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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
. [b]Self:[/b][list][*]Temporary HP: [URL="https://docs.google.com/spreadsheet/ccc?key=0AnUtvajjTQ4rdDBmU1ItMG5VRXpRcndwX0dETFZOM1E&hl=en_US#gid=0"]See Adjudicator[/URL] [*]Resist: 5 Cold, 5 Fire, 5 Necrotic, 5 Poison. [*]Resist 2 All while bloodied. [*]Free action to change all damage from any attack to Cold damage (Maelstrom's Boon). [*]+3 bonus to Opportunity Attack rolls. Enemies struck by my OAs must stop moving. [*]+2 to damage rolls when I have Temporary HP. [*]+2 to damage rolls while Longtooth Shifting is active. [*]+4 to damage rolls vs marked targets while Longtooth Shifting is active. [*]+2 bonus to Athletics Checks to climb with Climbing Kit. [*]Stand from Prone as a Minor Action. [/list]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=215527][size=4][B]Bear[/B][/size][/url], Longtooth Shifter Fighter (Ironwrought Battlerager) [B]Init[/B] +4 [B]HP[/B] 76/76 [B]Bloodied[/B] 38 [B]Healing Surge[/B] 19 (0 used /12) [B]AC[/B] 23 [B]Fort[/B] 23 [B]Reflex[/B] 16 [B]Will[/B] 19 [B]Speed[/B] 5 [B]Str[/B] 20 (+5) [B]Con[/B] 17 (+3) [B]Dex[/B] 11 (0) [B]Int[/B] 10 (0) [B]Wis[/B] 16 (+3) [B]Cha[/B] 8 (-1) [OOC='[color=green]Melee Basic Attack[/color]'][B][color=green]Melee Basic Attack[/color][/B] [i]+14 vs AC, 1d12r2+9 damage[/i] At-Will Attack, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage and you gain 3 THP (equal to your Constitution Modifier). [b]Critical Hit:[/b] +1d12r2 and +2d6 [b]Special:[/b] You can use an unarmed attack as a weapon to make a melee basic attack. [b]Level 21:[/b] Increase damage to 2[W] + Strength modifier.[/OOC], [OOC='[color=green]Ranged Basic Attack[/color]'][B][color=green]Ranged Basic Attack[/color][/B] [i]+14 vs AC, 1d10+7 damage[/i] [b]At-Will Attack, Weapon (10/20) Standard Action, Ranged weapon Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage. [b]Critical Hit:[/b] +2d6 damage [b]Level 21:[/b] 2[W] + Dexterity modifier damage [b]Special:[/b] Weapons with the heavy thrown property (PHB p216) use Strength instead of Dexterity for attack rolls and damage rolls.[/OOC], [OOC='[color=green]Opportunity Attack[/color]'][B][color=green]Opportunity Attack[/color][/B] [i]+17 vs AC, 1d12r2+9 damage[/i] At-Will Attack, Weapon Opportunity Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage and you gain 3 THP (equal to your Constitution Modifier). [b]Critical Hit:[/b] +1d12r2 and +2d6 [b]Special:[/b] 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. [b]Level 21:[/b] Increase damage to 2[W] + Strength modifier.[/OOC], [OOC='[color=green]Charge Attack[/color]'][B][color=green]Charge Attack[/color][/B] [i]+15 vs AC, 1d12r2+10 damage[/i] At-Will Attack, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage and you gain 3 THP (equal to your Constitution Modifier). [b]Critical Hit:[/b] +1d12r2 and +2d6 [b]Level 21:[/b] Increase damage to 2[W] + Strength modifier. (Modified by Two-Handed Weapon Expertise)[/OOC], [OOC='[color=green]Combat Challenge[/color]'][B][color=green]Combat Challenge[/color][/B] [i]+14 vs AC, 1d12r2+9 damage[/i] At-Will Attack, Weapon Imediate Interrupt, Melee weapon [b]Trigger:[/b] An enemy marked by you that is adjacent to you shifts or makes an attack that does not include you as a target. [b]Target:[/b] Triggering creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage and you gain 3 THP (equal to your Constitution Modifier). [b]Critical Hit:[/b] +1d12r2 and +2d6 [b]Level 21:[/b] Increase damage to 2[W] + Strength modifier.[/OOC], [OOC='[color=green]Reaping Strike[/color]'][B][color=green]Reaping Strike[/color][/B] [i]+14 vs AC, 1d12r2+9 damage, 4 damage on miss[/i] At-Will Attack, Martial,Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage and you gain 3 THP (equal to your Constitution Modifier). [b]Critical Hit:[/b] +1d12r2 and +2d6 [b]Miss:[/b] 2 damage (Half Strength modifier). If you’re wielding a two-handed weapon, you deal 4 damage (equal to your Strength modifier). [b]Level 21:[/b] Increase damage to 2[W] + Strength modifier.[/OOC], [OOC='[color=green]Crushing Surge[/color]'][B][color=green]Crushing Surge[/color][/B] [i]+14 vs AC, 1d12r2+9 damage[/i] At-Will Attack, Invigorating, Martial, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage. Gain 7 temporary hit points (equal to twice your Constitution Modifier +1). [b]Critical Hit:[/b] +1d12r2 and +2d6 [b]Miss:[/b] Gain 4 THP (equal to your Constitution modifier +1). [b]Level 21:[/b] Increase damage to 2[W] + Strength modifier. (Modified by Improved Vigor)[/OOC], [OOC='[color=red]Scrambling Climb[/color]'][B][color=red]Scrambling Climb[/color][/B] Encounter Utility 2, Skill Power Move Action, Personal [b]Effect:[/b] You make an Athletics check to climb with a +7 total bonus (+5 power bonus from this power, +2 bonus for climbing kit). If the check succeeds, you climb 7 squares (equal to 2 + your speed).[/OOC], [OOC='[color=red]Unbreakable[/color]'][B][color=red]Unbreakable[/color][/B] Encounter Utility 6, Martial Immediate Reaction, Personal [b]Trigger:[/b] You are hit by an attack [b]Effect:[/b] Reduce the damage from the attack by 8 (equal to 5 + your Constitution modifier).[/OOC], [OOC='[color=red]Longtooth Shifting[/color]'][B][color=red]Longtooth Shifting[/color][/B] Racial Encounter, Healing Minor Action, Personal [b]Requirement:[/b] You must be bloodied. [b]Effect:[/b] Until the end of the encounter, you gain a +2 bonus to damage rolls. This bonus increases to +4 against targets marked by you. In addition, while you are bloodied, you gain regeneration 2. [b]Level 11:[/b] Regeneration 4. [b]Level 21:[/b] Regeneration 6. (Modified by Longtooth Fury)[/OOC], [OOC='[color=red]Second Wind[/color]'][B][color=red]Second Wind[/color][/B] Encounter Standard Action, Personal [b]Effect:[/b] Spend a healing surge and gain hit points equal to your healing surge value. Also gain a +2 bonus to all defenses and a +3 power bonus to Athletics and Endurance Checks until the end of your next turn. (Modified by Ironwrought Theme)[/OOC], [OOC='[color=red]Inevitable Strike[/color]'][B][color=red]Inevitable Strike[/color][/B] Encounter Theme Attack, Elemental, Weapon No Action, Personal [b]Trigger:[/b] You make a melee weapon attack roll. [b]Effect:[/b] Make the attack roll twice. If both attack rolls hit, the target takes 1d8 extra damage. [b]Level 11:[/b] 2d8 extra damage. [b]Level 21:[/b] 3d8 extra damage.[/OOC], [OOC='[STRIKE][color=red]Hack and Hew[/color][/STRIKE]'][B][color=red]Hack and Hew[/color][/B] [i]+14 vs AC, 1d12r2+9 damage, 2 targets[/i] Encounter Attack 1, Invigorating, Martial, Weapon Standard Action, Melee weapon [b]Primary Target:[/b] One creature [b]Primary Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage. Gain 7 temporary hit points (equal to twice your Constitution Modifier +1). [b]Critical Hit:[/b] +1d12r2 and +2d6 [b]Miss:[/b] Gain 4 THP (equal to your Constitution modifier +1). [b]Effect:[/b] Make a secondary attack. [b]Secondary Target:[/b] One creature other than the primary target [b]Secondary Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage. Gain 7 temporary hit points (equal to twice your Constitution Modifier +1). [b]Critical Hit:[/b] +1d12r2 and +2d6 [b]Miss:[/b] Gain 4 THP (equal to your Constitution modifier +1). (Modified by Improved Vigor)[/OOC], [OOC='[color=red]Bull Charge[/color]'][B][color=red]Bull Charge[/color][/B] [i]Primary: +14 vs Fort, 2d12r2+9 damage, Push 1 then shift Secondary: +14 vs Fort, Knock prone[/i] Encounter Attack 3, Invigorating, Martial, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Primary Attack:[/b] Strength vs. Fortitude [b]Hit:[/b] 2[W] + Strength modifier damage, and you push the target 1 square. You then shift 1 square to a square the target vacated. Gain 7 temporary hit points (equal to twice your Constitution Modifier +1). Make a secondary attack against the target. [b]Miss:[/b] Gain 4 THP (equal to your Constitution modifier +1). [b]Secondary Attack:[/b] Strength vs. Fortitude [b]Secondary Attack Hit:[/b] You knock the target prone. [b]Critical Hit:[/b] +1d12r2 and +2d6 [b]Special:[/b] When charging, you can use this power in place of a melee basic attack. (Modified by Improved Vigor)[/OOC], [OOC='[color=red]Come and Get It[/color]'][B][color=red]Come and Get It[/color][/B] [i]+14 vs Will, 1d12r2+9 damage[/i] Encounter Attack 7, Martial, Weapon Standard Action, Close burst 3 [b]Target:[/b] Each enemy you can see in the burst [b]Attack:[/b] Strength vs. Will [b]Hit:[/b] You pull the target up to 2 squares, but only if it can end the pull adjacent to you. If the target is adjacent to you after the pull, it takes 1[W] damage. You gain 3 THP (equal to your Constitution Modifier). [b]Critical Hit:[/b] +1d12r2 and +2d6[/OOC], [OOC='[color=darkslategray]Driving Attack[/color]'][B][color=darkslategray]Driving Attack[/color][/B] [i][b]Primary:[/b] +14 vs AC, 2d12r2+9 damage; push 1 and shift [b]Secondary:[/b] +14 vs Fort, 1d12r2+9 damage, push 2 + prone[/i] Daily Attack 1, Invigorating, Martial, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Primary Attack:[/b] Strength vs. AC [b]Hit:[/b] 2[W] +Strength modifier damage, and you push the target 1 square. You then shift 1 square to a square the target vacated. Gain 6 temporary hit points (equal to twice your Constitution Modifier). Make a secondary attack against the target. [b]Secondary Attack:[/b] Strength vs. Fortitude [b]Secondary Attack Hit:[/b] 1[W] + Strength modifier damage, and you push the target 2 squares and knock it prone. [b]Miss:[/b] Half damage, and you push the target 1 square. Gain 3 THP (equal to your Constitution modifier). [b]Critical Hit:[/b] +1d12r2 and +2d6[/OOC], [OOC='[color=darkslategray]Bedeviling Assault[/color]'][B][color=darkslategray]Bedeviling Assault[/color][/B] [i]+14 vs AC, 2d12r2+9; free MBA w/ CA when ally's melee attack hits[/i] Daily Attack 5 Martial, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 2[W] + Strength modifier damage. [b]Critical Hit:[/b] +1d12r2 and +2d6 [b]Effect:[/b] Until the end of the encounter, once per round when an ally hits the target with a melee attack, you can make a melee basic attack with combat advantage against the target as a free action.[/OOC], [OOC='[color=darkslategray]Berserker's Fury[/color]'][B][color=darkslategray]Berserker's Fury[/color][/B] Multiclass Feature Free Action, Personal [b]Effect:[/b] You gain a +2 bonus to damage rolls until the end of the encounter.[/OOC], [OOC='[color=darkslategray]Burn, Baby, Burn![/color]'][B][color=darkslategray]Burn, Baby, Burn![/color][/B] Daily Magic Item Power (Forgemaster's Gloves) Minor Action [b]Effect:[/b] The next attack power you use deals 1d6 extra fire damage.[/OOC], [OOC='[color=red]Carnage Rules![/color]'][B][color=red]Carnage Rules![/color][/B] Encounter Magic Item Power (Symbiote Armor) Immediate Reaction, Personal [b]Trigger:[/b] An enemy hits you with a melee or close attack [b]Effect:[/b] Until the end of your next turn, you gain a +2 bonus (equal to the armor's enhancement bonus) to damage rolls against the triggering enemy.[/OOC], [OOC='[color=red]Poison Sucks[/color]'][B][color=red]Poison Sucks[/color][/B] Encounter Magic Item Power (Viper Belt) No Action [b]Trigger:[/b] Use this power when making a saving throw against ongoing poison damage. [b]Effect:[/b] Gain a +2 power bonus to the saving throw.[/OOC], [OOC='[color=darkslategray]Yeah ... No[/color]'][B][color=darkslategray]Yeah ... No[/color][/B] Daily Magic Item Power (Raven Cloak) No Action [b]Trigger:[/b] You fail a saving throw. [b]Effect:[/b] Reroll that saving throw with a +5 bonus. If the saving throw is a death saving throw, you gain a +10 bonus.[/OOC], [OOC='[color=red]Stay Put![/color]'][B][color=red]Stay Put![/color][/B] Encounter Magic Item Power (Hungry Spear) Standard Action [b]Effect:[/b] Make a ranged basic attack with this spear. On a hit, the target is also immobilized (save ends). The spear doesn't return to you until the immobilized effect on the target imposed by this weapon is ended.[/OOC], [OOC='[color=darkslategray]I Meant It: STAY PUT![/color]'][B][color=darkslategray]I Meant It: STAY PUT![/color][/B] Daily Magic Item Power (Pinning Axe) Free Action [b]Trigger:[/b] Use this power when you hit with the weapon. [b]Effect:[/b] That enemy is immobilized until you are no longer adjacent to it.[/OOC] [B]Notes[/B] . [b]Self:[/b][list][*]Temporary HP: [URL="https://docs.google.com/spreadsheet/ccc?key=0AnUtvajjTQ4rdDBmU1ItMG5VRXpRcndwX0dETFZOM1E&hl=en_US#gid=0"]See Adjudicator[/URL] [*]Resist: 5 Cold, 5 Fire, 5 Necrotic, 5 Poison. [*]Resist 2 All while bloodied. [*]Free action to change all damage from any attack to Cold damage (Maelstrom's Boon). [*]+3 bonus to Opportunity Attack rolls. Enemies struck by my OAs must stop moving. [*]+2 to damage rolls when I have Temporary HP. [*]+2 to damage rolls while Longtooth Shifting is active. [*]+4 to damage rolls vs marked targets while Longtooth Shifting is active. [*]+2 bonus to Athletics Checks to climb with Climbing Kit. [*]Stand from Prone as a Minor Action. [/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
[i]+14 vs AC, 1d12r2+9 damage[/i] At-Will Attack, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage and you gain 3 THP (equal to your Constitution Modifier). [b]Critical Hit:[/b] +1d12r2 and +2d6 [b]Special:[/b] You can use an unarmed attack as a weapon to make a melee basic attack. [b]Level 21:[/b] Increase damage to 2[W] + Strength modifier.
[i]+14 vs AC, 1d10+7 damage[/i] [b]At-Will Attack, Weapon (10/20) Standard Action, Ranged weapon Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage. [b]Critical Hit:[/b] +2d6 damage [b]Level 21:[/b] 2[W] + Dexterity modifier damage [b]Special:[/b] Weapons with the heavy thrown property (PHB p216) use Strength instead of Dexterity for attack rolls and damage rolls.
[i]+17 vs AC, 1d12r2+9 damage[/i] At-Will Attack, Weapon Opportunity Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage and you gain 3 THP (equal to your Constitution Modifier). [b]Critical Hit:[/b] +1d12r2 and +2d6 [b]Special:[/b] 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. [b]Level 21:[/b] Increase damage to 2[W] + Strength modifier.
[i]+15 vs AC, 1d12r2+10 damage[/i] At-Will Attack, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage and you gain 3 THP (equal to your Constitution Modifier). [b]Critical Hit:[/b] +1d12r2 and +2d6 [b]Level 21:[/b] Increase damage to 2[W] + Strength modifier. (Modified by Two-Handed Weapon Expertise)
[i]+14 vs AC, 1d12r2+9 damage[/i] At-Will Attack, Weapon Imediate Interrupt, Melee weapon [b]Trigger:[/b] An enemy marked by you that is adjacent to you shifts or makes an attack that does not include you as a target. [b]Target:[/b] Triggering creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage and you gain 3 THP (equal to your Constitution Modifier). [b]Critical Hit:[/b] +1d12r2 and +2d6 [b]Level 21:[/b] Increase damage to 2[W] + Strength modifier.
[i]+14 vs AC, 1d12r2+9 damage, 4 damage on miss[/i] At-Will Attack, Martial,Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage and you gain 3 THP (equal to your Constitution Modifier). [b]Critical Hit:[/b] +1d12r2 and +2d6 [b]Miss:[/b] 2 damage (Half Strength modifier). If you’re wielding a two-handed weapon, you deal 4 damage (equal to your Strength modifier). [b]Level 21:[/b] Increase damage to 2[W] + Strength modifier.
[i]+14 vs AC, 1d12r2+9 damage[/i] At-Will Attack, Invigorating, Martial, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage. Gain 7 temporary hit points (equal to twice your Constitution Modifier +1). [b]Critical Hit:[/b] +1d12r2 and +2d6 [b]Miss:[/b] Gain 4 THP (equal to your Constitution modifier +1). [b]Level 21:[/b] Increase damage to 2[W] + Strength modifier. (Modified by Improved Vigor)
Encounter Utility 2, Skill Power Move Action, Personal [b]Effect:[/b] You make an Athletics check to climb with a +7 total bonus (+5 power bonus from this power, +2 bonus for climbing kit). If the check succeeds, you climb 7 squares (equal to 2 + your speed).
Encounter Utility 6, Martial Immediate Reaction, Personal [b]Trigger:[/b] You are hit by an attack [b]Effect:[/b] Reduce the damage from the attack by 8 (equal to 5 + your Constitution modifier).
(Level 10 Utility power)
(Level 12 Paragon Utility power)
Racial Encounter, Healing Minor Action, Personal [b]Requirement:[/b] You must be bloodied. [b]Effect:[/b] Until the end of the encounter, you gain a +2 bonus to damage rolls. This bonus increases to +4 against targets marked by you. In addition, while you are bloodied, you gain regeneration 2. [b]Level 11:[/b] Regeneration 4. [b]Level 21:[/b] Regeneration 6. (Modified by Longtooth Fury)
Encounter Standard Action, Personal [b]Effect:[/b] Spend a healing surge and gain hit points equal to your healing surge value. Also gain a +2 bonus to all defenses and a +3 power bonus to Athletics and Endurance Checks until the end of your next turn. (Modified by Ironwrought Theme)
Encounter Theme Attack, Elemental, Weapon No Action, Personal [b]Trigger:[/b] You make a melee weapon attack roll. [b]Effect:[/b] Make the attack roll twice. If both attack rolls hit, the target takes 1d8 extra damage. [b]Level 11:[/b] 2d8 extra damage. [b]Level 21:[/b] 3d8 extra damage.
Powers
[i]+14 vs AC, 1d12r2+9 damage, 2 targets[/i] Encounter Attack 1, Invigorating, Martial, Weapon Standard Action, Melee weapon [b]Primary Target:[/b] One creature [b]Primary Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage. Gain 7 temporary hit points (equal to twice your Constitution Modifier +1). [b]Critical Hit:[/b] +1d12r2 and +2d6 [b]Miss:[/b] Gain 4 THP (equal to your Constitution modifier +1). [b]Effect:[/b] Make a secondary attack. [b]Secondary Target:[/b] One creature other than the primary target [b]Secondary Attack:[/b] Strength vs. AC [b]Hit:[/b] 1[W] + Strength modifier damage. Gain 7 temporary hit points (equal to twice your Constitution Modifier +1). [b]Critical Hit:[/b] +1d12r2 and +2d6 [b]Miss:[/b] Gain 4 THP (equal to your Constitution modifier +1). (Modified by Improved Vigor)
[i]Primary: +14 vs Fort, 2d12r2+9 damage, Push 1 then shift Secondary: +14 vs Fort, Knock prone[/i] Encounter Attack 3, Invigorating, Martial, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Primary Attack:[/b] Strength vs. Fortitude [b]Hit:[/b] 2[W] + Strength modifier damage, and you push the target 1 square. You then shift 1 square to a square the target vacated. Gain 7 temporary hit points (equal to twice your Constitution Modifier +1). Make a secondary attack against the target. [b]Miss:[/b] Gain 4 THP (equal to your Constitution modifier +1). [b]Secondary Attack:[/b] Strength vs. Fortitude [b]Secondary Attack Hit:[/b] You knock the target prone. [b]Critical Hit:[/b] +1d12r2 and +2d6 [b]Special:[/b] When charging, you can use this power in place of a melee basic attack. (Modified by Improved Vigor)
[i]+14 vs Will, 1d12r2+9 damage[/i] Encounter Attack 7, Martial, Weapon Standard Action, Close burst 3 [b]Target:[/b] Each enemy you can see in the burst [b]Attack:[/b] Strength vs. Will [b]Hit:[/b] You pull the target up to 2 squares, but only if it can end the pull adjacent to you. If the target is adjacent to you after the pull, it takes 1[W] damage. You gain 3 THP (equal to your Constitution Modifier). [b]Critical Hit:[/b] +1d12r2 and +2d6
[i][b]Primary:[/b] +14 vs AC, 2d12r2+9 damage; push 1 and shift [b]Secondary:[/b] +14 vs Fort, 1d12r2+9 damage, push 2 + prone[/i] Daily Attack 1, Invigorating, Martial, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Primary Attack:[/b] Strength vs. AC [b]Hit:[/b] 2[W] +Strength modifier damage, and you push the target 1 square. You then shift 1 square to a square the target vacated. Gain 6 temporary hit points (equal to twice your Constitution Modifier). Make a secondary attack against the target. [b]Secondary Attack:[/b] Strength vs. Fortitude [b]Secondary Attack Hit:[/b] 1[W] + Strength modifier damage, and you push the target 2 squares and knock it prone. [b]Miss:[/b] Half damage, and you push the target 1 square. Gain 3 THP (equal to your Constitution modifier). [b]Critical Hit:[/b] +1d12r2 and +2d6
[i]+14 vs AC, 2d12r2+9; free MBA w/ CA when ally's melee attack hits[/i] Daily Attack 5 Martial, Weapon Standard Action, Melee weapon [b]Target:[/b] One creature [b]Attack:[/b] Strength vs. AC [b]Hit:[/b] 2[W] + Strength modifier damage. [b]Critical Hit:[/b] +1d12r2 and +2d6 [b]Effect:[/b] Until the end of the encounter, once per round when an ally hits the target with a melee attack, you can make a melee basic attack with combat advantage against the target as a free action.
Multiclass Feature Free Action, Personal [b]Effect:[/b] You gain a +2 bonus to damage rolls until the end of the encounter.
Daily Magic Item Power (Forgemaster's Gloves) Minor Action [b]Effect:[/b] The next attack power you use deals 1d6 extra fire damage.
Encounter Magic Item Power (Symbiote Armor) Immediate Reaction, Personal [b]Trigger:[/b] An enemy hits you with a melee or close attack [b]Effect:[/b] Until the end of your next turn, you gain a +2 bonus (equal to the armor's enhancement bonus) to damage rolls against the triggering enemy.
Encounter Magic Item Power (Viper Belt) No Action [b]Trigger:[/b] Use this power when making a saving throw against ongoing poison damage. [b]Effect:[/b] Gain a +2 power bonus to the saving throw.
Daily Magic Item Power (Raven Cloak) No Action [b]Trigger:[/b] You fail a saving throw. [b]Effect:[/b] Reroll that saving throw with a +5 bonus. If the saving throw is a death saving throw, you gain a +10 bonus.
Encounter Magic Item Power (Hungry Spear) Standard Action [b]Effect:[/b] Make a ranged basic attack with this spear. On a hit, the target is also immobilized (save ends). The spear doesn't return to you until the immobilized effect on the target imposed by this weapon is ended.
Daily Magic Item Power (Pinning Axe) Free Action [b]Trigger:[/b] Use this power when you hit with the weapon. [b]Effect:[/b] That enemy is immobilized until you are no longer adjacent to it.
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
5,990gp
Personality Traits
Background Trait: Military profession Background Benefit: +2 to Endurance Checks
Mannerisms and Appearance
Bear is, well, bearlike. He's huge: tall, muscular, hairy, with massive hands and vaguely ursine features. This marks him as something of an anomaly among shifters, who typically lean toward lupine or feline ancestry. His large size and unusual features make him seem intimidating (the massive black axe he carries doesn't help). Despite his fearsome appearance, Bear is actually rather quiet and gentle. He is well aware of how he looks and how others react to him ... and it makes him uncomfortable in many social situations. This makes him come across as gruff and somewhat irascible, if not downright antisocial. Fact is, he's simply nervous. In battle, though, it's a different story. Bear loves to fight. He's good at it. Always has been. He doesn't need to worry about accidentally hurting someone, and he revels in his own strength. His innate love of battle (Bear is hesitant to call it bloodlust) and natural healing abilities make him a hardy combatant. His strength and innate Shifter ferocity make him a dangerous one. He worries a little, though. Since he found his axe he seems a little more into the fight and a little more out of himself, a little too eager for battle to begin, and a little more disappointed when it's over. Still, it's a powerful weapon and he's reluctant to give it up.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Racial Features - Longtooth Shifting: Racial encounter power, as above Class Features - Combat Challenge 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. Combat Superiority You gain a bonus to opportunity attacks equal to your Wisdom modifier. 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. You gain the hit points only after the attack is resolved. If you use an invigorating fighter attack power and miss every target with it, you gain temporary hit points equal to your Constitution modifier. You gain the hit points only after the attack is resolved. 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. Ironwrought Theme Features (1st level): Your origin becomes elemental. For the purpose of effects that relate to creature origin, you are considered to be an elemental. Add Primordial to the languages you can read, write, and speak. You gain a +1 power bonus to Athletics checks and Endurance checks. Whenever you use your second wind, this power bonus increases to +4 until the end of your next turn. You also gain the inevitable strike power. (5th level): While you are bloodied, you have resist 2 to all damage. At 11th level, this resistance increases to 4. At 21st level, this resistance increases to 6. Feats - (Level 1) Weapon Proficiency (Execution Axe): Gain proficiency with the Execution Axe, a Superior Weapon. (Level 2) Two-Handed Weapon Expertise: You gain a + 1 feat bonus to weapon attack rolls you make with a two-handed melee weapon. In addition, you gain a +1 bonus to the damage rolls of charge attacks you make with a two-handed melee weapon. Both of these bonuses increase to +2 at 11th level and +3 at 21st level. (Level 4) Berserker's Fury (Barbarian Multiclass feat): You are considered to be a barbarian for feats and powers requiring the class as a prerequisite. You gain training in one skill from the Barbarian class list (choice: Perception). Once per day as a free action, you can gain a +2 bonus to damage rolls until the end of the encounter. (Level 6) Longtooth Fury: While shifting, you gain a +4 bonus to attack rolls vs marked targets instead of the normal +2. (Level 8) Improved Vigor: You gain a +1 feat bonus to the number of temporary hit points you gain from using an invigorating power. The bonus increases to 2 at 11th level and 3 at 21st level. Magic Items - +2 Pinning Execution Axe Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Property: Daily item power, as noted above +2 Hungry Longspear Critical: +1d6 damage per plus Property: This weapon has the heavy thrown property and a range of 10/20. Power Encounter (Standard Action): Make a ranged basic attack with this spear. On a hit, the target is also immobilized (save ends). The spear doesn't return to you until the immobilized effect on the target imposed by this weapon is ended. +2 Symbiote Finemail Enhancement: AC Property: Carnage Rules encounter power, as noted above (Head) +2 Raven Cloak (Neck) Enhancement: Fortutiude, Reflex, Will You gain resist 5 cold and resist 5 necrotic. Power Daily (No Action) Trigger: You fail a saving throw. Effect: Reroll that saving throw with a +5 bonus. If the saving throw is a death saving throw, you gain a +10 bonus. Iron Armbands of Power (Arms) Property: +2 bonus to melee weapon damage rolls. (Hands) Forgemaster's Gloves (Hands) Property: Gain resist 5 fire. Power (Fire) Daily (Minor Action): The next attack power you use deals 1d6 extra fire damage. Acrobat Boots (Feet) Property: You gain a +1 item bonus to Acrobatics checks. Power At-Will (Minor Action): You stand up from prone. Viper Belt (Waist) Property: Gain Resist 5 Poison. Power Encounter (No Action): Use this power when making a saving throw against ongoing poison damage. Gain a +2 power bonus to the saving throw. Wondrous Items: Background - "There's not much to say." That's Bear's typical answer when asked about himself. His childhood was largely uneventful - much to the frustration of his tribe's Elders, who took his unusual appearance as a sign of greatness. Bear always thought that was codswallop, and told the Elder Council as much just before he left. At 16 he was as large as most men, and just as adept at combat. He was also tired of the constant pressure to "do great things". So he left. Ran away, so to speak, and joined the army. Well, not so much an actual army. Durkz' military these days is comprised mostly of watchmen and caravan guards, but they train as hard as any army and that life appealed to Bear. He spent four years with Durkz, content to live the life of a foot soldier. From there he signed on as a caravan guard with one of the major merchant houses. It was shortly after that Bear found his axe. The caravan he was traveling with was attacked. No surprise, really. What trade caravan isn't? Still, this time it was more than simple bandits. They were organized. Precise. Military. Bear hacked his way through several before he spotted the leader. The man on the horse simply charged into the fray, laying about with a massive black axe. Six caravan guards fell in short order before Bear managed his way across the field. With the help of two others, he dragged the knight from his horse and the two went at it. Their battle went on for nearly half an hour - long after the rest of the attackers had been killed or subdued. The knight was older, more experienced and certainly a better fighter than Bear. But Bear, well, was Bear. Eventually the knight began to tire, but hit or miss, the young shifter just. kept. coming. They both knew it was over when Bear gave in to his instinct and shifted. Even larger now, Bear's attacks were more punishing. In the end, Bear simply swatted the axe from the bandit leader's hands and drove his sword through the knight's breastplate. There was dead silence for a long moment, then the entire caravan erupted in cheers. Bear blushed at the sudden attention - Hells, he'd only been doing his job - and slunk away as soon as he was able. The caravan got underway shortly afterward. Once in Daggin Hills, the caravan master approached Bear and presented him with two things: a purse of almost 100 gold - Bear's cut, he said, from the bets that had been placed on his "match" with the bandit leader - and the massive black axe. Bear stayed with the caravan for another 3 months, but something had changed. He was no longer content with the life of a simple soldier. Something seemed to be driving him onward. Bear accompanied the caravan one last time to Daggin Hills, said his goodbyes to the caravan master and the representative of the merchant house. Sitting in the Naughty Troll that evening, the young shifter heard tales of a group of adventurers who'd been active in the area. Seems they'd run afoul of some horrid beast and lost a good number of their members. Perhaps, he thought, they'd be willing to take me on... After throwing in with a motley group of adventurers, Bear was instrumental in the downfall of the renegade dragon Rakshiel the Cold. The group managed to broker a truce between Rakshiel's kin Maelstrom, its kobold and goblin followers, and the town of Daggin Hills. During the initial negotiation with the dragon-god Maelstrom, Bear swore allegiance to Maelstrom and was rewarded with a powerful boon: a suit of magic chainmail and the ability to inflict cold damage on his foes.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games