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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
+2 saves vs daze, dominate, stun +2 saves vs ongoing damage (armour) Enemies take -5 to attacks from >5sq away
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=370166][size=4][B]Alyvine Silvarin [/B][/size][/url], Hamadryad Druid Protector [B]Init[/B] +8 [B]HP[/B] 26/60 [B]Bloodied[/B] 30 [B]Healing Surge[/B] 15 (0 used /8) [B]AC[/B] 23 [B]Fort[/B] 17 [B]Reflex[/B] 21 [B]Will[/B] 22 [B]Speed[/B] 7 [B]Str[/B] 8 (-1) [B]Con[/B] 13 (+1) [B]Dex[/B] 18 (+4) [B]Int[/B] 10 (0) [B]Wis[/B] 20 (+5) [B]Cha[/B] 14 (+2) [OOC='[STRIKE][color=darkred][b]Hamadrayad Aspects: Racial[/b][/color][/STRIKE]'][B][color=darkred][b]Hamadrayad Aspects: Racial[/b][/color][/B] Encounter Minor Action Personal Effect: Choose one of the following aspects each time you use this power. You gain that aspect's benefits. +Spellbinding Beauty: Every enemy that can see you grants combat advantage to you until the end of your next turn. +Wooden Form: You gain resist 5 to all damage until the end of your next turn. Level 11: Resist 10.[/OOC], [OOC='[color=darkred][b]Nature's Growth: Druid Utility[/b][/color]'][B][color=darkred][b]Nature's Growth: Druid Utility[/b][/color][/B] Encounter + Primal, Zone Minor Action Area burst 1 within 10 squares (burst 2 at 11th level and burst 3 at 21st level) Effect: The burst creates a zone that lasts until the end of the encounter. The zone is difficult terrain for all creatures except you. You can dismiss the zone as a minor action. Circle of Shelter: Allies ignore difficult terrain created by this power[/OOC], [OOC='[color=darkgreen][b]Air Spirit: Primal Attunement[/b][/color]'][B][color=darkgreen][b]Air Spirit: Primal Attunement[/b][/color][/B] At-Will + Conjuration, Primal Minor Action Ranged 5 Effect: You conjure an air spirit in an unoccupied square within range. The spirit lasts until the end of your next turn or until you use this power again. When the spirit appears, it can pick up or manipulate an object weighing 20 pounds or less. As a minor action, you cause the spirit to pick up or manipulate a different object of the specified weight. As a move action, you move the spirit up to 5 squares. As a free action, you cause the spirit to drop an object it is holding. As a minor action, you cause the spirit to shed bright light in a 4-square radius. You can extinguish this light as a free action. Sustain Minor: The spirit persists until the end of your next turn.[/OOC], [OOC='[color=darkgreen][b]Call the Spirits: Primal Attunement[/b][/color]'][B][color=darkgreen][b]Call the Spirits: Primal Attunement[/b][/color][/B] At-Will + Primal Standard Action Close burst 5 Effect: You use this power to produce one of the following effects. + Cause one candle, torch, lantern, or campfire in the burst to burn more brightly, increasing the radius of its illumination by 1. + Open or close a door in the burst that is not latched, locked, or stuck. + Create a light gust of wind that can blow small, unattended objects in the burst that weigh less than 1 pound to any other location in the burst. + Create sparks from your fingertips that can light one candle, torch, or campfire in the burst. Special: Nothing you do with this power can deal damage or hinder another creature's actions. This power cannot duplicate the effect of any other power[/OOC], [OOC='[color=darkred][b]Verdant Touch: Primal Attunement[/b][/color]'][B][color=darkred][b]Verdant Touch: Primal Attunement[/b][/color][/B] Encounter + Primal Minor Action Close burst 1 Effect: You can turn difficult terrain in the burst into normal terrain until the end of your next turn, but only if the terrain is composed of grass, underbrush, vines, or similar growth and was not created by a power. You can also use this power to cause plants in the burst to blossom with flowers and to cause small plants or grass in the burst to begin growing in barren terrain.[/OOC], [OOC='[color=black][b]Summon Nature's Ally: Daily[/b][/color]'][B][color=black][b]Summon Nature's Ally: Daily[/b][/color][/B] Daily(2/day)+ Primal, Summoning Standard Action Ranged 5 Effect: You summon a creature associated with your Primal Aspect (such as Primal Guardian or Primal Predator) and of your level or lower. The creature appears in an unoccupied space within range. It is an ally to you and your allies. The creature lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the creature's description. You must have line of effect to the creature to command it. When you command the creature, you and the creature share knowledge but not senses. When the creature makes a check, you make it using your game statistics, not including any temporary bonuses or penalties. The creature lasts until it drops below 1 hit point, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter.[/OOC], [OOC='[color=darkgreen][b]Wild Shape: Druid Utility[/b][/color]'][B][color=darkgreen][b]Wild Shape: Druid Utility[/b][/color][/B] At-Will (Special)+ Polymorph, Primal Minor Action Personal Effect: You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form, you can shift 1 square. While you are in beast form, you can't use weapon or implement attack powers that lack the beast form keyword,although you can sustain such powers. You choose a specific form whenever you use this power to change into beast form. The beast form is your size, resembles a natural beast or a fey beast, and normally doesn't change your game statistics. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear, except a shield. You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible. Special: You can use this power only once per round.[/OOC], [OOC='[color=darkgreen][b]Fire Hawk: At-Will Attack[/b][/color]'][B][color=darkgreen][b]Fire Hawk: At-Will Attack[/b][/color][/B] At-Will. Fire, Implement, Primal Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 +Wisdom modifier fire damage. Until the start of your next turn, you can make the following secondary attack against the target Opportunity Action Ranged 10 Trigger: The target takes any action that can provoke opportunity attacks Secondary Attack: Wisdom vs. Reflex Hit: 1d8 +Wisdom modifier fire damage.[/OOC], [OOC='[b][color=darkgreen]Magic Stones: At-Will Attack[/b][/color]'][B][b][color=darkgreen]Magic Stones: At-Will Attack[/b][/color][/B] At-Will + Implement, Primal Standard Action Ranged 10 Target: One, two, or three creatures Attack: Wisdom vs. Reflex Hit: 1d4 +Wisdom modifier damage, and you can push the target 1 square. level 21: 2d4 +Wisdom modifier damage.[/OOC], [OOC='[STRIKE][color=darkred][b]Call Forth the Spirit Pack[/b][/color][/STRIKE]'][B][color=darkred][b]Call Forth the Spirit Pack[/b][/color][/B] Encounter. Implement, Primal Standard Action Close burst 5 Target: One or two creatures in burst Attack: Wisdom vs. Reflex Hit:1d6+Wisdom modifier damage and the target is knocked prone. If the target is marked by one of your allies, the target takes 1d6 extra damage[/OOC], [OOC='[STRIKE][b][color=black]Healing Seed: Utility 2[/b][/color][/STRIKE]'][B][b][color=black]Healing Seed: Utility 2[/b][/color][/B] Daily • Healing, Primal Minor Action Personal Effect: You spend a healing surge but regain no hit points. Instead, you create a golden seed the size of an acorn. The seed lasts until it is eaten or until the end of your next extended rest. A creature carrying the seed can take a minor action to eat it and regain hit points equal to 10 + your healing surge value.[/OOC], [OOC='[b][color=darkred]Call the Crows: Attack 3[/b][/color]'][B][b][color=darkred]Call the Crows: Attack 3[/b][/color][/B] Encounter+ Force, Implement, Primal, Zone Standard Action Area burst 1 within 10 squares Target: Each creature in the burst Attack: Wisdom vs. Reflex Hit: 2d8 + Wisdom modifier force damage. Effect: The burst creates a zone that lasts until the end of your next turn. Any creature that ends its turn in the zone takes force damage equal to your Dexterity modifier.[/OOC], [OOC='[STRIKE][b][color=darkred]Leaf Wall: Utility 6[/b][/color][/STRIKE]'][B][b][color=darkred]Leaf Wall: Utility 6[/b][/color][/B] Daily • Conjuration, Primal Minor Action Area wall 5 within 10 squares Effect: You conjure a leafy wall that lasts until the end of the encounter. The wall can be up to 4 squares high and must be on a solid surface. You or any ally has partial concealment while in the wall. Enemies grant combat advantage while in the wall or adjacent to it.[/OOC], [OOC='[color=darkred][b]Charm the Beast[/b][/color]'][B][color=darkred][b]Charm the Beast[/b][/color][/B] Encounter+ Charm, Implement, Primal Standard Action Ranged 5 Target: One creature Attack: Wisdom vs. Will. You gain a +2 bonus to the attack roll when using this power against a beast. Hit: The target is dominated until the end of your next turn. Miss: The target is dazed until the end of your next turn.[/OOC], [OOC='[STRIKE][color=darkred][b]Spirit of Arthas: Elemental Priest Theme[/b][/color][/STRIKE]'][B][color=darkred][b]Spirit of Arthas: Elemental Priest Theme[/b][/color][/B] Encounter + Conjuration, Implement, Primal Minor Action Ranged 5 Effect: You conjure a spirit of Athas. You and your allies gain a +1 power bonus to all defenses while adjacent to it. As a standard action, you can dismiss the spirit and make the following melee 1 attack from the spirit’s square. Target One enemy Attack: Primary ability vs. Reflex Hit: 1d10 + ability modifier damage, and the target takes a -2 penalty to attack rolls and all defenses until the end of your next turn.[/OOC], [OOC='[STRIKE][b][color=darkred]Scald's Aura: Multiclass Feat[/b][/color][/STRIKE]'][B][b][color=darkred]Scald's Aura: Multiclass Feat[/b][/color][/B] Encounter + Aura, Healing, Martial Minor Action Personal Effect: You activate an aura 5 that lasts until the end of the encounter. If the aura ends prematurely for any reason, you can reactivate it during the encounter as a minor action. You or any ally in the aura can use a minor action to spend a healing surge and regain 2d6 additional hit points. Alternatively, you or any ally can use a minor action to allow an adjacent ally to spend a healing surge and regain the additional hit points.[/OOC], [OOC='[STRIKE][b][color=darkorange]Kyberries of Life Drinking 8[/color][/b][/STRIKE]'][B][b][color=darkorange]Kyberries of Life Drinking 8[/color][/b][/B] Dragonshard Augment (Weapon) Power (Daily + Healing): Free Action. Trigger: You bloody an enemy with an attack that uses the augmented weapon. Effect: You regain 10 hit points. [/OOC], [OOC='[b][color=darkorange]Summoner's Staff 7[/b][/color]'][B][b][color=darkorange]Summoner's Staff 7[/b][/color][/B] Implement Staff Crit: +2d6 damage, +2d10 if by summoned creature Property: Enemy misses Summoned creature, you or ally gain 7 THP Power(Daily): Immediate Interrupt. Trigger; an enemy hits the creature you summoned. Effect; the triggering enemy rerolls the attack roll, must take second result.[/OOC], [OOC='[b][color=darkorange]Cloak of Distortion 9[/color][/b]'][B][b][color=darkorange]Cloak of Distortion 9[/color][/b][/B] Property: A ranged attack against you from more than 5 squares away takes a –5 penalty to the attack roll.[/OOC] [B]Notes[/B] +2 saves vs daze, dominate, stun +2 saves vs ongoing damage (armour) Enemies take -5 to attacks from >5sq away
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 Minor Action Personal Effect: Choose one of the following aspects each time you use this power. You gain that aspect's benefits. +Spellbinding Beauty: Every enemy that can see you grants combat advantage to you until the end of your next turn. +Wooden Form: You gain resist 5 to all damage until the end of your next turn. Level 11: Resist 10.
Encounter + Primal, Zone Minor Action Area burst 1 within 10 squares (burst 2 at 11th level and burst 3 at 21st level) Effect: The burst creates a zone that lasts until the end of the encounter. The zone is difficult terrain for all creatures except you. You can dismiss the zone as a minor action. Circle of Shelter: Allies ignore difficult terrain created by this power
At-Will + Conjuration, Primal Minor Action Ranged 5 Effect: You conjure an air spirit in an unoccupied square within range. The spirit lasts until the end of your next turn or until you use this power again. When the spirit appears, it can pick up or manipulate an object weighing 20 pounds or less. As a minor action, you cause the spirit to pick up or manipulate a different object of the specified weight. As a move action, you move the spirit up to 5 squares. As a free action, you cause the spirit to drop an object it is holding. As a minor action, you cause the spirit to shed bright light in a 4-square radius. You can extinguish this light as a free action. Sustain Minor: The spirit persists until the end of your next turn.
At-Will + Primal Standard Action Close burst 5 Effect: You use this power to produce one of the following effects. + Cause one candle, torch, lantern, or campfire in the burst to burn more brightly, increasing the radius of its illumination by 1. + Open or close a door in the burst that is not latched, locked, or stuck. + Create a light gust of wind that can blow small, unattended objects in the burst that weigh less than 1 pound to any other location in the burst. + Create sparks from your fingertips that can light one candle, torch, or campfire in the burst. Special: Nothing you do with this power can deal damage or hinder another creature's actions. This power cannot duplicate the effect of any other power
Encounter + Primal Minor Action Close burst 1 Effect: You can turn difficult terrain in the burst into normal terrain until the end of your next turn, but only if the terrain is composed of grass, underbrush, vines, or similar growth and was not created by a power. You can also use this power to cause plants in the burst to blossom with flowers and to cause small plants or grass in the burst to begin growing in barren terrain.
Daily(2/day)+ Primal, Summoning Standard Action Ranged 5 Effect: You summon a creature associated with your Primal Aspect (such as Primal Guardian or Primal Predator) and of your level or lower. The creature appears in an unoccupied space within range. It is an ally to you and your allies. The creature lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the creature's description. You must have line of effect to the creature to command it. When you command the creature, you and the creature share knowledge but not senses. When the creature makes a check, you make it using your game statistics, not including any temporary bonuses or penalties. The creature lasts until it drops below 1 hit point, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter.
At-Will (Special)+ Polymorph, Primal Minor Action Personal Effect: You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form, you can shift 1 square. While you are in beast form, you can't use weapon or implement attack powers that lack the beast form keyword,although you can sustain such powers. You choose a specific form whenever you use this power to change into beast form. The beast form is your size, resembles a natural beast or a fey beast, and normally doesn't change your game statistics. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear, except a shield. You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible. Special: You can use this power only once per round.
At-Will. Fire, Implement, Primal Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 +Wisdom modifier fire damage. Until the start of your next turn, you can make the following secondary attack against the target Opportunity Action Ranged 10 Trigger: The target takes any action that can provoke opportunity attacks Secondary Attack: Wisdom vs. Reflex Hit: 1d8 +Wisdom modifier fire damage.
At-Will + Implement, Primal Standard Action Ranged 10 Target: One, two, or three creatures Attack: Wisdom vs. Reflex Hit: 1d4 +Wisdom modifier damage, and you can push the target 1 square. level 21: 2d4 +Wisdom modifier damage.
Encounter. Implement, Primal Standard Action Close burst 5 Target: One or two creatures in burst Attack: Wisdom vs. Reflex Hit:1d6+Wisdom modifier damage and the target is knocked prone. If the target is marked by one of your allies, the target takes 1d6 extra damage
Daily • Healing, Primal Minor Action Personal Effect: You spend a healing surge but regain no hit points. Instead, you create a golden seed the size of an acorn. The seed lasts until it is eaten or until the end of your next extended rest. A creature carrying the seed can take a minor action to eat it and regain hit points equal to 10 + your healing surge value.
Encounter+ Force, Implement, Primal, Zone Standard Action Area burst 1 within 10 squares Target: Each creature in the burst Attack: Wisdom vs. Reflex Hit: 2d8 + Wisdom modifier force damage. Effect: The burst creates a zone that lasts until the end of your next turn. Any creature that ends its turn in the zone takes force damage equal to your Dexterity modifier.
Daily • Conjuration, Primal Minor Action Area wall 5 within 10 squares Effect: You conjure a leafy wall that lasts until the end of the encounter. The wall can be up to 4 squares high and must be on a solid surface. You or any ally has partial concealment while in the wall. Enemies grant combat advantage while in the wall or adjacent to it.
Encounter+ Charm, Implement, Primal Standard Action Ranged 5 Target: One creature Attack: Wisdom vs. Will. You gain a +2 bonus to the attack roll when using this power against a beast. Hit: The target is dominated until the end of your next turn. Miss: The target is dazed until the end of your next turn.
Powers
Encounter + Conjuration, Implement, Primal Minor Action Ranged 5 Effect: You conjure a spirit of Athas. You and your allies gain a +1 power bonus to all defenses while adjacent to it. As a standard action, you can dismiss the spirit and make the following melee 1 attack from the spirit’s square. Target One enemy Attack: Primary ability vs. Reflex Hit: 1d10 + ability modifier damage, and the target takes a -2 penalty to attack rolls and all defenses until the end of your next turn.
Encounter + Aura, Healing, Martial Minor Action Personal Effect: You activate an aura 5 that lasts until the end of the encounter. If the aura ends prematurely for any reason, you can reactivate it during the encounter as a minor action. You or any ally in the aura can use a minor action to spend a healing surge and regain 2d6 additional hit points. Alternatively, you or any ally can use a minor action to allow an adjacent ally to spend a healing surge and regain the additional hit points.
Dragonshard Augment (Weapon) Power (Daily + Healing): Free Action. Trigger: You bloody an enemy with an attack that uses the augmented weapon. Effect: You regain 10 hit points.
Implement Staff Crit: +2d6 damage, +2d10 if by summoned creature Property: Enemy misses Summoned creature, you or ally gain 7 THP Power(Daily): Immediate Interrupt. Trigger; an enemy hits the creature you summoned. Effect; the triggering enemy rerolls the attack roll, must take second result.
Property: A ranged attack against you from more than 5 squares away takes a –5 penalty to the attack roll.
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
Concept Art: http://www.guildwars2guru.com/wp-content/gallery/guild-wars-2-concept-art/sylvari_concept.jpg http://i307.photobucket.com/albums/nn311/carowsell/doe-fawn-1.jpg
Companions and Allies
Giant Riding Lizard (aka Mo) Large Nature Beast (Mount) Level 6 Brute --------------------------------------------------------- HP 90/90 AC 18; Fortitude 20, Reflex 18, Will 14 Speed 9 (swamp walk), climb 4 Initiative +6 Senses Perception +2 Str 20 (+8) Dex 17 (+6) Wis 9 (+2) Con 20 (+8) Int 2 (—1) Cha 7 (+1) http://buttercup.se/poppy/wordpress/wp-content/uploads/varanus-bitatawa-420x0.jpg
Background & Other Notes
Oaken Vitality: Your tree heritage grants you a +5 racial bonus to Endurance checks to resist the effects of starvation, thirst, or suffocation, and you can survive for twice the normal time period before you are required to make such checks. You do not require sleep, but you must meditate at least four hours each day to absorb light (even from as small a source as a candle), soak in water, or connect with the earth beneath your feet. This meditation grants you the benefits that other races receive from an extended rest. While meditating, you are fully aware of your surroundings and notice approaching enemies and other events as normal. Grizzly Bear Level 1 Summoned Creature Medium natural beast HP 30/30; Healing Surges 0, but you can expend a healing surge for the bear if an effect allows it to spend one Defenses your defenses, not including any temporary bonuses or penalties Speed 6 Standard Action +At~ Will Attack: Melee 1 (one creature); your level+ 5 vs. Reflex Hit: 2d8 + your Wisdom modifier damage, and the target is grabbed if the bear has no creatures grabbed. The grab lasts until the end of your next turn. Sustain Minor: The grab persists until the end of your next turn Minor Action +At-Will (1/round) Effect: The bear either walks, shifts, runs, stands up, squeezes, or crawls. Instinctive Effect If you haven't given the bear any commands by the end of your turn, it sustains a grab if it is grabbing a creature. If it is not grabbing a creature, it attacks an adjacent enemy if it can. Otherwise, it moves up to its speed to a square adjacent to an enemy. Pack Wolf Level 1 Summoned Creature Medium natural beast HP 30/30; Healing Surges 0, but you can expend a healing surge for the wolf if an effect allows it to spend one Defenses your defenses, not including any temporary bonuses or penalties Speed 6 Standard Action +At~ Will Attack: Melee 1 (one creature); your level+ 5 vs. Reflex Hit: 1d10 +your Wisdom modifier damage, and the target falls prone. Minor Action +At-Will (1/round) Effect: The wolf either walks, shifts, runs, stands up, squeezes, or crawls. Instinctive Effect: If you haven't given the wolf any commands by the end of your turn, it attacks an adjacent enemy if it can. Otherwise it moves up to its speed to a square adjacent to an enemy.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games