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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
[list] [*]Power Points: 2 [*][b]Resistances:[/b] 6 Radiant; 6 Necrotic [*]Immortal Origin [*]+1 bonus to defenses against bloodied creatures [/list]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=382835][size=4][B]Vicky Larissa[/B][/size][/url], Deva Psion (Guttersnipe) [B]Init[/B] +2 [B]HP[/B] 31/31 [B]Bloodied[/B] 15 [B]Healing Surge[/B] 7 (0 used /7) [B]AC[/B] 17 [B]Fort[/B] 13 [B]Reflex[/B] 16 [B]Will[/B] 18 [B]Speed[/B] 6 [B]Str[/B] 13 (+1) [B]Con[/B] 12 (+1) [B]Dex[/B] 10 (0) [B]Int[/B] 18 (+4) [B]Wis[/B] 15 (+2) [B]Cha[/B] 13 (+1) [OOC='[color=Green]Far Hearing[/color]'][B][color=Green]Far Hearing[/color][/B] [b]Minor Action - Personal Effect:[/b] Choose one square you can see that is within 10 squares of you. Until the end of your next turn, you can hear as if you occupied that square.[/OOC], [OOC='[color=Green]Force Punch[/color]'][B][color=Green]Force Punch[/color][/B] [i]You punch your foe telekinetically, pushing it and its allies away from you.[/i] At-Will Augmentable, Force, Implement, Psionic Standard Action Melee 1 Target: One creature Attack: Intelligence vs. Fortitude Hit: 1d8 + Intelligence modifier force damage, and you push the target and each enemy adjacent to you 1 square. Augment 1 Hit: As above, but you push the target a number of squares equal to your Wisdom modifier. Augment 2 Hit: 1d8 + Intelligence modifier + Wisdom modifier force damage, and you knock the target prone. In addition, you push the target and each enemy adjacent to you 1 square.[/OOC], [OOC='[color=Green]Mind Lock[/color]'][B][color=Green]Mind Lock[/color][/B] Your attack locks down an enemy’s ability to focus, hindering its movement. At-Will Augmentable, Implement, Psionic, Psychic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 1d8 + Intelligence modifier psychic damage, and the target is slowed until the end of your next turn. Augment 1 Hit: As above, and the target also cannot shift until the end of your next turn. Augment 2 Range: Area burst 1 within 10 squares Target: Each creature in the burst[/OOC], [OOC='[color=Red]Far Hand[/color]'][B][color=Red]Far Hand[/color][/B] You lift an object into the air with the power of your mind. Encounter Psionic Minor Action Ranged 5 Target: One object that weighs 20 pounds or less and isn’t carried by another creature Effect: You either move the target to a square within range or manipulate it. When you move the target with this power, you can cause the target to remain aloft until the end of your next turn. If you are holding the target when you use this power, you can put it into a container that’s on your person and simultaneously move a second object that you’re carrying to your hand. The second object then becomes the target if it weighs 20 pounds or less. Sustain Minor: You either move the target to a square within range or manipulate it.[/OOC], [OOC='[color=Red]Forceful Push[/color]'][B][color=Red]Forceful Push[/color][/B] With a focused thought, your mental push becomes physical force, moving a creature in the direction you choose. Encounter Psionic Free Action Ranged 10 Target: One creature Effect: You slide the target 1 square, but not into hindering terrain. Level 11: You slide the target 2 squares. Level 21: You slide the target 3 squares.[/OOC], [OOC='[color=Red]Infuriating Taunt[/color]'][B][color=Red]Infuriating Taunt[/color][/B] You enrage an enemy by mocking its failure. Encounter Martial Immediate Reaction Close burst 5 Trigger: An enemy within 5 squares of you misses you with an attack. Target: The triggering enemy in the burst Effect: Until the end of the encounter, the target takes a -2 penalty to attack rolls (including rolls against you) until it hits you with an attack.[/OOC], [OOC='[color=Red]Memory of a Thousand Lifetimes[/color]'][B][color=Red]Memory of a Thousand Lifetimes[/color][/B] The dreamlike memories of your previous lives lend insight to aid you. Encounter No Action Personal Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result Effect: You add 1d6 to the triggering roll.[/OOC], [OOC='[color=Red]Running Slash[/color]'][B][color=Red]Running Slash[/color][/B] You dart past a foe, attacking as you pass by. Encounter Martial, Weapon Standard Action Melee 1 Effect: You move up to your speed and make the following attack at any point during your move. This movement does not provoke an opportunity attack from the target. Target: One creature Attack: Highest ability modifier vs. Reflex Hit: 1[W] + highest ability modifier damage, and the target is slowed until the end of your next turn. Level 11: 2[W] + highest ability modifier damage. Level 21: 3[W] + highest ability modifier damage.[/OOC], [OOC='[color=Red]Second Wind[/color]'][B][color=Red]Second Wind[/color][/B] [b]Augment 1:[/b] Regain 5 additional hit points. [/OOC], [OOC='[STRIKE][color=Black]Living Missile[/color][/STRIKE]'][B][color=Black]Living Missile[/color][/B] You bind an enemy with a thought, then hurl it into another foe. Daily Implement, Psionic Standard Action Ranged 10 Primary Target: One creature Primary Attack: Intelligence vs. Fortitude Hit: The target is immobilized (save ends). Miss: The target is slowed (save ends). Effect: While the target is immobilized or slowed by this power, you can use the Living Missile Attack power once per round.[/OOC], [OOC='[STRIKE][color=Black]Living Missile Attack[/color][/STRIKE]'][B][color=Black]Living Missile Attack[/color][/B] Daily Implement, Psionic Minor Action Ranged 10 Requirement: The power Living Missile must be active in order to use this power. This power may be used once per round. Effect: Before the secondary attack, you slide the primary target 10 squares. Secondary Target: One creature adjacent to the primary target at any point during the slide Secondary Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier damage, and the secondary target falls prone. The primary target takes half damage and falls prone. Miss: Half damage, and the primary target falls prone.[/OOC], [OOC='[Color=DarkOliveGreen]Acrobat Boots[/Color]'][B][Color=DarkOliveGreen]Acrobat Boots[/Color][/B] [b]At-will Minor Action Effect:[/b] Stand up from prone.[/OOC], [OOC='[STRIKE][color=Orange]Potion of Healing[/color][/STRIKE]'][B][color=Orange]Potion of Healing[/color][/B] [b]Consumable Minor Action Effect:[/b] Drink this potion and spend a healing surge. You don't get the normal benefits of a healing surge. Instead, you regain 10 hp.[/OOC], [OOC='[Color=DarkSlateGrey]Snap out of it +1[/Color]'][B][Color=DarkSlateGrey]Snap out of it +1[/Color][/B] When you would become dazed, use this card to end that condition.[/OOC], [OOC='[Color=DarkSlateGrey]Lucky Strike +1 Bonus[/Color]'][B][Color=DarkSlateGrey]Lucky Strike +1 Bonus[/Color][/B] When you roll a natural 1 on an attack roll with an encounter power, use this card to re-roll the attack roll, keeping the second result.[/OOC], [OOC='[Color=DarkSlateGrey]Scramble to Safety +2 Bonus[/Color]'][B][Color=DarkSlateGrey]Scramble to Safety +2 Bonus[/Color][/B] When you become bloodied, use this card as an immediate reaction to shift half of your speed. You must end this shift adjacent to no enemies. [/OOC] [B]Notes[/B] [list] [*]Power Points: 2 [*][b]Resistances:[/b] 6 Radiant; 6 Necrotic [*]Immortal Origin [*]+1 bonus to defenses against bloodied creatures [/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
[b]Minor Action - Personal Effect:[/b] Choose one square you can see that is within 10 squares of you. Until the end of your next turn, you can hear as if you occupied that square.
[i]You punch your foe telekinetically, pushing it and its allies away from you.[/i] At-Will Augmentable, Force, Implement, Psionic Standard Action Melee 1 Target: One creature Attack: Intelligence vs. Fortitude Hit: 1d8 + Intelligence modifier force damage, and you push the target and each enemy adjacent to you 1 square. Augment 1 Hit: As above, but you push the target a number of squares equal to your Wisdom modifier. Augment 2 Hit: 1d8 + Intelligence modifier + Wisdom modifier force damage, and you knock the target prone. In addition, you push the target and each enemy adjacent to you 1 square.
Your attack locks down an enemy’s ability to focus, hindering its movement. At-Will Augmentable, Implement, Psionic, Psychic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 1d8 + Intelligence modifier psychic damage, and the target is slowed until the end of your next turn. Augment 1 Hit: As above, and the target also cannot shift until the end of your next turn. Augment 2 Range: Area burst 1 within 10 squares Target: Each creature in the burst
You lift an object into the air with the power of your mind. Encounter Psionic Minor Action Ranged 5 Target: One object that weighs 20 pounds or less and isn’t carried by another creature Effect: You either move the target to a square within range or manipulate it. When you move the target with this power, you can cause the target to remain aloft until the end of your next turn. If you are holding the target when you use this power, you can put it into a container that’s on your person and simultaneously move a second object that you’re carrying to your hand. The second object then becomes the target if it weighs 20 pounds or less. Sustain Minor: You either move the target to a square within range or manipulate it.
With a focused thought, your mental push becomes physical force, moving a creature in the direction you choose. Encounter Psionic Free Action Ranged 10 Target: One creature Effect: You slide the target 1 square, but not into hindering terrain. Level 11: You slide the target 2 squares. Level 21: You slide the target 3 squares.
You enrage an enemy by mocking its failure. Encounter Martial Immediate Reaction Close burst 5 Trigger: An enemy within 5 squares of you misses you with an attack. Target: The triggering enemy in the burst Effect: Until the end of the encounter, the target takes a -2 penalty to attack rolls (including rolls against you) until it hits you with an attack.
The dreamlike memories of your previous lives lend insight to aid you. Encounter No Action Personal Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result Effect: You add 1d6 to the triggering roll.
You dart past a foe, attacking as you pass by. Encounter Martial, Weapon Standard Action Melee 1 Effect: You move up to your speed and make the following attack at any point during your move. This movement does not provoke an opportunity attack from the target. Target: One creature Attack: Highest ability modifier vs. Reflex Hit: 1[W] + highest ability modifier damage, and the target is slowed until the end of your next turn. Level 11: 2[W] + highest ability modifier damage. Level 21: 3[W] + highest ability modifier damage.
[b]Augment 1:[/b] Regain 5 additional hit points.
Powers
You bind an enemy with a thought, then hurl it into another foe. Daily Implement, Psionic Standard Action Ranged 10 Primary Target: One creature Primary Attack: Intelligence vs. Fortitude Hit: The target is immobilized (save ends). Miss: The target is slowed (save ends). Effect: While the target is immobilized or slowed by this power, you can use the Living Missile Attack power once per round.
Daily Implement, Psionic Minor Action Ranged 10 Requirement: The power Living Missile must be active in order to use this power. This power may be used once per round. Effect: Before the secondary attack, you slide the primary target 10 squares. Secondary Target: One creature adjacent to the primary target at any point during the slide Secondary Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier damage, and the secondary target falls prone. The primary target takes half damage and falls prone. Miss: Half damage, and the primary target falls prone.
[b]At-will Minor Action Effect:[/b] Stand up from prone.
[b]Consumable Minor Action Effect:[/b] Drink this potion and spend a healing surge. You don't get the normal benefits of a healing surge. Instead, you regain 10 hp.
When you would become dazed, use this card to end that condition.
When you roll a natural 1 on an attack roll with an encounter power, use this card to re-roll the attack roll, keeping the second result.
When you become bloodied, use this card as an immediate reaction to shift half of your speed. You must end this shift adjacent to no enemies.
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
Vicky used to be a hard-working, optimistic and friendly girl. She did her very best to please and help people around her, often at the cost of her own well-being. Whenever she could help someone, she would feel warm about it, and her smile shone like a sun.
Mannerisms and Appearance
Session and Campaign Notes
Her Sponsor is Edward Lighthouse.
Companions and Allies
Background & Other Notes
Ever since she was little, Vicky enjoyed helping other people. Whenever she had something others didn't, she would share with others even if it meant she ended up with nothing herself. Whenever she saw someone in need of help, she would do whatever she could to aid them. When watching catastrophes on the news, she felt so bad for the people she watched her body would produce physical pain. Despite all the bad stuff in the media, she always believed that every human was good at the bottom. She decided fairly early that she wanted to help people, and what better way to do so than become a doctor? Though she wasn't as gifted and book-smart as most others at the study, she made up for it with hard work, very hard work. Of course, all the empathy she was gifted with wasn't only a blessing. She had a strong tendency to ignore her own well-being when helping others. She had problems spending money on herself when that money could be better spent on someone else in need of them. When with friends, she could listen for hours about their problems and consolidate them, but would never talk about her own problems. Partly, this was because she didn't want others to be bothered by her problems, but mostly, this was because she honestly didn't view them as anything more than minor problems, much less important than others. When she had graduated as a doctor, she decided to travel abroad to wherever she could make the biggest change. This translated to a refuge camp at the edge of a war zone. It was worse than anything she had ever imagined. This was a place the media never showed, mostly because it was such a high-risk area. She worked hard to help all she could, despite the lack of almost all medical equipment and drugs. Only a month after she had arrived, soldiers arrived at the camp. They took all they wanted and killed every refuge in the camp. They tortured their victims by shooting them and watching them painfully bleed to death. Vicky and other foreign doctors were taken hostages, for big ransoms. Her parents sold their house and took up a huge loan to afford the ransom and paid as soon as they could. When Vicky arrived home, something had changed in her. She could no longer bring herself to believe that all humans have something good in them, after seeing and even worse, feeling what those soldiers did. She hated herself and her life, and blamed herself for putting her parents in huge dept. Everyone told her that it was 'bad luck' and that she was not to blame, but she didn't really believe them. However low down she might have felt, she hid it from everyone around her. Despite everything that had happened, she still wanted to make a change, and now she also had to work up the money to repay her parents' debt. She took work at a hospital, where she was assigned to help with heart failure patients. She had worked less than a month when the 'incident' occurred. She was put in charge during a night shift while the leading doctor was sick. Six patients died during that shift. The media snooped it up, and made a big headline about a 'serial killer in the hospital'. The police rounded up all the suspects, and quickly assessed Vicky as the main suspect. The media dug up the story that had happened in the refuge camp, and made articles about how such extreme stress must have caused her to snap, killing six undeserving patients. Following a long year of investigation and questionings, she was put on trial. Vicky pleaded her innocence. The media had long since condemned her, and it was hard for the jury to be neutral in such a situation. The police had found no technical evidence, so the prosecution mainly used her tragic past as the motive behind such a horrible incident. A statistician, brought in for his expertise, put the chances that six deaths would happened during the exact same shift at about one in four million. The jury found her guilty, and she was given lifetime of prison for her crimes. Needless to say, Vicky found herself in the worst possible nightmare. No one except her closest family believed her, and she got harassed and beaten by the other inmates. She met a psychiatrist weekly. She felt that he wasn't interested in her, only in her story, which he probably wanted to write a book about. ------------------------------------------------------------ Vicky followed the guard to the room where the psychiatrist was waiting. She smiled, and walked with light steps, which was something she hadn't done in years. "You seem to be in a good mood today," the guard grinned. In a way, it was true. She had for quite a long time entertained the idea of suicide, and today when she woke up she made the decision. It felt like a relief, after so long. Something to look forward to. There were nothing more for her to do in this world. Now she only had to decide on a plan which involved the least chance of her surviving. It wasn't exactly a huge problem, her qualifications as a physician meant she knew exactly what to destroy to make sure no doctor in the world could save her. They arrived at the room. This was the last time she would see him. Robert, her psychiatrist. She would not miss his bad breath and lack of concern for her well-being. She regretted slightly that he was going to get rich selling her story, especially with a dramatic suicide as the outcome. However, there were nothing to do about that. Men like him, who know how to step on everyone else to get higher up, would inevitably succeed in the world of media. If it didn't work with her story, he'd just dig up someone else's. The important thing right now was to not let him get a clue about what would happen. She would not be able to hide her good mood from him, so she would have to convince him that was for another reason. She had already thought about it. It wouldn't be very hard considering how little he actually cared about her. She walked through the open door. Something was wrong. In the chair the psychiatrist used to occupy, there was a complete stranger. He looked fairly old, judging from the almost all white hair. He looked like a newly retired accountant, or any other profession which involved mostly paper-shuffling. No beard, a modest white mustache, and hair only around his ears and back. He looked slightly overweight, but still in a fairly good condition for a man of his age. His blue eyes behind the rectangular glasses told her he was still razor sharp. He stood up as she entered. Behind her, she heard the guard slam the metal door shut and lock it. He stretched out a wrinkled hand for her to shake. She wanted to hold back and wait, but knew that she would have to pretend not to let him catch a suspicion of her suicide. This man was much sharper than Robert, her normal psychiatrist, despite being almost twice his age. She approached him, shaking his hand. The slight sound of her handcuffs were the only sound in the small room. His handshake was very firm, almost painful. Finally they broke off and he sat down. She also found her seat, still unsure what to do, but told herself that her nervousness would appear completely normal to any person. "I know you are innocent," his voice sounded. It wasn't a voice of a psychiatrist wanted to get on the good side of his patient. It was the voice of a man who was used to authority, and left no doubt at all that any protests were unwelcome. Not that she had a reason to protest, but still. She suspected him of not being a psychiatrist at all. "I am not here to apply psychiatric theories on you," he went on, as if he had read her thoughts, "I am offering you a new chance. I will take you to an alternate realm. There, you will find yourself in a new body, facing new challenges. Details will not be provided ahead of time. However, I can inform you that none of the challenges include being innocently judged to prison or death. I will not be answering how. Upon your acceptance, I will pay your parents a sum of one million dollars. I know you will accept, but formally I need to hear you confirm verbally." Vicky's brain was racing. The offer had taken her completely off guard. Suddenly there were a second option beside suicide. There were a lot of unanswered questions, but none she could think of that he hadn't specified he wasn't going to answer. At least, it would be different. And, if things were as bad as they were here, suicide was still an option. Wait. What was she thinking? She had leaped on the thought that there might be a second chance without thinking. There were no alternate dimensions. Or, if they were, they couldn't be easily traversed by any man. She was being played for a fool here, somehow. Still, it wouldn't do any harm to play along in the 'joke', would it? It was nothing they could do to her that would bring her even lower than where she already was. "Yes," she nodded to the man, as formally as she could muster, "I accept.". "Thank you," the man replied, as if she had sent him the salt or something else trivial. He got to his feet, pushed the chair under the table and moved to the door. Vicky followed him with her eyes all the time. He closed his eyes for a moment. When he opened them again, they were focused directly on something. Vicky followed his eyes, and to her great surprise saw that there suddenly was something behind his chair. She darted up to her feet, crashing her own chair into the floor. In a heap on the floor lay two bodies who appeared to be dead. One of them looked like the identical image of the man who was standing at the door. The other looked identical to herself. "This is us two from an alternate dimension. The 'me' in this dimension suffered a heart attack. The 'you' committed suicide in prison." Vicky felt a chill down her spine. She didn't know what to be most surprised by. There was another dimension, with another 'her'. This man had abilities that she couldn't explain understand at all. And the 'other her' had committed suicide, just like she was planning herself. It shouldn't be surprising, but somehow seeing herself dead made it all more real and frightening. "I've rigged 'myself' with explosives. We'll be out of here before they blow. It will appear that I took the place of your psychiatrist, got into prison and killed you and myself. The evidence is infallible. They have the exact same dna and teeth as we do. They are, after all, 'us'. The time of death is less than an hour for both bodies. They have been stored in a timeless place while I prepared." He took her unresisting hand. He touched her handcuffs, and they disappeared without a sound. Vicky turned to the two corpses and saw her handcuffs on her 'other self'. "And now, it's time to go," he said. She blinked, and when she opened her eyes again, the room in the prison cell was gone, replaced by an entirely different place... Haunted Veteran Background.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games