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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=442181][size=4][B]Tosun[/B][/size][/url], Deva Swordmage: Aegis: Aegis of Shielding [B]Init[/B] +1 [B]HP[/B] 47/47 [B]Bloodied[/B] 23 [B]Healing Surge[/B] 11 (0 used /10) [B]AC[/B] 21 [B]Fort[/B] 13 [B]Reflex[/B] 15 [B]Will[/B] 14 [B]Speed[/B] 6 [B]Str[/B] 13 (+1) [B]Con[/B] 15 (+2) [B]Dex[/B] 11 (0) [B]Int[/B] 18 (+4) [B]Wis[/B] 12 (+1) [B]Cha[/B] 10 (0) [OOC='Blooming Blade[At-Will]'][B]Blooming Blade[At-Will][/B] Standard Action Target: One Creature Attack: Int vs AC Hit: 1[W]+Intelligence Modifier damage, and if the target is adjacent to you at the start of its next turn and moves away during that turn, it takes 1d6+Constitution modifier thunder damage. Increase damage to 2[W]+Intelligence modifier at 21st Level.[/OOC], [OOC='Sword of Sigils[Encounter]'][B]Sword of Sigils[Encounter][/B] Standard Action Close burst 1 Target: Each Enemy in the burst Attack: Int vs AC Hit: 1[W]+Intelligence modifier damage, and the target is marked until the end of your next turn. Until the mark ends, if the target makes an attack that does not include you as a target, it takes force damage equal to your Intelligence modifier after the attack is resolved. Aegis of Shielding: If a target marked by this power hits a creature within 10squares of you with an attack that does not include you as a target, you can use an immediate interrupt to reduce the damage dealt by that attack to any single creature by an amount equal to your Constitution modifier.[/OOC], [OOC='Channeling Shield[Encounter]'][B]Channeling Shield[Encounter][/B] Immediate Interrupt Close burst 10 Target: The creature hit by the triggering attack Trigger: An attack hits you or an ally within 10squares of you. Effect: You reduce the damage the target takes from the triggering attack by 5 + your constitution modifier. Aegis of Shielding: The next successful attack you make before the end of your next turn deals extra damage equal to your constitution modifier.[/OOC], [OOC='Aegis of Shielding[At-Will]'][B]Aegis of Shielding[At-Will][/B] Minor Action Close burst 2 Target: One creature in the 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 10squares of you, you can use immediate interrupt to reduce the damage dealt by the attack to any one creature by an amount equal to 5+your Constitution modifier. At 11th level, reduce damage dealt by t10+your constitution modifier. At 21st level, reduce the damage dealt by 15+your constitution modifier.[/OOC], [OOC='Astral Resistance[Racial]'][B]Astral Resistance[Racial][/B] Resist necrotic and resist radiant equal to 5+one-half your level.[/OOC], [OOC='Astral Majesty[Racial]'][B]Astral Majesty[Racial][/B] +1 bonus to all defenses against bloodied creatures[/OOC], [OOC='Swordbond[Class]'][B]Swordbond[Class][/B] Bond with one blade (1hr.); standard action to call to hand (10 Squares); fix it in 1 hr.[/OOC], [OOC='Intelligent Blademaster[Feat.]'][B]Intelligent Blademaster[Feat.][/B] Use Intelligence instead of Strength modifier on your basic attacks[/OOC], [OOC='Lifestealer Longsword +1'][B]Lifestealer Longsword +1[/B] Level 4 Weapon: Any Melee Damage: 1d8 Proficient: +3 Enhancement: +1 attack rolls and damage rolls. Critical: +1d12 necrotic damage per plus. Properties: Whenever you Kill an enemy with this weapon, you gain temporary hit points equal to %+the weapon's enhancement bonus. Attack Power(Healing,Necrotic) Daily (no action): Trigger: You hit an enemy with an attack using this weapon. Effect: The Target takes extra necrotic damage equal to 2+the weapon's enhancement bonus, and you regain a number of hit points equal to that extra damage.[/OOC], [OOC='Lightning Lure[At-Will]'][B]Lightning Lure[At-Will][/B] Standard Action Ranged: 3 Target: One Creature Attack: Int vs Fortitude Hit: 1d6+Intelligence modifier lightning damage, and you pull the target to the nearest unoccupied space adjacent to you. Increase damage to 2d6+Intelligence modifier at 21st level. Special: If you cannot pull target to an adjacent square, this power fails and deals no damage[/OOC], [OOC='Whirling Blade[Daily]'][B]Whirling Blade[Daily][/B] Standard Action Ranged: 5 Target: One Creature Requirement: You must throw your melee weapon at the target. Attack: Int vs AC Hit: 2[W]+Intelligence modifier damage, and your weapon returns to your hand. Miss: Repeat the attack against a second target within 5squares of the first. If you miss, repeat attack against a third target within 5squares of the second. If you miss again, repeat the attack against a fourth target within 5squares of the third. Your weapon returns to your hand.[/OOC], [OOC='Transposing Lunge[Encounter]'][B]Transposing Lunge[Encounter][/B] Standard Action Melee Weapon Target: One creature Attack: Int vs AC Hit: 2[W]+Intelligence modifier damage, and you teleport the target into a space adjacent to you. Aegis of Shielding: When you use your aegis of shielding immediate interrupt, you can use this power against the target as part of the interrupt, even if the target is beyond your reach.[/OOC], [OOC='Bloodied Determination[Encounter-Theme]'][B]Bloodied Determination[Encounter-Theme][/B] Free Action Personal: When you are in dire straits, failure is not an option. You adjust your attack at the last moment to deliver a strike. Trigger: You miss with an at-will attack power while you are bloodied. Effect: You reroll the missed attack-roll[/OOC], [OOC='Memory of a Thousand Lifetimes[Encounter]'][B]Memory of a Thousand Lifetimes[Encounter][/B] No Action Personal: The dreamlike memories of your previous lives lend insight to aid you. Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result. Effect: You add 1d6 to the triggering roll.[/OOC], [OOC='Swordmage Warding[Class]'][B]Swordmage Warding[Class][/B] +1 AC with blade, +3 AC if off-hand is free, if unconscious, warding ends[/OOC], [OOC='Toughness[Feat.]'][B]Toughness[Feat.][/B] Gain 5 additional hit points, 10 at 11th, 15 at 21st[/OOC], [OOC='Nightmare Ward Armour +1'][B]Nightmare Ward Armour +1[/B] Level 3 Armor: Leather, Hide AC Bonus +2 Enhancement: +1 AC (+3 in total) Property: You gain Resist 5 Psychic. You gain a +2 item bonus to saving throws against charm, fear or psychic effects.[/OOC], [OOC='Bracers of Mighty Striking(heroic tier)'][B]Bracers of Mighty Striking(heroic tier)[/B] Level 2 These enchanted armbands increase the damage you deal with a single melee attack. Arms slot item: Properties: When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.[/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
Standard Action Target: One Creature Attack: Int vs AC Hit: 1[W]+Intelligence Modifier damage, and if the target is adjacent to you at the start of its next turn and moves away during that turn, it takes 1d6+Constitution modifier thunder damage. Increase damage to 2[W]+Intelligence modifier at 21st Level.
Standard Action Close burst 1 Target: Each Enemy in the burst Attack: Int vs AC Hit: 1[W]+Intelligence modifier damage, and the target is marked until the end of your next turn. Until the mark ends, if the target makes an attack that does not include you as a target, it takes force damage equal to your Intelligence modifier after the attack is resolved. Aegis of Shielding: If a target marked by this power hits a creature within 10squares of you with an attack that does not include you as a target, you can use an immediate interrupt to reduce the damage dealt by that attack to any single creature by an amount equal to your Constitution modifier.
Immediate Interrupt Close burst 10 Target: The creature hit by the triggering attack Trigger: An attack hits you or an ally within 10squares of you. Effect: You reduce the damage the target takes from the triggering attack by 5 + your constitution modifier. Aegis of Shielding: The next successful attack you make before the end of your next turn deals extra damage equal to your constitution modifier.
Minor Action Close burst 2 Target: One creature in the 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 10squares of you, you can use immediate interrupt to reduce the damage dealt by the attack to any one creature by an amount equal to 5+your Constitution modifier. At 11th level, reduce damage dealt by t10+your constitution modifier. At 21st level, reduce the damage dealt by 15+your constitution modifier.
Resist necrotic and resist radiant equal to 5+one-half your level.
+1 bonus to all defenses against bloodied creatures
Bond with one blade (1hr.); standard action to call to hand (10 Squares); fix it in 1 hr.
Use Intelligence instead of Strength modifier on your basic attacks
Level 4 Weapon: Any Melee Damage: 1d8 Proficient: +3 Enhancement: +1 attack rolls and damage rolls. Critical: +1d12 necrotic damage per plus. Properties: Whenever you Kill an enemy with this weapon, you gain temporary hit points equal to %+the weapon's enhancement bonus. Attack Power(Healing,Necrotic) Daily (no action): Trigger: You hit an enemy with an attack using this weapon. Effect: The Target takes extra necrotic damage equal to 2+the weapon's enhancement bonus, and you regain a number of hit points equal to that extra damage.
Powers
Standard Action Ranged: 3 Target: One Creature Attack: Int vs Fortitude Hit: 1d6+Intelligence modifier lightning damage, and you pull the target to the nearest unoccupied space adjacent to you. Increase damage to 2d6+Intelligence modifier at 21st level. Special: If you cannot pull target to an adjacent square, this power fails and deals no damage
Standard Action Ranged: 5 Target: One Creature Requirement: You must throw your melee weapon at the target. Attack: Int vs AC Hit: 2[W]+Intelligence modifier damage, and your weapon returns to your hand. Miss: Repeat the attack against a second target within 5squares of the first. If you miss, repeat attack against a third target within 5squares of the second. If you miss again, repeat the attack against a fourth target within 5squares of the third. Your weapon returns to your hand.
Standard Action Melee Weapon Target: One creature Attack: Int vs AC Hit: 2[W]+Intelligence modifier damage, and you teleport the target into a space adjacent to you. Aegis of Shielding: When you use your aegis of shielding immediate interrupt, you can use this power against the target as part of the interrupt, even if the target is beyond your reach.
Free Action Personal: When you are in dire straits, failure is not an option. You adjust your attack at the last moment to deliver a strike. Trigger: You miss with an at-will attack power while you are bloodied. Effect: You reroll the missed attack-roll
No Action Personal: The dreamlike memories of your previous lives lend insight to aid you. Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result. Effect: You add 1d6 to the triggering roll.
+1 AC with blade, +3 AC if off-hand is free, if unconscious, warding ends
Gain 5 additional hit points, 10 at 11th, 15 at 21st
Level 3 Armor: Leather, Hide AC Bonus +2 Enhancement: +1 AC (+3 in total) Property: You gain Resist 5 Psychic. You gain a +2 item bonus to saving throws against charm, fear or psychic effects.
Level 2 These enchanted armbands increase the damage you deal with a single melee attack. Arms slot item: Properties: When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.
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
478gp
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
As Deva Tosun is a righteous person. Brought up in his relatively small but dedicated Deva community he had a strong and disciplined upbringing, learning the basics of war and lore from a young age - although then he never knew why he would need to swing a sword to kill anything more than a wild boar. He had not stepped foot outside of his ancestral lands or for that matter had never seen another from a different race or civilisation. The community, although small compared to many, was large and advanced enough to support all its needs, they did not depend on the outside world. Tosun grew up as a content man and was not particularly interested in travel until the day the human children arrived. It was a quiet summers evening, not much to note upon. Tosun was still a young man not yet of age. As he was watching the mountains he saw in the distance small figures running down the mountainside. They almost looked like his kind in the distance but much smaller. He rode out to examine the situation. As he got closer to the running figures he could hear the screaming and the shouts of agony. As he got yet closer he could just about make out what these were - surely children but not of his kind. Everyone of them running past him screaming and crying. He carried on riding to see what the young ones were running in fear from. As he made way through the thick forest foliage of the mountain land he could make out new darker shapes in the waning light. These shapes were but shadows of beings he could not make out; charging and pouncing on the children. Ripping and tearing them apart for no good reason but the sheer joy hidden under their hissing laughter. He had not sensed true evil till that evening, with a rush of blind fury he attacked the shadows in the dark mindlessly. He swung his sword and ran his horse through the shapes but they just vanished as if they had never existed. He toured the terrain shouting and attacking every shadow of every tree that evening - with no success of finding the monsters. Eventually he gave up. Gathering the now scattered and ever so frightened children he guided them to his town, to his father who could possibly shed some light onto the situation. These were human children, his father had said. A race with strong will but unexplained alignments. Clearly these kids were too young to be either good or evil. The community accepted the kids as their own and in time the story of their escape was revealed. They had been town folk of a farming community. No wars and no problems with anyone. The shadows had attacked the week before. They cut through and slaughtered all of their parents in one night, no provocation and no reason. The kids they kept alive for a week until they reached the mountains. Then for some odd reason the shadows just let them go and told them to run. That was when Tosun had arrived. Tosun never heard or never saw those shadows again, but that day he realised that not all of the world around him was good, there were some out there just wanting to destroy all that exists in harmony. He new what he wanted to do when he came of age in a couple of years time - he would head out to the lands unknown to him to make sure no one suffers as those children did. Educated in the basics of the arts of war and lore - he trained to become a swordsmage in what was only a natural progression for him now. Now he understood what his training was for and that there were greater prey to hunt down with his sword than the wild boar. Today 7 years have gone by since the arrival of the human children, he has not heard from them in the past 5 years that he has been travelling trying to rid the lands of all evil - since his coming of rightful age. ----------------------------------------------------------------------------------------------------------------------- QA session(Pre-Adventure Group): 1. Why are you an adventurer? "Is there much other reason needed to travel the lands other than to tip the balance in the war of good and evil?" 2. You have the choice of saving an innocent girl or killing the wizard that holds her captive. Choosing to save the girl ensures the wizard escapes, leaving no trail for you to track. Choosing to kill the wizard ensures the death of the girl. Which do you do and why? "A true moral dilemma indeed. Does one save an innocent life from an undeserved journey to the afterlife and let the evil carry on living in the darkness to destroy yet more innocent lives? Or does one eliminate yet one more evil from the face of this realm despite committing an equally horrible sin by assisting the murder of an innocent soul? It would be a greater sin to let evil walk this land to curse yet more. For the greater good the most honourable action would be to accept a life damned in hell for the lost soul of the girl, for saving the girl would save the one life but letting the girl perish would save tens of lives." 3. How do you like your eggs cooked and why? "Sunny side up. As good and evil do not mix so does not the white and the yolk." 4. If you were a king/queen, what would be your first edict? "Eradicate all evil ofcourse, but first to build a symbol of hope, a beacon thats light could be seen on the darkest night from the furthest hamlet of the kingdom - to let the people know that the King's might is there to protect them and if all else fails they can always seek sanctuary with their King." 5. What is your one regret in life? "Not having the ability to save the girl and kill the wizard"
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games