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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
=
+
+
+
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
Temporay HPs: 0
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=119865][size=4][B]Khordan Banthrak[/B][/size][/url], Dwarf Fighter (Battlerager) [B]Init[/B] +2 [B]HP[/B] 42/42 [B]Bloodied[/B] 21 [B]Healing Surge[/B] 10 (0 used /12) [B]AC[/B] 19 [B]Fort[/B] 16 [B]Reflex[/B] 14 [B]Will[/B] 12 [B]Speed[/B] 5 [B]Str[/B] 16 (+4) [B]Con[/B] 16 (+4) [B]Dex[/B] 12 (+2) [B]Int[/B] 10 (+1) [B]Wis[/B] 13 (+2) [B]Cha[/B] 13 (+2) [OOC='[color=SeaGreen][u]Crushing Surge[/u][/COLOR]'][B][color=SeaGreen]Crushing Surge[/COLOR][/B] [b]At-Will -- Invigorating * Martial * Weapon[/b] [b]Standard Action -- Range:[/b] Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs AC [b]Hit:[/b] 1[W] + Strength modifier (+3) damage. [B]Dwarven Weapon Training:[/B] +2 damage with axes and hammers [b]Battlerager Vigor:[/b] +2 damage whenever you have temporary hit points [b]Frost Fury Waraxe +1:[/b] +3 cold damage while bloodied [i]Frost Fury Waraxe +1:[/i] +7 attack, 1d12+7 damage[/OOC], [OOC='[color=SeaGreen][u]Brash Strike[/u][/COLOR]'][B][color=SeaGreen]Brash Strike[/COLOR][/B] [b]At-Will -- Martial * Weapon[/b] [b]Standard Action -- Range:[/b] Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength +2 vs AC [b]Hit:[/b] 1[W] + Strength modifier (+3) damage. [b]Weapon:[/b] If weilding an axe, hammer, or mace, the attack deals extra damage equal to your Constitution modifier (+3). [b]Effect:[/b] You grant combat advantage to the target until the end of your next turn. [B]Dwarven Weapon Training:[/B] +2 damage with axes and hammers [b]Battlerager Vigor:[/b] +2 damage whenever you have temporary hit points [b]Frost Fury Waraxe +1:[/b] +3 cold damage while bloodied [I]Frost Fury Waraxe +1:[/I] +9 attack, 1d12+9 damage[/OOC], [OOC='[color=DarkRed][u]Passing Attack[/u][/COLOR]'][B][color=DarkRed]Passing Attack[/COLOR][/B] [b]Encounter ✦ Martial,Weapon[/b] [b]Standard Action || Range:[/b] Melee weapon [B]Primary Target:[/B] One creature [B]Attack: [/B]Strength vs. AC [B]Hit: [/B]1[W] + Strength modifier (+3) damage, and you can shift 1 square. Make a secondary attack. [B]Secondary Target:[/B] One creature other than the primary target [B]Secondary Attack:[/B] Strength + 2 vs. AC [B]Hit:[/B] 1[W] + Strength modifier (+3) damage. [B]Dwarven Weapon Training:[/B] +2 damage with axes and hammers [b]Battlerager Vigor:[/b] +2 damage whenever you have temporary hit points [b]Frost Fury Waraxe +1:[/b] +3 cold damage while bloodied [I]Frost Fury Waraxe +1:[/I] +7 attack, 1d12+6 damage[/OOC], [OOC='[color=DarkSlateGrey][u]Knee Breaker[/u][/COLOR]'][B][color=DarkSlateGrey]Knee Breaker[/COLOR][/B] [b]Daily -- Invigorating * Martial * Weapon[/b] [b]Standard Action -- Range:[/b] Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs AC [b]Hit:[/b] 2[W] + Strength modifier (+3) damage, and the target is slowed (save ends). [b]Weapon:[/b] If wielding an axe, hammer, or mace, the attack deals damage equal to your Constitution modifier (+3). [b]Miss:[/b] Half damage, and the target is not slowed or immobilized. [B]Dwarven Weapon Training:[/B] +2 damage with axes and hammers [b]Battlerager Vigor:[/b] +2 damage whenever you have temporary hit points [b]Frost Fury Waraxe +1:[/b] +3 cold damage while bloodied [I]Frost Fury Waraxe +1:[/I] +7 attack, 2d12+6 damage[/OOC], [OOC='[color=DarkSlateGrey][u]Unstoppable[/u][/COLOR]'][B][color=DarkSlateGrey]Unstoppable[/COLOR][/B] [b]Daily -- Healing * Martial[/b] [b]Minor Action -- Personal[/b] [b]Effect:[/b] You gain temporary hit points equal to 2d6 + your Constitution modifier (+3).[/OOC] [B]Notes[/B] [I]Racial Traits[/i] [OOC='[b]Languages[/b]']Common, Dwarven[/OOC], [OOC='[b]Skill Bonuses[/b]']+2 Dungeoneering, +2 Endurance[/OOC], [OOC='[b]Cast-Iron Stomach[/b]']+5 racial bonus to saving throws against poison.[/OOC], [OOC='[b]Dwarven Resilience[/b]'] You can use your second wind as a minor action instead of a standard action.[/OOC], [OOC='[b]Dwarven Weapon Proficiency[/b]']You gain proficiency with the throwing hammer and the warhammer.[/OOC], [OOC=''[b]Encumbered Speed[/b]']You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.[/OOC], [OOC='[b]Stand Your Ground[/b]'] When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.[/OOC] [i]Class Features[/i] [OOC='[b]Combat Challenge[/b]']Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.[/OOC], [OOC='[b]Combat Superiority[/b]']You gain a bonus to opportunity attacks equal to your Wisdom modifier (+1). An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.[/OOC], [OOC='[b]Battlerager Vigor[/b]']Whenever you hit an enemy with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier (+3), plus any temporary hit points normally granted by the power. If you use an invigorating fighter attack power and miss every target with it, you gain temporary hit points equal to your Constitution modifier (+3). When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks whenever you have temporary hit points. This bonus increases to +2 if you’re wielding an axe, a hammer, a mace, or a pick.[/OOC] [i]Background and Feats[/i] [OOC='[b]Brother in Battle[/b]'][i][color="DarkRed"]I’m the sort that craves only a sharp axe, a bitter ale—and companions true to share them with.[/color][/i] Not everyone needs to be chased across the world by black-cloaked assassins. You crave fighting, beer-drinking, and companionship of either the friendly or the romantic sort. Have you always had such simple desires, or did you come to this simplicity after years spent striving for something more esoteric? Are there particular enemies you relish fighting—or particular brands of ale you savor? [b]Benefit:[/b] You add Endurance to your class skill list, and you gain a +3 bonus to Endurance checks.[/OOC], [OOC='[b]Dwarven Weapon Training[/b]']You gain proficiency and a +2 feat bonus to damage rolls with axes and hammers.[/ooc], [OOC='[b]Toughness[/b]']When you take this feat, you gain additional hit points. You gain an additional 5 hit points at each tier of play (at 1st, 11th, and 21st level).[/ooc]
Race Features
Class / Path / Destiny Features
Other Items
Current
Max HP
/
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
=
=
Damage Workspace
Ability 1:
Ability 2:
Bonus
Abil.
Feat
Enh
Misc
Misc
=
=
Feats
Feat Name
Loc.
Powers
[b]At-Will; Standard Action; Invigorating * Martial * Weapon; Range:[/b] Melee weapon; [b]Target:[/b] One creature [b]Attack:[/b] Strength vs AC; [b]Hit:[/b] 1[W] + Strength modifier (+3) damage. [b]Additional Effect:[/b] +2 damage rolls whenever you have temporary hit points. [b]Frost Fury Waraxe +1:[/b] +7 attack, 1d12+6 damage
[b]At-Will; Standard Action; Martial * Weapon; Range:[/b] Melee weapon; [b]Target:[/b] One creature [b]Attack:[/b] Strength +2 vs AC; [b]Hit:[/b] 1[W] + Strength modifier (+3) damage. [b]Weapon:[/b] If weilding an axe, hammer, or mace, the attack deals extra damage equal to your Constitution modifier (+3). [b]Effect:[/b] You grant combat advantage to the target until the end of your next turn. [b]Additional Effects:[/b] +2 damage whenever you have temporary hit points. [b]Frost Fury Waraxe +1:[/b] +9 attack, 1d12+6 damage
[b]Encounter; Standard Action; Martial * Weapon; Range:[/b] Melee weapon; [b]Primary Target:[/b] One creature [b]Attack:[/b] Strength vs AC; [b]Hit:[/b] 1[W] + Strength modifier (+3) damage, and you can shift 1 square. Make a secondary attack. [b]Secondary Target:[/b] One creature other than the primary target [b]Secondary Attack:[/b] Strength + 2 vs. AC [b]Hit:[/b] 1[W] + Strength modifier (+3) damage. [b]Frost Fury Waraxe +1:[/b] +7 attack, 1d12+6 damage
[b]Daily; Standard Action; Invigorating * Martial * Weapon; Range:[/b] Melee weapon; [b]Target:[/b] One creature [b]Attack:[/b] Strength vs AC; [b]Hit:[/b] 2[W] + Strength modifier (+3) damage, and the target is slowed (save ends). [b]Weapon:[/b] If wielding an axe, hammer, or mace, the attack deals damage equal to your Constitution modifier (+3). [b]Miss:[/b] Half damage, and the target is not slowed or immobilized. [b]Additional Effects:[/b] +2 damage whenever you have temporary hit points. [b]Frost Fury Waraxe +1:[/b] +7 attack, 2d12+6 damage
[b]Daily; Minor Action; Healing * Martial; Range:[/b] Personal; [b]Effect:[/b] You gain temporary hit points equal to 2d6 + your Constitution modifier (+3).
Powers
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
32 gp 40 sp 1 gem (100gp)
Personality Traits
Mannerisms and Appearance
Khordan is a brash, loud, and obnoxious individual who does not know the meaning of restraint. He shaves his head bald and regularly trims his rusty-red beard to a medium length, which is short by dwarven standards. His muscular frame is covered with various scars and tattoos, and he seems to have a fondness for pierced jewelry, though neither excessive nor extreme. His skin is deep reddish-brown, painted from years of living and working beneath the open skies and warming sun. When he speaks, his words always seem too loud for most, and too uncomfortable to ignore.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Khordan was born the son of Thaardin Ironhand, a ranking cleric of Moradin among the clanholds of Hammerfist. In the high foothills of the Wyvernwatch Mountains, the Ironhand name had grown synonymous with words like 'honor', 'noble', and 'tradition' among their people. For more than four generations, a member of the family had always ascended to a position of respect and power, influencing the history and culture of the collective hamlets of this region. And Khordan had become the first to ever leave it, without his clan name. For everything that his lineage stood for and represented about his people, Khordan embodied everything that it was not. He had neither the patience nor the aptitude to pursue the traditional callings of his clan. Forging and smithing never held his interest for long, and mining for rich minerals in the earth offered little satisfaction for him. His father did everything within his power to instill a sense of pride and duty into him, but Khordan resisted. Khordan only knew one thing; he knew how to swing a giant hammer, and he knew how to smash things with it. His favorite target, naturally, was goblinoids, but few of the creatures (wisely) ever roamed close to the Holds. When the Red Hand threatened the Elsir Vale nearly a decade ago, however, Khordan finally saw his opportunity. As soon as the Silver Axe Company received an offer to assist the forces of Brindol in defending against the horde, Khordan pleaded eagerly to join their ranks. But Captain Ervath Helmbreaker refused to enlist him, claiming that a company of axe-wielders had no room for a hammer-bearer within their ranks. Khordan never suspected that his own father had instructed the Captain to refuse his son entry, fearing that his only son would die before he could change him into a 'proper' dwarf. Unfortunately, Thaardin underestimated the determination of his only son. Khordan decided to trail the company on his own, following far enough behind so as not to be noticed. He fended for himself along the way, but mostly picked up on their scraps as they left bits of food and miscellaneous items in their wake. It was unknown to him why he found a note from his father addressed to the captain, or why it had been left behind. He didn't understand why Thaardin would not want to allow him to join the Silver Axe Company, but at that point, he didn't care. Khordan decided that he had left the Hammerfist Holds for good, and left his name of Ironhand as well.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games