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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
Saving Throw Mods: +1 against ongoing effects and conditions with the necrotic keyword Resistances: Resist 5 Necrotic
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=324163][size=4][B]Liame[/B][/size][/url], Human Hexblade (Fey Pact) [B]Init[/B] +3 [B]HP[/B] 23/23 [B]Bloodied[/B] 11 [B]Healing Surge[/B] 5 (0 used /6) [B]AC[/B] 17 [B]Fort[/B] 12 [B]Reflex[/B] 15 [B]Will[/B] 16 [B]Speed[/B] 6 [B]Str[/B] 10 (0) [B]Con[/B] 11 (0) [B]Dex[/B] 16 (+3) [B]Int[/B] 10 (0) [B]Wis[/B] 8 (-1) [B]Cha[/B] 19 (+4) [OOC='[color=green]Dire Radiance[/color]'][B][color=green]Dire Radiance[/color][/B] At-Will * Arcane, Fear, Implement, Radiant Standard Ranged 10 Target: One creature Attack: Charisma or Constitution vs. Fortitude Hit: 1d6 + Charisma or Constitution modifier radiant damage. If the target moves nearer to you on its next turn, it takes an extra 1d6 + Charisma or Constitution modifier damage. Increase damage and extra damage to 2d6 + Charisma or Constitution modifier at 21st level.[/OOC], [OOC='[color=green]Eldritch Bolt[/color]'][B][color=green]Eldritch Bolt[/color][/B] At-Will * Arcane, Force, Implement Standard Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 1d10 + Charisma modifier (+4) force damage. Level 21: 2d10 + Charisma modifier (+4) force damage. Special: You can use this power as a ranged basic attack.[/OOC], [OOC='[color=green]Icy Skewer[/color]'][B][color=green]Icy Skewer[/color][/B] At-Will * Arcane, Cold, Implement, Weapon Standard Melee weapon Target: One creature Requirement: You must use this power with your Blade of Winter's Mourning. Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier (+4) cold damage. You gain a +2 power bonus to all defenses against the target's attacks until the end of your next turn. Level 21: 2[W] + Charisma modifier (+4) cold damage. Special: You can use this power as a melee basic attack.[/OOC], [OOC='[color=green]Soul Step[/color]'][B][color=green]Soul Step[/color][/B] At-Will * Arcane, Teleportation Free Personal Trigger: You reduce an enemy to 0 hit points, or an enemy adjacent to you drops to 0 hit points. Effect: You teleport a number of squares up to your Dexterity modifier (+3) Special: You can use this power only once per round.[/OOC], [OOC='[color=red]Second Wind[/color]'][B][color=red]Second Wind[/color][/B] Effect: You spend a healing surge and regain 5 hit points. You gain a +2 bonus to all defenses until the start of your next turn.[/OOC], [OOC='[color=red]Piercing Shard[/color]'][B][color=red]Piercing Shard[/color][/B] Encounter * Arcane, Cold, Illusion, Implement, Psychic, Weapon Standard Melee weapon Target: One creature Requirement: You must use this power with your Blade of Winter's Mourning. Attack: Charisma vs. Will Hit: 2[W] + Charisma modifier (+4) cold and psychic damage. Increase damage to 3[W] + Charisma modifier (+4) cold and psychic damage at 13th level. Increase damage to 4[W] + Charisma modifire cold and psychic damage at 23rd level. Effect: You are invisible to the target until the start of your next turn.[/OOC], [OOC='[color=red]Noble Presence[/color]'][B][color=red]Noble Presence[/color][/B] Encounter * Martial Move Close burst 3 Target: One or two allies in the burst Effect: Each target can shift up to 2 squares as a free action, and each target gains a +2 power bonus to all defenses until the end of your next turn.[/OOC], [OOC='[color=gray]Crown of Stars[/color]'][B][color=gray]Crown of Stars[/color][/B] Daily * Arcane, Implement, Radiant Standard Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 2d12 + Charisma modifier (+4) radiant damage. If target is bloodied, it is blinded until the end of your next turn. Sustain Minor: Make a Charisma vs. Will attack against any target in range. On a hit, deal radiant damage equal to your Charisma modifier (+4).[/OOC] [B]Notes[/B] Saving Throw Mods: +1 against ongoing effects and conditions with the necrotic keyword Resistances: Resist 5 Necrotic
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 * Arcane, Fear, Implement, Radiant Standard Ranged 10 Target: One creature Attack: Charisma or Constitution vs. Fortitude Hit: 1d6 + Charisma or Constitution modifier radiant damage. If the target moves nearer to you on its next turn, it takes an extra 1d6 + Charisma or Constitution modifier damage. Increase damage and extra damage to 2d6 + Charisma or Constitution modifier at 21st level.
At-Will * Arcane, Force, Implement Standard Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 1d10 + Charisma modifier (+4) force damage. Level 21: 2d10 + Charisma modifier (+4) force damage. Special: You can use this power as a ranged basic attack.
At-Will * Arcane, Cold, Implement, Weapon Standard Melee weapon Target: One creature Requirement: You must use this power with your Blade of Winter's Mourning. Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier (+4) cold damage. You gain a +2 power bonus to all defenses against the target's attacks until the end of your next turn. Level 21: 2[W] + Charisma modifier (+4) cold damage. Special: You can use this power as a melee basic attack.
At-Will * Arcane, Teleportation Free Personal Trigger: You reduce an enemy to 0 hit points, or an enemy adjacent to you drops to 0 hit points. Effect: You teleport a number of squares up to your Dexterity modifier (+3) Special: You can use this power only once per round.
Effect: You spend a healing surge and regain 5 hit points. You gain a +2 bonus to all defenses until the start of your next turn.
Encounter * Arcane, Cold, Illusion, Implement, Psychic, Weapon Standard Melee weapon Target: One creature Requirement: You must use this power with your Blade of Winter's Mourning. Attack: Charisma vs. Will Hit: 2[W] + Charisma modifier (+4) cold and psychic damage. Increase damage to 3[W] + Charisma modifier (+4) cold and psychic damage at 13th level. Increase damage to 4[W] + Charisma modifire cold and psychic damage at 23rd level. Effect: You are invisible to the target until the start of your next turn.
Encounter * Martial Move Close burst 3 Target: One or two allies in the burst Effect: Each target can shift up to 2 squares as a free action, and each target gains a +2 power bonus to all defenses until the end of your next turn.
Powers
Daily * Arcane, Implement, Radiant Standard Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 2d12 + Charisma modifier (+4) radiant damage. If target is bloodied, it is blinded until the end of your next turn. Sustain Minor: Make a Charisma vs. Will attack against any target in range. On a hit, deal radiant damage equal to your Charisma modifier (+4).
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
23 gp
Personality Traits
Liame's laugh is the first thing you notice. It evokes an answering smile and sets you at ease. When you speak together, you seem to have his full attention, even in the middle of a crowd. When nobody is engaging him directly, however, you have occasionally noticed a worried emptiness in his eyes. The pensive expression quickly evaporates, however, when a friend makes a remark inviting Liame's rejoinder. From then on, he's the life of the party. His early life experiences left him with continuous internal tension between ease and fear, between compassion and vindictiveness, and between earnestness and superficiality. He's a real story teller--in both senses. (That's the symbolism of the mask in his character portrait.) He tells people what he thinks they want to hear or what will be most entertaining. He does so not to deceive--not usually, anyway--but rather to secure their good will. When being caught in a lie strains the relationship, it only makes him more eager to insure pleasantness. He wears gregariousness like a cloak, hiding his fear that he doesn't really belong. Yes, he has some abandonment issues. He bears deep resentment toward undead creatures, although they also fascinate him. It's a part of his soul with which he struggles.
Mannerisms and Appearance
Liame is a handsome young man with wavy brown hair and gray-brown eyes. His clothing is attractively styled with green, brown, and gold predominant in its coloration. His high boots and his leather gauntlets are well-made and comfortably scuffed: they've certainly seen practical use, but not so much that they convey indigence or excessive labor. He carries a thin-bladed sword with a silvery-blue sheen. He dresses and acts like a young nobleman (although without arrogance), but he rarely mentions his family name. It's one more example of the ambivalence that his past has created within him.
Session and Campaign Notes
Companions and Allies
Category: Specter Senses: Darkvision Speed: Fly 6 (hover) Constant Benefits: You gain a +4 bonus to monster knowledge checks to identify undead creatures. You gain resist 5 necrotic. If you already have resist necrotic, increase the resistance by 2. Active benefits: Incorporeal: The specter has phasing and does not provoke opportunity attacks. Undead: The specter is immune to necrotic damage.
Background & Other Notes
[LIST][*]You gain a +4 bonus to monster knowledge checks to identify undead creatures. (Familiar Passive Benefit)[/LIST] The young boy cowered in the cold-closet, hidden behind a frost-rimed hog. The door was ajar just enough to permit the shrieks of his family and the servants to sneak through the opening and reverberate throughout the small room. If he weren't terrified of alerting the attacking undead monstrosities to his presence, he would have shut it despite the possibility of being locked inside; but perhaps boldness would be too much to expect of a five-year-old. The cries of death reverberated in his ears long after silence fell on the manor. Perhaps it was the dead meat that saved him, for the attackers seemed to sense life--true life--in the building wherever it hid. When darkness fell and all had been still for quite some time, he bolted: out of the closet, out of the kitchen, out of the manor, running, running, running. Away. He slipped several times, but his terror pursued him just as swiftly as did the remembered images, supplied by his imagination to accompany the dreadful symphony of pain he had heard as he hid. Eventually, he slipped and fell headlong down a hill he didn't realize was there. Several months must have passed unremembered, for his next available memory was of Dios encountering a ragged, starving waif--Liame--seated by the road. He bore marks of abuse and privation, but he didn't remember the interim. Dios, for some reason, took pity upon him out of all the refugees on the road and brought him to Ervina. Thus began the long process of restoration. Liame is the only survivor of a minor noble house which was destroyed in Agyss' mad march across Seromicos. Dios rescued him not so much by fighting off the undead creatures during their mindlessly vicious attack, but by placing him with Ervina and giving him the opportunity to be something other than another displaced orphan dying alone in the wilderness. As far as he knows, no one remains from his family and the hereditary family holdings are now part of the irreclaimable Ashlands; so he was left without family, without fortune, and without hope. Even after Dios brought him to Ervina, he was withdrawn and distant. All the Foundlings were, at times; but it took longer for Liame to recover any sense of delight in living than it did for the others. Even then, the recovery is perhaps more external than internal. He experiences moments of true joy and camaraderie with his fellow Foundlings, and is passionately committed to them; but there always remains an undercurrent of loss and longing. A year ago, he negotiated with a feylord (the Prince of Frost) for power so that he could...do something. He wasn't sure what, but he didn't want to be left powerless to defend his adopted 'family.' He occasionally has fantasies of laying waste to Neverdawn and avenging his loss. When he heard about Dios' disappearance, however, he contacted the other Foundlings immediately. Perhaps here was his purpose.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games