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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
Half-Orc Resilience - Gain 5/10/15 (by tier) temp hp when first bloodied Swift Charge - +2 to speed when charging Thaneborn Triumph - Whenever you bloody a foe, add your Cha modifier to the next attack roll against that foe. Rampage - Critical hit grants free melee basic attack; once per round, barbarian attack power only. Two-Handed Weapon Expertise - +1/2/3 to attack rolls with two-handed melee weapons, +1/2/3 to damage rolls of charge attacks with two-handed melee weapons.
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=350263][size=4][B]Holger Meer[/B][/size][/url], Half-Orc Thaneborn Barbarian [B]Init[/B] +12 [B]HP[/B] 40/77 [B]Bloodied[/B] 38 [B]Healing Surge[/B] 19 (3 used /10) [B]AC[/B] 24 [B]Fort[/B] 24 [B]Reflex[/B] 21 [B]Will[/B] 20 [B]Speed[/B] 6 [B]Str[/B] 20 (+5) [B]Con[/B] 13 (+1) [B]Dex[/B] 16 (+3) [B]Int[/B] 8 (-1) [B]Wis[/B] 10 (0) [B]Cha[/B] 16 (+3) [OOC='[COLOR=Green]Pressing Strike[/COLOR]'][B][COLOR=Green]Pressing Strike[/COLOR][/B] Standard Action - Primal, Weapon Range: Melee Weapon Target: One Creature Effect: Before the attack, you shift 2 squares. You can move through an enemy's space during the shift, but you can't end there. Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+5) damage, and you push the target 1 square. If you are raging, the attack deals 1d6 extra damage. Level 21: 2[W] + Strength modifier (+5) damage. Vanguard Fullblade +2: +15 attack, 1d12+9 damage[/OOC], [OOC='[COLOR=Green]Howling Strike[/COLOR]'][B][COLOR=Green]Howling Strike[/COLOR][/B] Standard Action - Primal, Weapon Range: Melee Weapon Target: One Creature Requirement: You must be wielding a melee weapon in two hands. Attack: Strength vs. AC Hit: 1[W] + 1d6 + Strength modifier (+5) damage. Level 11: 1[W] + 2d6 + Strength modifier (+5) damage. Level 21: 2[W] + 3d6 + Strength modifier (+5) damage. Special: When charging, you can use this power in place of a melee basic attack. If you are raging, you can move 2 extra squares as part of the charge. Vanguard Fullblade +2: +15 attack, 1d12+1d8+1d6+9 damage ADDITIONAL EFFECTS +1 to damage rolls on a charge - Two-Handed Weapon Expertise. Deal +1d8 damage on any successful charge - Vanguard Fullblade +2[/OOC], [OOC='[STRIKE][COLOR=Red]Roar of Triumph[/COLOR][/STRIKE]'][B][COLOR=Red]Roar of Triumph[/COLOR][/B] Free Action - Fear, Primal Range: Close burst 5 Target: Each enemy in burst Trigger: Your attack reduces an enemy to 0 hit points Effect: Each target takes a -2 penalty to all defenses until the end of your next turn.[/OOC], [OOC='[COLOR=Red]Guardian's Counter[/COLOR]'][B][COLOR=Red]Guardian's Counter[/COLOR][/B] Immediate Interrupt - Martial Range: Close Burst 2 Trigger: An ally within 2 squares of you is hit by an attack and you are not included in the attack. Effect: You and the ally shift up to 2 squares as a free action, swapping positions. You become the target of the triggering attack, in place of the ally. After the attack is resolved, you can make a basic attack against the attacker.[/OOC], [OOC='[STRIKE][COLOR=Red]Escalating Violence[/COLOR][/STRIKE]'][B][COLOR=Red]Escalating Violence[/COLOR][/B] Standard Action - Primal, Weapon Range: Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier (+5) damage. If you take damage before the start of your next turn, you gain a +2 bonus to the attack rolls and the damage rolls of your next attack. Thaneborn Triumph: Until the end of your next turn, an ally within 5 squares of you gains a bonus to damage rolls against the target equal to your Charisma modifier (+3). Vanguard Fullblade +2: +15 attack, 2d12+9 damage[/OOC], [OOC='[STRIKE][COLOR=Red]Shatterbone Strike[/COLOR][/STRIKE]'][B][COLOR=Red]Shatterbone Strike[/COLOR][/B] Standard Action - Primal, Weapon Range: Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier (+5) damage, and the target takes a -2 penalty to AC until the end of your next turn. Thaneborn Triumph: The penalty to AC equals your Charisma modifier (+3). Vanguard Fullblade +2: +15 attack, 2d12+9 damage[/OOC], [OOC='[STRIKE][COLOR=Red]Curtain of Steel[/COLOR][/STRIKE]'][B][COLOR=Red]Curtain of Steel[/COLOR][/B] Immediate Reaction - Primal, Weapon Range: Melee 1 Target: The triggering enemy Trigger: An enemy adjacent to you hits or misses you Attack: Strength vs. AC Thaneborn Triumph: You gain a bonus to the attack roll equal to your Charisma modifier (+3). Hit: 3[W] + Strength modifier (+5) damage. Vanguard Fullblade +2: +15 attack, 3d12+9 damage[/OOC], [OOC='[STRIKE][COLOR=Black]Rage Strike[/COLOR][/STRIKE]'][B][COLOR=Black]Rage Strike[/COLOR][/B] Standard Action - Primal, Weapon Range: Melee Weapon Target: One Creature Requirement: You must be raging and have at least one unused rage power. Attack: Strength vs. AC. To make this attack, you expend an unused barbarian rage power. Hit: You deal damage based on the level of the rage power you expend: 1st level 3[W] + Strength modifier (+4) 5th level 4[W] + Strength modifier (+4) 9th level 5[W] + Strength modifier (+4) 15th level 6[W] + Strength modifier (+4) 19th level 7[W] + Strength modifier (+4) 20th level 7[W] + Strength modifier (+4) 25th level 8[W] + Strength modifier (+4) 29th level 9[W] + Strength modifier (+4) Miss: Half damage. Special: You can use this power twice per day.[/OOC], [OOC='[STRIKE][COLOR=Black]Thunder Hooves Rage[/COLOR][/STRIKE]'][B][COLOR=Black]Thunder Hooves Rage[/COLOR][/B] Standard Action - Primal, Rage, Weapon Range: Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier (+5) damage. Miss: Half damage. Effect: You enter the rage of the thunder hooves. Until the rage ends, you can move through one or two enemies' spaces during each of your turns. When you move through an enemy's space, your next attack against that enemy during the same turn deals 1[W] extra damage. Vanguard Fullblade +2: +15 attack, 3d12+9 damage[/OOC], [OOC='[STRIKE][COLOR=Black]Ancient Berserkers' Rage[/COLOR][/STRIKE]'][B][COLOR=Black]Ancient Berserkers' Rage[/COLOR][/B] Standard Action - Primal, Rage, Weapon Range: Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier (+5) damage. Miss: Half damage. Effect: You enter the rage of the ancient berserkers. At the start of each of your turns until the rage ends, you gain combat advantage against each enemy adjacent to you and a power bonus to damage rolls against them equal to your Charisma modifier (+3). These benefits last until the end of your turn. Vanguard Fullblade +2: +15 attack, 2d12+9 damage[/OOC], [OOC='[STRIKE][COLOR=Red]Inspiring Word[/COLOR][/STRIKE]'][B][COLOR=Red]Inspiring Word[/COLOR][/B] Minor Action - Healing, Martial Range: Close Burst 5 Target: You or one ally in burst Effect: The target can spend a healing surge and regain 1d6 additional hit points. [B]Level 6: 2d6 additional hit points.[/B] Level 11: 3d6 additional hit points. Level 16: 4d6 additional hit points. Level 21: 5d6 additional hit points. Level 26: 6d6 additional hit points.[/OOC], [OOC='[STRIKE][COLOR=Red]Furious Assault[/COLOR][/STRIKE]'][B][COLOR=Red]Furious Assault[/COLOR][/B] Free Action - Personal Trigger: You hit an enemy Effect: The attack deals 1[W] extra damage if it's a weapon attack or 1d8 extra damage if it isn't.[/OOC], [OOC='[STRIKE][COLOR=Red]Shrug It Off[/COLOR][/STRIKE]'][B][COLOR=Red]Shrug It Off[/COLOR][/B] Immediate Reaction - Primal - Personal Trigger: You are subjected to an effect that a save can end Effect: You make a saving throw against the triggering effect. If you succeed, you shift 1 square as a free action.[/OOC], [OOC='[STRIKE][COLOR=Red]Laugh it Off[/COLOR][/STRIKE]'][B][COLOR=Red]Laugh it Off[/COLOR][/B] Immediate Interrupt - Primal - Personal Trigger: You are hit by an enemy's attack. Effect: Reduce the triggering attack's damage by an amount equal to your Constitution modifier (+1). You gain a +2 power bonus to your next attack roll and damage roll against the triggering enemy made before the end of your next turn.[/OOC], [OOC='[STRIKE][COLOR=DarkOrange]Vanguard Fullblade +2[/COLOR][/STRIKE]'][B][COLOR=DarkOrange]Vanguard Fullblade +2[/COLOR][/B] PROPERTIES Deal +1d8 damage on any successful charge. High Crit Melee Basic Attack: +15 attack, 1d12+9 damage Power (Daily): Minor Action. Use this power when you make a charge attack. If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Charisma bonus (+3) as a bonus to damage rolls until the start of your next turn.[/OOC], [OOC='[STRIKE][COLOR=DarkOrange]Hungry Spear Trident +1[/COLOR][/STRIKE]'][B][COLOR=DarkOrange]Hungry Spear Trident +1[/COLOR][/B] PROPERTIES This weapon has the heavy thrown property and a range of 10/20. Heavy Thrown, Versatile Melee Basic Attack: +12 attack, 1d8+8 damage Ranged Basic Attack: +12 attack, 1d8+6 damage Power (Encounter): Standard. Make a ranged basic attack with this spear. On a hit, the target is also immobilized (save ends). The spear doesn't return to you until the immobilized effect on the target imposed by this weapon is ended.[/OOC], [OOC='[COLOR=DarkOrange]Iron Armbands of Power (heroic tier)[/COLOR]'][B][COLOR=DarkOrange]Iron Armbands of Power (heroic tier)[/COLOR][/B] Gain a +2 item bonus to melee damage rolls.[/OOC], [OOC='[COLOR=DarkOrange]Battle Harness Hide Armor +2[/COLOR]'][B][COLOR=DarkOrange]Battle Harness Hide Armor +2[/COLOR][/B] PROPERTIES As a free action, you can draw a sheathed weapon or retrieve a stowed item. You gain a power bonus to initiative equal to the item's enhancement bonus (+2).[/OOC], [OOC='[COLOR=DarkOrange]Badge of the Berserker +2[/COLOR]'][B][COLOR=DarkOrange]Badge of the Berserker +2[/COLOR][/B] When you charge, your movement made as part of the charge doesn't provoke opportunity attacks.[/OOC], [OOC='[STRIKE][COLOR=DarkOrange]Potion of Regeneration (heroic tier)[/COLOR][/STRIKE]'][B][COLOR=DarkOrange]Potion of Regeneration (heroic tier)[/COLOR][/B] Utility Power (Consumable): Minor Action. Effect: You drink this potion and lose a healing surge. You then gain regeneration 5 while you're bloodied until the end of the encounter.[/OOC], [OOC='[STRIKE][COLOR=DarkOrange]Potion of Healing (heroic tier)[/COLOR][/STRIKE]'][B][COLOR=DarkOrange]Potion of Healing (heroic tier)[/COLOR][/B] Power (Consumable • Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.[/OOC], [OOC='[COLOR=DarkOrange]Elven Chain Shirt[/COLOR]'][B][COLOR=DarkOrange]Elven Chain Shirt[/COLOR][/B] PROPERTIES +1 to AC while wearing Light Armor[/OOC] [B]Notes[/B] Half-Orc Resilience - Gain 5/10/15 (by tier) temp hp when first bloodied Swift Charge - +2 to speed when charging Thaneborn Triumph - Whenever you bloody a foe, add your Cha modifier to the next attack roll against that foe. Rampage - Critical hit grants free melee basic attack; once per round, barbarian attack power only. Two-Handed Weapon Expertise - +1/2/3 to attack rolls with two-handed melee weapons, +1/2/3 to damage rolls of charge attacks with two-handed melee weapons.
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
Standard Action - Primal, Weapon Range: Melee Weapon Target: One Creature Effect: Before the attack, you shift 2 squares. You can move through an enemy's space during the shift, but you can't end there. Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+5) damage, and you push the target 1 square. If you are raging, the attack deals 1d6 extra damage. Level 21: 2[W] + Strength modifier (+5) damage. Vanguard Fullblade +2: +15 attack, 1d12+9 damage
Standard Action - Primal, Weapon Range: Melee Weapon Target: One Creature Requirement: You must be wielding a melee weapon in two hands. Attack: Strength vs. AC Hit: 1[W] + 1d6 + Strength modifier (+5) damage. Level 11: 1[W] + 2d6 + Strength modifier (+5) damage. Level 21: 2[W] + 3d6 + Strength modifier (+5) damage. Special: When charging, you can use this power in place of a melee basic attack. If you are raging, you can move 2 extra squares as part of the charge. Vanguard Fullblade +2: +15 attack, 1d12+1d8+1d6+9 damage ADDITIONAL EFFECTS +1 to damage rolls on a charge - Two-Handed Weapon Expertise. Deal +1d8 damage on any successful charge - Vanguard Fullblade +2
Free Action - Fear, Primal Range: Close burst 5 Target: Each enemy in burst Trigger: Your attack reduces an enemy to 0 hit points Effect: Each target takes a -2 penalty to all defenses until the end of your next turn.
Immediate Interrupt - Martial Range: Close Burst 2 Trigger: An ally within 2 squares of you is hit by an attack and you are not included in the attack. Effect: You and the ally shift up to 2 squares as a free action, swapping positions. You become the target of the triggering attack, in place of the ally. After the attack is resolved, you can make a basic attack against the attacker.
Standard Action - Primal, Weapon Range: Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier (+5) damage. If you take damage before the start of your next turn, you gain a +2 bonus to the attack rolls and the damage rolls of your next attack. Thaneborn Triumph: Until the end of your next turn, an ally within 5 squares of you gains a bonus to damage rolls against the target equal to your Charisma modifier (+3). Vanguard Fullblade +2: +15 attack, 2d12+9 damage
Standard Action - Primal, Weapon Range: Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier (+5) damage, and the target takes a -2 penalty to AC until the end of your next turn. Thaneborn Triumph: The penalty to AC equals your Charisma modifier (+3). Vanguard Fullblade +2: +15 attack, 2d12+9 damage
Immediate Reaction - Primal, Weapon Range: Melee 1 Target: The triggering enemy Trigger: An enemy adjacent to you hits or misses you Attack: Strength vs. AC Thaneborn Triumph: You gain a bonus to the attack roll equal to your Charisma modifier (+3). Hit: 3[W] + Strength modifier (+5) damage. Vanguard Fullblade +2: +15 attack, 3d12+9 damage
Standard Action - Primal, Weapon Range: Melee Weapon Target: One Creature Requirement: You must be raging and have at least one unused rage power. Attack: Strength vs. AC. To make this attack, you expend an unused barbarian rage power. Hit: You deal damage based on the level of the rage power you expend: 1st level 3[W] + Strength modifier (+4) 5th level 4[W] + Strength modifier (+4) 9th level 5[W] + Strength modifier (+4) 15th level 6[W] + Strength modifier (+4) 19th level 7[W] + Strength modifier (+4) 20th level 7[W] + Strength modifier (+4) 25th level 8[W] + Strength modifier (+4) 29th level 9[W] + Strength modifier (+4) Miss: Half damage. Special: You can use this power twice per day.
Standard Action - Primal, Rage, Weapon Range: Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier (+5) damage. Miss: Half damage. Effect: You enter the rage of the thunder hooves. Until the rage ends, you can move through one or two enemies' spaces during each of your turns. When you move through an enemy's space, your next attack against that enemy during the same turn deals 1[W] extra damage. Vanguard Fullblade +2: +15 attack, 3d12+9 damage
Standard Action - Primal, Rage, Weapon Range: Melee Weapon Target: One Creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier (+5) damage. Miss: Half damage. Effect: You enter the rage of the ancient berserkers. At the start of each of your turns until the rage ends, you gain combat advantage against each enemy adjacent to you and a power bonus to damage rolls against them equal to your Charisma modifier (+3). These benefits last until the end of your turn. Vanguard Fullblade +2: +15 attack, 2d12+9 damage
Minor Action - Healing, Martial Range: Close Burst 5 Target: You or one ally in burst Effect: The target can spend a healing surge and regain 1d6 additional hit points. [B]Level 6: 2d6 additional hit points.[/B] Level 11: 3d6 additional hit points. Level 16: 4d6 additional hit points. Level 21: 5d6 additional hit points. Level 26: 6d6 additional hit points.
Powers
Free Action - Personal Trigger: You hit an enemy Effect: The attack deals 1[W] extra damage if it's a weapon attack or 1d8 extra damage if it isn't.
Immediate Reaction - Primal - Personal Trigger: You are subjected to an effect that a save can end Effect: You make a saving throw against the triggering effect. If you succeed, you shift 1 square as a free action.
Immediate Interrupt - Primal - Personal Trigger: You are hit by an enemy's attack. Effect: Reduce the triggering attack's damage by an amount equal to your Constitution modifier (+1). You gain a +2 power bonus to your next attack roll and damage roll against the triggering enemy made before the end of your next turn.
PROPERTIES Deal +1d8 damage on any successful charge. High Crit Melee Basic Attack: +15 attack, 1d12+9 damage Power (Daily): Minor Action. Use this power when you make a charge attack. If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Charisma bonus (+3) as a bonus to damage rolls until the start of your next turn.
PROPERTIES This weapon has the heavy thrown property and a range of 10/20. Heavy Thrown, Versatile Melee Basic Attack: +12 attack, 1d8+8 damage Ranged Basic Attack: +12 attack, 1d8+6 damage Power (Encounter): Standard. Make a ranged basic attack with this spear. On a hit, the target is also immobilized (save ends). The spear doesn't return to you until the immobilized effect on the target imposed by this weapon is ended.
Gain a +2 item bonus to melee damage rolls.
PROPERTIES As a free action, you can draw a sheathed weapon or retrieve a stowed item. You gain a power bonus to initiative equal to the item's enhancement bonus (+2).
When you charge, your movement made as part of the charge doesn't provoke opportunity attacks.
Utility Power (Consumable): Minor Action. Effect: You drink this potion and lose a healing surge. You then gain regeneration 5 while you're bloodied until the end of the encounter.
Power (Consumable • Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.
PROPERTIES +1 to AC while wearing Light Armor
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
70 Gold
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Thirst for Revenge (Auspicious Birth refluffed) You substitute your highest ability score for Constitution to determine your initial hit points.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games