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
[b]Notes:[/b][list] [*]Resist Fire 5 [*] Resist Radiant 5 [*] +2 bonus to all defenses against opportunity attacks [/list] [OOC='[color=darkslategray]Shield of Protection[/color]'][b]Power (Daily):[/b] Standard Action. You and an adjacent ally gain resist 10 to all damage until the end of your next turn.[/OOC] [OOC='[color=darkslategray]Pinning Longsword[/color]'][b]Power (Daily):[/b] Free Action. Use this power when you hit an enemy with this weapon. That enemy is immobilized until you are no longer adjacent to it.[/OOC] [OOC='[color=darkslategray]Cloak of Resistance[/color]'][b]Power (Daily):[/b] Minor Action. Gain resist 5 to all damage until the start of your next turn.[/OOC]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=443982][size=4][B]Elcmar Kalton[/B][/size][/url], Human Paladin [B]Init[/B] +5 [B]HP[/B] 41/41 [B]Bloodied[/B] 20 [B]Healing Surge[/B] 10 (0 used /13) [B]AC[/B] 22 [B]Fort[/B] 16 [B]Reflex[/B] 18 [B]Will[/B] 17 [B]Speed[/B] 5 [B]Str[/B] 10 (0) [B]Con[/B] 14 (+2) [B]Dex[/B] 10 (0) [B]Int[/B] 14 (+2) [B]Wis[/B] 14 (+2) [B]Cha[/B] 16 (+3) [OOC='[color=green]Ardent Strike[/color]'][B][color=green]Ardent Strike[/color][/B] At-Will • Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 1 [W] + Charisma modifier damage, and the target is subject to your divine sanction until the end of your next turn. Level 27: 2 [W] + Strength or Charisma modifier damage. Special: When charging, you can use this power in place of a melee basic attack.[/OOC], [OOC='[color=green]Bolstering Strike[/color]'][B][color=green]Bolstering Strike[/color][/B] At-Will ✦ Divine,Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier damage, and you gain temporary hit points equal to your Wisdom modifier.[/OOC], [OOC='[color=green]Virtuous Strike[/color]'][B][color=green]Virtuous Strike[/color][/B] At-Will • Divine, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 1 [W] + Charisma modifier radiant damage, and you gain a +2 bonus to saving throws until the start of your next turn. Level 21: 2[W] + Charisma modifier radiant damage. Special: This power can be used as a melee basic attack.[/OOC], [OOC='[color=green]Lay on Hands[/color]'][B][color=green]Lay on Hands[/color][/B] At-Will (Special) ✦ Divine, Healing Special: You can use this power 2 times per day (equal to your Wisdom modifier, minimum 1), but only once per round. Minor Action - Melee touch Target: One creature Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. The target also gains 6 additional HP (equal to 2x your Charisma Modifier). Special: You must have at least one healing surge remaining to use this power. (Modified by Healing Hands and Devoted Paladin feats.)[/OOC], [OOC='[color=green]Divine Challenge[/color]'][B][color=green]Divine Challenge[/color][/B] At-Will Class Feature, Divine, Radiant Minor Action, Close burst 5 [b]Target:[/b] One creature in the burst [b]Effect:[/b] You mark the target. The mark lasts until you use this power again. The mark also ends at the end of your turn if you didn’t engage the target, meaning you neither attacked it during your turn nor are adjacent to it at the end of your turn. Until the mark ends, the target takes radiant damage the first time each round when it targets any of your allies with an attack power that doesn’t include you as a target. The damage equals 3 + your Charisma modifier. [b]Level 11:[/b] 6 + your Charisma modifier radiant damage [b]Level 21:[/b] 9 + your Charisma modifier radiant damage [b]Special:[/b] You can use this power only once per turn.[/OOC], [OOC='[color=red]Channel Divinity[/color]'][B][color=red]Channel Divinity[/color][/B] Encounter Class Utility Pick [b]ONE[/b] of the powers below. Use of that choice expends Channel Divinity for this encounter. [b]Divine Mettle Encounter, Divine Minor Action, Close burst 10 Target:[/b] One creature in burst [b]Effect:[/b] The target makes a saving throw with a bonus equal to your Charisma modifier. [b]Divine Strength Encounter, Divine Minor Action, Personal Effect:[/b] Apply your Strength modifier as extra damage on your next attack this turn.[/OOC], [OOC='[color=red]Second Wind[/color]'][B][color=red]Second Wind[/color][/B] Racial Encounter Utility Standard Action, Personal [b]Effect:[/b] Spend a healing surge and gain hit points equal to your healing surge value. Also gain a +2 bonus to all defenses until the end of your next turn.[/OOC], [OOC='[color=red]Invigorating Smite[/color]'][B][color=red]Invigorating Smite[/color][/B] Encounter ✦ Divine, Healing, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. Will Hit: 2[W] + Charisma modifier damage. If you are bloodied, you regain hit points equal to 5 + your Wisdom modifier. Bloodied allies within 5 squares of you also regain hit points equal to 5 + your Wisdom modifier.[/OOC], [OOC='[color=red]Valorous Smite[/color]'][B][color=red]Valorous Smite[/color][/B] At-Will Attack, Divine, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Charisma vs. AC [b]Hit:[/b] 2[W] + Charisma modifier damage. Each enemy within 3 squares of you is subject to your divine sanction until the end of your next turn.[/OOC], [OOC='[color=darkslategray]On Pain of Death[/color]'][B][color=darkslategray]On Pain of Death[/color][/B] Daily ✦ Divine, Implement Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: 3d8 + Charisma modifier damage. Once per round, the target takes 1d8 damage after making any attacks on its turn (save ends). Miss: Half damage. Once per round, the target takes 1d4 damage after making any attacks on its turn (save ends).[/OOC], [OOC='[color=darkslategray]Martyr's Blessing[/color]'][B][color=darkslategray]Martyr's Blessing[/color][/B] Daily ✦ Divine Immediate Interrupt Close burst 1 Trigger: An adjacent ally is hit by a melee or a ranged attack Effect: You are hit by the attack instead.[/OOC] [B]Notes[/B] [b]Notes:[/b][list] [*]Resist Fire 5 [*] Resist Radiant 5 [*] +2 bonus to all defenses against opportunity attacks [/list] [OOC='[color=darkslategray]Shield of Protection[/color]'][b]Power (Daily):[/b] Standard Action. You and an adjacent ally gain resist 10 to all damage until the end of your next turn.[/OOC] [OOC='[color=darkslategray]Pinning Longsword[/color]'][b]Power (Daily):[/b] Free Action. Use this power when you hit an enemy with this weapon. That enemy is immobilized until you are no longer adjacent to it.[/OOC] [OOC='[color=darkslategray]Cloak of Resistance[/color]'][b]Power (Daily):[/b] Minor Action. Gain resist 5 to all damage until the start of your next turn.[/OOC]
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 • Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 1 [W] + Charisma modifier damage, and the target is subject to your divine sanction until the end of your next turn. Level 27: 2 [W] + Strength or Charisma modifier damage. Special: When charging, you can use this power in place of a melee basic attack.
At-Will ✦ Divine,Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier damage, and you gain temporary hit points equal to your Wisdom modifier.
At-Will • Divine, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 1 [W] + Charisma modifier radiant damage, and you gain a +2 bonus to saving throws until the start of your next turn. Level 21: 2[W] + Charisma modifier radiant damage. Special: This power can be used as a melee basic attack.
At-Will (Special) ✦ Divine, Healing Special: You can use this power 2 times per day (equal to your Wisdom modifier, minimum 1), but only once per round. Minor Action - Melee touch Target: One creature Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. The target also gains 6 additional HP (equal to 2x your Charisma Modifier). Special: You must have at least one healing surge remaining to use this power. (Modified by Healing Hands and Devoted Paladin feats.)
At-Will Class Feature, Divine, Radiant Minor Action, Close burst 5 [b]Target:[/b] One creature in the burst [b]Effect:[/b] You mark the target. The mark lasts until you use this power again. The mark also ends at the end of your turn if you didn’t engage the target, meaning you neither attacked it during your turn nor are adjacent to it at the end of your turn. Until the mark ends, the target takes radiant damage the first time each round when it targets any of your allies with an attack power that doesn’t include you as a target. The damage equals 3 + your Charisma modifier. [b]Level 11:[/b] 6 + your Charisma modifier radiant damage [b]Level 21:[/b] 9 + your Charisma modifier radiant damage [b]Special:[/b] You can use this power only once per turn.
Encounter Class Utility Pick [b]ONE[/b] of the powers below. Use of that choice expends Channel Divinity for this encounter. [b]Divine Mettle Encounter, Divine Minor Action, Close burst 10 Target:[/b] One creature in burst [b]Effect:[/b] The target makes a saving throw with a bonus equal to your Charisma modifier. [b]Divine Strength Encounter, Divine Minor Action, Personal Effect:[/b] Apply your Strength modifier as extra damage on your next attack this turn.
Racial Encounter Utility Standard Action, Personal [b]Effect:[/b] Spend a healing surge and gain hit points equal to your healing surge value. Also gain a +2 bonus to all defenses until the end of your next turn.
Powers
Encounter ✦ Divine, Healing, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. Will Hit: 2[W] + Charisma modifier damage. If you are bloodied, you regain hit points equal to 5 + your Wisdom modifier. Bloodied allies within 5 squares of you also regain hit points equal to 5 + your Wisdom modifier.
At-Will Attack, Divine, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Charisma vs. AC [b]Hit:[/b] 2[W] + Charisma modifier damage. Each enemy within 3 squares of you is subject to your divine sanction until the end of your next turn.
Daily ✦ Divine, Implement Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: 3d8 + Charisma modifier damage. Once per round, the target takes 1d8 damage after making any attacks on its turn (save ends). Miss: Half damage. Once per round, the target takes 1d4 damage after making any attacks on its turn (save ends).
Daily ✦ Divine Immediate Interrupt Close burst 1 Trigger: An adjacent ally is hit by a melee or a ranged attack Effect: You are hit by the attack instead.
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
- White Warhorse - Adventurer's Kit (Silk Rope and Journeybread) - Holy Symbol of Pelor - Healer's Kit - Daggers x3 - Lance - Bastard Sword
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Background: Divinely Inspired Benefit: +2 Insight
Companions and Allies
Background & Other Notes
Racial Features- Ability Scores: +2 to one ability score of your choice Languages: Common, choice of one other Bonus At-Will Power: You know one extra 1st level at-will power from your class. Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites. Bonus Skill: You gain training in one additional skill from your class skill list. Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses. Class Features- Channel Divinity: You have the Channel Divinity encounter power, described above. Lay on Hands Divine Challenge, described above. Divine Sanction: Being subject to Divine Sanction means the target is marked by you for a duration specified in the description of the power or feat. Unless otherwise noted, the mark ends before the specified duration if someone else marks the target. Until the mark ends, the target takes radiant damage equal to 3 + your Charisma modifier the first time each round it makes an attack that doesn’t include you as a target. The damage increases to 6 + your Charisma modifier at 11th level and 9 + your Charisma modifier at 21st level. Feats- (Game Bonus) Heavy Blade Expertise Benefit: You gain a +1 feat bonus to weapon attack rolls that you make with a heavy blade. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, while wielding a heavy blade, you gain a +2 bonus to all defenses against opportunity attacks. (Level 1) Improved Initiative Benefit: You gain a +4 feat bonus to initiative checks. (Racial Bonus) Healing Hands Benefit: When you use the lay on hands power, the affected ally regains additional hit points equal to your Charisma modifier. (Level 2) Devoted Paladin Benefit: When you use your lay on hands on an ally, that ally regains additional hit points equal to your Charisma modifier. When you select this feat, your number of healing surges increases by one. Magic Items- Pelaurum Armor - Enhancement: AC Property: Resist 5 fire and resist 5 radiant. Level 14 or 19: Resist 10 fire and resist 10 radiant. Level 24 or 29: Resist 15 fire and resist 15 radiant. Shield of Protection Power (Daily): Standard Action. You and an adjacent ally gain resist 10 to all damage until the end of your next turn. Level 13: Resist 15 to all damage. Level 23: Resist 20 to all damage. +1 Pinning Longsword - Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Power (Daily): Free Action. Use this power when you hit an enemy with this weapon. That enemy is immobilized until you are no longer adjacent to it. +1 Cloak of Resistance - Enhancement: Fortitude, Reflex, and Will Power (Daily): Minor Action. Gain resist 5 to all damage until the start of your next turn. Level 12 or 17: Resist 10 to all damage. Level 22 or 27: Resist 15 to all damage. Wish List- Symbol of Hope or Life PHB BattleStrider Greaves or Boots of Speed ADV Gloves of the Healer or Vampiric Gloves ADV Background- Elcmar was found in a orphanage in Hammerfast by a Cleric of Pelor Grundelmar. He was adopted by Hammerfast's Temple of Pelor and chosen to be trained as a Paladin. The only belonging he claimed as his own was a small brass pendant of ornate design. Grundelmar was a boisterous dwarf that was often crusading to "smite evil" and the temple tried to settle him by giving him a young boy to tend after. It did settle him for awhile as he taught young Elcmar about Pelor and how smiting evil was the noblest of causes. However it wasn't a few years before the boy began to spend more time in the training yards with wooden weapons and Grundelmar was off again to smite evil leaving Elcmar alone. He was a pretty boy and his beauty didn't disappear as he grew older. He made quite a good impression as a public face but he had the itch as they called it. Once his training was complete he felt the call of the open road so he might pursue his "teacher's" quest for smiting evil. He was good at talking despite having lived in a cloister much of his life, he had developed good oratory skills. When he arrived in Fallcrest he led the charge into Kobold Hall and called down Pelor's Judgement on the White Dragon that tried to kill him and his group. Through the group he went to Winterhaven he was approached by Marla of the Great Church and asked to look into a death cult led by a necromancer named Kalarel that traveled to Winterhaven approximately a year ago. He took up this quest for the church without hesitation and sought out to have his new friends help him in this quest. When the suspicions were found to be true Elcmar led the charge into the ruined Keep's depths to purge this death cult and remove the threat of them from Winterhaven. He has returned to Fallcrest after this adventure when news of his old mentor, Grundelmar, surfaced. He has only recently arrived and settled into the House of the Sun to help Grundelmar restore the abandoned temple to its former glory. This is also when he learned of his heritage. Grundelmar had been out *smiting evil* as he was known to do when he came across a old tome that discussed the lineage of House Kalton. The symbol on the front of the book was the same symbol that Elcmar wore around his neck. Added to this is the abandoned Kalton Manor to the south near the Witchlight Fens, abandoned nearly 200 years ago. This news was strange, could he be a long lost descendant of Lord Arrol? It's uncertain how or why but it has given the cleric and paladin something to ponder over.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games