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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
. [b]Self[/b][list] [*] Resist: 6 Necrotic [*] Healing surge value drops -2 while bloodied. [*] +5 racial bonus to Bluff checks to pass for human. [*] If a power has different effects on living creatures and undead creatures, you choose which effect applies to you. [/list]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=353693][size=4][B]Dragana Vasili[/B][/size][/url], Vryloka Barbarian (Berserker) [B]Init[/B] +3 [B]HP[/B] 34/34 [B]Bloodied[/B] 17 [B]Healing Surge[/B] 8 (0 used /7) [B]AC[/B] 20 [B]Fort[/B] 18 [B]Reflex[/B] 17 [B]Will[/B] 16 [B]Speed[/B] 7 [B]Str[/B] 17 (+3) [B]Con[/B] 13 (+1) [B]Dex[/B] 14 (+2) [B]Int[/B] 10 (0) [B]Wis[/B] 15 (+2) [B]Cha[/B] 10 (0) [OOC='[color=green]Body of the Wolf[/color]'][B][color=green]Body of the Wolf[/color][/B] At-Will Theme Utility Power, Polymorph, Primal Minor Action, Personal [b]Effect:[/b] You change from your humanoid form to the form of a wolf, or vice versa. When you change from wolf form to humanoid form, you can shift 1 square. While in wolf form, you retain your normal game statistics and size, but gain a +1 bonus to speed. Your equipment becomes part of your wolf form. You continue to gain the benefits of the equipment you wear, except shields and item powers. While equipment is part of your wolf form, it cannot be removed, and anything in a container that is part of your wolf form is inaccessible. You gain proficiency with your bite while in wolf form. Treat your bite as a melee weapon with a +3 proficiency bonus, a 1d8 damage die, and the enhancement bonus of your primary weapon. [b]Special:[/b] You can use this power only once per round.[/OOC], [OOC='[color=green]Defender Aura[/color]'][B][color=green]Defender Aura[/color][/B] At-Will Class Feature, Aura Minor Action, Personal [b]Effect:[/b] You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura. [b]Special:[/b] Defender Aura does not function while Berserker Fury is active.[/OOC], [OOC='[color=green]Vengeful Guardian[/color]'][B][color=green]Vengeful Guardian[/color][/B] At-Will Class Feature, Martial Opportunity Action, Personal [b]Trigger:[/b] An enemy subject to your defender aura either shifts or makes an attack that targets an ally of yours, without targeting you or an ally who has an active defender aura. [b]Effect:[/b] You make a melee basic attack against the triggering enemy and deal 1d8 extra damage to it. [b]Level 11:[/b] 2d8 extra damage. [b]Level 21:[/b] 3d8 extra damage. On a miss, the attack deals half damage to the triggering enemy. [b]Special:[/b] You cannot use Vengeful Guardian while Berserker Fury is active.[/OOC], [OOC='[color=green]Melee Basic Attack[/color]'][B][color=green]Melee Basic Attack[/color][/B] [i]+7 vs AC, 2d4+3 (1d8+3) damage[/i] At-Will Attack, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage. [b]Critical Hit:[/b] +2d4 damage [b]Special:[/b] While Berserker Fury is active, this attack deals an extra 1d8 damage. [/OOC], [OOC='[color=green]Aggressive Lunge[/color]'][B][color=green]Aggressive Lunge[/color][/B] [i]+7 vs AC, 2d4+3 (1d8+3) damage[/i] At·Will Attack, Martial, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage, and you push the target 1 square. You then shift 1 square into the space the target just left. [b]Critical Hit:[/b] +2d4 damage [b]Level 21:[/b] 2[W] + Strength modifier damage. [b]Berserker Fury:[/b] This attack gains the primal keyword and deals 1d6 extra damage. [b]Level 11:[/b] +2d6 damage. [b]Level 21[/b]: +3d6 damage.[/OOC], [OOC='[color=green]Stalk and Strike[/color]'][B][color=green]Stalk and Strike[/color][/B] [i]+7 vs AC, 2d4+3 (1d8+3) damage[/i] At-Will Attack, Martial, Weapon Standard Action, Melee weapon [b]Effect:[/b] You shift up to 2 squares before the attack. [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage. [b]Critical Hit:[/b] +2d4 damage Level 21: 2[W] +Strength modifier damage. [b]Berserker Fury:[/b] This attack gains the primal keyword and deals 1d8 extra damage. [b]Level 11:[/b] +2d8 damage. [b]Level 21:[/b] +3d8 damage.[/OOC], [OOC='[color=green]Agile Recovery[/color]'][B][color=green]Agile Recovery[/color][/B] At·Will Skill Utility 2 Minor Action, Personal [b]Requirement:[/b] Must be trained in Acrobatics. [b]Effect:[/b] You stand up.[/OOC], [OOC='[color=red]Berserker Fury[/color]'][B][color=red]Berserker Fury[/color][/B] Encounter Class Feature, Primal Minor Action (special), Personal [b]Trigger:[/b] You use a Barbarian attack power with the Primal keyword. [b]Effect:[/b] You enter Berserker Fury until the end of the encounter. While Berserker Fury is active:[list] [*] Your Defender Aura ends, if it was active, and and you cannot use Defender Aura or Vengeful Guardian until the fury ends. [*] Your melee basic attacks deal 1d8 extra damage. This extra damage increases to 2d8 at 11th level and 3d8 at 21st level. [*] Some of your powers, such as your barbarian martial at-will attack powers, gain additional benefits, as noted in those powers.[/list] [b]Special:[/b] You can use a minor action while you are bloodied to trigger Berserker Fury.[/OOC], [OOC='[color=red]Second Wind[/color]'][B][color=red]Second Wind[/color][/B] Encounter Standard Action, Personal [b]Effect:[/b] Spend a healing surge and gain hit points equal to your healing surge value. Also gain a +2 bonus to all defenses until the end of your next turn.[/OOC], [OOC='[color=red]Lifeblood[/color]'][B][color=red]Lifeblood[/color][/B] Racial Encounter Power Free Action, Personal [b]Trigger:[/b] You kill or bloody an enemy [b]Effect:[/b] You gain 1 of the following benefits:[list] [*] You shift up to your speed [*] You gain 8 temporary HP (equal to 5+1/2 your level) [*] You gain a +2 power bonus to attack rolls until the end of your next turn.[/list][/OOC], [OOC='[color=red]Batter Down[/color]'][B][color=red]Batter Down[/color][/B] [i]+7 vs AC, 4d4+3 (2d8+3) damage[/i] Encounter Attack 1, Martial, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 2[W] + Strength modifier damage, and you knock the target prone. [b]Critical Hit:[/b] +2d4 damage[/OOC], [OOC='[color=darkslategray]Life-Ending Strike[/color]'][B][color=darkslategray]Life-Ending Strike[/color][/B] [i]+7 vs AC, 8d4+3 (4d8+3) damage[/i] Daily Attack 5, Primal, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 4[W] + Strength modifier damage. [b]Critical Hit:[/b] +2d4 damage [b]Miss:[/b] Half damage. [b]Special:[/b] When charging, you can use this power in place of a melee basic attack. Using this power triggers Berserker Fury. [/OOC] [B]Notes[/B] . [b]Self[/b][list] [*] Resist: 6 Necrotic [*] Healing surge value drops -2 while bloodied. [*] +5 racial bonus to Bluff checks to pass for human. [*] If a power has different effects on living creatures and undead creatures, you choose which effect applies to you. [/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
At-Will Theme Utility Power, Polymorph, Primal Minor Action, Personal [b]Effect:[/b] You change from your humanoid form to the form of a wolf, or vice versa. When you change from wolf form to humanoid form, you can shift 1 square. While in wolf form, you retain your normal game statistics and size, but gain a +1 bonus to speed. Your equipment becomes part of your wolf form. You continue to gain the benefits of the equipment you wear, except shields and item powers. While equipment is part of your wolf form, it cannot be removed, and anything in a container that is part of your wolf form is inaccessible. You gain proficiency with your bite while in wolf form. Treat your bite as a melee weapon with a +3 proficiency bonus, a 1d8 damage die, and the enhancement bonus of your primary weapon. [b]Special:[/b] You can use this power only once per round.
At-Will Class Feature, Aura Minor Action, Personal [b]Effect:[/b] You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura. [b]Special:[/b] Defender Aura does not function while Berserker Fury is active.
At-Will Class Feature, Martial Opportunity Action, Personal [b]Trigger:[/b] An enemy subject to your defender aura either shifts or makes an attack that targets an ally of yours, without targeting you or an ally who has an active defender aura. [b]Effect:[/b] You make a melee basic attack against the triggering enemy and deal 1d8 extra damage to it. [b]Level 11:[/b] 2d8 extra damage. [b]Level 21:[/b] 3d8 extra damage. On a miss, the attack deals half damage to the triggering enemy. [b]Special:[/b] You cannot use Vengeful Guardian while Berserker Fury is active.
[i]+7 vs AC, 2d4+3 (1d8+3) damage[/i] At-Will Attack, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage. [b]Critical Hit:[/b] +2d4 damage [b]Special:[/b] While Berserker Fury is active, this attack deals an extra 1d8 damage.
[i]+7 vs AC, 2d4+3 (1d8+3) damage[/i] At·Will Attack, Martial, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage, and you push the target 1 square. You then shift 1 square into the space the target just left. [b]Critical Hit:[/b] +2d4 damage [b]Level 21:[/b] 2[W] + Strength modifier damage. [b]Berserker Fury:[/b] This attack gains the primal keyword and deals 1d6 extra damage. [b]Level 11:[/b] +2d6 damage. [b]Level 21[/b]: +3d6 damage.
[i]+7 vs AC, 2d4+3 (1d8+3) damage[/i] At-Will Attack, Martial, Weapon Standard Action, Melee weapon [b]Effect:[/b] You shift up to 2 squares before the attack. [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage. [b]Critical Hit:[/b] +2d4 damage Level 21: 2[W] +Strength modifier damage. [b]Berserker Fury:[/b] This attack gains the primal keyword and deals 1d8 extra damage. [b]Level 11:[/b] +2d8 damage. [b]Level 21:[/b] +3d8 damage.
At·Will Skill Utility 2 Minor Action, Personal [b]Requirement:[/b] Must be trained in Acrobatics. [b]Effect:[/b] You stand up.
Encounter Class Feature, Primal Minor Action (special), Personal [b]Trigger:[/b] You use a Barbarian attack power with the Primal keyword. [b]Effect:[/b] You enter Berserker Fury until the end of the encounter. While Berserker Fury is active:[list] [*] Your Defender Aura ends, if it was active, and and you cannot use Defender Aura or Vengeful Guardian until the fury ends. [*] Your melee basic attacks deal 1d8 extra damage. This extra damage increases to 2d8 at 11th level and 3d8 at 21st level. [*] Some of your powers, such as your barbarian martial at-will attack powers, gain additional benefits, as noted in those powers.[/list] [b]Special:[/b] You can use a minor action while you are bloodied to trigger Berserker Fury.
Encounter Standard Action, Personal [b]Effect:[/b] Spend a healing surge and gain hit points equal to your healing surge value. Also gain a +2 bonus to all defenses until the end of your next turn.
Racial Encounter Power Free Action, Personal [b]Trigger:[/b] You kill or bloody an enemy [b]Effect:[/b] You gain 1 of the following benefits:[list] [*] You shift up to your speed [*] You gain 8 temporary HP (equal to 5+1/2 your level) [*] You gain a +2 power bonus to attack rolls until the end of your next turn.[/list]
Powers
[i]+7 vs AC, 4d4+3 (2d8+3) damage[/i] Encounter Attack 1, Martial, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 2[W] + Strength modifier damage, and you knock the target prone. [b]Critical Hit:[/b] +2d4 damage
[i]+7 vs AC, 8d4+3 (4d8+3) damage[/i] Daily Attack 5, Primal, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 4[W] + Strength modifier damage. [b]Critical Hit:[/b] +2d4 damage [b]Miss:[/b] Half damage. [b]Special:[/b] When charging, you can use this power in place of a melee basic attack. Using this power triggers Berserker Fury.
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
Dragana is very typically vryloka: what she feels, she feels with every fibre of her being. Her passions drive her like a leaf before the wind. She wanders where she will, pursues whatever task sparks her interest. Mostly, that task is the same: The Hunt. Dragana staves off the ennui that comes with the bloodbond ritual with the thrill of the hunt ... and that special spike of pleasure that comes with the kill. In fact, everything Dragana does, sees, and feels is experienced through the lens of the Hunt. A conversation will turn to verbal sparring. A dance becomes a struggle for dominance (as she will not be led for long). She marks her prey, stalks it, sometimes toys with it, then pounces and feasts upon its heart.
Mannerisms and Appearance
Tall and well-muscled, pale of skin and red of lip, with flaming hair and eyes of ice. Dragana usually wears the hunting clothing of an aristocrat: breeches, tall boots, long tailed coat, and a lacy shirt. She disdains the ornate red rose-and-thorn motif favored by many of her brethren, opting instead for plain (though well-made and expertly tailored) gear in earthy tones (dark greens, browns, and black) more appropriate to her typical line of work. She wears a veneer of civility, appearing as some noblewoman or other, but there is a distinctly feral air about her. Her bearing is too catlike, her gaze too predatory, to be mistaken for genteel nobility for long.
Session and Campaign Notes
Concept: Enforcer. Theme: Pack Outcast Background Trait:
Companions and Allies
Background & Other Notes
Racial Features - Blood Dependency: When you are Bloodied, your healing surge value drops by 2. Human Heritage: You gain a +5 Racial bonus to Bluff checks to pass as human. Living Dead: Because your soul is tainted by undeath, you are both living and undead. If a power has different effects on living creatures and undead creatures, you choose which effect applies to you. Necrotic Resistance: You have necrotic resistance equal to 5+1/2 your level. Vampiric Heritage: When your class grants you a Utility power after 1st level, you can forgo taking that power. Instead, you gain the vryloka utility power of the same level. Lifeblood Power: You have the Lifeblood encounter power, described above. Class Features - Heartland (Arid Desert): While you are wearing cloth armor or no armor and not using a shield, you gain a + 3 bonus to AC and a + 2 bonus to Reflex. At 4th level, you gain resist 5 fire. The resistance increases to 10 at 14th level and 15 at 24th level. Defender Aura: Gain the Defender Aura power, described above. Poised Defender: While your defender aura is active and you're not wearing heavy armor, you gain a + 2 bonus to AC. Vengeful Guardian: You gain the Vengeful Guardian power, described above. Berserker Fury: Described in the Berseker Fury power block above. Theme Features (Pack Outcast, NWCS) - (Level 1) Body of the Wolf: Gain the Body of the Wolf power, describe above. Feats - (Level 1) Unarmored Agility: While wearing no armor or cloth armor, you gain a +2 feat bonus to AC. (Level 2) Skill Training (Stealth): Gain training in Stealth. Background "Now there's no holding back, I'm making to attack. My blood is singing with your voice, I want to pour it out. The saints can't help [you] now, the ropes have been unbound. I hunt for you with bloody feet across the hallowed ground." The first thirty years or so of Dragana's existence were utterly unremarkable. She spent her time as any good woman might: learning to sew, to cook, to care for a household, to navigate the petty political squabblings of the daily lives of minor nobility. Like many (perhaps even most) of the House and line of Vryloka, she knew little of her heritage. Yes, the House had once been powerful, yes they had been deposed and exiled ... but she never had an inkling of the true power of her heritage. This changed the night of her 33rd birthday, when her betrothed - a full Vryloka vampire named Vladimir Bulgakov - brought her to a secret meeting of the Inner Circle and presented her to the Head of House as his choice for the bloodbond ritual. There were trials: six other Masters had brought their choices and that night, as was custom, only one could receive the rite. Dragana surprised the gathering (herself most of all) by besting the others. She alone partook of the bloodbond, and by the time the moon rose the next night, Dragana had fully embraced the true nature of the Vryloka. The ritual changed her in profound and unexpected ways (though Vladimir had suspected as much). Something within her nature tore and let a more primal aspect of herself loose in a very literal fashion. Unlike many of her line, who must work with concentrated effort to awaken the shape-shifting magic in their blood, Dragana found she could take the form of a wolf immediately and at will. She would roam for days in her new form, reveling in the experience of life as beast, relishing - especially - the violent struggle for food. It wasn't long before Dragana fell in with a small wolfpack, and with her first kill the part of her that was torn by the bloodbond ritual snapped completely in two. She remained a wolf for two solid years, attaining the status of alpha within her pack and leading them in vicious raids against local livestock and, occasionally, the local peasants. It was only after the concentrated efforts of peasants and vryloka lords alike killed the rest of her pack that Dragana shifted back to her human form and returned home. Vladimir was overjoyed, but not for the reasons others believed. Before him stood the result of more than 50 years of subtle manipulations, scheming, and planning. Here was a tool, a soldier, he would use the claim his place as Head of House and lead the Vryloka out of the shadows into their rightful place of power in the world. He failed. His coup was discovered before it came to fruition, Vladimir's true nature discovered, and he was left staked in the sun. Dragana fled. She had long known of her lover's true nature and would have been killed along with him. Dragana roamed the world for the next thirty years. Sometimes pretending to be a huge wolf with a reddish coat and ice-blue eyes, sometimes pretending to a human with fiery hair and an icy stare, but always hunting. Dragana came to the Necropolis in part from curiosity and in part from necessity. She had long heard rumors of the City where the Dead walked as masters instead of monsters, and desired to know the place for herself. The opportunity came on the heels of a particularly bad turn with as a bounty hunter. A would-be monster slayer saw her shift forms and drink the blood of a fallen foe. It didn't take long to put together a group of would-be heroes, and the Hunter found herself the hunted. She managed to kill half their number in a month-long game of cat and mouse before they happened upon a real witchslayer. Armed with divine magic and a zealot's determination, Dragana's playthings turned far more dangerous - and tenacious - than she had ever imagined. It was by dumb luck that she happened upon the boarders of the Necropolis, and that her pursuers were set upon by a roving pack of ghouls. Just when hope seemed lost, Dragana was finally able to throw off her pursuers and escape. The violence of existing (for "life" is not what happens within the City) in Necropolis appealed to her. She could be a Beast in human form openly and without remorse, and actually be accepted by the other denizens of the City. Her knack for tracking the lost eventually brought her to the attention of the Grave Mother. Even the subtlest of operations requires enforcers, and here was one who seemed to fit the bill. The Red Wolf was too happy to accept the Grave Mother's offer to join her Grave Worms and quickly cemented her position as enforcer and eraser.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games