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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
[list][*][b]Cast-Iron Stomach[/b]: +5 racial bonus to saving throws against poison. [*][b]Dwarven Resilience[/b]: You can use your second wind as a minor action instead of a standard action. [*][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. [*][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. [/list]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=149648][size=4][B]Kuldar Droth[/B][/size][/url], Dwarf Battlerager Fighter [B]Init[/B] +4 [B]HP[/B] 68/68 [B]Bloodied[/B] 34 [B]Healing Surge[/B] 17 (0 used /13) [B]AC[/B] 22 [B]Fort[/B] 20 [B]Reflex[/B] 15 [B]Will[/B] 15 [B]Speed[/B] 5 [B]Str[/B] 18 (+7) [B]Con[/B] 18 (+7) [B]Dex[/B] 13 (+4) [B]Int[/B] 10 (+3) [B]Wis[/B] 12 (+4) [B]Cha[/B] 8 (+2) [OOC='[color=green]Crushing Surge[/color]'][B][color=green]Crushing Surge[/color][/B] Invigorating, Martial, Weapon Standard action, Melee, One creature Str (+12) vs AC Hit: 1[W] + Str mod (1d12+8) damage (+2 damage if you have temporary hit points) Effect: On a hit, you gain temporary hit points equal to 2.5x your Con mod (+10) (only once per round) Miss: You gain temporary hit points equal to 1.5x your Con mod (+6)[/OOC], [OOC='[color=green]Brash Strike[/color]'][B][color=green]Brash Strike[/color][/B] Martial, Weapon Standard action, Melee, One creature Str+2 (+14) vs AC Hit: 1[W] +Str mod (1d12+8) damage (+2 damage if you have temporary hit points) Weapon: If you're wielding an axe, hammer, or mace, the attack deals extra damage equal to your Con mod (+4). Effect: You grant combat advantage to the target until the start of your next turn. Effect: On a hit, you gain temporary hit points equal to 1.5x your Con mod (+6) (only once per round)[/OOC], [OOC='[color=green]Pass Forward[/color]'][B][color=green]Pass Forward[/color][/B] Martial Move Action, Personal Effect: You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.[/OOC], [OOC='[color=slategrey]Knee Breaker[/color]'][B][color=slategrey]Knee Breaker[/color][/B] Invigorating, Martial, Weapon Standard action, Melee, One creature Str (+12) vs AC Hit: 2[W] + Str mod (2d12+8) damage (+2 damage if you have temporary hit points), and the target is slowed (save ends). If the target is already slowed, it is instead immobilized (save ends). Weapon: If you're wielding an axe, hammer, or mace, the attack deals extra damage equal to your Con mod (+4). Effect: On a hit, you gain temporary hit points equal to 2.5x your Con mod (+10) (only once per round) Enduring Wallop: On a hit, enemy takes ongoing damage equal to your Con mod (+4) (save ends) Miss: Half damage, the target is not slowed or immobilized, and you gain temporary hit points equal to 1.5x your Con mod (+6).[/OOC], [OOC='[color=slategrey]Rain of Steel[/color]'][B][color=slategrey]Rain of Steel[/color][/B] Martial, Stance, Weapon Minor action, Personal Effect: Any enemy that starts its turn adjacent to you takes 1[W] (1d12) damage, as long as you are able to make opportunity attacks.[/OOC], [OOC='[color=slategrey]Settling the Score[/color]'][B][color=slategrey]Settling the Score[/color][/B] Martial Immediate Reaction, Personal Trigger: An enemy hits you with an attack Effect: You gain a +2 power bonus to attack rolls against the triggering enemy until the end of the encounter.[/OOC], [OOC='[color=red]Passing Attack[/color]'][B][color=red]Passing Attack[/color][/B] Martial, Weapon Standard action, Melee, Primary Target: One creature Str (+12) vs AC Hit: 1[W] + Str mod (1d12+8) damage (+2 damage if you have temporary hit points), and you can shift 1 square. Make a secondary attack. Effect: On a hit, you gain temporary hit points equal to 1.5x your Con mod (+6) (only once per round) Secondary Target: One creature other than the primary target Secondary Attack: Str + 2 (+14) vs AC Hit: 1[W] + Str mod (1d12+8) damage (+2 damage if you have temporary hit points)[/OOC], [OOC='[color=red]Crushing Blow[/color]'][B][color=red]Crushing Blow[/color][/B] Martial, Weapon Standard action, Melee, One creature Str (+12) vs AC Hit: 2[W] + Str mod (2d12+8) damage (+2 damage if you have temporary hit points) Weapon: If you're wielding an axe, hammer, or mace, you gain a bonus to the damage roll equal to your Con mod (+4) Effect: On a hit, you gain temporary hit points equal to 1.5x your Con mod (+6) (only once per round)[/OOC], [OOC='[color=DarkOrange]Reckless Execution Axe[/color]'][B][color=DarkOrange]Reckless Execution Axe[/color][/B] At-Will Free Action Use this power before making a melee attack against an adjacent target. You gain a power bonus to that attack’s damage roll equal to twice this weapon’s enhancement bonus (+4). You take a –2 penalty to AC until the end of your next turn.[/OOC], [OOC='[color=DarkOrange]Imposter's Armor[/color]'][B][color=DarkOrange]Imposter's Armor[/color][/B] At Will, Polymorph Minor Action. You can transform this armor into a normal-looking set of clothes. While in clothes form, the armor does not provide an armor bonus, but neither does it impose an armor check penalty or speed reduction. You can add this armor’s enhancement bonus to any Bluff check made to attempt to disguise your appearance. You can change this armor back into its true form as a minor action.[/OOC] [B]Notes[/B] [list][*][b]Cast-Iron Stomach[/b]: +5 racial bonus to saving throws against poison. [*][b]Dwarven Resilience[/b]: You can use your second wind as a minor action instead of a standard action. [*][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. [*][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. [/list]
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
Invigorating, Martial, Weapon Standard action, Melee, One creature Str (+12) vs AC Hit: 1[W] + Str mod (1d12+8) damage (+2 damage if you have temporary hit points) Effect: On a hit, you gain temporary hit points equal to 2.5x your Con mod (+10) (only once per round) Miss: You gain temporary hit points equal to 1.5x your Con mod (+6)
Martial, Weapon Standard action, Melee, One creature Str+2 (+14) vs AC Hit: 1[W] +Str mod (1d12+8) damage (+2 damage if you have temporary hit points) Weapon: If you're wielding an axe, hammer, or mace, the attack deals extra damage equal to your Con mod (+4). Effect: You grant combat advantage to the target until the start of your next turn. Effect: On a hit, you gain temporary hit points equal to 1.5x your Con mod (+6) (only once per round)
Martial Move Action, Personal Effect: You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.
Invigorating, Martial, Weapon Standard action, Melee, One creature Str (+12) vs AC Hit: 2[W] + Str mod (2d12+8) damage (+2 damage if you have temporary hit points), and the target is slowed (save ends). If the target is already slowed, it is instead immobilized (save ends). Weapon: If you're wielding an axe, hammer, or mace, the attack deals extra damage equal to your Con mod (+4). Effect: On a hit, you gain temporary hit points equal to 2.5x your Con mod (+10) (only once per round) Enduring Wallop: On a hit, enemy takes ongoing damage equal to your Con mod (+4) (save ends) Miss: Half damage, the target is not slowed or immobilized, and you gain temporary hit points equal to 1.5x your Con mod (+6).
Martial, Stance, Weapon Minor action, Personal Effect: Any enemy that starts its turn adjacent to you takes 1[W] (1d12) damage, as long as you are able to make opportunity attacks.
Martial Immediate Reaction, Personal Trigger: An enemy hits you with an attack Effect: You gain a +2 power bonus to attack rolls against the triggering enemy until the end of the encounter.
Powers
Martial, Weapon Standard action, Melee, Primary Target: One creature Str (+12) vs AC Hit: 1[W] + Str mod (1d12+8) damage (+2 damage if you have temporary hit points), and you can shift 1 square. Make a secondary attack. Effect: On a hit, you gain temporary hit points equal to 1.5x your Con mod (+6) (only once per round) Secondary Target: One creature other than the primary target Secondary Attack: Str + 2 (+14) vs AC Hit: 1[W] + Str mod (1d12+8) damage (+2 damage if you have temporary hit points)
Martial, Weapon Standard action, Melee, One creature Str (+12) vs AC Hit: 2[W] + Str mod (2d12+8) damage (+2 damage if you have temporary hit points) Weapon: If you're wielding an axe, hammer, or mace, you gain a bonus to the damage roll equal to your Con mod (+4) Effect: On a hit, you gain temporary hit points equal to 1.5x your Con mod (+6) (only once per round)
At-Will Free Action Use this power before making a melee attack against an adjacent target. You gain a power bonus to that attack’s damage roll equal to twice this weapon’s enhancement bonus (+4). You take a –2 penalty to AC until the end of your next turn.
At Will, Polymorph Minor Action. You can transform this armor into a normal-looking set of clothes. While in clothes form, the armor does not provide an armor bonus, but neither does it impose an armor check penalty or speed reduction. You can add this armor’s enhancement bonus to any Bluff check made to attempt to disguise your appearance. You can change this armor back into its true form as a minor action.
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
Imposter's Finemail +2 - 1800 gp Reckless Execution Axe +2 - 3400 gp Amulet of Protection +1 - 360 gp Mundane - 57 gp 9 cp ------------- 782 gp and change left
Personality Traits
Kuldar can be quite an introverted dwarf, prone to long bouts of stoic silence, even when questioned or provoked. Often, an instigator will hear the sound of Kuldar's axe whistling through the air before he hears any words from the dwarf. One of Kuldar's main pleasures is the consumption of fine ales, which he has built an impressive tolerance for. Perhaps drink is the way to get the dwarf to open up, but this is almost definitely a very expensive and time consuming route for anyone wishing to delve into his inner psyche, as the amount of alcohol needed to affect Kuldar's mood and personality is astronomical. Kuldar's other hobby is collecting rare and unique goblets. He has an extensive array of chalices, the finest of with he carries with him almost as religiously as his axe.
Mannerisms and Appearance
Kuldar is a dwarf of average height with dark brown hair and a long, full beard that he keeps neat in two braids. His hair reaches a few inches past his shoulders, framing his strong, well-defined face and dark brown eyes. He is usually found wearing his dented, worn (yet incredibly protective) plate armor and helmet. Even in the rare occasions when Kuldar is found out of his armor, he still carries his trusty axe with him literally everywhere, and if he comes across a place where his weapon is prohibited, it takes a GREAT deal of persuasion to get him to leave it behind. Also, he's slightly hard of hearing - once, in fact, while the rest of his group was fighting a horde of skeleton warriors abovedecks on a ship, he slept through the entire battle!
Session and Campaign Notes
Companions and Allies
Background & Other Notes
CLASS FEATURES - Combat Challenge: In combat, it’s dangerous to ignore a fighter. 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 enemy marked by you 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. - Combat Superiority: You gain a bonus to opportunity attacks equal to your Wisdom modifier (+2). 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. - Battlerager Vigor: Whenever you hit an enemy with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier, 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. 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. RACIAL FEATURES - Cast-Iron Stomach: +5 racial bonus to saving throws against poison. - Dwarven Resilience: You can use your second wind as a minor action instead of a standard action. - Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer. - Encumbered Speed: 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. - Stand Your Ground: 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. FEATS - Dwarven Weapon Training: Gain proficiency and +2 damage with axes and hammers - Weapon Expertise (Axe): +1 to all attacks with axes - Toughness: Gain 5 additional hp per tier - Dwarf Stoneblood: Add one-half your Constitution modifier to the temporary hit points granted by your Battlerager Vigor. MAGIC ITEMS - Reckless Execution Axe +2: Crit - +1d8 damage per plus +2, d12 damage, Brutal 2, high crit - Damage: Reroll 1s and 2s - Critical hit : Max damage +1[W] +2d8 - Imposter's Finemail Armor +2: +9 AC, Check -1, Speed -1 (ignored) **** BACKGROUND Kuldar Droth is a dwarf hailing from the Mror Holds. As an infant, he lost both his parents to the Last War, and so he spent his youth as an orphan toiling underground, helping to carve out caverns. But this dwarf was destined for more. He soon struck out on his own, seeking something more (mainly riches). He waded right into a world completely at war, and felt right at home. But instead of picking a side and fighting in grand battles, he instead chose his own path, finding more rewards by executing missions for more private parties than entire nations. After some time spent adventuring, he fell in with a group called The Butchers of Rose Quarry, sometimes referred to as The Exploding Fists. They accomplished many deeds, including defeating the vampire Lucan Stellos and retrieving the Soul Blade he had stolen. But the Butchers' accomplishments are not what was notable about Kuldar's time spent with them. One of the members of the group was an elf named Garnet Quinn, a red-haired beauty with a whip. She captured Kuldar's heart, something no one ever did or has done since. The Butchers of Rose Quarry was a party comprised of four primary players: Kuldar, the dwarven fighter; Garnet, the elven swashbuckler; Delgraç, the half-elf wizard with a mysterious past; and Gallikhad, the bald kalashtar monk. Together, they made a name for themselves across Eberron, working primarily out of Sharn. Kuldar thought that he had no real investment in the group other than a professional one. His relationship with the others was merely perfunctory, perhaps especially with Garnet, as she tended to be quite outgoing and sociable, which was not Kuldar's "cup of tea," if you will. And then they were joined by a new member, Rip Taggert, and everything changed. Rip was a dashing man with a smile on his face and a huge dagger on his hip. He fought bravely alongside of them, showing his expert skill with his blade, and using his rogue skills to slit the throats of many an enemy. Off the battlefield, he seemed to be taking a great interest in Garnet, which was unsurprising, as her beauty is renowned. The surprising fact is that Kuldar began feeling strange every time he would see them together, but he couldn't figure out why. He would find himself drinking more, storming out of the room angrily, or even starting tavern brawls. Any normal being would be able to recognize this feeling as jealousy, but this dwarf is not exactly in direct commune with what others call "feelings." And so Kuldar began behaving more and more erratically, until the breaking point happened. Apparently, Rip had been hired to assassinate Garnet in order to exact some kind of punishment on her father, which explained his early interest in the elf, but soon enough, he fell deeply in love with her and could not bring himself to do the deed. He eventually felt so deeply for Garnet that he confessed to her his initial purpose. Garnet, having a great deal of faith in everyone, forgave him, but her mistake was in telling the rest of the group. This was the opportunity Kuldar was looking for. The instant he heard of Rip’s initial intent, he charged out of the room, in such a hurry that he left his beloved axe behind. He found Rip, dragged him into an alley, and beat him into a pulp, only ceasing when Garnet showed up and pleaded for him to stop. He finally ceased, but as Rip lay there bleeding, he saw the look between the elf and the dwarf and knew better than to step into the middle of that. He slipped off into the night, never seen by the Butchers again. It was not long after that Garnet and Kuldar revealed their true feelings for each other, though they never really announced it to the group as a whole. Their happiness was not eternal, however, as Kuldar's jealous nature mixed with Garnet's outgoing personality eventually led to a misunderstanding between the two that shattered their relationship, the details of which are too convoluted to be shared here. Kuldar was devastated. He became a shell of the dwarf he once was, and quickly abandoned his long-lived adventuring party, the Butchers of Rose Quarry. He began soaking himself in ale, even more than was usual for him, and he began throwing caution to the wind. He would take any and every job, the more dangerous the better. He had nothing left to live for. Eventually, however, he found that something began fulfilling him again, and it wasn't wealth this time. By chance, a string of jobs he took involved doing good for those less fortunate - rescuing children kidnapped by monstrous ettercaps, returning the ownership of a farm to the rightful family who had had it taken away by a gang of brigands, etc. With each mission, he felt himself become more and more rewarded by the very sake of the task, to the point where when he accomplished his last job, he refused payment! And this was the state he was in when he was finally approached by a "Wannabe Wayfinder"...
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games