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Dungeons and Dragons 4th Edition Character Record Sheet
Character Name
Player
Class
Paragon Path
Epic Destiny
Race
Size
Age
Gender
Height
Weight
Align.
Deity
Adventure Company
XP
Next XP
Level
Ability
Score
Temp
Score
Mod
Mod+
1/2 Lv.
STR
CON
DEX
INT
WIS
CHA
Quick Look Up
Weapon / Power
Attack
Damage
Armor Bonus
Shield Bonus
Check Penalty
Speed Penalty
Armor is Heavy
INIT
Dex Mod
1/2 Lv.
Misc
Temp
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Score
Base
Arm.
Item
Misc
Speed
P. Perception
P. Insight
Special Senses/Movement
Skills
Skill
Mod
Skill Name
Abil.
Train
(+5)
Mod+
.5Lv
Arm.
Misc
Temp
Total
10+
1/2Lv
Arm./
Abil.
Class
Feat
Enh.
Misc
Temp
AC
FORT
REF
WILL
Conditional Modifiers, Resistances & Action Points Note
Cast Iron Stomach: +5 save vs. poison Cloak of Walking Wounded: can spend 2 Healing Surges if take Second Wind while bloodied Dwarven Resilience: Second Wind is a Minor Action Stand Your Ground: move 1 space less when forced, make an immediate save to avoid being knocked prone Font of Life: make one save at the beginning of turn Nature's Wrath: mark each adjacent foe as a free action, mark lasts until the end of my next turn Guardian Might: when I take my Second Wind, attacks by marked foes that don't include me are at -5 until the end of my next turn
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=117136][size=4][B]Oakhammer[/B][/size][/url], Dwarf Warden (Wildblood) [B]Init[/B] +4 [B]HP[/B] 102/102 [B]Bloodied[/B] 51 [B]Healing Surge[/B] 27 (0 used /13) [B]AC[/B] 28 [B]Fort[/B] 27 [B]Reflex[/B] 25 [B]Will[/B] 27 [B]Speed[/B] 5 [B]Str[/B] 20 (+5) [B]Con[/B] 15 (+2) [B]Dex[/B] 9 (-1) [B]Int[/B] 14 (+2) [B]Wis[/B] 20 (+5) [B]Cha[/B] 11 (0) [OOC='[color=green]Nature's Wrath: Warden's Fury[/color]'][B][color=green]Nature's Wrath: Warden's Fury[/color][/B] At-Will, Primal, Weapon Immediate Interrupt Melee weapon Trigger: An enemy marked by you makes an attack that does not include you as a target Target: The triggering enemy Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier damage, and the target grants combat advantage to you and your allies until the end of your next turn. Level 21: 2[W] + Strength modifier damage. Attack: 1d20 +18 vs. Fort Damage: 1d10r2+10 (+3 in Guardian form) [i]can use craghammer's daily power[/i][/OOC], [OOC='[color=green]Nature's Wrath: Warden's Grasp[/color]'][B][color=green]Nature's Wrath: Warden's Grasp[/color][/B] At-Will, Primal Immediate Reaction Close burst 5 Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target Target: The triggering enemy in burst Effect: You slide the target 2 squares*. The target is slowed and cannot shift until the end of its turn. * includes +1 from Bludgeoning Expertise feat[/OOC], [OOC='[color=green]Weight of Earth[/color]'][B][color=green]A/W 1: Weight of Earth[/color][/B] At-Will, Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and the target is slowed until the end of your next turn. Level 21: 2[W] + Strength modifier damage. Attack: 1d20+17 vs. AC Damage: 1d10r2+10 (+3 in Guardian form)[/OOC], [OOC='[color=green]Thorn Strike[/color]'][B][color=green]A/W 1: Thorn Strike[/color][/B] At-Will, Primal, Weapon Standard Action Melee 2 Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you pull the target 2 squares*. Level 21: 2[W] + Strength modifier damage. Attack: 1d20+17 vs. AC Damage: 1d10r2+10 (+3 in Guardian form) * includes +1 from Bludgeoning Expertise feat[/OOC], [OOC='[color=red]Roots of Stone[/color]'][B][color=red]Enc 1: Roots of Stone[/color][/B] Encounter, Primal, Weapon, Zone Standard Action Close burst 1 Effect: The burst creates a zone of rippling earth that lasts until the end of your next turn. Make the following attack: …Target: Each enemy in burst …Attack: Strength vs. AC …Hit: 1[W] +Strength modifier damage. The target is knocked prone when it leaves the zone. Attack: 1d20+17 vs. AC Damage: 1d10r2+10 (+3 in Guardian form)[/OOC], [OOC='[color=red]Grasping Winds[/color]'][B][color=red]Enc 3(1): Grasping Winds[/color][/B] Encounter, Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you pull each enemy within 3 squares of you 3 squares*. Attack: 1d20+17 vs. AC Damage: 1d10r2+10 (+3 in Guardian form) * includes +1 from Bludgeoning Expertise feat[/OOC], [OOC='[color=red]Guardian’s Pounce[/color]'][B][color=red]Enc 7: Guardian’s Pounce[/color][/B] Encounter, Primal, Weapon Immediate Reaction Melee 1 Target: The triggering enemy Attack: Strength vs. AC Trigger: An enemy enters a square adjacent to an ally within 3 squares of you on its turn. Wildblood: Add your Wisdom modifier to the number of squares away from you the ally can be. Effect: You shift your speed to a square adjacent to the triggering enemy and then make the following attack. Hit: 1[W] + Strength modifier damage, and the target takes a -5 penalty to attack rolls until the end of its turn. Attack: 1d20+17 vs. AC Damage: 1d10r2+10 (+3 in Guardian form)[/OOC], [OOC='[color=red]Shake the Earth[/color]'][B][color=red]Earth Shaker Enc 11: Shake the Earth[/color][/B] Encounter, Primal, Thunder, Weapon Standard Action Close burst 4 Target: Each enemy in burst Special: Solid obstacles do not block line of effect for the burst. Attack: Strength vs. Fortitude Hit: 2[W] + Strength modifier thunder damage. If the target is burrowing, you slide it 5 squares* to the square nearest to it that is within your line of effect. Attack: 1d20+18 vs. AC Damage: 2d10r2+10 (+3 in Guardian form) * includes +1 from Bludgeoning Expertise feat[/OOC], [OOC='[color=black]Form of Winter's Herald[/color]'][B][color=black] Daily 1: Form of Winter's Herald[/color][/B] Daily, Cold, Polymorph, Primal Minor Action Personal Effect: You assume the guardian form of winter’s herald until the end of the encounter. While you are in this form, you gain a +2* bonus to AC and resist 5 cold. In addition, each square within 2 squares of you, wherever you move, is difficult terrain for your enemies. Once during this encounter, you can make the following weapon attack while you are in this form. ...Standard Action ...Close burst 1 ...Target: Each enemy in burst ...Attack: Strength vs. AC ...Hit: 1[W] + Strength modifier cold damage, and the target is immobilized (save ends). ...Miss: Half damage, and the target is immobilized until the end of your next turn. Attack: 1d20+17 vs. AC Damage: 1d10r2+13 * includes +1 for Mark of Warding feat[/OOC], [OOC='[color=black]Boiling Cloud[/color]'][B][color=black]Daily 5: Boiling Cloud[/color][/B] Daily. Primal, Zone Minor Action Close burst 1 Effect: The burst creates a zone of blood and grit that lasts until the end of the encounter. The zone moves with you, remaining centered on your space. You and your allies in the zone have concealment. Marked enemies that start their turns within the zone take damage equal to your Constitution modifier or Wisdom modifier. While the zone is active, you can use the Boiling Cloud Attack power once. …Daily, Primal, Weapon …Standard Action …Close blast 3 …Requirement: The power Boiling Cloud must be active in order to use this power. …Effect: The zone ends. …Target: Each enemy in blast and each enemy adjacent to you …Attack: Strength + 3 vs. AC …Hit: 2[W] + Strength modifier damage, and the target takes a -2 penalty to all defenses (save ends). Attack: 1d20+20 vs. AC Damage: 2d10r2+10 (+3 in Guardian form)[/OOC], [OOC='[color=black]Nature's Abundance[/color]'][B][color=black]Util 2: Nature's Abundance[/color][/B] Daily, Primal, Zone Standard Action Close burst 3 Effect: The burst creates a zone of plants that lasts until the end of the encounter. You and your allies have cover while within the zone.[/OOC], [OOC='[color=black]Bear's Endurance[/color]'][B][color=black]Util 6: Bear's Endurance[/color][/B] Daily, Healing, Primal Immediate Interrupt Personal Trigger: You drop to 0 hit points or fewer Effect: You regain hit points as if you had spent a healing surge.[/OOC], [OOC='[color=black]Form of the Oak Sentinel[/color]'][B][color=black]Daily 9: Form of the Oak Sentinel[/color][/B] Daily, Polymorph, Primal Minor Action Personal Effect: You assume the guardian form of the oak sentinel until the end of the encounter. While you are in this form, your melee reach increases by 1. In addition, any enemy that hits you with a melee attack takes damage equal to your Strength modifier. This damage increases to twice your Strength modifier at 21st level. Special: Once during this encounter, you can use the Form of the Oak Sentinel Attack power while you are in this form. …Form of the Oak Sentinel Attack …Encounter, Polymorph, Primal, Weapon …Immediate Interrupt …Melee weapon …Requirement: The Form of the Oak Sentinel power must be active to use this power. …Trigger: An enemy within your reach makes a melee attack against your ally …Target: The triggering enemy …Attack: Strength vs. AC …Hit: 2[W] + Strength modifier damage. …Miss: Half damage. …Effect: You become the target of the triggering attack, even if you aren’t within that attack’s range. Attack: 1d20+17 vs. AC Damage: 2d10r2+10 (+3 in Guardian form)[/OOC], [OOC='[color=black]Spiritual Rejuvenation[/color]'][B][color=black]Util 10: Spiritual Rejuvenation[/color][/B] Daily, Primal Minor Action Personal Requirement: You must have used your second wind during this encounter Effect: You regain the use of your second wind.[/ooc], [OOC='[color=black]Weapon: Pinning Craghammer[/color]'][B][color=black]Weapon: Guardian's Brand Craghammer +2[/color][/B] Power (Daily): Free Action. Use this power when you hit an enemy with this weapon. That enemy is immobilized until you are no longer adjacent to it.[/OOC] [spoiler=feats]...Dwarven Weapon Proficiency [PHB] Prerequisite: Dwarf You gain proficiency and a +2 feat bonus to damage rolls with axes and hammers. ...Bludgeon Expertise [Ess1] You gain a +1 feat bonus to weapon attack rolls you make with a hammer or a mace. This bonus increases to +2 at 11th level and +3 at 21st level. You also gain a +1 feat bonus to the number of squares you push or slide creatures with weapon attacks you make with a hammer or a mace. ...Wildblood Cunning [PHB2] Prerequisite: Warden (wildblood) When you use your second wind, you can shift a number of squares equal to your Wisdom modifier as a free action. ...Crushing Guardian [Dragon 379] Prerequisite: Warden You gain a +2 bonus to damage rolls with hammer or mace weapon attacks while in guardian form. This bonus increases to +3 at 11th level, and to +4 at 21st level. …Deadly Draw [PHB3] Whenever you pull or slide an enemy to a square adjacent to you, you gain combat advantage against that enemy until the end of your next turn. …Mark of Warding [EPG] Whenever one of your powers grants a bonus to a defense, increase that bonus by 1. Whenever you mark an enemy, that enemy takes a -3 penalty to attack rolls for attacks that don’t target you instead of the normal -2 penalty. You can master and perform rituals in the warding category and the Fluid Funds, Knock, and Leomund’s Secret Chest rituals as if you had the Ritual Caster feat. …Improved Defenses [EPG] You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level. …Dwarven Durability [PHB] Prerequisite: 11th level, Dwarf Benefit: Increase your number of healing surges by two and your healing surge value by your Constitution modifier.[/spoiler] [spoiler=Earth Shaker paragon path][b]EARTH SHAKER[/b] [i]“My strength is the strength of the earth. There is no shame in your falling, but you would be foolish to attempt to rise.”[/i] Prerequisite: Warden Regardless of the combat tricks you have learned during your adventuring career and the tactics with which you have surprised your enemies, a part of you yearns for direct and uncomplicated applications of might. The path of the earth shaker appeals to you because it matches strength to strength—your mastery of weapons augmented by the power of the earth beneath your feet, working together to oppose the raw might of dragons and behemoths, demons and deities. The strength of earth that you draw on allows you to move through the ground at speed, even as your attacks bypass an opponent’s armor to strike at the body within. Your connection to the natural world allows you to seek out targets behind obstacles or even within the ground, and your attacks can knock your foes down. Leave the subtleties of strategy and complex tactics to others. Instead, you keep faith with the oldest spirits of rock and earth, letting their grim determination guide you in your mission to defend the world from forces that would despoil it. [b]Earth Shaker features[/b] [indent][b][i]Full Impact (11th level):[/b][/i] You gain a +1 bonus to attack rolls against Fortitude. [b][i]Surging Earth (11th level):[/b][/i] When you spend an action point to take an extra action while you are in guardian form, each enemy you hit with a primal attack power before the end of your next turn is knocked prone. [b][i]Certain Gravity (16th level):[/b][/i] Your at-will warden attacks can target Fortitude instead of AC. [/indent][/spoiler] [B]Notes[/B] [i][u]Being a Dwarf[/i][/u][indent][b]Cast Iron Stomach:[/b] +5 save vs. poison [b]Dwarven Resilience:[/b] Second Wind is a Minor Action, and grants +3[ooc=*]includes +1 from Mark of Warding feat[/ooc] to defenses until SONT and allows a shift 5 [b]Stand Your Ground:[/b] move 1 space less when forced, make an immediate save to avoid being knocked prone[/indent] [u][i]Being a Warden[/i][/u][indent][b]Font of Life:[/b] make one save at the beginning of turn [b]Nature's Wrath:[/b] mark each adjacent foe as a free action, mark lasts until EONT, -3[ooc=*]includes +1 from Mark of Warding feat[/ooc] penalty to attacks that don’t include me [b]Guardian Might:[/b] when I take my Second Wind, attacks by marked foes that don't include me are at an additional -5 to attack until EONT[/indent] [u][i]Being an Earth Shaker[/i][/u][indent][b]Full Impact:[/b] gain a +1 bonus to attack rolls against Fortitude. [b]Surging Earth:[/b] When I spend an action point to take an extra action while in guardian form, each enemy I hit with a primal attack power before EONT is knocked prone.[/indent] [i][u]Other[/i][/u][indent][b]Akanul background:[/b] resist 3 cold, 3 fire, and 3 thunder [b]Hammer Shield heavy shield:[/b] +2[ooc=*]includes +1 from Mark of Warding feat[/ooc] to all defenses until SONT when I hit an enemy with an attack power with a hammer [b]Deadly Draw feat:[/b] gain CA against a foe I pull or slide adjacent to me[/indent]
Race Features
Class / Path / Destiny Features
Other Items
Current
Max HP
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Bloodied
H. Surge
Surges Used
Surges / Day
/
Second Wind
Death ST Fail
Action Points
Attack Workspace
Ability 1:
Ability 2:
Bonus
1/2Lv
Abil.
Class
Prof
Feat
Enh
Misc
=
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Damage Workspace
Ability 1:
Ability 2:
Bonus
Abil.
Feat
Enh
Misc
Misc
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Feats
Feat Name
Loc.
Powers
At-Will Primal, Weapon Immediate Interrupt Melee weapon Trigger: An enemy marked by you makes an attack that does not include you as a target Target: The triggering enemy Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier damage, and the target grants combat advantage to you and your allies until the end of your next turn. Level 21: 2[W] + Strength modifier damage. Attack: 1d20 +18 vs. Fort Damage: 1d10r2+10 [i]can use craghammer's daily power[/i]
At-Will Primal Immediate Reaction Close burst 5 Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target Target: The triggering enemy in burst Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.
At-Will Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and the target is slowed until the end of your next turn. Level 21: 2[W] + Strength modifier damage. Attack: 1d20+17 vs. AC Damage: 1d10r2+10 (+3 if in Guardian Form) PHB2
At-Will Primal, Weapon Standard Action Melee 2 Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you pull the target 1 square. Level 21: 2[W] + Strength modifier damage. Attack: 1d20+17 vs. AC Damage: 1d10r2+10 (+3 if in Guardian Form) PHB2
[i]The burst of primal energy you unleash ripples through the ground around you and limits your foes’ movement.[/i] Encounter Primal, Weapon, Zone Standard Action Close burst 1 Effect: The burst creates a zone of rippling earth that lasts until the end of your next turn. Make the following attack. ..Target: Each enemy in burst ..Attack: Strength vs. AC ..Hit: 1[W] + Strength modifier damage. The target is knocked prone when it leaves the zone. ..Earthstrength: The target also takes damage equal to your Constitution modifier when it leaves the zone. Pinning Craghammer +3 Attack: 1d20+17 vs. AC Damage: 1d10r2+10 (+3 if in Guardian Form) Primal Power
[i]You draw on the spirit of the storm to drag foes closer for your next attack.[/i] Encounter Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you pull each enemy within 3 squares of you 2 squares. Pinning Craghammer +3 Attack: 1d20+17 vs. AC Damage: 1d10r2+10 (+3 if in Guardian Form) Primal Power
Immediate Reaction. Use this power when an attack gives you ongoing damage. The attacker gains an equal amount of untyped ongoing damage.
[i][In a blur of movement, you attack an enemy that closes with your ally.[/i] Encounter Primal, Weapon Immediate Reaction Melee 1 Trigger: An enemy enters a square adjacent to an ally within 3 squares of you on its turn ..Wildblood: Add your Wisdom modifier to the number of squares away from you the ally can be. Effect: You shift your speed to a square adjacent to the triggering enemy and then make the following attack. >>Target: The triggering enemy >>Attack: Strength vs. AC >>Hit: 1[W] + Strength modifier damage, and the target takes a –5 penalty to attack rolls until the end of its turn. Pinning Craghammer +3 Attack: 1d20+17 vs. AC Damage: 1d10r2+10 (+3 if in Guardian Form} Primal Power
[i]Your attack emits a pulse of thunder that strikes around obstacles and can wrench burrowing creatures from the ground.[/i] Encounter Primal, Thunder, Weapon Standard Action Close burst 4 Target: Each enemy in burst ..Special: Solid obstacles do not block line of effect for the burst. Attack: Strength vs. Fortitude Hit: 2[W] + Strength modifier thunder damage. If the target is burrowing, you slide it 4 squares to the square nearest to it that is within your line of effect. Pinning Craghammer +3 Attack: 1d20+18 vs. Fort Damage: 2d10r2+10 (+3 if in Guardian Form} Primal Power, Earth Shaker paragon path
[i]You dive within the earth and move through it quickly, gaining advantage over unsuspecting enemies.[/i] Encounter Primal Move Action Personal Effect: You burrow twice your speed. Each enemy adjacent to you at the end of your move grants combat advantage to you until the end of your next turn.
Powers
Daily Cold, Polymorph, Primal Minor Action Personal Effect: You assume the guardian form of winter’s herald until the end of the encounter. While you are in this form, you gain a +1 bonus to AC and resist 5 cold. In addition, each square within 2 squares of you, wherever you move, is difficult terrain for your enemies. Once during this encounter, you can make the following weapon attack while you are in this form. ...Standard Action ...Close burst 1 ...Target: Each enemy in burst ...Attack: Strength vs. AC ...Hit: 1[W] + Strength modifier cold damage, and the target is immobilized (save ends). ...Miss: Half damage, and the target is immobilized until the end of your next turn. Pinning Craghammer +3 Attack: 1d20+17 vs. AC Damage: 1d10r2+13 Player's Handbook 2
[i]You sacrifice your foes to summon the hunger of Codrichun: a noxious cloud of blood and abrading grit. The cloud boils around you until you hurl it away in a terrifying blast.[/i] Daily Primal, Zone Minor Action Close burst 1 Effect: The burst creates a zone of blood and grit that lasts until the end of the encounter. The zone moves with you, remaining centered on your space. You and your allies in the zone have concealment. Marked enemies that start their turns within the zone take damage equal to your Constitution modifier or Wisdom modifier. While the zone is active, you can use the Boiling Cloud Attack power once. [b]..Boiling Cloud Attack[/b] ..Daily ..Primal, Weapon ..Standard Action ..Close blast 3 ..Requirement: The power Boiling Cloud must be active in order to use this power. ..Effect: The zone ends. ..Target: Each enemy in blast and each enemy adjacent to you ..Attack: Strength + 3 vs. AC ..Hit: 2[W] + Strength modifier damage, and the target takes a -2 penalty to all defenses (save ends). Pinning Craghammer +3 Attack: 1d20+20 vs. AC Damage: 2d10r2+10 (+3 if in Guardian Form) Dragon 383
Daily Primal, Zone Standard Action Close burst 3 Effect: The burst creates a zone of plants that lasts until the end of the encounter. You and your allies have cover while within the zone.
Daily Healing, Primal Immediate Interrupt Personal Trigger: You drop to 0 hit points or fewer Effect: You regain hit points as if you had spent a healing surge.
[i]Your skin thickens into rough bark, and your hair becomes a mane of leaves. Your arms lengthen so that you can attack your foes and protect your allies from a distance.[/i] Daily Polymorph, Primal Minor Action Personal Effect: You assume the guardian form of the oak sentinel until the end of the encounter. While you are in this form, your melee reach increases by 1. In addition, any enemy that hits you with a melee attack takes damage equal to your Strength modifier. This damage increases to twice your Strength modifier at 21st level. Special: Once during this encounter, you can use the Form of the Oak Sentinel Attack power while you are in this form. [b]..Form of the Oak Sentinel Attack[/b] ..Your skin thickens into rough bark, and your hair becomes a mane of leaves. Your arms lengthen so that you can attack your foes and protect your allies from a distance. ..Encounter ..Polymorph, Primal, Weapon ..Immediate Interrupt ..Melee weapon ..Requirement: The Form of the Oak Sentinel power must be active to use this power. ..Trigger: An enemy within your reach makes a melee attack against your ally ..Target: The triggering enemy ..Attack: Strength vs. AC ..Hit: 2[W] + Strength modifier damage. ..Miss: Half damage. ..Effect: You become the target of the triggering attack, even if you aren’t within that attack’s range. Pinning Craghammer +3 Attack: 1d20+17 vs. AC Damage: 2d10r2+13 PHB2
Magic Items & Equipment
Item Name
Use
Daily Item Powers Per Day
Heroic(1-10)
Milestone
Paragon(11-20)
Milestone
Epic(21-30)
Milestone
Rituals
Languages Known
Coins and Other Wealth
350 gp
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
>>> MAGIC ITEMS <<< …Pinning Craghammer +3 [ADV1] You use this weapon to root your enemy to the spot. Level: 12; 13,000 gp Weapon: Any melee Enhancement: +3 attack rolls and damage rolls Critical: +3d6 damage Power (Daily): Free Action. Use this power when you hit an enemy with this weapon. That enemy is immobilized until you are no longer adjacent to it. ...Distance Handaxe +1 [ADV] Lvl 1 +1; 360 gp Weapon: Any ranged Enhancement: Attack rolls and damage rolls Critical: None Property: Increase the weapon’s normal range by 5 squares and the long range by 10 squares. ...Shared Suffering Hide armor +2 [ADV] Lvl 10 +2; 1,000 gp Armor: Any Enhancement: AC Power (Encounter): Immediate Reaction. Use this power when an attack gives you ongoing damage. The attacker gains an equal amount of untyped ongoing damage. ...Cloak of the Walking Wounded +3 [ADV] Lvl 9 +2; 4,200 gp Item Slot: Neck Enhancement: Fortitude, Reflex, and Will Property: If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both). ...Hammer Shield heavy shield [ADV2] Lvl 8; 3,400 gp Item Slot: Arms Property: When you hit an enemy with an attack power using a hammer while wielding this shield, you gain a +1 to all defenses until the start of your next turn. Note: this item is part of the Aleheart Companion's Gear ...Potion of Clarity (2) [ADV] Lvl 5; 50 gp Potion Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, once during this encounter as a free action, you can reroll a d20 roll you just made, gaining a +1 bonus on the reroll. You must use the result of the reroll. ...Stonemeal Biscuit [ADV] Other Consumable 30 gp Property: A single stonemeal biscuit weighs one-tenth of a pound and has the nutritional value of a full day’s worth of food. Power (Consumable, Healing): Standard Action. You eat the stonemeal biscuit. You gain a +1 power bonus on Endurance checks for 12 hours. In addition, you regain an extra 1 hit point the next time you spend a healing surge this day. ...Frozen Whetstone [ADV] Lvl 7; 100 gp Whetstone Power (Consumable, Cold): Minor Action. Touch this whetstone to a melee or ranged weapon you hold. Until the end of the encounter, any successful attack with the weapon deals an extra 2 cold damage. ...Tempest Whetstone [ADV] Lvl 10; 200 gp Whetstone Power (Consumable, Lightning): Minor Action. Touch this whetstone to a melee or ranged weapon you hold. Until the end of the encounter, any successful attack with the weapon deals an extra 2 lightning damage to each enemy within 2 squares of the target; the target of the attack does not take this damage. ...Potion of Regeneration [ADV] Lvl 9; 160 gp Potion Power (Consumable, Healing): Minor Action. Drink this potion and spend a healing surge. You do not gain hit points as normal. Instead, gain regeneration 5 until the end of the encounter. If you aren’t bloodied at the start of your turn while this power is in effect, you don’t regain any hit points and the regeneration is suppressed until the start of your next turn. ...Cannith Goggles [ADV] Lvl 1; 360 gp Item Slot: Head Property: You gain a +2 item bonus to Perception checks. Power (Daily): Minor Action. Expend an arcane encounter or daily power... N/A! >>> FEATS <<< ...Dwarven Weapon Proficiency [PHB] Prerequisite: Dwarf You gain proficiency and a +2 feat bonus to damage rolls with axes and hammers. ...Bludgeon Expertise [Ess1] You gain a +1 feat bonus to weapon attack rolls you make with a hammer or a mace. This bonus increases to +2 at 11th level and +3 at 21st level. You also gain a +1 feat bonus to the number of squares you push or slide creatures with weapon attacks you make with a hammer or a mace. ...Wildblood Cunning [PHB2] Prerequisite: Warden (wildblood) When you use your second wind, you can shift a number of squares equal to your Wisdom modifier as a free action. ...Crushing Guardian [Dragon 379] Prerequisite: Warden You gain a +2 bonus to damage rolls with hammer or mace weapon attacks while in guardian form. This bonus increases to +3 at 11th level, and to +4 at 21st level. …Deadly Draw [PHB3] Whenever you pull or slide an enemy to a square adjacent to you, you gain combat advantage against that enemy until the end of your next turn. …Mark of Warding [EPG] Whenever one of your powers grants a bonus to a defense, increase that bonus by 1. Whenever you mark an enemy, that enemy takes a -3 penalty to attack rolls for attacks that don’t target you instead of the normal -2 penalty. You can master and perform rituals in the warding category and the Fluid Funds, Knock, and Leomund’s Secret Chest rituals as if you had the Ritual Caster feat. …Improved Defenses [EPG] You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level. …Dwarven Durability [PHB] Prerequisite: 11th level, Dwarf Benefit: Increase your number of healing surges by two and your healing surge value by your Constitution modifier. ...Swaying Branches [Dra392] Prerequisite: Warden, Warden’s Fury power Benefit: Whenever you hit an enemy with your warden’s fury, you can choose to knock the target prone or slide it 1 square instead of causing damage. >>> "EPIC" CAMPAIGN SPECIFIC INFORMATION <<< ...Religion (INT/WIS) Continuing with my feeling that some of the knowledge skills need to be made more interesting, I am going to add some other abilities to the Religion skill. You might at first think that the Rescuing Prayer below is too strong, but note that it's a Standard Action, and a once per Encounter power. I've played with it in games, and these work quite well IME. In addition to the potential uses listed in the PHB under the Religion skill, I am going to add the following option and powers. It is now both an academic skill (INT), and a personal skill (WIS). Religion will continue to use INT when it comes to the knowledge checks listed in the PHB, but the following uses of Religion will use WIS as the skill's base attribute rather than INT. .Appeal to Deity A character can make an appeal to deity (typically a prayer) for assistance on any given matter as a Standard Action, using the WIS modifier rather than the INT modifier. Some common uses of this might be praying for a feeling of guidance or direction or asking for an omen. The efficacy of this appeal depends on whether the PC succeeds on an easy, moderate, or hard DC check, and the DM's judgment. Additionally, there are two other special powers that training in this skill grants. - require training in Religion, which Oakhammer will never have! ...Endurance (CON) In addition to what is stated in the PHB, training in Endurance also grants training in Athletics. ...Athletics (STR) In addition to what is stated in the PHB, training in Athletics also grants training in Endurance. Okay, next on the chopping block is Endurance and Athletics. Here's the deal. Training in one automatically gives you training in the other. Endurance as it is doesn't have too many uses, so I feel it needs some help, and athletic ability and endurance ability is practically redundant anyway. Endurance is an almost totally passive skill, with very little fun things that a player can do with it, and very little use in most skill challenge situations. I'm also trying to imagine how training in Endurance would differ from training in athletics and all I'm coming up with is holding one's breath a whole lot, and trying to go without food for days; I think it's too small a skill as is, and would rather you all have more active skills that you can use in other situations. Yes, it's true that Paladins otherwise don't have access to Athletics, but that itself is a bit silly for a class that starts with training in plate armor, and being able to gain Endurance, but not being able to gain Athletics doesn't make a lot of sense to me either. Do Paladins hold their breath a lot, but don't practice doing athletic feats while attacking with heavy armor and heavy weapons? Because the two skills are so similar in the first place, it makes sense to me that they could not easily be separated from one another. However, when taking the Skill Focus feat for either Endurance or Athletics, you will only get the +4 (house rule gives +4, rather than +3) to the single skill you choose. ...Dungeoneering (WIS) Available to Rangers, Rogues, Wizards, Fighters, Paladins, Artificers, Swordmages, and Warlords In addition to the abilities granted to Dungeoneering in the PHB, Dungeoneering also includes the following function. Combat Knowledge "After surveying the battlefield, you gain an understanding of some of the tactics and/or environment involved in any combat scene" This ability is only available to those with training in Dungeoneering. When used during Combat it is a Minor Action ability and can be attempted once per Encounter. Make a Dungeoneering Skill Check to survey the scene and scan for tactical survival-related tips, including an understanding of the opportunities and limitations of any physical environment, and the nature of one's opponents and allies. The information gained from this knowledge check varies depending on whether the success matches a Moderate or Hard level. An "Easy" level knowledge check has no beneficial result. [Note: This is similar to what could be done with Perception (which is also a minor action now), but more related to combat tactics and strategy, including the surveying of the physical advantages and options in any combat situation.] I'm going to add an ability to Dungeoneering to make it more useful and add four classes (Fighters, Paladins, Swordmages, and Warlords) that can use it at first level due the change I am making to it. The basic change is that in addition to the study of underground environments, it also includes a study of combat tactics and awareness of one's environment in a combat situation. As such it represents a kind of gritty "basic survival" knowledge skill. This also has the benefit of giving classes like fighters something else they can do with a Minor Action that is relevant to their expertise and training. ...HP and Healing Actual total @ 12th level = 109 x 85% = 92 >>> OTHER NOTES <<< ...Armor listed as AC+6 (vs +3) to account for adding Wis mod to AC not Int mod; total is hide (+3) + heavy shield (+2) + Wis mod (+5) = +10. Enhancement for hide armor (+2) is in "Enh" column.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
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