Dungeons and Dragons 4th Edition Character Record Sheet
Quick Look Up
Weapon / Power
Armor is Heavy
Conditional Modifiers, Resistances & Action Points Note
+1 to damage from Enh (Remember this on Intuitive Strike)
Class / Path / Destiny Features
Surges / Day
Death ST Fail
At-Will Martial Standard Action Ranged 5 Target: One ally Effect: The target makes a basic attack as a free action against an enemy of your choice that you can see and is within 10 squares of you.
Encounter Martial Move Action Close Burst 3 One or Two allies in burst Each target can shift up to two squares as a free action, and each gains a +2 power bonus to all defenses until the end of your next turn
Encounter + Martial Immediate Reaction Personal Trigger: An enemy hits you Effect: You make a basic attack against the triggering enemy, and one ally within 5 squares of you can move his or her speed and make a melee basic attack against the triggering enemy as a free action.
Encounter ✦ Martial Minor Action Close burst 5 Target: One enemy in burst granting combat advantage to you or an ally Effect: Until the start of your next turn, all your allies gain combat advantage against the target. Inspiring Presence: Until the start of your next turn, your allies add your Charisma modifier to damage rolls against the target.
Daily + Healing, Martial, Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength vs AC Hit: 3[W]+Strength modifier damage. Effect: Each ally within 10 squares can spend a healing surge and gains additional hit points equal to your Charisma modifier.
At-Will Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Will Hit: 1 [WI damage. Until the start of your next turn, any ally who attacks the target and has combat advantage against it gains a bonus to the attack roll equal to 1 + your Wisdom or Charisma modifier instead of the normal +2 bonus.
Encounter (Special) ✦ Martial, Healing Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use inspiring word three times per encounter. Minor Action Close burst 5 10 at 11th level, 15 at 21st level) Target: You or one ally in burst Effect: The target can spend a healing surge and regain an additional 1d6 hit points. The amount of additional hit points regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level,and 6d6 at 26th level.
Daily ✦ Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage. Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter. Effect: Allies within 5 squares of you gain temporary hit points equal to 5 + your Charisma modifier.
Encounter ✦ Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. Until the end of your next turn, all of your allies gain a +2 bonus to damage rolls against the target. Inspiring Presence: The bonus to damage rolls equals 1 + your Charisma modifier.
Magic Items & Equipment
Daily Item Powers Per Day
Coins and Other Wealth
17 or 19 gold, I forget which, plus 65 gold left over from buying the standard/selling the dagger totem. Dragon Marionette thingy (50g or something) 840 gp
Social Interactions Section Social Interactions:Reserved How Optimistic: Hopeful How Trusting: Trusting Decision Points Section How Assertive: Adaptable Following Rules : Honest How Empathetic: Kind and/or Protective Dire Straits Section How Courageous:Steady, sometimes cautious or brave. (Mostly Steady.) Feelings when faced by Setbacks:Stoic or Vengeful How are Nerves: Calm/Patient
Mannerisms and Appearance
Mannerisms: Slightly OCD when no action is going on maybe? (Cleaning his sword, shield, armor, etc.) Occasionally yells something regarding his Deity/God when going into battle or using certain abilities. Sometimes breaks out into dwarven-like speech or full on dwarf language depending on situations. Appearance: Fit/Muscular Build, short cut brown hair (I guess sort of like a crew cut or something? I don't know too much about hair styles.), blue eyes, fair skin color. Wears a Tabard and necklace of Moradin. Keeps a good luck charm on him from his family at almost all times.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Decided to be an Adventurer after finishing Warlord training to travel the world and gain experience. Family supported it. Comes from a family that helped the dwarves defend areas in the East Rift. (So... High/Middle class depending on how revered they are?) Received training from his family and by dwarven friends of the family who help defend the East Rift. Paid for his armor, weapon, and shield to be crafted by friends of the family. Bought Adventurer's Kit and 3 Waterskins. Received necklace as a gift from the friends of the family. (Along with the tabard?) Received good luck charm from the family. Follows deity Moradin due to the area he was raised in, but also Bahamut. (Not as much as Moradin though.) Tries to stay in contact with the family. (Haven't decided on worst thing to happen in life, best thing to happen in life yet.)
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008