Dungeons and Dragons 4th Edition Character Record Sheet
Quick Look Up
Weapon / Power
Armor is Heavy
Conditional Modifiers, Resistances & Action Points Note
+1 to social interactions with Tyr Resist 5 Lightning
Class / Path / Destiny Features
Surges / Day
Death ST Fail
At-Will*Conjuration, Primal Minor Action Close Burst 20 Effect: You conjure your spirit companion in a square within the burst. The spirit lasts until you fall unconscious, until you dismiss it as a minor action, or until you use this power again. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.
At-Will*Cold, Implement, Primal, Teleportation Standard Action Ranged 5 Target: One creature. Attack: Wisdom vs. Fortitude. Hit: 1d10+Wisdom mod. (+4) cold damage. You can teleport your spirit companion to a square adjacent to the target.
At-Will*Implement, Primal, Spirit Opportunity Action Melee Spirit 1 Target: The triggering enemy. Attack: Wisdom vs. Reflex Trigger: The triggering enemy leaves a square adjacent to the spirit without shifting. Attack: 1d10+Wisdom mod. (+4) damage.
At-Will*Implement, Primal, Spirit Standard Action Melee Spirit 1 Target: One creature. Attack:Wisdom vs. Fortitude.If the target is bloodied, you gain a bonus to the attack roll equal to one-half your intelligence mod. Hit:1d10+Wisdom mod. (+4) damage. Until the end of your next turn, your spirit companion can flank with you and your allies.
Encounter Minor Action Personal Requirement: You must be bloodied. Effect: Until the end of the encounter, your speed increases by 2, and you gain a +1 bonus to AC and Reflex.
Encounter(Special)*Healing, Spirit Minor Action Close Burst 5 Target: You or one ally in the burst. Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 1d6 hit points. 2d6 at level 6. Special: You can use this power twice per encounter, but only once per round. At 16th level you can use this power 3 times but only once per round.
Encounter*Primal Minor Action Personal Effect: During this turn, you gain a bonus to your next skill check equal to your wisdom modifier (+4).
Encounter*Implement, Primal Standard Action Ranged 5 Target: One creature Attack: Wisdom vs. Reflex Stalker Spirit: If the target is bloodied, you gain a bonus to the attack roll equal to your Intelligence modifier. Hit: 1d8 + Wisdom modifier damage. Until the end of your next turn, you and your allies have combat advantage when making melee attacks against any enemy adjacent to your spirit companion. Effect: Make the attack one more time against the same target or a different one.
Encounter Primal Minor Action Ranged 10 Target: One or two allies Effect: Each target makes a saving throw.
Daily*Cold, Implement, Primal Standard Action Close Blast 5 Target: Each Enemy in Blast Attack: Wisdom vs. Fortitude Hit: 1d10+Wisdom mod. (+4) cold damage Miss: Half damage. Effect: Each ally in the blast makes a saving throw with a +5 power bonus.
Power (Daily * Lightning): Immediate Interrupt. Trigger: An enemy adjacent to you targets you with an attack. Effect: Make an attack against the triggering enemy: +8 vs. Fortitude; on a hit, deal 2d10 lightning damage, and the enemy is dazed until the end of your next turn.
Daily Cold, Healing, Implement, Primal, Spirit Standard Action Melee spirit 1 Target: One creature Attack: Wisdom vs. Will Hit: 3d8 + Wisdom modifier cold damage. Miss: Half damage. Effect: The first ally to regain hit points while adjacent to your spirit companion regains 1d8 additional hit points. The second ally to do so regains 2d8 additional hit points, and the third ally to do so regains 3d8 additional hit points. This effect ends after the third ally regains these additional hit points or at the end of the encounter.
Magic Items & Equipment
Daily Item Powers Per Day
Coins and Other Wealth
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
+1 to any social interactions in Tyr
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008