Dungeons and Dragons 4th Edition Character Record Sheet
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Weapon / Power
Armor is Heavy
Conditional Modifiers, Resistances & Action Points Note
[list][*][b]Warforged Resiliance (a)[/b] - +2 to saving throws against ongoing damage [*][b]Warforged Resiliance (b)[/b] - When you make a death saving throw, you can take the better of your die roll or 10. [*][b]Font of Life[/b] - At the start of your turn, you can make a saving throw against one effect that a save can end. [*][b]Guardian Might[/b]: When you use your second wind, you gain an additional bonus to AC equal to your Con mod (+4). The bonus lasts until the end of your next turn. [*][b]Cormyr Background[/b]: +2 bonus to saving throws against fear effects.[/list]
Class / Path / Destiny Features
Surges / Day
Death ST Fail
Primal, Weapon Immediate Interrupt, Melee Weapon Trigger: An enemy marked by you attacks a target that does not include you Target: Enemy that sets off trigger Attack: Str (+7) vs Fort Hit: 1[W] + Str mod (1d10+4) damage, and the target grants combat advantage to you and your allies until the end of your next turn
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: Triggering enemy in burst Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.
Primal, Weapon Standard Action, Melee Weapon, One creature Str (+7) vs AC Hit: 1[W] + Str mod (1d10+4) damage, and you gain temporary hit points equal to your Con mod (+4)
Primal, Weapon Standard action, Melee Weapon, One creature Str (+7) vs AC Hit: 1[W] + Str mod (1d10+4) damage, and the target is slowed until the end of your next turn.
Free action, Personal Once during each of your turns, you can mark each adjacent enemy. This mark lasts until the end of your next turn.
Healing Minor Action, Personal Effect: You gain a number of temporary hit points equal to 3 + one-half your level (+3) and can make a saving throw against one effect on you that deals ongoing damage. If you are bloodied, you also regain hit points equal to 3 + one-half your level. (+3)
Magic Items & Equipment
Daily Item Powers Per Day
Coins and Other Wealth
Plank is a warforged who is both well aware of the "artificial" and "intelligence" portions of his own AI. He accepts that he will never be quite like one of a flesh-born race, but he also knows that he can come close. His thoughts are almost always logical, though after events in his past, he takes care to color every decision he makes with some form of emotion or morals. Thus, he can be quite unpredictable for a construct. Often, he will take the path that logic dictates, but occasionally he will make a choice that seems to throw straightforward thinking to the wind. He is proud of the work that he does and will rarely (if ever) quit a job before it is completed. One very warforged-like trait of his is that he feels that his purpose in life is to accomplish tasks, and so he is rarely without a mission or objective.
Mannerisms and Appearance
Plank's make-up is much more wood than metal compared to the average warforged, but that doesn't make him less strong or hardy. The woods he was built from were some of the hardest in the world, and on top of that, they were magically enforced, making Plank a virtual tank. The shades of wood vary pleasantly all over his body, with the wood used to make his head being the darkest of all. From this dark wood shines two red eyes, and the rune over his head shines with the same color.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
***BACKGROUND*** Plank was constructed as a bodyguard for the Mannors, a human royal family of Cormyr. His task was to stand in the royal gardens and keep a vigilant eye for any intruders that might try to scale the shorter walls around the botanical grounds to gain access to the castle. He did his job and did it well for many years, generally without incident. Any would be assassins were caught or killed long before they reached his position. One night, however, someone managed to circumvent all the other obstacles and make their way to the garden walls. Plank heard the intruder long before he clambered over the top of the wall, so he was ready by the time trespasser hit the ground. It was not a long fight; Plank had caught the interloper by surprise, not to mention that his low-light vision gave him quite an advantage in the moonless night. The warforged made quick work of the intruder and then alerted the head of the guard. Men came rushing into the gardens with torches to see who had made such a bold attempt at infiltrating the castle. They gathered around the fallen figure, their flickering torchlight casting dark, unsteady shadows through the trees of the garden. One by one, as the guards got near enough the body to make out its figures, they all grew silent. The man at their feet was Prince Bamnor, from a neighboring royal family, and he was clutching a (now badly mangled) small bouquet of wildflowers. He had entered under the cover of darkness in order to surprise Princess Wynnymynx, his soon to be bride. Their wedding was to unite the two families as one. Seeing this sight, the guards turned to Plank. The warforged saw the fear and hatred in their eyes, and he could already tell what events lay in his future. He was chained without a fight and taken before the high court the next day. In less than a minute, he was found guilty of murder of a royal and the order was given for his deconstruction. He was taken to the castle's garbage heap, where the executioner waited with an array of axes and saws. Piece by piece, he was taken apart and thrown onto the heap. However, after the men had left, a light shone out from the refuse pile. Plank's eyes still glowed with life. The executioner had done a poor job of sufficiently dismembering the warforged, leaving one arm and his head still attached to part of his torso. Plank made quick work of gathering his body up and making what repairs he could before making his slow journey into the forest, away from the castle proper. Eventually, Plank was able to get the repairs he needed to function at 100% again, and thus he was ready to continue on with his existence. He made the trek west to Baldur's Gate, hearing of the great defenders known as the Flaming Fist, and he sees this group as a chance to use his abilites again. He holds no grudges against the Mannors or the members of their kingdom, but he his smart enough to keep his distance, as he knows he will never be accepted there again. CLASS FEATURES - Font of Life: At the start of your turn, you can make 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 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. - (Cormyr Background): You add Insight to your class skill list, you gain a +2 bonus to Insight checks, and you gain a +2 bonus to saving throws against fear effects. RACIAL FEATURES - Living Construct: You are a living construct. You do not need to eat, drink, breathe, or sleep. You never make Endurance checks to resist the effect of starvation, thirst, or suffocation. All other conditions and effects affect you normally. - Unsleeping Watcher: You do not sleep and instead enter a state of inactivity for 4 hours to gain the benefits of an extended rest. While in this state, you are fully aware of your surroundings and notice approaching enemies and other events as normal. - Warforged Resilience: You have a +2 racial bonus to saving throws against ongoing damage. Also, when you make a death saving throw, you can take the better result of your die roll or 10. - Warforged Mind: You gain a +1 racial bonus to your Will defense. - Warforged Resolve: You can use *warforged resolve* as an encounter power. FEATS - Weapon Expertise - Flail: +1 to attacks w/ flail
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008