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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
- Timberpaw 17/17 HP - Resist 5 fire (Hide Armor of Resistance) [b]Racial:[/b] [ooc=Low-light vision]Characters who have low-light vision see normally in dim light.[/ooc], [ooc=Knack For Success]You have the knack for success power.[/ooc], [ooc=Dual Heritage]You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements..[/ooc], [ooc=Group Diplomacy]You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.[/ooc] [b]Class:[/b] [ooc=Acolyte of the Natural Cycle - Druid of Spring]You gain the following benefits. • Your animal companion is a wolf. • You gain proficiency with the scimitar. • You gain a +1 bonus to attack rolls with scimitars, spears, daggers, and sickles. • You gain a +2 bonus to Heal checks.[/ooc], [ooc=Druid Wilderness Knacks]You gain two abilities - Beast Empathy & Herb Lore.[/ooc], [ooc=Beast Empathy (Druid)]You gain a +2 bonus to Bluff, Diplomacy, and Intimidate checks against beasts. You can communicate simple concepts and commands to such creatures, though they are under no compulsion to obey you. With a successful Insight check (DC determined by the DM), you can read a creature’s body language and vocalizations enough to understand basic messages from it..[/ooc], [ooc=Herb Lore (Druid)]You and each ally can add 2 to his or her healing surge value when spending heading surges during a short rest. To gain this benefit, you must take the short rest in an area that offers easy access to plants. The additional hit points increase to 4 at 11th level and 6 at 21st level.[/ooc], [ooc=Primal Guardian]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.[/ooc] [b]Feat:[/b] [ooc=Heavy Blade Expertise]+1/+2/+3 (by tier) to weapon attacks with heavy blades; +2 to defenses against OAs when wielding heavy blade.[/ooc], [ooc=Lightning Reflexes]+2/+3/+4 (by tier) to Reflex.[/ooc] [b]Items:[/b] [ooc=Hide Armor of Resistance +1]Resist 5 vs Fire[/ooc], [ooc=Amulet of Life +1]Encounter Power - Free Action/Trigger Spending Healing Surge. Can spend a second heading surge.[/ooc] [b]Animal Companion[/b] [ooc=Timber Wolf][b]Hit Points:[/b] 15 [b]Initiative:[/b] +0 [b]Size:[/b] Medium [b]Speed:[/b]8 squares [b]Defenses:[/b] AC 16, Fortitude 14, Reflex 14, Will 14 [b]Perception:[/b] 11 [b]Vision:[/b] Low-light vision [b]Faithful Pack Hound | Aura 1:[/b] Enemies grant combat advantage while in the aura. [b]Ability Scores:[/b] Strength 14, Constitution 17, Dexterity 20, Intelligence 2, Wisdom 14, Charisma 6[/ooc], [ooc=Rules]You gain an animal companion associated with the season you chose for your Acolyte of the Natural Cycle class feature. • Your animal companion is considered an ally of you and your allies. It can be affected by powers in the same way as any other creature can be. • You can communicate telepathically with your animal companion as long as it is within 20 squares of you. You do not need line of sight or line of effect to do so. Your animal companion has only animal intelligence, so it cannot communicate or understand complex topics. • Your animal companion’s level is equal to yours, and its hit points, defenses, and attacks are determined by your level, as noted in its stat block. • Your animal companion shares your healing surge total. Whenever an effect requires your animal companion to spend a healing surge, the surge is deducted from your total. Whenever you use your second wind, your animal companion also regains hit points equal to your healing surge value. At the end of a short rest, your animal companion regains all its hit points. • If you die or your animal companion drops to 0 hit points, it disappears as the primal magic that sustains it dissipates. You have two ways of calling your companion back: * Minor Action: You take a minor action and lose a healing surge. Doing so causes your animal companion to appear in the nearest unoccupied space, with hit points equal to your healing surge value. * Short or Extended Rest: You lose a healing surge at the end of a rest. Doing so causes your animal companion to appear in the nearest unoccupied space, with full hit points.[/ooc], [ooc=Actions]As a creature under your control, your animal companion relies on you for strict guidance while you are within 20 squares of it. You take actions so that it can act, and its initiative is the same as yours during an encounter. [b]Standard Actions:[/b] To take a standard action, your animal companion needs you to take a standard action to command it to do so. [b]Move Actions:[/b] Whenever you take a move action, your animal companion can also take a move action. Alternatively, you can stay put but take a move action to command your animal companion to take a move action. [b]Minor Actions:[/b] To take a minor action, your animal companion needs you to take a minor action to command it to do so. [b]Free Actions:[/b] Your animal companion can take free actions without you taking an action to command it. [b]Triggered Actions:[/b] If one of your animal companion’s triggered actions is triggered, the companion can take that action only if you take the same kind of action to command it to do so. For example, if an enemy adjacent to your companion provokes an opportunity attack from it, you must take an opportunity action to command your companion to make the attack.[/ooc], [ooc=Independant Actions]In situations where you can’t give commands to your animal companion, it can act independently. For example, if you are unconscious or if you are more than 20 squares away from your companion, it doesn’t sit around waiting for you to show up (unless that’s what you have previously commanded it to do). An animal companion acting independently can take either a standard, a move, or a minor action on its turn. It can also take opportunity actions and free actions, but it cannot take immediate actions.[/ooc]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=385785][size=4][B]Elvik[/B][/size][/url], Half-Elf Druid (Sentinel) [B]Init[/B] +1 [B]HP[/B] 33/40 [B]Bloodied[/B] 20 [B]Healing Surge[/B] 10 (11 used /11) [B]AC[/B] 20 [B]Fort[/B] 18 [B]Reflex[/B] 15 [B]Will[/B] 16 [B]Speed[/B] 6 [B]Str[/B] 10 (0) [B]Con[/B] 18 (+4) [B]Dex[/B] 11 (0) [B]Int[/B] 8 (-1) [B]Wis[/B] 18 (+4) [B]Cha[/B] 13 (+1) [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 (+0) damage. [b]Scimitar:[/b] +5 attack, 1d8 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]Hand Crossbow:[/b] +3 attack, 1d6 damage[/OOC], [OOC='[color=darkgreen]Tending Strike[/color]'][B][color=darkgreen]Tending Strike[/color][/B] [B]At Will | Primal, Weapon Standard Action | Melee Weapon[/B] [B]Target:[/B] One creature [B]Attack:[/B] Wisdom vs. AC [B]Hit:[/B] 1[W] + Wisdom modifier (+4) damage. [B]Effect:[/B] One ally within 5 squares of the target gains temporary hit points equal to your Constitution modifier (+4). [B]Scimitar:[/B] +9 attack, 1d8+4 damage[/OOC], [OOC='[color=darkgreen]Animal Attack (Wolf)[/color]'][B][color=darkgreen]Animal Attack (Wolf)[/color][/B] [B]At Will Standard Action | Melee 1[/B] [B]Target:[/B] One creature [B]Attack:[/B] Your level + 5 vs. vs. AC [B]Hit:[/B] 1d8 + your Wisdom modifier (+4) + your Constitution modifier (+4) damage. [b]Attack:[/b] +8 attack, 1d8+8 damage[/OOC], [OOC='[color=darkred]Healing Word[/color]'][B][color=darkred]Healing Word[/color][/B] [B]Encounter | Healing Minor Action | Close blast 5[/B] [B]Target:[/B] You or one ally in the 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 1d6 hit points.[/OOC], [OOC='[color=darkred]Knack for Success[/color]'][B][color=darkred]Knack for Success[/color][/B] [B]Encounter Minor Action | Close Burst 5[/B] [B]Target:[/B] You or one ally in burst [B]Effect:[/B] Choose one of the following. * The target makes a saving throw. * The target shifts up to 2 squares as a free action. * The target gains a +2 power bonus to his or her next attack roll made before the end of his or her next turn. * The target gains a +4 power bonus to his or her next skill check made before the end of his or her next turn.[/OOC], [OOC='[color=darkred]Resist Energy[/color]'][B][color=darkred]Resist Energy[/color][/B] [B]Encounter | Primal Immediate Interrupt | Close Burst 1[/B] [B]Trigger:[/B] You take cold, fire, lightning, or thunder damage [B]Target:[/B] You and each ally in burst [B]Effect:[/B] Each target gains resist 5 to the triggering damage type until the end of your next turn.[/OOC], [OOC='[color=darkred]Combined Attack[/color]'][B][color=darkred]Combined Attack[/color][/B] [B]Encounter | Primal, Weapon Standard Action | Melee Weapon[/B] [B]Target:[/B] One creature [B]Attack:[/B] Wisdom vs. AC [B]Hit:[/B] 1[W] + Wisdom modifier (+4) damage. [B]Effect:[/B] Your animal companion can take a free action to move up to its speed and then use its animal attack. [B]Special:[/B] You can use combined attack twice per encounter, but only once per turn. [B]Scimitar:[/B] +9 attack, 1d8+4 damage[/OOC], [OOC='[color=darkslategrey]Vexing Overgrowth[/color]'][B][color=darkslategrey]Vexing Overgrowth[/color][/B] [B]Daily | Primal, Weapon Standard Action | Close burst 1[/B] [B]Target:[/B] Each enemy in the burst [B]Attack:[/B] Wisdom vs. AC [B]Hit:[/B] 2[W] + Wisdom modifier damage. [B]Miss:[/B] Half damage. [B]Effect:[/B] Until the end of the encounter, enemies grant combat advantage while adjacent to you. [B]Scimitar:[/B] +9 attack, 2d8+4 damage[/OOC] [B]Notes[/B] - Timberpaw 17/17 HP - Resist 5 fire (Hide Armor of Resistance) [b]Racial:[/b] [ooc=Low-light vision]Characters who have low-light vision see normally in dim light.[/ooc], [ooc=Knack For Success]You have the knack for success power.[/ooc], [ooc=Dual Heritage]You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements..[/ooc], [ooc=Group Diplomacy]You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.[/ooc] [b]Class:[/b] [ooc=Acolyte of the Natural Cycle - Druid of Spring]You gain the following benefits. • Your animal companion is a wolf. • You gain proficiency with the scimitar. • You gain a +1 bonus to attack rolls with scimitars, spears, daggers, and sickles. • You gain a +2 bonus to Heal checks.[/ooc], [ooc=Druid Wilderness Knacks]You gain two abilities - Beast Empathy & Herb Lore.[/ooc], [ooc=Beast Empathy (Druid)]You gain a +2 bonus to Bluff, Diplomacy, and Intimidate checks against beasts. You can communicate simple concepts and commands to such creatures, though they are under no compulsion to obey you. With a successful Insight check (DC determined by the DM), you can read a creature’s body language and vocalizations enough to understand basic messages from it..[/ooc], [ooc=Herb Lore (Druid)]You and each ally can add 2 to his or her healing surge value when spending heading surges during a short rest. To gain this benefit, you must take the short rest in an area that offers easy access to plants. The additional hit points increase to 4 at 11th level and 6 at 21st level.[/ooc], [ooc=Primal Guardian]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.[/ooc] [b]Feat:[/b] [ooc=Heavy Blade Expertise]+1/+2/+3 (by tier) to weapon attacks with heavy blades; +2 to defenses against OAs when wielding heavy blade.[/ooc], [ooc=Lightning Reflexes]+2/+3/+4 (by tier) to Reflex.[/ooc] [b]Items:[/b] [ooc=Hide Armor of Resistance +1]Resist 5 vs Fire[/ooc], [ooc=Amulet of Life +1]Encounter Power - Free Action/Trigger Spending Healing Surge. Can spend a second heading surge.[/ooc] [b]Animal Companion[/b] [ooc=Timber Wolf][b]Hit Points:[/b] 15 [b]Initiative:[/b] +0 [b]Size:[/b] Medium [b]Speed:[/b]8 squares [b]Defenses:[/b] AC 16, Fortitude 14, Reflex 14, Will 14 [b]Perception:[/b] 11 [b]Vision:[/b] Low-light vision [b]Faithful Pack Hound | Aura 1:[/b] Enemies grant combat advantage while in the aura. [b]Ability Scores:[/b] Strength 14, Constitution 17, Dexterity 20, Intelligence 2, Wisdom 14, Charisma 6[/ooc], [ooc=Rules]You gain an animal companion associated with the season you chose for your Acolyte of the Natural Cycle class feature. • Your animal companion is considered an ally of you and your allies. It can be affected by powers in the same way as any other creature can be. • You can communicate telepathically with your animal companion as long as it is within 20 squares of you. You do not need line of sight or line of effect to do so. Your animal companion has only animal intelligence, so it cannot communicate or understand complex topics. • Your animal companion’s level is equal to yours, and its hit points, defenses, and attacks are determined by your level, as noted in its stat block. • Your animal companion shares your healing surge total. Whenever an effect requires your animal companion to spend a healing surge, the surge is deducted from your total. Whenever you use your second wind, your animal companion also regains hit points equal to your healing surge value. At the end of a short rest, your animal companion regains all its hit points. • If you die or your animal companion drops to 0 hit points, it disappears as the primal magic that sustains it dissipates. You have two ways of calling your companion back: * Minor Action: You take a minor action and lose a healing surge. Doing so causes your animal companion to appear in the nearest unoccupied space, with hit points equal to your healing surge value. * Short or Extended Rest: You lose a healing surge at the end of a rest. Doing so causes your animal companion to appear in the nearest unoccupied space, with full hit points.[/ooc], [ooc=Actions]As a creature under your control, your animal companion relies on you for strict guidance while you are within 20 squares of it. You take actions so that it can act, and its initiative is the same as yours during an encounter. [b]Standard Actions:[/b] To take a standard action, your animal companion needs you to take a standard action to command it to do so. [b]Move Actions:[/b] Whenever you take a move action, your animal companion can also take a move action. Alternatively, you can stay put but take a move action to command your animal companion to take a move action. [b]Minor Actions:[/b] To take a minor action, your animal companion needs you to take a minor action to command it to do so. [b]Free Actions:[/b] Your animal companion can take free actions without you taking an action to command it. [b]Triggered Actions:[/b] If one of your animal companion’s triggered actions is triggered, the companion can take that action only if you take the same kind of action to command it to do so. For example, if an enemy adjacent to your companion provokes an opportunity attack from it, you must take an opportunity action to command your companion to make the attack.[/ooc], [ooc=Independant Actions]In situations where you can’t give commands to your animal companion, it can act independently. For example, if you are unconscious or if you are more than 20 squares away from your companion, it doesn’t sit around waiting for you to show up (unless that’s what you have previously commanded it to do). An animal companion acting independently can take either a standard, a move, or a minor action on its turn. It can also take opportunity actions and free actions, but it cannot take immediate actions.[/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 (+0) damage. [b]Scimitar:[/b] +5 attack, 1d8 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]Hand Crossbow:[/b] +3 attack, 1d6 damage
[B]At Will | Primal, Weapon Standard Action | Melee Weapon[/B] [B]Target:[/B] One creature [B]Attack:[/B] Wisdom vs. AC [B]Hit:[/B] 1[W] + Wisdom modifier (+4) damage. [B]Effect:[/B] One ally within 5 squares of the target gains temporary hit points equal to your Constitution modifier (+4). [B]Scimitar:[/B] +9 attack, 1d8+4 damage
[B]At Will Standard Action | Melee 1[/B] [B]Target:[/B] One creature [B]Attack:[/B] Your level + 5 vs. vs. AC [B]Hit:[/B] 1d8 + your Wisdom modifier (+4) + your Constitution modifier (+4) damage. [b]Attack:[/b] +8 attack, 1d8+8 damage
[B]Encounter | Healing Minor Action | Close blast 5[/B] [B]Target:[/B] You or one ally in the 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 1d6 hit points.
[B]Encounter Minor Action | Close Burst 5[/B] [B]Target:[/B] You or one ally in burst [B]Effect:[/B] Choose one of the following. * The target makes a saving throw. * The target shifts up to 2 squares as a free action. * The target gains a +2 power bonus to his or her next attack roll made before the end of his or her next turn. * The target gains a +4 power bonus to his or her next skill check made before the end of his or her next turn.
[B]Encounter | Primal Immediate Interrupt | Close Burst 1[/B] [B]Trigger:[/B] You take cold, fire, lightning, or thunder damage [B]Target:[/B] You and each ally in burst [B]Effect:[/B] Each target gains resist 5 to the triggering damage type until the end of your next turn.
[B]Encounter | Primal, Weapon Standard Action | Melee Weapon[/B] [B]Target:[/B] One creature [B]Attack:[/B] Wisdom vs. AC [B]Hit:[/B] 1[W] + Wisdom modifier (+4) damage. [B]Effect:[/B] Your animal companion can take a free action to move up to its speed and then use its animal attack. [B]Special:[/B] You can use combined attack twice per encounter, but only once per turn. [B]Scimitar:[/B] +9 attack, 1d8+4 damage
Powers
[B]Daily | Primal, Weapon Standard Action | Close burst 1[/B] [B]Target:[/B] Each enemy in the burst [B]Attack:[/B] Wisdom vs. AC [B]Hit:[/B] 2[W] + Wisdom modifier damage. [B]Miss:[/B] Half damage. [B]Effect:[/B] Until the end of the encounter, enemies grant combat advantage while adjacent to you. [B]Scimitar:[/B] +9 attack, 2d8+4 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
Starting Gold: 100
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Elvik like to think of himself as guardian of the farmers. Since he became of age he has did his best to care for and protect the farmers from wild animals and the like. He is good terms with the elders of Fertile Fields and often runs messages between the farmers and the temple. He was approached when he was still fairly young and quickly accepted a role helping the resistance whose goals are a natural progression of his own personal ones. Timberpaw is his constant companion, a large grey wolf that Elvik found as a pup. The bound they formed over many years grew strong and when TImberpaw was killed in a fight with some bandits Elvik was devastated and fell into a deep depression for many weeks. The druid that found him, comforted him, trained him and eventually taught him the magic to bring back TImberpaw has since travelled elsewhere and Elvik has continued his training alone ever since.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games