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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
- [ooc=Skill Modifiers][table=3,18][r=1,1][b]Mod[/b][r=2,1][b]Skill Name[/b][r=3,1][b]Trained[/b][r=1,2]+1[r=2,2]Acrobatics[r=1,3]+3[r=2,3]Arcana[r=1,4]+11[r=2,4]Athletics[r=3,4]Y[r=1,5]+6[r=2,5]Bluff[r=1,6]+11[r=2,6]Diplomacy[r=3,6]Y[r=1,7]+4[r=2,7]Dungeoneering[r=1,8]+10[r=2,8]Endurance[r=3,8]Y[r=1,9]+2[r=2,9]Heal[r=1,10]+3[r=2,10]History[r=1,11]+4[r=2,11]Insight[r=1,12]+11[r=2,12]Intimidate[r=3,12]Y[r=1,13]+2[r=2,13]Nature[r=1,14]+4[r=2,14]Perception[r=1,15]+3[r=2,15]Religion[r=1,16]+1[r=2,16]Stealth[r=1,17]+6[r=2,17]Streetwise[r=1,18]+1[r=2,18]Thievery[/table][/ooc] [b]Racial:[/b] [ooc=Cast-Iron Stomach]+5 racial bonus to saving throws against poison.[/ooc], [ooc=Dwarven Resilience]You can use your second wind as a minor action instead of a standard action.[/ooc], [ooc=Dwarven Weapon Proficiency]You gain proficiency with the throwing hammer and the warhammer.[/ooc], [ooc=Encumbered Speed]You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.[/ooc], [ooc=Stand Your Ground]When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.[/ooc] [b]Class:[/b] [ooc=Battlefront Leader]Proficiency with Heavy Shields, and you gain the battlefront shift power.[/ooc], [ooc=Inspiring Presence]When an ally who can see you spends an action point to take an extra action, that ally also regains hit points equal to one-half your level + your Charisma modifier.[/ooc], [ooc=Inspiring Word]Using the inspiring word power, warlords can grant their comrades additional resilience with nothing more than a shout of encouragement.[/ooc] [b]Theme:[/b] [ooc=Guardian]Gain the guardian's counter power.[/ooc], [ooc=Level 5 feature]You gain a +2 power bonus to Insight checks and Perception checks.[/ooc] [b]Feats:[/b] [ooc=Shield the Fallen]Grant adjacent bloodied, unconscious, or helpless ally +2 to saving throws and all defenses.[/ooc], [ooc=Axe Expertise]+1/+2/+3 (by tier) to weapon attacks with axes; reroll one damage die that shows 1 with axe weapon attack[/ooc], [ooc=Armored Warlord]Gain proficiency with scale armor and one healing surge.[/ooc], [ooc=Shield Proficiency (Heavy)]You gain proficiency with heavy shields.[/ooc], [ooc=Skill Power]Gain skill power of your level or lower.[/ooc] [b]Background:[/b] [ooc=Auspicious Birth]You substitute your highest ability score for Constitution to determine your initial hit points.[/ooc] [b]Items:[/b] [ooc=Dynamic Battleaxe +2]+2 attack rolls and damage rolls, criticals do +2d6 damage. Power (Encounter | Polymorph): Minor Action. Change the weapon into a different weapon from any melee category (simple, military, or superior). This effect lasts until the end of the encounter, or until you end it as a minor action.[/ooc], [ooc=Drakescale Armor of Dwarven Vigor +2]+2 AC. Special: If you're a dwarf, you can use this armor's power as a free action on your turn. Power (Daily • Healing): Free. You use your second wind and regain an additional 1d6 hit points per plus.[/ooc], [ooc=Phylactery of Action]Power (Encounter): No action. Reroll a saving throw against any effect on you that applies one or more of these conditions: dazed, immobilized, petrified, restrained, or stunned. You must use the new result, even if it is lower.[/ooc], [ooc=Healer's Brooch +1]+1 Fortitude, Reflex, and Will. When you use a power that enables you or an ally to regain hit points, add the brooch's enhancement bonus to the hit points gained.[/ooc], [ooc=Woundstitch Powder]Power (At-Will): Standard Action. You sprinkle this dust on an adjacent dying creature. That creature stops making death saving throws until it takes damage, and any untyped ongoing damage on the creature ends.[/ooc] [b]Consumables:[/b] [ooc=Potion of Healing x2]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]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=376885][size=4][B]Hurk[/B][/size][/url], Dwarven Warlord [B]Init[/B] +3 [B]HP[/B] 57/57 [B]Bloodied[/B] 28 [B]Healing Surge[/B] 14 (9 used /9) [B]AC[/B] 25 [B]Fort[/B] 20 [B]Reflex[/B] 16 [B]Will[/B] 18 [B]Speed[/B] 5 [B]Str[/B] 20 (+5) [B]Con[/B] 14 (+2) [B]Dex[/B] 10 (0) [B]Int[/B] 11 (0) [B]Wis[/B] 8 (-1) [B]Cha[/B] 16 (+3) [OOC='[color=darkgreen]Melee Basic Attack[/color]'][B][color=darkgreen]Melee Basic Attack[/color][/B] [B]At Will | Weapon Standard Action Melee Weapon[/B] [B]Target:[/B] One creature [B]Attack:[/B] Strength vs. AC [B]Hit:[/B] 1[W] + Strength modifier (+5) damage. [B]Dynamic Battleaxe +2:[/B] +13 attack, 1d10+7 damage.[/OOC], [OOC='[color=darkgreen]Ranged Basic Attack[/color]'][B][color=darkgreen]Ranged Basic Attack[/color][/B] [B]At Will | Weapon Standard Action Ranged Weapon[/B] [B]Target:[/B] One creature [B]Attack:[/B] Dexterity vs. AC [B]Hit:[/B] 1[W] + Dexterity modifier (+0) damage. [B]Handaxe:[/B] +11 attack, 1d6+5 damage.[/OOC], [OOC='[color=darkgreen]Direct the Strike[/color]'][B][color=darkgreen]Direct the Strike[/color][/B] [B]At Will | Martial Standard Action Ranged 5[/B] [B]Target:[/B] One ally [B]Effect:[/B] The target makes a basic attack as a free action against an enemy of your choice that you can see and is within 10 squares of you.[/OOC], [OOC='[color=darkgreen]Rousing Assault[/color]'][B][color=darkgreen]Rousing Assault[/color][/B] [B]At Will | Martial, Weapon Standard Action Melee Weapon[/B] [B]Target:[/B] One creature [B]Attack:[/B] Strength vs. AC [B]Hit:[/B] 1[W] + Strength modifier (+5) damage, and you add your Charisma modifier (+3) to the hit points restored with any warlord healing power you use before the end of your next turn. [B]Dynamic Battleaxe +2:[/B] +13 attack, 1d10+7 damage.[/OOC], [OOC='[color=red]Guardian's Counter[/color]'][B][color=red]Guardian's Counter[/color][/B] [B]Encounter | Martial Immediate Interupt Close Burst 2[/B] [B]Trigger:[/B] An ally within 2 squares of you is hit by an attack and you are not included in the attack. [B]Effect:[/B] 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='[color=red]Battlefront Shift[/color]'][B][color=red]Battlefront Shift[/color][/B] [B]Encounter | Martial No Action Close Burst 3[/B] [B]Target:[/B] You or one ally in burst. [B]Trigger:[/B] You roll initiative. [B]Effect:[/B] The target shifts half his or her speed.[/OOC], [OOC='[color=red]Inspiring Word[/color]'][B][color=red]Inspiring Word[/color][/B] [B]Encounter *2 | Healing, Martial Minor Action Close Burst 5[/B] [B]Target:[/B] You or one ally in burst [B]Special:[/B] You can use this power twice per encounter, but only once per round. [B]Effect:[/B] The target can spend a healing surge and regain an additional 2d6+1 hit points. [B]Note:[/B] Includes +1 bonus from Healer's Brooch[/OOC], [OOC='[STRIKE][color=red]Guarding Attack[/color][/STRIKE]'][B][color=red]Guarding Attack[/color][/B] [B]Encounter | Martial, Weapon Standard Action Melee Weapon[/B] [B]Target:[/B] One creature [B]Attack:[/B] Strength vs. AC [B]Hit:[/B] 2[W] + Strength modifier (+5) damage. One ally adjacent to you or the target gains a +4 power bonus to AC against the target's attacks. The bonus lasts until the end of your next turn. [B]Inspiring Presence:[/B] The bonus equals 1 + your Charisma modifier (+3). [B]Dynamic Battleaxe +2:[/B] +13 attack, 2d10+7 damage.[/OOC], [OOC='[color=red]Inspiring War Cry[/color]'][B][color=red]Inspiring War Cry[/color][/B] [B]Encounter | Martial, Weapon Standard Action Melee Weapon[/B] [B]Target:[/B] One creature [B]Attack:[/B] Strength vs. AC [B]Hit:[/B] 2[W] + Strength modifier (+5) damage. [B]Effect:[/B] One ally who can hear you and is within 5 squares of you can make a saving throw. [B]Dynamic Battleaxe +2:[/B] +13 attack, 2d10+7 damage.[/OOC], [OOC='[color=red]Dwarven Resilience[/color]'][B][color=red]Dwarven Resilience[/color][/B] [B]Encounter Minor Action Personal[/B] [B]Effect:[/B] You use your second wind. Spend a healing surge and gain a +2 bonus to all defenses until the start of your next turn.[/OOC], [OOC='[color=red]Guardian's Defense[/color]'][B][color=red]Guardian's Defense[/color][/B] [B]Encounter Minor Action Close burst 1[/B] [B]Target:[/B] You and one ally in the burst. [B]Effect:[/B] Until the end of your next turn, each target gains a +2 power bonus to all defenses. Additionally, enemies cannot gain combat advantage against either target until the end of your next turn.[/OOC], [OOC='[color=red]Rousing Words[/color]'][B][color=red]Rousing Words[/color][/B] [B]Encounter Minor Action Close burst 5[/B] [B]Target:[/B] You or one ally in burst [B]Effect:[/B] The target can spend two healing surges. [B]Inspiring Presence:[/B] The target regains (9) additional hit points equal to 5 + your Charisma modifier (+3) +1. [B]Note:[/B] Includes +1 bonus from Healer's Brooch[/OOC], [OOC='[color=red]Mighty Sprint[/color]'][B][color=red]Mighty Sprint[/color][/B] [B]Encounter Move Action Personal[/B] [B]Effect:[/B] You move your speed + 4. During this movement, you ignore difficult terrain and gain a +5 power bonus to Athletics checks you make as part of the move.[/OOC], [OOC='[color=darkslategrey]Bastion of Defense[/color]'][B][color=darkslategrey]Bastion of Defense[/color][/B] [B]Daily | Martial, Weapon Standard Action Melee Weapon[/B] [B]Target:[/B] One creature [B]Attack:[/B] Strength vs. AC [B]Hit:[/B] 3[W] + Strength modifier (+5) damage. Each ally within 5 squares of you gains a +1 power bonus to all defenses until the end of the encounter. [B]Effect:[/B] Each ally within 5 squares of you gains temporary hit points equal to 5 + your Charisma modifier (+3). [B]Dynamic Battleaxe +2:[/B] +13 attack, 3d10+7 damage.[/OOC], [OOC='[color=darkslategrey]Stand the Fallen[/color]'][B][color=darkslategrey]Stand the Fallen[/color][/B] [B]Daily | Healing, Martial, Weapon Standard Action Melee Weapon[/B] [B]Target:[/B] One creature [B]Attack:[/B] Strength vs. AC [B]Hit:[/B] 3[W] + Strength modifier (+5) damage. [B]Effect:[/B] Each ally within 10 squares of you can spend a healing surge and regains additional hit points equal to your Charisma modifier +1 (+4). [B]Note:[/B] Includes +1 bonus from Healer's Brooch [B]Dynamic Battleaxe +2:[/B] +13 attack, 3d10+7 damage.[/OOC] [B]Notes[/B] - [ooc=Skill Modifiers][table=3,18][r=1,1][b]Mod[/b][r=2,1][b]Skill Name[/b][r=3,1][b]Trained[/b][r=1,2]+1[r=2,2]Acrobatics[r=1,3]+3[r=2,3]Arcana[r=1,4]+11[r=2,4]Athletics[r=3,4]Y[r=1,5]+6[r=2,5]Bluff[r=1,6]+11[r=2,6]Diplomacy[r=3,6]Y[r=1,7]+4[r=2,7]Dungeoneering[r=1,8]+10[r=2,8]Endurance[r=3,8]Y[r=1,9]+2[r=2,9]Heal[r=1,10]+3[r=2,10]History[r=1,11]+4[r=2,11]Insight[r=1,12]+11[r=2,12]Intimidate[r=3,12]Y[r=1,13]+2[r=2,13]Nature[r=1,14]+4[r=2,14]Perception[r=1,15]+3[r=2,15]Religion[r=1,16]+1[r=2,16]Stealth[r=1,17]+6[r=2,17]Streetwise[r=1,18]+1[r=2,18]Thievery[/table][/ooc] [b]Racial:[/b] [ooc=Cast-Iron Stomach]+5 racial bonus to saving throws against poison.[/ooc], [ooc=Dwarven Resilience]You can use your second wind as a minor action instead of a standard action.[/ooc], [ooc=Dwarven Weapon Proficiency]You gain proficiency with the throwing hammer and the warhammer.[/ooc], [ooc=Encumbered Speed]You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.[/ooc], [ooc=Stand Your Ground]When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.[/ooc] [b]Class:[/b] [ooc=Battlefront Leader]Proficiency with Heavy Shields, and you gain the battlefront shift power.[/ooc], [ooc=Inspiring Presence]When an ally who can see you spends an action point to take an extra action, that ally also regains hit points equal to one-half your level + your Charisma modifier.[/ooc], [ooc=Inspiring Word]Using the inspiring word power, warlords can grant their comrades additional resilience with nothing more than a shout of encouragement.[/ooc] [b]Theme:[/b] [ooc=Guardian]Gain the guardian's counter power.[/ooc], [ooc=Level 5 feature]You gain a +2 power bonus to Insight checks and Perception checks.[/ooc] [b]Feats:[/b] [ooc=Shield the Fallen]Grant adjacent bloodied, unconscious, or helpless ally +2 to saving throws and all defenses.[/ooc], [ooc=Axe Expertise]+1/+2/+3 (by tier) to weapon attacks with axes; reroll one damage die that shows 1 with axe weapon attack[/ooc], [ooc=Armored Warlord]Gain proficiency with scale armor and one healing surge.[/ooc], [ooc=Shield Proficiency (Heavy)]You gain proficiency with heavy shields.[/ooc], [ooc=Skill Power]Gain skill power of your level or lower.[/ooc] [b]Background:[/b] [ooc=Auspicious Birth]You substitute your highest ability score for Constitution to determine your initial hit points.[/ooc] [b]Items:[/b] [ooc=Dynamic Battleaxe +2]+2 attack rolls and damage rolls, criticals do +2d6 damage. Power (Encounter | Polymorph): Minor Action. Change the weapon into a different weapon from any melee category (simple, military, or superior). This effect lasts until the end of the encounter, or until you end it as a minor action.[/ooc], [ooc=Drakescale Armor of Dwarven Vigor +2]+2 AC. Special: If you're a dwarf, you can use this armor's power as a free action on your turn. Power (Daily • Healing): Free. You use your second wind and regain an additional 1d6 hit points per plus.[/ooc], [ooc=Phylactery of Action]Power (Encounter): No action. Reroll a saving throw against any effect on you that applies one or more of these conditions: dazed, immobilized, petrified, restrained, or stunned. You must use the new result, even if it is lower.[/ooc], [ooc=Healer's Brooch +1]+1 Fortitude, Reflex, and Will. When you use a power that enables you or an ally to regain hit points, add the brooch's enhancement bonus to the hit points gained.[/ooc], [ooc=Woundstitch Powder]Power (At-Will): Standard Action. You sprinkle this dust on an adjacent dying creature. That creature stops making death saving throws until it takes damage, and any untyped ongoing damage on the creature ends.[/ooc] [b]Consumables:[/b] [ooc=Potion of Healing x2]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]
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
[B]At Will | Weapon Standard Action Melee Weapon[/B] [B]Target:[/B] One creature [B]Attack:[/B] Strength vs. AC [B]Hit:[/B] 1[W] + Strength modifier (+5) damage. [B]Dynamic Battleaxe +2:[/B] +13 attack, 1d10+7 damage.
[B]At Will | Weapon Standard Action Ranged Weapon[/B] [B]Target:[/B] One creature [B]Attack:[/B] Dexterity vs. AC [B]Hit:[/B] 1[W] + Dexterity modifier (+0) damage. [B]Handaxe:[/B] +11 attack, 1d6+5 damage.
[B]At Will | Martial Standard Action Ranged 5[/B] [B]Target:[/B] One ally [B]Effect:[/B] The target makes a basic attack as a free action against an enemy of your choice that you can see and is within 10 squares of you.
[B]At Will | Martial, Weapon Standard Action Melee Weapon[/B] [B]Target:[/B] One creature [B]Attack:[/B] Strength vs. AC [B]Hit:[/B] 1[W] + Strength modifier (+5) damage, and you add your Charisma modifier (+3) to the hit points restored with any warlord healing power you use before the end of your next turn. [B]Dynamic Battleaxe +2:[/B] +13 attack, 1d10+7 damage.
[B]Encounter | Martial Immediate Interupt Close Burst 2[/B] [B]Trigger:[/B] An ally within 2 squares of you is hit by an attack and you are not included in the attack. [B]Effect:[/B] 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.
[B]Encounter | Martial No Action Close Burst 3[/B] [B]Target:[/B] You or one ally in burst. [B]Trigger:[/B] You roll initiative. [B]Effect:[/B] The target shifts half his or her speed.
[B]Encounter *2 | Healing, Martial Minor Action Close Burst 5[/B] [B]Target:[/B] You or one ally in burst [B]Special:[/B] You can use this power twice per encounter, but only once per round. [B]Effect:[/B] The target can spend a healing surge and regain an additional 2d6+1 hit points. [B]Note:[/B] Includes +1 bonus from Healer's Brooch
[B]Encounter | Martial, Weapon Standard Action Melee Weapon[/B] [B]Target:[/B] One creature [B]Attack:[/B] Strength vs. AC [B]Hit:[/B] 2[W] + Strength modifier (+5) damage. One ally adjacent to you or the target gains a +4 power bonus to AC against the target's attacks. The bonus lasts until the end of your next turn. [B]Inspiring Presence:[/B] The bonus equals 1 + your Charisma modifier (+3). [B]Dynamic Battleaxe +2:[/B] +13 attack, 2d10+7 damage.
[B]Encounter | Martial, Weapon Standard Action Melee Weapon[/B] [B]Target:[/B] One creature [B]Attack:[/B] Strength vs. AC [B]Hit:[/B] 2[W] + Strength modifier (+5) damage. [B]Effect:[/B] One ally who can hear you and is within 5 squares of you can make a saving throw. [B]Dynamic Battleaxe +2:[/B] +13 attack, 2d10+7 damage.
[B]Encounter Minor Action Personal[/B] [B]Effect:[/B] You use your second wind. Spend a healing surge and gain a +2 bonus to all defenses until the start of your next turn.
[B]Encounter Minor Action Close burst 1[/B] [B]Target:[/B] You and one ally in the burst. [B]Effect:[/B] Until the end of your next turn, each target gains a +2 power bonus to all defenses. Additionally, enemies cannot gain combat advantage against either target until the end of your next turn.
[B]Encounter Minor Action Close burst 5[/B] [B]Target:[/B] You or one ally in burst [B]Effect:[/B] The target can spend two healing surges. [B]Inspiring Presence:[/B] The target regains (9) additional hit points equal to 5 + your Charisma modifier (+3) +1. [B]Note:[/B] Includes +1 bonus from Healer's Brooch
Powers
[B]Encounter Move Action Personal[/B] [B]Effect:[/B] You move your speed + 4. During this movement, you ignore difficult terrain and gain a +5 power bonus to Athletics checks you make as part of the move.
[B]Daily | Martial, Weapon Standard Action Melee Weapon[/B] [B]Target:[/B] One creature [B]Attack:[/B] Strength vs. AC [B]Hit:[/B] 3[W] + Strength modifier (+5) damage. Each ally within 5 squares of you gains a +1 power bonus to all defenses until the end of the encounter. [B]Effect:[/B] Each ally within 5 squares of you gains temporary hit points equal to 5 + your Charisma modifier (+3). [B]Dynamic Battleaxe +2:[/B] +13 attack, 3d10+7 damage.
[B]Daily | Healing, Martial, Weapon Standard Action Melee Weapon[/B] [B]Target:[/B] One creature [B]Attack:[/B] Strength vs. AC [B]Hit:[/B] 3[W] + Strength modifier (+5) damage. [B]Effect:[/B] Each ally within 10 squares of you can spend a healing surge and regains additional hit points equal to your Charisma modifier +1 (+4). [B]Note:[/B] Includes +1 bonus from Healer's Brooch [B]Dynamic Battleaxe +2:[/B] +13 attack, 3d10+7 damage.
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