack power once per turn only on your own turn.
Primal, Rage, Weapon, Thunder Free Action - Melee 1 Target: 1 creature Requirement: The Thunder Hawk Rage power must be active to use this power Attack: +15 vs. Fortitude Hit: You knock the secondary target prone.
Primal Immediate reaction - personal Trigger: You are subjected to an effect that a save can end. Effect: You make a savings throw against the triggering effect. If you succeed, you shift 1 square as a free action.
Primal Immediate interrupt - personal Trigger: You are hit by an enemy's attack. Effect: Reduce the triggering attack's damage by 4 (CON). You gain +2 power bonus to your next attack roll and damage roll against the triggering enemy made before the end of your next turn.
Primal, Weapon Standard Action - Melee Weapon Target: 1 creature Requirement: You must be raging and have at least one unused rage power. To make this attack you expend an unused rage power. Attack: +15 vs. AC Hit: You deal damage based on the level of power used: lvl 1 = 6d6v1+10, lvl 5 = 8d6v1+10 Miss: Half damage. Special: You can use this power twice per day.
Critical: +2d10 and target is knocked prone. Enhancement: +2 to attack and damage rolls. Property: When you charge an enemy and hit with a basic melee attack using this weapon, the attack deals 1[W] extra damage.
Enhancement: +2 AC Power (Daily): Free action. Use this power when you hit a target after a charge. Make a melee basic attack with a +2 power bonus against the same target.
Property: When you gain temp. hps. from your Rageblood Vigor class feature, you can add your STR (+6) to the temp. hps gained.
Property: When charging, you gain +2 item bonus to speed. Daily - Free Action, Tigger: Use this power when you charge. Effect: You can use any at-will or encounter melee or close weapon attack power at the end of the charge as long as it is an attack that includes the enemy you are charging.
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
Companions and Allies
Background & Other Notes
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games