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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]Power Points:[/b] 1/1 [spoiler=Racial Features][b]Astral Majesty:[/b] You have a +1 bonus to all defenses against attacks made by bloodied creatures. [b]Astral Resistance:[/b] You have resistance to Necrotic damage and Radiant damage equal to 5 + 1/2 your level. [b]Immortal Origin:[/b] Your spirit is native to the astral sea. You are considered an immortal creature for the purpose of effects that pertain to creature origin.[/spoiler] [spoiler=Class Features][b]Channel Divinity:[/b] You gain access to Channel Divinity abilities. You can only use one Channel Divinity ability per encounter. [b]Healer's Lore:[/b] When you let a creature spend a healing surge to regain hit points with one of your cleric powers that has the healing keyword, add your WIS modifier to the amount healed. [b]Theme - Escaped Thrall:[/b] You gain 1 power point. You regain all your power points at the end of a short or extended rest. You gain the [i]My Mind is My Own (Wrench Mind)[/i] power. [i]Level 5:[/i] You add Deep Speech the languages you can speak, read and write. You gain a +2 power bonus to dungeoneering checks. [i]Level 10:[/i] You gain a +1 power bonus to Will.[/spoiler] [Spoiler=Rituals][spoiler=Gentle Repose][b]Level:[/b] 1 [b]Category:[/b] Restoration [b]Time:[/b] 1 Hour [b]Cost:[/b] 10 gp [b]Duration:[/b] Special [b]Effect:[/b] Performed on an adjacent corpse. Quintuples the time the corpse can lie dead and still be affected by Raise Dead or a similar ritual. Also protects the corpse from being raised as an undead for 150 days.[/spoiler] [spoiler=Silence][b]Level:[/b] 1 [b]Category:[/b] Warding [b]Time:[/b] 10 minutes [b]Cost:[/b] 30 gp [b]Duration:[/b] 24 hours [b]Effect:[/b] You ward a single room (or a burst 4 area) against eavesdropping. Creatures attempting to listen to something in the warded area from outside the area take a -10 penalty to their Perception checks. [/spoiler][/spoiler] [spoiler=Feats][b]Majestic Presence:[/b] Allies adjacent to you gain resist 3 necrotic and resist 3 radiant. These resistances increase to 5 at 11th, and 10 at 21st. [b]Pacifist Healer:[/b] When you use a divine power that allows a target to spend a healing surge, the target regains additional hit points equal to 1d6 + your CHA modifier. This increases to 2d6 at 11th level and 3d6 at 21st level. Whenever you deal damage to a bloodied enemy, you are stunned until the end of your next turn. [b]Defensive Grace:[/b] When you use [i]healer's mercy[/i], you gain a power bonus equal to your CHA modifier to all defenses until the end of your next turn. [b]Ritual Caster:[/b] You can learn, master and cast ritual spells. [b]Defensive Healing Word:[/b] When you use your [i]healing word[/i], the target also gains a power bonus to all defenses equal to your CHA modifier against the next attack made against him or her. [b]Harbinger of Rebirth:[/b] You gain a +2 bonus to heal checks. In addition, any ally within 5 squares of you gains a +5 feat bonus to death saving throws.[/spoiler] [spoiler=Inventory]Adventurer's Kit --- Backpack --- Bedroll --- Flint and Steel --- Belt Pouch --- Sunrod (2) --- Trail Rations (10) --- Hempen Rope (50) --- Waterskin Ritual Book Signet of the Holy Nimbus +1 Exalted Chainmail +1 Amulet of Protection +2 Feyleaf Sandals Eternal Chalk (Green)[/spoiler]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=308804][size=4][B]Teysa, Emissary of The Gray[/B][/size][/url], Deva Cleric [B]Init[/B] +5 [B]HP[/B] 61/61 [B]Bloodied[/B] 30 [B]Healing Surge[/B] 15 (0 used /9) [B]AC[/B] 21 [B]Fort[/B] 18 [B]Reflex[/B] 17 [B]Will[/B] 22 [B]Speed[/B] 5 [B]Str[/B] 8 (-1) [B]Con[/B] 14 (+2) [B]Dex[/B] 12 (+1) [B]Int[/B] 10 (0) [B]Wis[/B] 19 (+4) [B]Cha[/B] 19 (+4) [OOC='[color=green][b]Ribbons of Night[/b][/color]'][B][color=green][b]Ribbons of Night[/b][/color][/B] [b]At-Will * Divine, Healing, Implement Standard Action, Ranged[/b] 5 [b]Target:[/b] One creature [b]Attack:[/b] WIS+2 vs. Will [b]Hit:[/b] Until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits it before the end of your next turn regains hit points equal to 2+ your CHA mod.[/OOC], [OOC='[color=Green][b]Cleansing Beam[/b][/color]'][B][color=Green][b]Cleansing Beam[/b][/color][/B] [b]At-Will * Divine, Implement, Radiant Standard Action, Ranged[/b] 5 [b]Target:[/b] One creature [b]Attack:[/b] WIS vs. Reflex [b]Hit:[/b] 1d6+5 radiant damage, and one ally you can see chooses to either gain temporary hit points equal to your CHA mod + 1/2 your level, or make a saving throw. [b]Level 21:[/b] 2d6+5 radiant damage.[/OOC], [OOC='[color=Red][b]Consult the Gray[/b][/color]'][B][color=Red][b]Consult the Gray[/b][/color][/B] [b]Encounter No Action, Personal[/b] [b]Trigger:[/b] You make an attack roll, saving throw, a skill check or an ability check and dislike the result. [b]Effect:[/b] Add 1d6 to the roll.[/OOC], [OOC='[color=Purple][b]Invoke the Gray[/b][/color]'][B][color=Purple][b]Invoke the Gray[/b][/color][/B] [b]Encounter (Special) * Channel Divinity, Divine Free Action, Close[/b] burst 3 [b]Target:[/b] One creature in the burst [b]Effect:[/b] The next time the target misses with an attack roll before the end of your next turn, it can reroll that attack roll. It must use the new result.[/OOC], [OOC='[color=Purple][b]Holy Day[/b][/color]'][B][color=Purple][b]Holy Day[/b][/color][/B] [b]Encounter (Special) * Channel Divinity, Divine, Healing Standard Action, Close[/b] burst 5 [b]Target:[/b] Each bloodied ally in burst [b]Effect:[/b] Each target can spend a healing surge. You are weakened until the end of your next turn. [b]Channel Divinity:[/b] You can only use one Channel Divinity ability per encounter.[/OOC], [OOC='[color=Blue][b]Angel's Mercy[/b][/color]'][B][color=Blue][b]Angel's Mercy[/b][/color][/B] {0/2} [b]Encounter (Special) * Healing Minor Action, Close[/b] burst 5 (10 at 11th, 15 at 21st) [b]Target:[/b] You or one ally in the burst [b]Effect:[/b] The target can spend a healing surge and regains an additional 2d6 hit points. [b]Level 11:[/b] 3d6 [b]Level 16:[/b] 4d6 [b]Level 21:[/b] 5d6 [b]Level 26:[/b] 6d6 [b]Special:[/b] You can use this power twice per encounter (three times at 16th level), but only once per round. [b]Upgrades:[/b] Your target also gains a power bonus to all defenses equal to your CHA modifier against the next attack made against them.[/OOC], [OOC='[STRIKE][color=DarkRed][b]Castigate[/b][/color][/STRIKE]'][B][color=DarkRed][b]Castigate[/b][/color][/B] [b]Encounter * Divine, Implement Standard Action, Ranged[/b] 5 [b]Target:[/b] One creature [b]Attack:[/b] WIS vs. Will [b]Hit:[/b] Until the end of your next turn, the target gains vulnerability to all damage equal to your WIS modifier, and any ally who attacks the target gains temporary hit points equal to your WIS modifier.[/OOC], [OOC='[STRIKE][color=DimGray][b]Fury Shield[/b][/color][/STRIKE]'][B][color=DimGray][b]Fury Shield[/b][/color][/B] [b]Daily * Divine, Fear, Implement Standard Action, Close[/b] blast 5 [b]Target:[/b] Each creature in blast [b]Attack:[/b] WIS vs. Will [b]Hit:[/b] You push the target 3 squares and knock it prone. [b]Effect:[/b] You and each ally in the blast gain resist 5 all damage until the end of your next turn. [b]Sustain Minor:[/b] The effect persists.[/OOC], [OOC='[color=black][b]Blood Funnel[/b][/color]'][B][color=black][b]Blood Funnel[/b][/color][/B] [b]Daily Utility * Divine, Healing Standard Action, Melee[/b] touch [b]Target:[/b] One creature [b]Effect:[/b] You take damage equal to your healing surge value that cannot be reduced in any way. The target regains hit points equal to twice this value.[/OOC], [OOC='[STRIKE][color=DarkRed][b]Glorious Anthem[/b][/color][/STRIKE]'][B][color=DarkRed][b]Glorious Anthem[/b][/color][/B] [b]Encounter * Divine, Implement Standard Action, Close[/b] blast 5 [b]Target:[/b] Each enemy in blast [b]Attack:[/b] WIS vs. Fortitude [b]Hit:[/b] The target takes a -2 penalty to all defenses. When any ally hits the target before the end of your next turn, the target is knocked prone. [b]Effect:[/b] Each ally in the burst can choose to either gain 5 temporary hit points or make a saving throw.[/OOC], [OOC='[color=DimGray][b]Dust to Dust[/b][/color]'][B][color=DimGray][b]Dust to Dust[/b][/color][/B] [b]Daily * Divine, Implement Standard Action, Ranged[/b] 10 [b]Attack:[/b] WIS vs. Reflex [b]Hit:[/b] Until the end of the encounter, the target takes a -4 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by -2 to a maximum of -10. [b]Miss:[/b] Until the end of the encounter, the target takes a -2 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by -1, up to a maximum of -5.[/OOC], [OOC='[color=Black][b]Lifelink[/b][/color]'][B][color=Black][b]Lifelink[/b][/color][/B] [b]Daily Utility * Divine, Healing Personal[/b] [b]Effect:[/b] You take ongoing 5 damage (save ends). This damage can't be reduced in any way. At the end of your turn, you can choose not to make a saving throw against this effect. Whenever you take ongoing damage, one ally within 5 squares of you regains 15 hit points.[/OOC], [OOC='[STRIKE][color=darkred][b]Condemn[/b][/color][/STRIKE]'][B][color=darkred][b]Condemn[/b][/color][/B] [b]Encounter * Charm, Divine, Implement, Radiant Standard Action, Ranged[/b] 10 [b]Target:[/b] One creature [b]Attack:[/b] WIS vs. Will [b]Hit:[/b] 2d8 + WIS modifier radiant damage, and the target takes a penalty to attack rolls until the end of your next turn. The penalty is equal to your CHA mod.[/OOC], [OOC='[color=Blue][b]Wrench Mind[/b][/color]'][B][color=Blue][b]Wrench Mind[/b][/color][/B] [b]Encounter * Augmentable, Psionic Immediate Interrupt, [/b]Personal [b]Trigger:[/b] You are hit by a charm or psychic power. [b]Effect:[/b] You gain resist 5 psychic until the end of your next turn. Also, you gain a +2 power bonus to saving throws against charm effects and psychic effects until the end of your next turn. The resist changes to 10 at 11th level and 15 at 21st level. [b]Augment 1[/b] [b]Effect:[/b] As above, and you can make a saving throw against any charm effect and psychic effect at the start of your turn, instead of at the end, if a save can end the effect. This benefit lasts until the end of the encounter. [/OOC], [OOC='[color=DarkOrange][b]Signet of the Holy Nimbus +1[/b][/color]'][B][color=DarkOrange][b]Signet of the Holy Nimbus +1[/b][/color][/B] [b]Critical:[/b] +1d6 damage per plus and you or one ally within 5 squares of you can spend a healing surge. [b]Property:[/b] When you use [i]healing word[/i] during a combat encounter, you and each ally within 5 squares of you gains temporary hit points equal to your CHA modifier + the symbol's enhancement bonus. (5)[/OOC], [OOC='[STRIKE][color=DarkOrange][b]Feyleaf Sandals[/b][/color][/STRIKE]'][B][color=DarkOrange][b]Feyleaf Sandals[/b][/color][/B] [b]Power (Daily*Teleportation):[/b] When you fall, instead teleport safely to the nearest horizontal surface within 5 squares that can support your weight, take no falling damage and land on your feet.[/OOC], [OOC='[color=DarkOrange][b]Exalted Chainmail +1[/b][/color]'][B][color=DarkOrange][b]Exalted Chainmail +1[/b][/color][/B] [b]Power (Daily*Healing):[/b] Minor Action. Until the end of your turn, each character healed by one of your encounter or daily powers regains additional hit points equal to 1d10 + your CHA modifier.[/OOC] [B]Notes[/B] [b]Power Points:[/b] 1/1 [spoiler=Racial Features][b]Astral Majesty:[/b] You have a +1 bonus to all defenses against attacks made by bloodied creatures. [b]Astral Resistance:[/b] You have resistance to Necrotic damage and Radiant damage equal to 5 + 1/2 your level. [b]Immortal Origin:[/b] Your spirit is native to the astral sea. You are considered an immortal creature for the purpose of effects that pertain to creature origin.[/spoiler] [spoiler=Class Features][b]Channel Divinity:[/b] You gain access to Channel Divinity abilities. You can only use one Channel Divinity ability per encounter. [b]Healer's Lore:[/b] When you let a creature spend a healing surge to regain hit points with one of your cleric powers that has the healing keyword, add your WIS modifier to the amount healed. [b]Theme - Escaped Thrall:[/b] You gain 1 power point. You regain all your power points at the end of a short or extended rest. You gain the [i]My Mind is My Own (Wrench Mind)[/i] power. [i]Level 5:[/i] You add Deep Speech the languages you can speak, read and write. You gain a +2 power bonus to dungeoneering checks. [i]Level 10:[/i] You gain a +1 power bonus to Will.[/spoiler] [Spoiler=Rituals][spoiler=Gentle Repose][b]Level:[/b] 1 [b]Category:[/b] Restoration [b]Time:[/b] 1 Hour [b]Cost:[/b] 10 gp [b]Duration:[/b] Special [b]Effect:[/b] Performed on an adjacent corpse. Quintuples the time the corpse can lie dead and still be affected by Raise Dead or a similar ritual. Also protects the corpse from being raised as an undead for 150 days.[/spoiler] [spoiler=Silence][b]Level:[/b] 1 [b]Category:[/b] Warding [b]Time:[/b] 10 minutes [b]Cost:[/b] 30 gp [b]Duration:[/b] 24 hours [b]Effect:[/b] You ward a single room (or a burst 4 area) against eavesdropping. Creatures attempting to listen to something in the warded area from outside the area take a -10 penalty to their Perception checks. [/spoiler][/spoiler] [spoiler=Feats][b]Majestic Presence:[/b] Allies adjacent to you gain resist 3 necrotic and resist 3 radiant. These resistances increase to 5 at 11th, and 10 at 21st. [b]Pacifist Healer:[/b] When you use a divine power that allows a target to spend a healing surge, the target regains additional hit points equal to 1d6 + your CHA modifier. This increases to 2d6 at 11th level and 3d6 at 21st level. Whenever you deal damage to a bloodied enemy, you are stunned until the end of your next turn. [b]Defensive Grace:[/b] When you use [i]healer's mercy[/i], you gain a power bonus equal to your CHA modifier to all defenses until the end of your next turn. [b]Ritual Caster:[/b] You can learn, master and cast ritual spells. [b]Defensive Healing Word:[/b] When you use your [i]healing word[/i], the target also gains a power bonus to all defenses equal to your CHA modifier against the next attack made against him or her. [b]Harbinger of Rebirth:[/b] You gain a +2 bonus to heal checks. In addition, any ally within 5 squares of you gains a +5 feat bonus to death saving throws.[/spoiler] [spoiler=Inventory]Adventurer's Kit --- Backpack --- Bedroll --- Flint and Steel --- Belt Pouch --- Sunrod (2) --- Trail Rations (10) --- Hempen Rope (50) --- Waterskin Ritual Book Signet of the Holy Nimbus +1 Exalted Chainmail +1 Amulet of Protection +2 Feyleaf Sandals Eternal Chalk (Green)[/spoiler]
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
[b]At-Will * Divine, Healing, Implement Standard Action, Ranged[/b] 5 [b]Target:[/b] One creature [b]Attack:[/b] WIS+2 vs. Will [b]Hit:[/b] Until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits it before the end of your next turn regains hit points equal to 2+ your CHA mod.
[b]At-Will * Divine, Implement, Radiant Standard Action, Ranged[/b] 5 [b]Target:[/b] One creature [b]Attack:[/b] WIS vs. Reflex [b]Hit:[/b] 1d6+5 radiant damage, and one ally you can see chooses to either gain temporary hit points equal to your CHA mod + 1/2 your level, or make a saving throw. [b]Level 21:[/b] 2d6+5 radiant damage.
[b]Encounter No Action, Personal[/b] [b]Trigger:[/b] You make an attack roll, saving throw, a skill check or an ability check and dislike the result. [b]Effect:[/b] Add 1d6 to the roll.
[b]Encounter (Special) * Channel Divinity, Divine Free Action, Close[/b] burst 3 [b]Target:[/b] One creature in the burst [b]Effect:[/b] The next time the target misses with an attack roll before the end of your next turn, it can reroll that attack roll. It must use the new result.
[b]Encounter (Special) * Channel Divinity, Divine, Healing Standard Action, Close[/b] burst 5 [b]Target:[/b] Each bloodied ally in burst [b]Effect:[/b] Each target can spend a healing surge. You are weakened until the end of your next turn. [b]Channel Divinity:[/b] You can only use one Channel Divinity ability per encounter.
{0/2} [b]Encounter (Special) * Healing Minor Action, Close[/b] burst 5 (10 at 11th, 15 at 21st) [b]Target:[/b] You or one ally in the burst [b]Effect:[/b] The target can spend a healing surge and regains an additional 2d6 hit points. [b]Level 11:[/b] 3d6 [b]Level 16:[/b] 4d6 [b]Level 21:[/b] 5d6 [b]Level 26:[/b] 6d6 [b]Special:[/b] You can use this power twice per encounter (three times at 16th level), but only once per round. [b]Upgrades:[/b] Your target also gains a power bonus to all defenses equal to your CHA modifier against the next attack made against them.
[b]Encounter * Divine, Implement Standard Action, Ranged[/b] 5 [b]Target:[/b] One creature [b]Attack:[/b] WIS vs. Will [b]Hit:[/b] Until the end of your next turn, the target gains vulnerability to all damage equal to your WIS modifier, and any ally who attacks the target gains temporary hit points equal to your WIS modifier.
[b]Daily * Divine, Fear, Implement Standard Action, Close[/b] blast 5 [b]Target:[/b] Each creature in blast [b]Attack:[/b] WIS vs. Will [b]Hit:[/b] You push the target 3 squares and knock it prone. [b]Effect:[/b] You and each ally in the blast gain resist 5 all damage until the end of your next turn. [b]Sustain Minor:[/b] The effect persists.
[b]Daily Utility * Divine, Healing Standard Action, Melee[/b] touch [b]Target:[/b] One creature [b]Effect:[/b] You take damage equal to your healing surge value that cannot be reduced in any way. The target regains hit points equal to twice this value.
[b]Encounter * Divine, Implement Standard Action, Close[/b] blast 5 [b]Target:[/b] Each enemy in blast [b]Attack:[/b] WIS vs. Fortitude [b]Hit:[/b] The target takes a -2 penalty to all defenses. When any ally hits the target before the end of your next turn, the target is knocked prone. [b]Effect:[/b] Each ally in the burst can choose to either gain 5 temporary hit points or make a saving throw.
[b]Daily * Divine, Implement Standard Action, Ranged[/b] 10 [b]Attack:[/b] WIS vs. Reflex [b]Hit:[/b] Until the end of the encounter, the target takes a -4 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by -2 to a maximum of -10. [b]Miss:[/b] Until the end of the encounter, the target takes a -2 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by -1, up to a maximum of -5.
[b]Daily Utility * Divine, Healing Personal[/b] [b]Effect:[/b] You take ongoing 5 damage (save ends). This damage can't be reduced in any way. At the end of your turn, you can choose not to make a saving throw against this effect. Whenever you take ongoing damage, one ally within 5 squares of you regains 15 hit points.
[b]Encounter * Charm, Divine, Implement, Radiant Standard Action, Ranged[/b] 10 [b]Target:[/b] One creature [b]Attack:[/b] WIS vs. Will [b]Hit:[/b] 2d8 + WIS modifier radiant damage, and the target takes a penalty to attack rolls until the end of your next turn. The penalty is equal to your CHA mod.
Powers
[b]Encounter * Augmentable, Psionic Immediate Interrupt, [/b]Personal [b]Trigger:[/b] You are hit by a charm or psychic power. [b]Effect:[/b] You gain resist 5 psychic until the end of your next turn. Also, you gain a +2 power bonus to saving throws against charm effects and psychic effects until the end of your next turn. The resist changes to 10 at 11th level and 15 at 21st level. [b]Augment 1[/b] [b]Effect:[/b] As above, and you can make a saving throw against any charm effect and psychic effect at the start of your turn, instead of at the end, if a save can end the effect. This benefit lasts until the end of the encounter.
[b]Critical:[/b] +1d6 damage per plus and you or one ally within 5 squares of you can spend a healing surge. [b]Property:[/b] When you use [i]healing word[/i] during a combat encounter, you and each ally within 5 squares of you gains temporary hit points equal to your CHA modifier + the symbol's enhancement bonus. (5)
[b]Power (Daily*Teleportation):[/b] When you fall, instead teleport safely to the nearest horizontal surface within 5 squares that can support your weight, take no falling damage and land on your feet.
[b]Power (Daily*Healing):[/b] Minor Action. Until the end of your turn, each character healed by one of your encounter or daily powers regains additional hit points equal to 1d10 + your CHA modifier.
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
Background: Blessed Birth
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
[table=2,1][R=1,1][center][IMG]http://i226.photobucket.com/albums/dd250/UmbreonMessiah/MtG_Online__Teysa_by_chriss2d.jpg[/IMG][/center][R=2,1][center][url=http://www.myth-weavers.com/sheetview.php?sheetid=308804][size=+2][font=book antiqua][i][b][u][color=DarkSlateGray]Teysa[/color][/b][/u][/i][/size][/url][/font] [i]Emissary of The Gray[/i] [sb=sp][/sb][/center][/table]
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games