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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
- [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 Weapons]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=Channel Divinity] Once per encounter, you can use a Channel Divinity power.[/ooc], [ooc=Healer’s Lore]When you let a creature spend a healing surge to regain hit points with one of your cleric powers that has the healing keyword, add your Wisdom modifier to the hit points the recipient regains. [/ooc], [ooc=Ritual Casting] You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You possess a ritual book, and it contains two 1st level rituals of your choice that you have mastered.[/ooc], [ooc=Implements]A cleric wearing or holding a magic holy symbol can add its enhancement bonus to the attack rolls and the damage rolls of cleric powers, as well as cleric paragon path powers, that have the implement keyword.[/ooc] [b]Background & Theme:[/b] [ooc=Missionary Life]+2 to Nature[/ooc], [ooc=Ordained Priest]Gain Shining Symbol Power.[/ooc] [b]Feats:[/b] [ooc=Ritual Caster]Master and perform rituals[/ooc], [ooc=Dwarven Weapon Training]Benefit: +2 damage and proficiency with axes and hammers.[/ooc] [b]Rituals:[/b] [ooc=Gentle Repose][i]Your practiced hands perform the ritual fast enough to preserve the body for a later casting of Raise Dead.[/i] [table=2,1][r=1,1]Level: 1 Category: Restoration Time: 1 hour Duration: Special[r=2,1]Component Cost: 10 gp Market Price: 50 gp Key Skill: Heal (no check) [/table]This ritual is performed on an adjacent corpse. It quintuples the time the corpse can lie dead and still be affected by Raise Dead or a similar ritual. Gentle Repose also protects the corpse from being raised as an undead creature for 150 days.[/ooc], [ooc=Comrades' Succor][i]Ritual participants share their vitality and luck with one another.[/i] [table=2,1][r=1,1]Level: 1 Category: Restoration Time: 5 minutes Duration: Instantaneous[r=2,1]Component Cost: 10 gp Market Price: 150 gp Key Skill: Heal (no check) [/table]While performing this ritual, you and up to 5 participants in the ritual can choose to lose any number of healing surges and select another participant to gain an equal number of healing surges. No participant can have more healing surges than his or her daily maximum. Additionally, you or one participant must lose 1 healing surge when performing this ritual.[/ooc]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=424235][size=4][B][COLOR=DarkRed]Iwao Takahammer[/COLOR][/B][/size][/url], Dwarven Cleric [B]Init[/B] -1 [B]HP[/B] 20/28 [B]Bloodied[/B] 14 [B]Healing Surge[/B] 7 (9 used /10) [B]AC[/B] 16 [B]Fort[/B] 13 [B]Reflex[/B] 11 [B]Will[/B] 16 [B]Speed[/B] 5 [B]Str[/B] 11 (0) [B]Con[/B] 16 (+3) [B]Dex[/B] 8 (-1) [B]Int[/B] 12 (+1) [B]Wis[/B] 18 (+4) [B]Cha[/B] 14 (+2) [OOC='[color=DarkGreen]Sonnlinor's Hammer[/color]'][B][color=DarkGreen]Sonnlinor's Hammer[/color][/B] [B]At Will | Divine, 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. The next attack the target makes before the end of your next turn takes a penalty to the damage roll equal to your Charisma modifier (+2). [B]Special:[/B] This power can be used as a melee basic attack. [B]Mordenkrad:[/B] +6 attack, 2d6+6 damage. (Brutal 1)[/OOC], [OOC='[color=DarkGreen]Sacred Flame[/color]'][B][color=DarkGreen]Sacred Flame[/color][/B] [B]At Will | Divine, Implement, Radiant Standard Action | Ranged 5[/B] [B]Target:[/B] One creature [B]Attack:[/B] Wisdom vs. Reflex [B]Hit:[/B] 1d6 + Wisdom modifier (+4) radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier (+2) + one-half your level or to make a saving throw. [B]Unarmed:[/B] +4 attack, 1d6+4 damage.[/OOC], [OOC='[color=DarkGreen]Ranged Basic Attack[/color]'][B][color=DarkGreen]Ranged Basic Attack[/color][/B] [B]At Will | Weapon Standard Action | Ranged 5[/B] [B]Target:[/B] One creature [B]Attack:[/B] Dexterity vs. AC [B]Hit:[/B] 1[W] + Dexterity modifier (-1) damage. [B]Sling:[/B] +1 attack, 1d6-1 damage[/OOC], [OOC='[color=red]Healing Word[/color]'][B][color=red]Healing Word[/color][/B] [B]Encounter | Divine, Healing Minor Action | Close blast 5[/B] [B]Target:[/B] You or one ally [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]Healer's Lore:[/B] Add Wis modifier (+4) to hp healed by cleric healing powers.[/OOC], [OOC='[color=red]Vengeful Flare[/color]'][B][color=red]Vengeful Flare[/color][/B] [B]Encounter | Divine, Fire, Implement, Radiant Standard Action | Ranged 5[/B] [B]Target:[/B] One creature [B]Attack:[/B] Wisdom vs. Reflex [B]Hit:[/B] 2d8 + Wisdom modifier (+4) fire damage, and the target takes a a –2 penalty to all defenses until the end of your next turn. If you used healing word this turn, this attack deals extra radiant damage equal to your Charisma modifier (+2). [B]Unarmed:[/B] +4 attack, 2d8+6 damage[/OOC], [OOC='[STRIKE][color=red]Shining Symbol[/color][/STRIKE]'][B][color=red]Shining Symbol[/color][/B] [B]Encounter | Divine, Implement, Radiant Standard Action | Close blast 3[/B] [B]Target:[/B] Each enemy in the blast [B]Attack:[/B] Wisdom vs. Reflex [B]Hit:[/B] 1d8 + Wisdom modifier (+4) fire damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. [B]Unarmed:[/B] +4 attack, 1d8+6 damage[/OOC], [OOC='[color=red]Divine Fortune (Channel Divinity)[/color]'][B][color=red]Divine Fortune (Channel Divinity)[/color][/B] [B]Encounter | Divine Free Action | Personal[/B] [B]Channel Divinity:[/B] You can use only one channel divinity power per encounter [B]Effect:[/B] You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn[/OOC], [OOC='[color=red]Healer's Mercy (Channel Divinity)[/color]'][B][color=red]Healer's Mercy (Channel Divinity)[/color][/B] [B]Encounter | Divine, Healing Standard Action | Close burst 5[/B] [B]Target:[/B] Each bloodied ally in burst [B]Channel Divinity:[/B] You can use only one channel divinity power per encounter [B]Effect:[/B] Each target can spend a healing surge. You are weakened until the end of your next turn. [B]Healer's Lore:[/B] Add Wis modifier (+4) to hp healed by cleric healing powers.[/OOC], [OOC='[color=darkslategrey]Astral Condemnation[/color]'][B][color=darkslategrey]Astral Condemnation[/color][/B] [B]Daily | Divine, Implement, Radiant Standard Action | Ranged 5[/B] [B]Target:[/B] One creature [B]Attack:[/B] Wisdom vs. Reflex [B]Hit:[/B] 3d6 + Wisdom modifier (+4) radiant damage. [B]Effect:[/B] Until the end of your next turn, the target takes a penalty to damage rolls equal to 5 + your Charisma modifier (+2). [B]Sustain Minor:[/B] The effect persists. [B]Unarmed:[/B] +4 attack, 3d6+4 damage [/OOC] [B]Notes[/B] - [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 Weapons]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=Channel Divinity] Once per encounter, you can use a Channel Divinity power.[/ooc], [ooc=Healer’s Lore]When you let a creature spend a healing surge to regain hit points with one of your cleric powers that has the healing keyword, add your Wisdom modifier to the hit points the recipient regains. [/ooc], [ooc=Ritual Casting] You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You possess a ritual book, and it contains two 1st level rituals of your choice that you have mastered.[/ooc], [ooc=Implements]A cleric wearing or holding a magic holy symbol can add its enhancement bonus to the attack rolls and the damage rolls of cleric powers, as well as cleric paragon path powers, that have the implement keyword.[/ooc] [b]Background & Theme:[/b] [ooc=Missionary Life]+2 to Nature[/ooc], [ooc=Ordained Priest]Gain Shining Symbol Power.[/ooc] [b]Feats:[/b] [ooc=Ritual Caster]Master and perform rituals[/ooc], [ooc=Dwarven Weapon Training]Benefit: +2 damage and proficiency with axes and hammers.[/ooc] [b]Rituals:[/b] [ooc=Gentle Repose][i]Your practiced hands perform the ritual fast enough to preserve the body for a later casting of Raise Dead.[/i] [table=2,1][r=1,1]Level: 1 Category: Restoration Time: 1 hour Duration: Special[r=2,1]Component Cost: 10 gp Market Price: 50 gp Key Skill: Heal (no check) [/table]This ritual is performed on an adjacent corpse. It quintuples the time the corpse can lie dead and still be affected by Raise Dead or a similar ritual. Gentle Repose also protects the corpse from being raised as an undead creature for 150 days.[/ooc], [ooc=Comrades' Succor][i]Ritual participants share their vitality and luck with one another.[/i] [table=2,1][r=1,1]Level: 1 Category: Restoration Time: 5 minutes Duration: Instantaneous[r=2,1]Component Cost: 10 gp Market Price: 150 gp Key Skill: Heal (no check) [/table]While performing this ritual, you and up to 5 participants in the ritual can choose to lose any number of healing surges and select another participant to gain an equal number of healing surges. No participant can have more healing surges than his or her daily maximum. Additionally, you or one participant must lose 1 healing surge when performing this ritual.[/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 | Divine, 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. The next attack the target makes before the end of your next turn takes a penalty to the damage roll equal to your Charisma modifier (+2). [B]Special:[/B] This power can be used as a melee basic attack. [B]Mordenkrad:[/B] +6 attack, 2d6+6 damage. (Brutal 1)
[B]At Will | Divine, Implement, Radiant Standard Action | Ranged 5[/B] [B]Target:[/B] One creature [B]Attack:[/B] Wisdom vs. Reflex [B]Hit:[/B] 1d6 + Wisdom modifier (+4) radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier (+2) + one-half your level or to make a saving throw. [B]Unarmed:[/B] +4 attack, 1d6+4 damage.
[B]At Will | Weapon Standard Action | Ranged 5[/B] [B]Target:[/B] One creature [B]Attack:[/B] Dexterity vs. AC [B]Hit:[/B] 1[W] + Dexterity modifier (-1) damage. [B]Sling:[/B] +1 attack, 1d6-1 damage
[B]Encounter | Divine, Healing Minor Action | Close blast 5[/B] [B]Target:[/B] You or one ally [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]Healer's Lore:[/B] Add Wis modifier (+4) to hp healed by cleric healing powers.
[B]Encounter | Divine, Fire, Implement, Radiant Standard Action | Ranged 5[/B] [B]Target:[/B] One creature [B]Attack:[/B] Wisdom vs. Reflex [B]Hit:[/B] 2d8 + Wisdom modifier (+4) fire damage, and the target takes a a –2 penalty to all defenses until the end of your next turn. If you used healing word this turn, this attack deals extra radiant damage equal to your Charisma modifier (+2). [B]Unarmed:[/B] +4 attack, 2d8+6 damage
[B]Encounter | Divine, Implement, Radiant Standard Action | Close blast 3[/B] [B]Target:[/B] Each enemy in the blast [B]Attack:[/B] Wisdom vs. Reflex [B]Hit:[/B] 1d8 + Wisdom modifier (+4) fire damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. [B]Unarmed:[/B] +4 attack, 1d8+6 damage
Powers
[B]Encounter | Divine Free Action | Personal[/B] [B]Channel Divinity:[/B] You can use only one channel divinity power per encounter [B]Effect:[/B] You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn
[B]Encounter | Divine, Healing Standard Action | Close burst 5[/B] [B]Target:[/B] Each bloodied ally in burst [B]Channel Divinity:[/B] You can use only one channel divinity power per encounter [B]Effect:[/B] Each target can spend a healing surge. You are weakened until the end of your next turn. [B]Healer's Lore:[/B] Add Wis modifier (+4) to hp healed by cleric healing powers.
[B]Daily | Divine, Implement, Radiant Standard Action | Ranged 5[/B] [B]Target:[/B] One creature [B]Attack:[/B] Wisdom vs. Reflex [B]Hit:[/B] 3d6 + Wisdom modifier (+4) radiant damage. [B]Effect:[/B] Until the end of your next turn, the target takes a penalty to damage rolls equal to 5 + your Charisma modifier (+2). [B]Sustain Minor:[/B] The effect persists. [B]Unarmed:[/B] +4 attack, 3d6+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
13 GP
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