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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=303068][size=4][B]Brunnhilde Vaalkainen[/B][/size][/url], Human Barbarian|Cleric [B]Init[/B] +7 [B]HP[/B] 49/56 [B]Bloodied[/B] 28 [B]Healing Surge[/B] 14 (1 used /10) [B]AC[/B] 25 [B]Fort[/B] 21 [B]Reflex[/B] 18 [B]Will[/B] 21 [B]Speed[/B] 5 [B]Str[/B] 19 (+4) [B]Con[/B] 13 (+1) [B]Dex[/B] 14 (+2) [B]Int[/B] 8 (-1) [B]Wis[/B] 10 (0) [B]Cha[/B] 15 (+2) [OOC='[color=red]Healing Word[/color]'][B][color=red]Healing Word[/color][/B] Encounter - Divine, Healing Minor Action - Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally Effect: The target can spend a healing surge and regain an additional 1d6 hit points. Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level[/OOC], [OOC='[color=red]Roar of Triumph[/color]'][B][color=red]Roar of Triumph[/color][/B] Encounter - Fear, Primal Free Action - Close burst 5 Trigger: Your attack reduces an enemy to 0 hit points Target: Each enemy in burst Effect: Each target takes a -2 penalty to all defenses until the end of your next turn.[/OOC], [OOC='[color=red]Iron Wolf Charge[/color]'][B][color=red]Iron Wolf Charge[/color][/B] Encounter - Fear, Martial, Primal No Action - Close burst 2 Trigger: You hit an enemy with a charge attack. Effect: That enemy takes 1d6 extra damage from the triggering attack, and you make the following attack. Level 11: 2d6 extra damage. Level 21: 3d6 extra damage. Target: Each enemy in the burst Attack: Highest ability modifier vs. Will Hit: You push the target up to 2 squares. The target takes a –2 penalty to attack rolls until the end of your next turn.[/OOC], [OOC='[color=Green]Howling Strike[/color]'][B][color=Green]Howling Strike[/color][/B] At-Will - Primal, Weapon Standard Action - Melee weapon Requirement: You must be wielding a two-handed weapon. Target: One creature Attack: Strength vs. AC Hit: 1[W] + 1d6 + Strength modifier damage. Level 11: 1[W] + 2d6 + Strength modifier damage. Level 21: 2[W] + 3d6 + Strength modifier damage. Special: When charging, you can use this power in place of a melee basic attack. If you are raging, you can move 2 extra squares as part of the charge.[/OOC], [OOC='[color=Green]Weapon of Divine Protection[/color]'][B][color=Green]Weapon of Divine Protection[/color][/B] At-Will - Divine, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Level 21: 2 [W] + Strength modifier damage. Weapon: If you're wielding a simple weapon, the attack deals 1d6 extra damage. Effect: Until the end of yor next turn, your allies gain a +2 power bonus to all defenses while adjacent to you.[/OOC], [OOC='[color=Green]Pressing Strike[/color]'][B][color=Green]Pressing Strike[/color][/B] At-Will - Primal, Weapon Standard Action - Melee weapon Effect: Before the attack, you shift 2 squares. You can move through an enemy’s space during the shift, but you can’t end there. Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you push the target 1 square. If you are raging, the attack deals 1d6 extra damage. Level 21: 2[W] + Strength modifier damage.[/OOC], [OOC='[color=Red]Mighty Hew[/color]'][B][color=Red]Mighty Hew[/color][/B] Encounter - Divine, Weapon Immediate Interrupt - Melee weapon Trigger: An enemy hits an ally with an attack Target: The triggering enemy Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage, and the target deals half damage to your ally with the triggering attack.[/OOC], [OOC='[color=Red]Words Are Not Enough[/color]'][B][color=Red]Words Are Not Enough[/color][/B] Encounter - Divine, Weapon Standard Action - Melee weapon Target: One or two creatures Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and the target is dazed until the end of your next turn. Weapon: If you're wielding a simple weapon, the attack deals 1d6 extra damage.[/OOC], [OOC='[color=Red]Curtain of Steel[/color]'][B][color=Red]Curtain of Steel[/color][/B] Encounter - Primal, Weapon Immediate Reaction - Melee 1 Trigger: An enemy adjacent to you hits or misses you Target: The triggering enemy Attack: Strength vs. AC Thaneborn Triumph: You gain a bonus to the attack roll equal to your Charisma modifier. Hit: 3[W] + Strength modifier damage.[/OOC], [OOC='[color=Grey]Thunder Hooves Rage[/color]'][B][color=Grey]Thunder Hooves Rage[/color][/B] Daily - Primal, Rage, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier 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 enemy's space, your next attack against that enemy during the same turn deals 1 [W] extra damage.[/OOC], [OOC='[color=Grey]Hallowed Advance[/color]'][B][color=Grey]Hallowed Advance[/color][/B] Daily - Divine, Healing, Teleportation, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2 [W] + Strength modifier damage. Miss: Half damage. Effect: One ally within 5 squares of you can teleport adjacent to the target and make a melee basic attack against it as a free action. In addition, that ally can spend a healing surge.[/OOC], [OOC='[color=Red]Shrug it Off[/color]'][B][color=Red]Shrug it Off[/color][/B] Encounter - Primal Immediate Reaction - Personal Trigger: You are subjected to an effect that a save can end Effect: You make a saving throw against the triggering effect. If you succeed, you shift 1 square as a free action.[/OOC], [OOC='[color=Red]Bastion of Health[/color]'][B][color=Red]Bastion of Health[/color][/B] Encounter - Divine, Healing Minor Action - Ranged 10 Target: You or one ally Effect: The target can spend a healing surge. Add your Charisma modifier to the hit points regained.[/OOC], [OOC='[color=Green]Imposter's Drakescale[/color]'][B][color=Green]Imposter's Drakescale[/color][/B] Power (At-Will - Polymorph): Minor Action. You can transform this armor into a normal-looking set of clothes. While in clothes form, the armor does not provide an armor bonus, but neither does it impose an armor check penalty or speed reduction. You can add this armor’s enhancement bonus to any Bluff check made to attempt to disguise your appearance. You can change this armor back into its true form as a minor action.[/OOC], [OOC='[color=Grey]Vanguard Fullblade[/color]'][B][color=Grey]Vanguard Fullblade[/color][/B] Power (Daily): Minor Action. Use this power when you make a charge attack. If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Charisma bonus as a bonus to damage rolls until the start of your next turn.[/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
Encounter - Divine, Healing Minor Action - Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally Effect: The target can spend a healing surge and regain an additional 1d6 hit points. Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level
Encounter - Fear, Primal Free Action - Close burst 5 Trigger: Your attack reduces an enemy to 0 hit points Target: Each enemy in burst Effect: Each target takes a -2 penalty to all defenses until the end of your next turn.
Encounter - Fear, Martial, Primal No Action - Close burst 2 Trigger: You hit an enemy with a charge attack. Effect: That enemy takes 1d6 extra damage from the triggering attack, and you make the following attack. Level 11: 2d6 extra damage. Level 21: 3d6 extra damage. Target: Each enemy in the burst Attack: Highest ability modifier vs. Will Hit: You push the target up to 2 squares. The target takes a –2 penalty to attack rolls until the end of your next turn.
At-Will - Primal, Weapon Standard Action - Melee weapon Requirement: You must be wielding a two-handed weapon. Target: One creature Attack: Strength vs. AC Hit: 1[W] + 1d6 + Strength modifier damage. Level 11: 1[W] + 2d6 + Strength modifier damage. Level 21: 2[W] + 3d6 + Strength modifier damage. Special: When charging, you can use this power in place of a melee basic attack. If you are raging, you can move 2 extra squares as part of the charge.
At-Will - Divine, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Level 21: 2 [W] + Strength modifier damage. Weapon: If you're wielding a simple weapon, the attack deals 1d6 extra damage. Effect: Until the end of yor next turn, your allies gain a +2 power bonus to all defenses while adjacent to you.
At-Will - Primal, Weapon Standard Action - Melee weapon Effect: Before the attack, you shift 2 squares. You can move through an enemy’s space during the shift, but you can’t end there. Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you push the target 1 square. If you are raging, the attack deals 1d6 extra damage. Level 21: 2[W] + Strength modifier damage.
Encounter - Divine, Weapon Immediate Interrupt - Melee weapon Trigger: An enemy hits an ally with an attack Target: The triggering enemy Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage, and the target deals half damage to your ally with the triggering attack.
Encounter - Divine, Weapon Standard Action - Melee weapon Target: One or two creatures Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and the target is dazed until the end of your next turn. Weapon: If you're wielding a simple weapon, the attack deals 1d6 extra damage.
Encounter - Primal, Weapon Immediate Reaction - Melee 1 Trigger: An enemy adjacent to you hits or misses you Target: The triggering enemy Attack: Strength vs. AC Thaneborn Triumph: You gain a bonus to the attack roll equal to your Charisma modifier. Hit: 3[W] + Strength modifier damage.
Daily - Primal, Rage, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier 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 enemy's space, your next attack against that enemy during the same turn deals 1 [W] extra damage.
Daily - Divine, Healing, Teleportation, Weapon Standard Action - Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2 [W] + Strength modifier damage. Miss: Half damage. Effect: One ally within 5 squares of you can teleport adjacent to the target and make a melee basic attack against it as a free action. In addition, that ally can spend a healing surge.
Powers
Encounter - Primal Immediate Reaction - Personal Trigger: You are subjected to an effect that a save can end Effect: You make a saving throw against the triggering effect. If you succeed, you shift 1 square as a free action.
Encounter - Divine, Healing Minor Action - Ranged 10 Target: You or one ally Effect: The target can spend a healing surge. Add your Charisma modifier to the hit points regained.
Power (At-Will - Polymorph): Minor Action. You can transform this armor into a normal-looking set of clothes. While in clothes form, the armor does not provide an armor bonus, but neither does it impose an armor check penalty or speed reduction. You can add this armor’s enhancement bonus to any Bluff check made to attempt to disguise your appearance. You can change this armor back into its true form as a minor action.
Power (Daily): Minor Action. Use this power when you make a charge attack. If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Charisma bonus as a bonus to damage rolls until the start of your next turn.
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
640 gp
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Rampage: Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you scored a critical hit against. Battle Cleric's Lore: You gain a +2 shield bonus to AC, and you have proficiency with scale armor. In addition, whenever you use a cleric healing power to allow a target to spend a healing surge, that target gains a +2 bonus to attack rolls until the end of your next turn. ITEMS Vanguard Fullblade Critical: +1d8 damage per plus Property: Deal +1d8 damage on any successful charge. Badge of the Berserker Property: When you charge. your movement made as part of the charge doesn't provoke opportunity attacks. FEATS Thaneborn Triumph: You gain the roar of triumph power. In addition, whenever you bloody an enemy, the next attack by you or an ally against that enemy gains a bonus to the attack roll equal to your Charisma modifier. Two-Handed Weapon Expertise: You gain a +1 feat bonus to weapon attack rolls you make with a two-handed melee weapon. In addition, you gain a +1 bonus to the damage rolls of charge attacks you make with a two-handed melee weapon. Both of these bonuses increase to +2 at 11th level and +3 at 21st level. Improved Roar of Triumph: When you use roar of triumph while raging, roar of triumph becomes a close burst 5 + your Charisma modifier, instead of a close burst 5, and you gain a +2 power bonus to weapon damage rolls until the end of your next turn. Superior Will: If you are dazed or stunned, you can make a saving throw at the start of your turn to end that effect, even if the effect doesn't normally end on a save. Durable: Your number of healing surges increases by 2.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games