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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
+2 Saving throws against effects with the poison keyword and effects that render you weakened, slowed, or immobilized. Resist 5 Fire
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=429736][size=4][B]Seregruin[/B][/size][/url], Revenant (Tiefling) Monk (Desert Wind) [B]Init[/B] +4 [B]HP[/B] 13/13 [B]Bloodied[/B] 6 [B]Healing Surge[/B] 6 (0 used /9) [B]AC[/B] 16 [B]Fort[/B] 13 [B]Reflex[/B] 15 [B]Will[/B] 14 [B]Speed[/B] 6 [B]Str[/B] 11 (0) [B]Con[/B] 14 (+2) [B]Dex[/B] 18 (+4) [B]Int[/B] 8 (-1) [B]Wis[/B] 12 (+1) [B]Cha[/B] 16 (+3) [OOC='[color=green]Melee Basic Attack[/color]'][B][color=green]Melee Basic Attack[/color][/B] MUS: +3 vs AC, 1d8 Sickle: +2 vs AC, 1d6[/OOC], [OOC='[color=green]Ranged Basic Attack[/color]'][B][color=green]Ranged Basic Attack[/color][/B] Dagger: +7 vs AC, 1d4+5[/OOC], [OOC='[color=green]Desert Wind Flurry of Blows[/color]'][B][color=green]Desert Wind Flurry of Blows[/color][/B] Desert Wind Flurry of Blows A successful attack ignites your mind’s power, causing lambent flames to dance across your body and sear your enemies. At-Will Elemental, Fire, Psionic No Action Melee 1 Trigger: You hit with an attack during your turn. Target: One creature Level 11: One or two creatures Level 21: Each enemy adjacent to you Effect: The target takes 2 + your Charisma modifier fire damage. If the target wasn’t targeted by the triggering attack, it also takes a -2 penalty to attack rolls for any attack that includes you as a target until the end of your next turn. You can then shift 1 square. Special: You can use this power only once per round.[/OOC], [OOC='[color=green]Blistering Flourish[/color]'][B][color=green]Blistering Flourish[/color][/B] Blistering Flourish [Attack Technique] Executing movements in a complex pattern brings forth elemental fire to aid the next attack you make. At-Will Elemental, Fire, Full Discipline, Implement, Psionic Standard Action Melee touch Target: One creature Attack: Dexterity vs. Reflex Hit: 1d8 + Dexterity modifier damage. Until the end of your next turn, your melee attacks deal extra fire damage equal to your Charisma modifier. Level 21: 2d8 + Dexterity modifier damage. Blistering Flourish [Movement Technique] At-Will Elemental, Fire, Full Discipline, Psionic Move Action Personal Effect: You move up to your speed. Enemies that hit you with opportunity attacks provoked by this movement take fire damage equal to 2 + your Charisma modifier.[/OOC], [OOC='[color=green]Five Storms[/color]'][B][color=green]Five Storms[/color][/B] Five Storms [Attack Technique] You move like a whirlwind, spinning as you unleash an array of kicks and punches, which slam into your foes like a storm crashing onto the shore. At-Will Full Discipline, Implement, Psionic Standard Action Close burst 1 Target: Each enemy you can see in the burst Attack: Dexterity vs. Reflex Hit: 1d8 + Dexterity modifier damage. Level 21: 2d8 + Dexterity modifier damage. Five Storms [Movement Technique] You move like a whirlwind, spinning as you unleash an array of kicks and punches, which slam into your foes like a storm crashing onto the shore. At-Will Full Discipline, Psionic Move Action Personal Effect: You shift 2 squares.[/OOC], [OOC='[color=red]Hellfire and Brimstone[/color]'][B][color=red]Hellfire and Brimstone[/color][/B] Hellfire and Brimstone Your brand burns, searing through clothing and flesh as hellfire springs up around you. Encounter Arcane, Fire, Zone Minor Action Close burst 2 Effect: Creatures in the burst take 5 fire damage. The burst creates a zone that lasts until the end of your next turn. While in the zone, enemies take a -2 penalty to attack rolls and all defenses. Level 11: 7 fire damage. Level 21: 10 fire damage.[/OOC], [OOC='[color=red]Light the Fire[/color]'][B][color=red]Light the Fire[/color][/B] Light the Fire [Attack Technique] Bright flames dance across your body, scorching enemies you strike and swirling around you to immolate foes in your reach. Encounter Aura, Elemental, Fire, Full Discipline, Implement, Psionic Standard Action Melee touch Target: One creature Attack: Dexterity vs. Reflex Hit: 2d8 + Dexterity modifier fire damage. Effect: You activate an aura 1 that lasts until the start of your next turn. Any enemy that starts its turn in the aura takes fire damage equal to 2 + your Charisma modifier. Light the Fire [Movement Technique] Encounter Aura, Elemental, Fire, Full Discipline, Psionic Move Action Personal Effect: You shift up to 2 squares.[/OOC], [OOC='[color=DarkSlateGrey]Risen Sun[/color]'][B][color=DarkSlateGrey]Risen Sun[/color][/B] Risen Sun Your wrath ignites your thoughts and causes them to erupt into liquid flames that rush out and incinerate anything near you. Daily Aura, Elemental, Fire, Implement, Psionic Standard Action Close blast 3 Target: Each enemy in the blast Attack: Dexterity vs. Reflex Hit: 2d6 + Dexterity modifier damage, and ongoing 5 fire damage (save ends). Each Failed Saving Throw: You can slide the target 1 square as a free action. Effect: You activate an aura 1 that lasts until the end of your next turn. Any enemy that enters the aura or ends its turn there takes fire damage equal to your Dexterity modifier. A creature can take this damage only once per turn.[/OOC], [OOC='[color=red]Dark Reaping[/color]'][B][color=red]Dark Reaping[/color][/B] Dark Reaping You use one death as the seed to sow more destruction. Encounter Necrotic Free Action Trigger: A creature within 5 squares of you is reduced to 0 hit points Effect: One creature of your choice that you hit with an attack before the end of your next turn takes extra necrotic damage equal to 1d8 + your Constitution modifier or Charisma modifier.[/OOC] [B]Notes[/B] +2 Saving throws against effects with the poison keyword and effects that render you weakened, slowed, or immobilized. Resist 5 Fire
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
MUS: +3 vs AC, 1d8 Sickle: +2 vs AC, 1d6
Dagger: +7 vs AC, 1d4+5
Desert Wind Flurry of Blows A successful attack ignites your mind’s power, causing lambent flames to dance across your body and sear your enemies. At-Will Elemental, Fire, Psionic No Action Melee 1 Trigger: You hit with an attack during your turn. Target: One creature Level 11: One or two creatures Level 21: Each enemy adjacent to you Effect: The target takes 2 + your Charisma modifier fire damage. If the target wasn’t targeted by the triggering attack, it also takes a -2 penalty to attack rolls for any attack that includes you as a target until the end of your next turn. You can then shift 1 square. Special: You can use this power only once per round.
Blistering Flourish [Attack Technique] Executing movements in a complex pattern brings forth elemental fire to aid the next attack you make. At-Will Elemental, Fire, Full Discipline, Implement, Psionic Standard Action Melee touch Target: One creature Attack: Dexterity vs. Reflex Hit: 1d8 + Dexterity modifier damage. Until the end of your next turn, your melee attacks deal extra fire damage equal to your Charisma modifier. Level 21: 2d8 + Dexterity modifier damage. Blistering Flourish [Movement Technique] At-Will Elemental, Fire, Full Discipline, Psionic Move Action Personal Effect: You move up to your speed. Enemies that hit you with opportunity attacks provoked by this movement take fire damage equal to 2 + your Charisma modifier.
Five Storms [Attack Technique] You move like a whirlwind, spinning as you unleash an array of kicks and punches, which slam into your foes like a storm crashing onto the shore. At-Will Full Discipline, Implement, Psionic Standard Action Close burst 1 Target: Each enemy you can see in the burst Attack: Dexterity vs. Reflex Hit: 1d8 + Dexterity modifier damage. Level 21: 2d8 + Dexterity modifier damage. Five Storms [Movement Technique] You move like a whirlwind, spinning as you unleash an array of kicks and punches, which slam into your foes like a storm crashing onto the shore. At-Will Full Discipline, Psionic Move Action Personal Effect: You shift 2 squares.
Hellfire and Brimstone Your brand burns, searing through clothing and flesh as hellfire springs up around you. Encounter Arcane, Fire, Zone Minor Action Close burst 2 Effect: Creatures in the burst take 5 fire damage. The burst creates a zone that lasts until the end of your next turn. While in the zone, enemies take a -2 penalty to attack rolls and all defenses. Level 11: 7 fire damage. Level 21: 10 fire damage.
Light the Fire [Attack Technique] Bright flames dance across your body, scorching enemies you strike and swirling around you to immolate foes in your reach. Encounter Aura, Elemental, Fire, Full Discipline, Implement, Psionic Standard Action Melee touch Target: One creature Attack: Dexterity vs. Reflex Hit: 2d8 + Dexterity modifier fire damage. Effect: You activate an aura 1 that lasts until the start of your next turn. Any enemy that starts its turn in the aura takes fire damage equal to 2 + your Charisma modifier. Light the Fire [Movement Technique] Encounter Aura, Elemental, Fire, Full Discipline, Psionic Move Action Personal Effect: You shift up to 2 squares.
Risen Sun Your wrath ignites your thoughts and causes them to erupt into liquid flames that rush out and incinerate anything near you. Daily Aura, Elemental, Fire, Implement, Psionic Standard Action Close blast 3 Target: Each enemy in the blast Attack: Dexterity vs. Reflex Hit: 2d6 + Dexterity modifier damage, and ongoing 5 fire damage (save ends). Each Failed Saving Throw: You can slide the target 1 square as a free action. Effect: You activate an aura 1 that lasts until the end of your next turn. Any enemy that enters the aura or ends its turn there takes fire damage equal to your Dexterity modifier. A creature can take this damage only once per turn.
Powers
Dark Reaping You use one death as the seed to sow more destruction. Encounter Necrotic Free Action Trigger: A creature within 5 squares of you is reduced to 0 hit points Effect: One creature of your choice that you hit with an attack before the end of your next turn takes extra necrotic damage equal to 1d8 + your Constitution modifier or Charisma 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
Personality Traits
Innocent but traumatized. Dedicated to his mission, but completely unaware of how to go about accomplishing it. Longs for a simple life that he has no real memory of, just a feeling that he isn't meant to be a great warrior.
Mannerisms and Appearance
Dark red skin, tinged with grey, black hair tied back in a thick braid. Two thick curved horns. Eyes are usually white, but glow ember-red during battle. Wears a simple cloth robe, brown, stained with smoke, fire-singed along the edges, tied with a thick rope. Wields tools of a farmer (sickle, knife) that have been enchanted to be used as deadly weapons. Prone to disturbing visions and hearing voices. Seems inexperienced and naive around other adventurers, becomes intensely silent during battle, almost as if something else was controlling him like a puppet.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Laer'en Seregruin had no memory of how he came to be. Truth be told, he hardly understood what he truly was, or where he gained his power. Ruin's memories begin with him walking out of a massive conflagration, what looked like a barn or large home collapsing in flames behind him, as if the fire itself gave birth to him. The land around him, lit by the burning remains of the building, looked familiar, but in a painful way. With nothing but some singed robes on his back and some strange bladed implements (farming tools maybe?) tucked into his belt, Ruin could see nothing left for him there, and no one to answer his questions. So he walked away from the still-blazing fire and headed down the road, no destination in mind. Seregruin's confusion deepened and lead to shock when daylight allowed him to stop by a pond to wash his face. He may not remember who he was, but he was not expecting to see dark red skin and large horns growing from his head! Was he some kind of monster or demon? Did he create that fire, or was it set to destroy him? Why couldn't he remember anything? It was as the stunned tiefling sat by the water, staring at his reflection, that a small band of goblins spotted him. Thinking he was an easy target, some old priest getting a drink, they rushed at him from the woods. Without thinking, Ruin lept, spun, and slashed out with the sickle from his belt. Flames trailed through the air behind his blows, consuming his enemies with terrifying speed. As the greedy little creatures fell below him, Ruin could feel their essence, their spirit, leave their bodies, like smoke from an oil lamp. Still acting purely on instinct, Ruin drew some of that essence into himself, adding to his strength. He was fulfilled, energized, and horrified at the same time. Suddenly, Seregruin's mind exploded with visions, flashes of nightmarish agony that left him flailing on the ground. He saw a family, bound, laying before a group of robed, chanting men. They were inside a large barn, the one that he walked out of only hours before. On the ground was a large, ornate design, glowing like it was a steel grate on a hot oven. One by one, the screaming victims were thrown into the center where they were drawn down into the earth, burning to ash as they sank and causing cracks in the dirt to open wider, the ground swelling from below as something strained to come through. Hanging upside down from the crossbeam was a simple farmer, screaming through his tears as his family was sacrificed before him. The ritual complete, the ground erupted as a flaming demon tore his way into the world. The cultists were instantly consumed in the vile thing's aura, their purpose served. Moments before the farmer was devoured as a final gift to the demon he called out to whatever gods would listen, begging to trade his soul to become their tool, so that he may take revenge on this unwelcome abomination and its followers. The visions passed, and Seregruin regained his senses. He washed his hands and face in the pond once again, this time looking at his reflection with a sense of understanding, if not recognition. He had a name (Laer'en Seregruin, words burned into his mind), and he had a purpose: find this demon and its followers, and destroy them. Who sent him, and why, doesn't matter right now. Perhaps one day he will seek the answers, but for now his mission was enough.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games