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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
[ooc=Cast-Iron Stomach]+5 bonus to saving throws against poison.[/ooc] - [ooc=Encumbered Speed]Armor or heavy load doesn't reduce your speed. (Other effects still can.)[/ooc] - [ooc=Dwarven Resilience]Second wind is minor action.[/ooc] - [ooc=Stand Your Ground]Can move 1 less when forced to move. Immediate saving throw to avoid being knocked prone.[/ooc] - [ooc=Font of Life]At the start of your turn, roll a saving throw[/ooc] - [ooc= Earthstrength]Add Con mod to AC instead of Dex or Int. When you use second wind, add your Con mod to AC.[/ooc] - [ooc=Nature's Wrath]On your turn, you can mark each adjacent enemy as a free action until the end of your next turn[/ooc] - [ooc=Dwarven Weapon Training]+2 damage and proficiency with axes and hammers[/ooc] - [ooc=Toughness]Gain 5 additional hit points per tier[/ooc] - [ooc=Weapon Expertise: Hammer]Gain bonus to attack rolls with Hammers.[/ooc] - [ooc=Anima Benefit] Resist 5 Physical +2 Defenses against opp attacks[/ooc]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=137071][size=4][B]Grumble[/B][/size][/url], Dwarf Warden [B]Init[/B] +3 [B]HP[/B] 53/60 [B]Bloodied[/B] 30 [B]Healing Surge[/B] 15 (0 used /12) [B]AC[/B] 21 [B]Fort[/B] 18 [B]Reflex[/B] 16 [B]Will[/B] 16 [B]Speed[/B] 5 [B]Str[/B] 18 (+6) [B]Con[/B] 17 (+5) [B]Dex[/B] 13 (+3) [B]Int[/B] 8 (+1) [B]Wis[/B] 14 (+4) [B]Cha[/B] 10 (+2) [OOC='[color=green]Warden's Fury[/color]'][B][color=green]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.[/OOC], [OOC='[color=green]Warden's Grasp[/color]'][B][color=green]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 1 square. The target is slowed and cannot shift until the end of its turn.[/OOC], [OOC='[color=green]Earth Shield Strike[/color]'][B][color=green]Earth Shield Strike[/color][/B] At-Will Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you gain a +1 power bonus to AC until the end of your next turn. Level 21: 2[W] + Strength modifier damage.[/OOC], [OOC='[color=green]Weight of Earth[/color]'][B][color=green]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.[/OOC], [OOC='[color=red]Hungry Earth[/color]'][B][color=red]Hungry Earth[/color][/B] Encounter Primal, Weapon Standard Action Close burst 1 Target: Each enemy in burst Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier damage. Effect: Until the end of your next turn, each square in the burst is difficult terrain for your enemies.[/OOC], [OOC='[STRIKE][color=red]Earthgrasp Strike[/color][/STRIKE]'][B][color=red]Earthgrasp Strike[/color][/B] Encounter Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you knock the target prone. The first time the target stands up before the end of your next turn, it takes 1d10 + your Strength modifier damage. Earthstrength: The target can’t stand up until the end of your next turn, and the first time it stands up before the end of the encounter, it takes 1d10 + your Strength modifier damage.[/OOC], [OOC='[color=red]Form of the Willow Attack[/color]'][B][color=red]Form of the Willow Attack[/color][/B] Encounter Polymorph, Primal, Weapon Immediate Interrupt Melee 1 Requirement: You must be under the effect of the Form of the Willow Sentinel power. Trigger: An enemy adjacent to you makes an attack roll against your ally Target: The triggering enemy Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and the target takes a -4 penalty to the triggering attack roll. Miss: Half damage, and the target takes a -2 penalty to the triggering attack roll.[/OOC], [OOC='[color=black]Form of the Willow Sentinel[/color]'][B][color=black]Form of the Willow Sentinel[/color][/B] Daily Polymorph, Primal Minor Action Personal Effect: You assume the guardian form of the willow sentinel until the end of the encounter. While you are in this form, you can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power bonus to Fortitude while adjacent to you. Special: Once during this encounter, you can use the Form of the Willow Sentinel Attack power while you are in this form.[/OOC], [OOC='[color=black]Nature's Abundance[/color]'][B][color=black]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=blue]Bloodcut Hide Armor +1[/color]'][B][color=blue]Bloodcut Hide Armor +1[/color][/B] Power (Healing Surge): Minor Action. While you are bloodied, use this armor to gain resist 10 to all damage until the end of your next turn.[/OOC], [OOC='[color=blue]Amulet of Physical Resolve +1[/color]'][B][color=blue]Amulet of Physical Resolve +1[/color][/B] Gain a +2 item bonus to saving throws against effects with the poison keyword and effects that render you weakened, slowed, or immobilized.[/OOC], [OOC='[color=blue]Sacrificial Craghammer +2[/color]'][B][color=blue]Sacrificial Craghammer +2[/color][/B] Versatile, Brutal Melee Basic Attack: +11 attack, 1d10+8 damage (1d10r2+8) Power (Daily): Free Action. Use this power when you hit with the weapon. Spend a healing surge, and instead of regaining hit points, you cause the target to become weakened until the end of your next turn.[/OOC], [OOC='[color=Brown]Anima: Squish the Cockroach[/color]'][B][color=Brown]Anima: Squish the Cockroach[/color][/B] 3 inch giant winged cockroach Speed: 3, Fly 2 Senses: Dark vision Constant Benefits: Gain +5 Resist Physical Gain +2 to all Defenses against Opportunity Attacks Active Benefits: Creepy Crawler: Squish can squeeze through gaps as small as half an inch wide.[/OOC] [B]Notes[/B] [ooc=Cast-Iron Stomach]+5 bonus to saving throws against poison.[/ooc] - [ooc=Encumbered Speed]Armor or heavy load doesn't reduce your speed. (Other effects still can.)[/ooc] - [ooc=Dwarven Resilience]Second wind is minor action.[/ooc] - [ooc=Stand Your Ground]Can move 1 less when forced to move. Immediate saving throw to avoid being knocked prone.[/ooc] - [ooc=Font of Life]At the start of your turn, roll a saving throw[/ooc] - [ooc= Earthstrength]Add Con mod to AC instead of Dex or Int. When you use second wind, add your Con mod to AC.[/ooc] - [ooc=Nature's Wrath]On your turn, you can mark each adjacent enemy as a free action until the end of your next turn[/ooc] - [ooc=Dwarven Weapon Training]+2 damage and proficiency with axes and hammers[/ooc] - [ooc=Toughness]Gain 5 additional hit points per tier[/ooc] - [ooc=Weapon Expertise: Hammer]Gain bonus to attack rolls with Hammers.[/ooc] - [ooc=Anima Benefit] Resist 5 Physical +2 Defenses against opp attacks[/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
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.
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 you gain a +1 power bonus to AC until the end of your next turn. Level 21: 2[W] + Strength modifier damage.
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.
Encounter Primal, Weapon Standard Action Close burst 1 Target: Each enemy in burst Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier damage. Effect: Until the end of your next turn, each square in the burst is difficult terrain for your enemies.
Encounter Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you knock the target prone. The first time the target stands up before the end of your next turn, it takes 1d10 + your Strength modifier damage. Earthstrength: The target can’t stand up until the end of your next turn, and the first time it stands up before the end of the encounter, it takes 1d10 + your Strength modifier damage.
Encounter Polymorph, Primal, Weapon Immediate Interrupt Melee 1 Requirement: You must be under the effect of the Form of the Willow Sentinel power. Trigger: An enemy adjacent to you makes an attack roll against your ally Target: The triggering enemy Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and the target takes a -4 penalty to the triggering attack roll. Miss: Half damage, and the target takes a -2 penalty to the triggering attack roll.
Daily Polymorph, Primal Minor Action Personal Effect: You assume the guardian form of the willow sentinel until the end of the encounter. While you are in this form, you can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power bonus to Fortitude while adjacent to you. Special: Once during this encounter, you can use the Form of the Willow Sentinel Attack power while you are in this form.
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.
Powers
Power (Healing Surge): Minor Action. While you are bloodied, use this armor to gain resist 10 to all damage until the end of your next turn.
Gain a +2 item bonus to saving throws against effects with the poison keyword and effects that render you weakened, slowed, or immobilized.
Versatile, Brutal Melee Basic Attack: +11 attack, 1d10+8 damage (1d10r2+8) Power (Daily): Free Action. Use this power when you hit with the weapon. Spend a healing surge, and instead of regaining hit points, you cause the target to become weakened until the end of your next turn.
3 inch giant winged cockroach Speed: 3, Fly 2 Senses: Dark vision Constant Benefits: Gain +5 Resist Physical Gain +2 to all Defenses against Opportunity Attacks Active Benefits: Creepy Crawler: Squish can squeeze through gaps as small as half an inch wide.
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
Personality Traits
Personality is a hard thing to define for the Garbage-Man as there is absolutely nothing “personal” about him. A being of actions rather than words, [b][color=Brown]Grumble[/color][/b] tends to let his fists, or Jane, do the talking. When forced to converse you are most likely to only get a few grumbles and mumbles from him. His only true relationship is with the Junk, and as ironic as it may seem for such an unpersonable brute, he see's it as his duty to spread the Word wherever he goes. He is the Evangelist of the Junk.
Mannerisms and Appearance
It’s an odd thing being one with the Junk. For those in the know it is a living, breathing organism. It grows, it changes, it flows, it stinks, it adapts, as do all creatures that posses what we call life. [b][color=Brown]Grumble[/color][/b] is a part of this circle of life. Though he is a creature of flesh and blood and hair (lots of hair), he has immersed himself in a perfect symbiotic relationship with the Junk, and the Gunk that binds it. At one time [b][color=Brown]Grumble[/color][/b] was a perfectly normal dwarf like all others, with a name (though there are none now that remember it), a clan, a skerry to call home, and a robust appetite for metal. At one time he was a hardy dwarf, just tall enough to reach the tall pints at the local Bar, with a full red beard and ‘stache, and twinkling blue eyes. But that was then… before the fall. Since that fateful day he has changed, from the inside out. With the single mindedness of a wrecking ball, the call of sweet destruction has washed away the rest of his dwarfity. His full red beard is now a mass of tangles, and only he and his mama truly know the color. His twinkling blues eyes have lost their shine and now he glares with eyes of a flat emotionless grey. He does not bathe and wears his stench as a second skin of armor, powerful enough to dissuade all but the most determined. He does this with the Junkal knowledge that his bodily fluids and excretions, combined with the refuse that is piled on his skin is the perfect breeding ground for Gunk. This Gunk, flowing and creeping into the nook and crannies of his trash covered body have created a natural armor as tough as any whale-skin suit. His choice method of destruction is a homemade half-hammer half-crowbar, a massive head of black scrap iron flanked by two sharp iron prongs, all set atop a heavy bar of pig-iron long enough to provide leverage. More than a few witnesses have overheard him whispering sweetly to the destructive mass of metal, though few believed their ears when he addressed the idol of ruin as “Jane”. His only companion, other than Jane, is a rather large cockroach named Squish. This makes perfect sense for the scholars of the Junk as the cockroach is the favored creature of the Junk. Refusing to die, reveling in the Junk of the world, an integral part of the Great Recycling Circle. No one knows the exact relationship between Squish and the Garbage-Man, but you seldom see him without the insect riding on his shoulder or head.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
[b][color=Brown]"Ashes to Ashes... Junk to Junk." "The world thrives and runs it's course but in due time the Great Recycler reaps his toll and we all return to the Junk from which we sprang."[/b][/color] [b]Grumble - The Garbage-Man[/b] “Whooo-Wheee! Whatta sight tha’ was! Never seen a pair o’ sky-whales, mating or no’, attack a skerry like tha’. Crushed it for havin’ wandered in n’ interruptin’ their “courtship” so ta’ speak. I do swear, the Inebriated One as mah’ witness, no more junk was ever created than tha’ day tha’ skerry came crashin’ down. Manhattown it was called, looked like a head in a bowler, or so they say, I could never see it mahself. They say, tha’ only one dwarf survived tha’ crash… dunno wha’ happened to em’ though.” “Enough of mah’ ramblin’, what is it ya’ be needin’? Ya’ lookin’ for a good long pour o tha’ Wackadoo ya’ say?” [b]Mongornish – Major Gossip and Driver of the Flagon Wagon[/b] “I tell you the truth man! He was here one tick and gone the next. The fool hooked his grapple on that passing wild skerry and WOOSH! He was gone!” “What was I supposed to do? Capture him myself? Caught him "spreadin' the word" as he put it, aidin' others destroy the things that they said cluttered their lives. Looked to me like they were just smashin' things! Boy, was he ever good at it too! Swinging that monster hammer of his like it was nothin'! I’m not paid enough to face one like that without backup.” [b]Kevin Lingerhands – Robin of the 2nd Regiment and Excellent Cook[/b] “He calls himself the “Garbage-Man”, though as far as I can tell he is a dwarf. They say he speaks to the Junk, driven to spread the religion, singlehandedly if he must. I was only able to follow him for a short time before I lost him amid the rubble, but what an enlightening time that was. He spoke little of his past though I was able to get out of him that of his clan he is the lone survivor, the sole remnant of a terrible skerry disaster, saved only by the Junk that broke his fall from out of the sky. The disaster has either altered his mind or given him a direct link to the Junk. His quest, or as much as I could gather, is to show devotion to the Junk by aiding the Great Recycler bring all things back to the Junk. Mostly he convinces others that there lives are too cluttered and the only release to be had is by smashing everything not absolutely necessary. And I tell you this, never has there been one so ideally suited to this task. Freakishly strong and hale, and not terribly bright or personable, just as you would imagine I expect. The good news is that the Department of the Adherence to the Way on the behalf of the Empire has procured the services of the Garbage-Man. It seems his unique talents and ideology make him ideally suited as a special agent. Sent to those dangerous places to face dangerous fiends where something specific needs to be destroyed. So you can say that he is now working on our side.... at least I think that's what that means. I’ve just a few more notes to edit before I hand the manuscript over to the Head Librarian. You can read the full report then.” [b]Esto Manko Dinto – Assistant Field Librarian[/b]
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games