Dungeons and Dragons 4th Edition Character Record Sheet
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Weapon / Power
Armor is Heavy
Conditional Modifiers, Resistances & Action Points Note
+1 Racial bonus to saving throws. Extra saving throw at start of turn +2 to Climb checks w/ Climbing Kit. +1 racial bonus to Initiative when within 10 squares of Kelvan. Resist Cold 5, Fire 5, Necrotic 5, Thunder 5. +6 bonus to AC until end of next turn when using Second Wind. Stand from Prone as a Minor Action. [u]Out of Turn Actions[/u] If an enemy marked by me makes an attack that does not include me as a target: --If the enemy is adjacent to me use [b]Warden's Fury[/b], Immediate Interrupt: +15 vs Fort, 1d8+12 damage, and grants CA to me and allies until the end of my turn --If the enemy is out of my melee range but within close burst 5 use [b]Warden's Grasp[/b], Immediate Reaction: Slide the enemy 1 square away from allies and towards me. Target is slowed and cannot shift on its turn. If I drop to 0 hit points: Use [b]Bear's Endurance[/b] as an immediate interrupt to regain 24 hit points without spending a healing surge.
Class / Path / Destiny Features
Surges / Day
Death ST Fail
Craghammer: +15 vs Fortitude, 1d10r2+10 At-Will Warden Feature, Primal, Weapon Immediate Interrupt, Melee weapon Trigger: An enemy marked by you makes an attack that does not include you as a target Target: The triggering enemy Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier damage, and the target grants combat advantage to you and your allies until the end of your next turn. Level 21: 2[W] + Strength modifier damage.
At-Will Warden Feature, Primal Immediate Reaction, Close burst 5 Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target Target: The triggering enemy in burst Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.
Craghammer: +15 vs AC, 1d10r2+10 At-Will Attack 1, Primal, Weapon Standard Action, Melee 2 Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you pull the target 1 square. Level 21: 2[W] + Strength modifier damage.
Craghammer: +15 vs AC, 1d10r2+10 At-Will Attack 1, Primal, Weapon Standard Action, Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and the target is slowed until the end of your next turn. Level 21: 2[W] + Strength modifier damage.
At-Will Warden Feature, Primal Free Action, Close burst 1 Target: All enemies in burst Mark the target until the end of your next turn Special: This power can be used once per turn
Encounter Utility 10, Primal, Teleportation Move Action, Personal Effect: You teleport 4 squares (equal to your Constitution modifier).
Daily Utility 2, Primal, Zone Standard Action, Close burst 3 Effect: The burst creates a zone of plants that lasts until the end of the encounter. You and your allies have cover while within the zone.
Daily Utility 6, Healing, Primal Immediate Interrupt Personal Trigger: You drop to 0 hit points or fewer Effect: You regain hit points as if you had spent a healing surge.
+12 vs Fortitude, 1d8 Racial Encounter, Reliable Minor Action, Close burst 1 Target: Enemies in burst that are touching the ground Attack: Strength +2 vs. Fortitude Increase to +4 bonus at 11th level, and to +6 bonus at 21st level. Hit: 1d8 damage and the target is knocked prone. (Modified by Earthshock Master)
Craghammer: +15 vs Fortitude, 1d10r2+10 Daily Attack 5, Cold, Primal, Weapon, Zone Standard Action, Close blast 3 Target: Each creature in blast Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier cold damage, and the target is slowed (save ends). Miss: Half damage. Effect: The blast creates a zone of frost that lasts until the end of your next turn. Any creature that enters the zone or starts its turn there takes 5 cold damage. Sustain Minor: The zone persists.
Encounter Magic Item 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.
Magic Items & Equipment
Daily Item Powers Per Day
Coins and Other Wealth
Roark comes across as the "large silent type". He prefers not to speak until he is sure of the situation, and is not prone to making snap judgments about anything. It is his preference to follow rather than lead. Like most Earthsoul Genasi, Roark can be stubborn, but he can be swayed by reasoned debate. When dealing with hot-tempered argument, however, he digs in and holds his ground with all the immovability of stone. Roark enjoys physical activity of all sorts - be it sports, combat, or simply walking - but his heart belongs to the fury and chaos of battle. The spark of fire in his soul flares to life during a fight, and Roark never feels as alive as when his life is on the line. He is no berserker, however, and despite his love of battle he knows when it's time to go. At that point, he covers his allies' retreat. He makes friends and enemies slowly, but once someone proves themselves one way or the other Roark is a fiercely loyal friend - or a terrifying enemy. Roark, like most genasi, is fiercely competitive. In matters relating to physical prowess, he pushes against his companions constantly to prove or maintain his dominance: who can run the fastest He disdains the use of animals as a means of locomotion, preferring to walk or run when given the choice.
Mannerisms and Appearance
Roark (pronounced "Rork") is short for a genasi, standing a little under six feet. His powerful build and chiseled features belie his elemental affinity. His dark eyes are flecked with gold. Gold szuldar trace intricate patterns across his brown skin. He typically wears a simple brown tunic and traveling breeches - with his szuldar exactly replicated in perfect detail in gold needlework - beneath expertly tanned dark hide armor. He carries a massive hammer at his hip and a large steel shield rides on his broad back next to his pack. His ochre traveling cloak is fastened with a gold brooch fashioned in a leafy motif.
Session and Campaign Notes
Companions and Allies
+1 racial bonus to Initiative when within 10 squares of Kelvan.
Background & Other Notes
Racial Features - Elemental Origin: You are considered an elemental creature for the purpose of effects that relate to creature origin. Elemental Manifestation (Earthsoul): You gain a +1 racial bonus to your Fortitude defense, a +1 racial bonus to saving throws, and the earthshock power. Class Features - Font of Life: At the start of our turn, make attempt a saving throw against one effect that a save can end. On a save, the effect immediately ends, preventing it from affecting you on your current turn. If you save against being stunned or dazed, you can act normally on your turn. If you save against ongoing damage, you avoid taking the damage. If you fail the saving throw, you still make a saving throw against the effect at the end of your turn. Guardian Might (Earthstrength): While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC. In addition, when you use your second wind, you gain an additional +4 bonus to AC (equal to your Constitution modifier). The bonus lasts until the end of your next turn. Nature's Wrath: Once during each of your turns, you can mark each adjacent enemy as a free action. This mark lasts until the end of your next turn. Feats - Earthshock Master (Dragon 367): Earthshock power does 1d8 damage in addition to knocking the target(s) prone, and gains the Reliable keyword. Weapon Proficiency (Craghammer): Gain proficiency with the craghammer, a superior weapon. Improved Initiative: +4 feat bonus to Initiative Checks. Weapon Focus (PHB): Gain +1 feat bonus per tier to damage rolls with Hammers. Weapon Expertise (PHB2): Gain +1 feat bonus to attack rolls with Hammers. Versatile Resistance (FRPG): Gain Resist 5 to Fire, Cold, and Thunder. Magic Items - Amulet of Protection: +3 enhancement bonus to Fortitude, Reflex, and Will defenses. Laughing Death Hide Armor: +2 enhancement bonus to AC. Gain Resist Necrotic 5 and Laughing Death Armor Encounter power, as described above. Vengeful Craghammer: +2 enhancement bonus to attack and damage rolls. +2d6 damage on critical hit and Vengeful Craghammer Encounter power, as described above. Iron Armbands of Power: +2 item bonus to melee weapon damage rolls. Acrobat Boots: +1 item bonus to Acrobatics Checks, can stand from prone as a Minor Action. Casque of Tactics: +1 item bonus to Initiative Checks. Distance Javelin: +1 to hit & damage. Increase range to 15/25. No extra damage on critical hit. Kruthik Potion: Minor Action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, gain 15 temporary hit points and resist 5 acid until the end of the encounter. [u]Out of Turn Actions[/u] If an enemy marked by me makes an attack that does not include me as a target: --If the enemy is adjacent to me use [b]Warden's Fury[/b], Immediate Interrupt: +15 vs Fort, 1d8+12 damage, and grants CA to me and allies until the end of my turn --If the enemy is out of my melee range but within close burst 5 use [b]Warden's Grasp[/b], Immediate Reaction: Slide the enemy 1 square away from allies and towards me. Target is slowed and cannot shift on its turn. If I drop to 0 hit points: Use [b]Bear's Endurance[/b] as an immediate interrupt to regain 24 hit points without spending a healing surge.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008