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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
Bloodied, dmg +1d6, regaining 20-heal surge left Rage: +2 spd, +2 shift as move, +4 sp charging
Statistic Block
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
See Background below for details
At will
Powers
At will
Daily
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
Spent 635gp Balance: 165gp
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Great sword +3 1d10 — 30 gp 8 lb. Heavy blade — Dagger +3 1d4 5/10 1 gp 1 lb. Light blade Off-hand, light thrown Greataxe +2 1d12 — 30 gp 12 lb. Axe High crit Fullblade +3 d12 — 30 gp 10 lb. Heavy blade High crit
Companions and Allies
Feat Thirst for Battle Half-orc +3 to initiative and one additional healing surge
Background & Other Notes
Magical Item Amulet of Physical Resolve Level 2+ AV1 This striking amulet wards you against effects that leave you physically debilitated. Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp Item Slot: Neck Enhancement: Fortitude, Reflex, and Will Property: Gain a +2 item bonus to saving throws against effects with the poison keyword and effects that render you weakened, slowed, or immobilized. Iron Armbands of Power Level 6+ These plate armbands enhance the damage you dole out. Lvl 6 1,800 gp Lvl 26 1,125,000 gp Lvl 16 45,000 gp Item Slot: Arms Property: Gain a +2 item bonus to melee damage rolls. Level 16: +4 item bonus. Level 26: +6 item bonus. Flaming Weapon Level 5+ You can will this weapon to burst into flame. Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp Weapon: Any Enhancement: Attack rolls and damage rolls Critical: +1d6 fire damage per plus Power (At-Will ✦ Fire): Free Action. All damage dealt by this weapon is fire damage. Another free action returns the damage to normal. Power (Daily ✦ Fire): Free Action. Use this power when you hit with the weapon. Deal an extra 1d6 fire damage, and the target takes ongoing 5 fire damage (save ends). Level 15 or 20: 2d6 fire damage and ongoing 10 fire damage. Level 25 or 30: 3d6 fire damage and ongoing 15 fire damage. Bloodcut Armor Level 4+ This armor has a crimson tinge that flares blood red when its power is activated. Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp Armor: Leather, Hide Enhancement: AC Power (Healing Surge): Minor Action. While you are bloodied, use this armor to gain resist 10 to all damage until the end of your next turn. Level 14 or 19: Resist 15 to all damage. Level 24 or 29: Resist 20 to all damage. Acrobat Boots Level 2 These enchanted boots enhance your acrobatic skills. Item Slot: Feet 520 gp Property: Gain a +1 item bonus to Acrobatics checks. Power (At-Will): Minor Action. Stand up from prone. Racial: *Half-Orc Resilience: The first time you are bloodied during an encounter, you gain 5 temporary hit points. The temporary hit points increase to 10 at 11th level and to 15 at 21st level. *Swift Charge: You gain a +2 bonus to speed when charging. *Furious Assault: Your monstrous wrath burns inside you, giving strength to your attack. Encounter,Free Action, Personal Trigger: You hit an enemy Effect: The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t. Powers; *Barbarian Agility While you are not wearing heavy armor, you gain a +1 bonus to AC and Reflex. The bonus increases to +2 at 11th level and +3 at 21st level. *Feral Might: Rageblood Vigor: You gain the swift charge power. In addition, whenever your attack reduces an enemy to 0 hit points, you gain temporary hit points equal to your Constitution modifier. The number of temporary hit points equals 5 + your Constitution modifier at 11th level and 10 + your Constitution modifier at 21st level. Swift Charge Barbarian Feature As your foe falls, you rush toward your next victim. Encounter ✦ Primal Free Action Personal Trigger: Your attack reduces an enemy to 0 hit points Effect: You charge an enemy. *Rampage: Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you scored a critical hit against. *Rage Strike Barbarian Feature You channel your primal rage into a devastating attack. Daily (Special) ✦ Primal, Weapon Standard Action Melee weapon Requirement: You must be raging and have at least one unused barbarian rage power. Target: One creature Attack: Strength vs. AC. To make this attack, you expend an unused barbarian rage power. Hit: You deal damage based on the level of the rage power you expend: 1st level 3[W] + Strength modifier 5th level 4[W] + Strength modifier 9th level 5[W] + Strength modifier 15th level 6[W] + Strength modifier 19th level 7[W] + Strength modifier 25th level 8[W] + Strength modifier 29th level 9[W] + Strength modifier Miss: Half damage. Special: You can use this power twice per day. *Howling Strike Barbarian Attack 1 With a blood-freezing scream, you throw yourself into the fray. At-Will ✦ Primal, Weapon Standard Action Melee weapon Requirement: You must be wielding a two-handed weapon. Target: One creature Attack: Strength vs. AC Hit: 1[W] + 1d6 + Strength modifier damage. Level 11: 1[W] + 2d6 + Strength modifier damage. Level 21: 2[W] + 3d6 + Strength modifier damage. Special: When charging, you can use this power in place of a melee basic attack. If you are raging, you can move 2 extra squares as part of the charge. *Pressing Strike Barbarian Attack 1 You push lesser foes from your path, moving through the lines of battle at will. At-Will ✦ Primal, Weapon Standard Action Melee weapon Effect: Before the attack, you shift 2 squares. You can move through an enemy’s space during the shift, but you can’t end there. Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you push the target 1 square. If you are raging, the attack deals 1d6 extra damage. Level 21: 2[W] + Strength modifier damage. *Level 1 Daily: Swift Panther Rage Barbarian Attack 1 You slash your foe with fury as the spirit of the swift panther grants you its speed and agility. Daily ✦ Primal, Rage, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage. Miss: Half damage. Effect: You enter the rage of the swift panther. Until the rage ends, you gain a +2 bonus to speed and can shift 2 squares as a move action. *Level 1 Encounter: Resurgent Strike Attack: Strength vs. AC Hit: You either gain 3 + your Constitution modifier temporary hit points or end one dazing or weakening effect on yourself. The target then takes 2[WI + your Strength modifier damage. *Combat Sprint Barbarian Utility 2 Having saved a bit of strength for just this moment, you burst across the battlefield. Encounter ✦ Primal Move Action Personal Effect: You move your speed + 4. You gain a +4 bonus to all defenses against any opportunity attack you provoke with this movement. Hammer Fall Barbarian Attack 3 You swing your weapon in a great underhand arc, and the impact lifts your target off its feet and sends it crashing to the ground. Encounter ✦ Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Fortitude Hit: 2[W] + Strength modifier damage, and you knock the target prone. Vengeful Storm Rage Barbarian Attack 5 Your whirlwind assault engulfs your enemies in lightning as you channel the storm’s fury. Daily ✦ Lightning, Primal, Rage, Weapon Standard Action Close burst 1 Target: Each enemy in burst Attack: Strength vs. AC Hit: 2[W] + Strength modifier lightning damage. Miss: Half damage. Effect: You enter the rage of the vengeful storm. Until the rage ends, at the start of each of your turns, each enemy adjacent to you takes 3 lightning damage. Mark of Thunder Primal Guardian Feature You invoke thefading power of the world as you strike. Encounter + Primal, Thunder, Weapon Standard Action Melee weapon Target: One creature Attack: Primary ability vs. AC Hit 1 LWI + ability modifier thunder damage. Level 11: 2[WI + ability modifier thunder damage. Level 21: 3[WI + ability modifier thunder damage. Effect: You mark the target until the end of your next turn. Until the mark ends, if the target makes an attack that does not include you, it takes 5 thunder damage. Level 11: 10 thunder damage. Level 21: 15 thunder damage.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games