Sheets
Games
Wiki
About Us
Log In
/
Join
Remember Me?
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=496461][size=4][B]Orenda[/B][/size][/url], Tiefling Bard [B]Init[/B] +0 [B]HP[/B] 23/23 [B]Bloodied[/B] 11 [B]Healing Surge[/B] 5 (0 used /7) [B]AC[/B] 17 [B]Fort[/B] 11 [B]Reflex[/B] 15 [B]Will[/B] 16 [B]Speed[/B] 5 [B]Str[/B] 10 (0) [B]Con[/B] 11 (0) [B]Dex[/B] 10 (0) [B]Int[/B] 16 (+3) [B]Wis[/B] 8 (-1) [B]Cha[/B] 20 (+5) [OOC='Infernal Wrath (Racial Encounter)'][B]Infernal Wrath (Racial Encounter)[/B] 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='Staggering Note (At Will)'][B]Staggering Note (At Will)[/B] Arcane, Implement, Thunder Standard Action Ranged 10 Target: One creature Attack: Charisma vs. WIll Hit: Charisma modifier thunder damage, and you push the target 2 squares. As a free action, an ally of your choice can make a melee basic attack against the target before, after, or during this forced movement.[/OOC], [OOC='Blunder (Encounter)'][B]Blunder (Encounter)[/B] Arcane, Charm, Implement Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier damage, and you slide the target 2 squares. During the slide, you or one of your allies can make a melee basic attack against the target as a free action, with a +2 power bonus to the attack roll. Virtue of Cunning: The power bonus to the attack roll equals 1 + your Intelligence modifier.[/OOC], [OOC='Words of Friendship (Encounter)'][B]Words of Friendship (Encounter)[/B] Arcane, Charm Minor Action Personal Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.[/OOC], [OOC='Amulet of Seduction (Item Daily)'][B]Amulet of Seduction (Item Daily)[/B] (Standard Action) Make an attack: Close burst 1; one creature in burst; Charisma + the amulet's enhancement bonus vs. Will; on a hit, the target cannot attack you (save ends). While this effect lasts, if the target is adjacent to you when you are targeted by a melee or a ranged attack, the target interposes itself (as an immediate interrupt) and becomes the target of the attack instead. If the target takes damage from any source, the effect of this power ends.[/OOC], [OOC='Magestic Word (Twice/Encounter)'][B]Magestic Word (Twice/Encounter)[/B] Arcane, Healing Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in the burst Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1 square. Level 6: 1d6 + Charisma modifier additional hit points. Level 11: 2d6 + Charisma modifier additional hit points. Level 16: 3d6 + Charisma modifier additional hit points. Level 21: 4d6 + Charisma modifier additional hit points. Level 26: 5d6 + Charisma modifier additional hit points. Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round.[/OOC], [OOC='Vicious Mockery (At Will)'][B]Vicious Mockery (At Will)[/B] Arcane, Charm, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. Level 21: 2d6 + Charisma modifier damage.[/OOC], [OOC='Stirring Shout (Daily)'][B]Stirring Shout (Daily)[/B] Arcane, Healing, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 2d6 + Charisma modifier psychic damage. Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points equal to your Charisma modifier.[/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
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.
Arcane, Implement, Thunder Standard Action Ranged 10 Target: One creature Attack: Charisma vs. WIll Hit: Charisma modifier thunder damage, and you push the target 2 squares. As a free action, an ally of your choice can make a melee basic attack against the target before, after, or during this forced movement.
Arcane, Charm, Implement Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier damage, and you slide the target 2 squares. During the slide, you or one of your allies can make a melee basic attack against the target as a free action, with a +2 power bonus to the attack roll. Virtue of Cunning: The power bonus to the attack roll equals 1 + your Intelligence modifier.
Arcane, Charm Minor Action Personal Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.
(Standard Action) Make an attack: Close burst 1; one creature in burst; Charisma + the amulet's enhancement bonus vs. Will; on a hit, the target cannot attack you (save ends). While this effect lasts, if the target is adjacent to you when you are targeted by a melee or a ranged attack, the target interposes itself (as an immediate interrupt) and becomes the target of the attack instead. If the target takes damage from any source, the effect of this power ends.
Powers
Arcane, Healing Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in the burst Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1 square. Level 6: 1d6 + Charisma modifier additional hit points. Level 11: 2d6 + Charisma modifier additional hit points. Level 16: 3d6 + Charisma modifier additional hit points. Level 21: 4d6 + Charisma modifier additional hit points. Level 26: 5d6 + Charisma modifier additional hit points. Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round.
Arcane, Charm, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. Level 21: 2d6 + Charisma modifier damage.
Arcane, Healing, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 2d6 + Charisma modifier psychic damage. Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points equal to your Charisma modifier.
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
13 gold pieces
Personality Traits
Although she is friendly, Orenda tends to make mountains out of mole hills. She is very emotional and acts this way partially to get attention and make herself stand out from the crowd. The young tiefling enjoys being in the spotlight and will see almost any publicity as good publicity. She does get angry pretty easy, especially when people bring up her nickname. The only people she'll allow to use it without correcting are her family....and even then she'll bemoan how "cruel" her siblings and cousins are being to her. She can be a little two faced at times. She will whine and complain but never really mean a word of it.
Mannerisms and Appearance
Session and Campaign Notes
Once per round, when an enemy attack misses an ally within a number of squares of you equal to 5 + your Intelligence modifier, you can slide that ally 1 square as a free action. When you play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier with each healing surge. A character can be affected by only one Song of Rest at a time.
Companions and Allies
Shade - Fey Panther Companion: shares Initiative (+0), Perception +6 Bloodied value (11) HP, 14 AC, 14 Fort, 16 Reflex, 12 Will, Speed 8, Trait Aura 1: Enemies do not gain combat advantage while in this aura Claw Attack (Standard Action): +6 VS AC. On Hit: 1d8 + half level damage and the target grants combat advantage.
Background & Other Notes
Orenda came from a rather gifted family. She had siblings and cousins whom each had at least one noteworthy skill. Because of this, she often felt pressured to find her own nitch in life before another family member claimed it for their own. She wasn't nearly as strong or as swift as the others but she did have one thing that few could copy, an excellent singing voice. Orenda would hang out at the bars and taverns singing to anyone who would care to listen. Although some dismissed her solely on her nature as a tiefling, the ones that did notice her often tossed a silver piece or two her way. It took her roughly two years before she could finally afford her own Lyre at age 12. She couldn't really afford to pay for lessons from a professional bard and she had enough pride in her skills that she refused to ask for help from her family. Orenda wanted to make her music her own. She spent her time listening to wandering minstrels as they performed and simply did her best to play by ear. After another year of out of tune notes and broken strings, Orenda finally felt confident enough in her skills to participate in a bi-yearly bardic competition in town. She had no idea just how much her fate would change from this event. On the day before the contest, an eladrin merchant rode into town on wagon with several cages of exotic animals. He had actually planned to just pass through Orenda's hometown. Unfortunately, he hit a bump on the cobble road and one of the smaller cages shook free of its chains and broke on the street. The road was so bumpy the merchant didn't even notice. A small black fey panther cub crawled out of the wrecked cage and began darting down the streets seeking any shelter he could find. He didn't trust these two legged creatures and avoided them as best he could. On the day of the bardic competition, the panther cub snuck underneath the outdoor stage to get out of the sunlight. He stayed down there for most of the event until Orenda got up on stage. The tiefling girl was the youngest competitor here and she was stiff with nervousness. For a few seconds before her act, she just stood dumbly on the stage like a statue. However, after she strung her first note, she began to relax a little. She got lost in her own song and everything felt right in the world. She had no idea that she was unconsciously calling out to the panther beneath the stage. The fey creature felt a charming effect from her music and slowly snuck up to the back of the stage. The only thing that broke her spell on him was the sudden growl of his own stomach. He spotted Orenda's tail swaying back and forth behind her. Without hesitation, the panther cub dived for the tail and took a chomp into it. During the initial shock, Orenda played the most horrid note she'd ever strung in her life. Once she realized there was a cub chomping on her tail, she screamed and tossed her lyre into the air. The musical instrument smacked one of the contest judges in the face as the tiefling frantically ran around the stage trying to shake the panther off her tail. Needless to say, she was disqualified for "attacking a judge". Ever since that day, the fey panther cub followed her wherever she went despite her numerous attempts to chase it off. Furthermore, the beast seemed to be attracted to her music. Orenda couldn't get a single chorus out before the cat appeared somewhere nearby. Sometimes, it would behave and listen...especially if she bothered to feed him. Other times, he would sneak up behind her and take another bite out of her tail. She had unintentionally earned the nickname "Tabby Tail" thanks to these antics and she became a laughing stock. After a month of being followed, things finally came to a conclusion when the eladrin merchant tracked down the panther cub. Much to Orenda's relief, he took the cub off her hands and caged it up again. He said she had unintentionally imprinted on the cub and the merchant would need to pay for a ritual to remove it. Since he couldn't claim she stole his merchandise, he had to foot that bill himself but she still needed to be there for it work. Almost sensing what was going to happen, the cub keep mewing at Orenda in a pleading tone. The tiefling bard tried hard to ignore his cries but eventually, she did something she vowed she would never do...she begged her family for enough gold to buy the cub. The only reason the eladrin even considered making this deal with Orenda's family was because it would cost more to pay for the ritual and travel expenses than to just sell the cat outright. Orenda and her new panther, Shade, have been together for 3 years now. He's gotten much bigger now but still acts the same. Although she has tried to incorporate the panther in her performances, it has been slow going. Furthermore, Shade still has a bad habit of trying to bite her tail. He doesn't do it out of spite or hunger though. Usually, he'll put just enough pressure on it to sting a bit but he will never draw blood. He does it only to play with her. Orenda still gets angry about that but she tends to over-exaggerate things. She cares for Shade and his protects her and her family. The tieflings have also had a drastic decrease in rats since the panther was bought too.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games