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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=468469][size=4][B]Astra Cascada[/B][/size][/url], Elf Avenger [B]Init[/B] +6 [B]HP[/B] 45/58 [B]Bloodied[/B] 29 [B]Healing Surge[/B] 14 (1 used /9) [B]AC[/B] 24 [B]Fort[/B] 17 [B]Reflex[/B] 18 [B]Will[/B] 19 [B]Speed[/B] 7 [B]Str[/B] 12 (+1) [B]Con[/B] 14 (+2) [B]Dex[/B] 17 (+3) [B]Int[/B] 10 (0) [B]Wis[/B] 19 (+4) [B]Cha[/B] 9 (-1) [OOC='[STRIKE][color=Red][b]Elven Accuracy[/b][/color][/STRIKE]'][B][color=Red][b]Elven Accuracy[/b][/color][/B] Elf Racial Power [i]With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves.[/i] Encounter Free Action Personal Effect: Reroll an attack roll. Use the second roll, even if it’s lower.[/OOC], [OOC='[color=Red][b]Oath of Enmity[/b][/color]'][B][color=Red][b]Oath of Enmity[/b][/color][/B] Avenger Feature [i]You focus your wrath on a single foe, giving your attacks against it extraordinary accuracy.[/i] Encounter (Special) * Divine Minor Action Close burst 10 Target: One enemy you can see in burst Effect: When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point you regain the use of this power. If another effect lets you roll twice and use the higher result when making an attack roll, this power has no effect on that attack. If an effect forces you to roll twice and use the lower result when making an attack roll, this power has no effect on that attack either. If an effect lets you reroll an attack roll and you rolled twice because of this power, you reroll both dice.[/OOC], [OOC='[color=Red][b]Channel Divinity: Abjure Undead[/b][/color]'][B][color=Red][b]Channel Divinity: Abjure Undead[/b][/color][/B] Avenger Feature [i]You send a brilliant ray of radiant power at an undead foe, compelling it to stagger toward you.[/i] Encounter * Divine, Implement, Radiant Standard Action Close burst 5 Target: One undead creature in burst Attack: Wisdom vs. Will Hit: 3d10 + Wisdom modifier radiant damage, and you pull the target a number of squares equal to 1 + your Wisdom modifier. The target is also immobilized until the end of your next turn. Level 5: 4d10 + Wisdom modifier damage. Level 11: 5d10 + Wisdom modifier damage. Level 15: 6d10 + Wisdom modifier damage. Level 21: 7d10 + Wisdom modifier damage. Level 25: 8d10 + Wisdom modifier damage. Miss: Half damage, and you pull the target 1 square.[/OOC], [OOC='[STRIKE][color=Red][b]Channel Divinity: Divine Guidance[/b][/color][/STRIKE]'][B][color=Red][b]Channel Divinity: Divine Guidance[/b][/color][/B] Avenger Feature [i]You lend your deity’s guidance to an ally’s attack against your foe.[/i] Encounter * Divine Immediate Interrupt Close burst 10 Trigger: An ally within 10 squares of you makes an attack roll against your oath of enmity target Target: The triggering ally Effect: The target makes a second attack roll and uses either result.[/OOC], [OOC='[color=Green][b]Bond of Pursuit[/b][/color]'][B][color=Green][b]Bond of Pursuit[/b][/color][/B] Avenger Attack 1 [i]With your attack, you utter a promise to follow your enemy if it tries to escape.[/i] At-Will * Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 1[W] + Wisdom modifier damage. If the target doesn’t end its next turn adjacent to you, you can shift a number of squares equal to 1 + your Dexterity modifier as a free action, and you must end that shift closer to the target. Level 21: 2[W] + Wisdom modifier damage.[/OOC], [OOC='[color=Green][b]Overwhelming Strike[/b][/color]'][B][color=Green][b]Overwhelming Strike[/b][/color][/B] Avenger Attack 1 [i]As you attack, you maneuver around your foe, forcing it to move with you.[/i] At-Will * Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 1[W] + Wisdom modifier damage. You shift 1 square and slide the target 1 square into the space you occupied. Level 21: 2[W] + Wisdom modifier damage.[/OOC], [OOC='[STRIKE][color=Red][b]Whirlwind Charge[/b][/color][/STRIKE]'][B][color=Red][b]Whirlwind Charge[/b][/color][/B] Avenger Attack 1 [i]As you charge your foe, divine light surrounds you in a protective nimbus, then erupts at your foe.[/i] Encounter * Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier damage. Special: When charging, you can use this power in place of a melee basic attack. If you charge, you gain a +4 bonus to AC against opportunity attacks you provoke while moving to the target.[/OOC], [OOC='[STRIKE][color=Dimgray][b]Aspect of Might[/b][/color][/STRIKE]'][B][color=Dimgray][b]Aspect of Might[/b][/color][/B] Avenger Attack 1 [i]You strike a crippling blow against your foe, and divine power bolsters you.[/i] Daily * Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 3[W] + Wisdom modifier damage. Miss: Half damage. Effect: Until the end of the encounter, you gain a +5 power bonus to Athletics checks, a +2 power bonus to speed, and a +2 power bonus to the damage rolls of melee attacks.[/OOC], [OOC='[color=Dimgray][b]Blessing of Vengeance[/b][/color]'][B][color=Dimgray][b]Blessing of Vengeance[/b][/color][/B] Avenger Utility 2 [i]With the death of your foe, your god grants you a boon.[/i] Daily * Divine Free Action Personal Trigger: Your oath of enmity target drops to 0 hit points Effect: You gain temporary hit points equal to your healing surge value.[/OOC], [OOC='[STRIKE][color=Red][b]Enmity's Reach[/b][/color][/STRIKE]'][B][color=Red][b]Enmity's Reach[/b][/color][/B] Avenger Attack 3 [i]A crash of thunder behind your foe shoves it closer to your waiting weapon and slows that foe’s escape.[/i] Encounter * Divine, Implement, Thunder Standard Action Close burst 5 Target: One creature in burst Attack: Wisdom vs. Fortitude Hit: 1d10 + Wisdom modifier thunder damage, and you pull the target 2 squares. The target is slowed until the end of your next turn.[/OOC], [OOC='[color=Dimgray][b]Oath of Consuming Light[/b][/color]'][B][color=Dimgray][b]Oath of Consuming Light[/b][/color][/B] Avenger Attack 5 [i]You place a burning mark of divine radiance on your foe as you swear an oath to destroy this creature. With every wound you inflict on the creature, the burning mark erupts in searing light.[/i] Daily * Divine, Implement, Radiant Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Reflex Hit: 2d10 + Wisdom radiant damage. Whenever you hit the target with a divine power, the target takes 1d6 extra radiant damage (save ends). Aftereffect: Whenever you hit the target with a divine power, the target takes 1d4 extra radiant damage (save ends). Miss: Half damage. Whenever you hit the target with a divine power, the target takes 1d4 extra radiant damage (save ends).[/OOC], [OOC='[color=Dimgray][b]Wrath of the Divine[/b][/color]'][B][color=Dimgray][b]Wrath of the Divine[/b][/color][/B] Avenger Utility 6 [i]Suffering a foe’s lucky attack, you call on your god to visit your pain upon the one you have sworn to kill.[/i] Daily * Divine, Radiant Immediate Reaction Close burst 10 Trigger: An enemy scores a critical hit against you Target: Your oath of enmity target in burst Effect: The target takes radiant damage equal to the critical hit’s damage.[/OOC], [OOC='[color=Orange][b]Cape of the Mountebank +1[/b][/color]'][B][color=Orange][b]Cape of the Mountebank +1[/b][/color][/B] Power (Daily * Teleportation): Immediate Reaction. Use this power when you are hit by an attack. Teleport 5 squares and gain combat advantage against the attacker until the end of your next turn.[/OOC], [OOC='[color=Orange][b]Robe of Scintillation +2 (1)[/b][/color]'][B][color=Orange][b]Robe of Scintillation +2 (1)[/b][/color][/B] Power (At-Will * Radiant): Minor Action. The robe radiates colored lights, illuminating like a torch. You can end the illumination as a free action.[/OOC], [OOC='[color=Orange][b]Robe of Scintillation +2 (2)[/b][/color]'][B][color=Orange][b]Robe of Scintillation +2 (2)[/b][/color][/B] Power (Daily * Radiant): Standard Action. The robe shines bright with myriad colors. Make an attack: Close burst 2; Intelligence or Charisma vs. Will (add the robe’s enhancement bonus as an enhancement bonus to the attack roll); on a hit, the target is dazed (save ends).[/OOC], [OOC='[color=Orange][b]Sacrificial Flail +2[/b][/color]'][B][color=Orange][b]Sacrificial Flail +2[/b][/color][/B] Power (Daily): Free Action. Use this power when you hit with the weapon. Spend a healing surge, and instead of regaining hit points, you cause the target to become weakened until the end of your next turn.[/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
Elf Racial Power [i]With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves.[/i] Encounter Free Action Personal Effect: Reroll an attack roll. Use the second roll, even if it’s lower.
Avenger Feature [i]You focus your wrath on a single foe, giving your attacks against it extraordinary accuracy.[/i] Encounter (Special) * Divine Minor Action Close burst 10 Target: One enemy you can see in burst Effect: When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point you regain the use of this power. If another effect lets you roll twice and use the higher result when making an attack roll, this power has no effect on that attack. If an effect forces you to roll twice and use the lower result when making an attack roll, this power has no effect on that attack either. If an effect lets you reroll an attack roll and you rolled twice because of this power, you reroll both dice.
Avenger Feature [i]You send a brilliant ray of radiant power at an undead foe, compelling it to stagger toward you.[/i] Encounter * Divine, Implement, Radiant Standard Action Close burst 5 Target: One undead creature in burst Attack: Wisdom vs. Will Hit: 3d10 + Wisdom modifier radiant damage, and you pull the target a number of squares equal to 1 + your Wisdom modifier. The target is also immobilized until the end of your next turn. Level 5: 4d10 + Wisdom modifier damage. Level 11: 5d10 + Wisdom modifier damage. Level 15: 6d10 + Wisdom modifier damage. Level 21: 7d10 + Wisdom modifier damage. Level 25: 8d10 + Wisdom modifier damage. Miss: Half damage, and you pull the target 1 square.
Avenger Feature [i]You lend your deity’s guidance to an ally’s attack against your foe.[/i] Encounter * Divine Immediate Interrupt Close burst 10 Trigger: An ally within 10 squares of you makes an attack roll against your oath of enmity target Target: The triggering ally Effect: The target makes a second attack roll and uses either result.
Avenger Attack 1 [i]With your attack, you utter a promise to follow your enemy if it tries to escape.[/i] At-Will * Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 1[W] + Wisdom modifier damage. If the target doesn’t end its next turn adjacent to you, you can shift a number of squares equal to 1 + your Dexterity modifier as a free action, and you must end that shift closer to the target. Level 21: 2[W] + Wisdom modifier damage.
Avenger Attack 1 [i]As you attack, you maneuver around your foe, forcing it to move with you.[/i] At-Will * Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 1[W] + Wisdom modifier damage. You shift 1 square and slide the target 1 square into the space you occupied. Level 21: 2[W] + Wisdom modifier damage.
Avenger Attack 1 [i]As you charge your foe, divine light surrounds you in a protective nimbus, then erupts at your foe.[/i] Encounter * Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier damage. Special: When charging, you can use this power in place of a melee basic attack. If you charge, you gain a +4 bonus to AC against opportunity attacks you provoke while moving to the target.
Avenger Attack 1 [i]You strike a crippling blow against your foe, and divine power bolsters you.[/i] Daily * Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 3[W] + Wisdom modifier damage. Miss: Half damage. Effect: Until the end of the encounter, you gain a +5 power bonus to Athletics checks, a +2 power bonus to speed, and a +2 power bonus to the damage rolls of melee attacks.
Avenger Utility 2 [i]With the death of your foe, your god grants you a boon.[/i] Daily * Divine Free Action Personal Trigger: Your oath of enmity target drops to 0 hit points Effect: You gain temporary hit points equal to your healing surge value.
Avenger Attack 3 [i]A crash of thunder behind your foe shoves it closer to your waiting weapon and slows that foe’s escape.[/i] Encounter * Divine, Implement, Thunder Standard Action Close burst 5 Target: One creature in burst Attack: Wisdom vs. Fortitude Hit: 1d10 + Wisdom modifier thunder damage, and you pull the target 2 squares. The target is slowed until the end of your next turn.
Avenger Attack 5 [i]You place a burning mark of divine radiance on your foe as you swear an oath to destroy this creature. With every wound you inflict on the creature, the burning mark erupts in searing light.[/i] Daily * Divine, Implement, Radiant Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Reflex Hit: 2d10 + Wisdom radiant damage. Whenever you hit the target with a divine power, the target takes 1d6 extra radiant damage (save ends). Aftereffect: Whenever you hit the target with a divine power, the target takes 1d4 extra radiant damage (save ends). Miss: Half damage. Whenever you hit the target with a divine power, the target takes 1d4 extra radiant damage (save ends).
Avenger Utility 6 [i]Suffering a foe’s lucky attack, you call on your god to visit your pain upon the one you have sworn to kill.[/i] Daily * Divine, Radiant Immediate Reaction Close burst 10 Trigger: An enemy scores a critical hit against you Target: Your oath of enmity target in burst Effect: The target takes radiant damage equal to the critical hit’s damage.
Powers
Power (Daily * Teleportation): Immediate Reaction. Use this power when you are hit by an attack. Teleport 5 squares and gain combat advantage against the attacker until the end of your next turn.
Power (At-Will * Radiant): Minor Action. The robe radiates colored lights, illuminating like a torch. You can end the illumination as a free action.
Power (Daily * Radiant): Standard Action. The robe shines bright with myriad colors. Make an attack: Close burst 2; Intelligence or Charisma vs. Will (add the robe’s enhancement bonus as an enhancement bonus to the attack roll); on a hit, the target is dazed (save ends).
Power (Daily): Free Action. Use this power when you hit with the weapon. Spend a healing surge, and instead of regaining hit points, you cause the target to become weakened until the end of your next turn.
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
Unlike her fiancé, Astra is not against fighting or hurting those that she feels are evil. She does not seek out combat, but she is prepared to leap into the fray for causes she supports. Though that is her policy, Astra has had few reasons to actually fight in her life so far. She is not as skilled with her abilities as Hiero is with his healing because she has had less opportunities to make use of what she can do. When speaking to people, her tendency is to be blunt and express her opinions even if they are not the kindest. She is not deliberately rude, nor does she try to be mean to others, but she is not as careful with her words as Hiero is. Astra holds strong to her convictions and will defend what she sees as important no matter what. Similar to Hiero, the Silver Flame did not shape her morals so much as fit what she already believed in. She especially loathes those who raise the dead because she views them as violating the rights of people who deserve their eternal rest. The most important person to Astra is Hiero. She would go to nearly any lengths to help him. Nearly because she would not do something that directly opposed her morals. Not only would it be awful for her, she knows that Hiero would not want her to take such actions for his sake. But traveling all over the world with only a slim hope of finding him is a task she is willing to take, just as he would do the same for her.
Mannerisms and Appearance
Astra is of average height for an elf, but more slender than most of her race. Her figure is well kept, implying she has done well at keeping herself physically fit even without a life of fighting or traveling. Her dark red robe has gold flame designs on it, with a crest of the Silver Flame over her chest. The shoes she wears are flat but well designed for walking through rough terrain if needed, with a slit in her robe making it easy for leg movement. Her bright red hair falls to her waist and is kept in a ponytail by a gold clip. Even with her long bangs concealing her face to an extent, her eyes of the same color can still be seen. Even though their shade is eerie, they have a shine to them that gives a greater feeling of benevolence than malice.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Astra was born in an elven village. Her parents raised her with care and love. They were both devout to the church of the Silver Flame, but they did not plan on forcing Astra to be a member of the church. She came to that decision on her own from appreciating what they stood for. She learned well from the church, and her parents decided she should get some experience outside of her own home once she became an adult. Shortly after migrating to one of the Silver Flame churches in a small town, Astra met Hiero, who was traveling at the time. They quickly fell in love and decided to live together in the town. Through much work on both of their parts, they were able to buy a small house. The two of them settled in and would have lived peacefully there if not for word of the war. The church of the Silver Flame was asked for as many clerics as they could spare, especially since rumors of undead were prevalent. Hiero agreed to go, and though Astra tried to convince him to let her accompany him, Hiero insisted she remain home where she would be safe. He had traveled much more than she had and was better equipped to handle what might occur. Even so, Astra was not happy with the decision. It was only when Hiero promised to marry her after he returned that she let him depart. That was a promise to her, that he would live and return to be her husband. When the war ended and a year had passed with no word of Hiero, Astra finally accepted that he must be dead. To try and combat the hole in her heart from losing Hiero, she threw herself into whatever she could do to help with the town. She thought time might help heal her, but even after fifty years passed, Astra still grieved for her love. It was only when she got an indication that he might still be alive that she finally came fully back to life. With the single hint she had, Astra set out to find Hiero, hoping against all the odds he had not died in the war. - [B]Five Questions:[/B] 1. Why are you an adventurer? [COLOR="Red"][B]"To find Hiero. I would have been happy to live my life out in our small village, giving my services to the Silver Flame for the rest of my many years. But with Hiero gone, my heart aches. It has been fifty years since he vanished. If there is any chance he is alive, I must try to find him, even if it means traveling beyond my home."[/B][/COLOR] 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? [COLOR="Red"][B]"I pray I never have to make such a decision, because guilt would eat at me no matter what I chose. But I believe, in the heat of the moment, I would save the girl before anything else. If I had time to look at it analytically, perhaps I would kill the wizard to ensure nobody else died to him. I can't say for certain unless I actually encountered the situation, which, again, I hope I do not."[/B][/COLOR] 3. How do you like your eggs cooked and why? [COLOR="Red"][B]"So long as they are properly cooked in the way intended, I'm happy with just about anything. Since Hiero particularly likes over-easy, I've made those a lot and grown pretty fond of them. So if I had to choose, that'd be my single answer."[/B][/COLOR] 4. If you were a king/queen, what would be your first edict? [COLOR="Red"][B]"Who would ask me to be queen? I have lived in seclusion for most of my life. I know nothing of what the people need. From my limited knowledge, I suppose I would make my first edict as one to form more alliances with other nations. Discourse between them is what caused the war, correct? If so, I would want to prevent it from ever happening again. How many other people suffered as I have for losing loved ones in the bloodshed? I am one of the lucky ones in that Hiero might still be alive. I can't imagine the pain others felt by seeing the bodies of those precious to them brought back in pieces."[/B][/COLOR] 5. What is your one regret in life? [COLOR="Red"][B]"Not insisting that Hiero let me accompany him when he left for the war. I did protest his decision, but not as strongly as I should have, and I could have always followed him even if he disagreed with me. If I had gone with him, we might not have ever been separated like this. It was selfish for me to let him fight by himself. I hope it is not too late to make amends for my mistake."[/B][/COLOR]
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games