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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=431106][size=4][B]Erron of House Targét[/B][/size][/url], Human Wizard [B]Init[/B] +1 [B]HP[/B] 26/26 [B]Bloodied[/B] 13 [B]Healing Surge[/B] 6 (0 used /7) [B]AC[/B] 18 [B]Fort[/B] 14 [B]Reflex[/B] 16 [B]Will[/B] 15 [B]Speed[/B] 6 [B]Str[/B] 14 (+2) [B]Con[/B] 12 (+1) [B]Dex[/B] 10 (0) [B]Int[/B] 18 (+4) [B]Wis[/B] 13 (+1) [B]Cha[/B] 11 (0) [OOC='[b][color=Green]At Will: Magic Missile[/color][/b]'][B][b][color=Green]At Will: Magic Missile[/color][/b][/B] Magic Missile At-Will * Arcane, Evocations, Force, Implement Standard Action, Ranged Basic Attack Range: 20 Target: One Creature Effect: 2 + Int Mod (+4) Force Damage Special: If the Implement used with this power has an enhancement bonus, add that bonus to damage. In addition, you can use this power as a ranged basic attack.[/OOC], [OOC='[b][color=Green]At Will: Thunderwave[/color][/b]'][B][b][color=Green]At Will: Thunderwave[/color][/b][/B] Thunderwave At-Will * Arcane, Implement, Thunder Standard Action Range: Close Blast 3 Target: Each Creature in blast Attack: Intelligence (+6) vs. Fortitude Hit: 1d6 + Intelligence Modifier (+4) thunder damage, and you push the target a number of squares equal to your wisdom modifier (+1).[/OOC], [OOC='[b][color=Green]At Will: Scorching Burst[/color][/b]'][B][b][color=Green]At Will: Scorching Burst[/color][/b][/B] Scorching Burst At-Will * Arcane, Fire, Implement Standard Action Range: Area Burst 1 within 10 squares Target: Each creature in burst Attack: Intelligence (+6) vs. Reflex Hit: 1d6 + Intelligence modifier (+4) fire damage[/OOC], [OOC='[b][color=Red]Second Wind[/color][/b]'][B][b][color=Red]Second Wind[/color][/b][/B] Second Wind Encounter * Healing Range: Personal Effect: You spend a healing surge and regain 6 hit points. You gain a +2 bonus to all defenses until the start of your next turn.[/OOC], [OOC='[b][color=Red]Burning Hands[/color][/b]'][B][b][color=Red]Burning Hands[/color][/b][/B] Burning Hands Encounter * Arcane, Evocation, Fire, Implement Standard Action Range: Close Blast 5 Target: Each creature in blast Attack: Intelligence (+6) vs. Reflex Hit: 2d6+Intelligence Modifier (+4) fire damage Miss: Half Damage[/OOC], [OOC='[b][color=Red]Conduit of Ice[/color][/b]'][B][b][color=Red]Conduit of Ice[/color][/b][/B] Conduit of Ice Encounter * Arcane, Cold, Implement, Zone Standard Action Range: 10 squares Target: One creature Attack: Intelligence (+6) vs. Reflex Hit: 2d8 + Intelligence Modifier (+4) cold damage, and you create a zone of sudden cold in a burst 2 centered on the target until the end of your next turn. The zone moves with the target. The zone is difficult terrain, and any enemy that ends its turn in the zone takes 5 cold damage.[/OOC], [OOC='[STRIKE][b]Wizard's Fury[/b][/STRIKE]'][B][b]Wizard's Fury[/b][/B] Wizard's Fury Daily * Arcane, Force, Implement, Spellbook Minor Action Effect: Until the end of the encounter, as a minor action once per turn, you can cast Magic Missile. [/OOC], [OOC='[STRIKE][b]Summon Fire Warrior[/b][/STRIKE]'][B][b]Summon Fire Warrior[/b][/B] Summon Fire Warrior Daily * Arcane, Fire, Implement, Summoning, Spellbook Minor Action Range: 10 Effect: You summon a Medium Fire Warrior in an unoccupied square within range. The fire warrior has a speed of Fly 6 (hover). It has a +2 bonus to AC (20) and a +2 bonus to Fortitude (16), Reflex (16), Will (15). You can give the fire warrior the following special commands; Standard Action: Melee 1; targets one creature; Intelligence (+6) vs Refles; 1d8 + Intelligence Modifier (+4) fire damage. Opportunity Attack: Melee 1; targets one creature; Intelligence (+6) vs. Reflex; 1d8 + Intelligence Modifier (+4) fire damage.[/OOC], [OOC='[b][color=green]Catrip: Ghost Sound[/color][/b]'][B][b][color=green]Catrip: Ghost Sound[/color][/b][/B] Ghost Sound At-Will * Arcane, Illusion, Cantrip Standard Action Range: 20 Target: One object or unoccupied square Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds, such as the ringing o a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.[/OOC], [OOC='[b][color=green]Cantrip: Light[/color][/b]'][B][b][color=green]Cantrip: Light[/color][/b][/B] Light At-Will * Arcane, Cantrip Minor Action Range: 5 Target: One object or unoccupied square Effect: The target sheds bright light until the end of the encounter, or until you use this power again. The light fills the target's space and all squares within 4 squares of it. Putting out the light is a free action.[/OOC], [OOC='[b][color=green]Cantrip: Mage Hand[/color][/b]'][B][b][color=green]Cantrip: Mage Hand[/color][/b][/B] Mage Hand At-Will, Arcane, Conjuration, Cantrip Minor Action Range: 5 Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the endo f your next turn or ntil you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions: Minor Action: the hand picks up or manipulated an object weighing 20 pounds or less. It can hold one object at a time. Move action: the hand moves up to 5 squares in any direction, carrying the object it holds. Free action: the hand drops the object it is holding Sustain Minor: The hand persists until the end of your next turn.[/OOC], [OOC='[b][color=green]Cantrip: Presdigitation[/color][/b]'][B][b][color=green]Cantrip: Presdigitation[/color][/b][/B] Presdigitation At-Will, Arcane, Cantrip Standard Action Range: 2 Effect: Ude this cantrip to accomplish one of the effect given below: * chance the color of items in 1 cubic foot. * create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. * clean or soil items in 1 cubic foot * instantly light (or snuff out), a candle, torch, or small campfire * Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. * Make a small mark or symbol appear on a surface for up to one hour. * Produce out of nothingness a small item or image that exists until the end of your next turn. * Make a small, handheld item invisible until the end of your next turn. Special: You can have as many as three presdigitation effects active at one time. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature's actions. This cantrip cannot duplicate the effect of any other power.[/OOC], [OOC='[STRIKE][b][color=green]Utility: Mystical Debris[/color][/b][/STRIKE]'][B][b][color=green]Utility: Mystical Debris[/color][/b][/B] Mytical Debris At-Will * Arcane, Utility Power, Spellbook Minor Action Range: 5 Effect: One square within range becomes difficult terrain until the end of the encounter. You can end this effect as a minor action. Special: You cannot have more squares than your Intelligence modifier (+4) under this effect at one time. [/OOC], [OOC='[b]Utility: Expeditious Retreat[/b]'][B][b]Utility: Expeditious Retreat[/b][/B] Expeditious Retreat Daily * Arcane, Utility power, Spellbook Move Action Range: Personal Effect: You shift up to twice your speed.[/OOC], [OOC='[b][color=Orange]Magic Item: Repulsion Leather Armor (+1)[/color][/b]'][B][b][color=Orange]Magic Item: Repulsion Leather Armor (+1)[/color][/b][/B] Level 2, Leather Armor Enhancement: +1 AC Power (Daily): Minor Action Whenever an enemy moves into an adjacent square, you can push that enemy 1 square as an immediate reaction. This power lasts until the end of the encounter.[/OOC] [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
Magic Missile At-Will * Arcane, Evocations, Force, Implement Standard Action, Ranged Basic Attack Range: 20 Target: One Creature Effect: 2 + Int Mod (+4) Force Damage Special: If the Implement used with this power has an enhancement bonus, add that bonus to damage. In addition, you can use this power as a ranged basic attack.
Thunderwave At-Will * Arcane, Implement, Thunder Standard Action Range: Close Blast 3 Target: Each Creature in blast Attack: Intelligence (+6) vs. Fortitude Hit: 1d6 + Intelligence Modifier (+4) thunder damage, and you push the target a number of squares equal to your wisdom modifier (+1).
Scorching Burst At-Will * Arcane, Fire, Implement Standard Action Range: Area Burst 1 within 10 squares Target: Each creature in burst Attack: Intelligence (+6) vs. Reflex Hit: 1d6 + Intelligence modifier (+4) fire damage
Second Wind Encounter * Healing Range: Personal Effect: You spend a healing surge and regain 6 hit points. You gain a +2 bonus to all defenses until the start of your next turn.
Burning Hands Encounter * Arcane, Evocation, Fire, Implement Standard Action Range: Close Blast 5 Target: Each creature in blast Attack: Intelligence (+6) vs. Reflex Hit: 2d6+Intelligence Modifier (+4) fire damage Miss: Half Damage
Conduit of Ice Encounter * Arcane, Cold, Implement, Zone Standard Action Range: 10 squares Target: One creature Attack: Intelligence (+6) vs. Reflex Hit: 2d8 + Intelligence Modifier (+4) cold damage, and you create a zone of sudden cold in a burst 2 centered on the target until the end of your next turn. The zone moves with the target. The zone is difficult terrain, and any enemy that ends its turn in the zone takes 5 cold damage.
Wizard's Fury Daily * Arcane, Force, Implement, Spellbook Minor Action Effect: Until the end of the encounter, as a minor action once per turn, you can cast Magic Missile.
Summon Fire Warrior Daily * Arcane, Fire, Implement, Summoning, Spellbook Minor Action Range: 10 Effect: You summon a Medium Fire Warrior in an unoccupied square within range. The fire warrior has a speed of Fly 6 (hover). It has a +2 bonus to AC (20) and a +2 bonus to Fortitude (16), Reflex (16), Will (15). You can give the fire warrior the following special commands; Standard Action: Melee 1; targets one creature; Intelligence (+6) vs Refles; 1d8 + Intelligence Modifier (+4) fire damage. Opportunity Attack: Melee 1; targets one creature; Intelligence (+6) vs. Reflex; 1d8 + Intelligence Modifier (+4) fire damage.
Powers
Ghost Sound At-Will * Arcane, Illusion, Cantrip Standard Action Range: 20 Target: One object or unoccupied square Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds, such as the ringing o a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Light At-Will * Arcane, Cantrip Minor Action Range: 5 Target: One object or unoccupied square Effect: The target sheds bright light until the end of the encounter, or until you use this power again. The light fills the target's space and all squares within 4 squares of it. Putting out the light is a free action.
Mage Hand At-Will, Arcane, Conjuration, Cantrip Minor Action Range: 5 Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the endo f your next turn or ntil you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions: Minor Action: the hand picks up or manipulated an object weighing 20 pounds or less. It can hold one object at a time. Move action: the hand moves up to 5 squares in any direction, carrying the object it holds. Free action: the hand drops the object it is holding Sustain Minor: The hand persists until the end of your next turn.
Presdigitation At-Will, Arcane, Cantrip Standard Action Range: 2 Effect: Ude this cantrip to accomplish one of the effect given below: * chance the color of items in 1 cubic foot. * create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. * clean or soil items in 1 cubic foot * instantly light (or snuff out), a candle, torch, or small campfire * Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. * Make a small mark or symbol appear on a surface for up to one hour. * Produce out of nothingness a small item or image that exists until the end of your next turn. * Make a small, handheld item invisible until the end of your next turn. Special: You can have as many as three presdigitation effects active at one time. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature's actions. This cantrip cannot duplicate the effect of any other power.
Mytical Debris At-Will * Arcane, Utility Power, Spellbook Minor Action Range: 5 Effect: One square within range becomes difficult terrain until the end of the encounter. You can end this effect as a minor action. Special: You cannot have more squares than your Intelligence modifier (+4) under this effect at one time.
Expeditious Retreat Daily * Arcane, Utility power, Spellbook Move Action Range: Personal Effect: You shift up to twice your speed.
Level 2, Leather Armor Enhancement: +1 AC Power (Daily): Minor Action Whenever an enemy moves into an adjacent square, you can push that enemy 1 square as an immediate reaction. This power lasts until the end of the encounter.
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
18 gp, 20 silver
Personality Traits
Mannerisms and Appearance
Erron is fastidiously clean- he keeps his clothing and armor in good repair, and can be found cleaning and oiling his sword after every battle. Erron is handsome, if somewhat standoffish, with a curt way of dealing with people that makes him rather unlikeable.
Session and Campaign Notes
Scales of War
Companions and Allies
Background & Other Notes
Erron is the last scion of House Targét, a noble house founded on the exploits of the Wizard Targét over two hundred years ago. Targét was an adventurer of some renown, and for his exploits, the human king granted him a noble title and minor lands. Targét worked hard, building a tower, recruiting apprentices, and eventually founded a small university for those who wanted to learn of the arcane arts. Targét met a wonderful woman, a sorceress, who he joked ‘enchanted him.’ They married, and had three children. Aerimos, the eldest, studied magic like his father. He was a promising student, but disappeared mysteriously- some cried foul, some blamed his parents for the pressure they put on him, others simply thought the boy had left home. His whereabouts remain unknown. Staitin, the second, was of a more physical nature, choosing instead of magic to learn the ways of warfare and the keeping of the lands and title granted by the king. He married within the noble court of the human king, choosing a wife that was both beautiful and intelligent, and she bore him a son, who they named Erron, after Staitin’s grandfather. Targét lived to see the birth of his grandchild, and then left for ‘the planes,’ as he described them after his wife grew old and passed away. The youngest, Aiechula, was the apple of her father’s eye, and also studied magic. She brought shame to the family when she chose to leave and marry a half-ork in lands far to the north, claiming that she would live in defense of their free peoples. She was later killed in warfare against other orkish tribes. Erron grew up in a martial household, with estates in the city and the country, and was forced by his father to spend time hunting and practicing with martial weapons, something the young Erron did not appreciate at the time. As with any kingdom there were difficulties, and Staitin was leading armies and planning strategies when he was killed in the field. This left Erron, and his mother Ethena, alone with the household. Ethena had no desire to maintain the lands, and so spent the family wealth to maintain image, holding lavish parties and attempting to court younger noblemen. She eventually found one, a non-too-bright half-elf named Hammond, who doted on his new wife, and refused to adopt her son or take what was left of the fortunes of House Targét. One bright blessing in all of this is that Erron’s grandfather, the Great Wizard Targét, kissed the child upon his brow at birth, and told his father to train him as a wizard. Staitin, unwilling to go against his father’s wishes, allowed the young boy to spent years training as a wizarding apprentice, gathering quite a reputation as a capable and powerful wizard. He finished his training, as well as the martial training that his father had always pressed upon him, and set out to become an adventurer like his grandfather, the mighty wizard. Erron is the last of his line- his mother has remarried into another house, and has twin boys to care for. His uncle is missing (presumed dead), and he has no other family to speak of. Even his grandfather, the powerful wizard, is gone, leaving him without any guidance in the world. Despite this, he has become a capable and powerful wizard, enlarging spells without losing power, striking at enemies from afar, and altering the battlefield to suit his companions. Erron’s two prized possessions are his father’s broadsword, and his grandfather’s enchanted spellbook, which cannot be opened, but an old man’s voice raspily asks questions and gives answers when Erron is studying. Erron imagines that this voice is a magical sending of his grandfather.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games