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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]Half-Orc Resilience[/b]: The first time you are bloodied during an encounter, you gain 5 temporary hit points. The temporary hit points increase to 10 at 11th level and to 15 at 21st level. [*][b]Swift Charge[/b]: You gain a +2 bonus to speed when charging. [*][b]Whirling Slayer[/b]: once per round when your attack bloodies an enemy, you can shift a number of squares equal to your Dex mod (+4) as a free action, and each enemy adjacent to you at the end of the shift grants combat advantage to you until the end of your next turn. [*][b]Rampage[/b]: Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you scored a critical hit against. [*][b]Amulet of Physical Resolve[/b]: Gain a +2 item bonus to saving throws against effects with the poison keyword and effects that render you weakened, slowed, or immobilized. [/list]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=166315][size=4][B]GangulfR[/B][/size][/url], Half-Orc Whirling Barbarian [B]Init[/B] +6 [B]HP[/B] 51/51 [B]Bloodied[/B] 25 [B]Healing Surge[/B] 12 (0 used /9) [B]AC[/B] 21 [B]Fort[/B] 20 [B]Reflex[/B] 18 [B]Will[/B] 13 [B]Speed[/B] [B]Str[/B] 20 (+5) [B]Con[/B] 12 (+1) [B]Dex[/B] 18 (+4) [B]Int[/B] 10 (0) [B]Wis[/B] 8 (-1) [B]Cha[/B] 10 (0) [OOC='[color=green]Whirling Rend[/color]'][B][color=green]Whirling Rend[/color][/B] Primal, Weapon Standard Action, Melee Weapon (must be wielding two), One creature Str (+11) vs AC (main weapon) Hit: 1[W] + Str mod (1d10r2+8) damage, and an enemy adjacent to you other than the target takes 1[W] (1d10r2) damage (off-hand weapon). If you are raging, add your Dex mod (+4) to both damage rolls. Level 21: 2[W] + Str mod damage, and 2[W] damage (off-hand weapon).[/OOC], [OOC='[color=green]Pressing Strike[/color]'][B][color=green]Pressing Strike[/color][/B] Primal, Weapon Standard Action, Melee Weapon, One creature Effect: Before the attack, you shift 2 squares. You can move through an enemy’s space during the shift, but you can’t end there. Str (+11) vs AC Hit: 1[W] + Str mod (1d10r2+8) damage, and you push the target 1 square. If you are raging, the attack deals 1d6 extra damage. Level 21: 2[W] + Str mod damage.[/OOC], [OOC='[color=red]Furious Assault[/color]'][B][color=red]Furious Assault[/color][/B] Free Action, Personal Trigger: You hit an enemy Effect: The attack deals 1[W] (1d10r2) extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.[/OOC], [OOC='[color=red]Whirling Lunge[/color]'][B][color=red]Whirling Lunge[/color][/B] Primal, Weapon Free Action, Melee 1 Trigger: Your attack reduces an enemy to 0 hit points Effect: You shift 2 squares and then deal 1[W] (1d10r2) damage (off-hand weapon) to an enemy adjacent to you that you can see.[/OOC], [OOC='[color=red]Whirling Frenzy[/color]'][B][color=red]Whirling Frenzy[/color][/B] Primal, Weapon Standard action, Close burst 1, Each creature in burst Requirement: You must be wielding two melee weapons Str (+11) vs AC or Reflex (main weapon) Hit: 1[W] + 1[W] (off-hand weapon) + Str mod (2d10r2+6) damage. Miss: You take 1d6 damage with no modifiers[/OOC], [OOC='[color=red]Whirling Step[/color]'][B][color=red]Whirling Step[/color][/B] Primal, Weapon Standard action, Melee weapon (must be wielding two), One creature Str (+11) vs AC (main weapon) Hit: 1[W] + Str mod (1d10r2+8) damage Effect: You shift a number of squares equal to your Dex mod (+4). If the attack hit, you deal 1[W] (1d10r2) damage (off-hand weapon) to one or two enemies that are adjacent to you at some point during the shift.[/OOC], [OOC='[color=darkred]Shrug it Off[/color]'][B][color=darkred]Shrug it Off[/color][/B] Utility Power, Encounter Primal Immediate Reaction, Personal Trigger: You are subjected to an effect that a save can end Effect: You make a saving throw against the triggering effect. If you succeed, you shift 1 square as a free action.[/OOC], [OOC='[color=slategrey]Swift Panther's Rage[/color]'][B][color=slategrey]Swift Panther's Rage[/color][/B] Primal, Rage, Weapon Standard Action, Melee weapon, One creature Str (+11) vs AC Hit: 3[W] + Str mod (3d10r2+8) damage Miss: Half damage Effect: You enter the rage of the swift panther. Until the rage ends, you gain a +2 bonus to speed and can shift 2 squares as a move action.[/OOC], [OOC='[color=slategrey]Rage of the Crimson Hurricane[/color]'][B][color=slategrey]Rage of the Crimson Hurricane[/color][/B] Primal, Rage, Weapon Standard Action, Close burst 1, Each enemy in burst Attack: Str (+11) vs. AC Hit: 1[W] + Str mod (1d10r2+6) damage Effect: Each target takes ongoing 5 damage (save ends). You enter the rage of the crimson hurricane. Until the rage ends, the first time you hit any enemy with a primal melee power each turn, each enemy adjacent to you after the attack is resolved takes damage equal to your Str mod (+5).[/OOC], [OOC='[color=slategrey]Rage Strike[/color]'][B][color=slategrey]Rage Strike[/color][/B] Primal, Weapon Standard Action, Melee weapon, One creature Requirement: You must be raging and have at least one unused barbarian rage power. Attack: Str (+11) vs AC (To make this attack, you expend an unused barbarian rage power.) Hit: You deal damage based on the level of the rage power you expend: 1st level: 3[W] + Str mod (3d10r2+8) 5th level: 4[W] + Str mod (4d10r2+8) 9th level: 5[W] + Str mod (5d10r2+8) 15th level: 6[W] + Str mod (6d10r2+8) 19th level: 7[W] + Str mod (7d10r2+8) 25th level: 8[W] + Str mod (8d10r2+8) 29th level: 9[W] + Str mod (9d10r2+8) Miss: Half damage. Special: You can use this power twice per day.[/OOC], [OOC='[color=DarkOrange]Genasi Watersoul Hide Armor[/color]'][B][color=DarkOrange]Genasi Watersoul Hide Armor[/color][/B] Daily Power Minor action You can use the Swiftcurrent power once during this encounter.[/OOC], [OOC='[STRIKE][color=DarkOrange]Swiftcurrent[/color][/STRIKE]'][B][color=DarkOrange]Swiftcurrent[/color][/B] [b]CANNOT USE UNLESS ARMOR IS ACTIVATED[/b] Encounter Power Move action, Personal You can shift up to your speed over ground or liquid terrain. You take no penalties for squeezing during this movement, can move through enemy spaces, ignore difficult terrain, and take no damage if the surface or substance you move across would ordinarily deal damage to you.[/OOC], [OOC='[STRIKE][color=Sienna]Reckless Craghammer[/color][/STRIKE]'][B][color=Sienna]Reckless Craghammer[/color][/B] Encounter Power Free Action Use this power before making a melee attack against an adjacent target. You gain a +2 power bonus to that attack’s damage roll. You take a -2 penalty to AC until the end of your next turn.[/OOC], [OOC='[color=Sienna]Vengeful Craghammer[/color]'][B][color=Sienna]Vengeful Craghammer[/color][/B] Encounter Power Free Action Use this power when an attack hits a bloodied ally within 10 squares of you. Gain a +2 power bonus to attack rolls and +1d10 on damage rolls against the attacker until the end of your next turn. Level 15 or 20: +2d10 damage. Level 25 or 30: +3d10 damage. [/OOC] [B]Notes[/B] [list][*][b]Half-Orc Resilience[/b]: The first time you are bloodied during an encounter, you gain 5 temporary hit points. The temporary hit points increase to 10 at 11th level and to 15 at 21st level. [*][b]Swift Charge[/b]: You gain a +2 bonus to speed when charging. [*][b]Whirling Slayer[/b]: once per round when your attack bloodies an enemy, you can shift a number of squares equal to your Dex mod (+4) as a free action, and each enemy adjacent to you at the end of the shift grants combat advantage to you until the end of your next turn. [*][b]Rampage[/b]: Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you scored a critical hit against. [*][b]Amulet of Physical Resolve[/b]: Gain a +2 item bonus to saving throws against effects with the poison keyword and effects that render you weakened, slowed, or immobilized. [/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
Primal, Weapon Standard Action, Melee Weapon (must be wielding two), One creature Str (+11) vs AC (main weapon) Hit: 1[W] + Str mod (1d10r2+8) damage, and an enemy adjacent to you other than the target takes 1[W] (1d10r2) damage (off-hand weapon). If you are raging, add your Dex mod (+4) to both damage rolls. Level 21: 2[W] + Str mod damage, and 2[W] damage (off-hand weapon).
Primal, Weapon Standard Action, Melee Weapon, One creature Effect: Before the attack, you shift 2 squares. You can move through an enemy’s space during the shift, but you can’t end there. Str (+11) vs AC Hit: 1[W] + Str mod (1d10r2+8) damage, and you push the target 1 square. If you are raging, the attack deals 1d6 extra damage. Level 21: 2[W] + Str mod damage.
Free Action, Personal Trigger: You hit an enemy Effect: The attack deals 1[W] (1d10r2) extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Primal, Weapon Free Action, Melee 1 Trigger: Your attack reduces an enemy to 0 hit points Effect: You shift 2 squares and then deal 1[W] (1d10r2) damage (off-hand weapon) to an enemy adjacent to you that you can see.
Primal, Weapon Standard action, Close burst 1, Each creature in burst Requirement: You must be wielding two melee weapons Str (+11) vs AC or Reflex (main weapon) Hit: 1[W] + 1[W] (off-hand weapon) + Str mod (2d10r2+6) damage. Miss: You take 1d6 damage with no modifiers
Primal, Weapon Standard action, Melee weapon (must be wielding two), One creature Str (+11) vs AC (main weapon) Hit: 1[W] + Str mod (1d10r2+8) damage Effect: You shift a number of squares equal to your Dex mod (+4). If the attack hit, you deal 1[W] (1d10r2) damage (off-hand weapon) to one or two enemies that are adjacent to you at some point during the shift.
Powers
Utility Power, Encounter Primal Immediate Reaction, Personal Trigger: You are subjected to an effect that a save can end Effect: You make a saving throw against the triggering effect. If you succeed, you shift 1 square as a free action.
Primal, Rage, Weapon Standard Action, Melee weapon, One creature Str (+11) vs AC Hit: 3[W] + Str mod (3d10r2+8) damage Miss: Half damage Effect: You enter the rage of the swift panther. Until the rage ends, you gain a +2 bonus to speed and can shift 2 squares as a move action.
Primal, Rage, Weapon Standard Action, Close burst 1, Each enemy in burst Attack: Str (+11) vs. AC Hit: 1[W] + Str mod (1d10r2+6) damage Effect: Each target takes ongoing 5 damage (save ends). You enter the rage of the crimson hurricane. Until the rage ends, the first time you hit any enemy with a primal melee power each turn, each enemy adjacent to you after the attack is resolved takes damage equal to your Str mod (+5).
Primal, Weapon Standard Action, Melee weapon, One creature Requirement: You must be raging and have at least one unused barbarian rage power. Attack: Str (+11) vs AC (To make this attack, you expend an unused barbarian rage power.) Hit: You deal damage based on the level of the rage power you expend: 1st level: 3[W] + Str mod (3d10r2+8) 5th level: 4[W] + Str mod (4d10r2+8) 9th level: 5[W] + Str mod (5d10r2+8) 15th level: 6[W] + Str mod (6d10r2+8) 19th level: 7[W] + Str mod (7d10r2+8) 25th level: 8[W] + Str mod (8d10r2+8) 29th level: 9[W] + Str mod (9d10r2+8) Miss: Half damage. Special: You can use this power twice per day.
Daily Power Minor action You can use the Swiftcurrent power once during this encounter.
[b]CANNOT USE UNLESS ARMOR IS ACTIVATED[/b] Encounter Power Move action, Personal You can shift up to your speed over ground or liquid terrain. You take no penalties for squeezing during this movement, can move through enemy spaces, ignore difficult terrain, and take no damage if the surface or substance you move across would ordinarily deal damage to you.
Encounter Power Free Action Use this power before making a melee attack against an adjacent target. You gain a +2 power bonus to that attack’s damage roll. You take a -2 penalty to AC until the end of your next turn.
Encounter Power Free Action Use this power when an attack hits a bloodied ally within 10 squares of you. Gain a +2 power bonus to attack rolls and +1d10 on damage rolls against the attacker until the end of your next turn. Level 15 or 20: +2d10 damage. Level 25 or 30: +3d10 damage.
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
103 gp
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
RACIAL FEATURES - Half-Orc Resilience: The first time you are bloodied during an encounter, you gain 5 temporary hit points. The temporary hit points increase to 10 at 11th level and to 15 at 21st level. - Swift Charge: You gain a +2 bonus to speed when charging. - Furious Assault: You have the *furious assault* power. CLASS FEATURES - Barbarian Agility: While you are not wearing heavy armor, you gain a +1 bonus to AC and Reflex. The bonus increases to +2 at 11th level and +3 at 21st level. - Feral Might (Whirling Slayer): You gain the *whirling lunge* power, and you can wield a one-handed weapon in your offhand and treat it as an off-hand weapon. In addition, once per round when your attack bloodies an enemy, you can shift 2 squares as a free action, and each enemy adjacent to you at the end of the shift grants combat advantage to you until the end of your next turn. - Rage Strike: At 5th level, you gain the *rage strike* power, which lets you channel an unused rage power into a devastating attack while you’re raging. Using rage strike is an alternative to using a second rage power in a climactic battle; it gives you the damage output of a daily power without forcing you to enter a different rage. - Rampage: Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you scored a critical hit against. FEATS - Swift Slayer: When you use Whirling Slayer to shift, you can shift a number of squares equal to your Dexterity modifier, instead of 2 squares. - Weapon Proficiency (Craghammer): You gain proficiency w/ the craghammer - Weapon Expertise (Hammers): You gain a +1 bonus to attack rolls with any weapon power you use with hammers. The bonus increases to +2 at 15th level and +3 at 25th level. EQUIPMENT - Craghammer: +2, 1d10, Brutal 2, versatile - Vengeful Craghammer +1: +1d6 damage on a crit (offhand) - Reckless Craghammer +1: +1d8 damage on a crit (main hand) - Genasi Soul Hide Armor +1 (Watersoul): Gain the ability to use the *Swiftcurrent* genasi racial power once per day. - Amulet of Physical Resolve +1: +1 to Fort, Ref, Will, Gain a +2 item bonus to saving throws against effects with the poison keyword and effects that render you weakened, slowed, or immobilized. - Iron Armbands of Power: Gain a +2 item bonus to melee damage rolls
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games