Dungeons and Dragons 4th Edition Character Record Sheet
Quick Look Up
Weapon / Power
Armor is Heavy
Conditional Modifiers, Resistances & Action Points Note
+1 to all defenses vs blooded foes Res Necrotic and Radiant 6 (5+0ne half level)
Class / Path / Destiny Features
Surges / Day
Death ST Fail
At-Will Arcane, Illusion Standard Action Ranged 10 Target: One object or unoccupied square Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words
At-Will Arcane, Fire, Implement Standard Action Area burst 1 within 10 Target: Each creature in burst Attack: Intelligence vs Reflex Hit: 1d6 + Intelligence modifier fire damage. Increase damage to 2d6 + Intelligence modifier at 21st level
Encounter Arcane, Implement, Necrotic Standard Action Ranged 10 Primary Target: One creature Attack: Intelligence vs Fortitude Hit: 1d10 + Intelligence modifier necrotic damage, and the target is weakened until the end of your next turn.
Encounter Arcane, Cold, Implement Standard Action Ranged 10 Targets: One or two creatures Attack: Intelligence vs. Reflex, one attack per target Hit: 1d10+ Intelligence modifier cold damage, and the target is immobilized until the end of your next turn.
Daily Arcane, Conjuration, Implement, Thunder Standard Action Ranged 10 Primary Target: One or two creatures Primary Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier thunder damage, and you slide the primary target 3 squares. Miss: Half damage, and you slide the primary target 1 square. Effect: You conjure a thunderball in 1 square within each primary target's space. Each thunderball lasts until the end of your next turn. Each thunderball can make a secondary attack. Opportunity Action Melee 1 Trigger: A creature moves out of the thunderball's square Secondary Target: The triggering creature Secondary Attack: Intelligence vs. Reflex Hit: 5 thunder damage. Sustain Minor: Each thunderball persists.
Daily Arcane, Implement, Zone Standard Action Area burst 2 within 10 squares Effect: The burst creates a zone of Slick grease that covers all horizontal surfaces until the end of the encounter. The zone is difficult terrain. You can make the following attack, using a square within the zone as the origin square. Free Action Close burst 1 Trigger: A creature enters the zone Target: The triggering creature in burst Attack: Intelligence vs. Reflex Hit: You knock the target prone. Miss: You slide the target 2 squares.
Encounter Arcane, Force Immediate Interrupt Personal Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your turn.
Daily Arcane Free Action Ranged 10 Trigger: You or one creature in range falls Effect: You or the creature takes no damage from the fall, regardless of its distance, and it does not fall prone at the end of the fall.
Daily Arcane, Conjuration, Fire, Implement Standard Action Ranged 10 Target: One creature adjacent to the flaming sphere Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier fire damage. Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4 + Intelligence modifier fire damage. As a move action, you can move the sphere up to 6 squares. Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere.
At-Will Arcane, Conjuration Minor Action Ranged 5 Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely. Special: You can create only one hand at a time.
At-Will Arcane, Illusion, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 1d8 + Intelligence modifier psychic damage, and you slide the target 1 square. Level 21: 2d8 + Intelligence modifier psychic damage
Encounter Arcane, Fire, Implement Standard Action Close burst 3 Target: Each enemy in burst Attack: Intelligence vs Fortitude Hit: 1d8 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).
Encounter Acid, Arcane, Implement Standard Action Ranged 20 Primary Target: One creature Attack: Intelligence vs Reflex Hit: 2d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack. Secondary Target: Each enemy adjacent to the primary target Secondary Attack: Intelligence vs Reflex Hit: 1d8 + Intelligence modifier acid damage, and ongoing 5 acid damage (save ends). Miss Half damage, and ongoing 2 acid Damage to primary target (save ends), and no secondary attack.
Daily Arcane, implement, Sleep Standard Action Area burst 2 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Fortitude Hit: 1d8 + Intelligence modifier cold damage. Miss: Half damage. Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. Your can dismiss the cloud as a minor action.
Daily Arcane, Force Minor Action Personal Effect: Until the end of the encounter or until you become unconscious, each enemy adjacent to you that makes an attack roll takes force damage equal to your Intelligence modifier. No enemy can take this damage more than once a turn.
Daily Arcane, Fire, Implement, Summoning Minor Action Ranged 10 Effect: You summon a Medium fire warrior in an unoccupied square within range. The fire warrior has a speed of fly 6 (hover). It has a +2 bonus to AC and a +2 bonus to Fortitude. You can give the fire warrior the following special commands. Standard Action: Melee1; targets one creature; Intelligence vs. Reflex; 1d8 + Intelligence modifier fire damage. Opportunity Attack: Melee 1; targets one creature; Intelligence vs. Reflex; 1d8 + Intelligence modifier fire damage.
Encounter No Action Personal Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result Effect: You add 1d6 to the triggering roll.
Magic Items & Equipment
Daily Item Powers Per Day
Coins and Other Wealth
Shara is always calm, cool, and collected. She never seems to be surprised by anything and gives advice but does not give orders. She is a very devout worshiper of Bahamut but still offers up prayers to all the gods of good. Every morning before she prepares her spells for the day she prays to her patron god. She also offers up prayers to the other gods at appropriate times as the situation demands. She believes in spreading of goodness by performing good acts and will not participate in actions she considers evil.
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008