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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
[list] [*][b]Power Points:[/b] 2 [*]Heal checks made to aid him are +2. [*]Can wield a one-handed weapon in your off hand as though it were an off-hand weapon. [*]If an enemy reduces you to 0 or fewer hit points with an attack, it takes 10 thunder damage. [*]When you drop to 0 hit points or fewer, you can make a melee basic attack as an immediate interrupt. [*]+2 racial bonus to AC against opportunity attacks you provoke during a charge. [/list]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=347595][size=4][B]Vegan[/B][/size][/url], Minotaur Hybrid (Avenger/Battlemind) (Knight Hospitaler) [B]Init[/B] +4 [B]HP[/B] 11/31 [B]Bloodied[/B] 15 [B]Healing Surge[/B] 7 (2 used /9) [B]AC[/B] 15 [B]Fort[/B] 13 [B]Reflex[/B] 14 [B]Will[/B] 16 [B]Speed[/B] 6 [B]Str[/B] 13 (+1) [B]Con[/B] 11 (0) [B]Dex[/B] 16 (+3) [B]Int[/B] 12 (+1) [B]Wis[/B] 18 (+4) [B]Cha[/B] 8 (-1) [OOC='[color=green]Battlemind's Demand[/color]'][B][color=green]Battlemind's Demand[/color][/B] [I]You draw your foe�s concentration, taunting the foe to strike at you.[/I] [B] At-Will | Augmentable, Psionic Minor Action Close burst 3 Target: [/B]One creature in the burst [B] Effect:[/B] You mark the target until you use this power again or until the end of the encounter. [B][U] Augment 1[/U][/B] [B]Target: [/B]One or two creatures in the burst[/OOC], [OOC='[color=green]Far Hearing[/color]'][B][color=green]Far Hearing[/color][/B] At-Will * Minor Personal Keyword: Psionic Choose one square that you can see that is within' 10 squares of you. Until the end of your next turn, you can hear as though you occupied that square.[/OOC], [OOC='[color=green]Mind Spike[/color]'][B][color=green]Mind Spike[/color][/B] You force your enemy to feel the pain that it inflicts on your friend. At-Will Force, Psionic, Psychic Immediate Reaction Melee 1 Trigger: An adjacent enemy marked by you deals damage to your ally with an attack that doesn�t include you as a target Target: The triggering enemy Effect: The target takes force and psychic damage equal to the damage that its attack dealt to your ally.[/OOC], [OOC='[color=green]Radiant Vengeance[/color]'][B][color=green]Radiant Vengeance[/color][/B] Calling on the power of your deity, you transfer the pain of your wounds to a foe and regain some resilience. At-Will Divine, Implement, Radiant Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier radiant damage, and you gain temporary hit points equal to your Wisdom modifier. Level 21: 2d8 + Wisdom modifier damage.[/OOC], [OOC='[color=green]Renewed Focus[/color]'][B][color=green]Renewed Focus[/color][/B] y the power of your mind, you shrug off effects that would keep you away from your foes. At-Will Augmentable, Psionic, Weapon Standard Action Melee weapon Target: One creature Attack: Constitution vs. AC Hit: 1[W] + Constitution modifier damage. You are no longer marked or slowed, and you cannot be marked or slowed until the end of your next turn. Augment 1 Hit: 1[W] + Constitution modifier damage. You and allies within 5 squares of you are no longer marked or slowed, and cannot be marked or slowed until the end of your next turn. Augment 2 Hit: 2[W] + Constitution modifier damage. You are no longer immobilized, marked, or slowed, and you cannot be immobilized, marked, or slowed until the end of your next turn.[/OOC], [OOC='[color=red]Goring Charge[/color]'][B][color=red]Goring Charge[/color][/B] You charge the enemy and gore it with your horns. Encounter Standard Action Melee 1 Effect: You charge and make the following attack in place of a melee basic attack. Target: One creature Attack: Strength, Constitution, or Dexterity + 4 (6 at 11th level and 8 at 21st level) vs. AC Hit: 1d6 + Strength modifier, Constitution modifier, or Dexterity modifier damage, and you knock the target prone. Level 11: 2d6 + Strength modifier, Constitution modifier, or Dexterity modifier damage. Level 21: 3d6 + Strength modifier, Constitution modifier, or Dexterity modifier damage.[/OOC], [OOC='[color=red]Oath of Enmity[/color]'][B][color=red]Oath of Enmity[/color][/B] You focus your wrath on a single foe, giving your attacks against it extraordinary accuracy. Encounter (Special) Divine Minor Action Close burst 10 Target: One enemy you can see in the 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='[STRIKE][color=red]Second Wind[/color][/STRIKE]'][B][color=red]Second Wind[/color][/B] [b]Encounter | Healing Standard Action Personal Target:[/b] Self [b]Effect: [/b]You spend a healing surge and regain your healing surge value in hit points. You gain a +2 bonus to all defenses until the start of your next turn.[/OOC], [OOC='[STRIKE][color=red]Shield of Devotion[/color][/STRIKE]'][B][color=red]Shield of Devotion[/color][/B] With a quick prayer you bestow minor healing on a stricken ally, then prepare yourself to smite the enemy who struck your friend. Encounter Divine, Healing Immediate Reaction Close burst 5 Trigger: An ally within 5 squares of you takes damage from an enemy attack. Target: The triggering ally Effect: The target regains hit points equal to your Wisdom modifier or Charisma modifier. Until the end of your next turn, you gain a +2 power bonus to your next attack roll against the enemy that damaged the target. Level 11: The target regains hit points equal to 5 + your Wisdom modifier or Charisma modifier. Level 21: The target regains hit points equal to 10 + your Wisdom modifier or Charisma modifier.[/OOC], [OOC='[STRIKE][color=darkslategray]Aspect of Bitter Ice[/color][/STRIKE]'][B][color=darkslategray]Aspect of Bitter Ice[/color][/B] Your weapon is rimed with ice as you strike. In the aftermath, you are imbued with a bitter cold that protects you and slows your enemies. Daily Augmentable, Cold, Polymorph, Psionic, Weapon Standard Action Close burst 1 Target: Each enemy you can see in the burst Attack: Constitution vs. Fortitude Hit: 1[W] + Constitution modifier cold damage, you push the target 1 square, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed (save ends). Effect: You assume the aspect of bitter ice until the end of the encounter. While in this aspect, you gain resist 5 cold and you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn't supersede them. Augment 1 Effect: Until the start of your next turn, any enemy that starts its turn adjacent to you is slowed until the end of its turn.[/OOC], [OOC='[color=darkslategray]Hospitaler's Prayer[/color]'][B][color=darkslategray]Hospitaler's Prayer[/color][/B] Your prayer alleviates one malady afflicting your comrade and shields him or her from harm for a short time. Daily Divine Minor Action Close burst 5 Target: One ally in the burst Effect: The target can make a saving throw. Until the end of your next turn, the target gains a +2 power bonus to all defenses, or a +4 power bonus if the saving throw you grant with this power fails.[/OOC], [OOC='[color=darkorange]The Boots of Hyperius Holdstrym[/color]'][B][color=darkorange]The Boots of Hyperius Holdstrym[/color][/B] The leather and cobbling of these boots is immaculate. They seem to resist even a micron of dust or soiling. Item Slot: Feet Property: You ignore difficult terrain caused by mud, stone or wooden debris or areas. Power: (Daily) Move and Standard Action. Teleport up to 4 squares and make an attack. You may spend 1 healing surge (do not regain HP) to make this attack a natural critical attack. (You cannot gain an additional critical effect for this use)[/OOC], [OOC='[STRIKE][color=darkorange]Manifester Longsword +1[/color][/STRIKE]'][B][color=darkorange]Manifester Longsword +1[/color][/B] By focusing your mind on the psionic energy stored in this weapon, you can extract a measure of its power. Critical: +1d6 psychic damage per plus Power Daily (Minor Action) You gain 1 power point until the end of your next turn. You can use this power point only to augment a psionic attack power.[/OOC], [OOC='[STRIKE][color=darkorange]Thundering Longsword +1[/color][/STRIKE]'][B][color=darkorange]Thundering Longsword +1[/color][/B] You can unleash a clap of thunder when this weapon hits, carrying your foe away on a wave of deadly sound. Critical: +1d6 thunder damage per plus Power (Thunder) Daily (Free Action) Use this power when you hit with the weapon. Deal 1d8 thunder damage and push 1 square. Level 13 or 18: Deal 2d8 thunder damage. Level 23 or 28: Deal 3d8 thunder damage.[/OOC], [OOC='Snap Out Of It +1'][B]Snap Out Of It +1[/B] When you would become dazed, use this card to end that condition. [/OOC], [OOC='Scramble to Safety +2'][B]Scramble to Safety +2[/B] When you become bloodied, use this card as an immediate reaction to shift half of your speed. You must end this shift adjacent to no enemies. [/OOC], [OOC='Minion Slayer +2 '][B]Minion Slayer +2 [/B] After you kill at least 3 minions in one encounter, use this card to spend a healing surge to gain hit points equal to your healing surge value +1d6. This use does not use your second wind for the encounter.[/OOC] [B]Notes[/B] [list] [*][b]Power Points:[/b] 2 [*]Heal checks made to aid him are +2. [*]Can wield a one-handed weapon in your off hand as though it were an off-hand weapon. [*]If an enemy reduces you to 0 or fewer hit points with an attack, it takes 10 thunder damage. [*]When you drop to 0 hit points or fewer, you can make a melee basic attack as an immediate interrupt. [*]+2 racial bonus to AC against opportunity attacks you provoke during a charge. [/list]
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
[I]You draw your foe�s concentration, taunting the foe to strike at you.[/I] [B] At-Will | Augmentable, Psionic Minor Action Close burst 3 Target: [/B]One creature in the burst [B] Effect:[/B] You mark the target until you use this power again or until the end of the encounter. [B][U] Augment 1[/U][/B] [B]Target: [/B]One or two creatures in the burst
At-Will * Minor Personal Keyword: Psionic Choose one square that you can see that is within' 10 squares of you. Until the end of your next turn, you can hear as though you occupied that square.
You force your enemy to feel the pain that it inflicts on your friend. At-Will Force, Psionic, Psychic Immediate Reaction Melee 1 Trigger: An adjacent enemy marked by you deals damage to your ally with an attack that doesn�t include you as a target Target: The triggering enemy Effect: The target takes force and psychic damage equal to the damage that its attack dealt to your ally.
Calling on the power of your deity, you transfer the pain of your wounds to a foe and regain some resilience. At-Will Divine, Implement, Radiant Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier radiant damage, and you gain temporary hit points equal to your Wisdom modifier. Level 21: 2d8 + Wisdom modifier damage.
y the power of your mind, you shrug off effects that would keep you away from your foes. At-Will Augmentable, Psionic, Weapon Standard Action Melee weapon Target: One creature Attack: Constitution vs. AC Hit: 1[W] + Constitution modifier damage. You are no longer marked or slowed, and you cannot be marked or slowed until the end of your next turn. Augment 1 Hit: 1[W] + Constitution modifier damage. You and allies within 5 squares of you are no longer marked or slowed, and cannot be marked or slowed until the end of your next turn. Augment 2 Hit: 2[W] + Constitution modifier damage. You are no longer immobilized, marked, or slowed, and you cannot be immobilized, marked, or slowed until the end of your next turn.
You charge the enemy and gore it with your horns. Encounter Standard Action Melee 1 Effect: You charge and make the following attack in place of a melee basic attack. Target: One creature Attack: Strength, Constitution, or Dexterity + 4 (6 at 11th level and 8 at 21st level) vs. AC Hit: 1d6 + Strength modifier, Constitution modifier, or Dexterity modifier damage, and you knock the target prone. Level 11: 2d6 + Strength modifier, Constitution modifier, or Dexterity modifier damage. Level 21: 3d6 + Strength modifier, Constitution modifier, or Dexterity modifier damage.
You focus your wrath on a single foe, giving your attacks against it extraordinary accuracy. Encounter (Special) Divine Minor Action Close burst 10 Target: One enemy you can see in the 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.
[b]Encounter | Healing Standard Action Personal Target:[/b] Self [b]Effect: [/b]You spend a healing surge and regain your healing surge value in hit points. You gain a +2 bonus to all defenses until the start of your next turn.
With a quick prayer you bestow minor healing on a stricken ally, then prepare yourself to smite the enemy who struck your friend. Encounter Divine, Healing Immediate Reaction Close burst 5 Trigger: An ally within 5 squares of you takes damage from an enemy attack. Target: The triggering ally Effect: The target regains hit points equal to your Wisdom modifier or Charisma modifier. Until the end of your next turn, you gain a +2 power bonus to your next attack roll against the enemy that damaged the target. Level 11: The target regains hit points equal to 5 + your Wisdom modifier or Charisma modifier. Level 21: The target regains hit points equal to 10 + your Wisdom modifier or Charisma modifier.
Powers
Your weapon is rimed with ice as you strike. In the aftermath, you are imbued with a bitter cold that protects you and slows your enemies. Daily Augmentable, Cold, Polymorph, Psionic, Weapon Standard Action Close burst 1 Target: Each enemy you can see in the burst Attack: Constitution vs. Fortitude Hit: 1[W] + Constitution modifier cold damage, you push the target 1 square, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed (save ends). Effect: You assume the aspect of bitter ice until the end of the encounter. While in this aspect, you gain resist 5 cold and you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn't supersede them. Augment 1 Effect: Until the start of your next turn, any enemy that starts its turn adjacent to you is slowed until the end of its turn.
Your prayer alleviates one malady afflicting your comrade and shields him or her from harm for a short time. Daily Divine Minor Action Close burst 5 Target: One ally in the burst Effect: The target can make a saving throw. Until the end of your next turn, the target gains a +2 power bonus to all defenses, or a +4 power bonus if the saving throw you grant with this power fails.
The leather and cobbling of these boots is immaculate. They seem to resist even a micron of dust or soiling. Item Slot: Feet Property: You ignore difficult terrain caused by mud, stone or wooden debris or areas. Power: (Daily) Move and Standard Action. Teleport up to 4 squares and make an attack. You may spend 1 healing surge (do not regain HP) to make this attack a natural critical attack. (You cannot gain an additional critical effect for this use)
By focusing your mind on the psionic energy stored in this weapon, you can extract a measure of its power. Critical: +1d6 psychic damage per plus Power Daily (Minor Action) You gain 1 power point until the end of your next turn. You can use this power point only to augment a psionic attack power.
You can unleash a clap of thunder when this weapon hits, carrying your foe away on a wave of deadly sound. Critical: +1d6 thunder damage per plus Power (Thunder) Daily (Free Action) Use this power when you hit with the weapon. Deal 1d8 thunder damage and push 1 square. Level 13 or 18: Deal 2d8 thunder damage. Level 23 or 28: Deal 3d8 thunder damage.
When you would become dazed, use this card to end that condition.
When you become bloodied, use this card as an immediate reaction to shift half of your speed. You must end this shift adjacent to no enemies.
After you kill at least 3 minions in one encounter, use this card to spend a healing surge to gain hit points equal to your healing surge value +1d6. This use does not use your second wind for the encounter.
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
Kind, trustworthy, vengeful,
Mannerisms and Appearance
Has brown fur with long black horns and black eyes.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
You were in Drellin's Ferry during the initial invasion. You were there when it fell at the whims of The Red Hand of Doom despite the fact that a group of adventurers got there and warned the town. You and your mate could have been passing through, or were accepted there. Despite the fact that the dwarven bridge at Skull Gorge was destroyed to stop the advancement of the army, the fight was still lost. While the adventuring party and most of the surviving people from Drellin's Ferry were retreating to Brindol and other surrounding cities for help and support, you could have stayed behind to bury your wife. Then you never managed to make it back for the final showdown when the adventurers and the elves of the Black Fens defeated the Red Hand. You could have hunted down stragglers from the battle for months before moving on once you thought the Red Hand were all but destroyed.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games