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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=458103][size=4][B]Horus Kraele[/B][/size][/url], Tiefling Hexblade ('infernal') [B]Init[/B] +5 [B]HP[/B] 38/38 [B]Bloodied[/B] 19 [B]Healing Surge[/B] 9 (0 used /9) [B]AC[/B] 19 [B]Fort[/B] 16 [B]Reflex[/B] 15 [B]Will[/B] 17 [B]Speed[/B] 5 [B]Str[/B] 11 (0) [B]Con[/B] 16 (+3) [B]Dex[/B] 10 (0) [B]Int[/B] 14 (+2) [B]Wis[/B] 10 (0) [B]Cha[/B] 18 (+4) [OOC='AW: Eldritch Bolt'][B]AW: Eldritch Bolt[/B] At-Will Arcane, Force, Implement Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 1d10 + Charisma modifier force damage. Level 21: 2d10 + Charisma modifier force damage. Special: You can use this power as a ranged basic attack.[/OOC], [OOC='AW: Soul Eater'][B]AW: Soul Eater[/B] At-Will Arcane, Implement, Necrotic, Weapon Standard Action Melee weapon Requirement: You must use this power with your blade of annihilation. Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier necrotic damage, and you gain a +2 power bonus to your next attack roll against the target before the end of your next turn. Level 21: 2[W] + Charisma modifier necrotic damage. Special: You can use this power as a melee basic attack.[/OOC], [OOC='E: Blazing Doom of the Void'][B]E: Blazing Doom of the Void[/B] Encounter Arcane, Fire, Implement, Necrotic, Weapon Standard Action Melee weapon Requirement: You must use this power with your blade of annihilation. Target: One creature Attack: Charisma vs. Fortitude Hit: 2[W] + Charisma modifier fire and necrotic damage. Level 13: 3[W] + Charisma modifier fire and necrotic damage. Level 23: 4[W] + Charisma modifier fire and necrotic damage. Effect: You gain a +5 power bonus to your next damage roll against the target before the end of your next turn.[/OOC], [OOC='[STRIKE]D1: Star Shackles[/STRIKE]'][B]D1: Star Shackles[/B] Daily Arcane, Implement Standard Action Close burst 2 Target: Each enemy in the burst Attack: Charisma vs. Fortitude Hit: 1d6 + Charisma modifier damage, and the target is grabbed. If the target attempts to escape, use your Fortitude or Reflex. Sustain Standard: Those this power still has grabbed take 1d6 + Charisma modifier damage when you sustain this power. After you sustain this power, you can use a minor action to use this power's attack on one target the power doesn't have grabbed within 2 squares of a target the power does have grabbed.[/OOC], '2nd Blazing Doom of the Void', [OOC='EU: Infernal Wrath'][B]EU: Infernal Wrath[/B] Encounter Fire Free Action Close burst 10 Trigger: An enemy within 10 squares of you hits you. Target: The triggering enemy in the burst Effect: The target takes 1d6 + Intelligence modifier or Charisma modifier fire damage. Level 11: 2d6 + Intelligence modifier or Charisma modifier fire damage. Level 21: 3d6 + Intelligence modifier or Charisma modifier fire damage. [/OOC], [OOC='AW: Soul Feast'][B]AW: Soul Feast[/B] At-Will Arcane Free Action Personal Trigger: You reduce an enemy to 0 hit points, or an enemy adjacent to you drops to 0 hit points. Effect: You gain temporary hit points equal to your Constitution modifier. Level 11: Temporary hit points equal to 2 + your Constitution modifier. Level 21: Temporary hit points equal to 5 + your Constitution modifier. Special: You can use this power only once per round.[/OOC], [OOC='EU2: Wrathful Aspect'][B]EU2: Wrathful Aspect[/B] Encounter Arcane, Fear, Fire Minor Action Personal Effect: Until the end of your next turn, you gain a +5 power bonus to Intimidate checks, and any creature that hits you with a melee attack takes 5 fire damage.[/OOC], [OOC='[STRIKE]Psyweave Cloak +1[/STRIKE]'][B]Psyweave Cloak +1[/B] Neck Slot Enhancement Bonus: Fortitude, Reflex, and Will Power (Augmentable) Daily (Minor Action) You gain resist 5 to all damage until the start of your next turn. Augment 1: Increase the resistance by 5.[/OOC], [OOC='Veteran's Chainmail +1'][B]Veteran's Chainmail +1[/B] Enhancement Bonus: AC Property When you spend an action point, you gain a +1 item bonus to all attack rolls and defenses until the end of your next turn.[/OOC], [OOC='Ironscar Rod +1'][B]Ironscar Rod +1[/B] Critical: +1d6 acid damage per plus Property This rod functions as a mace as well as an implement. When used as a weapon, it applies its enhancement bonus to attack and damage rolls. Power (Acid) Daily (Free Action) Trigger: You hit a target with an attack using this rod. Effect: The target takes 1d8 extra acid damage and a -2 penalty to attack rolls until the end of your next turn. Level 13 or 18: 2d8 extra acid damage. Level 23 or 28: 3d8 extra acid damage.[/OOC], [OOC='Iron Armbands of power'][B]Iron Armbands of power[/B] +2 damage to melee attacks[/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
At-Will Arcane, Force, Implement Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 1d10 + Charisma modifier force damage. Level 21: 2d10 + Charisma modifier force damage. Special: You can use this power as a ranged basic attack.
At-Will Arcane, Implement, Necrotic, Weapon Standard Action Melee weapon Requirement: You must use this power with your blade of annihilation. Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier necrotic damage, and you gain a +2 power bonus to your next attack roll against the target before the end of your next turn. Level 21: 2[W] + Charisma modifier necrotic damage. Special: You can use this power as a melee basic attack.
Encounter Arcane, Fire, Implement, Necrotic, Weapon Standard Action Melee weapon Requirement: You must use this power with your blade of annihilation. Target: One creature Attack: Charisma vs. Fortitude Hit: 2[W] + Charisma modifier fire and necrotic damage. Level 13: 3[W] + Charisma modifier fire and necrotic damage. Level 23: 4[W] + Charisma modifier fire and necrotic damage. Effect: You gain a +5 power bonus to your next damage roll against the target before the end of your next turn.
Daily Arcane, Implement Standard Action Close burst 2 Target: Each enemy in the burst Attack: Charisma vs. Fortitude Hit: 1d6 + Charisma modifier damage, and the target is grabbed. If the target attempts to escape, use your Fortitude or Reflex. Sustain Standard: Those this power still has grabbed take 1d6 + Charisma modifier damage when you sustain this power. After you sustain this power, you can use a minor action to use this power's attack on one target the power doesn't have grabbed within 2 squares of a target the power does have grabbed.
Powers
Encounter Fire Free Action Close burst 10 Trigger: An enemy within 10 squares of you hits you. Target: The triggering enemy in the burst Effect: The target takes 1d6 + Intelligence modifier or Charisma modifier fire damage. Level 11: 2d6 + Intelligence modifier or Charisma modifier fire damage. Level 21: 3d6 + Intelligence modifier or Charisma modifier fire damage.
At-Will Arcane Free Action Personal Trigger: You reduce an enemy to 0 hit points, or an enemy adjacent to you drops to 0 hit points. Effect: You gain temporary hit points equal to your Constitution modifier. Level 11: Temporary hit points equal to 2 + your Constitution modifier. Level 21: Temporary hit points equal to 5 + your Constitution modifier. Special: You can use this power only once per round.
Encounter Arcane, Fear, Fire Minor Action Personal Effect: Until the end of your next turn, you gain a +5 power bonus to Intimidate checks, and any creature that hits you with a melee attack takes 5 fire damage.
Neck Slot Enhancement Bonus: Fortitude, Reflex, and Will Power (Augmentable) Daily (Minor Action) You gain resist 5 to all damage until the start of your next turn. Augment 1: Increase the resistance by 5.
Enhancement Bonus: AC Property When you spend an action point, you gain a +1 item bonus to all attack rolls and defenses until the end of your next turn.
Critical: +1d6 acid damage per plus Property This rod functions as a mace as well as an implement. When used as a weapon, it applies its enhancement bonus to attack and damage rolls. Power (Acid) Daily (Free Action) Trigger: You hit a target with an attack using this rod. Effect: The target takes 1d8 extra acid damage and a -2 penalty to attack rolls until the end of your next turn. Level 13 or 18: 2d8 extra acid damage. Level 23 or 28: 3d8 extra acid damage.
+2 damage to melee attacks
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
Session and Campaign Notes
Companions and Allies
Background & Other Notes
When you flank a bloodied foe, you and allies you flank with gain a +2 bonus to damage rolls against that foe. The bonus increases to +3 at 11th level and +4 at 21st level. +1 to ref and AC with a rod You can use Charisma instead of Dexterity to determine your initiative modifier. When you hit a creature that has not yet acted in an encounter with an attack, it takes a penalty to attack rolls against you equal to your Charisma modifier until the end of your next turn.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games