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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
Features and Feats: [ooc=Bardic Training] You get the ritual caster feat, can perform a free ritual per day[/ooc], [ooc=Virtue of Valor]Once per round, when an ally within 5 squares of you reduces an opponent to 0 hp or bloodies an enemy, you can grant temporary hit points equal to 1+your constitution modifier at 1st level, 3+con modifier at 11th level, and 5+con modifier at 21st level[/ooc], [ooc=Song of Rest]When you play an instrument or sing during a short rest, your allies' healing surges heal additional HP equal to your charisma modifier[/ooc], [ooc=action surge]You get a +3 bonus to attack rolls when you use an action point[/ooc], [ooc=Focused Implement]+1 per ATK Rolls with heavy blades, either as a Weapon or Implement.+1[/ooc], [ooc=blade initiate]Swordmage multiclass, gain ability to use swordmage implements.[/ooc], [ooc=Improved Majestic Word]You grant THP equal to your Cha modifier when you use your majestic word on someone.[/ooc]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=345668][size=4][B]Eduardo Alvarez[/B][/size][/url], Human Bard [B]Init[/B] +3 [B]HP[/B] 41/41 [B]Bloodied[/B] 20 [B]Healing Surge[/B] 10 (8 used /9) [B]AC[/B] 22 [B]Fort[/B] 16 [B]Reflex[/B] 17 [B]Will[/B] 19 [B]Speed[/B] 5 [B]Str[/B] 11 (0) [B]Con[/B] 15 (+2) [B]Dex[/B] 12 (+1) [B]Int[/B] 14 (+2) [B]Wis[/B] 10 (0) [B]Cha[/B] 19 (+4) [OOC='[STRIKE][color=red]Majestic Word[/color][/STRIKE]'][B][color=red]Majestic Word[/color][/B] Encounter, Arcane, Healing Minor Action Close Burst 5 (10 at 11th level, 15 at 21st) Target: You or one ally in burst Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1 square. Level 6: 1d6+Charisma modifier additional HP. Level 11: 2d6+Charisma modifier additional HP. Level 16: 3d6+Charisma modifier additional HP. Level 21: 4d6+Charisma modifier additional HP. Level 26: 5d6+Charisma modifier additional HP. Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use it three times per encounter, but only once per round.[/OOC], [OOC='[STRIKE][color=red]Majestic Word[/color][/STRIKE]'][B][color=red]Majestic Word[/color][/B] Encounter, Arcane, Healing Minor Action Close Burst 5 (10 at 11th level, 15 at 21st) Target: You or one ally in burst Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1 square. Level 6: 1d6+Charisma modifier additional HP. Level 11: 2d6+Charisma modifier additional HP. Level 16: 3d6+Charisma modifier additional HP. Level 21: 4d6+Charisma modifier additional HP. Level 26: 5d6+Charisma modifier additional HP. Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use it three times per encounter, but only once per round.[/OOC], [OOC='[color=red]Words of Friendship[/color]'][B][color=red]Words of Friendship[/color][/B] Encounter, Arcane Minor Action Personal Effect: You gain a +5 power bonus to the next diplomacy check you make before the end of your next turn.[/OOC], [OOC='[color=green]Guiding Strike[/color]'][B][color=green]Guiding Strike[/color][/B] At will, arcane, weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier damage, and the target takes a -2 penalty to the defense of your choice until the end of your next turn. level 21: 2[W]+charisma modifier damage. [/OOC], [OOC='[color=green]Vicious Mockery[/color]'][B][color=green]Vicious Mockery[/color][/B] At-will, arcane, charm, implement, psychic Standard Action Ranged 10 Target: one creature Attack: charisma vs. will Hit: 1d6+Charisma modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.[/OOC], [OOC='[color=green]Misdirect Mark[/color]'][B][color=green]Misdirect Mark[/color][/B] At-will, Arcane, Implement standard Action Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 1d8+Charisma modifier damage, and the target is marked by one ally within 5 squares of you until the end of your next turn. Level 21: 2d8+Charisma modifier damage.[/OOC], [OOC='[STRIKE][color=red]Shout of Triumph[/color][/STRIKE]'][B][color=red]Shout of Triumph[/color][/B] Encounter, arcane, implement, thunder Standard Action Close blast 3 Target: Each enemy in blast Attack: Charisma vs. Fortitude Hit: 1d6+charisma modifier thunder damage, and you push the target 1 square. Effect: you slide each ally in the blast 1 square. Virtue of Valor: The number of squares you can push enemies and slide allies equals your constitution modifier.[/OOC], [OOC='[color=black]Stirring Shout[/color]'][B][color=black]Stirring Shout[/color][/B] Daily, Arcane, Healing, Implement, Psychic Standard Action Ranged 10 Target: one creature Attack: Charisma vs. Will Hit: 2d6+Charisma modifier psychic damage Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points equal to your charisma modifier.[/OOC], [OOC='[color=red]Poisoned Strike[/color]'][B][color=red]Poisoned Strike[/color][/B] Encounter, Martial, Poison, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Primary ability vs. AC Hit:1[W] damage + 5 poison damage. Until the end of your next turn, if the target willingly moves more than 2 squares or makes an attack, it then falls prone, and it is immobilized until the end of its next turn. Level 11: 2[W]damage plus 5 poison damage. Level 21: 3[W] damage plus 5 poison damage.[/OOC], [OOC='[color=red]Concealed Weapon[/color]'][B][color=red]Concealed Weapon[/color][/B] Encounter, Martial Minor Action Personal Target: One weapon you’re holding Effect: The weapon is invisible until you are no longer holding it, until the end of the encounter, or until you attack with it. The first creature you attack with a weapon affected by this power grants combat advantage to you for that attack.[/OOC], [OOC='[STRIKE][color=black]Swordmage Warding[/color][/STRIKE]'][B][color=black]Swordmage Warding[/color][/B] Minor Action. Until the end of the encounter, you gain +1 bonus to AC (+3 if you have a hand free).[/OOC], [OOC='[color=red]Song of the New Dawn[/color]'][B][color=red]Song of the New Dawn[/color][/B] Encounter, Arcane, Implement, Radiant Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 2d8+Charisma modifier damage. Each ally adjacent to the target can make a saving throw, rolling twice, and taking the higher result.[/OOC], [OOC='[color=black]Compulsion[/color]'][B][color=black]Compulsion[/color][/B] Daily, Arcane, Charm, Implement, Psychic Standard Action Ranged 10 Attack: Charisma vs. Will Hit: 2d8+charisma modifier psychic damage, and you slide the target 5 squares either at the start of its turn or at the end of its turn (save ends). Until it saves, the target cannot take move actions on its turn. Miss: Half damage. You slide the target 5 squares either at the start of its turn or at the end of its turn, and it cannot take move actions on its next turn.[/OOC], [OOC='[STRIKE][color=blue]Harsh Songblade +1[/color][/STRIKE]'][B][color=blue]Harsh Songblade +1[/color][/B] Level 3 (+1) 680 gp Weapon: Longsword Critical: +1d8 per plus Property: Bards can use this blade as an implement for bard powers and paragon bard powers. Power (daily): Free Action: Trigger: you hit an enemy with a bard thunder power using this blade. Effect: Each enemy within 2 squares of the triggering enemy is dazed until the end of your next turn.[/OOC], [OOC='[color=blue]Harp of Deeper Slumber[/color]'][B][color=blue]Harp of Deeper Slumber[/color][/B] Wondrous Item level 3 680 gp Power (daily): Minor Action. Each creature within 20 squares of you takes a -15 penalty to perception checks until the end of your next turn.[/OOC] [B]Notes[/B] Features and Feats: [ooc=Bardic Training] You get the ritual caster feat, can perform a free ritual per day[/ooc], [ooc=Virtue of Valor]Once per round, when an ally within 5 squares of you reduces an opponent to 0 hp or bloodies an enemy, you can grant temporary hit points equal to 1+your constitution modifier at 1st level, 3+con modifier at 11th level, and 5+con modifier at 21st level[/ooc], [ooc=Song of Rest]When you play an instrument or sing during a short rest, your allies' healing surges heal additional HP equal to your charisma modifier[/ooc], [ooc=action surge]You get a +3 bonus to attack rolls when you use an action point[/ooc], [ooc=Focused Implement]+1 per ATK Rolls with heavy blades, either as a Weapon or Implement.+1[/ooc], [ooc=blade initiate]Swordmage multiclass, gain ability to use swordmage implements.[/ooc], [ooc=Improved Majestic Word]You grant THP equal to your Cha modifier when you use your majestic word on someone.[/ooc]
Race Features
Class / Path / Destiny Features
Other Items
Current
Max HP
/
Bloodied
H. Surge
Surges Used
Surges / Day
/
Second Wind
Death ST Fail
Action Points
Attack Workspace
Ability 1:
Ability 2:
Bonus
1/2Lv
Abil.
Class
Prof
Feat
Enh
Misc
=
=
Damage Workspace
Ability 1:
Ability 2:
Bonus
Abil.
Feat
Enh
Misc
Misc
=
=
Feats
Feat Name
Loc.
Powers
Encounter, Arcane, Healing Minor Action Close Burst 5 (10 at 11th level, 15 at 21st) Target: You or one ally in burst Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1 square. Level 6: 1d6+Charisma modifier additional HP. Level 11: 2d6+Charisma modifier additional HP. Level 16: 3d6+Charisma modifier additional HP. Level 21: 4d6+Charisma modifier additional HP. Level 26: 5d6+Charisma modifier additional HP. Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use it three times per encounter, but only once per round.
Encounter, Arcane, Healing Minor Action Close Burst 5 (10 at 11th level, 15 at 21st) Target: You or one ally in burst Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1 square. Level 6: 1d6+Charisma modifier additional HP. Level 11: 2d6+Charisma modifier additional HP. Level 16: 3d6+Charisma modifier additional HP. Level 21: 4d6+Charisma modifier additional HP. Level 26: 5d6+Charisma modifier additional HP. Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use it three times per encounter, but only once per round.
Encounter, Arcane Minor Action Personal Effect: You gain a +5 power bonus to the next diplomacy check you make before the end of your next turn.
At will, arcane, weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier damage, and the target takes a -2 penalty to the defense of your choice until the end of your next turn. level 21: 2[W]+charisma modifier damage.
At-will, arcane, charm, implement, psychic Standard Action Ranged 10 Target: one creature Attack: charisma vs. will Hit: 1d6+Charisma modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
At-will, Arcane, Implement standard Action Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 1d8+Charisma modifier damage, and the target is marked by one ally within 5 squares of you until the end of your next turn. Level 21: 2d8+Charisma modifier damage.
Encounter, arcane, implement, thunder Standard Action Close blast 3 Target: Each enemy in blast Attack: Charisma vs. Fortitude Hit: 1d6+charisma modifier thunder damage, and you push the target 1 square. Effect: you slide each ally in the blast 1 square. Virtue of Valor: The number of squares you can push enemies and slide allies equals your constitution modifier.
Daily, Arcane, Healing, Implement, Psychic Standard Action Ranged 10 Target: one creature Attack: Charisma vs. Will Hit: 2d6+Charisma modifier psychic damage Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points equal to your charisma modifier.
Encounter, Martial, Poison, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Primary ability vs. AC Hit:1[W] damage + 5 poison damage. Until the end of your next turn, if the target willingly moves more than 2 squares or makes an attack, it then falls prone, and it is immobilized until the end of its next turn. Level 11: 2[W]damage plus 5 poison damage. Level 21: 3[W] damage plus 5 poison damage.
Encounter, Martial Minor Action Personal Target: One weapon you’re holding Effect: The weapon is invisible until you are no longer holding it, until the end of the encounter, or until you attack with it. The first creature you attack with a weapon affected by this power grants combat advantage to you for that attack.
Minor Action. Until the end of the encounter, you gain +1 bonus to AC (+3 if you have a hand free).
Encounter, Arcane, Implement, Radiant Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 2d8+Charisma modifier damage. Each ally adjacent to the target can make a saving throw, rolling twice, and taking the higher result.
Daily, Arcane, Charm, Implement, Psychic Standard Action Ranged 10 Attack: Charisma vs. Will Hit: 2d8+charisma modifier psychic damage, and you slide the target 5 squares either at the start of its turn or at the end of its turn (save ends). Until it saves, the target cannot take move actions on its turn. Miss: Half damage. You slide the target 5 squares either at the start of its turn or at the end of its turn, and it cannot take move actions on its next turn.
Powers
Level 3 (+1) 680 gp Weapon: Longsword Critical: +1d8 per plus Property: Bards can use this blade as an implement for bard powers and paragon bard powers. Power (daily): Free Action: Trigger: you hit an enemy with a bard thunder power using this blade. Effect: Each enemy within 2 squares of the triggering enemy is dazed until the end of your next turn.
Wondrous Item level 3 680 gp Power (daily): Minor Action. Each creature within 20 squares of you takes a -15 penalty to perception checks until the end of your next turn.
Magic Items & Equipment
Item Name
Use
Daily Item Powers Per Day
Heroic(1-10)
Milestone
Paragon(11-20)
Milestone
Epic(21-30)
Milestone
Rituals
Languages Known
Coins and Other Wealth
Personality Traits
Eduardo is a vicious bastard whose hatred of the world in general is only eclipsed by his burning desire to some day see his mistress repeatedly bitten by the most poisonous snakes or spiders the world can come up with, while he laughs over her twitching, soon-to-be-dead body. It takes iron willpower and years of training as an actor to sit through every day at court and play the SAME DAMNED SONGS over and over again for her amusement. If he has to do another rendition of 'Here comes Lolth, and she's OK', he's going to . . .well, he's going to do nothing, but man, would he really want to. Despite this inner turmoil, he's outwardly friendly and polite, and is more than eager to set people on another track (away from him) should he ever need to drive a dagger (or a longsword) in their back. He's also more than happy to direct them between himself and whatever perceived enemy that may stand before him, giving him what some would say a 'natural leadership ability'.
Mannerisms and Appearance
He is a handsome human who lugs his harp with him everywhere he goes, though he seems to perpetually be on the verge of throwing the damned thing away . . . if it only weren't for the fact that he needs it to keep his position on the court. He wears whatever the mistress deems convenient (or amusing) for the day, and can be found in everything from finery, to a jester's costume, to, in one unfortunate circumstance, nothing but a loincloth.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Eduardo is dying. Not by his choice, of course, and not quickly, but every minute he spends walking, breathing, or otherwise engaging in any action more strenuous than quietly sitting, he knows that the poison given to him by his mistress is slowly working to kill him. Only the bi-weekly doses of the antidote can stave off the effect of whatever alchemical concoction she poured into him in the first week of service to his new 'mistress', and he has already felt the intense agony that awaits him should he be even a day late in taking it. It seems that the lady prefers a more subtle form of bondage for her new entertainer and minstrel, and does not want to have anyone at the court she can not control fully. Especially a slave. As to how he ended up in this situation, well . . . that, too, is an unfortunate story. Having finally managed to make a bit of a name for himself as an actor and singer, Eduardo set off with a small troupe of like-minded troubadours with a zest for travel on a tour of the larger villages and smaller towns in the country. As luck (or bad luck) would have it, the caravan they were traveling with was ambushed by the drow, who either killed or captured the vast majority of those on the road. In fact, Eduardo found himself as the only member of his troupe who was still standing, and fell on his knees to beg for his life. The leader of the raid, noticing the instruments, asked him if he could play the harp. Though he despises the damned instrument (being more of a singer), Eduardo glibly answered that there are none better, and received a quick blow to the back of the head. Now he's stuck strumming this accursed stringed monstrosity while singing Drow songs in their damned tongue, and watching and waiting for his opportunity to escape the hell he's found himself in. His life at the court has made him a very paranoid and quite vicious person, using his acting talent and charm to keep a veneer of civility and friendliness to all, while harboring a very healthy desire the punish his jailers, other slaves, and society in general with the kind of fate he is in. If life isn't fair for him, why the hell should it be fair for anyone? In an attempt to figure out what poison is affecting him, and how to counteract it permanently, he's secretly begun to study Drow poisons, how to make them, and how to neutralize them. So far, the only thing he's discovered is a sneaking suspicion that the poison that is affecting him is being re-introduced into his system somehow, since no poison is that long-lasting. However, what it is exactly, he does not know, and won't risk leaving until he does and is able to counteract it. Eduardo also knows that he's lucky, in a way, to have a cushy position as a minstrel at the court instead of being a gladiator, laborer or (shudder) a member of the harem to the damned drow females ruling around here. Because of that, he looks to any newcomer and challenger as a potential rival for his position, and is more than happy to experiment with his newly found knowledge of poisons to ensure that his place isn't threatened.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games