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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
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=425435][size=4][B]Turag[/B][/size][/url], Orc Fighter [B]Init[/B] +2 [B]HP[/B] 33/40 [B]Bloodied[/B] 20 [B]Healing Surge[/B] 10 ( used /) [B]AC[/B] 14 [B]Fort[/B] 17 [B]Reflex[/B] 12 [B]Will[/B] 10 [B]Speed[/B] 6 [B]Str[/B] 19 (+4) [B]Con[/B] 19 (+4) [B]Dex[/B] 13 (+1) [B]Int[/B] 8 (-1) [B]Wis[/B] 8 (-1) [B]Cha[/B] 8 (-1) [OOC='Combat Agility -W'][B]Combat Agility -W[/B] At-Will Martial, Weapon Opportunity Action Melee weapon Trigger: An enemy adjacent to you takes an action that provokes an opportunity attack Effect: After the triggering enemy completes the action, you shift a number of squares equal to your Dexterity modifier. You must end the shift closer to the target than you were when you began the shift. Then make the following attack. Target: The triggering enemy Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you knock the target prone. Level 21: 2[W] + Strength modifier damage.[/OOC], [OOC='Combat Challenge -W'][B]Combat Challenge -W[/B] At-Will Martial, Weapon Immediate Interrupt Melee Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy.[/OOC], [OOC='Brash Strike -W'][B]Brash Strike -W[/B] At-Will Martial, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength +2 vs. AC Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level. Weapon: If you’re wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier. Effect: You grant combat advantage to the target until the start of your next turn.[/OOC], [OOC='Wicked Strike -W'][B]Wicked Strike -W[/B] At-Will Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding a two-handed weapon. Target: One creature marked by you Attack: Strength -2 vs. AC Hit: 1[W] + Strength modifier + Constitution modifier damage. Level 21: 2[W] + Strength modifier + twice your Constitution modifier damage. Special: You can use the power in place of a melee basic attack.[/OOC], [OOC='Cowardly Strike -E'][B]Cowardly Strike -E[/B] Encounter * Standard Action Melee Target: One Creature Keywords: Martial, Weapon Attack: strength vs. AC Hit: 1[w] + strength modifier damage, and Turag can shift his speed. He cannot end his movement next to an enemy. Miss: Turag trade's positions with an adjacent ally.[/OOC], [OOC='[color=red][b]Nine Lives of the Cat Lord[/b][/color] -E'][B][color=red][b]Nine Lives of the Cat Lord[/b][/color] -E[/B] [i]In exchange for your services the Cat Lord has offered you a boon...[/i] Encounter * Free Action Trigger: You are the target of a critical hit Effect: Change the hit into a normal hit. Critical hit damage/effects still apply to any other targets of the critical hit.[/OOC], [OOC='Quick Escape -E'][B]Quick Escape -E[/B] Encounter Martial Minor Action Personal Effect: You make an escape attempt, or you make a saving throw against an effect that immobilizes or restrains you and that a save can end.[/OOC], [OOC='Second Wind'][B]Second Wind[/B] Use Second Wind Action: Standard action. A character can take this action only once per encounter, so he or she can take it again after a short or an extended rest. A character can use his or her second wind without taking an action if another character administers first aid to him or her using the Heal skill. Spend a Healing Surge: The character spends a healing surge to regain hit points. +2 Bonus to All Defenses: The character gains a +2 bonus to all defenses until the start of his or her next turn. However, the character does not gain this bonus if he or she uses second wind as a result of someone administering first aid.[/OOC], [OOC='Subterranean Survival -E'][B]Subterranean Survival -E[/B] Encounter Martial Free Action Personal Trigger: You make a Dungeoneering check and dislike the result. Effect: You reroll the Dungeoneering check.[/OOC], [OOC='[STRIKE]Warrior's Surge -E[/STRIKE]'][B]Warrior's Surge -E[/B] Encounter Healing, Weapon Standard Action Melee weapon Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you can spend a healing surge. Increase to 2[W] + Strength modifier damage at 21st level.[/OOC], [OOC='Brute Strike -D'][B]Brute Strike -D[/B] Daily Martial, Reliable, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage.[/OOC], 'RPGA Card 1', 'RPGA Card 2', 'RPGA Card 3' [B]Notes[/B]
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
At-Will Martial, Weapon Opportunity Action Melee weapon Trigger: An enemy adjacent to you takes an action that provokes an opportunity attack Effect: After the triggering enemy completes the action, you shift a number of squares equal to your Dexterity modifier. You must end the shift closer to the target than you were when you began the shift. Then make the following attack. Target: The triggering enemy Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you knock the target prone. Level 21: 2[W] + Strength modifier damage.
At-Will Martial, Weapon Immediate Interrupt Melee Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy.
At-Will Martial, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength +2 vs. AC Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level. Weapon: If you’re wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier. Effect: You grant combat advantage to the target until the start of your next turn.
At-Will Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding a two-handed weapon. Target: One creature marked by you Attack: Strength -2 vs. AC Hit: 1[W] + Strength modifier + Constitution modifier damage. Level 21: 2[W] + Strength modifier + twice your Constitution modifier damage. Special: You can use the power in place of a melee basic attack.
Encounter * Standard Action Melee Target: One Creature Keywords: Martial, Weapon Attack: strength vs. AC Hit: 1[w] + strength modifier damage, and Turag can shift his speed. He cannot end his movement next to an enemy. Miss: Turag trade's positions with an adjacent ally.
[i]In exchange for your services the Cat Lord has offered you a boon...[/i] Encounter * Free Action Trigger: You are the target of a critical hit Effect: Change the hit into a normal hit. Critical hit damage/effects still apply to any other targets of the critical hit.
Encounter Martial Minor Action Personal Effect: You make an escape attempt, or you make a saving throw against an effect that immobilizes or restrains you and that a save can end.
Use Second Wind Action: Standard action. A character can take this action only once per encounter, so he or she can take it again after a short or an extended rest. A character can use his or her second wind without taking an action if another character administers first aid to him or her using the Heal skill. Spend a Healing Surge: The character spends a healing surge to regain hit points. +2 Bonus to All Defenses: The character gains a +2 bonus to all defenses until the start of his or her next turn. However, the character does not gain this bonus if he or she uses second wind as a result of someone administering first aid.
Encounter Martial Free Action Personal Trigger: You make a Dungeoneering check and dislike the result. Effect: You reroll the Dungeoneering check.
Encounter Healing, Weapon Standard Action Melee weapon Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you can spend a healing surge. Increase to 2[W] + Strength modifier damage at 21st level.
Powers
Daily Martial, Reliable, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier 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