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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]:[/b][hr][/hr][hr][/hr][hr][/hr][hr][/hr] [spoiler=Background Information] [b][u]Background benefit[/u][/b]: [list][*][ooc=Auspicious Birth]Use highest stat for starting HP.[/ooc][/list] [b][u]Racial Features[/u][/b] [list][*][ooc=Warforged Mind]+1 Will[/ooc] [/list] [/spoiler][spoiler=Class Features] [b][u]Class Features[/u][/b] [list][*][ooc=Nature's Wrath Hybrid]Once during each of your turns, you can mark one adjacent enemy as a free action. This marks lasts until then end of your next turn. You gain Warden's Fury and Warden's Grasp at-will powers listed above.[/ooc] [*][ooc=Oath of Enmity Hybrid]Gain Oath of Enmity power. Hybrid version only works with Avenger powers[/ooc] [*][ooc=Warden's Armored Might: Wildblood]Gain proficiency with Hide Armor, Heavy Shields, etc. Also, while not wearing heavy armor, you can use your Wis mod in place of Dex or Int to determine AC. In addition, when you use your Second Wind, each enemy marked by you takes an additional Wis Mod penalty to attack rolls that do not include you as a target.[/ooc] [/list] [b][u]Feats[/u][/b] [list][*][ooc=Hybrid Talent: Wildblood Armored Agility]Gain Warden's Armored Might class feature and Wildblood Guardian Might class feature.[/ooc] [*][ooc=Spiked Chain Training]You gain proficiency with the spiked chain. You can treat the spiked chain as a double weapon. As a double weapon, each end of the spiked chain is a light blade and deals 2d4 damage. The primary end gains the stout property, and the secondary end gains the off-hand property.[/ooc] [*][ooc=Flail Expertise]+1/2/3 with weapon attacks using a flail. Also, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.[/ooc] [*][ooc=Power of Skill]Gain +1 feat bonus to trained skills. You can use Overwhelming Strike as a Basic Attack.[/ooc] [*][ooc=Avenging Resolution]vs. oath target, damage rolls of 1 or 2 count as 3's[/ooc] [/list] [/spoiler][spoiler=Item Information] [b][u]Item Properties[/u][/b] [list][*][ooc=Boots of the Fencing Master]Gain a +1 Item bonus to AC and Reflex til ENT after shifting. Gain Item power above.[/ooc] [*][ooc=Vanguard Spiked Chain +2]+2 Enhancement. +1d8 damage on charges. Gain Daily item power above[/ooc][*][ooc=Battle Harness Hide Armor +2]+2 Enh AC and power bonus to Initiative. As a free action, you can draw a sheathed weapon or retrieve a stowed item.[/ooc] [*][ooc=Badge of the Berserker +2]+2 to NADs. When you charge, your movement doesn't provoke OAs.[/ooc] [*][ooc=Horned Helm]+1d6 damage to charges.[/ooc] [*][ooc=Iron Armbands of Power]+2 item bonus to damage to Melee attacks[/ooc] [*][ooc=Symbol of Scorned Fate +1]+1 Enh. +1d8 to crits. Gain Encounter Item Power above.[/ooc] [*][ooc=Blood Fury Greatsword +1]+1 Enh. +1d8 or +1d12 while bloodied to crits. Gain Encounter Item Power above.[/ooc] [/list] [/spoiler]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=357382][size=4][B]CREIA[/B][/size][/url], Warforged Hybrid Wildblood Warden/Avenger [B]Init[/B] +7 [B]HP[/B] 83/83 [B]Bloodied[/B] 41 [B]Healing Surge[/B] 20 (0 used /9) [B]AC[/B] 24 [B]Fort[/B] 22 [B]Reflex[/B] 18 [B]Will[/B] 21 [B]Speed[/B] 6 [B]Str[/B] 20 (+5) [B]Con[/B] 13 (+1) [B]Dex[/B] 13 (+1) [B]Int[/B] 8 (-1) [B]Wis[/B] 18 (+4) [B]Cha[/B] 10 (0) [OOC='[color=green]Warden's Fury (PHB2)[/color]'][B][color=green]Warden's Fury (PHB2)[/color][/B] [color=green]At-Will[/color]; [u]Primal, Weapon[/u] [i]Immediate Interrupt[/i], Melee Weapon [b]Trigger:[/b] An enemy marked by you makes an attack that does not include you as a target. [b]Target:[/b] The Triggering enemy [b]Str vs. Fort:[/b] 1[W]+Str damage. The target grants Combat Advantage to you and your allies until the end of your next turn. [color=purple][i][list] [*][u]Flail Expertise:[/u] +1 to hit [/list][/i][/color][/OOC], [OOC='[color=green]Warden's Grasp (PHB2)[/color]'][B][color=green]Warden's Grasp (PHB2)[/color][/B] [color=green]At-Will[/color]; [u]Primal[/u] [i]Immediate Reaction[/i], Close Burst 5 [b]Trigger:[/b] An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target. [b]Target:[/b] The Triggering enemy in burst [b]Effect:[/b] You slide the target 1 square. The target is slowed and cannot shift until the end of its turn. [color=purple][i][list] [/list][/i][/color][/OOC], [OOC='[color=green]Overwhelming Strike (PHB2)[/color]'][B][color=green]Overwhelming Strike (PHB2)[/color][/B] [color=green]At-Will[/color]; [u]Divine, Weapon[/u] [i]Standard Action[/i], Melee Weapon [b]Wis vs. AC:[/b] 1[W]+ Wis Damage. Shift 1 and slide the enemy 1 into the square you left. [b]Power of Skill:[/b] This counts as an MBA. [color=purple][i][list] [*][u]Flail Expertise:[/u] +1 to hit, also you may knock prone instead of sliding. [*][u]Boots of the Fencing Master:[/u] Gain +1 item bonus to AC/Reflex when shifting. [*][u]Vanguard Spiked Chain:[/u] +1d8 damage on successful charges. [*][u]Horned Helm:[/u] +1d6 damage on charges. [/list][/i][/color][/OOC], [OOC='[color=green]Resilence of Life (PP)[/color]'][B][color=green]Resilence of Life (PP)[/color][/B] [color=green]At-Will[/color]; [u]Primal, Weapon[/u] [i]Standard Action[/i], Melee Weapon [b]Target:[/b] One Creature [b]Str vs. AC:[/b] 1[W] + Str damage, and an ally adjacent to you gains THP equal to your Wis Mod. [color=purple][i][list] [*][u]Flail Expertise:[/u] +1 to hit [/list][/i][/color][/OOC], [OOC='[color=red]Second Wind (PHB)[/color]'][B][color=red]Second Wind (PHB)[/color][/B] [color=red]Encounter[/color]; [u][/u] [i]Standard Action[/i], Personal [b]Effect:[/b] You spend a healing surge and regain hit points as well as gain +2 bonus to all defenses until the start of the next turn. [color=purple][i][list] [*][u]Lifespirit Guardian Might:[/u] An ally within 5 squares can also spend a healing surge and roll a saving throw. [/list][/i][/color][/OOC], [OOC='[color=red]Warforged Resolve (EPG)[/color]'][B][color=red]Warforged Resolve (EPG)[/color][/B] [color=red]Encounter[/color]; [u]Healing[/u] [i]Minor Action[/i], Personal [b]Effect:[/b] You gain a number of temporary hit points equal to 3 + one-half your level and can make a saving throw against one effect on you that deals ongoing damage. If you are bloodied, you also regain hit points equal to 3 + one-half your level.[/OOC], [OOC='[color=red]Oath of Enmity (PHB2)[/color]'][B][color=red]Oath of Enmity (PHB2)[/color][/B] [color=red]Encounter (Special)[/color]; [u]Divine[/u] [i]Minor Action[/i], Close burst 10 [b]Target:[/b] One enemy you can see in burst [b]Effect:[/b] 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. When the target dies, you regain this power. [color=purple][i][list] [/list][/i][/color][/OOC], [OOC='[color=red]Wildblood Frenzy (PHB2)[/color]'][B][color=red]Wildblood Frenzy (PHB2)[/color][/B] [color=red]Encounter[/color]; [u]Primal, Weapon[/u] [i]Standard Action[/i], Melee Weapon [b]Target:[/b] One creature [b]Str vs. AC[/b] 1[W] + Str dmg. [b]WIldblood:[/b] The attack deals Wis Mod extra damage. [b]Effect:[/b] Make the attack one more time against the same target or a different one. [color=purple][i][list] [*][u]Flail Expertise:[/u] +1 to hit [/list][/i][/color][/OOC], [OOC='[color=red]Fury's Advance (DP)[/color]'][B][color=red]Fury's Advance (DP)[/color][/B] [color=red]Encounter[/color]; [u]Divine, Weapon[/u] [i]Minor Action[/i], Melee Weapon [b]Target:[/b] One creature [b]Wis vs. AC[/b] 1[W] dmg. You push the target 1 square, and it takes 3 damage for each of your allies adjacent to it after the push. You then shift 1 square to a square adjacent to the target. [color=purple][i][list] [*][u]Flail Expertise:[/u] +1 to hit. [*][u]Boots of the Fencing Master:[/u] Gain +1 item bonus to AC/Reflex when shifting. [/list][/i][/color][/OOC], [OOC='[color=red]Guardian's Pounce (DP)[/color]'][B][color=red]Guardian's Pounce (DP)[/color][/B] [color=red]Encounter[/color]; [u]Primal, Weapon[/u] [i]Immediate Reaction[/i], Melee 1 [b]Target:[/b] The triggering enemy [b]Trigger:[/b] An enemy enters a square adjacent to an ally within 3 squares of you on its turn [b]WIldblood:[/b] Add your Wis Mod to the number of squares away from the ally you can be [b]Effect:[/b] You shift your speed to a square adjacent to the triggering enemy and then make the following attack. [b]Str vs. AC[/b] 1[W] + Str dmg, and the target takes a -5 penalty to attack rolls until the end of its turn. [color=purple][i][list] [*][u]Flail Expertise:[/u] +1 to hit. [*][u]Boots of the Fencing Master:[/u] Gain +1 item bonus to AC/Reflex when shifting. [/list][/i][/color][/OOC], [OOC='[color=blue]Wardens Tempest (PrP)[/color][color=red] [Encounter][/color]'][B][color=blue]Wardens Tempest (PrP)[/color][color=red] [Encounter][/color][/B] [color=red]Encounter[/color]; [u]Primal[/u] [i]Minor Action[/i], Melee 1 [b]Target:[/b] One enemy marked by you [b]Effect:[/b] Slide the target 1 square [color=purple][i][list] [/list][/i][/color][/OOC], [OOC='[color=blue]Aspect of Agility (PHB2)[/color][color=red] [Encounter][/color]'][B][color=blue]Aspect of Agility (PHB2)[/color][color=red] [Encounter][/color][/B] [color=red]Encounter[/color]; [u]Divine[/u] [i]Move Action[/i], Personal [b]Effect:[/b] Shift 5 and gain +2 AC and Ref until ENT[/OOC], [OOC='[color=orange]Boots of the Fencing Master (AV)[/color] [color=red][Encounter][/color]'][B][color=orange]Boots of the Fencing Master (AV)[/color] [color=red][Encounter][/color][/B] [color=red]Encounter[/color]; [u][/u] [i]Minor Action[/i], Personal [b]Effect:[/b] Shift 2 squares.[/OOC], [OOC='[color=orange]Blood Fury Weapon (AV2)[/color] [color=red][Encounter][/color]'][B][color=orange]Blood Fury Weapon (AV2)[/color] [color=red][Encounter][/color][/B] [color=red]Encounter[/color]; [u][/u] [i]Minor Action[/i], Personal [b]Effect:[/b] You are considered bloodied for all purposes until your ENT.[/OOC], [OOC='[color=orange]Symbol of Scorned Fate (D388)[/color] [color=red][Encounter][/color]'][B][color=orange]Symbol of Scorned Fate (D388)[/color] [color=red][Encounter][/color][/B] [color=red]Encounter[/color]; [u][/u] [i]Free Action[/i], Personal [b]Trigger:[/b] You fail your first saving throw against an effect. [b]Effect:[/b] The effect against which you failed your saving throw does not affect you until the end of your next turn. If the effect changes or has an additional effect after you fail your first saving throw, the triggering saving throw does not count as the first failed saving throw.[/OOC], [OOC='[color=grey]Form of the Fearsome Ram (PHB2)[/color]'][B][color=grey]Form of the Fearsome Ram (PHB2)[/color][/B] [color=grey]Daily[/color]; [u]Polymorph, Primal[/u] [i]Minor Action[/i], Personal [b]Effect:[/b] You assume the guardian form of the fearsome ram until the end of the encounter. While you are in this form, you gain a +2 power bonus to speed and a +2 bonus to charge attack rolls. In addition, when you hit a target with an at-will attack power, you push the target 1 square or 1 extra square if already pushes. Once during the encounter, you can use the following attack: [color=grey]Encounter (Special)[/color]; [u]Polymorph, Primal, Weapon[/u] [i]Standard Action[/i], Melee Weapon [b]Target:[/b] One creature [b]Effect:[/b] Before the attack, shift your speed. [b]Str vs. Fort:[/b] 2[W] + Str damage and you push the target 3 squares and knock it prone. You then shift into a space that must be adjacent to the target. [b]Miss:[/b] Half damage and you push the target 1 square. You then shift into the square the target vacated. [color=purple][i][list] [*][u]Flail Expertise:[/u] +1 to hit. [*][u]Boots of the Fencing Master:[/u] Gain +1 item bonus to AC/Reflex when shifting. [/list][/i][/color][/OOC], [OOC='[color=grey]Form of the Oak Sentinel (PHB2)[/color]'][B][color=grey]Form of the Oak Sentinel (PHB2)[/color][/B] [color=grey]Daily[/color]; [u]Polymorph, Primal[/u] [i]Minor Action[/i], Personal [b]Effect:[/b] You assume the guardian form of the Oak Sentinel until the end of the encounter. While you are in this form, your melee reach increases by 1. In addition, any enemy that hits you with a melee attack takes damage equal to your Str Mod. Once during the encounter, you can use the following attack: [color=grey]Encounter (Special)[/color]; [u]Polymorph, Primal, Weapon[/u] [i]Immediate Interrupt[/i], Melee Weapon [b]Target:[/b] The triggering enemy [b]Trigger:[/b] An enemy within your reach makes a melee attack against your ally. [b]Str vs. AC:[/b] 2[W] + Str damage. [b]Miss:[/b] Half damage. [b]Effect:[/b] You become the target of the triggering attack, even if you aren't within that attack's range. [color=purple][i][list] [*][u]Flail Expertise:[/u] +1 to hit. [/list][/i][/color][/OOC], [OOC='[color=grey]Strength of Many (DP)[/color]'][B][color=grey]Strength of Many (DP)[/color][/B] [color=grey]Daily[/color]; [u]Divine, Weapon[/u] [i]Standard Action[/i], Melee Weapon [b]Target:[/b] One creature [b]Effect:[/b] Whenever you make a damage roll before the end of your next turn, you gain a +2 bonus for each ally within 2 squares of you. [b]Wis vs. AC:[/b] 3[W] + Wis dmg. [b]Miss:[/b] Half dmg. [color=purple][i][list] [*][u]Flail Expertise:[/u] +1 to hit. [/list][/i][/color][/OOC], [OOC='[color=orange]Other Item Powers[/color]'][B][color=orange]Other Item Powers[/color][/B] [list=1] [*][b][u][color=grey]Vanguard Weapon Power[/color][/u][/b] [color=grey]Daily[/color]; [u][/u] [i]Minor Action[/i], Personal [b]Requirement:[/b] You must use this when you make a charge attack. [b]Effect:[/b] If you hit with the charge, all allies within 10 squares, gain a +1 bonus to attack rolls and gain your Cha Mod as a bonus to damage rolls until the your SNT. [/list][/OOC] [B]Notes[/B] [b]:[/b][hr][/hr][hr][/hr][hr][/hr][hr][/hr] [spoiler=Background Information] [b][u]Background benefit[/u][/b]: [list][*][ooc=Auspicious Birth]Use highest stat for starting HP.[/ooc][/list] [b][u]Racial Features[/u][/b] [list][*][ooc=Warforged Mind]+1 Will[/ooc] [/list] [/spoiler][spoiler=Class Features] [b][u]Class Features[/u][/b] [list][*][ooc=Nature's Wrath Hybrid]Once during each of your turns, you can mark one adjacent enemy as a free action. This marks lasts until then end of your next turn. You gain Warden's Fury and Warden's Grasp at-will powers listed above.[/ooc] [*][ooc=Oath of Enmity Hybrid]Gain Oath of Enmity power. Hybrid version only works with Avenger powers[/ooc] [*][ooc=Warden's Armored Might: Wildblood]Gain proficiency with Hide Armor, Heavy Shields, etc. Also, while not wearing heavy armor, you can use your Wis mod in place of Dex or Int to determine AC. In addition, when you use your Second Wind, each enemy marked by you takes an additional Wis Mod penalty to attack rolls that do not include you as a target.[/ooc] [/list] [b][u]Feats[/u][/b] [list][*][ooc=Hybrid Talent: Wildblood Armored Agility]Gain Warden's Armored Might class feature and Wildblood Guardian Might class feature.[/ooc] [*][ooc=Spiked Chain Training]You gain proficiency with the spiked chain. You can treat the spiked chain as a double weapon. As a double weapon, each end of the spiked chain is a light blade and deals 2d4 damage. The primary end gains the stout property, and the secondary end gains the off-hand property.[/ooc] [*][ooc=Flail Expertise]+1/2/3 with weapon attacks using a flail. Also, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.[/ooc] [*][ooc=Power of Skill]Gain +1 feat bonus to trained skills. You can use Overwhelming Strike as a Basic Attack.[/ooc] [*][ooc=Avenging Resolution]vs. oath target, damage rolls of 1 or 2 count as 3's[/ooc] [/list] [/spoiler][spoiler=Item Information] [b][u]Item Properties[/u][/b] [list][*][ooc=Boots of the Fencing Master]Gain a +1 Item bonus to AC and Reflex til ENT after shifting. Gain Item power above.[/ooc] [*][ooc=Vanguard Spiked Chain +2]+2 Enhancement. +1d8 damage on charges. Gain Daily item power above[/ooc][*][ooc=Battle Harness Hide Armor +2]+2 Enh AC and power bonus to Initiative. As a free action, you can draw a sheathed weapon or retrieve a stowed item.[/ooc] [*][ooc=Badge of the Berserker +2]+2 to NADs. When you charge, your movement doesn't provoke OAs.[/ooc] [*][ooc=Horned Helm]+1d6 damage to charges.[/ooc] [*][ooc=Iron Armbands of Power]+2 item bonus to damage to Melee attacks[/ooc] [*][ooc=Symbol of Scorned Fate +1]+1 Enh. +1d8 to crits. Gain Encounter Item Power above.[/ooc] [*][ooc=Blood Fury Greatsword +1]+1 Enh. +1d8 or +1d12 while bloodied to crits. Gain Encounter Item Power above.[/ooc] [/list] [/spoiler]
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
[color=green]At-Will[/color]; [u]Primal, Weapon[/u] [i]Immediate Interrupt[/i], Melee Weapon [b]Trigger:[/b] An enemy marked by you makes an attack that does not include you as a target. [b]Target:[/b] The Triggering enemy [b]Str vs. Fort:[/b] 1[W]+Str damage. The target grants Combat Advantage to you and your allies until the end of your next turn. [color=purple][i][list] [*][u]Flail Expertise:[/u] +1 to hit [/list][/i][/color]
[color=green]At-Will[/color]; [u]Primal[/u] [i]Immediate Reaction[/i], Close Burst 5 [b]Trigger:[/b] An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target. [b]Target:[/b] The Triggering enemy in burst [b]Effect:[/b] You slide the target 1 square. The target is slowed and cannot shift until the end of its turn. [color=purple][i][list] [/list][/i][/color]
[color=green]At-Will[/color]; [u]Divine, Weapon[/u] [i]Standard Action[/i], Melee Weapon [b]Wis vs. AC:[/b] 1[W]+ Wis Damage. Shift 1 and slide the enemy 1 into the square you left. [b]Power of Skill:[/b] This counts as an MBA. [color=purple][i][list] [*][u]Flail Expertise:[/u] +1 to hit, also you may knock prone instead of sliding. [*][u]Boots of the Fencing Master:[/u] Gain +1 item bonus to AC/Reflex when shifting. [*][u]Vanguard Spiked Chain:[/u] +1d8 damage on successful charges. [*][u]Horned Helm:[/u] +1d6 damage on charges. [/list][/i][/color]
[color=green]At-Will[/color]; [u]Primal, Weapon[/u] [i]Standard Action[/i], Melee Weapon [b]Target:[/b] One Creature [b]Str vs. AC:[/b] 1[W] + Str damage, and an ally adjacent to you gains THP equal to your Wis Mod. [color=purple][i][list] [*][u]Flail Expertise:[/u] +1 to hit [/list][/i][/color]
[color=red]Encounter[/color]; [u][/u] [i]Standard Action[/i], Personal [b]Effect:[/b] You spend a healing surge and regain hit points as well as gain +2 bonus to all defenses until the start of the next turn. [color=purple][i][list] [*][u]Lifespirit Guardian Might:[/u] An ally within 5 squares can also spend a healing surge and roll a saving throw. [/list][/i][/color]
[color=red]Encounter[/color]; [u]Healing[/u] [i]Minor Action[/i], Personal [b]Effect:[/b] You gain a number of temporary hit points equal to 3 + one-half your level and can make a saving throw against one effect on you that deals ongoing damage. If you are bloodied, you also regain hit points equal to 3 + one-half your level.
[color=red]Encounter (Special)[/color]; [u]Divine[/u] [i]Minor Action[/i], Close burst 10 [b]Target:[/b] One enemy you can see in burst [b]Effect:[/b] 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. When the target dies, you regain this power. [color=purple][i][list] [/list][/i][/color]
[color=red]Encounter[/color]; [u]Primal, Weapon[/u] [i]Standard Action[/i], Melee Weapon [b]Target:[/b] One creature [b]Str vs. AC[/b] 1[W] + Str dmg. [b]WIldblood:[/b] The attack deals Wis Mod extra damage. [b]Effect:[/b] Make the attack one more time against the same target or a different one. [color=purple][i][list] [*][u]Flail Expertise:[/u] +1 to hit [/list][/i][/color]
[color=red]Encounter[/color]; [u]Divine, Weapon[/u] [i]Minor Action[/i], Melee Weapon [b]Target:[/b] One creature [b]Wis vs. AC[/b] 1[W] dmg. You push the target 1 square, and it takes 3 damage for each of your allies adjacent to it after the push. You then shift 1 square to a square adjacent to the target. [color=purple][i][list] [*][u]Flail Expertise:[/u] +1 to hit. [*][u]Boots of the Fencing Master:[/u] Gain +1 item bonus to AC/Reflex when shifting. [/list][/i][/color]
[color=red]Encounter[/color]; [u]Primal, Weapon[/u] [i]Immediate Reaction[/i], Melee 1 [b]Target:[/b] The triggering enemy [b]Trigger:[/b] An enemy enters a square adjacent to an ally within 3 squares of you on its turn [b]WIldblood:[/b] Add your Wis Mod to the number of squares away from the ally you can be [b]Effect:[/b] You shift your speed to a square adjacent to the triggering enemy and then make the following attack. [b]Str vs. AC[/b] 1[W] + Str dmg, and the target takes a -5 penalty to attack rolls until the end of its turn. [color=purple][i][list] [*][u]Flail Expertise:[/u] +1 to hit. [*][u]Boots of the Fencing Master:[/u] Gain +1 item bonus to AC/Reflex when shifting. [/list][/i][/color]
[color=red]Encounter[/color]; [u]Primal[/u] [i]Minor Action[/i], Melee 1 [b]Target:[/b] One enemy marked by you [b]Effect:[/b] Slide the target 1 square [color=purple][i][list] [/list][/i][/color]
[color=red]Encounter[/color]; [u]Divine[/u] [i]Move Action[/i], Personal [b]Effect:[/b] Shift 5 and gain +2 AC and Ref until ENT
[color=red]Encounter[/color]; [u][/u] [i]Minor Action[/i], Personal [b]Effect:[/b] Shift 2 squares.
[color=red]Encounter[/color]; [u][/u] [i]Minor Action[/i], Personal [b]Effect:[/b] You are considered bloodied for all purposes until your ENT.
Powers
[color=red]Encounter[/color]; [u][/u] [i]Free Action[/i], Personal [b]Trigger:[/b] You fail your first saving throw against an effect. [b]Effect:[/b] The effect against which you failed your saving throw does not affect you until the end of your next turn. If the effect changes or has an additional effect after you fail your first saving throw, the triggering saving throw does not count as the first failed saving throw.
[color=grey]Daily[/color]; [u]Polymorph, Primal[/u] [i]Minor Action[/i], Personal [b]Effect:[/b] You assume the guardian form of the fearsome ram until the end of the encounter. While you are in this form, you gain a +2 power bonus to speed and a +2 bonus to charge attack rolls. In addition, when you hit a target with an at-will attack power, you push the target 1 square or 1 extra square if already pushes. Once during the encounter, you can use the following attack: [color=grey]Encounter (Special)[/color]; [u]Polymorph, Primal, Weapon[/u] [i]Standard Action[/i], Melee Weapon [b]Target:[/b] One creature [b]Effect:[/b] Before the attack, shift your speed. [b]Str vs. Fort:[/b] 2[W] + Str damage and you push the target 3 squares and knock it prone. You then shift into a space that must be adjacent to the target. [b]Miss:[/b] Half damage and you push the target 1 square. You then shift into the square the target vacated. [color=purple][i][list] [*][u]Flail Expertise:[/u] +1 to hit. [*][u]Boots of the Fencing Master:[/u] Gain +1 item bonus to AC/Reflex when shifting. [/list][/i][/color]
[color=grey]Daily[/color]; [u]Polymorph, Primal[/u] [i]Minor Action[/i], Personal [b]Effect:[/b] You assume the guardian form of the Oak Sentinel until the end of the encounter. While you are in this form, your melee reach increases by 1. In addition, any enemy that hits you with a melee attack takes damage equal to your Str Mod. Once during the encounter, you can use the following attack: [color=grey]Encounter (Special)[/color]; [u]Polymorph, Primal, Weapon[/u] [i]Immediate Interrupt[/i], Melee Weapon [b]Target:[/b] The triggering enemy [b]Trigger:[/b] An enemy within your reach makes a melee attack against your ally. [b]Str vs. AC:[/b] 2[W] + Str damage. [b]Miss:[/b] Half damage. [b]Effect:[/b] You become the target of the triggering attack, even if you aren't within that attack's range. [color=purple][i][list] [*][u]Flail Expertise:[/u] +1 to hit. [/list][/i][/color]
[color=grey]Daily[/color]; [u]Divine, Weapon[/u] [i]Standard Action[/i], Melee Weapon [b]Target:[/b] One creature [b]Effect:[/b] Whenever you make a damage roll before the end of your next turn, you gain a +2 bonus for each ally within 2 squares of you. [b]Wis vs. AC:[/b] 3[W] + Wis dmg. [b]Miss:[/b] Half dmg. [color=purple][i][list] [*][u]Flail Expertise:[/u] +1 to hit. [/list][/i][/color]
[list=1] [*][b][u][color=grey]Vanguard Weapon Power[/color][/u][/b] [color=grey]Daily[/color]; [u][/u] [i]Minor Action[/i], Personal [b]Requirement:[/b] You must use this when you make a charge attack. [b]Effect:[/b] If you hit with the charge, all allies within 10 squares, gain a +1 bonus to attack rolls and gain your Cha Mod as a bonus to damage rolls until the your SNT. [/list]
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
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games