TEXT: The
   SHROUD
  Character Sheet
  Player Name
  Race
  Gender
  Age
  Size
  Height
  Weight
  Alignment
  Deity
  Adventuring Company
  RPGA Number
  Character Name
  Level
  Class
  Paragon Path
  Epic Destiny
  Total XP
  InItIatIve
  SCoRE 
   
  DEX 
  1/2 LvL 
  MiSC
   Initiative 
   
   
  CoNDiTioNAL MoDifiERS
  abIlIty ScoreS
  SCoRE 
  AbiLiTy 
  AbiLiTy MoD 
  MoD + 1/2 LvL
   
  STR 
   
   
   
  STRENGTH
   
  CON 
   
   
   
  CoNSTiTuTioN
   
  DEX 
   
   
   
  DEXTERiTy
   
  INT 
   
   
   
  iNTELLiGENCE
   
  WIS 
   
   
   
  WiSDoM
   
  CHA 
   
   
   
  CHARiSMA
  HIt PoIntS
   
  MAX HP 
    
  HEAlINg SuRgES
   
   
  bLooDiED 
  SuRGE vAL  SuRGES/DAy
   
   
   
    
   
   
  1/2 HP 
  1/4 HP
  CuRRENT HiT PoiNTS
  CuRRENT SuRGE uSES
  SECOND WIND 1/ENCOuNTER
   uSED 
  TEMPoRARy HiT PoiNTS
  DEATH SAvINg THROW FAIluRES
    
    
  SAviNG THRoW MoDS
  RESiSTANCES
  CuRRENT CoNDiTioNS AND EffECTS
  actIon PoIntS
   Action Points
   
  ADDiTioNAL EffECTS foR SPENDiNG ACTioN PoiNTS
  DefenSeS
  SCoRE  
  10 + 
  ARMoR/
   
  DEfENSE 1/2 LvL 
  AbiL 
  CLASS fEAT 
  ENH MiSC MiSC
   AC 
   
   
   
   
   
   
  CoNDiTioNAL boNuSES
   
   
  10 + 
  ARMoR/
   
  DEfENSE 1/2 LvL 
  AbiL 
  CLASS fEAT 
  ENH MiSC MiSC
   FORT 
   
   
   
   
   
   
  CoNDiTioNAL boNuSES
   
   
  10 + 
  ARMoR/
   
  DEfENSE 1/2 LvL 
  AbiL 
  CLASS fEAT 
  ENH MiSC MiSC
   REF 
   
   
   
   
   
   
  CoNDiTioNAL boNuSES
   
   
  10 + 
  ARMoR/
   
  DEfENSE 1/2 LvL 
  AbiL 
  CLASS fEAT 
  ENH MiSC MiSC
   WIll 
   
   
   
   
   
   
  CoNDiTioNAL boNuSES
  MoveMent
  SCoRE 
   
  bASE 
  ARMoR 
  iTEM 
  MiSC
   
  Speed 
   
   
   
   
  (SquARES)
  SPECiAL MovEMENT
  SenSeS
  SCoRE 
  PASSivE SENSE 
   
  bASE 
   
  SkiLL
   
  Passive Insight 
  10 + 
   
  Passive Perception 10 + 
  SPECiAL SENSES
  attack WorkSPace
  AbiLiTy: 
  ATT boNuS 
  1/2 LvL AbiL 
  CLASS PRof 
  fEAT 
  ENH 
  MiSC
   
   
   
   
   
   
   
  AbiLiTy: 
  ATT boNuS 
  1/2 LvL AbiL 
  CLASS PRof 
  fEAT 
  ENH 
  MiSC
   
   
   
   
   
   
   
   
  DaMage WorkSPace
  AbiLiTy: 
  DAMAGE 
   
   
  AbiL 
  fEAT 
  ENH 
  MiSC 
  MiSC
   
   
   
   
   
   
   
  AbiLiTy: 
  DAMAGE 
   
   
  AbiL 
  fEAT 
  ENH 
  MiSC 
  MiSC
   
   
   
   
   
   
   
  baSIc attackS
   ATTACk 
   
  DEfENSE 
  WEAPoN oR PoWER 
  DAMAGE
   
   vS 
   
   
   vS 
   
   
   vS 
   
   
   vS 
   
  featS
  SkIllS
  boNuS SkiLL NAME
  AbiL MoD 
  + 1/2 LvL
  TRAiN 
  (+5)
  ARMoR 
  PENALTy MiSC
  Acrobatics
  DEX
  Arcana
  iNT
  Athletics
  STR
  bluff
  CHA
  Diplomacy
  CHA
  Dungeoneering WiS
  Endurance
  CoN
  Heal
  WiS
  History
  iNT
  insight
  WiS
  intimidate
  CHA
  Nature
  WiS
  Perception
  WiS
  Religion
  iNT
  Stealth
  DEX
  Streetwise
  CHA
  Thievery
  DEX
  claSS/PatH/DeStIny featureS
  race featureS
  languageS knoWn
  MiLESToNES
  ACTioN PoiNTS
  0
  1
  1
  2
  2
  3
  Ratha Twice-Slain
  Half-Dead
  24
  23
  20
  24
  +1
  +6
  19
  12
  6
  7
  17
  9
  19
  6
  +4
  +9
  14
  +2
  +7
  11
  +0
  +5
  11
  +0
  +5
  20
  +5
  +10
  Medium
  +2
  +9
  15
  4
  2
  0
  3
  0
  0
  15
  4
  1
  0
  3
  0
  0
  15
  2
  0
  0
  3
  0
  0
  15
  5
  1
  0
  3
  0
  0
  +2
  +5
  Male?
  6’2”
  168 lbs
  (Human)
  Unaligned
  Bone Witch
  11
  Witch Doctor
  Low Light Vision
  Medicine Stick (Spear)
  Medicine Stick
  * On Crit: Target 
  immobilized (save ends)
  1d8+8 *
  Medicine Stick (Spear)
  *immobilize 
  on crit (save)
  +15
  +15
  +9
  1d8+8
  +5
  +5
  +5
  +3
  +3
  +5
  +2
  +2
  +2
  +2
  +9
  1d6+2
  Sling
  Sling
  Fang of the Wild
  26,000
  78
  39
  19+1
  12
  Relentless: +5 to death saves
  Resist 10 necrotic 
  Vulnerable 5 radiant
  +7
  +2
  +2
  +2
  +2
  +2
  +2
  +2
  +2
  +2
  +2
  +2
  +2
  +9
  +5
  +5
  +10
  +6
  +8
  +10
  +12
  +10
  +12
  +5
  +7
  +9
  +2
  +13
  +5
  +5
  +10
  +5
  +5
  +10
  +5
  +7
  +10
  +2
  +14
  +5
  +5
  +10
  +5
  +2
  +9
  +5
  +5
  +10
  +7
  +9
  +10
  +12
  +7
  +9
  The Dead Rise - Stand up as minor action
  Resist 10 necrotic / Vuln. 5 radiant
  Relentless: +5 to death saves
  Shroudborn origin
  Horrified Wrath Encounter Power
  Evil Eye (class power)
  Ritual Casting
  Mask of the Wild:
  * Feral Rebuke (no language penalty 
  when intimidating a beast)
  * Skill Training (Nature)
  * Alertness bonus feat
  Fang of the Wild: 
  * Baring the Fang – Use Cha modifier for 
  melee basic attack; use half Cha modi-
  fier as class bonus to AC in light armor
  * Biting Deep – When spend an action to 
  take another action, make melee basic 
  attack as free action
  Alertness (+2 Perception, no combat  
  advantage when surprised)
  Command of Poison (+2 damage w/ Poison)
  Heart of the Beast (+1 to healing surge 
  value, +2 initiative)
  Lingering Horror (Horrified Wrath power 
  also inflicts ongoing 5 necrotic, save 
  ends)
  Bitter Toxin (+1 to ongoing poison damage)
  Jack of All Trades (+2 in untrained skills)
  Toughness (+10 HP)
  The Wicked Eye (Target of Evil Eye 
  power takes -1 penalty on reroll save)
  Make 1 melee basic attack as a free action
  Common
  Giant
  AC
  AC
  Sling
  1d6+2
  
  otHer equIPMent
  PoWer InDex
  List your powers below.
  Check the box when the power is used.
  Clear the box when the power renews.
  at-Will Powers
   
   
   
   
   
   
  encounter Powers
   
   
   
   
   
   
  Daily Powers
   
   
   
   
   
   
  utility Powers
   
   
   
   
   
   
   
   
  MagIc IteM InDex
  List your powers below.
  Check the box when the power is used.
  Clear the box when the power renews.
  Magic Items
  WEAPoN
   
  WEAPoN
   
  WEAPoN
   
  WEAPoN
   
  ARMoR
   
  ARMS
   
  fEET
   
  HANDS
   
  HEAD
   
  NECk
   
  RiNG
   
  RiNG
   
  WAiST
   
   
   
   
   
   
   
   
   
   
   
   
   
  Daily Item Powers Per Day
  Heroic (1-10) 
   
  Milestone 
  /
  /
  /
  Paragon (11-20) 
   
   
  Milestone 
  /
  /
  /
  Epic (21-30) 
   
   
   Milestone 
  /
  /
  /
  coInS anD otHer WealtH
  cHaracter PortraIt
  PerSonalIty traItS
  MannerISMS & aPPearance
  cHaracter backgrounD
  rItualS/alcHeMy
  coMPanIonS & allIeS
  SeSSIon anD caMPaIgn noteS
  Medicine Stick of the 
  Wilting Lotus +3
  Leather Armor +3
  Dwarven Greaves (PHB 246)
  Amulet of Protection
  Ironskin Belt (PHB 253)
  Potions of Healing (5)
  Serpent Strike
  Tremor Strike
  Horrified Wrath (Race)
  Evil Eye (2/encounter) 
  Shadow Curtain
  Toad’s Breath
  Curse of the Mask
  Deep Bite (Fang of the Wild)
  Earthbite
  Hands of Earth
  Disjointing Strike
  Repel Earth (Daily)
  Resounding Response (Enc.)
  Pillars of Storm (Daily)
  Sling and 20 stones
  Adventurer’s Kit
  Ritual components for: 
  Silence (1)  
  Raise Dead (1)
  Bind Medicine
  Creations of Spirit
  Feed Mask
  Raise Dead
  Silence
  
  Evil Eye 
  Witch Doctor feature
  Just when an enemy is about to shake off an effect, you lay a 
  whammy on him.
  Encounter (Special) * Primal
  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.
  Immediate Interrupt 
  Close burst 10
  Trigger: An enemy within the burst makes a successful saving 
  throw
  Target: The enemy making the saving throw
  Effect: The enemy must reroll the saving throw.
  Wicked Eye: Target takes -1 penalty on rerolled save
  Serpent Strike 
  Witch Doctor Attack 1
  A phantom snake launches from your medicine stick and sinks its 
  fangs into an enemy.
  At-Will * Implement, Poison, Primal
  Standard Action 
  Ranged 10
  Target: one creature
  Attack: Charisma vs. Reflex
  Hit: 1 point of poison damage and ongoing 5 poison damage 
  (save ends).
  increase ongoing damage to 10 at 21st level.
  Mask of the Wild: initial damage is equal to your Constitu-
  tion modifier.
  For me: +13 vs. Reflex; 6 points of poison damage, 
  ongoing 6 poison damage (save ends).
  On a crit, target is immobilized (save ends).
  Tremor Strike 
  Witch Doctor Attack 1
  You strike the ground with your staff and send a twisting shock-
  wave through your enemies.
  At-Will * Implement, Primal
  Standard Action 
  Close wall 5
  Target: Each creature in wall
  Attack: Charisma vs. fortitude
  Hit: 1d6 + Charisma modifier damage.
  increase damage to 2d6 + Charisma modifier damage at 21st 
  level.
  For me+13 vs. Fortitude; 1d6+5 damage.
  On a crit, target is immobilized (save ends).
  Shadow Curtain 
  Witch Doctor Attack 1
  You summon a wave of shadow, freezing your enemies.
  Encounter * Cold, Implement, Primal
  Standard Action 
  Area wall 5 within 5 squares
  Target: Each creature in wall
  Attack: Charisma vs. fortitude
  Hit: 1d8 + Charisma modifier cold damage, and the target is 
  slowed (save ends).
  For me: +13 vs. Fortitude; 1d8+5 cold damage, and 
  target is immobilized (save ends) instead of 
  slowed (due to medicine stick).
  On a crit, target is immobilized (save ends).
  Earthbite 
  Witch Doctor Attack 1
  Jagged rocks jut up from under your enemy’s feet.
  Daily * Implement, Primal
  Standard Action 
  Area burst 1 within 10 squares
  Target: Each enemy in burst
  Attack: Charisma vs. Reflex
  Hit: 2d6 + Charisma modifier damage, and the target is 
  knocked prone.
  Miss: Half damage.
  Effect: Squares in the area of the burst become difficult 
  terrain until the end of the encounter.
  For me: +13 vs. Reflex; 2d6+5 damage
  On a crit, target is immobilized (save ends).
  Toad’s Breath 
  Witch Doctor Attack 3
  You take a deep breath and unleash a cloud of noxious green fog.
  Encounter * Implement, Poison, Primal
  Standard Action 
  Close wall 10
  Target: Each creature in wall
  Attack: Charisma vs. fortitude
  Hit: 1d8 + Charisma modifier poison damage and ongoing 5 
  + Charisma modifier poison damage (save ends).
  Mask of the Wild: you target only enemies in the wall.
  For me: Targets enemies only; +13 vs. Fortitude; 
  1d8+7 poison damage and ongoing 11 poison 
  damage (save ends).
  On a crit, target is immobilized (save ends).
  
  Hands of Earth 
  Witch Doctor Attack 5
  Hands of stone reach up to harry your enemies.
  Daily * Implement, Primal, Zone
  Standard Action 
  Area burst 2 within 10 squares
  Target: Each enemy in burst
  Attack: Charisma vs. Reflex
  Hit: 1d8 + Charisma modifier damage.
  Effect: The burst creates a zone of grasping stone hands. Each 
  enemy that starts its turn within the zone is slowed until 
  the beginning of its next turn. The zone lasts until the end 
  of your next turn.
  Sustain Move: The zone persists.
  For me: +13 vs. Reflex; 1d8+5 damage.
  On a crit, target is immobilized (save ends).
  Curse of the Mask 
  Witch Doctor Attack 7
  A ghostly version of your mask appears on the target’s face. You 
  steal his vision and channel spells through him.
  Encounter * Implement, Primal
  Standard Action 
  Ranged 10
  Target: one creature
  Attack: Charisma vs. Will
  Hit: 1d12 + Charisma modifier damage. The target is blinded, 
  and you can establish line of sight and line of effect from 
  the target (save ends both).
  For me: +13 vs. Will; 1d12+5 damage.  Don’t forget 
  the Evil Eye to prolong the effect!
  On a crit, target is immobilized (save ends).
  Disjointing Strike 
  Witch Doctor Attack 9
  Lightning strikes the enemy, and a powerful curse disrupts their 
  concentration.
  Daily * Implement, lightning, Primal
  Standard Action 
  Ranged 10
  Target: one enemy
  Attack: Charisma vs. Reflex
  Hit: 2d8 + Charisma modifier lightning damage. The target 
  can take no actions until the end of your next turn.
  Miss: Half damage, and the target is slowed until the end of 
  your next turn.
  For me: +13 vs. Reflex; 2d8+5 lightning damage.  
  Thanks to the medicine stick, miss effect is 
  immobilized instead of slowed.
  On a crit, target is immobilized (save ends).
  Deep Bite 
  fang of the Wild Attack 11
  You drive your medicine stick deep into your foe.
  Encounter * Primal, Weapon
  Standard Action 
  Melee weapon
  Attack: Charisma vs. AC
  Hit: 1[W] + Charisma modifier damage and ongoing 10 
  damage (save ends).
  For me: +15 vs. AC; 1d8+8 damage.  
  On a crit, target is immobilized (save ends).
  Repel Earth 
  Witch Doctor utility 2
  You drive your staff into the ground and push, sliding away as you 
  hover a few inches off the ground.
  Daily * Implement, Primal
  Move Action 
  Personal
  Effect: you shift 6 squares, ignoring difficult terrain. you do 
  not fall for the duration of this move, so long as you end 
  your move on solid ground.
  Resounding Response 
  Witch Doctor utility 6
  As you are struck, the blow resounds like thunder upon your 
  attacker.
  Encounter * Implement, Primal, Thunder
  Immediate Reaction 
  Personal
  Trigger: you are hit by a melee attack
  Target: The creature that hit you
  Effect: The target is dazed until the end of its next turn.
  Mask of the Wild: you push the target 1 square.
  For me: Push the target 1 square.
  Pillars of Storm 
  Witch Doctor utility 10
  You call down columns of lightning that tower over the battlefield.
  Daily * Implement, lightning, Primal
  Standard Action 
  Close burst 5
  Target: Any two unoccupied squares in the burst.
  Effect: Pillars of lightning occupy the squares. They block line 
  of sight and cast bright light out to a radius of 5 squares. 
  Any creature that enters a square occupied by one of the 
  pillars takes 4d6 lightning damage. Each pillar lasts until the 
  end of your next turn or until it deals damage.
  Sustain Minor: The pillars persist until they deal damage.
  Mask of the Elements: Create a number of pillars of light-
  ning equal to your intelligence modifier.
  For me: Two pillars only (my mask is of the Wild).
  
  Medicine Stick of the Wilting lotus 
  Level 12
  This slender spear saps the energy from its victims.
  Lvl 12 +3 
  13,000 gp
  Implement (Medicine Stick)
  Enhancement: Attack rolls and damage rolls
  Critical: The target is immobilized (save ends)
  Property: Whenever an attack with this weapon causes the 
  slowed condition, the target is immobilized instead (save 
  ends).
  Special: A medicine stick can be used as a weapon and is 
  treated as a spear. it adds its enhancement bonus to attack 
  rolls and damage rolls when used in this manner. you do 
  not gain your weapon proficiency bonus to the attack roll 
  when using a medicine stick as an implement.
  For me: The critical effect applies to nearly all 
  of my attacks!
  Horrified Wrath 
  Racial Power
  Your wounds overcome your living mind, and the undead brute 
  within breaks free.
  Encounter
  Immediate Reaction 
  Personal
  Trigger: you become bloodied by an attack.
  Effect: Add your Constitution modifier as necrotic damage to 
  your attacks until the end of your next turn. you are at -2 
  to your defenses vs. any fear attacks or abilities while this 
  power is in effect.
  For me: +4 necrotic damage to my attacks.
  Lingering Horror:  Power also grants ongoing 5 
  necrotic damage (save ends) on attacks made.
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  DuNGEoNS & DRAGoNS, the DuNGEoNS & 
  DRAGoNS Compatibility Logo, D&D, PLAyER’S 
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  used with permission. Certain materials, including 4E 
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  and all D&D characters and their distinctive likenesses, 
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  in the 4E System Reference Document, available at  
  www.wizards.com/d20.
  DuNGEoNS & DRAGoNS 4th Edition PLAyER’S 
  HANDbook, written by Rob Heinsoo, Andy Collins, and 
  James Wyatt; DuNGEoN MASTER’S GuiDE, written by 
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  Mearls, Stephen Schubert and James Wyatt © 2008 
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SOURCE: textdata/thevault/The Shroud/The Shroud Ratha Twice-Slain Character Example.pdf