Dungeons and Dragons 4th Edition Character Record Sheet
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Weapon / Power
Armor is Heavy
Conditional Modifiers, Resistances & Action Points Note
Class / Path / Destiny Features
Surges / Day
Death ST Fail
Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level. Effect: The target can make a melee basic attack against you as a free action and has combat advantage for the attack. If the target makes this attack, an ally of your choice within 5 squares of the target can make a basic attack against the target as a free action and has combat advantage for the attack.
Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Strength or Charisma vs. AC Hit: 1[W] + Strength modifier or Charisma modifier damage, and the target is subject to your divine sanction until the end of your next turn. Level 21: 2[W] + Strength modifier or Charisma modifier damage. Special: When charging, you can use this power in place of a melee basic attack.
Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 2[W] + Charisma modifier damage. Each enemy within 3 squares of you is subject to your divine sanction until the end of your next turn.
Divine Minor Action Personal Effect: You spend a healing surge but regain no hit points. You instead gain temporary hit points equal to your healing surge value.
Divine, Implement, Thunder Standard Action Close blast 3 Target: Each enemy in blast Attack: Charisma vs. Fortitude Hit: 3d8 + Charisma modifier thunder damage, and the target is slowed (save ends). Miss: Half damage, and the target is slowed until the end of its next turn.
Divine, Implement, Thunder Standard Action Close burst 3 Target: Each enemy in burst Attack: Charisma vs. Fortitude Hit: 2d8 + Charisma modifier thunder damage. Until the end of your next turn, the target takes a penalty to attack rolls equal to your Wisdom modifier.
Divine, Teleportation Move Action Personal Effect: You teleport a number of squares equal to 1 + your Charisma modifier, to a space adjacent to an enemy marked by you. All squares adjacent to you are difficult terrain until the end of your next turn.
(Item Daily): Minor Action. Gain a +1 power bonus to attack rolls and damage rolls when making Wisdom, Intelligence, and Charisma attacks until the end of the encounter.
Divine, Healing Minor Action Melee touch Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round. Target: One creature Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.
Divine, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier radiant damage, and you gain a +2 bonus to saving throws until the start of your next turn. Level 21: 2[W] + Charisma modifier radiant damage. Special: This power can be used as a melee basic attack.
Divine, Radiant, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 3[W] + Charisma modifier radiant damage. Miss: Half damage. Effect: Until the end of the encounter, any enemy that starts its turn adjacent to you is subject to your divine sanction until the end of its turn.
Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 2[W] + Charisma modifier damage, and you and each ally within 5 squares of you gain temporary hit points equal to 5 + your Wisdom modifier.
Divine Minor Action Close burst 1 Targets: You and each ally in burst Effect: The targets add your Charisma modifier to damage rolls until the end of the encounter.
Minor Action When adjacent to an enemy that has been reduced to 0 hit points or less, you may cannibalize them to gain 1d4+Charisma modifier temporary hit points. This increases to 2d4 at level 11.
Magic Items & Equipment
Daily Item Powers Per Day
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Session and Campaign Notes
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Background & Other Notes
Meliorating Armor: Gain +1 AC for each milestone passed. Reset to original AC enhancement after extended rest. Background: Rygar hails from one of the many small islands that make up the nation of Ahjlia. Not being satisfied with growing up on a farm he entered the Kaghora holy warriors group in his mid teens, a very high honor for his family. Rigorous training and ritual guided him into adulthood where he quickly established himself as a leader of men. He spent years at the lead of small forces aiding his people in guarding their precious farm plots, driving out invading tribes, or even conquering nearby territories. Because Ahjilia was broken up in to so many smaller islands food that wasn't from the sea was often hard to come by because arable land was rare. Farms with a good crop were more valuable than gold to larger tribes who couldn't subsist on fish alone. Much of the battle Rygar saw was on smaller scale because there just wasn't enough land to accommodate large armies. As Rygar got older he found himself less and less out on the front line supporting his kinsmen in battle and was more regulated to helping forge trade agreements with nearby friendly tribes. He helped train other young men in the secret rites of passage to become a full blooded Fist of Kaghora, but even that did not last forever. Times change and with the development of ships able to sail longer and farther than ever before the Ahjlia culture was on the verge of changing to being less warlike and more trade minded. Faced with forced retirement from his sect of holy Kaghora warriors he decided to join some of the new expeditions to far off lands. Deemed too dangerous to risk more important personnel the expeditions operated with skeleton crews of less important individuals. Rygar served for a few years on one of the sailing vessels but soon tired of sea life as it wasn't possible for him to adapt to living off dry land. Rygar made landfall on Equabar after a long journey on one of these ships and set out to make his fortune. Appearance: Rygar is of average height with a very slim build in his advanced age. When not clad in armor he dresses in long robes and keeps his hair done up in a turban. He keeps a few morbid trinkets related to his religion such as some jewelry made from teeth, and a human skull with the top cut out such that it can hold a set of dice carved from human bones. Rygar will often roll these dice when communing with his gods, or he may consult the warm insides of a fresh corpse if one is available. His body is covered in scarification from years of religious following, but most of the decoration is not obvious when he is wearing cloth and only the backs of his arms and hands are easily visible. When preparing for combat Rygar wears a suit of plate armor that he keeps well polished and oiled to prevent rusting and other wear and tear. A personalized gift from one of the high priests of Hadukhar for his years of loyal service. It is large and covered with many layered plates of forged steel engraved with words of religious power. He normally wields a sword and shield as he is a more defensively minded warrior.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008