Dungeons and Dragons 4th Edition Character Record Sheet
Quick Look Up
Weapon / Power
Armor is Heavy
Conditional Modifiers, Resistances & Action Points Note
First attack roll of an encounter: roll twice and use either result On a kill: Gain 3 temporary hit points, and can use Swift Charge. On a critical hit: max +1d12 +2d6 damage, and make a basic melee attack as a free action (once per round)
Class / Path / Destiny Features
Surges / Day
Death ST Fail
At-Will ✦ Primal, Weapon Standard Action Melee weapon Requirement: You must be wielding a two-handed weapon. Target: One creature Attack: Strength vs. AC Hit: 1[W] + 1d6 + Strength modifier damage. Level 11: 1[W] + 2d6 + Strength modifier damage. Level 21: 2[W] + 3d6 + Strength modifier 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
Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you scored a critical hit against.
Encounter ✦ Primal Free Action Personal Trigger: Your attack reduces an enemy to 0 hit points Effect: You charge an enemy.
Encounter Minor Action Personal Effect: You gain resist 5 to all damage until the end of your next turn. Level 11: Resist 10 to all damage. Level 21: Resist 15 to all damage.
Encounter ✦ Primal, Weapon Standard Action Close burst 1 Target: Each enemy in burst you can see Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage + 1 damage for each enemy adjacent to you.
Barbarian Attack 3 Encounter ✦ Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. If you or the target is bloodied, the attack deals 1[W] extra damage.
Barbarian Utility 2 Encounter ✦ Primal Move Action Personal Prerequisite: You must be trained in Athletics. Effect: You make an Athletics check to jump with a +5 power bonus. You are considered to have a running start and can move as far as the check allows.
Daily ✦ Primal, Rage, Weapon Standard Action Close burst 1 Target: Each enemy in burst you can see Attack: Strength vs. Reflex Hit: 1[W] + Strength modifier damage, and you knock the target prone. Miss: Half damage. Effect: You enter the rage of the macetail behemoth. Until the rage ends, whenever you hit, you gain temporary hit points equal to your Strength modifier.
Barbarian Attack 5 Daily ✦ Primal, Rage, Thunder, Weapon Standard Action Melee weapon Primary Target: One creature Primary Attack: Strength vs. AC Hit: 2[W] + Strength modifier thunder damage, and the primary target is dazed (save ends). Miss: Half damage. Effect: You enter the rage of the thunder hawk. Until the rage ends, you can make the following secondary attack once during each of your turns. Free Action Melee 1 Secondary Target: One creature Secondary Attack: Strength vs. Fortitude Hit: You knock the secondary target prone.
Barbarian Feature Daily (Special) ✦ Primal, Weapon Standard Action Melee weapon Requirement: You must be raging and have at least one unused barbarian rage power. Target: One creature Attack: Strength vs. AC. To make this attack, you expend an unused barbarian rage power. Hit: You deal damage based on the level of the rage power you expend: 1st level 3[W] + Strength modifier 5th level 4[W] + Strength modifier 9th level 5[W] + Strength modifier 15th level 6[W] + Strength modifier 19th level 7[W] + Strength modifier 25th level 8[W] + Strength modifier 29th level 9[W] + Strength modifier Miss: Half damage. Special: You can use this power twice per day.
Bestial Armor Level 3+ Lvl 3 +1 680 gp Armor: Leather, Hide Enhancement: AC Power (Daily): Free Action. Use this power when you hit a target after a charge. Make a melee basic attack with a +2 power bonus against the same target.
Frozen Whetstone Level 7+ Lvl 7 100 gp Lvl 27 65,000 gp Lvl 17 2,600 gp Whetstone Power (Consumable ✦ Cold): Minor Action. Touch this whetstone to a melee or ranged weapon you hold. Until the end of the encounter, any successful attack with the weapon deals an extra 2 cold damage. Level 17: Extra 4 cold damage. Level 27: Extra 6 cold damage.
Potion of Clarity Level 5+ Lvl 5 50 gp Potion Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, once during this encounter as a free action, you can reroll a d20 roll you just made, gaining a +1 bonus on the reroll. You must use the result of the reroll.
Potion of Vigor Level 9+ Lvl 9 160 gp Lvl 29 105,000 gp Lvl 19 4,200 gp Potion Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not gain hit points as normal. Instead, gain 15 temporary hit points.
Magic Items & Equipment
Daily Item Powers Per Day
Coins and Other Wealth
5400 starting gold -2600 Bloodclaw Greataxe -1800 Amulet of Protection -680 Bestial Hide Armor 320 gold for consumables -100 Frozen Whetstone -160 Potion of Vigor -50 Potion of Clarity 10 gold remaining
Ulrig is extremely competitive, like most of his race. He has devised a system for estimating the damage inflicted by attacks, and will keep careful track of the injury dealt by participants in every battle. He sees every combat as a contest, and every adventure as a test of skill. Ulrig competes most vigorously with his self, constantly trying to exceed his past accomplishments. Despite this competitive nature, Ulrig is more likely to sulk than become angry if anyone beats him at something, and he is typically good-natured and jovial. He will become annoyed however if he ever gets the impression that someone is letting him win, or not providing a worthwhile challenge. He unconsciously ranks himself and other members of his adventuring group on many criteria. He is confident in his abilities and can be brash and impulsive, leaping into battle with little regard for his own safety. Ulrig enjoys gambling, especially when it comes to tests of skill. When bored he will frequently try to engage others in competitions of physical prowess or endurance, and will occasionally bet money he doesn't have on his own success, if needed to get someone to play. Insight check DC 20: Ulrig's one major weakness is that he will fanatically try to do anything that someone he respects says he's incapable of doing.
Mannerisms and Appearance
Ulrig towers over his companions, taller and stronger than even many other Goliaths. His skin is gray with dark splotches and stripes, and knobby lithoderms like the tough metal studs of leather armor, which give the back of his bald head the appearance of a helmet - if anyone were tall enough to see it. His eyes are the green-blue color of shallow seawater. A bony stone-colored ridge juts over his eyebrows. He's had it since his Naming Day. It makes him look stern and imposing, as if he's frowning, but in reality he's quite friendly and good-natured with those who get to know him. He wears the hides of animals that he's killed himself - the more dangerous, the better. His clothing therefore consists mainly of fur, claws, and teeth; sometimes scales. He proudly wears a cave tiger around his waist that he killed with his bare hands by hurling it off a cliff, as he will boast to anyone who'll listen. His scars and his tattoos are both symbols of pride for the goliath, each attesting in its way to his past trials and triumphs.
Session and Campaign Notes
Damage tally Round 1 15*3 (of which 2 minion kills) Round 2 33*2 + (1 minion critical) 52 23 (kill) Round 3 25 (opportunity attack) 24 (kill) Round 4 22 (kill) Round 5 22 25 (kill) 70 (vaporize) 26 (overkill) Running damage total: 400 Total kills: 8 of which 3 minions
Companions and Allies
Background & Other Notes
Ulrig was a champion athlete and a fierce warrior for his tribe. His competitive nature manifested early, and he always bested the others of his tribe with ease in any competition, earning many accolades and the right to wear tattoos of his triumphs. Eventually the only one who frequently provided him a challenge was his childhood best friend, Aukan. Ulrig and Aukan would compete regularly in footraces and tests of endurance and strength, and shared a deep bond of mutual challenge and respect. One fateful day, Aukan challenged Ulrig to climb up to the highest peaks of their mountain home, beyond where even the rocs nested. Both goliaths accomplished the difficult goal, and at the top, panting for breath but unsatisfied, Ulrig challenged Aukan to leap from crag to rocky outcropping, a dangerous game few creatures would dare. Aukan hesitantly accepted, unwilling to let his friend down and face his mocking wrath. The two leaped from peak to peak, soaring over chasms that seemed bottomless, until one jump where Ulrig barely cleared the gap to grasp an outcropping with his thick, strong fingers... but Aukan didn't make it, and plunged hundreds of meters to his messy death. Ulrig returned with selfless tears in his eyes for perhaps the first time to inform Aukan's family of the terrible news. The others of the tribe punished him with severe lashings, but were otherwise prepared to accept the tragedy as a loss to unbounded exuberance and "boys will be boys." But Ulrig blamed himself and took his friend's death terribly hard. He vowed that he would no longer place a friend's life in danger so recklessly. Not trusting himself to curb his ardor within the tribe, Ulrig exiled himself and went to live in the mountains alone as a hermit. He could not stay in one place, and wandered as his people are wont to do, in search of new challenges and excitement. Eventually he wandered into civilized lands, where he learned of and fell enamored with the idea of adventuring. He relishes the chance to do good works while proving his own superiority to himself again and again.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008