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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
[SPOILER="Features"] [b]Background:[/b] [OOC="Out For Revenge"]+2 to Intimidate[/OOC] [b]Race:[/b] [OOC="Bonus At-Will Power"]Obtain one extra At-Will Power[/OOC], [OOC="Bonus Feat"]Obtain one extra feat.[/OOC], [OOC="Bonus Skill"]Obtain One Extra Skill[/OOC], [OOC="Human Defense Bonus"]+1 to Fortitude, Will, and Reflex.[/OOC] [b]Class Features:[/b] [OOC="Combat Leader"]You and each ally within 10 square who can see and hear you gain a +2 power bonus to initiative.[/OOC], [OOC="Tactical Presence"]When an ally you can see spends an action point to make an extra attack, the ally gains a bonus to the attack roll equal to one-half of your Intelligence modifier.[/OOC], [OOC="Inspiring Word"]Gain access to the Inspiring Word power.[/OOC] [b]Feats:[/b] [OOC="Armor Proficiency"]Is proficient with Cloth, leather, hide, chainmail, and light shields.[/OOC], [OOC="Weapon Proficiency"]Is proficient with simple melee and ranged. Is proficient with military melee.[/OOC], [OOC="Saving Inspiration"]When using Healing Word, allies can forgo the extra healing dice to make a saving throw.[/OOC], [OOC="Skill Focus: Intimidate"]+3 to intimidate.[/OOC], [OOC="Improved Tactics"]When using the Tactical Presence class feature, add an additional +1 bonus to attack rolls on top of the one-half Intelligence modifier bonus.[/OOC], [OOC="Toughness"]Additional 5 HP per tier.[/OOC] [b]Skills:[/b] Acrobatics (0), Arcana (+3), Athletics (+10), Bluff (+6), Diplomacy (+6), Dungeoneering (0), Endurance (+2), Heal (0), History (+8), Insight (0), Intimidate (+11), Nature (0), Perception (0), Religion (+3), Stealth (0), Streetwise (+1), Thievery (0)[/SPOILER] [SPOILER="Magical Gear"] [OOC="+1 Chainmail of Durability"] You gain an item bonus to your healing surge value equal to the armor’s enhancement bonus.[/OOC] [OOC="+1 Thundering Longsword"]Adds +1d6 thunder damage per plus on a critical hit. As a free, daily action, upon hitting an enemy, you can use this power to deal an extra 1d8 Thunder damage, and push the target 1 square (Level 13-18, 2d8, level 23-28, 3d8 Extra thunder damage.)[/OOC] [OOC="+1 Cloak of Resistance"]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.[/OOC][/SPOILER]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=457954][size=4][B]Charlene[/B][/size][/url], Human Tactical Warlord [B]Init[/B] +7 [B]HP[/B] 42/42 [B]Bloodied[/B] 21 [B]Healing Surge[/B] 10 ( used /7) [B]AC[/B] 19 [B]Fort[/B] 19 [B]Reflex[/B] 16 [B]Will[/B] 14 [B]Speed[/B] 5 [B]Str[/B] 20 (+5) [B]Con[/B] 10 (0) [B]Dex[/B] 10 (0) [B]Int[/B] 14 (+2) [B]Wis[/B] 8 (-1) [B]Cha[/B] 11 (0) [OOC='[color=green]Viper's Strike[/color]'][B][color=green]Viper's Strike[/color][/B] You trick your adversary into making a tactical error that gives your comrade a chance to strike. At-Will ✦ Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength Mod damage Effect: Of target shifts before the start of your next turn, it provokes an opportunity attack from an ally of your choice.[/OOC], [OOC='[color=green]Commander's Strike[/color]'][B][color=green]Commander's Strike[/color][/B] With a shout, you command an ally to attack. At-Will ✦ Martial, Weapon Standard Action Melee weapon Target: On creature Attack: An ally of your choice makes a melee basic attack against the target Hit: Ally's basic attack damage + Int mod.[/OOC], [OOC='[color=green]Wolf Pack Tactics[/color]'][B][color=green]Wolf Pack Tactics[/color][/B] Step by step, you and your friends surround the enemy. At-Will ✦ Martial, Weapon Standard Action Melee weapon Target: One creature Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action.[/OOC], [OOC='[color=Red]Steel Monsoon[/color]'][B][color=Red]Steel Monsoon[/color][/B] You leap into the fray with a wild, whirling attack- but your movements are carefully calculated to distract nearby enemies and give your allies a chance to move into position Encounter ✦ Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Str mod damage, and one ally within five squares of you can shift 1 square. Tactical Presence: The number of allies who can shift equals your Int Mod.[/OOC], [OOC='[color=Red]Warlord's Favor[/color]'][B][color=Red]Warlord's Favor[/color][/B] With a calculated blow, you leave your adversary exposed to an imminent attack from one of your closest allies. Encounter ✦ Martial, Weapon Standard Action Melee weapon Target: One Creature Attack: Strength vs. AC Hit: 2[W]+ STR Mod damage. One ally within 5 squares of you gains a +2 power bonus to attack rolls against the target until the end of your next turn. Tactical Presence: The bonus to attack rolls that you grant equals 1+ Int mod.[/OOC], [OOC='[STRIKE][color=Black]Lead The Attack[/color][/STRIKE]'][B][color=Black]Lead The Attack[/color][/B] Under your Direction, arrows hit their marks and blades drive home. Daily ✦ Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Str Mod damage. Until the end of the encounter, you and each ally within 5 squares of you gain a power bonus to attack rolls against the target equal to 1+ Int Mod Miss: Until the end of encounter, you and each ally within 5 square of you gain a +1 power bonus to attack rolls against the target.[/OOC], [OOC='[color=Red]Knight's Move[/color]'][B][color=Red]Knight's Move[/color][/B] With a sharp wave of your arm, you direct one of your allies to a more tactically advantageous position. Encounter ✦ Martial Move Action Ranged 10 Target: One Ally Effect: The target takes a move action as a free action.[/OOC], [OOC='[color=Red]Inspiring Word[/color]'][B][color=Red]Inspiring Word[/color][/B] You call out to a wounded ally and offer inspiring words of courage and determination that helps that ally heal. Encounter (Special) ✦ Martial, Healing Special: You can use this power twice per encounter, but once per round. At 16th level, you can use it three times per encounter. Minor Action Close Burst 5 (10 at 11, 15 at 21) Target: You or one ally in burst Effect: The target can spend a healing surge and regain an additional 1d6 hit points. The amount of additional hitpoints regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.[/OOC] [B]Notes[/B] [SPOILER="Features"] [b]Background:[/b] [OOC="Out For Revenge"]+2 to Intimidate[/OOC] [b]Race:[/b] [OOC="Bonus At-Will Power"]Obtain one extra At-Will Power[/OOC], [OOC="Bonus Feat"]Obtain one extra feat.[/OOC], [OOC="Bonus Skill"]Obtain One Extra Skill[/OOC], [OOC="Human Defense Bonus"]+1 to Fortitude, Will, and Reflex.[/OOC] [b]Class Features:[/b] [OOC="Combat Leader"]You and each ally within 10 square who can see and hear you gain a +2 power bonus to initiative.[/OOC], [OOC="Tactical Presence"]When an ally you can see spends an action point to make an extra attack, the ally gains a bonus to the attack roll equal to one-half of your Intelligence modifier.[/OOC], [OOC="Inspiring Word"]Gain access to the Inspiring Word power.[/OOC] [b]Feats:[/b] [OOC="Armor Proficiency"]Is proficient with Cloth, leather, hide, chainmail, and light shields.[/OOC], [OOC="Weapon Proficiency"]Is proficient with simple melee and ranged. Is proficient with military melee.[/OOC], [OOC="Saving Inspiration"]When using Healing Word, allies can forgo the extra healing dice to make a saving throw.[/OOC], [OOC="Skill Focus: Intimidate"]+3 to intimidate.[/OOC], [OOC="Improved Tactics"]When using the Tactical Presence class feature, add an additional +1 bonus to attack rolls on top of the one-half Intelligence modifier bonus.[/OOC], [OOC="Toughness"]Additional 5 HP per tier.[/OOC] [b]Skills:[/b] Acrobatics (0), Arcana (+3), Athletics (+10), Bluff (+6), Diplomacy (+6), Dungeoneering (0), Endurance (+2), Heal (0), History (+8), Insight (0), Intimidate (+11), Nature (0), Perception (0), Religion (+3), Stealth (0), Streetwise (+1), Thievery (0)[/SPOILER] [SPOILER="Magical Gear"] [OOC="+1 Chainmail of Durability"] You gain an item bonus to your healing surge value equal to the armor’s enhancement bonus.[/OOC] [OOC="+1 Thundering Longsword"]Adds +1d6 thunder damage per plus on a critical hit. As a free, daily action, upon hitting an enemy, you can use this power to deal an extra 1d8 Thunder damage, and push the target 1 square (Level 13-18, 2d8, level 23-28, 3d8 Extra thunder damage.)[/OOC] [OOC="+1 Cloak of Resistance"]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.[/OOC][/SPOILER]
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
You trick your adversary into making a tactical error that gives your comrade a chance to strike. At-Will ✦ Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength Mod damage Effect: Of target shifts before the start of your next turn, it provokes an opportunity attack from an ally of your choice.
With a shout, you command an ally to attack. At-Will ✦ Martial, Weapon Standard Action Melee weapon Target: On creature Attack: An ally of your choice makes a melee basic attack against the target Hit: Ally's basic attack damage + Int mod.
Step by step, you and your friends surround the enemy. At-Will ✦ Martial, Weapon Standard Action Melee weapon Target: One creature Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action.
You leap into the fray with a wild, whirling attack- but your movements are carefully calculated to distract nearby enemies and give your allies a chance to move into position Encounter ✦ Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Str mod damage, and one ally within five squares of you can shift 1 square. Tactical Presence: The number of allies who can shift equals your Int Mod.
Powers
With a calculated blow, you leave your adversary exposed to an imminent attack from one of your closest allies. Encounter ✦ Martial, Weapon Standard Action Melee weapon Target: One Creature Attack: Strength vs. AC Hit: 2[W]+ STR Mod damage. One ally within 5 squares of you gains a +2 power bonus to attack rolls against the target until the end of your next turn. Tactical Presence: The bonus to attack rolls that you grant equals 1+ Int mod.
Under your Direction, arrows hit their marks and blades drive home. Daily ✦ Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Str Mod damage. Until the end of the encounter, you and each ally within 5 squares of you gain a power bonus to attack rolls against the target equal to 1+ Int Mod Miss: Until the end of encounter, you and each ally within 5 square of you gain a +1 power bonus to attack rolls against the target.
With a sharp wave of your arm, you direct one of your allies to a more tactically advantageous position. Encounter ✦ Martial Move Action Ranged 10 Target: One Ally Effect: The target takes a move action as a free action.
You call out to a wounded ally and offer inspiring words of courage and determination that helps that ally heal. Encounter (Special) ✦ Martial, Healing Special: You can use this power twice per encounter, but once per round. At 16th level, you can use it three times per encounter. Minor Action Close Burst 5 (10 at 11, 15 at 21) Target: You or one ally in burst Effect: The target can spend a healing surge and regain an additional 1d6 hit points. The amount of additional hitpoints regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.
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
627 GP
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games