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Farga Kneecleaver
CHARACTER

4/5/6
LEVELS

Dwarf
RACE

Fighter-Knight
CLASS (THEME)

Medium 4'7"
SIZE Ability HEIGHT

200
WEIGHT Mod Score

20
AGE
Also add 1/2 your level to d20 rolls

M
SEX

NG
ALIGN DEITY

Low
VISION

+6/7
INITIATIVE

5
SPEED

Common, Dwarven, Elven


LANGUAGES

NOTE: Numbers separated by slashes indicate character levels. x/y/z are levels 4/5/6, while x/y are 4/6 (1/2 level bonus).

Your hammer has Brutal 2. saves.

STRENGTH CONSTITUTION DEXTERITY INTELLIGENCE WISDOM CHARISMA

18 16 14 10 14 10

+4 +3 +2 +0 +2 +0

HP 49/55/61 Bloodied 24/27/30 Surge Value 12/13/15 At level 6 you get a +5 feat bonus to death

MARK
Defender Aura Minor Action (Aura) You create an aura 1 that lasts until you use a minor action to end it or fall unconscious. Enemies in the aura have -2 to attack rolls if the attack doesn't include you or another of your allies with Defender Aura active as a target. Marked enemies are not subject to this aura. Battle Guardian Opportunity Action (Martial) Trigger: An enemy subject to your aura shifts or makes an attack that doesn't include you or another ally with Defender Aura active. Effect: You MBA the target. On a miss you deal your Str modifier (4) in damage.

AC 23/24 FORTITUDE 19/20 REFLEX 17/18 15/16 WILL Skills (Class, Trained)
1 0 7 0 0 4 8 2 0 2 5 2 2 0 0 0 0
Add 1/2 your level to all skill rolls

ATTACK POWERS
Melee Basic Attack (MBA) (Craghammer) Standard Action Target: One creature. Melee Weapon. Attack: +10/11 vs AC. Hit: 1d10+10 (+11 at level 5) damage. Ranged Basic Attack (RBA) (Craghammer) Standard Action Target: One creature. Ranged 6/12. Attack: +10/11 vs AC. Hit: 1d10+10 (+11 at level 5) damage. Power Strike Free Action: (Twice per encounter at level 3, but only once per round) Trigger: You hit an enemy with an MBA. Effect: The attacks deals 1[W] extra damage.

*Acrobatics (Dex) Arcana (Int) *Athletics (Str) Bluff (Cha) Diplomacy (Cha) Dungeoneering (Wis)R *Endurance (Con)R Heal (Wis) History (Int) Insight (Wis) Intimidate (Cha) Nature (Wis) Perception (Wis) Religion (Int) *Stealth (Dex) Streetwise (Cha) *Thievery (Dex)

UTILITY POWERS
Cleaving Assault Minor Action (Martial, Stance) While in this stance: When you hit with an MBA, you can can deal damage = to your Con modifier (3) to another adjacent enemy. Hammer Hands Minor Action (Martial, Stance) While in this stance: When you hit with an MBA, you can push the target 1 square then shift into the space it left. Pass Forward Move Action (Martial) Pick an adjacent enemy and move up to your speed. As long as you end the movement next to the targeted enemy, you don't provoke OAs from it. L6 Unbreakable Immediate Interrupt (Martial) You reduce the damage from an attack that hits you by 5 + your Con modifier (8 total). Dwarven Thrower Craghammer Free Deal 2 extra damage when you hit a Large or larger creature with this weapon.

* Subject to -2 armor penalty

EQUIPMENT
105.5 lbs (180 max) Backpack (2 lbs) 50' Hemp rope (5 lbs) Climber's kit (11 lbs) 3 days trail rations (3 lbs) Everburning Torch (1 lb) 4 Belt pouches (2 lbs) 2 Sunrods (2 lbs) Waterskin (4 lbs)

MAGIC ITEMS AND OTHER TREASURE


145 gold, 5 silver Dwarven Thrower Craghammer +1 (+2/1d10; Brutal 2; +1 attack and damage. Crit: +1d6. Can be used as a Heavy Thrown weapon with range 6/12. Has daily power.) Reinforcing Plate Armor +1 (+8+1 AC; -2 skill penalty. When damaged by a melee attack, you gain a +1 item bonus to all defenses until the start of your next turn.) (50 lbs) Badge of the Berserker +1 (Neck. +1 Non-AC Defenses. Charging doesn't provoke OAs.) Bracers of Mighty Striking (Arms. +2 item bonus to MBA damage rolls.) 2x Potion of Healing (Spend a healing surge to regain 10 HP.)

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GAME TERMS
Actions Each turn you get three actions, one each Standard, Move, and Minor. Each power tells you which is needed to activate it. Standard: Most attacks, and any other action that takes up most of your turn. Move: Move your speed, shift one square, or other movement-based powers. Minor: Draw or stow a weapon, get something out of a pocket, drink a potion, etc. You can choose to downgrade any of your actions (turning your move into a minor, for instance), but can never upgrade them. Opportunity Attacks/Actions OAs are generally provoked by two things: moving out of a square adjacent to an enemy, or making a ranged or area attack while adjacent to an enemy. You can avoid provoking an OA by carefully and slowly moving away from your opponent. This is called a "Shift", and lets you move 1 square, but not through difficult terrain. The difference between attack and action in this case, is that an opportunity attack is simply a Melee Basic Attack (check your powers) with whatever weapon you are currently wielding, while opportunity actions are powers. Immediate Actions Similar to OAs, Immediates trigger in response to other characters' actions. There are two types. Immediate Interrupts, as their name implies, interrupt the triggering action. Immediate Reactions, on the other hand, don't resolve until the triggering action is complete. Combat Advantage When you face attackers on both sides it is much harder to defend from both of them. This is called flanking and causes you to grant combat advantage, giving the flankers a +2 attack bonus. Charge With a single standard action you can move up to your speed then make an MBA, gaining a +1 bonus to the attack roll. The drawbacks are that for the next turn you grant combat advantage to every enemy except the target of your charge, and after charging your turn immediately ends. Readied Actions Readying an action requires a standard action, regardless of the kind of action you prepare. To ready an action you simply specify a trigger and your response. For instance, "If an enemy steps through that door, I'll attack it with Tide of Iron." Second Wind Once per encounter, you can use a standard action to spend a healing surge (regaining a surge worth of HP) and gain a +2 power bonus to your defenses until the start of your next turn. Stance Powers with the stance keyword remain in effect until you enter a different stance, fall unconscious, or use a minor action to end it. Non-at will stances also end at the end of the encounter.

RACE AND CLASS FEATURES


Background: Time spent guarding an elf merchant taught you Elven. Cast-Iron Stomach: +5 racial bonus to saving throws vs poison. Dwarven Weapon Training: You are proficient with warhammers and throwing hammers. Encumbered Speed: Your speed is not reduced by armor or heavy loads. Stand Your Ground: When an effect forces you to move, you can move 1 less square. When an attack would knock you prone, you can make a saving throw to remain standing. Weapon Talent: +1 to weapon attack rolls. Feat Shield Finesse (granted by class): Removes the shield skill penalty. Feat Dwarven Weapon Training: Proficiency and +2 feat bonus to damage with all axes and hammers. draw another with a single Minor Action. At Level 3: You gain one more use of Power Strike each encounter, but can still only use it once per round. At level 4: Combat Readiness: +2 initiative. Feat Toughness: 5 extra HP per tier. At level 5: Weapon Mastery: +1 to damage rolls of weapon attacks.

At level 6: At Level 2: Choose a utility power of 6th or lower level: Unbreakable. Choose a 2nd level utility power: Pass Forward Feat Disciple of Death: +5 feat bonus to death saving throws. Feat Man at Arms: +1 feat bonus to attack. Can sheath one weapon and

UNDERSTANDING YOUR NUMBERS


Attack (Battleaxe) = Weapon Proficiency (2) + Attribute (Str; 4) + 1/2 your level (2; 3 at level 6) + Enhancement (1) + Feat (1) = 10/11 Damage (Battleaxe) = Weapon Damage (1d10) + Attribute (Str; 4) + Enhancement (1) + Item (2) + Class feature (1; level 5) + Feat (2) = 1d10+10/11 Initiative = Dexterity (2) + 1/2 your level (2; 3 at level 6) + Class Feature (2; level 4) = 6/7 Skills = Associated attribute - 1 (armor) + Feats, items, class features, race, etc. (Add 1/2 your level (2; 3 at level 6) when rolling since it is a d20 roll.) AC = 10 + Armor (plate; 8) + 1/2 your level (2; 3 at level 6) + Enhancement (1) + Shield (2) = 23/24 Fortitude = 10 + Better of Str/Con (4) + Class feature (2) + 1/2 your level (2; 3 at level 6) + Enhancement (1) = 19/20 Reflex = 10 + Better of Dex/Int (2) + 1/2 your level (2; 3 at level 6) + Enhancement (1) + Shield (2) = 17/18 Will = 10 + Better of Wis/Cha (2) + 1/2 your level (2; 3 at level 6) + Enhancement (1) = 15/16
2013 CC-BY Frank Wilcox, Jr (fewilcox) D&D 4e is 2008 Wizards of the Coast

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