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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
SAVING THROW MODS: +2 Class Feature bonus against the dazed, dominated, immobilized, restrained, and stunned conditions; +4 bonus against the attacks of devils RESISTANCES: Resist 6 Ongoing [LIST][*]Critical hit grants free melee basic attack; once per round, barbarian attack power only [Class Feature: Rampage] [*]Grant +2 bonus until the end of next turn to attack rolls on target of cleric healing powers that spend a surge. [Class Feature: Battle Cleric's Lore] [*]Whenever you bloody a foe, add your Cha modifier to the next attack roll against that foe. [Class Feature: Thaneborn Triumph] [*]+1 to attack with two-handed weapons once per encounter, and mark target until EoNT even on miss [Multiclass Feat: Student of Two-Handed Weapons] [*]When you spend an action point to use an attack power, your charge attacks gain a + 2 power bonus to attack rolls and a +4 power bonus to damage rolls until the end of your next turn. [PP Feature: Blood-Crazed Action] [*]While bloodied gain +1 bonus to attack and crit on 19-20 with melee weapons [PP Feature: Bloodied Aggression] [*]+1/+2/+3 (by tier) to weapon damage with spear when charging [Feat: Spear Expertise] [*]Make saving throw to end stunned or dazed at start of your turn even if not (save ends) effect [Feat: Superior Will] [*]MBA with spear targets AC or Reflex [Impaling Spear] [*]+1[W] damage when charging with CA using light blade or spear [Feat: Surprising Charge] [*]Gain CA against all enemies during your first turn in encounter [Feat: Superior Reflexes] [*]Treat all axes as high crit weapons [Feat: Deadly Axe] [*]You gain a +4 bonus to saving throws against the attacks of devils [Item: Devilblind Gouge] [*]When charging, you gain a +2 item bonus to speed. [Item: Boots of the Mighty Charge] [*]When you charge, your movement made as part of the charge doesn't provoke opportunity attacks. [Item: Badge of the Berserker] [*]Gain a +1 item bonus to opportunity attacks. [Strikebacks] [*]At the start of each encounter, you gain a +2 bonus to all defenses until you take damage for the first time after the end of your first turn (not including a surprise round). [Item: Helm of Able Defense][/LIST]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=363500][size=4][B]Eidaeris[/B][/size][/url], Human (Bugbear mechanics) Hybrid Barbarian/Cleric, Blood-Crazed Berserker [B]Init[/B] +11 [B]HP[/B] 56/102 [B]Bloodied[/B] 51 [B]Healing Surge[/B] 25 (4 used /9) [B]AC[/B] 33 [B]Fort[/B] 33 [B]Reflex[/B] 27 [B]Will[/B] 30 [B]Speed[/B] 5 [B]Str[/B] 22 (+6) [B]Con[/B] 14 (+2) [B]Dex[/B] 17 (+3) [B]Int[/B] 9 (-1) [B]Wis[/B] 11 (0) [B]Cha[/B] 18 (+4) [OOC='[color=green]MBA[/color]'][B][color=green]MBA[/color][/B] At-Will * Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC or Reflex Hit: 1[W] + Strength modifier (+6) damage. Increase damage to 2[W] + Strength modifier (+6) damage at 21st level. USING DEVILBLIND GOUGE (LARGE) +4 +22 attack (+6 STR, +8 lvl, +2 prof, +4 enh, +2 exp) 2d8+12 damage (+6 STR, +4 enh, +2 Iron Armbands of Power)[/OOC], [OOC='[color=green]RBA[/color]'][B][color=green]RBA[/color][/B] At-Will * Weapon Standard Ranged weapon Target: One creature Attack: Strength vs. AC (using javelin) Hit: 1[W] + Strength modifier (+6) damage. Increase damage to 2[W] + Strength modifier (+6) damage at 21st level. USING JAVELIN +18 attack (+6 STR, +8 lvl, +2 prof, +2 exp) 1d6+6 damage (+6 STR)[/OOC], [OOC='[color=green]Howling Strike[/color]'][B][color=green]Howling Strike[/color][/B] At-Will * Primal, Weapon Standard Melee weapon Target: One creature Requirement: You must be wielding a melee weapon in two hands. Attack: Strength vs. AC Hit: 1[W] + 1d6 + Strength modifier (+6) damage. Level 11: 1[W] + 2d6 + Strength modifier (+6) damage. Level 21: 2[W] + 3d6 + Strength modifier (+6) damage. Special: When charging, you can use this power in place of a melee basic attack. If you are raging, you can move 2 extra squares as part of the charge.[/OOC], [OOC='[color=green]Recovery Strike[/color]'][B][color=green]Recovery Strike[/color][/B] At-Will * Divine, Healing, Weapon Standard Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+6) damage, and the next ally who hits the target before the end of your next turn regains hit points equal to your Charisma modifier (+4). Level 21: 2[W] + Strength modifier (+6) damage.[/OOC], [OOC='[color=red]Predatory Eye[/color]'][B][color=red]Predatory Eye[/color][/B] Encounter Minor Personal Effect: If you have combat advantage against a target, you deal +1d6 damage on the next attack you make against that target. You must apply this bonus before the end of your next turn. Increase extra damage to +2d6 at 11th level and +3d6 at 21st level.[/OOC], [OOC='[color=red]Healing Word[/color]'][B][color=red]Healing Word[/color][/B] Encounter * Healing Minor Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in burst Effect: The target can spend a healing surge and regain 1d6 additional hit points. Level 6: 2d6 additional hit points. Level 11: 3d6 additional hit points. Level 16: 4d6 additional hit points. Level 21: 5d6 additional hit points. Level 26: 6d6 additional hit points.[/OOC], [OOC='[color=red]Roar of Triumph[/color]'][B][color=red]Roar of Triumph[/color][/B] Encounter * Fear, Primal Free Close burst 5 Target: Each enemy in burst Trigger: Your attack reduces an enemy to 0 hit points Effect: Each target takes a -2 penalty to all defenses until the end of your next turn.[/OOC], [OOC='[color=red]Healing Strike[/color]'][B][color=red]Healing Strike[/color][/B] Encounter * Divine, Healing, Radiant, Weapon Standard Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier (+6) radiant damage, and you mark the target until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.[/OOC], [OOC='[color=red]Shrug It Off[/color]'][B][color=red]Shrug It Off[/color][/B] 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=red]Holy Celerity[/color]'][B][color=red]Holy Celerity[/color][/B] Encounter * Divine Minor Ranged 10 Target: You or one ally Effect: Until the end of your next turn, the target ignores the effects of the immobilized, restrained, and slowed conditions.[/OOC], [OOC='[color=red]Curtain of Steel[/color]'][B][color=red]Curtain of Steel[/color][/B] Encounter * Primal, Weapon Immediate Reaction Melee 1 Target: The triggering enemy Trigger: An enemy adjacent to you hits or misses you Attack: Strength vs. AC Thaneborn Triumph: You gain a bonus to the attack roll equal to your Charisma modifier (+4). Hit: 3[W] + Strength modifier (+6) damage.[/OOC], [OOC='[STRIKE][color=red]Prophetic Protection[/color][/STRIKE]'][B][color=red]Prophetic Protection[/color][/B] Encounter * Divine Immediate Interrupt Close burst 5 Trigger: An enemy in burst scores a critical hit with an attack against you or an ally Effect: The triggering enemy must re-roll the attack with a penalty to the attack roll equal to your Charisma modifier (+4).[/OOC], [OOC='[color=red]Mutilating Strike[/color]'][B][color=red]Mutilating Strike[/color][/B] Encounter * Martial, Weapon No action Trigger: You hit an enemy with a melee basic attack using a weapon. Effect: The enemy takes 1[W] extra damage from the attack, and it is dazed until the end of your next turn.[/OOC], [OOC='[color=red]Foaming Wrath[/color]'][B][color=red]Foaming Wrath[/color][/B] Encounter * Martial Immediate Reaction Personal Trigger: An enemy bloodies you with an attack. Effect: You gain temporary hit points equal to 10 + your Strength modifier (+6). In addition, you gain combat advantage against the triggering enemy until the end of your next turn.[/OOC], [OOC='[color=red]Iron Breaker's Shout[/color]'][B][color=red]Iron Breaker's Shout[/color][/B] Encounter * Primal, Weapon Standard Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier (+6) damage. You then howl in a blast 3 that includes the target. Each enemy in the blast takes a penalty to all defenses equal to your Constitution modifier (+2) until the end of your next turn. Thunderborn Wrath: The penalty to all defenses equals 1 + your Constitution modifier (+2).[/OOC], [OOC='[STRIKE][color=red]Cloak of Courage[/color][/STRIKE]'][B][color=red]Cloak of Courage[/color][/B] Encounter * Divine Standard Close burst 2 Target: Each ally in burst Effect: Each target gains temporary hit points equal to his or her healing surge value. Until the end of your next turn, each target gains a +4 power bonus to all defenses against fear effects.[/OOC], [OOC='[STRIKE][color=slategray]Rage of the Crimson Hurricane[/color][/STRIKE]'][B][color=slategray]Rage of the Crimson Hurricane[/color][/B] Daily * Primal, Rage, Weapon Standard Close burst 1 Target: Each enemy in burst Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+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 an enemy with a primal melee power each turn, each enemy adjacent to you after the attack is resolved takes damage equal to your Strength modifier (+6).[/OOC], [OOC='[color=slategray]Divine Power[/color]'][B][color=slategray]Divine Power[/color][/B] Daily * Divine, Healing, Radiant, Weapon Standard Close burst 2 Target: Each enemy you can see in the burst Attack: Strength vs. Fortitude Hit: 2[W] + Strength modifier (+6) radiant damage, and you can push the target 1 square. Effect: Until the end of the encounter, you have regeneration 5 while bloodied, and you and each ally in the burst gain a +2 power bonus to AC.[/OOC], [OOC='[color=slategray]Ancestral War Band Rage[/color]'][B][color=slategray]Ancestral War Band Rage[/color][/B] Daily * Primal, Rage, Weapon Standard Melee weapon Target: One creature Attack: Strength vs. AC Hit: 4[W] + Strength modifier (+6) damage. Miss: Half damage. Effect: You enter the rage of the ancestral war band. Until the rage ends, you gain combat advantage against any enemy when making primal melee attacks against it. In addition, whenever you roll a 1 on a damage die for a primal attack, the roll changes to the die's maximum value.[/OOC], [OOC='[color=orange]Devilblind Gouge (Large) +4[/color]'][B][color=orange]Devilblind Gouge (Large) +4[/color][/B] Axe, Spear, Brutal 1 Damage: 2d8 Proficient: +2 Enhancement: +4 to attack rolls and damage rolls Critical: +4d6 radiant damage, +4d8 radiant damage against devils Properties: You gain a bonus to saving throws against the attacks of devils equal to the enhancement bonus of the weapon. [color=slategray]Power (Daily • Radiant): Free Action. Use this power when you hit a devil with the weapon. The target takes an extra 2d8 radiant damage and is blinded (save ends).[/color][/OOC], [OOC='[STRIKE][color=orange]Symbol of Victory +2[/color][/STRIKE]'][B][color=orange]Symbol of Victory +2[/color][/B] Slot: Holy Symbol [color=slategray]Power (Daily): Free Action. You can use this power when you or an ally within 5 squares of you scores a critical hit. That character gains an action point.[/color][/OOC], [OOC='[color=orange]Iron Armbands of Power (heroic tier)[/color]'][B][color=orange]Iron Armbands of Power (heroic tier)[/color][/B] Slot: Arms Properties: Gain a +2 item bonus to melee damage rolls[/OOC], [OOC='[color=orange]Helm of Able Defense[/color]'][B][color=orange]Helm of Able Defense[/color][/B] Slot: Head Properties: You gain a +1 item bonus to Will. At the start of each encounter, you gain a +2 bonus to all defenses until you take damage for the first time after the end of your first turn (not including a surprise round).[/OOC], [OOC='[color=orange]Strikebacks (heroic tier)[/color]'][B][color=orange]Strikebacks (heroic tier)[/color][/B] Slot: Hands Properties: Gain a +1 item bonus to opportunity attacks. [color=red]Power (Encounter): Immediate Reaction. Use this power when an adjacent enemy hits you. Make a melee basic attack against that enemy.[/color][/OOC], [OOC='[color=orange]Badge of the Beserker +3[/color]'][B][color=orange]Badge of the Beserker +3[/color][/B] Slot: Neck Properties: When you charge, your movement made as part of the charge doesn't provoke opportunity attacks.[/OOC], [OOC='[color=orange]Boots of the Mighty Charge[/color]'][B][color=orange]Boots of the Mighty Charge[/color][/B] Slot: Feet Properties: When charging, you gain a +2 item bonus to speed. [color=slategray]Power (Daily): Free Action. Trigger: Use this power when you charge. Effect: You can use any at-will or encounter melee or close weapon attack power at the end of the charge as long as it is an attack that includes the enemy you are charging. (You are not restricted to making a melee basic attack or a bull rush.)[/color][/OOC] [B]Notes[/B] SAVING THROW MODS: +2 Class Feature bonus against the dazed, dominated, immobilized, restrained, and stunned conditions; +4 bonus against the attacks of devils RESISTANCES: Resist 6 Ongoing [LIST][*]Critical hit grants free melee basic attack; once per round, barbarian attack power only [Class Feature: Rampage] [*]Grant +2 bonus until the end of next turn to attack rolls on target of cleric healing powers that spend a surge. [Class Feature: Battle Cleric's Lore] [*]Whenever you bloody a foe, add your Cha modifier to the next attack roll against that foe. [Class Feature: Thaneborn Triumph] [*]+1 to attack with two-handed weapons once per encounter, and mark target until EoNT even on miss [Multiclass Feat: Student of Two-Handed Weapons] [*]When you spend an action point to use an attack power, your charge attacks gain a + 2 power bonus to attack rolls and a +4 power bonus to damage rolls until the end of your next turn. [PP Feature: Blood-Crazed Action] [*]While bloodied gain +1 bonus to attack and crit on 19-20 with melee weapons [PP Feature: Bloodied Aggression] [*]+1/+2/+3 (by tier) to weapon damage with spear when charging [Feat: Spear Expertise] [*]Make saving throw to end stunned or dazed at start of your turn even if not (save ends) effect [Feat: Superior Will] [*]MBA with spear targets AC or Reflex [Impaling Spear] [*]+1[W] damage when charging with CA using light blade or spear [Feat: Surprising Charge] [*]Gain CA against all enemies during your first turn in encounter [Feat: Superior Reflexes] [*]Treat all axes as high crit weapons [Feat: Deadly Axe] [*]You gain a +4 bonus to saving throws against the attacks of devils [Item: Devilblind Gouge] [*]When charging, you gain a +2 item bonus to speed. [Item: Boots of the Mighty Charge] [*]When you charge, your movement made as part of the charge doesn't provoke opportunity attacks. [Item: Badge of the Berserker] [*]Gain a +1 item bonus to opportunity attacks. [Strikebacks] [*]At the start of each encounter, you gain a +2 bonus to all defenses until you take damage for the first time after the end of your first turn (not including a surprise round). [Item: Helm of Able Defense][/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
At-Will * Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC or Reflex Hit: 1[W] + Strength modifier (+6) damage. Increase damage to 2[W] + Strength modifier (+6) damage at 21st level. USING DEVILBLIND GOUGE (LARGE) +4 +22 attack (+6 STR, +8 lvl, +2 prof, +4 enh, +2 exp) 2d8+12 damage (+6 STR, +4 enh, +2 Iron Armbands of Power)
At-Will * Weapon Standard Ranged weapon Target: One creature Attack: Strength vs. AC (using javelin) Hit: 1[W] + Strength modifier (+6) damage. Increase damage to 2[W] + Strength modifier (+6) damage at 21st level. USING JAVELIN +18 attack (+6 STR, +8 lvl, +2 prof, +2 exp) 1d6+6 damage (+6 STR)
At-Will * Primal, Weapon Standard Melee weapon Target: One creature Requirement: You must be wielding a melee weapon in two hands. Attack: Strength vs. AC Hit: 1[W] + 1d6 + Strength modifier (+6) damage. Level 11: 1[W] + 2d6 + Strength modifier (+6) damage. Level 21: 2[W] + 3d6 + Strength modifier (+6) damage. Special: When charging, you can use this power in place of a melee basic attack. If you are raging, you can move 2 extra squares as part of the charge.
At-Will * Divine, Healing, Weapon Standard Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+6) damage, and the next ally who hits the target before the end of your next turn regains hit points equal to your Charisma modifier (+4). Level 21: 2[W] + Strength modifier (+6) damage.
Encounter Minor Personal Effect: If you have combat advantage against a target, you deal +1d6 damage on the next attack you make against that target. You must apply this bonus before the end of your next turn. Increase extra damage to +2d6 at 11th level and +3d6 at 21st level.
Encounter * Healing Minor Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in burst Effect: The target can spend a healing surge and regain 1d6 additional hit points. Level 6: 2d6 additional hit points. Level 11: 3d6 additional hit points. Level 16: 4d6 additional hit points. Level 21: 5d6 additional hit points. Level 26: 6d6 additional hit points.
Encounter * Fear, Primal Free Close burst 5 Target: Each enemy in burst Trigger: Your attack reduces an enemy to 0 hit points Effect: Each target takes a -2 penalty to all defenses until the end of your next turn.
Encounter * Divine, Healing, Radiant, Weapon Standard Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier (+6) radiant damage, and you mark the target until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.
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.
Encounter * Divine Minor Ranged 10 Target: You or one ally Effect: Until the end of your next turn, the target ignores the effects of the immobilized, restrained, and slowed conditions.
Encounter * Primal, Weapon Immediate Reaction Melee 1 Target: The triggering enemy Trigger: An enemy adjacent to you hits or misses you Attack: Strength vs. AC Thaneborn Triumph: You gain a bonus to the attack roll equal to your Charisma modifier (+4). Hit: 3[W] + Strength modifier (+6) damage.
Encounter * Divine Immediate Interrupt Close burst 5 Trigger: An enemy in burst scores a critical hit with an attack against you or an ally Effect: The triggering enemy must re-roll the attack with a penalty to the attack roll equal to your Charisma modifier (+4).
Encounter * Martial, Weapon No action Trigger: You hit an enemy with a melee basic attack using a weapon. Effect: The enemy takes 1[W] extra damage from the attack, and it is dazed until the end of your next turn.
Encounter * Martial Immediate Reaction Personal Trigger: An enemy bloodies you with an attack. Effect: You gain temporary hit points equal to 10 + your Strength modifier (+6). In addition, you gain combat advantage against the triggering enemy until the end of your next turn.
Powers
Encounter * Primal, Weapon Standard Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier (+6) damage. You then howl in a blast 3 that includes the target. Each enemy in the blast takes a penalty to all defenses equal to your Constitution modifier (+2) until the end of your next turn. Thunderborn Wrath: The penalty to all defenses equals 1 + your Constitution modifier (+2).
Encounter * Divine Standard Close burst 2 Target: Each ally in burst Effect: Each target gains temporary hit points equal to his or her healing surge value. Until the end of your next turn, each target gains a +4 power bonus to all defenses against fear effects.
Daily * Primal, Rage, Weapon Standard Close burst 1 Target: Each enemy in burst Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+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 an enemy with a primal melee power each turn, each enemy adjacent to you after the attack is resolved takes damage equal to your Strength modifier (+6).
Daily * Divine, Healing, Radiant, Weapon Standard Close burst 2 Target: Each enemy you can see in the burst Attack: Strength vs. Fortitude Hit: 2[W] + Strength modifier (+6) radiant damage, and you can push the target 1 square. Effect: Until the end of the encounter, you have regeneration 5 while bloodied, and you and each ally in the burst gain a +2 power bonus to AC.
Daily * Primal, Rage, Weapon Standard Melee weapon Target: One creature Attack: Strength vs. AC Hit: 4[W] + Strength modifier (+6) damage. Miss: Half damage. Effect: You enter the rage of the ancestral war band. Until the rage ends, you gain combat advantage against any enemy when making primal melee attacks against it. In addition, whenever you roll a 1 on a damage die for a primal attack, the roll changes to the die's maximum value.
Axe, Spear, Brutal 1 Damage: 2d8 Proficient: +2 Enhancement: +4 to attack rolls and damage rolls Critical: +4d6 radiant damage, +4d8 radiant damage against devils Properties: You gain a bonus to saving throws against the attacks of devils equal to the enhancement bonus of the weapon. [color=slategray]Power (Daily • Radiant): Free Action. Use this power when you hit a devil with the weapon. The target takes an extra 2d8 radiant damage and is blinded (save ends).[/color]
Slot: Holy Symbol [color=slategray]Power (Daily): Free Action. You can use this power when you or an ally within 5 squares of you scores a critical hit. That character gains an action point.[/color]
Slot: Arms Properties: Gain a +2 item bonus to melee damage rolls
Slot: Head Properties: You gain a +1 item bonus to Will. At the start of each encounter, you gain a +2 bonus to all defenses until you take damage for the first time after the end of your first turn (not including a surprise round).
Slot: Hands Properties: Gain a +1 item bonus to opportunity attacks. [color=red]Power (Encounter): Immediate Reaction. Use this power when an adjacent enemy hits you. Make a melee basic attack against that enemy.[/color]
Slot: Neck Properties: When you charge, your movement made as part of the charge doesn't provoke opportunity attacks.
Slot: Feet Properties: When charging, you gain a +2 item bonus to speed. [color=slategray]Power (Daily): Free Action. Trigger: Use this power when you charge. Effect: You can use any at-will or encounter melee or close weapon attack power at the end of the charge as long as it is an attack that includes the enemy you are charging. (You are not restricted to making a melee basic attack or a bull rush.)[/color]
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
EQUIPMENT SOURCE LIST ---------------------------------------- Devilblind Gouge (Large) +4 (Dungeon Magazine 178) 65000 Summoned Stormscale Armor +4 (Adventurer's Vault) 45000 Iron Armbands of Power (heroic tier) (Adventurer's Vault) 1800 Boots of the Mighty Charge (heroic tier) (Dragon Magazine 381) 5000 Strikebacks (heroic tier) (Adventurer's Vault) 5000 Helm of Able Defense (heroic tier) (Adventurer's Vault 2) 21000 Badge of the Berserker +3 (Adventurer's Vault 2) 13000 Symbol of Victory +2 (PHB) 4200 TOTAL COST: 160000
Personality Traits
Eidaris has been hardened by experience, but has not lost his capacity for compassion or gentleness. The ethos of his people demands strict accountability, especially from its leaders; and as the one charged with enforcing justice and defending against corruption and attack, he has learned to respond to deception or evil with swift and final judgment. However, accountability must always be measured against capacity; so those who transgress by virtue of ignorance or immaturity are given a change to choose otherwise. On the other hand, there is no toleration of deliberate misconduct, repeated failure, or leading others into wrongdoing. Eidaeris has subscribed fully to these principles, and they express themselves even in his personal relationships. He is gentle with children, careful in correcting adolescents, willing to take responsibility upon himself for the missteps of those under his command, and ruthless in eliminating evil that threatens his people. He tries his best to differentiate between divisiveness and mere difference of opinion, between a poisonous character and temporary lapses of judgment. He inspires loyalty among those who know him, not just for the legendary strength of his arm but for the remarkable strength of his character.
Mannerisms and Appearance
Eidaeris stands seven feet tall and half that in width: he's a physically imposing man quite capable of delivering menace and terror when facing an appropriate object. The spade-like axe in his hands has seen use in battle; and from the familiar way he moves it, you can guess that he was its bearer. Despite his age--late middle age, for a human--there is no weakness in his arms or in his voice. His white hair and beard are long and braided in places. A silver crown or headpiece, marked with symbols representing ice and flame, rests upon his brow. His scaled armor is bound in places with strips of furred hide, adding to his imposing impression. Despite his grim appearance, the wrinkled corners of his eyes mark him as no stranger to mirth; and his rich baritone, touched by a slight growling undertone, is fully capable of communicating sincerity, warmth, and even gentleness.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
[LIST][*]Critical hit grants free melee basic attack; once per round, barbarian attack power only [Class Feature: Rampage] [*]Grant +2 bonus until the end of next turn to attack rolls on target of cleric healing powers that spend a surge. [Class Feature: Battle Cleric's Lore] [*]Whenever you bloody a foe, add your Cha modifier to the next attack roll against that foe. [Class Feature: Thaneborn Triumph] [*]+1 to attack with two-handed weapons once per encounter, and mark target until EoNT even on miss [Multiclass Feat: Student of Two-Handed Weapons] [*]When you spend an action point to use an attack power, your charge attacks gain a + 2 power bonus to attack rolls and a +4 power bonus to damage rolls until the end of your next turn. [PP Feature: Blood-Crazed Action] [*]While bloodied gain +1 bonus to attack and crit on 19-20 with melee weapons [PP Feature: Bloodied Aggression] [*]+1/+2/+3 (by tier) to weapon damage with spear when charging [Feat: Spear Expertise] [*]Make saving throw to end stunned or dazed at start of your turn even if not (save ends) effect [Feat: Superior Will] [*]MBA with spear targets AC or Reflex [Impaling Spear] [*]+1[W] damage when charging with CA using light blade or spear [Feat: Surprising Charge] [*]Gain CA against all enemies during your first turn in encounter [Feat: Superior Reflexes] [*]Treat all axes as high crit weapons [Feat: Deadly Axe] [*]You gain a +4 bonus to saving throws against the attacks of devils [Item: Devilblind Gouge] [*]When charging, you gain a +2 item bonus to speed. [Item: Boots of the Mighty Charge] [*]When you charge, your movement made as part of the charge doesn't provoke opportunity attacks. [Item: Badge of the Berserker] [*]Gain a +1 item bonus to opportunity attacks. [Strikebacks] [*]At the start of each encounter, you gain a +2 bonus to all defenses until you take damage for the first time after the end of your first turn (not including a surprise round). [Item: Helm of Able Defense][/LIST] [U]Background[/U] Eidaeris rules of The Five Cities, a small kingdom situated near the Lands of Chaos in Elgard. The kingdom itself is structured more like a tribal confederacy than any of the kingdoms found elsewhere in the Enchanted Lands, but he is the undisputed sovereign. The formerly independent cities of Redrock, Min, Endalath, Tamin's Market, and Hillhold were united by Eidaeris's great-uncle Allandan in the face of an attempt to invade and enslave them by a loose confederation of neighboring cities, led by the magelord Hahn. The protracted and costly conflict, combined with the common religion of the five cities, served to provide a sense of unity among the independently-minded inhabitants of the region. Allandan's foreceful personality and their dependence upon his undeniable military prowess also worked to bind them more tightly to one another. The confederacy of the five cities later became the Five Cities kingdom under the leadership of Allandan, with the purpose both of providing for common defense as well as ensuring that no one of the five cities gained ascendancy over the others. This latter purpose became, over the course of Allandan's reign, a refusal to subject their neighbors outside the kingdom to the same predations that they themselves faced in recent memory. Within two and a half generations, this philosophy became a point of pride among the people of the Five Cities. The story of how Allandan was able to propogate such an enlightened attitude is remarkable in itself (though it shall not be told here), but bears upon Eidaeris's own history primarily because of its lingering effect upon his character and his rule. The peoples of The Five Cities honor strength just as much as they revile corruption, so the dynasty to which Eidaeris belongs rules with ruthlessness and integrity. He maintains his kingship only as long as he continues to inspire devotion and protects the kingdom from the predations of the bandits that surround them. He must also honor his oath to the people of the kingdom not to slip into despotism or to seek the subjugation of any people, for otherwise he must face the wrath of their (and his) goddess. Eidaeris stands as his people's representative to Miklath, the Lady of Fire and Ice, patron goddess of the people of the region. When she demands propitiation or tribute, he bears it into her sacred place. When prayers are offered on behalf of the people, he intones them before the assembly. His successes and failures bring glory or guilt upon his entire house; and as the symbolic head of all the houses of The Five Cities, his actions affect them all and bear more weight than those of any other. As king, he is both child and servant of the goddess, owning all the privileges, liabilities, and obligations that those two relationships confer. If he strays from his oath to serve the people of the Five Cities, he must face her correction. If he strays too far, the goddess herself has sworn to remove him (or any other king of the Five Cities). Although Miklath finds this aspect of the relationship rather amusing (for she has no special concern for the sovereignty of the various peoples gathered in their strange cities), it was part of the agreement first sworn by the people of the cities and Allandan by which they bound themselves formally to her rather than through the household traditions with which they venerated her previously. Although the time since these oaths has been brief, as Miklath counts time, she has still grown fiercely loyal to the people--with an admixture of cold calculation and heated passion that is unique to her--and takes her special responsibilities to them very seriously. When Miklath chooses to speak, it is with Eidaeris as her mouthpiece. She speaks seldom, but always very clearly--though never with more detail than is necessary. When the cold flame of her inspiration comes upon him (always and only in the court of her sacred place), his eyes become living flame and his hair becomes encrusted with ice, changing color from its customary red to the whiteness of snow. The latest oracle was that the demons again posed a grave danger to the Enchanted Lands and must be turned back. Eidaeris was instructed to confer stewardship upon Hinkel, assistant to his Chief Advisor, and to travel alone to [LOCATION] to meet with [KING'S NAME], who was assembling champions for the very same purpose. Eidaeris left within the week.[/LEFT][/SPOILER] [U]Eidaeris's Mighty Feats[/U] [LIST][*]Eidaeris directed the building of sturdier walls around both Min and Tamin's Market, and installed garrisons in four newly-built refuges (forts intended to house inhabitants of the countryside during times of trouble). [*]Eidaeris repelled two attempted incursions during the early years of his reign: one by a well-equipped raubritter and one by a necromancer's hordes. Eidaeris led the the army of the Five Cities in the defense and acquitted himself well. The military counsel he received was sound, and he provided a significant inspiration to his troops in combat. [*]During the defense against the necromancer's hordes, Eidaeris's anger at the desecration and unnatural use of decent people endowed him with a measure of savage power that made him fearsomely devastating in battle. Although he justified his berserk rage to himself--and not without honesty--and his battle prowess earned him renown among his people, it was indubitable that the surrender to bloodlust that it demanded left its mark upon his character and warped his judgment. Shortly after the death of the Necromancer, Eidaeris disappeared for a period of seven months. (The disappearance, though unexplained, was forewarned; so the kingdom's affairs were in order for the interim.) When he returned, he was notably more humble and quick to listen. The rage was still available to him, but it was a tool to be used rather than a controlling force.[/LIST]
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games