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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=468648][size=4][B]Derek Fenton[/B][/size][/url], Human Avenger [B]Init[/B] +4 [B]HP[/B] 56/56 [B]Bloodied[/B] 28 [B]Healing Surge[/B] 14 (0 used /8) [B]AC[/B] 22 [B]Fort[/B] 17 [B]Reflex[/B] 19 [B]Will[/B] 20 [B]Speed[/B] 6 [B]Str[/B] 10 (0) [B]Con[/B] 12 (+1) [B]Dex[/B] 12 (+1) [B]Int[/B] 17 (+3) [B]Wis[/B] 19 (+4) [B]Cha[/B] 8 (-1) [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='[color=Red][b]Channel Divinity: Divine Guidance[/b][/color]'][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=Red][b]Channel Divinity: Ioun's Poise[/b][/color]'][B][color=Red][b]Channel Divinity: Ioun's Poise[/b][/color][/B] Feat Power [i]Ioun grants strength of will to those she favors.[/i] Encounter * Divine Minor Action Ranged 5 Target: You or one ally Effect: The target gains a +5 power bonus to Will defense until the start of your next turn. Special: You must take the Ioun’s Poise feat to use this power.[/OOC], [OOC='[color=Green][b]Bond of Retribution[/b][/color]'][B][color=Green][b]Bond of Retribution[/b][/color][/B] Bond of Retribution Avenger Attack 1 [i]Whirling divine energy promises swift retribution if one of your foe’s companions attacks you.[/i] At-Will * Divine, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 1[W] + Wisdom modifier damage. The first time an enemy other than the target hits or misses you before the end of your next turn, the target takes radiant damage equal to your Intelligence modifier. 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='[color=Green][b]Radiant Vengeance[/b][/color]'][B][color=Green][b]Radiant Vengeance[/b][/color][/B] Avenger Attack 1 [i]Calling on the power of your deity, you transfer the pain of your wounds to a foe and regain some resilience.[/i] At-Will * Divine, Implement, Radiant Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier radiant damage, and you gain temporary hit points equal to your Wisdom modifier. Level 21: 2d8 + Wisdom modifier damage.[/OOC], [OOC='[color=Red][b]Avenging Echo[/b][/color]'][B][color=Red][b]Avenging Echo[/b][/color][/B] Avenger Attack 1 [i]Your weapon sweeps in a deadly arc, leaving in its wake swirling radiant energy that keeps your foes at bay.[/i] Encounter * Divine, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 1[W] + Wisdom modifier damage. Until the end of your next turn, any enemy that ends its turn adjacent to you or that hits or misses you takes 5 radiant damage. Censure of Retribution: The radiant damage equals 5 + your Intelligence modifier.[/OOC], [OOC='[color=Dimgray][b]Oath of the Final Duel[/b][/color]'][B][color=Dimgray][b]Oath of the Final Duel[/b][/color][/B] Avenger Attack 1 [i]You swear an oath that you will slay the foe before you. As long as you work to fulfill this oath, that foe cannot escape.[/i] Daily * Divine, Teleportation, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier damage. Miss: Half damage. Effect: Until the end of the encounter, if the target is more than 3 squares away from you at the start of your turn, you can teleport to a space within 3 squares of it as a minor action. This effect ends if you end your turn more than 3 squares away from the target.[/OOC], [OOC='[color=Red][b]Refocus Enmity[/b][/color]'][B][color=Red][b]Refocus Enmity[/b][/color][/B] Avenger Utility 2 [i]After searching your soul, you realize who your true foe is and swear an oath against it.[/i] Encounter * Divine Minor Action Close burst 10 Target: One creature you can see in burst Effect: The target becomes the target of your oath of enmity, replacing the current target.[/OOC], [OOC='[color=Red][b]Halo of Fire[/b][/color]'][B][color=Red][b]Halo of Fire[/b][/color][/B] Avenger Attack 3 [i]A circle of flame erupts around your foe, harming any other enemy that moves near the creature.[/i] Encounter * Divine, Fire, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier fire damage. Until the end of your next turn, any enemy that ends its turn adjacent to the target takes 5 fire damage. Censure of Retribution: The fire damage equals 5 + your Intelligence modifier.[/OOC], [OOC='[color=Dimgray][b]Executioner's Cloak[/b][/color]'][B][color=Dimgray][b]Executioner's Cloak[/b][/color][/B] Avenger Attack 5 With a stroke of your weapon, you cause shadows to flow over your foe’s eyes, concealing you as you close in for the kill. Daily * Divine, Illusion, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier damage, and you are invisible to the target (save ends). Aftereffect: You are invisible to the target until the end of your next turn. Miss: Half damage, and you are invisible to the target until the end of your next turn.[/OOC], [OOC='[color=Red][b]Aspect of Agility[/b][/color]'][B][color=Red][b]Aspect of Agility[/b][/color][/B] Avenger Utility 6 [i]You move with the speed of the west wind, leaving your foes with little chance of striking you.[/i] Encounter * Divine Move Action Personal Effect: You shift 5 squares, and you gain a +2 bonus to AC and Reflex until the end of your next turn.[/OOC], [OOC='[color=Orange][b]Shared Suffering Cloth Armor +1[/b][/color]'][B][color=Orange][b]Shared Suffering Cloth Armor +1[/b][/color][/B] Power (Encounter): Immediate Reaction. Use this power when an attack gives you ongoing damage. The attacker gains an equal amount of untyped ongoing damage.[/OOC], [OOC='[color=Orange][b]Transference Flail +2[/b][/color]'][B][color=Orange][b]Transference Flail +2[/b][/color][/B] Power (Daily): Free Action. Use this power when you hit with the weapon. Transfer a condition or ongoing damage effect that is affecting you to the target you hit. The condition or ongoing damage continues to run its course as normal on the target.[/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
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.
Feat Power [i]Ioun grants strength of will to those she favors.[/i] Encounter * Divine Minor Action Ranged 5 Target: You or one ally Effect: The target gains a +5 power bonus to Will defense until the start of your next turn. Special: You must take the Ioun’s Poise feat to use this power.
Bond of Retribution Avenger Attack 1 [i]Whirling divine energy promises swift retribution if one of your foe’s companions attacks you.[/i] At-Will * Divine, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 1[W] + Wisdom modifier damage. The first time an enemy other than the target hits or misses you before the end of your next turn, the target takes radiant damage equal to your Intelligence modifier. 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]Calling on the power of your deity, you transfer the pain of your wounds to a foe and regain some resilience.[/i] At-Will * Divine, Implement, Radiant Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier radiant damage, and you gain temporary hit points equal to your Wisdom modifier. Level 21: 2d8 + Wisdom modifier damage.
Avenger Attack 1 [i]Your weapon sweeps in a deadly arc, leaving in its wake swirling radiant energy that keeps your foes at bay.[/i] Encounter * Divine, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 1[W] + Wisdom modifier damage. Until the end of your next turn, any enemy that ends its turn adjacent to you or that hits or misses you takes 5 radiant damage. Censure of Retribution: The radiant damage equals 5 + your Intelligence modifier.
Avenger Attack 1 [i]You swear an oath that you will slay the foe before you. As long as you work to fulfill this oath, that foe cannot escape.[/i] Daily * Divine, Teleportation, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier damage. Miss: Half damage. Effect: Until the end of the encounter, if the target is more than 3 squares away from you at the start of your turn, you can teleport to a space within 3 squares of it as a minor action. This effect ends if you end your turn more than 3 squares away from the target.
Avenger Utility 2 [i]After searching your soul, you realize who your true foe is and swear an oath against it.[/i] Encounter * Divine Minor Action Close burst 10 Target: One creature you can see in burst Effect: The target becomes the target of your oath of enmity, replacing the current target.
Avenger Attack 3 [i]A circle of flame erupts around your foe, harming any other enemy that moves near the creature.[/i] Encounter * Divine, Fire, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier fire damage. Until the end of your next turn, any enemy that ends its turn adjacent to the target takes 5 fire damage. Censure of Retribution: The fire damage equals 5 + your Intelligence modifier.
Avenger Attack 5 With a stroke of your weapon, you cause shadows to flow over your foe’s eyes, concealing you as you close in for the kill. Daily * Divine, Illusion, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier damage, and you are invisible to the target (save ends). Aftereffect: You are invisible to the target until the end of your next turn. Miss: Half damage, and you are invisible to the target until the end of your next turn.
Avenger Utility 6 [i]You move with the speed of the west wind, leaving your foes with little chance of striking you.[/i] Encounter * Divine Move Action Personal Effect: You shift 5 squares, and you gain a +2 bonus to AC and Reflex until the end of your next turn.
Powers
Power (Encounter): Immediate Reaction. Use this power when an attack gives you ongoing damage. The attacker gains an equal amount of untyped ongoing damage.
Power (Daily): Free Action. Use this power when you hit with the weapon. Transfer a condition or ongoing damage effect that is affecting you to the target you hit. The condition or ongoing damage continues to run its course as normal on the target.
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
23 g
Personality Traits
To put it nicely, Derek is easygoing. To be more harsh, he is a slacker. He gets bored without something to motivate him, and this often shows when he gives little attention to mundane conversations. This is not from deliberate rudeness, as he tries to be polite and friendly to those he meets. But he finds it difficult to speak of what he would label trivial matters. One way he keeps himself entertained is with books. He enjoys reading so long as the information is interesting or the story engaging. As a result, he tends to be critical to books that fit neither category. If someone pushes one of Derek's few buttons, he or she would most likely be surprised by the utter transformation he goes through. His calm air vanishes and he becomes a hardened warrior in a blink. Usually Derek would appear harmless, but when he has a weapon in hand, he suddenly becomes far more competent. Derek prefers to use strategy in fights to brute force and plans each move he makes. Though he has never fought anyone truly immoral, he would not hesitate to kill people that he felt had gone too far. Another subject Derek is touchy on is disrespect for the deities, or for someone to have hubris enough to go against them. It is not to the extent that he would attack someone just for that, but it is a good way to make him dismiss someone as a lost cause.
Mannerisms and Appearance
No matter what the weather is like or what occasion he is attending, Derek prefers to stick with the same outfit. His standard fare is all black, which he favors for easy concealment. His long-sleeved shirt and pants are dark, with the trenchcoat he wears being even more so. The coat remains unbuckled at the neck and only loosely buttoned around the middle, and its ragged edges tell of how long he has been wearing it. His matching boots and gloves are made for comfort and protection rather than for looks. His jet-black hair is tied back in a sloppy ponytail, though it does not stop the rest from appearing disheveled. Light traces of a beard outline his chin. His dark brown eyes are often half-closed and give him an almost lazy appearance. He tends to keep his flail attached to his belt, concealed by his coat until he needs it.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Derek was born and raised in a large city to his high-class parents. Though not of extreme rank, the Fentons were minor nobles, which was enough for Derek to be raised in a far more wealthy life than many children would have. Since he was their only child, his parents pressured him to learn and prepare himself for becoming head of the household. Derek spent most of his childhood studying and had no connections to the outside world. At first, the learning interested him. But as he began to know everything his textbooks had to offer, Derek's desire to get out and see the world grew. At the age of twelve, he finally took the opportunity to sneak out. A traveling group of minstrels were in the city that night, and Derek concealed himself inside one of their wagons. They were a day away from the city when they found Derek hiding underneath their blankets. Though some of the members of the group were not amused, one of their members took a liking to the boy and said he would make sure Derek stayed out of trouble. This elf, Marlon (Derek calls him Mar most of the time), was a bard who usually recited poetry during the group's performances. As someone who worshiped Ioun, he saw potential in Derek for having a desire to learn. Derek quickly took to the stories and poetry that Marlon shared with him. His favorite tales were of the heroes. Heroes that defeated monsters, heroes that saved people, heroes that risked or sacrificed their lives for a cause they believed in. Derek told Marlon many times that he wanted to be a hero like that. The elf would often smile at such claims and say that, fortunately for them, heroes were not as necessary as they used to be. They lived in a far more peaceful time, though that did not mean heroes could not exist. Derek was disappointed at this, but he listened to the stories and began to repeat them during performances. This allowed him to earn his keep amongst the minstrels and gave him a sense of enjoyment. His life proceeded in this manner for three years. It was when he was fifteen that the group was raided. To this day, Derek still does not know who the attackers are or why they struck. Such crimes were so rare that none of them had expected it. Derek was wounded severely and most likely would have died if not for Marlon hiding him underneath the fallen debris of the wagon. When Derek came to, he found himself surrounded by wreckage and corpses of the people he had traveled with. However, a few were missing, including Marlon. He was seized by the hope that they might be alive. Perhaps they had been taken by the attackers, or even gotten away safely. As injured as he was, Derek managed to drag himself to the nearby town. He remained under the constant care of a doctor for several weeks. During this time, he sent a letter to his parents as his first communication with them since his flight from home. In it, he explained what he had done for the past three years, the attack that occurred, how his friends were possibly in need of his help, and that he wished to find them. He got a response telling him to stop his foolish games and come home instantly. Derek threw their response into the doctor's fireplace before leaving. This led to Derek traveling on his own. As he went from place to place, he saw far more peaceful scenes than violent ones. And in his heart, he knew it was for the best. One of the reasons he felt such guilt over the raid was that, in an abstract sense, he had wished for it to happen. Heroes could not exist unless evil did. By having these attackers to pursue, his dream to become a hero had loosely come true. And he hated the part of him that was excited for that opportunity. Every time he thought of the glorious tales he could recite, images of his dead friends would come alongside it. By this point, Derek has basically given up hope on ever finding the people he is searching for. He travels without enthusiasm, more out of a sense of feeling obligated to continue looking rather than thinking he will find them. That is not to say he has had a miserable time on his journey. By constantly training on his own, Derek began to feel that if trouble ever did come up, he would be ready to handle it. Should a person need saving, he could be the savior. That was what motivated him to continuously practice with his weapon. Other than that, Derek has enjoyed finding libraries and archives in other towns to glean knowledge from. His reasoning is that since Marlon is gone, the least he can do is uphold what Marlon would have wanted to see accomplished. His mentor had wished for knowledge to be easier for the public to access. Usually it was difficult for small towns to have large libraries, so Marlon had been trying to compile a good amount of stories and information into fewer tomes. Derek's worship of Ioun grew stronger after his mentor was taken, and he did all he could to learn as many stories and gather as much information as he could. If nothing else, his quest could benefit from his learning, and he might one day write the books Marlon was going to. - Derek's main goal is to find Marlon and the other people that were abducted. This includes learning of the group that did it and if they took those missing group members. Of equal importance to Derek is helping people in need. Since this number is scarce, it has only come up sometimes. A more long-term goal for Derek is his efforts to read and learn as much as he can from various locations. He wants to compile this information one day, thus making it easier to share amongst everyone. This is something Derek knows Marlon wished to do and would want Derek to continue in his place. - Deep inside, Derek wants to be a hero still. He gets the same thrill from the idea of defeating monsters to protect others. However, his enthusiasm for becoming a hero has been tempered. He has seen that heroes are only necessary when many people are in pain. Since wanting to be a hero would mean so much more agony, he is caught between his opinions on heroes. In addition, Ioun's teachings have had an effect on him. It drives him to want to gather more knowledge and better himself. Perhaps if he knew more, he would be able to grasp the true nature of a hero, instead of relying on myths and stories alone.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games