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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
EP: 107 (+5 Hit, Damage, -10 Stealth, +20 HP)
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=435870][size=4][B]Tang[/B][/size][/url], Shardmind Wizard [B]Init[/B] +2 [B]HP[/B] 16/30 [B]Bloodied[/B] 15 [B]Healing Surge[/B] 7 (0 used /7) [B]AC[/B] 17 [B]Fort[/B] 12 [B]Reflex[/B] 15 [B]Will[/B] 17 [B]Speed[/B] 6 [B]Str[/B] 12 (+1) [B]Con[/B] 12 (+1) [B]Dex[/B] 12 (+1) [B]Int[/B] 18 (+4) [B]Wis[/B] 18 (+4) [B]Cha[/B] 10 (0) [OOC='Ghost Sound Cantrip'][B]Ghost Sound Cantrip[/B] With a wink, you create an illusory sound that emanates from somewhere close by. At-Will ✦ Arcane, Illusion Standard Action Ranged 10 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 of 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='Light Cantrip'][B]Light Cantrip[/B] With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space. At-Will ✦ Arcane Minor Action Ranged 5 Target: One object or unoccupied square Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.[/OOC], [OOC='Mage Hand Cantrip'][B]Mage Hand Cantrip[/B] You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish. At-Will ✦ Arcane, Conjuration Minor Action Ranged 5 Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the 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. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely. Special: You can create only one hand at a time.[/OOC], [OOC='Prestidigitation Cantrip'][B]Prestidigitation Cantrip[/B] You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink. At-Will ✦ Arcane Standard Action Ranged 2 Effect: Use this cantrip to accomplish one of the effects given below. ✦ Move up to 1 pound of material. ✦ Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. ✦ Color, clean, or soil items in 1 cubic foot for up to 1 hour. ✦ Instantly light (or snuff out) a candle, a torch, or a 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 1 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. 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. Special: You can have as many as three prestidigitation effects active at one time.[/OOC], [OOC='Cloud of Daggers At-Will'][B]Cloud of Daggers At-Will[/B] You create a small cloud of whirling daggers of force that relentlessly attack creatures in the area. At-Will ✦ Arcane, Force, Implement Standard Action Area 1 square within 10 squares Target: Each creature in square Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier force damage. Increase damage to 2d6 + Intelligence modifier at 21st level. Effect: The power’s area is filled with sharp daggers of force. Any creature that enters the area or starts its turn there takes force damage equal to your Wisdom modifier (minimum 1). The cloud remains in place until the end of your next turn. You can dispel it earlier as a minor action.[/OOC], [OOC='Magic Missile At-Will'][B]Magic Missile At-Will[/B] You launch a silvery bolt of force at an enemy. At-Will ✦ Arcane, Force, Implement Standard Action Ranged 20 Target: One creature Attack: Intelligence vs. Reflex Hit: 2d4 + Intelligence modifier force damage. Increase damage to 4d4 + Intelligence modifier at 21st level. Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.[/OOC], [OOC='Icy Terrain Encounter'][B]Icy Terrain Encounter[/B] With frosty breath, you utter a single arcane word that creates a treacherous patch of ice on the ground, hampering your foes. Encounter ✦ Arcane, Cold, Implement Standard Action Area burst 1 within 10 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier cold damage, and the target is knocked prone. Effect: The power’s area is difficult terrain until the end of your next turn. You can end this effect as a minor action. [/OOC], [OOC='Fire Shroud Encounter'][B]Fire Shroud Encounter[/B] With a subtle gesture, you wreathe nearby enemies in flames. Encounter ✦ Arcane, Fire, Implement Standard Action Close burst 3 Target: Each enemy in burst Attack: Intelligence vs. Fortitude Hit: 1d8 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).[/OOC], [OOC='Shard Swarm'][B]Shard Swarm[/B] Encounter + Teleportation Move Action Close burst 1 Target: Each enemy In burst Effect: Each target grants combat advantage to you until the end of your next turn. You then teleport half your speed,[/OOC], [OOC='[STRIKE]Acid Arrow (Daily)[/STRIKE]'][B]Acid Arrow (Daily)[/B] A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid. Daily ✦ Acid, Arcane, Implement Standard Action Ranged 20 Primary Target: One creature Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack. Secondary Target: Each creature adjacent to the primary target Secondary Attack: Intelligence vs. Reflex Hit: 1d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.[/OOC], [OOC='Sleep (Daily)'][B]Sleep (Daily)[/B] You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness. Daily ✦ Arcane, Implement, Sleep Standard Action Area burst 2 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Will Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends). Miss: The target is slowed (save ends).[/OOC], [OOC='[STRIKE]Jump (Utility)[/STRIKE]'][B]Jump (Utility)[/B] You or another creature you choose can suddenly leap great distances. Encounter ✦ Arcane Move Action Ranged 10 Target: You or one creature Effect: The target makes an Athletics check to jump with a +10 power bonus, and the target does not have to move to make a running jump.[/OOC], [OOC='Shield (Utility)'][B]Shield (Utility)[/B] You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks. Encounter ✦ Arcane, Force Immediate Interrupt Personal Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.[/OOC] [B]Notes[/B] EP: 107 (+5 Hit, Damage, -10 Stealth, +20 HP)
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
With a wink, you create an illusory sound that emanates from somewhere close by. At-Will ✦ Arcane, Illusion Standard Action Ranged 10 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 of 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.
With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space. At-Will ✦ Arcane Minor Action Ranged 5 Target: One object or unoccupied square Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.
You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish. At-Will ✦ Arcane, Conjuration Minor Action Ranged 5 Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the 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. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely. Special: You can create only one hand at a time.
You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink. At-Will ✦ Arcane Standard Action Ranged 2 Effect: Use this cantrip to accomplish one of the effects given below. ✦ Move up to 1 pound of material. ✦ Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. ✦ Color, clean, or soil items in 1 cubic foot for up to 1 hour. ✦ Instantly light (or snuff out) a candle, a torch, or a 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 1 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. 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. Special: You can have as many as three prestidigitation effects active at one time.
You create a small cloud of whirling daggers of force that relentlessly attack creatures in the area. At-Will ✦ Arcane, Force, Implement Standard Action Area 1 square within 10 squares Target: Each creature in square Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier force damage. Increase damage to 2d6 + Intelligence modifier at 21st level. Effect: The power’s area is filled with sharp daggers of force. Any creature that enters the area or starts its turn there takes force damage equal to your Wisdom modifier (minimum 1). The cloud remains in place until the end of your next turn. You can dispel it earlier as a minor action.
You launch a silvery bolt of force at an enemy. At-Will ✦ Arcane, Force, Implement Standard Action Ranged 20 Target: One creature Attack: Intelligence vs. Reflex Hit: 2d4 + Intelligence modifier force damage. Increase damage to 4d4 + Intelligence modifier at 21st level. Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
With frosty breath, you utter a single arcane word that creates a treacherous patch of ice on the ground, hampering your foes. Encounter ✦ Arcane, Cold, Implement Standard Action Area burst 1 within 10 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier cold damage, and the target is knocked prone. Effect: The power’s area is difficult terrain until the end of your next turn. You can end this effect as a minor action.
With a subtle gesture, you wreathe nearby enemies in flames. Encounter ✦ Arcane, Fire, Implement Standard Action Close burst 3 Target: Each enemy in burst Attack: Intelligence vs. Fortitude Hit: 1d8 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).
Encounter + Teleportation Move Action Close burst 1 Target: Each enemy In burst Effect: Each target grants combat advantage to you until the end of your next turn. You then teleport half your speed,
Powers
A shimmering arrow of green, glowing liquid streaks to your target and bursts in a spray of sizzling acid. Daily ✦ Acid, Arcane, Implement Standard Action Ranged 20 Primary Target: One creature Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack. Secondary Target: Each creature adjacent to the primary target Secondary Attack: Intelligence vs. Reflex Hit: 1d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness. Daily ✦ Arcane, Implement, Sleep Standard Action Area burst 2 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Will Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends). Miss: The target is slowed (save ends).
You or another creature you choose can suddenly leap great distances. Encounter ✦ Arcane Move Action Ranged 10 Target: You or one creature Effect: The target makes an Athletics check to jump with a +10 power bonus, and the target does not have to move to make a running jump.
You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks. Encounter ✦ Arcane, Force Immediate Interrupt Personal Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.
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
8 gp 60 gp worth Arcane components 50 gp worth Nature components
Personality Traits
Tang is mostly impassive. He/she tries hard to limit his/her emotions, as when he/she feels something, anything, the feelings tend to overcome him/her. Tang is loyal to his/her friends/the cause. But beyond that, he/she is mostly involved in trying to gain personal power; as a God Shard, he/she is aware that the best thing he/she can do is defend the world from the Outer Realms, by his/her own personal strength.
Mannerisms and Appearance
Tang isn't his/her real name; the name is much more than that, and less, but to non-Shardminds it sounds like the sound of a crystal being struck by a metal blade. A Tang sound, if you will. For appearance... Tang's skin is a translucent collection of shards, which allow for the motion of his/her internal shards to be easily seen. He/she prefers purple wisps of clothing, for 'modesty,' as that makes most non-shardmind more comfortable, although he/she does not actually have any genitalia to hide. As for mannerisms... Tang has a habit of using his/her Mage Hand to handle most physical objects. It isn't that he/she objects to touching things; it's more a matter of convenience, and a preference for keeping his/her 'self' pure, undiluted by extraneous contact. This extends to things like handshakes, hugs, any any other signs of physical affection.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games