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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 bonus until you fail a saving throw, and then the bonus is gone until you rest, +2 item bonus to saving throws against fear or charm effects Resistances: Resist 14 Necrotic, Resist 14 Radiant, Resist 6 Ongoing, Resist 14 Fire, Resist 5 Psychic [LIST][*]+1 to all defenses against bloodied creatures (Race - Deva) [*]Roll twice for Perception checks (Theme - Seer) [*]Make saving throw to end stunned or dazed at start of your turn even if not (save ends) effect (Feat - Superior Will) [*]Gain CA against all enemies during your first turn in encounter (Feat - Superior Reflexes) [*]+2 bonus to damage rolls when hitting a creature vulnerable to radiant damage (Feat - Devoted Priest Expertise) [*]Attack an enemy granting combat advantage and gain concealment until EoNT (Item - Armor of Dark Deeds +4) [*]Self and each ally within 10 squares gains a +2 bonus to Will against charm, fear, and illusion attacks (Item - Resplendent Cloak +4) [*]+2 item bonus to RBA rolls (Item - Eagle Eye Goggles) [*]+2 item bonus to thrown weapon damage rolls (Item - Dwarven Throwers) [*]When shifting, gain a +1 item bonus to AC and Reflex until EoNT (Item - Davros Elden's Defensive Step) [*]The first time bloodied by an attack in an encounter, attacker is immobilized (save ends) (Item - Tattoo of Bloodied Chains) [*]Whenever you make a Perception check, you can roll twice and use either result. (Theme - Level 10 Seer Feature) [*]When you spend action point to gain action, make ranged attack with light or heavy thrown weapon first; doesn't provoke opportunity attacks (PP - Throwing Action) [*]Increase light or heavy thrown weapon's damage die by one size when used as a ranged weapon (PP - Throwing Master) [*]No long range penalty to attacks with light or heavy thrown weapon (PP - Uncanny Thrower)[/LIST]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=337349][size=4][B]Redra[/B][/size][/url], Deva Hybrid Seeker/Ranger, Avalanche Hurler [B]Init[/B] +17 [B]HP[/B] 115/115 [B]Bloodied[/B] 57 [B]Healing Surge[/B] 28 (0 used /7) [B]AC[/B] 30 [B]Fort[/B] 32 [B]Reflex[/B] 32 [B]Will[/B] 32 [B]Speed[/B] 6 [B]Str[/B] 21 (+5) [B]Con[/B] 13 (+1) [B]Dex[/B] 9 (-1) [B]Int[/B] 15 (+2) [B]Wis[/B] 23 (+6) [B]Cha[/B] 11 (0) [OOC='[color=green]MBA[/color]'][B][color=green]MBA[/color][/B] Attack: +24 (+5 STR, +9 lvl, +3 prof, +4 enh, +1 Spiritbond, +2 expertise), Strength vs. AC Hit: 1[W] + Strength modifier (+5) damage. 1d6 + 11 (+5 STR, +4 enh, +2 Dwarven Throwers) Increase damage to 2[W] + Strength modifier (+5) at 21st level.[/OOC], [OOC='[color=green]RBA - Biting Swarm[/color]'][B][color=green]RBA - Biting Swarm[/color][/B] At-Will * Primal, Weapon Standard Ranged weapon Attack: +27 (+6 WIS, +9 lvl, +3 prof, +4 enh, +1 Spiritbond, +2 exp, +2 Eagle Eye Goggles), Wisdom vs. AC Hit: 1[W] + Wisdom modifier (+6) damage, and the target and each enemy adjacent to it take a –2 penalty to attack rolls until the start of your next turn. 1d8 + 17 (+6 WIS, +4 enh, +5 Primal Eye, +2 Dwarven Throwers) Level 21: 2[W] + Wisdom modifier (+6) damage. Special: You can use this power as a ranged basic attack.[/OOC], [OOC='[color=green]Hunter's Quarry (min)[/color]'][B][color=green]Hunter's Quarry (min)[/color][/B] At-Will Minor You can designate the nearest enemy to you that you can see as your quarry. Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter's Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn. The hunter's quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. You can designate one enemy as your quarry at a time. Level : Hunter's Quarry Extra Damage 1st–10th : +1d6 11th–20th : +2d6 21st–30th : +3d6[/OOC], [OOC='[color=green]Clever Shot (Archery Mastery) (std)[/color]'][B][color=green]Clever Shot (Archery Mastery) (std)[/color][/B] At-Will Standard Personal Effect: You make a ranged basic attack with a weapon. If the attack hits, the target is also subject to one of the following effects of your choice: -You slide the target up to 2 squares. -The target falls prone. -The target is slowed (save ends).[/OOC], [OOC='[color=green]Quick-Draw Trick (free)[/color]'][B][color=green]Quick-Draw Trick (free)[/color][/B] At-Will Free Personal Effect: You draw or stow one or two weapons.[/OOC], [OOC='[color=red]Memory of a Thousand Lifetimes (none)[/color]'][B][color=red]Memory of a Thousand Lifetimes (none)[/color][/B] Encounter No action Personal Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result Effect: You add 1d6 to the triggering roll.[/OOC], [OOC='[color=red]Inevitable Shot (free)[/color]'][B][color=red]Inevitable Shot (free)[/color][/B] Encounter * Primal Free Personal Trigger: You miss a creature with a ranged seeker or seeker paragon path power Effect: You make a ranged basic attack against an enemy within 5 squares of the creature you missed, using that creature's space as the attack's origin square. Special: You regain the use of this power when you spend an action point.[/OOC], [OOC='[color=red]Cast Fortune (std)[/color]'][B][color=red]Cast Fortune (std)[/color][/B] Encounter * Arcane Standard Ranged 5 Target: One ally Effect: Roll a d20 three times when you use this power, and note the results, in order. These results replace, in order, the next three d20 rolls the target makes for any of the following types of rolls: attack rolls, saving throws, and skill checks. At the DM's discretion, trivial rolls and rolls that the target makes in nondangerous or nonstressful situations can't be replaced by your recorded results. When all three results have been used or when you next take an extended rest, the effect ends. The target doesn't know if his or her fortune is good or bad unless you tell the target. Special: Targets of cast fortune can have the power used on them only once before taking an extended rest.[/OOC], [OOC='[color=red]Oath of Enmity (min)[/color]'][B][color=red]Oath of Enmity (min)[/color][/B] Encounter * Divine Minor Close burst 10 Target: One enemy you can see in burst Effect: When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point you regain the use of this power. If another effect lets you roll twice and use the higher result when making an attack roll, this power has no effect on that attack. If an effect forces you to roll twice and use the lower result when making an attack roll, this power has no effect on that attack either. If an effect lets you reroll an attack roll and you rolled twice because of this power, you reroll both dice.[/OOC], [OOC='[color=red]Invigorating Stride (mov)[/color]'][B][color=red]Invigorating Stride (mov)[/color][/B] Encounter * Healing, Martial Move Personal Effect: You shift a number of squares equal to your Wisdom modifier (+6) and must not end the shift adjacent to any enemy. You can use your second wind.[/OOC], [OOC='[color=red]Earthbond Gift (min)[/color]'][B][color=red]Earthbond Gift (min)[/color][/B] Encounter * Primal Minor Personal Requirement: You must be bloodied or weakened. Effect: You gain temporary hit points equal to twice your Wisdom modifier (+6). If you are weakened, you can also make a saving throw against as single effect on you that is weakening you.[/OOC], [OOC='[STRIKE][color=red]Feyjump Shot (std)[/color][/STRIKE]'][B][color=red]Feyjump Shot (std)[/color][/B] Encounter * Primal, Teleportation, Weapon Standard Ranged weapon Attack: +25 (+6 WIS, +9 lvl, +3 prof, +4 enh, +1 Spiritbond, +2 exp), Wisdom vs. AC Hit: 1[W] + Wisdom modifier (+6) damage, and you teleport the target 3 squares. 1d8 + 12 (+6 WIS, +4 enh, +2 Dwarven Throwers) Effect: If you hit both targets, you can swap their positions when you teleport them, rather than teleporting each one 3 squares. If you do so, both targets are dazed until the end of your next turn.[/OOC], [OOC='[color=red]Agile Escape (ii)[/color]'][B][color=red]Agile Escape (ii)[/color][/B] Encounter * Martial Immediate Interrupt Personal Trigger: You are hit by an attack that makes you slowed, immobilized, restrained, or dazed Effect: You gain a +4 power bonus to all defenses against the triggering attack.[/OOC], [OOC='[color=red]Landslide Strike (std)[/color]'][B][color=red]Landslide Strike (std)[/color][/B] Encounter * Martial, Weapon Standard Melee or Ranged weapon Target: One or two creatures Requirement: You must be wielding two melee weapons. Effect: Before the attack, you can shift 2 squares. Attack: +24 (+5 STR, +9 lvl, +3 prof, +4 enh, +1 Spiritbond, +2 expertise), Strength vs. AC (melee; main weapon and off-hand weapon) Hit: 2[W] + Strength modifier (+5) + Dexterity modifier (-1) damage. 2d6 + 10 (+5 STR, -1 DEX, +4 enh, +2 Dwarven Throwers)[/OOC], [OOC='[color=red]Armor Splinter (std)[/color]'][B][color=red]Armor Splinter (std)[/color][/B] Encounter * Martial, Weapon Standard Melee weapon Requirement: You must be wielding two melee weapons. Attack: +24 (main hand) (+5 STR, +9 lvl, +3 prof, +4 enh, +1 Spiritbond, +2 exp), Strength vs. AC (main weapon and off-hand weapon), two attacks +23 (off hand) (+5 STR, +9 lvl, +3 prof, +3 enh, +1 Spiritbond, +2 exp) Hit: 1[W] + Strength modifier (+5) damage per attack. If one attack hits, the target takes a penalty to AC equal to your Wisdom modifier (+6) until the end of your next turn. If both attacks hit, the target takes a penalty to AC equal to 2 + your Wisdom modifier (+6) until the end of your next turn. 1d6 + 11 (+5 STR, +4 enh, +2 Dwarven Throwers)[/OOC], [OOC='[color=red]Insightful Riposte (free)[/color]'][B][color=red]Insightful Riposte (free)[/color][/B] Encounter Free Personal Trigger: You miss with an attack Effect: You gain a +3 power bonus to the attack roll. Prerequisite: You must be trained in Insight.[/OOC], [OOC='[color=red]Untamed Outburst (std)[/color]'][B][color=red]Untamed Outburst (std)[/color][/B] Encounter * Martial, Weapon Standard Melee weapon Requirement: You must be wielding two melee weapons. Attack: +24 (main hand) (+5 STR, +9 lvl, +3 prof, +4 enh, +1 Spiritbond, +2 exp), Strength + 2 vs. AC (main weapon and offhand weapon), two attacks +23 (off hand) (+5 STR, +9 lvl, +3 prof, +3 enh, +1 Spiritbond, +2 exp) Hit: 2[W] + Strength modifier (+5) damage per attack. If both attacks hit, the target is dazed until the end of your next turn. 2d6 + 11 (+5 STR, +4 enh, +2 Dwarven Throwers)[/OOC], [OOC='[color=slategray]Spirits' Rebuke (ir)[/color]'][B][color=slategray]Spirits' Rebuke (ir)[/color][/B] Daily * Primal, Weapon Immediate Reaction Melee weapon Requirement: You must be wielding a light thrown or a heavy thrown weapon. Trigger: An enemy misses you with a melee attack Effect: The target takes 1[W] + your Strength modifier (+5) damage, and you push it 1 square. 1d6 + 5 (+5 STR)[/OOC], [OOC='[STRIKE][color=gray]Spitting-Cobra Stance (min)[/color][/STRIKE]'][B][color=gray]Spitting-Cobra Stance (min)[/color][/B] Daily * Martial, Stance, Weapon Minor Personal Effect: Until the stance ends, you can make a ranged basic attack as an immediate reaction against any enemy within 5 squares of you that moves closer to you.[/OOC], [OOC='[STRIKE][color=slategray]Wave of Sleep (std)[/color][/STRIKE]'][B][color=slategray]Wave of Sleep (std)[/color][/B] Daily * Primal, Sleep, Weapon Standard Area burst 2 within weapon range Target: Each enemy in burst Attack: +25 (+6 WIS, +9 lvl, +3 prof, +4 enh, +1 Spiritbond, +2 exp), Wisdom vs. Fortitude Hit: The target is dazed (save ends). First Failed Saving Throw: The target is unconscious instead of dazed (save ends). Miss: The target is dazed (save ends).[/OOC], [OOC='[color=slategray]Captivating Missile (std)[/color]'][B][color=slategray]Captivating Missile (std)[/color][/B] Daily * Charm, Primal, Reliable, Weapon Standard Ranged weapon Target: One creature Attack: +27 (+6 WIS, +9 lvl, +3 prof, +4 enh, +1 Spiritbond, +2 exp, +2 Eagle Eye Goggles), Wisdom vs. AC Hit: 1[W] + Wisdom modifier (+6) damage, and the target is dominated (save ends). 1d8 + 17 (+6 WIS, +4 enh, +5 Primal Eye, +2 Dwarven Throwers) Special: You can use this power as a ranged basic attack.[/OOC], [OOC='[color=orange]Drow Long Knife of Evil Undone[/color]'][B][color=orange]Drow Long Knife of Evil Undone[/color][/B] Group: Heavy Blade Proficiency: +3 Damage: 1d6 Range: 5/10 Enhancement: +4 attack rolls and damage rolls Critical: +4d6 damage, or +4d12 damage against rakshasas PROPERTIES: Divine characters can use this weapon as a holy symbol implement for divine powers. When you use your memory of a thousand lifetimes racial power, you gain an item bonus to your next attack roll before the end of your next turn equal to the result of the 1d6 roll. Heavy Thrown, Off-hand Power (Daily): Free Action. Trigger: You hit an enemy with this weapon. Effect: Until the end of your next turn, that enemy takes 2d10 damage whenever it attacks (3d10 damage if the enemy is a rakshasa).[/OOC], [OOC='[color=orange]Determined Drow Long Knife +3[/color]'][B][color=orange]Determined Drow Long Knife +3[/color][/B] Group: Heavy Blade Proficiency: +3 Damage: 1d6 Range: 10/15 Enhancement: +3 attack rolls and damage rolls Critical: +3d6 damage Property: Increase this item's normal range and long range by your Strength modifier (+5) or your Dexterity modifier (-1). [COLOR=slategray]Power (Daily): Free Action. Use this power after you miss with a ranged attack using this weapon. This weapon does not return to you this turn. At the start of the target's next turn, make a ranged basic attack with this weapon against that target. After this attack, the weapon returns to you.[/COLOR][/OOC], [OOC='[color=orange]Symbol of Victory +2[/color]'][B][color=orange]Symbol of Victory +2[/color][/B] Slot: Holy Symbol [COLOR=slategray]Power (Daily): Free Action. You can use this power when you or an ally within 5 squares of you scores a critical hit. That character gains an action point.[/COLOR][/OOC], [OOC='[color=orange]Crest of Eternal Vigilance[/color]'][B][color=orange]Crest of Eternal Vigilance[/color][/B] Slot: Arms [COLOR=slategray]Power (Daily): Immediate Interrupt. Trigger: An effect dazes or stuns you. Effect: You make a saving throw against the triggering effect. On a save, the effect ends.[/COLOR][/OOC], [OOC='[color=orange]Davros Elden's Defensive Step[/color]'][B][color=orange]Davros Elden's Defensive Step[/color][/B] Slot: Grandmaster Training PROPERTIES: When you shift, you gain a +1 item bonus to AC and Reflex until the end of your next turn. [COLOR=red]Power (Encounter): Minor Action. Shift 2 squares.[/COLOR][/OOC], [OOC='[color=orange]Stone of Earth[/color]'][B][color=orange]Stone of Earth[/color][/B] Slot: Wondrous Item [COLOR=slategray]Power (Daily): Free Action. Trigger: You miss an enemy with a melee weapon attack. Effect: Reroll the attack roll.[/COLOR][/OOC], [OOC='[color=orange]Acrobat Boots[/color]'][B][color=orange]Acrobat Boots[/color][/B] Slot: Feet PROPERTIES: Gain a +1 item bonus to Acrobatics checks. Power (At-Will): Minor Action. Stand up from prone.[/OOC] [B]Notes[/B] Saving Throw Mods: +1 bonus until you fail a saving throw, and then the bonus is gone until you rest, +2 item bonus to saving throws against fear or charm effects Resistances: Resist 14 Necrotic, Resist 14 Radiant, Resist 6 Ongoing, Resist 14 Fire, Resist 5 Psychic [LIST][*]+1 to all defenses against bloodied creatures (Race - Deva) [*]Roll twice for Perception checks (Theme - Seer) [*]Make saving throw to end stunned or dazed at start of your turn even if not (save ends) effect (Feat - Superior Will) [*]Gain CA against all enemies during your first turn in encounter (Feat - Superior Reflexes) [*]+2 bonus to damage rolls when hitting a creature vulnerable to radiant damage (Feat - Devoted Priest Expertise) [*]Attack an enemy granting combat advantage and gain concealment until EoNT (Item - Armor of Dark Deeds +4) [*]Self and each ally within 10 squares gains a +2 bonus to Will against charm, fear, and illusion attacks (Item - Resplendent Cloak +4) [*]+2 item bonus to RBA rolls (Item - Eagle Eye Goggles) [*]+2 item bonus to thrown weapon damage rolls (Item - Dwarven Throwers) [*]When shifting, gain a +1 item bonus to AC and Reflex until EoNT (Item - Davros Elden's Defensive Step) [*]The first time bloodied by an attack in an encounter, attacker is immobilized (save ends) (Item - Tattoo of Bloodied Chains) [*]Whenever you make a Perception check, you can roll twice and use either result. (Theme - Level 10 Seer Feature) [*]When you spend action point to gain action, make ranged attack with light or heavy thrown weapon first; doesn't provoke opportunity attacks (PP - Throwing Action) [*]Increase light or heavy thrown weapon's damage die by one size when used as a ranged weapon (PP - Throwing Master) [*]No long range penalty to attacks with light or heavy thrown weapon (PP - Uncanny Thrower)[/LIST]
Race Features
Class / Path / Destiny Features
Other Items
Current
Max HP
/
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
Abil.
Feat
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Misc
Misc
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Feats
Feat Name
Loc.
Powers
Attack: +24 (+5 STR, +9 lvl, +3 prof, +4 enh, +1 Spiritbond, +2 expertise), Strength vs. AC Hit: 1[W] + Strength modifier (+5) damage. 1d6 + 11 (+5 STR, +4 enh, +2 Dwarven Throwers) Increase damage to 2[W] + Strength modifier (+5) at 21st level.
At-Will * Primal, Weapon Standard Ranged weapon Attack: +27 (+6 WIS, +9 lvl, +3 prof, +4 enh, +1 Spiritbond, +2 exp, +2 Eagle Eye Goggles), Wisdom vs. AC Hit: 1[W] + Wisdom modifier (+6) damage, and the target and each enemy adjacent to it take a –2 penalty to attack rolls until the start of your next turn. 1d8 + 17 (+6 WIS, +4 enh, +5 Primal Eye, +2 Dwarven Throwers) Level 21: 2[W] + Wisdom modifier (+6) damage. Special: You can use this power as a ranged basic attack.
At-Will Minor You can designate the nearest enemy to you that you can see as your quarry. Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter's Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn. The hunter's quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. You can designate one enemy as your quarry at a time. Level : Hunter's Quarry Extra Damage 1st–10th : +1d6 11th–20th : +2d6 21st–30th : +3d6
At-Will Standard Personal Effect: You make a ranged basic attack with a weapon. If the attack hits, the target is also subject to one of the following effects of your choice: -You slide the target up to 2 squares. -The target falls prone. -The target is slowed (save ends).
At-Will Free Personal Effect: You draw or stow one or two weapons.
Encounter No action Personal Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result Effect: You add 1d6 to the triggering roll.
Encounter * Primal Free Personal Trigger: You miss a creature with a ranged seeker or seeker paragon path power Effect: You make a ranged basic attack against an enemy within 5 squares of the creature you missed, using that creature's space as the attack's origin square. Special: You regain the use of this power when you spend an action point.
Encounter * Arcane Standard Ranged 5 Target: One ally Effect: Roll a d20 three times when you use this power, and note the results, in order. These results replace, in order, the next three d20 rolls the target makes for any of the following types of rolls: attack rolls, saving throws, and skill checks. At the DM's discretion, trivial rolls and rolls that the target makes in nondangerous or nonstressful situations can't be replaced by your recorded results. When all three results have been used or when you next take an extended rest, the effect ends. The target doesn't know if his or her fortune is good or bad unless you tell the target. Special: Targets of cast fortune can have the power used on them only once before taking an extended rest.
Encounter * Divine Minor Close burst 10 Target: One enemy you can see in burst Effect: When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point you regain the use of this power. If another effect lets you roll twice and use the higher result when making an attack roll, this power has no effect on that attack. If an effect forces you to roll twice and use the lower result when making an attack roll, this power has no effect on that attack either. If an effect lets you reroll an attack roll and you rolled twice because of this power, you reroll both dice.
Encounter * Healing, Martial Move Personal Effect: You shift a number of squares equal to your Wisdom modifier (+6) and must not end the shift adjacent to any enemy. You can use your second wind.
Encounter * Primal Minor Personal Requirement: You must be bloodied or weakened. Effect: You gain temporary hit points equal to twice your Wisdom modifier (+6). If you are weakened, you can also make a saving throw against as single effect on you that is weakening you.
Encounter * Primal, Teleportation, Weapon Standard Ranged weapon Attack: +25 (+6 WIS, +9 lvl, +3 prof, +4 enh, +1 Spiritbond, +2 exp), Wisdom vs. AC Hit: 1[W] + Wisdom modifier (+6) damage, and you teleport the target 3 squares. 1d8 + 12 (+6 WIS, +4 enh, +2 Dwarven Throwers) Effect: If you hit both targets, you can swap their positions when you teleport them, rather than teleporting each one 3 squares. If you do so, both targets are dazed until the end of your next turn.
Encounter * Martial Immediate Interrupt Personal Trigger: You are hit by an attack that makes you slowed, immobilized, restrained, or dazed Effect: You gain a +4 power bonus to all defenses against the triggering attack.
Encounter * Martial, Weapon Standard Melee or Ranged weapon Target: One or two creatures Requirement: You must be wielding two melee weapons. Effect: Before the attack, you can shift 2 squares. Attack: +24 (+5 STR, +9 lvl, +3 prof, +4 enh, +1 Spiritbond, +2 expertise), Strength vs. AC (melee; main weapon and off-hand weapon) Hit: 2[W] + Strength modifier (+5) + Dexterity modifier (-1) damage. 2d6 + 10 (+5 STR, -1 DEX, +4 enh, +2 Dwarven Throwers)
Powers
Encounter * Martial, Weapon Standard Melee weapon Requirement: You must be wielding two melee weapons. Attack: +24 (main hand) (+5 STR, +9 lvl, +3 prof, +4 enh, +1 Spiritbond, +2 exp), Strength vs. AC (main weapon and off-hand weapon), two attacks +23 (off hand) (+5 STR, +9 lvl, +3 prof, +3 enh, +1 Spiritbond, +2 exp) Hit: 1[W] + Strength modifier (+5) damage per attack. If one attack hits, the target takes a penalty to AC equal to your Wisdom modifier (+6) until the end of your next turn. If both attacks hit, the target takes a penalty to AC equal to 2 + your Wisdom modifier (+6) until the end of your next turn. 1d6 + 11 (+5 STR, +4 enh, +2 Dwarven Throwers)
Encounter Free Personal Trigger: You miss with an attack Effect: You gain a +3 power bonus to the attack roll. Prerequisite: You must be trained in Insight.
Encounter * Martial, Weapon Standard Melee weapon Requirement: You must be wielding two melee weapons. Attack: +24 (main hand) (+5 STR, +9 lvl, +3 prof, +4 enh, +1 Spiritbond, +2 exp), Strength + 2 vs. AC (main weapon and offhand weapon), two attacks +23 (off hand) (+5 STR, +9 lvl, +3 prof, +3 enh, +1 Spiritbond, +2 exp) Hit: 2[W] + Strength modifier (+5) damage per attack. If both attacks hit, the target is dazed until the end of your next turn. 2d6 + 11 (+5 STR, +4 enh, +2 Dwarven Throwers)
Daily * Primal, Weapon Immediate Reaction Melee weapon Requirement: You must be wielding a light thrown or a heavy thrown weapon. Trigger: An enemy misses you with a melee attack Effect: The target takes 1[W] + your Strength modifier (+5) damage, and you push it 1 square. 1d6 + 5 (+5 STR)
Daily * Martial, Stance, Weapon Minor Personal Effect: Until the stance ends, you can make a ranged basic attack as an immediate reaction against any enemy within 5 squares of you that moves closer to you.
Daily * Primal, Sleep, Weapon Standard Area burst 2 within weapon range Target: Each enemy in burst Attack: +25 (+6 WIS, +9 lvl, +3 prof, +4 enh, +1 Spiritbond, +2 exp), Wisdom vs. Fortitude Hit: The target is dazed (save ends). First Failed Saving Throw: The target is unconscious instead of dazed (save ends). Miss: The target is dazed (save ends).
Daily * Charm, Primal, Reliable, Weapon Standard Ranged weapon Target: One creature Attack: +27 (+6 WIS, +9 lvl, +3 prof, +4 enh, +1 Spiritbond, +2 exp, +2 Eagle Eye Goggles), Wisdom vs. AC Hit: 1[W] + Wisdom modifier (+6) damage, and the target is dominated (save ends). 1d8 + 17 (+6 WIS, +4 enh, +5 Primal Eye, +2 Dwarven Throwers) Special: You can use this power as a ranged basic attack.
Group: Heavy Blade Proficiency: +3 Damage: 1d6 Range: 5/10 Enhancement: +4 attack rolls and damage rolls Critical: +4d6 damage, or +4d12 damage against rakshasas PROPERTIES: Divine characters can use this weapon as a holy symbol implement for divine powers. When you use your memory of a thousand lifetimes racial power, you gain an item bonus to your next attack roll before the end of your next turn equal to the result of the 1d6 roll. Heavy Thrown, Off-hand Power (Daily): Free Action. Trigger: You hit an enemy with this weapon. Effect: Until the end of your next turn, that enemy takes 2d10 damage whenever it attacks (3d10 damage if the enemy is a rakshasa).
Group: Heavy Blade Proficiency: +3 Damage: 1d6 Range: 10/15 Enhancement: +3 attack rolls and damage rolls Critical: +3d6 damage Property: Increase this item's normal range and long range by your Strength modifier (+5) or your Dexterity modifier (-1). [COLOR=slategray]Power (Daily): Free Action. Use this power after you miss with a ranged attack using this weapon. This weapon does not return to you this turn. At the start of the target's next turn, make a ranged basic attack with this weapon against that target. After this attack, the weapon returns to you.[/COLOR]
Slot: Holy Symbol [COLOR=slategray]Power (Daily): Free Action. You can use this power when you or an ally within 5 squares of you scores a critical hit. That character gains an action point.[/COLOR]
Slot: Arms [COLOR=slategray]Power (Daily): Immediate Interrupt. Trigger: An effect dazes or stuns you. Effect: You make a saving throw against the triggering effect. On a save, the effect ends.[/COLOR]
Slot: Grandmaster Training PROPERTIES: When you shift, you gain a +1 item bonus to AC and Reflex until the end of your next turn. [COLOR=red]Power (Encounter): Minor Action. Shift 2 squares.[/COLOR]
Slot: Wondrous Item [COLOR=slategray]Power (Daily): Free Action. Trigger: You miss an enemy with a melee weapon attack. Effect: Reroll the attack roll.[/COLOR]
Slot: Feet PROPERTIES: Gain a +1 item bonus to Acrobatics checks. Power (At-Will): Minor Action. Stand up from prone.
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
8160 gp
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
[LIST][*]+1 to all defenses against bloodied creatures (Race - Deva) [*]Roll twice for Perception checks (Theme - Seer) [*]Make saving throw to end stunned or dazed at start of your turn even if not (save ends) effect (Feat - Superior Will) [*]Gain CA against all enemies during your first turn in encounter (Feat - Superior Reflexes) [*]+2 bonus to damage rolls when hitting a creature vulnerable to radiant damage (Feat - Devoted Priest Expertise) [*]Attack an enemy granting combat advantage and gain concealment until EoNT (Item - Armor of Dark Deeds +4) [*]Self and each ally within 10 squares gains a +2 bonus to Will against charm, fear, and illusion attacks (Item - Resplendent Cloak +4) [*]+2 item bonus to RBA rolls (Item - Eagle Eye Goggles) [*]+2 item bonus to thrown weapon damage rolls (Item - Dwarven Throwers) [*]When shifting, gain a +1 item bonus to AC and Reflex until EoNT (Item - Davros Elden's Defensive Step) [*]The first time bloodied by an attack in an encounter, attacker is immobilized (save ends) (Item - Tattoo of Bloodied Chains) [*]Whenever you make a Perception check, you can roll twice and use either result. (Theme - Level 10 Seer Feature) [*]When you spend action point to gain action, make ranged attack with light or heavy thrown weapon first; doesn't provoke opportunity attacks (PP - Throwing Action) [*]Increase light or heavy thrown weapon's damage die by one size when used as a ranged weapon (PP - Throwing Master) [*]No long range penalty to attacks with light or heavy thrown weapon (PP - Uncanny Thrower)[/LIST]
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games