Sheets
Games
Wiki
About Us
Log In
/
Join
Remember Me?
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 ongoing damage. Resist 8 Cold, 5 Fire, 5 Thunder Assaulting Charge: When you spend an action point to charge, you can use a melee at-will attack power or a melee encounter attack power in place of the charge's melee basic attack.
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=441505][size=4][B]Lakkariel Ashar[/B][/size][/url], Genasi (Watersoul) Swordmage, Sword of Assault [B]Init[/B] +6 [B]HP[/B] 76+2/94 [B]Bloodied[/B] 47 [B]Healing Surge[/B] 23 (4 used /9) [B]AC[/B] 30 [B]Fort[/B] 24 [B]Reflex[/B] 26 [B]Will[/B] 25 [B]Speed[/B] 6 [B]Str[/B] 18 (+4) [B]Con[/B] 13 (+1) [B]Dex[/B] 11 (0) [B]Int[/B] 21 (+5) [B]Wis[/B] 16 (+3) [B]Cha[/B] 10 (0) [OOC='Greenflame Blade (Swordmage At-Will)'][B]Greenflame Blade (Swordmage At-Will)[/B] At-Will ✦ Arcane, Fire, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier fire damage, and you deal fire damage equal to your Strength modifier to all enemies adjacent to the target. Increase damage to 2[W] + Intelligence modifier at 21st level.[/OOC], [OOC='Sword Burst (Swordmage At-Will)'][B]Sword Burst (Swordmage At-Will)[/B] At-Will ✦ Arcane, Force, Implement Standard Action Close burst 1 Target: Each enemy in burst Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier force damage. Increase damage to 2d6 + Intelligence modifier at 21st level.[/OOC], [OOC='Aegis of Assault (Aegis power)'][B]Aegis of Assault (Aegis power)[/B] At-Will ✦ Arcane, Teleportation Minor Action Close burst 2 Target: One creature in burst Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If your marked target makes an attack that doesn’t include you as a target, it takes a –2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an immediate reaction to teleport to a square adjacent to the target and make a melee basic attack against it. If no unoccupied space exists adjacent to the target, you can’t use this immediate reaction.[/OOC], [OOC='Buffeting Wave (Watershaper Encounter)'][B]Buffeting Wave (Watershaper Encounter)[/B] Encounter+ Elemental Standard Action Close blast 3 Target: Each creature in the blast Attack: Highest ability modifier vs. Fortitude. You gain a + 2 bonus to the attack roll. Level 11: The bonus increases to +4. Level 21: The bonus increases to +6. Hit: 1d6 + highest ability modifier damage, and the target falls prone. Level 11: 2d6 + highest ability modifier damage. Level 21: 3d6 + highest ability modifier damage.[/OOC], [OOC='Blazing Pursuit (Swordmage 1 Encounter)'][B]Blazing Pursuit (Swordmage 1 Encounter)[/B] Encounter" Arcane, Fire, Teleportation, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier fire damage. If the target is within 5 squares of you at the end of its next turn, as a free action you can teleport to a space that must be adjacent to the target. Aegis of Assault: You can teleport to a space adjacent to the target even if you do not have line of sight to that space.[/OOC], [OOC='Dual Lightning Strike (Swordmage 3 Encounter)'][B]Dual Lightning Strike (Swordmage 3 Encounter)[/B] Encounter. Arcane, lightning, Teleportation, Weapon Standard Action Melee weapon Primary Target: One creature Primary Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier lightning damage, and the target is marked until the end of your next turn. Effect: You teleport 5 squares and make a secondary attack. Aegis of Assault: The number of squares you teleport equals 4 + your Strength modifier. Secondary Target: One creature other than the primary target Secondary Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier lightning damage, and the target is marked until the end of your next turn.[/OOC], [OOC='Electrified Lash (Swordmage 7 Encounter)'][B]Electrified Lash (Swordmage 7 Encounter)[/B] Encounter ✦ Arcane, Implement, Lightning Standard Action Close burst 1 Target: Each enemy in burst Attack: Intelligence vs. Fortitude Hit: 2d8 + Intelligence modifier lightning damage.[/OOC], [OOC='[STRIKE]Spell Strike (Sword of Assault 11 Encounter)[/STRIKE]'][B]Spell Strike (Sword of Assault 11 Encounter)[/B] Encounter +Arcane, Weapon; Varies Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier plus 2d6 + Strength modifier acid, cold, fire, lightning, necrotic, poison, radiant, or thunder damage.[/OOC], [OOC='[STRIKE]Sweeping Frostblade (Swordmage 1 Daily)[/STRIKE]'][B]Sweeping Frostblade (Swordmage 1 Daily)[/B] Daily. Arcane, Cold, Weapon Standard Action Close burst 1 Target: Each enemy in burst Attack: Intelligence vs.AC Hit: 1[W]+ Intelligence modifier cold damage, and the target is immobilized (save ends). Miss: Half damage, and the target is immobilized until the end of your next turn.[/OOC], [OOC='[STRIKE]Enervating Slash (Swordmage 5 Daily)[/STRIKE]'][B]Enervating Slash (Swordmage 5 Daily)[/B] Daily +Arcane, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. Fortitude Hit: 2[W] + Intelligence modifier damage. Effect: The target's attacks deal half damage to your allies (save ends).[/OOC], [OOC='[STRIKE]Blade Bolt (Swordmage 9 Daily)[/STRIKE]'][B]Blade Bolt (Swordmage 9 Daily)[/B] Daily" Arcane, lightning, Weapon Standard Action Ranged 5 Requirement: You must throw your melee weapon at the target. Target: One creature Attack: Intelligence vs. Fortitude Hit: 2[W] + Intelligence modifier lightning damage, and the target is slowed (save ends). Also, the target is marked by your Swordmage Aegis power. Marking the target does not remove the mark on another target already affected by your Swordmage Aegis. Miss: Half damage, and the target is slowed until the end of your next turn. Effect: Your weapon returns to your hand.[/OOC], [OOC='Mythal Recovery (Swordmage 2 Utility)'][B]Mythal Recovery (Swordmage 2 Utility)[/B] Encounter ✦ Arcane Minor Action Personal Effect: Make a saving throw against an effect that a save can end.[/OOC], [OOC='Zephyr of the Barren Sand (Swordmage 6 Utility) '][B]Zephyr of the Barren Sand (Swordmage 6 Utility) [/B] Encounter + Arcane Move Action Personal Effect: You fly a number of squares equal to your speed.[/OOC], [OOC='Sea of Unity (Watershaper 10 Utility)'][B]Sea of Unity (Watershaper 10 Utility)[/B] Daily + Aura, Elemental Minor Action Personal Effect: You activate an aura 5 that lasts until the end of the encounter. You and each ally in the aura grant combat advantage for being flanked only if you and every ally in the aura are flanked. When one enemy in the aura grants combat advantage to you or an ally in the aura, that enemy grants combat advantage to you and each ally in the aura.[/OOC], [OOC='Aegis Reserve (Sword of Assault 12 Utility)'][B]Aegis Reserve (Sword of Assault 12 Utility)[/B] Encounter + Arcane Minor Action Close burst 5 Target: One creature in burst Effect: The target is marked by your aegis of assault. Marking the creature does not remove the mark on another target already affected by your aegis of assault.[/OOC], [OOC='Warded Vambraces (Item Power)'][B]Warded Vambraces (Item Power)[/B] Power (Encounter): Minor Action. Until the end of your next turn, each ally adjacent to you gains a power bonus to AC equal to the bonus provided by your Swordmage Warding class feature.[/OOC], [OOC='[STRIKE]Cloak of Resistance (Item Power)[/STRIKE]'][B]Cloak of Resistance (Item Power)[/B] Power (Daily): Minor Action. Gain resist 10 to all damage until the start of your next turn.[/OOC], [OOC='[STRIKE]Swiftcurrent (Racial)[/STRIKE]'][B]Swiftcurrent (Racial)[/B] Encounter Move Action Personal Effect: You can shift up to your speed over ground or liquid terrain. You take no penalties for squeezing during this movement, can move through enemy spaces, ignore difficult terrain, and take no damage if the surface or substance you move across would ordinarily deal damage to you.[/OOC] [B]Notes[/B] +2 Saving Throws against ongoing damage. Resist 8 Cold, 5 Fire, 5 Thunder Assaulting Charge: When you spend an action point to charge, you can use a melee at-will attack power or a melee encounter attack power in place of the charge's melee basic attack.
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 ✦ Arcane, Fire, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier fire damage, and you deal fire damage equal to your Strength modifier to all enemies adjacent to the target. Increase damage to 2[W] + Intelligence modifier at 21st level.
At-Will ✦ Arcane, Force, Implement Standard Action Close burst 1 Target: Each enemy in burst Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier force damage. Increase damage to 2d6 + Intelligence modifier at 21st level.
At-Will ✦ Arcane, Teleportation Minor Action Close burst 2 Target: One creature in burst Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If your marked target makes an attack that doesn’t include you as a target, it takes a –2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an immediate reaction to teleport to a square adjacent to the target and make a melee basic attack against it. If no unoccupied space exists adjacent to the target, you can’t use this immediate reaction.
Encounter+ Elemental Standard Action Close blast 3 Target: Each creature in the blast Attack: Highest ability modifier vs. Fortitude. You gain a + 2 bonus to the attack roll. Level 11: The bonus increases to +4. Level 21: The bonus increases to +6. Hit: 1d6 + highest ability modifier damage, and the target falls prone. Level 11: 2d6 + highest ability modifier damage. Level 21: 3d6 + highest ability modifier damage.
Encounter" Arcane, Fire, Teleportation, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier fire damage. If the target is within 5 squares of you at the end of its next turn, as a free action you can teleport to a space that must be adjacent to the target. Aegis of Assault: You can teleport to a space adjacent to the target even if you do not have line of sight to that space.
Encounter. Arcane, lightning, Teleportation, Weapon Standard Action Melee weapon Primary Target: One creature Primary Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier lightning damage, and the target is marked until the end of your next turn. Effect: You teleport 5 squares and make a secondary attack. Aegis of Assault: The number of squares you teleport equals 4 + your Strength modifier. Secondary Target: One creature other than the primary target Secondary Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier lightning damage, and the target is marked until the end of your next turn.
Encounter ✦ Arcane, Implement, Lightning Standard Action Close burst 1 Target: Each enemy in burst Attack: Intelligence vs. Fortitude Hit: 2d8 + Intelligence modifier lightning damage.
Encounter +Arcane, Weapon; Varies Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier plus 2d6 + Strength modifier acid, cold, fire, lightning, necrotic, poison, radiant, or thunder damage.
Daily. Arcane, Cold, Weapon Standard Action Close burst 1 Target: Each enemy in burst Attack: Intelligence vs.AC Hit: 1[W]+ Intelligence modifier cold damage, and the target is immobilized (save ends). Miss: Half damage, and the target is immobilized until the end of your next turn.
Daily +Arcane, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. Fortitude Hit: 2[W] + Intelligence modifier damage. Effect: The target's attacks deal half damage to your allies (save ends).
Daily" Arcane, lightning, Weapon Standard Action Ranged 5 Requirement: You must throw your melee weapon at the target. Target: One creature Attack: Intelligence vs. Fortitude Hit: 2[W] + Intelligence modifier lightning damage, and the target is slowed (save ends). Also, the target is marked by your Swordmage Aegis power. Marking the target does not remove the mark on another target already affected by your Swordmage Aegis. Miss: Half damage, and the target is slowed until the end of your next turn. Effect: Your weapon returns to your hand.
Powers
Encounter ✦ Arcane Minor Action Personal Effect: Make a saving throw against an effect that a save can end.
Encounter + Arcane Move Action Personal Effect: You fly a number of squares equal to your speed.
Daily + Aura, Elemental Minor Action Personal Effect: You activate an aura 5 that lasts until the end of the encounter. You and each ally in the aura grant combat advantage for being flanked only if you and every ally in the aura are flanked. When one enemy in the aura grants combat advantage to you or an ally in the aura, that enemy grants combat advantage to you and each ally in the aura.
Encounter + Arcane Minor Action Close burst 5 Target: One creature in burst Effect: The target is marked by your aegis of assault. Marking the creature does not remove the mark on another target already affected by your aegis of assault.
Power (Encounter): Minor Action. Until the end of your next turn, each ally adjacent to you gains a power bonus to AC equal to the bonus provided by your Swordmage Warding class feature.
Power (Daily): Minor Action. Gain resist 10 to all damage until the start of your next turn.
Encounter Move Action Personal Effect: You can shift up to your speed over ground or liquid terrain. You take no penalties for squeezing during this movement, can move through enemy spaces, ignore difficult terrain, and take no damage if the surface or substance you move across would ordinarily deal damage to you.
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
Tall for a Genasi, Lakkariel is still a typical example of a watersoul. His skin is sea-green, broken by bright blue lines of energy that crisscross his face, flowing from his eyes much like small rivers from a lake. What first appears to be a head of long, shoulder-length blue hair is, upon closer inspection, crystal growths that shimmer in the light and undulate, wave-like, with each small motion. He wears a fine leather mesh of armor with glowing white arcane runes inscribed across it, concealing a sleeveless tunic of vibrant green underneath that matches his pants. A black cloak with crimson trim is draped over his shoulders that leaves his arms visible, revealing more jagged lines of energy that run down until they disappear into leather armbands and light gauntlets. A gold circlet sits atop his head, inscribed with small heart-shaped symbols.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Background: Two sides of the Coin Theme Watershaper: Your origin becomes elemental. For the purpose of effects that relate to creature origin, you are considered to be an elemental. Add Primordial the languages you can read, write, and speak. You also gain the aquatic trait, so you can breathe underwater. In aquatic combat, you gain a + 2 bonus to attack rolls against nonaquatic creatures. Further, you gain a swim speed equal to half your speed. You also gain the buffeting wave power. Level 5 Feature: As you learn more of the secrets of elemental water, you find yourself growing empathic toward others, as if you can feel their thoughts and sense their hurts. Your developing instincts help you improve your prowess in the healing arts, while also protecting you from deception and misdirection. When your own need for healing is great, the elemental water that sustains you can also renew an ally. Benefit: You gain a +2 power bonus to Insight checks and Heal checks. In addition, whenever you use your second wind, one ally within 5 squares of you gains temporary hit points equal to your highest ability modifier. Level 10 Feature: Violent blasts of water that you create linger in a swirling vortex that grabs at your enemies' feet and interferes with their movements. This effect reflects your arrival at the pinnacle of the watershaper's art. Benefit: Whenever you use buffeting wave, the blast creates a zone that is difficult terrain for enemies until the end of your next turn. ------------------------------ Swordbond: By spending 1 hour of meditation with a chosen light or heavy blade, you forge a special bond with the weapon. As a standard action, you can call your bonded weapon to your hand from up to 10 squares away. You can forge a bond with a different blade using the same meditation process (for instance, if you acquire a new blade that has magical abilities). If you forge a bond with a different blade, the old bond dissipates. If your bonded weapon is broken or damaged, you can spend 1 hour of meditation to recreate the weapon from a fragment. (This process automatically destroys any other fragments of the weapon in existence, so you can’t use it to create multiple copies of a broken weapon.) Swordmage Warding: While you are conscious and wielding either a light blade or a heavy blade, you maintain a field of magical force around you. This field provides a +1 bonus to AC, or a +3 bonus if you are wielding a blade in one hand and have your other hand free (not carrying a shield, an off-hand weapon, a two-handed weapon, or anything else). If you become unconscious, your Swordmage Warding benefit disappears. You can restore it by taking a short rest or an extended rest. Battlemage Readiness: When you use your aegis of assault to teleport and make an attack, you can use a swordmage melee at-will attack power in place of the melee basic attack. ------------------------------- Elemental Blade Attunement: When you use a sword mage power that has the acid, cold, fire, lightning, or thunder keyword, you gain a +1 feat bonus to damage rolls. This bonus increases to +2 at 11th level and to +3 at 21st level. Genasi Frost Affinity: If you have resistance to cold, increase that resistance by 3. You are immune to any slow and immobilize effects caused by cold powers. Freeing Current: When you use swiftcurrent, you ignore the immobilized, restrained and slowed conditions during the move. Versatile Resistance: You gain resist 5 cold, resist 5 fire, and resist 5 thunder regardless of your elemental manifestation. Winter Walker: You gain ice walk, meaning that you ignore difficult terrain caused by ice and snow. In addition, you gain both a +5 feat bonus to endurance checks made to resist the effects of cold weather and a +5 feat bonus to Acrobatics checks made to balance on icy surfaces. Versatile Expertise: Choose a weapon group and an implement type. You gain a +1 feat bonus to attack rolls both when using a weapon from the chosen group and when using an implement of the chosen type. The bonus increases to +2 at 11th level and +3 at 21st level. Greater Swordmage Warding: While your Swordmage Warding is active, you gain a +1 feat bonus to all defenses. At 21st level, this bonus increases to +2. Vigorous Assault: When you use your aegis of assault to teleport, you gain temporary hit points equal to 3 + your Strength modifier. ------------------------------- Farbond Spellblade Critical: +1d6 damage per plus, or +1d8 per plus when used as an implement for an arcane power. Properties: This weapon can be used as a heavy thrown weapon with a range of 5/10. If you have the Swordbond class feature, you can call this weapon to your hand from up to a mile away. Runic Drowmesh Properties: You gain an item bonus to Arcana checks equal to the armor's enhancement bonus. When you use your second wind, you also gain a bonus to damage rolls with arcane attack powers equal to the armor's enhancement bonus until the end of your next turn. Heart-Touch Bracelets Properties: When you wear one of these bracelets, you are aware if the other bracelet of the pair is worn. If that person's heart beats, you feel it in your bracelet, allowing you to know how fast or slow the person's heart is beating. In addition, you gain a +2 bonus to Insight checks made against the wearer of the other bracelet, and you are aware if that person is bloodied, stunned, dazed or unconscious. Halfling Boots Properties: You can move through the space of any enemy that has a size category larger than yours. Gauntlets of Arcane Might Properties: When you hit an enemy marked by you with an arcane attack power, you gain 2 temporary hit points.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games