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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]Charge:[/b] +4 damage and a +2 bonus to bull rush, can push the target 1 square and shift into the vacated square, +2 speed, (daily) can use an at-will or encounter power instead of MBA, don't provoke OA [b]Prone enemy:[/b] +5 damage [b]OA:[/b] can use any at-will instead of MBA [b]AP:[/b] +2 AC [b]VS undead:[/b] +1 attack, +1 damage [b]Others:[/b]immunity to fear effects and resist 10 necrotic
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=426238][size=4][B]Pethani[/B][/size][/url], Goliath Barbarian/Fighter, Stoneblessed [B]Init[/B] +9 [B]HP[/B] 96/96 [B]Bloodied[/B] 48 [B]Healing Surge[/B] 24 (0 used /11) [B]AC[/B] 26 [B]Fort[/B] 26 [B]Reflex[/B] 24 [B]Will[/B] 22 [B]Speed[/B] 6 [B]Str[/B] 21 (+5) [B]Con[/B] 16 (+3) [B]Dex[/B] 17 (+3) [B]Int[/B] 11 (0) [B]Wis[/B] 14 (+2) [B]Cha[/B] 9 (-1) [OOC='[color=red]Stone's Endurance[/color]'][B][color=red]Stone's Endurance[/color][/B] Encounter Minor Action - Personal Effect: You gain resist 5 to all damage until the end of your next turn. Level 11: Resist 10 to all damage. Level 21: Resist 15 to all damage[/OOC], [OOC='[color=green]Combat Challenge Class Feature[/color]'][B][color=green]Combat Challenge Class Feature[/color][/B] Every time you attack an enemy with your fighter powers or your fighter paragon path powers, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls if its attack doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. In addition, you gain the Combat Challenge power[/OOC], [OOC='[color=green]Combat Challenge[/color]'][B][color=green]Combat Challenge[/color][/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='[color=green]Rampage[/color]'][B][color=green]Rampage[/color][/B] Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you scored a critical hit against.[/OOC], [OOC='[color=green]Howling Strike (B)[/color]'][B][color=green]Howling Strike (B)[/color][/B] At-Will Primal, Weapon Standard Action Melee weapon Requirement: You must be wielding a melee weapon in two hands. Target: One creature Attack: Strength vs. AC Hit: 1[W] + 1d6 + Strength modifier damage. Level 11: 1[W] + 2d6 + Strength modifier damage. Level 21: 2[W] + 3d6 + Strength modifier damage. Special: When charging, you can use this power in place of a melee basic attack. If you are raging, you can move 2 extra squares as part of the charge.[/OOC], [OOC='[color=green]Crushing Surge (F)[/color]'][B][color=green]Crushing Surge (F)[/color][/B] At-Will Invigorating, Martial, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level. Invigorating: gain 5THPs.[/OOC], [OOC='[color=red]Spinning Sweep (F)[/color]'][B][color=red]Spinning Sweep (F)[/color][/B] Encounter Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you knock the target prone.[/OOC], [OOC='[color=grey]Driving Attack (F)[/color]'][B][color=grey]Driving Attack (F)[/color][/B] Daily Invigorating, Martial, Weapon Standard Action Melee weapon Target: One creature Primary Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage, and you push the target 1 square. You then shift 1 square to a square the target vacated. Make a secondary attack against the target. Secondary Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier damage, and you push the target 2 squares and knock it prone. Miss: Half damage, and you push the target 1 square.[/OOC], [OOC='[color=red]Battle Fury Stance (F)[/color]'][B][color=red]Battle Fury Stance (F)[/color][/B] Encounter Martial, Stance Minor Action Personal Effect: You gain a +2 power bonus to damage rolls with weapon attacks but suffer a -2 penalty to AC. The bonus damage from this stance increases to +4 at 11th level and +6 at 21st level. Special: This stance ends when you spend a healing surge. You can end this stance as a free action during your turn but not on the same turn that you activated it.[/OOC], [OOC='[color=red]Brutal Slam (B)[/color]'][B][color=red]Brutal Slam (B)[/color][/B] Encounter Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Fortitude Hit: 2[W] + Strength modifier damage, and you push the target 2 squares and knock it prone. Then one enemy adjacent to the target takes 1d8 + your Strength modifier damage.[/OOC], [OOC='[STRIKE][color=grey]Thunder Hawk Rage (B)[/color][/STRIKE]'][B][color=grey]Thunder Hawk Rage (B)[/color][/B] Daily Primal, Rage, Thunder, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier thunder damage, and the target is dazed (save ends). Miss: Half damage. Effect: You enter the rage of the thunder hawk. Until the rage ends, you can use the Thunder Hawk Rage Attack power once per turn only on your own turn.[/OOC], [OOC='[color=green]Thunder Hawk Rage Attack (B)[/color]'][B][color=green]Thunder Hawk Rage Attack (B)[/color][/B] Daily Primal, Rage, Thunder, Weapon Free Action Melee 1 Requirement: The Thunder Hawk Rage power must be active to use this power. Target: One creature Attack: Strength vs. Fortitude Hit: You knock the secondary target prone.[/OOC], [OOC='[color=grey]Cull Weakness (B)[/color]'][B][color=grey]Cull Weakness (B)[/color][/B] Daily Primal, Stance Minor Action Personal Effect: You assume the cull weakness stance. Until the stance ends, bloodied enemies grant combat advantage to you, and you gain a +4 power bonus to damage rolls against them.[/OOC], [OOC='[STRIKE][color=red]Come and Get It (F)[/color][/STRIKE]'][B][color=red]Come and Get It (F)[/color][/B] Encounter Martial, Weapon Standard Action Close burst 3 Target: Each enemy you can see in the burst Attack: Strength vs. Will Hit: You pull the target up to 2 squares, but only if it can end the pull adjacent to you. If the target is adjacent to you after the pull, it takes 1[W] damage.[/OOC], [OOC='[color=grey]Oak Hammer Rage (B)[/color]'][B][color=grey]Oak Hammer Rage (B)[/color][/B] Daily Primal, Rage, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage, and you knock the target prone. Miss: Half damage. Effect: You enter the rage of the oak hammer. Until the rage ends, whenever you hit a target with a melee attack, you knock that target prone. If that target is already prone, the attack instead deals extra damage equal to your Constitution modifier.[/OOC], [OOC='[color=grey]Enter the Crucible (Endurance)[/color]'][B][color=grey]Enter the Crucible (Endurance)[/color][/B] Daily Minor Action Personal Requirement: You must have at least one healing surge remaining. Effect: You lose a healing surge. Until the end of the encounter, you cannot be weakened, and you gain resist 10 to all damage.[/OOC], [OOC='[color=red]Mountain Sweep (PP)[/color]'][B][color=red]Mountain Sweep (PP)[/color][/B] Encounter Weapon Standard Action Melee weapon Target: One or two creatures Attack: Strength vs. AC Hit: 2[W] + Strength modifier + Constitution modifier damage.[/OOC], [OOC='[color=red]Summit Advantage (PP)[/color]'][B][color=red]Summit Advantage (PP)[/color][/B] Encounter Minor Action Personal Effect: Until the end of your next turn, you have threatening reach.[/OOC], [OOC='[color=orange]Survivor's Armor (level 9)[/color]'][B][color=orange]Survivor's Armor (level 9)[/color][/B] Power Daily (Immediate Interrupt) Use this power when hit by an attack. Choose a willing ally within 5 squares of you. That ally takes the damage instead.[/OOC], [OOC='[color=orange]Boots of the Mighty Charge (level 10)[/color]'][B][color=orange]Boots of the Mighty Charge (level 10)[/color][/B] When charging, you gain a +2 item bonus to speed. Power Daily (Free Action) Trigger: Use this power when you charge. Effect: You can use any at-will or encounter melee or close weapon attack power at the end of the charge as long as it is an attack that includes the enemy you are charging. (You are not restricted to making a melee basic attack or a bull rush.)[/OOC], [OOC='[color=orange]Gloves of Piercing (level 3)[/color]'][B][color=orange]Gloves of Piercing (level 3)[/color][/B] Power Daily (Minor Action) Until the end of the encounter, your attacks ignore any resistance of 10 or lower.[/OOC], [OOC='[color=orange]Bluescale Blade[/color]'][B][color=orange]Bluescale Blade[/color][/B] The Bluescale Blade is a +4 greatsword(+3 Prof, 1d10 damage) with the following properties and powers. Properties • You gain a +1 item bonus to Athletics checks, Insight checks, and Religion checks. • You gain a +1 item bonus to attack rolls and damage rolls against undead creatures. • The Sword grants you immunity to fear effects and resist 10 necrotic. • When making an attack roll using a power granted by the Sword, you can apply the modifier of your highest ability score instead of the modifier normally used by the power. Power At-Will (Standard Action) You can use holy strike (paladin 1). Power Encounter (Standard Action) You can use divine reverence (paladin 7), applying the Sword's enhancement bonus as if the Sword were a holy symbol. Power Daily (Standard Action) You can use hand of the gods (paladin 17), applying the Sword's enhancement bonus as if the Sword were a holy symbol.[/OOC], [OOC='[color=green]Holy Strike[/color]'][B][color=green]Holy Strike[/color][/B] At-Will Divine, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier radiant damage. If you marked the target, you gain a bonus to the damage roll equal to your Wisdom modifier. Increase damage to 2[W] + Strength modifier at 21st level.[/OOC], [OOC='[color=red]Divine Reverence[/color]'][B][color=red]Divine Reverence[/color][/B] Encounter Divine, Implement, Radiant Standard Action Close burst 1 Target: Each enemy in the burst Attack: Charisma vs. Will Hit: 1d8 + Charisma modifier radiant damage, and the target is dazed until the end of your next turn.[/OOC], [OOC='[color=grey]Hand of the Gods[/color]'][B][color=grey]Hand of the Gods[/color][/B] Encounter Divine, Implement, Radiant Standard Action Close burst 1 Target: Each enemy in the burst Attack: Charisma vs. Fortitude Hit: 2d10 + Charisma modifier radiant damage, and the target is marked until the end of your next turn. Effect: Until the end of your next turn, allies in the burst gain a power bonus to attack rolls equal to your Wisdom modifier.[/OOC] [B]Notes[/B] [b]Charge:[/b] +4 damage and a +2 bonus to bull rush, can push the target 1 square and shift into the vacated square, +2 speed, (daily) can use an at-will or encounter power instead of MBA, don't provoke OA [b]Prone enemy:[/b] +5 damage [b]OA:[/b] can use any at-will instead of MBA [b]AP:[/b] +2 AC [b]VS undead:[/b] +1 attack, +1 damage [b]Others:[/b]immunity to fear effects and resist 10 necrotic
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 Minor Action - Personal Effect: You gain resist 5 to all damage until the end of your next turn. Level 11: Resist 10 to all damage. Level 21: Resist 15 to all damage
Every time you attack an enemy with your fighter powers or your fighter paragon path powers, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls if its attack doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. In addition, you gain the Combat Challenge power
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.
Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you scored a critical hit against.
At-Will Primal, Weapon Standard Action Melee weapon Requirement: You must be wielding a melee weapon in two hands. Target: One creature Attack: Strength vs. AC Hit: 1[W] + 1d6 + Strength modifier damage. Level 11: 1[W] + 2d6 + Strength modifier damage. Level 21: 2[W] + 3d6 + Strength modifier damage. Special: When charging, you can use this power in place of a melee basic attack. If you are raging, you can move 2 extra squares as part of the charge.
At-Will Invigorating, Martial, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level. Invigorating: gain 5THPs.
Encounter Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you knock the target prone.
Daily Invigorating, Martial, Weapon Standard Action Melee weapon Target: One creature Primary Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage, and you push the target 1 square. You then shift 1 square to a square the target vacated. Make a secondary attack against the target. Secondary Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier damage, and you push the target 2 squares and knock it prone. Miss: Half damage, and you push the target 1 square.
Encounter Martial, Stance Minor Action Personal Effect: You gain a +2 power bonus to damage rolls with weapon attacks but suffer a -2 penalty to AC. The bonus damage from this stance increases to +4 at 11th level and +6 at 21st level. Special: This stance ends when you spend a healing surge. You can end this stance as a free action during your turn but not on the same turn that you activated it.
Encounter Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Fortitude Hit: 2[W] + Strength modifier damage, and you push the target 2 squares and knock it prone. Then one enemy adjacent to the target takes 1d8 + your Strength modifier damage.
Daily Primal, Rage, Thunder, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier thunder damage, and the target is dazed (save ends). Miss: Half damage. Effect: You enter the rage of the thunder hawk. Until the rage ends, you can use the Thunder Hawk Rage Attack power once per turn only on your own turn.
Daily Primal, Rage, Thunder, Weapon Free Action Melee 1 Requirement: The Thunder Hawk Rage power must be active to use this power. Target: One creature Attack: Strength vs. Fortitude Hit: You knock the secondary target prone.
Daily Primal, Stance Minor Action Personal Effect: You assume the cull weakness stance. Until the stance ends, bloodied enemies grant combat advantage to you, and you gain a +4 power bonus to damage rolls against them.
Encounter Martial, Weapon Standard Action Close burst 3 Target: Each enemy you can see in the burst Attack: Strength vs. Will Hit: You pull the target up to 2 squares, but only if it can end the pull adjacent to you. If the target is adjacent to you after the pull, it takes 1[W] damage.
Powers
Daily Primal, Rage, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage, and you knock the target prone. Miss: Half damage. Effect: You enter the rage of the oak hammer. Until the rage ends, whenever you hit a target with a melee attack, you knock that target prone. If that target is already prone, the attack instead deals extra damage equal to your Constitution modifier.
Daily Minor Action Personal Requirement: You must have at least one healing surge remaining. Effect: You lose a healing surge. Until the end of the encounter, you cannot be weakened, and you gain resist 10 to all damage.
Encounter Weapon Standard Action Melee weapon Target: One or two creatures Attack: Strength vs. AC Hit: 2[W] + Strength modifier + Constitution modifier damage.
Encounter Minor Action Personal Effect: Until the end of your next turn, you have threatening reach.
Power Daily (Immediate Interrupt) Use this power when hit by an attack. Choose a willing ally within 5 squares of you. That ally takes the damage instead.
When charging, you gain a +2 item bonus to speed. Power Daily (Free Action) Trigger: Use this power when you charge. Effect: You can use any at-will or encounter melee or close weapon attack power at the end of the charge as long as it is an attack that includes the enemy you are charging. (You are not restricted to making a melee basic attack or a bull rush.)
Power Daily (Minor Action) Until the end of the encounter, your attacks ignore any resistance of 10 or lower.
The Bluescale Blade is a +4 greatsword(+3 Prof, 1d10 damage) with the following properties and powers. Properties • You gain a +1 item bonus to Athletics checks, Insight checks, and Religion checks. • You gain a +1 item bonus to attack rolls and damage rolls against undead creatures. • The Sword grants you immunity to fear effects and resist 10 necrotic. • When making an attack roll using a power granted by the Sword, you can apply the modifier of your highest ability score instead of the modifier normally used by the power. Power At-Will (Standard Action) You can use holy strike (paladin 1). Power Encounter (Standard Action) You can use divine reverence (paladin 7), applying the Sword's enhancement bonus as if the Sword were a holy symbol. Power Daily (Standard Action) You can use hand of the gods (paladin 17), applying the Sword's enhancement bonus as if the Sword were a holy symbol.
At-Will Divine, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier radiant damage. If you marked the target, you gain a bonus to the damage roll equal to your Wisdom modifier. Increase damage to 2[W] + Strength modifier at 21st level.
Encounter Divine, Implement, Radiant Standard Action Close burst 1 Target: Each enemy in the burst Attack: Charisma vs. Will Hit: 1d8 + Charisma modifier radiant damage, and the target is dazed until the end of your next turn.
Encounter Divine, Implement, Radiant Standard Action Close burst 1 Target: Each enemy in the burst Attack: Charisma vs. Fortitude Hit: 2d10 + Charisma modifier radiant damage, and the target is marked until the end of your next turn. Effect: Until the end of your next turn, allies in the burst gain a power bonus to attack rolls equal to your Wisdom modifier.
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
890GP
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
IMPROVED VIGOR You gain a +1 feat bonus to the number of temporary hit points you gain from using an invigorating power. The bonus increases to 2 at 11th level and 3 at 21st level. (NOTE ON INVIGORATING POWERS) If a creature has training in Endurance, it gains temporary hit points equal to its Constitution modifier when it hits with a power that has the invigorating keyword. No invigorating power grants temporary hit points more than once during a turn, even if the user hits more than once with that power. BARBARIAN ARMORED AGILITY You gain the Barbarian Agility class feature. You also gain proficiency with leather armor and hide armor. BARBARIAN AGILITY While you are not wearing heavy armor, you gain a +1 bonus to AC and Reflex. The bonus increases to +2 at 11th level and +3 at 21st level. NATURAL INTIMIDATOR You gain a +3 feat bonus to Intimidate checks. During a skill challenge, you accrue failures on Intimidate checks only if you fail by 5 or more. POWERFUL CHARGE When you charge, you gain a +2 bonus to damage and a +2 bonus to bull rush attempts. TWO-HANDED WEAPON EXPERTISE You gain a +1 feat bonus to weapon attack rolls you make with a two-handed melee weapon. In addition, you gain a +1 bonus to the damage rolls of charge attacks you make with a two-handed melee weapon. Both of these bonuses increase to +2 at 11th level and +3 at 21st level. GOLIATH GREATWEAPON PROWESS You gain proficiency with all simple and military two-handed melee weapons and a +2 feat bonus to damage rolls with such weapons. The bonus increases to +3 at 11th level and +4 at 21st level. HEADMAN'S CHOP Whenever you hit a prone target with an axe or a heavy blade, the target takes 5 extra damage. AVALANCHE REAVER When you hit with a charge attack, you can also push the target of the charge 1 square. If you do, you can shift 1 square into any square the target just vacated. HEAVY BLADE OPPORTUNITY When you make an opportunity attack with a heavy blade, you can use an at-will attack that has the weapon keyword instead of a basic attack. STONEHIDE ACTION When you spend an action point to take an extra action, you also gain a +2 bonus to AC until the end of your next turn. UNUSUAL REACH Your melee reach increases by 1.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games