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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
Resist 14 Fire Resist 15 Necrotic Resist 10 Cold +4 saves vs effects that stun, daze, or dominate +2 saves vs ongoing psychic damage Allies within 10 gain +4 Init Flanking allies gain +4 damage Enemies hit by psychic attacks take a -2 to their next attacks +2 defenses vs OA Any ally in sight that uses an action point to make an extra attack can decide to use this feature: if the attack succeeds, they can make a basic attack or take a move action as a free action, if it misses then they grant CA until the end of their next turn. -OR- Any ally in sight that spends an action point to make an extra attack gains a bonus +13 damage on a hit and +13 temporary HP on a miss.
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=329432][size=4][B]Prince Amraphel[/B][/size][/url], Tiefling Warlord, Infernal Strategist [B]Init[/B] +15 [B]HP[/B] 88/113 [B]Bloodied[/B] 56 [B]Healing Surge[/B] 28 (2 used /7) [B]AC[/B] 33 [B]Fort[/B] 32 [B]Reflex[/B] 30 [B]Will[/B] 30 [B]Speed[/B] 6 [B]Str[/B] 23 (+6) [B]Con[/B] 11 (0) [B]Dex[/B] 11 (0) [B]Int[/B] 18 (+4) [B]Wis[/B] 9 (-1) [B]Cha[/B] 18 (+4) [OOC='[color=green]Commander's Strike[/color]'][B][color=green]Commander's Strike[/color][/B] With a shout, you command an ally to attack. At-Will Martial, Weapon Standard Action Melee weapon Target: One creature Effect: One of your allies can take a free action to make a melee basic attack against the target. The ally gains a bonus to the damage roll equal to your Intelligence modifier (+4).[/OOC], [OOC='[color=green]Brash Assault[/color]'][B][color=green]Brash Assault[/color][/B] Your bold lunge leaves you open to an enemy�s counterattack, but that's just what you want. At-Will Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength (+24) vs. AC Hit: 1[W] + Strength modifier damage. (1d8+12) Increase damage to 2[W] + Strength modifier at 21st level. Effect: The target can make a melee basic attack against you as a free action and has combat advantage for the attack. If the target makes this attack, an ally of your choice within 5 squares of the target can make a basic attack against the target as a free action and has combat advantage for the attack. Harlequin Style: Against the target of this exploit, you gain a bonus to defenses equal to your Charisma modifier (+4) until the start of your next turn.[/OOC], [OOC='[color=red]Deciever's Ploy[/color]'][B][color=red]Deciever's Ploy[/color][/B] You feint, then lunge, setting your foe off balance. Encounter Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength (+24) vs. Will. If you are using a shield, you gain combat advantage for this attack. Hit: 2[W] + Strength modifier damage (2d8+12), and the target takes a -2 penalty to attack rolls until the end of your next turn.[/OOC], [OOC='[color=gray]Infectious Determination[/color]'][B][color=gray]Infectious Determination[/color][/B] With each strike you deliver, your allies gain more resolve to grab victory from the jaws of defeat. Daily Healing, Martial, Weapon Standard Action Melee weapon Targets: One creature Primary Attack: Strength (+24) vs. AC Hit: 2[W] + Strength modifier damage (2d8+12). Effect: As a free action, each ally within 5 squares of you can make a saving throw. Make a secondary attack against the target. Resourceful Presence: Each ally gains a power bonus to the saving throw equal to your Intelligence modifier(+4). Secondary Attack: Strength (+24) vs. Fortitude Hit: 1[W] + Strength modifier damage (1d8+12), and you knock the target prone. Each ally within 5 squares of you can spend a healing surge as a free action. Resourceful Presence: Each ally adds your Charisma modifier (+4) to the hit points regained.[/OOC], [OOC='[color=red]Adaptive Stratagem[/color]'][B][color=red]Adaptive Stratagem[/color][/B] Your companion has the ability and the will. You provide the plan and the motivation. Encounter Martial Minor Action Close burst 10 Target: One ally in the burst Effect: Until the end of your next turn, the ally gains his or her choice of a power bonus to damage rolls equal to your Intelligence modifier (+4) or a power bonus to saving throws equal to your Charisma modifier (+4). Resourceful Presence: The ally gains both bonuses.[/OOC], [OOC='[color=red]Devastating Offensive[/color]'][B][color=red]Devastating Offensive[/color][/B] You knock the enemy aside and call forth a nearby ally for a combined assault. Encounter Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength (+24) vs. AC Hit: 1[W] + Strength modifier damage (1d8+12). You slide the target 1 square and slide one ally adjacent to you 3 squares to the square the target vacated. Then the ally can make a melee basic attack against the target as a free action. Resourceful Presence: Your ally gains a power bonus to attack rolls on the melee basic attack equal to one-half your Charisma modifier (+2). Tactical Presence: Your ally gains a power bonus to damage rolls on the melee basic attack equal to your Intelligence modifier.[/OOC], [OOC='[color=gray]Stand The Fallen[/color]'][B][color=gray]Stand The Fallen[/color][/B] You make a powerful strike against your enemy and call to your comrades, lifting their spirits and restoring their battle lust. Daily Healing, Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength (+24) vs. AC Hit: 3[W] + Strength modifier damage (3d8+12). Effect: Each ally within 10 squares of you can spend a healing surge and regains additional hit points equal to your Charisma modifier (+4).[/OOC], [OOC='[STRIKE][color=red]Reorient The Axis[/color][/STRIKE]'][B][color=red]Reorient The Axis[/color][/B] You realize that your allies need to adjust their formation, so you order several to move to new locations. Encounter Martial Move Action Close burst 5 Target: Each ally in the burst Effect: Each target can shift a number of squares equal to your Intelligence modifier (+4) as a free action.[/OOC], [OOC='[color=red]Inspiring Word[/color]'][B][color=red]Inspiring Word[/color][/B] You call out to a wounded ally and offer inspiring words of courage and determination that invigorates your comrade. Encounter (Special) Healing, Martial Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in the burst Effect: The target can spend a healing surge and regain 1d6 additional hit points. Level 6: 2d6 additional hit points. Level 11: 3d6 additional hit points. Level 16: 4d6 additional hit points. Level 21: 5d6 additional hit points. Level 26: 6d6 additional hit points. Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter. +1 Use from Fight On +1d6 HP from Gloves of the Healer +4 HP from Healer's Armor Also: Gain +2 AC -OR- Shift 2 squares as a Free Action[/OOC], [OOC='[color=gray]Victory Surge[/color]'][B][color=gray]Victory Surge[/color][/B] With a triumphant roar, you urge your allies to seize every opportunity and fight like never before. Daily Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength (+24) vs. AC Hit: 2[W] + Strength modifier damage (2d8+12). Until the start of your next turn, each ally within 10 squares of you can follow up a standard action with a basic attack made as a free action. Miss: Until the start of your next turn, one ally within 10 squares of you can follow up a standard action with a basic attack made as a free action. Sustain Minor: Until the start of your next turn, one ally within 10 squares of you can follow up a standard action with a basic attack made as a free action.[/OOC], [OOC='[color=gray]Instant Planning[/color]'][B][color=gray]Instant Planning[/color][/B] Your instinctive reactions to the situation turn the tide in your favor Daily Martial Minor Action Close burst 5 Target: You and each ally in the burst Effect: Until the end of your next turn, every target gains your choice of a power bonus to attack rolls equal to your Charisma modifier (+4), a power bonus to speed equal to your Charisma modifier (+4), or a power bonus to all defenses equal to your Intelligence modifier (+4). Resourceful Presence: You can grant a different bonus to each target.[/OOC], [OOC='[STRIKE][color=red]Death From Two Sides[/color][/STRIKE]'][B][color=red]Death From Two Sides[/color][/B] You and your ally move into a tactically sound position and attack your foe with a coordinated assault. Encounter Martial Standard Action Melee weapon Target: One creature Effect: You and one ally make a melee basic attack against the target. If both attacks hit, your ally's attack is a critical hit.[/OOC], [OOC='[color=red]Flexible Authority[/color]'][B][color=red]Flexible Authority[/color][/B] You have the answer for any desperate situation. Encounter Healing, Martial Immediate Reaction Close burst 10 Trigger: One ally within 10 squares of you spends an action point to take an extra action Target: The triggering ally in the burst Effect: You choose for the target to gain one of the following benefits: regain hit points equal to one-half your level + your Charisma modifier (+13); gain a bonus to the extra action�s attack rolls equal to one-half your Intelligence modifier (+2); gain a bonus to the extra action�s damage rolls equal to one-half your level + your Intelligence modifier (+13); or make a basic attack or take a move action as a free action but grant combat advantage to all enemies until the end of his or her next turn.[/OOC], [OOC='[color=gray]Kyton's Battledance[/color]'][B][color=gray]Kyton's Battledance[/color][/B] Inspired by the weaving tactics of chain devils, this stance has you weaving through the enemy forces with diabolical grace. Daily Martial, Stance Minor Action Personal Effect: Once a turn you can spend a minor action to shift 1 square.[/OOC], [OOC='[STRIKE][color=red]Infernal Wrath[/color][/STRIKE]'][B][color=red]Infernal Wrath[/color][/B] You call upon the hellfire burning in your soul to punish your enemy. Encounter Fire Free Action Close burst 10 Trigger: An enemy within 10 squares of you hits you. Target: The triggering enemy in the burst Effect: The target takes 1d6 + Intelligence modifier (+4) or Charisma modifier (+4) fire damage. Level 11: 2d6 + Intelligence modifier or Charisma modifier fire damage. Level 21: 3d6 + Intelligence modifier or Charisma modifier fire damage.[/OOC], [OOC='[STRIKE][color=red]Hail Of Steel[/color][/STRIKE]'][B][color=red]Hail Of Steel[/color][/B] You deliver a well-placed strike against your foe and call your comrades to do the same. They pelt the enemy with attacks. Encounter Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength (+24) vs. AC Hit: 2[W] + Strength modifier damage (2d8+12), and each ally within 5 squares of you can make a basic attack against the target as a free action.[/OOC], [OOC='[color=blue]Battle Standard of Healing[/color]'][B][color=blue]Battle Standard of Healing[/color][/B] This white flag is emblazoned with sigils of healing that restore the vitality of you and your allies. Wondrous Item 680 gp Power (Healing, Zone) Encounter (Standard Action) When you plant the battle standard in your space or an adjacent square, it creates a zone of healing energy in a close burst 5. Whenever you or an ally spends a healing surge while in the zone, you and all allies in the zone regain 1 hit point. This effect lasts until the end of the encounter or until the battle standard is removed from the ground. Any character in or adjacent to a battle standard's square can remove it from the ground as a standard action.[/OOC], [OOC='[color=blue]Githyanki Silver Longsword +4[/color]'][B][color=blue]Githyanki Silver Longsword +4[/color][/B] The rune-engraved weapon assaults a creature's mind and has the power to banish it to another plane. Lvl 19 +4 105,000 gp Weapon: Heavy blade Enhancement Bonus: attack rolls and damage rolls Critical: +4d8 psychic damage Power (Psychic) (Free Action) All damage dealt by this weapon is psychic damage. Another free action returns the damage to normal. Power (Teleportation) Daily (Free Action) Use this power when you hit with this weapon. The target is banished to a demiplane (save ends). It disappears from sight, cannot take actions, and cannot be targeted. On a save, the target reappears in the space it last occupied. If that space is occupied, the target returns to the nearest unoccupied space of its choosing.[/OOC], [OOC='[color=blue]Healer's Obsidianmail Armor +4[/color]'][B][color=blue]Healer's Obsidianmail Armor +4[/color][/B] This sturdy armor enhances your ability to heal your allies. Lvl 20 +4 125,000 gp Armor: Hide or chain Enhancement Bonus: AC Property When you use a healing power that lets a creature spend a healing surge to regain hit points, the target regains additional hit points equal to the armor's enhancement bonus (+4). [/OOC], [OOC='[color=blue]Gloves of the Healer[/color]'][B][color=blue]Gloves of the Healer[/color][/B] Your healing is enhanced by this elegant handwear. Lvl 12 13,000 gp Hands Slot Property When you use a power that lets one or more creatures spend a healing surge to regain hit points, one target regains an extra 1d6 hit points. Power (Healing) Daily (Standard Action) Spend a healing surge. An adjacent ally regains hit points equal to the value of the healing surge you lost.[/OOC], [OOC='[STRIKE][color=blue]Cord of Divine Favor[/color][/STRIKE]'][B][color=blue]Cord of Divine Favor[/color][/B] A healer's garment, this cinch lets you tend to yourself as you aid others. Waist Slot 17,000 gp Power (Healing) Encounter (Free Action) Use this power when you use healing word on an ally or use another power that grants an ally the use of a healing surge. You can spend a healing surge as well and regain hit points equal to your healing surge value.[/OOC], [OOC='[color=blue]Gaj Headress[/color]'][B][color=blue]Gaj Headress[/color][/B] A few gaj antennae are included in this luxurious feather headdress. This creates a feedback loop which channels psychic pain into vigor. Lvl 9 4,200 gp Head Slot Property You gain a +2 item bonus to saving throws against ongoing psychic damage and effects that daze, stun, or dominate. When you save against one of these effects, you gain 5 temporary hit points.[/OOC], [OOC='[STRIKE][color=blue]Tenebrous Shroud[/color][/STRIKE]'][B][color=blue]Tenebrous Shroud[/color][/B] This cloak wraps around you in inky blackness. Lvl 18 +4 85,000 gp Neck Slot Enhancement Bonus: Fortitude, Reflex, and Will Property Gain resist 15 necrotic. Power Daily (Immediate Reaction) You can use this power when you are hit by a melee attack. You become invisible until the end of your next turn.[/OOC], [OOC='[STRIKE][color=blue]Ring of Dragons[/color][/STRIKE]'][B][color=blue]Ring of Dragons[/color][/B] This simple brass ring looks like a dragon circling to bite its own tail. Ring Slot 2,600 gp Properties You can speak, read, and write Draconic. You gain telepathy that works within line of sight, but only to converse with dragons. Power Daily (Free Action) Effect: Evil dragons within a day's travel know the direction and distance to the ring for 24 hours. Power (Illusion) Daily (Standard Action) Effect: The illusion of a dragon of up to Gargantuan size appears in an unoccupied space within 40 squares of you. It can make sounds and can move within its space. Each of its defenses is 10. The illusion lasts until the end of your next turn, until an attack hits it, or until a creature touches it or enters its space. An Insight check (DC 20 + one-half your level) allows a creature to determine that the image is an illusion. Sustain Minor: The image persists until the end of your next turn, and you move it up to 10 squares.[/OOC], [OOC='[color=blue]Ring of Winter[/color]'][B][color=blue]Ring of Winter[/color][/B] his glittering ring of unmelting ice shields you from cold and freezes foes around you. Lvl 14 21,000 gp Ring Slot Property You gain resist 10 cold. Power Encounter (Immediate Interrupt) Trigger: You take cold damage that exceeds your resistance. Effect: You gain immunity to cold until the end of your next turn. Power (Cold) Encounter (Minor Action) Until the end of your next turn, enemies that end their turns adjacent to you take 5 cold damage. [/OOC], [OOC='[color=blue]Light Shield of Eyes[/color]'][B][color=blue]Light Shield of Eyes[/color][/B] This multifaceted shield keeps you aware of lurking threats. Arms Slot: Any shield 840 gp Property Gain an item bonus equal to your shield bonus to AC against opportunity attacks. Power Daily (Minor Action) You do not grant combat advantage when flanked by an enemy until the end of your next turn.[/OOC], [OOC='[color=green]Melee Basic[/color]'][B][color=green]Melee Basic[/color][/B] +24 vs AC 1d8+12 damage[/OOC] [B]Notes[/B] Resist 14 Fire Resist 15 Necrotic Resist 10 Cold +4 saves vs effects that stun, daze, or dominate +2 saves vs ongoing psychic damage Allies within 10 gain +4 Init Flanking allies gain +4 damage Enemies hit by psychic attacks take a -2 to their next attacks +2 defenses vs OA Any ally in sight that uses an action point to make an extra attack can decide to use this feature: if the attack succeeds, they can make a basic attack or take a move action as a free action, if it misses then they grant CA until the end of their next turn. -OR- Any ally in sight that spends an action point to make an extra attack gains a bonus +13 damage on a hit and +13 temporary HP on a miss.
Race Features
Class / Path / Destiny Features
Other Items
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Max HP
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Bloodied
H. Surge
Surges Used
Surges / Day
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Second Wind
Death ST Fail
Action Points
Attack Workspace
Ability 1:
Ability 2:
Bonus
1/2Lv
Abil.
Class
Prof
Feat
Enh
Misc
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Damage Workspace
Ability 1:
Ability 2:
Bonus
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Feats
Feat Name
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Powers
With a shout, you command an ally to attack. At-Will Martial, Weapon Standard Action Melee weapon Target: One creature Effect: One of your allies can take a free action to make a melee basic attack against the target. The ally gains a bonus to the damage roll equal to your Intelligence modifier (+4).
Your bold lunge leaves you open to an enemy�s counterattack, but that's just what you want. At-Will Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength (+24) vs. AC Hit: 1[W] + Strength modifier damage. (1d8+12) Increase damage to 2[W] + Strength modifier at 21st level. Effect: The target can make a melee basic attack against you as a free action and has combat advantage for the attack. If the target makes this attack, an ally of your choice within 5 squares of the target can make a basic attack against the target as a free action and has combat advantage for the attack. Harlequin Style: Against the target of this exploit, you gain a bonus to defenses equal to your Charisma modifier (+4) until the start of your next turn.
You feint, then lunge, setting your foe off balance. Encounter Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength (+24) vs. Will. If you are using a shield, you gain combat advantage for this attack. Hit: 2[W] + Strength modifier damage (2d8+12), and the target takes a -2 penalty to attack rolls until the end of your next turn.
With each strike you deliver, your allies gain more resolve to grab victory from the jaws of defeat. Daily Healing, Martial, Weapon Standard Action Melee weapon Targets: One creature Primary Attack: Strength (+24) vs. AC Hit: 2[W] + Strength modifier damage (2d8+12). Effect: As a free action, each ally within 5 squares of you can make a saving throw. Make a secondary attack against the target. Resourceful Presence: Each ally gains a power bonus to the saving throw equal to your Intelligence modifier(+4). Secondary Attack: Strength (+24) vs. Fortitude Hit: 1[W] + Strength modifier damage (1d8+12), and you knock the target prone. Each ally within 5 squares of you can spend a healing surge as a free action. Resourceful Presence: Each ally adds your Charisma modifier (+4) to the hit points regained.
Your companion has the ability and the will. You provide the plan and the motivation. Encounter Martial Minor Action Close burst 10 Target: One ally in the burst Effect: Until the end of your next turn, the ally gains his or her choice of a power bonus to damage rolls equal to your Intelligence modifier (+4) or a power bonus to saving throws equal to your Charisma modifier (+4). Resourceful Presence: The ally gains both bonuses.
You knock the enemy aside and call forth a nearby ally for a combined assault. Encounter Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength (+24) vs. AC Hit: 1[W] + Strength modifier damage (1d8+12). You slide the target 1 square and slide one ally adjacent to you 3 squares to the square the target vacated. Then the ally can make a melee basic attack against the target as a free action. Resourceful Presence: Your ally gains a power bonus to attack rolls on the melee basic attack equal to one-half your Charisma modifier (+2). Tactical Presence: Your ally gains a power bonus to damage rolls on the melee basic attack equal to your Intelligence modifier.
You make a powerful strike against your enemy and call to your comrades, lifting their spirits and restoring their battle lust. Daily Healing, Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength (+24) vs. AC Hit: 3[W] + Strength modifier damage (3d8+12). Effect: Each ally within 10 squares of you can spend a healing surge and regains additional hit points equal to your Charisma modifier (+4).
You realize that your allies need to adjust their formation, so you order several to move to new locations. Encounter Martial Move Action Close burst 5 Target: Each ally in the burst Effect: Each target can shift a number of squares equal to your Intelligence modifier (+4) as a free action.
You call out to a wounded ally and offer inspiring words of courage and determination that invigorates your comrade. Encounter (Special) Healing, Martial Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in the burst Effect: The target can spend a healing surge and regain 1d6 additional hit points. Level 6: 2d6 additional hit points. Level 11: 3d6 additional hit points. Level 16: 4d6 additional hit points. Level 21: 5d6 additional hit points. Level 26: 6d6 additional hit points. Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter. +1 Use from Fight On +1d6 HP from Gloves of the Healer +4 HP from Healer's Armor Also: Gain +2 AC -OR- Shift 2 squares as a Free Action
With a triumphant roar, you urge your allies to seize every opportunity and fight like never before. Daily Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength (+24) vs. AC Hit: 2[W] + Strength modifier damage (2d8+12). Until the start of your next turn, each ally within 10 squares of you can follow up a standard action with a basic attack made as a free action. Miss: Until the start of your next turn, one ally within 10 squares of you can follow up a standard action with a basic attack made as a free action. Sustain Minor: Until the start of your next turn, one ally within 10 squares of you can follow up a standard action with a basic attack made as a free action.
Your instinctive reactions to the situation turn the tide in your favor Daily Martial Minor Action Close burst 5 Target: You and each ally in the burst Effect: Until the end of your next turn, every target gains your choice of a power bonus to attack rolls equal to your Charisma modifier (+4), a power bonus to speed equal to your Charisma modifier (+4), or a power bonus to all defenses equal to your Intelligence modifier (+4). Resourceful Presence: You can grant a different bonus to each target.
You and your ally move into a tactically sound position and attack your foe with a coordinated assault. Encounter Martial Standard Action Melee weapon Target: One creature Effect: You and one ally make a melee basic attack against the target. If both attacks hit, your ally's attack is a critical hit.
You have the answer for any desperate situation. Encounter Healing, Martial Immediate Reaction Close burst 10 Trigger: One ally within 10 squares of you spends an action point to take an extra action Target: The triggering ally in the burst Effect: You choose for the target to gain one of the following benefits: regain hit points equal to one-half your level + your Charisma modifier (+13); gain a bonus to the extra action�s attack rolls equal to one-half your Intelligence modifier (+2); gain a bonus to the extra action�s damage rolls equal to one-half your level + your Intelligence modifier (+13); or make a basic attack or take a move action as a free action but grant combat advantage to all enemies until the end of his or her next turn.
Inspired by the weaving tactics of chain devils, this stance has you weaving through the enemy forces with diabolical grace. Daily Martial, Stance Minor Action Personal Effect: Once a turn you can spend a minor action to shift 1 square.
Powers
You call upon the hellfire burning in your soul to punish your enemy. Encounter Fire Free Action Close burst 10 Trigger: An enemy within 10 squares of you hits you. Target: The triggering enemy in the burst Effect: The target takes 1d6 + Intelligence modifier (+4) or Charisma modifier (+4) fire damage. Level 11: 2d6 + Intelligence modifier or Charisma modifier fire damage. Level 21: 3d6 + Intelligence modifier or Charisma modifier fire damage.
You deliver a well-placed strike against your foe and call your comrades to do the same. They pelt the enemy with attacks. Encounter Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength (+24) vs. AC Hit: 2[W] + Strength modifier damage (2d8+12), and each ally within 5 squares of you can make a basic attack against the target as a free action.
This white flag is emblazoned with sigils of healing that restore the vitality of you and your allies. Wondrous Item 680 gp Power (Healing, Zone) Encounter (Standard Action) When you plant the battle standard in your space or an adjacent square, it creates a zone of healing energy in a close burst 5. Whenever you or an ally spends a healing surge while in the zone, you and all allies in the zone regain 1 hit point. This effect lasts until the end of the encounter or until the battle standard is removed from the ground. Any character in or adjacent to a battle standard's square can remove it from the ground as a standard action.
The rune-engraved weapon assaults a creature's mind and has the power to banish it to another plane. Lvl 19 +4 105,000 gp Weapon: Heavy blade Enhancement Bonus: attack rolls and damage rolls Critical: +4d8 psychic damage Power (Psychic) (Free Action) All damage dealt by this weapon is psychic damage. Another free action returns the damage to normal. Power (Teleportation) Daily (Free Action) Use this power when you hit with this weapon. The target is banished to a demiplane (save ends). It disappears from sight, cannot take actions, and cannot be targeted. On a save, the target reappears in the space it last occupied. If that space is occupied, the target returns to the nearest unoccupied space of its choosing.
This sturdy armor enhances your ability to heal your allies. Lvl 20 +4 125,000 gp Armor: Hide or chain Enhancement Bonus: AC Property When you use a healing power that lets a creature spend a healing surge to regain hit points, the target regains additional hit points equal to the armor's enhancement bonus (+4).
Your healing is enhanced by this elegant handwear. Lvl 12 13,000 gp Hands Slot Property When you use a power that lets one or more creatures spend a healing surge to regain hit points, one target regains an extra 1d6 hit points. Power (Healing) Daily (Standard Action) Spend a healing surge. An adjacent ally regains hit points equal to the value of the healing surge you lost.
A healer's garment, this cinch lets you tend to yourself as you aid others. Waist Slot 17,000 gp Power (Healing) Encounter (Free Action) Use this power when you use healing word on an ally or use another power that grants an ally the use of a healing surge. You can spend a healing surge as well and regain hit points equal to your healing surge value.
A few gaj antennae are included in this luxurious feather headdress. This creates a feedback loop which channels psychic pain into vigor. Lvl 9 4,200 gp Head Slot Property You gain a +2 item bonus to saving throws against ongoing psychic damage and effects that daze, stun, or dominate. When you save against one of these effects, you gain 5 temporary hit points.
This cloak wraps around you in inky blackness. Lvl 18 +4 85,000 gp Neck Slot Enhancement Bonus: Fortitude, Reflex, and Will Property Gain resist 15 necrotic. Power Daily (Immediate Reaction) You can use this power when you are hit by a melee attack. You become invisible until the end of your next turn.
This simple brass ring looks like a dragon circling to bite its own tail. Ring Slot 2,600 gp Properties You can speak, read, and write Draconic. You gain telepathy that works within line of sight, but only to converse with dragons. Power Daily (Free Action) Effect: Evil dragons within a day's travel know the direction and distance to the ring for 24 hours. Power (Illusion) Daily (Standard Action) Effect: The illusion of a dragon of up to Gargantuan size appears in an unoccupied space within 40 squares of you. It can make sounds and can move within its space. Each of its defenses is 10. The illusion lasts until the end of your next turn, until an attack hits it, or until a creature touches it or enters its space. An Insight check (DC 20 + one-half your level) allows a creature to determine that the image is an illusion. Sustain Minor: The image persists until the end of your next turn, and you move it up to 10 squares.
his glittering ring of unmelting ice shields you from cold and freezes foes around you. Lvl 14 21,000 gp Ring Slot Property You gain resist 10 cold. Power Encounter (Immediate Interrupt) Trigger: You take cold damage that exceeds your resistance. Effect: You gain immunity to cold until the end of your next turn. Power (Cold) Encounter (Minor Action) Until the end of your next turn, enemies that end their turns adjacent to you take 5 cold damage.
This multifaceted shield keeps you aware of lurking threats. Arms Slot: Any shield 840 gp Property Gain an item bonus equal to your shield bonus to AC against opportunity attacks. Power Daily (Minor Action) You do not grant combat advantage when flanked by an enemy until the end of your next turn.
+24 vs AC 1d8+12 damage
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
12,680 GP
Personality Traits
Mannerisms and Appearance
Amraphel presents the typical image of tiefling nobility where his infernal aspects are exaggerated in the fullest. In fact, the blood of Bael Turath runs so strong in his blood, he has on multiple occasions been confused with cambions and other half fiends. Age has started to show as the first gray hairs and wrinkles have begun to show themselves on his face. His gear is fashioned in the old Turathi style with the major exception that it lacks the darker, more infernal motifs. His sword is also an exception to his overal theme in that it is a Gith-crafted sword, looted from his most recent skirmish with the Githyanki. Tempestuous and agressive, Amraphel is well known for his quick and offensive tongue, a trait that's heavily reflected in his leadership and combat style. In spite of this, he is a good team player who knows how to push his party to the limits of their abilities. For him winning is everything, whether it's in combat or gambling, he is not an individual who likes to lose and would almost rather die than retreat or give up. Outside of combat, his acerbic wit leads him to be cynical and even snarky, especially when dealing with the complaints of others and unlike many rough and gruff veterans he has no soft side. You won't find him playing with kittens in his spare time or reading sappy novels. His ambitions of reviving his ancestral empire of the past consumes his free time. He pores over tomes and scrolls detailing the old kingdoms and their leaders. He hopes to gain inspiration from these resources in order that he might not make the same mistakes of the past. Although he grew up in an isolated and tiefling dominated society, he lacks the outright racism of some of his kin; however, he won't go down in history as someone with an open mind. He sees tiefling as superior to most other races, but through a paternalistic lens. He sees tieflings as more capable when it comes to most things and often will make excuses to himself when others fail on the basis that they're not a tiefling, but when he's in a mixed group he keeps his thoughts to himself. When it comes to dragonborn; however, his attitude is completely different. Instead of being suspicious and hostile towards them, he is respectful as he sees them equal to tieflings. After all, it was the dragonborn who fought so fiercely against the tieflings that Bael Turath fell. From the dragonborn, he hopes to learn whatever lessons his ancestors failed to understand.
Session and Campaign Notes
Companions and Allies
The Coalition, impressed with his previous services and success have chosen him to lead the small attack group against the Gthiyanki. While they are naturally leery of his goals to revive Bael Turath, they understand that he does not intend to bring back the fiendish empire of old. In fact they have learned to use his ambitions as a means of convincing him to fight Tiamat and her followers, after all, how can a new empire be built when an opposing one still lives? In a more pragmatic vein, they also want to send him to fight, because if he falls in battle then they won't have to deal with any trouble that he might stir up a decade or so down the road.
Background & Other Notes
Wandering Mercenary: It takes 4 failed death saving throws instead of 3 He grew up in a small tiefling-dominated barony, ruled by a self styled inheritor to the old empire of Bael Turath. In this rather insular community he learned of the old empire and how the tieflings were destined to rise up again someday and return to power as lords over all other nations. This supremacist attitude was not shared by all members of the community, however. While few argued against the necessity for tieflings to rebuild their empire, some argued less for dominating the other races and more for providing law, stability, and justice for a world that has become degenerate and wild. It was in this community that young Amraphel was raised by parents who subscribed to the latter ideology and who, in spite of no evidence, always argued that they were ancestors of the imperial family, a claim that could place them as leaders of tieflings all over the land. While he didn't really buy into the whole 'heirs of the empire' thing, Amraphel was very interested in reviving the empire and began training in military tactics and history from a young age. As he grew older, he eventually became the leader of the town's militia; however, he found himself conflicting with the now elderly baron who had grown decadent and corrupted by his petty power. A short power struggle ensued in which Amraphel and his allies were expelled from the barony. He and his soldiers travelling far from home ended up founding an infamous mercenary outfit known as the Iron Crowns. It was as the leader of the Iron Crowns that he first got the attention of The Coalition. They had hired the Crowns to perform a few high risk missions that other groups thought too dangerous or even outright suicidal and against all odds, he led them to victory in every instance. Thoroughly impressed with Amraphel's leadership, The Coalition offered for him and his men to join as true members instead of just mercenary contractors with the promise of steady jobs, reliable pay, and the chance to occasionally boss around larger and larger groups of soldiers. Since then, the Crowns and Amraphel in particular have taken to The Coalition's goals with zeal and have come to identify themselves as true and loyal members with parallel goals. As one of the more famous figures in the land he has recently started to refer to himself as Prince Amraphel in a self-styled manner as if his dream empire already existed and he has started to assert himself as an authority figure over tieflings as a whole. Most members of The Coalition are not fond of this egotistical quirk, but because he has used his title as a means to recruit tieflings for the war against the Githyanki they have let it pass.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games