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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
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=381726][size=4][B]Munir Foehammer[/B][/size][/url], Dwarf Runepriest [B]Init[/B] +1 [B]HP[/B] 33/33 [B]Bloodied[/B] 16 [B]Healing Surge[/B] 8 (2 used /10) [B]AC[/B] 20 [B]Fort[/B] 16 [B]Reflex[/B] 13 [B]Will[/B] 14 [B]Speed[/B] 5 [B]Str[/B] 18 (+4) [B]Con[/B] 16 (+3) [B]Dex[/B] 10 (0) [B]Int[/B] 10 (0) [B]Wis[/B] 14 (+2) [B]Cha[/B] 11 (0) [OOC='[color=green]Melee Basic Std[/color]'][B][color=green]Melee Basic Std[/color][/B] +8 (Str 4 Lvl 1 Prof 2 Magic 1) vs AC 1d10+6 (Str) dmg[/OOC], [OOC='[color=green]Ranged Basic Std[/color]'][B][color=green]Ranged Basic Std[/color][/B] +7 (Str 4 Lvl 1 Prof 2) vs AC 1d6+5 (Str) dmg[/OOC], [OOC='[color=green]Word of Dimnishment Std[/color]'][B][color=green]Word of Dimnishment Std[/color][/B] +8 (Str 4 Lvl 1 Prof 2 Magic 1) vs AC 1d10+6 (Str) dmg Target = Vulnerable 2 till end of my next round and Vulnerable 5 to opp attacks OR Target takes Con (+3) mod penalty to dmg rolls[/OOC], [OOC='[color=green]Word of Shielding Std[/color]'][B][color=green]Word of Shielding Std[/color][/B] +8 (Str 4 Lvl 1 Prof 2 Magic 1) vs AC 1d10+6 (Str) dmg First time target hits or misses me or adjacent ally before end of my next turn, target gets Con (+3) mod dmg. Not if target hits guy who marked it. OR First time target hits or misses me or adjacent ally before end of my next turn, target of attack gets temp hp equal to my Con (+3) mod.[/OOC], [OOC='[color=red]Anvil of Battle Std [/color]'][B][color=red]Anvil of Battle Std [/color][/B] 8 (Str 4 Lvl 1 Prof 2 Magic 1) vs Fort 1d10+6 (Str) dmg Until end of my next turn I have resist 5 against target attacks AND Until end of my next turn, whenever target shifts, I or adjacent ally can opp attack w/ bonus equal to my Con (+3) mod. OR Until end of my next turn, whenever target shifts, I or adjacent w/ 2 sq of target can shift 1 sq as free act. [/OOC], [OOC='[color=red]Rune of Mending Min[/color]'][B][color=red]Rune of Mending Min[/color][/B] target can spend a healing surge and regain additional 1d6 hp (burst 5) AND I and all allies in burst gain +2 power bonus to dmg until end of my next turn OR Me and all allies in burst get +1 bonus to all defs until end of my next turn Spec: I can actually use this twice per encounter but 1 per round.[/OOC], [OOC='[color=black]Rune of Endless Fire Std[/color]'][B][color=black]Rune of Endless Fire Std[/color][/B] +8 (Str 4 Lvl 1 Prof 2 Magic 1) vs AC 2d10+6 (Str) dmg Fire + radiant dmg Target is blinded until end of my next turn Miss: Half dmg Until end of encounter, I get +2 to dmg rolls, my attacks deal fire + radiant dmg and all hp and temp hp I grant by powers get a +4.[/OOC], [OOC='[color=black]Razor Shield IR[/color]'][B][color=black]Razor Shield IR[/color][/B] When melee attack hits, attacker receives 1d8+ Con (+3) mod dmg[/OOC], [OOC='[color=black]Icon of Victory Min[/color]'][B][color=black]Icon of Victory Min[/color][/B] Burst 1 that creates zone that lasts until end of my next turn. I and allies gain +2 power bonus to attack rolls while in zone. I can sustain with minor.[/OOC] [B]Notes[/B]
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
+8 (Str 4 Lvl 1 Prof 2 Magic 1) vs AC 1d10+6 (Str) dmg
+7 (Str 4 Lvl 1 Prof 2) vs AC 1d6+5 (Str) dmg
+8 (Str 4 Lvl 1 Prof 2 Magic 1) vs AC 1d10+6 (Str) dmg Target = Vulnerable 2 till end of my next round and Vulnerable 5 to opp attacks OR Target takes Con (+3) mod penalty to dmg rolls
+8 (Str 4 Lvl 1 Prof 2 Magic 1) vs AC 1d10+6 (Str) dmg First time target hits or misses me or adjacent ally before end of my next turn, target gets Con (+3) mod dmg. Not if target hits guy who marked it. OR First time target hits or misses me or adjacent ally before end of my next turn, target of attack gets temp hp equal to my Con (+3) mod.
8 (Str 4 Lvl 1 Prof 2 Magic 1) vs Fort 1d10+6 (Str) dmg Until end of my next turn I have resist 5 against target attacks AND Until end of my next turn, whenever target shifts, I or adjacent ally can opp attack w/ bonus equal to my Con (+3) mod. OR Until end of my next turn, whenever target shifts, I or adjacent w/ 2 sq of target can shift 1 sq as free act.
target can spend a healing surge and regain additional 1d6 hp (burst 5) AND I and all allies in burst gain +2 power bonus to dmg until end of my next turn OR Me and all allies in burst get +1 bonus to all defs until end of my next turn Spec: I can actually use this twice per encounter but 1 per round.
+8 (Str 4 Lvl 1 Prof 2 Magic 1) vs AC 2d10+6 (Str) dmg Fire + radiant dmg Target is blinded until end of my next turn Miss: Half dmg Until end of encounter, I get +2 to dmg rolls, my attacks deal fire + radiant dmg and all hp and temp hp I grant by powers get a +4.
When melee attack hits, attacker receives 1d8+ Con (+3) mod dmg
Burst 1 that creates zone that lasts until end of my next turn. I and allies gain +2 power bonus to attack rolls while in zone. I can sustain with minor.
Powers
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
16 gp, 5 sp
Personality Traits
Munir is the epitome of a dwarf. Stout and sometimes gruff he is essentially good hearted. Munir loves a decent keg of ale, his warhammer, Moradin, the warm fire of a hearth, dirty jokes, well-crafted anvils and being around close friends that he trusts - not necessarily in that order. He is a decisive fellow and once he has made up his mind, he stands as indomitable as a mountain. Munir seeks to lead by example and thus he's always the first one in and the last one out when things get messy. It takes time to earn his trust but once you've got it - consider yourself extended family. He has difficulties getting along with more "fickle" people - e.g. all those that tend to do not share is perspective regarding preserving things that should last and building things to last. Which is why he's sometimes impatient with humans (as they tend to take less of a long-term view) and outright angry with elves (who know that all things will eventually crumble). But if they show that they're good at heart, Munir is likely to forgive them their lack of proper appreciation for creation.
Mannerisms and Appearance
See picture and to the left.
Session and Campaign Notes
None yet
Companions and Allies
Unknown yet
Background & Other Notes
Munir was born at one of the small steadings that build Tor's Hold - one of the smallest gatherings of the free races in the Nentir Vale. Being as strong and as resilient as his father, Munir was raised to protect and defend his home from an early age due to the threat that the Toadwallow Caverns posed to the holdings. In peacetime though, Munir easily took the craft of his ancestors and excelled as a smith. However, his true calling only became apparent when he found a long lost book in his father's belongings. Brunin Foehammer had been an adventurer himself before he settled down in Harkenwold. The book contained writings of unknown arcane might - descriptions and explanations of the magic runes that hold the power of the Gods themselves. While Brunin had never been able to do much with it - he had been a warrior through and through and believe in letting his axe speak the words of justice - Munir had immediately been taken with it. Every minute he could spare, Munir sat at the forge - at first reading, then crafting and then invoking the holy sigils, empowering his designs. Soon, it became apparent that Munir was not only a natural at the forge but had a gift at crafting the world itself in the way of the Dwarven Allfather - Moradin himself. He was one of the God's Chosen, a Runepriest! Having served his time, at some point his father's book could tell him no more. It was time for Munir to don his armor and set out on his own to find out what it truly meant to be a servant of Moradin but also in search of more knowledge regarding the words of power. So, he looked for companionship among those brave enough at Hakenwold to also seek their own path in the world and together they traveled to Hammerfast, the greatest settlement in the Nentir Vale in order to explore the dungeons and caverns deep beneath the Dwarven city. And there was lots to be found indeed. Long lost craftsmanship, armor and sword alike but also what he had hoped for - traces of the runes that were the true legacy of the Gods. Munir would have probably stayed or even traveled further if it hadn't been for the terrible tales he and his companions had been been hearing time and again. Raiders, pillaging and burning all over Harkenwold. His home! His friends! His family! It was no question that he had to return. And swiftly so! He would not let Harkenwold sink into destruction and despair.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games