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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
While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC. (Current AC: 19) Evensun's defenses: AC18/FORT16/REF16/WILL16
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=384537][size=4][B]Janus, North-Born[/B][/size][/url], Human Sentinel Druid / Shaman [B]Init[/B] +3 [B]HP[/B] 31/45 [B]Bloodied[/B] 22 [B]Healing Surge[/B] 11 (0 used /11) [B]AC[/B] 17 [B]Fort[/B] 18 [B]Reflex[/B] 15 [B]Will[/B] 15 [B]Speed[/B] 6 [B]Str[/B] 10 (0) [B]Con[/B] 18 (+4) [B]Dex[/B] 10 (0) [B]Int[/B] 14 (+2) [B]Wis[/B] 16 (+3) [B]Cha[/B] 9 (-1) [OOC='[color=red]Combined Attack - Druid Attack[/color]'][B][color=red]Combined Attack - Druid Attack[/color][/B] Encounter Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 1[W] + Wisdom modifier damage. Level 17: 2[W] + Wisdom modifier damage. Level 27: 3[W] + Wisdom modifier damage. Effect: Your animal companion can take a free action to move up to its speed and then use its animal attack.[/OOC], [OOC='[color=green]Animal Attack - Druid Attack[/color]'][B][color=green]Animal Attack - Druid Attack[/color][/B] Standard Action At-Will Attack: Melee 1 (one creature); your level + 5 vs. AC Hit: 1d8 + your Wisdom modifier + your Constitution modifier damage. Level 13:1d8 + 2 + your Wisdom modifier + your Constitution modifier damage.[/OOC], [OOC='[color=red]Healing Word - Druid Utility[/color]'][B][color=red]Healing Word - Druid Utility[/color][/B] Encounter (Special) Healing Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in the burst Effect: The target can spend a healing surge and regain 1d6 additional hit points. Level 6: 2d6 additional hit points. Level 11: 3d6 additional hit points. Level 16:4d6 additional hit points. Level 21: 5d6 additional hit points. Level 26: 6d6 additional hit points. Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.[/OOC], [OOC='[color=green]Tending Strike - Druid Attack 1[/color]'][B][color=green]Tending Strike - Druid Attack 1[/color][/B] At-Will Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 1 [W] + Wisdom modifier damage. Level 21: 2[W] + Wisdom modifier damage. Effect: One ally within 5 squares of the target gains temporary hit points equal to your Constitution modifier.[/OOC], [OOC='[color=green]Fire Hawk - Druid Attack 1[/color]'][B][color=green]Fire Hawk - Druid Attack 1[/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. Level 21: 2d8 +Wisdom modifier fire damage. 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='[STRIKE][color=black]Lightning Arc - Druid Attack 1[/color][/STRIKE]'][B][color=black]Lightning Arc - Druid Attack 1[/color][/B] Daily Implement, Lightning, Primal Standard Action Ranged 10 Primary Target: One or two creatures Primary Attack: Wisdom vs. Reflex Hit: 1d10 +Wisdom modifier lightning damage, and the primary target is dazed until the end of your next turn. Miss: Half damage. Effect: Make a secondary attack that is an area burst 1, one burst centered on each primary target. Secondary Target: Each creature in bursts Secondary Attack: Wisdom vs. Fortitude Hit: The secondary target is knocked prone.[/OOC], [OOC='[STRIKE][color=black]Bear's Strength - Druid Utility 2[/color][/STRIKE]'][B][color=black]Bear's Strength - Druid Utility 2[/color][/B] Daily Primal Minor Action Melee 1 Target: You or one ally Effect: The target gains the following benefits until the end of his or her next extended rest. +2 power bonus to damage rolls that include the target's Strength modifier. +2 power bonus to Athletics checks and Strength ability checks. The target's Strength increases by 4 for the purpose of determining carrying capacity.[/OOC], [OOC='Level 3: Improved Combined Attack'][B]Level 3: Improved Combined Attack[/B] Benefit: You gain one more use of combined attack per encounter, but you can still use it only once per turn.[/OOC], [OOC='[color=green]Call Spirit Companion Shaman Feature[/color]'][B][color=green]Call Spirit Companion Shaman Feature[/color][/B] At-Will Conjuration, Primal Standard Action Close burst 20 Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.[/OOC], [OOC='[STRIKE][color=red]Spirits Fangs Shaman Feature[/color][/STRIKE]'][B][color=red]Spirits Fangs Shaman Feature[/color][/B] Encounter Implement, Primal, Spirit Opportunity Action Melee spirit 1 Trigger: An enemy leaves a square adjacent to your spirit companion without shifting Target: The triggering enemy Attack: Wisdom vs. Reflex Hit: 1d10 + Wisdom modifier damage. Level 21: 2d10 + Wisdom modifier damage.[/OOC], [OOC='[STRIKE][color=black]Speak with Spirits Shaman Feature[/color][/STRIKE]'][B][color=black]Speak with Spirits Shaman Feature[/color][/B] Daily Primal Minor Action Personal Effect: During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier.[/OOC] [B]Notes[/B] While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC. (Current AC: 19) Evensun's defenses: AC18/FORT16/REF16/WILL16
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 Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 1[W] + Wisdom modifier damage. Level 17: 2[W] + Wisdom modifier damage. Level 27: 3[W] + Wisdom modifier damage. Effect: Your animal companion can take a free action to move up to its speed and then use its animal attack.
Standard Action At-Will Attack: Melee 1 (one creature); your level + 5 vs. AC Hit: 1d8 + your Wisdom modifier + your Constitution modifier damage. Level 13:1d8 + 2 + your Wisdom modifier + your Constitution modifier damage.
Encounter (Special) Healing Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in the burst Effect: The target can spend a healing surge and regain 1d6 additional hit points. Level 6: 2d6 additional hit points. Level 11: 3d6 additional hit points. Level 16:4d6 additional hit points. Level 21: 5d6 additional hit points. Level 26: 6d6 additional hit points. Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
At-Will Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 1 [W] + Wisdom modifier damage. Level 21: 2[W] + Wisdom modifier damage. Effect: One ally within 5 squares of the target gains temporary hit points equal to your Constitution modifier.
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. Level 21: 2d8 +Wisdom modifier fire damage. 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.
Daily Implement, Lightning, Primal Standard Action Ranged 10 Primary Target: One or two creatures Primary Attack: Wisdom vs. Reflex Hit: 1d10 +Wisdom modifier lightning damage, and the primary target is dazed until the end of your next turn. Miss: Half damage. Effect: Make a secondary attack that is an area burst 1, one burst centered on each primary target. Secondary Target: Each creature in bursts Secondary Attack: Wisdom vs. Fortitude Hit: The secondary target is knocked prone.
Daily Primal Minor Action Melee 1 Target: You or one ally Effect: The target gains the following benefits until the end of his or her next extended rest. +2 power bonus to damage rolls that include the target's Strength modifier. +2 power bonus to Athletics checks and Strength ability checks. The target's Strength increases by 4 for the purpose of determining carrying capacity.
Benefit: You gain one more use of combined attack per encounter, but you can still use it only once per turn.
At-Will Conjuration, Primal Standard Action Close burst 20 Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.
Encounter Implement, Primal, Spirit Opportunity Action Melee spirit 1 Trigger: An enemy leaves a square adjacent to your spirit companion without shifting Target: The triggering enemy Attack: Wisdom vs. Reflex Hit: 1d10 + Wisdom modifier damage. Level 21: 2d10 + Wisdom modifier damage.
Daily Primal Minor Action Personal Effect: During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier.
Powers
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
5 GP 8 SP 2 CP
Personality Traits
Silent, Brooding, Dark, Focused, Resilient,
Mannerisms and Appearance
Tall and rather built for one who supposedly meditates and communes with the natural order all day; loves to go hunting with his "pet" wolf, Evensun, when there is free time; appears to be in a perpetual state of narcolepsy when there isn't much to do around (although this hardly ever affects his perception of his surroundings); when in battle, assumes a calm, stoic and practical approach to inflicting as much damage/pain with the help of Evensun; is a big eater, but never gets fat (which is almost unfair); enjoys the small things in life (when he's outwardly happy)
Session and Campaign Notes
Companions and Allies
Evensun Wolf Animal Companion Medium natural beast. HP your bloodied value Initiative equal to yours AC 15, Fortitude 13, Reflex 13, Will 13 Perception equal to yours + 2 (add your level to each defense) Speed 8 Low-light vision Traits - Faithful Pack Hound Aura 1 Enemies grant combat advantage while in the aura. Standard Action - Animal Attack At-Will Attack: Melee 1 (one creature); your level + 5 vs. AC Hit: 1d8 + your Wisdom modifier + your Constitution modifier damage. Level 13:1d8 + 2 + your Wisdom modifier + your Constitution modifier damage. Level 23:2d8 + 4 + your Wisdom modifier + your Constitution modifier damage. Str 14 Dex 20 Wis 14 Con 17 Int 2 Cha 6
Background & Other Notes
One of the few druids to join the ever growing armies of mercenaries (the prince's faction to be exact), Janus' background is just as obscure as his reasons for fighting. All that is known (so far) is that his origins point to the frozen wastes of the North, and that he is constantly accompanied by a strange wolf that never seems to need to sleep or eat...
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games