RolePlay onLine RPoL Logo

, welcome to Character Database

19:53, 2nd May 2024 (GMT+0)

D&D 4E Characters.

Posted by LibrarianFor group 0
Librarian
GM, 56 posts
Fri 15 Jul 2022
at 01:17
  • msg #1

D&D 4E Characters

Male Dwarf Fighter
Level 2
Good
Strength 18 (+4)
Constitution 18 (+4)
Dexterity 11 (+0)
Intelligence 11 (+0)
Wisdom 12 (+1)
Charisma 8 (-1)
Height: 4' 9"
Weight: 210 lb
Skin:
Eyes:
Hair:
Maximum Hit Points: 39

Bloodied: 19
Surge Value: 9
Surges / Day: 13 [includes constitution modifier]


Size: Medium
Speed: 5 squares
Vision: Low-light

Initiative: 1d20 +1 = 1 [half level] + 0 [dexterity]
Base Strength Attack: 1d20 +5 = + 1 [half level] + 4 [strength]
Base Dexterity Attack: 1d20 +1 = + 1 [half level] + 0 [dexterity]
Base Constitution Attack: 1d20 +5 = + 1 [half level] + 4 [constitution]
Base Intelligence Attack: 1d20 +1 = + 1 [half level] + 0 [intelligence]
Base Wisdom Attack: 1d20 +2 = + 1 [half level] + 1 [wisdom]
Base Charisma Attack: 1d20 +0 = + 1 [half level]-1 [charisma]

Armor Class: 19 = 10 + 1 [half level] + 6 [Chainmail] + 2 [if carrying heavy shield]
Fortitude Defense: 17 = 10 + 1 [half level] + 2 [fighter] + 4 [constitution]
Reflex Defense: 13 = 10 + 1 [half level] + 2 [if carrying heavy shield]
Will Defense: 12 = 10 + 1 [half level] + 1 [wisdom]

If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 2 characters get +1 on attack/damage (1d6 extra damage on a critical hit) and +0 on all defenses. These bonuses do not stack with magic items.

Armor: Chainmail (40 lb)

Shield: Large (15 lb)
Attacks:

Unarmed Melee: +5 [base strength attack] vs AC; damage 1[W]=1d4+4 [strength bonus]
Dagger: +9 vs AC [+5 strength attack][+1 master at arms] [+3 proficiency]; damage 1[W]=1d4+4 [strength bonus] 1 lb (Light blade); usable off-hand; light throwable
        Thrown: range 5/10 +5 vs AC [+1 dexterity attack][+1 master at arms] [+3 proficient, damage 1d4
Battleaxev: +8 vs AC [+5 strength attack][+1 master at arms] [+2 proficiency]; damage 1[W]=1d10+4 [strength bonus] 6 lb (Axe) versatile
Handaxes: +8 vs AC [+5 strength attack][+1 master at arms] [+2 proficiency]; damage 1[W]=1d6+4 [strength bonus] 3 lb (Axe); usable off-hand; heavy throwable
        Thrown (range 5/10): Same as melee.
Throwing hammer: +8 vs AC [+5 strength attack][+1 master at arms] [+2 proficiency]; damage 1[W]=1d6+4 [strength bonus] 2 lb (Hammer); usable off-hand; heavy throwable
        Thrown (range 5/10): Same as melee.
Warhammerv: +8 vs AC [+5 strength attack][+1 master at arms] [+2 proficiency]; damage 1[W]=1d10+4 [strength bonus] 5 lb (Hammer) versatile
Tide of Iron +5w [base strength attack] vs AC
Brash Strike +5w [base strength attack] vs AC
Shield Bash:
Villain's Menace +5w [base strength attack] vs AC
v Versatile weapon. Add +1 to damage if using two-handed.
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
At this level, the master-at-arms feat gives +1 on all attacks using weapons with which you do NOT have expertise.
Base Saving throw: d20 vs 10
Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
180 lb.
360 lb.
900 lb.

Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
100 lb. or less
101-200 lb.
201-300 lb.
300 lb.
600 lb.
1500 lb.


Languages: Common; Dwarven;

Rituals Known:

Skills:

Acrobatics: -2 = 0 [dexterity] + 1 [half level]-1 [armor]-2 [heavy shield]
Arcana: +1 = 0 [intelligence] + 1 [half level]
Athletics: +7 = 4 [strength] + 1 [half level] +5 [class training]-1 [armor]-2 [heavy shield]
Bluff: +0 = -1 [charisma] + 1 [half level]
Diplomacy: +0 = -1 [charisma] + 1 [half level]
Dungeoneering: +4 = 1 [wisdom] + 1 [half level] + 2 [Dwarf]
Endurance: +9 = 4 [constitution] + 1 [half level] + 2 [Dwarf] +5 [class training]-1 [armor]-2 [heavy shield]
Heal: +2 = 1 [wisdom] + 1 [half level]
History: +1 = 0 [intelligence] + 1 [half level]
Insight: +2 = 1 [wisdom] + 1 [half level]
Intimidate: +5 = -1 [charisma] + 1 [half level] +5 [class training]
Nature: +2 = 1 [wisdom] + 1 [half level]
Perception: +2 = 1 [wisdom] + 1 [half level]
Religion: +1 = 0 [intelligence] + 1 [half level]
Stealth: -2 = 0 [dexterity] + 1 [half level]-1 [armor]-2 [heavy shield]
Streetwise: +0 = -1 [charisma] + 1 [half level]
Thievery: -2 = 0 [dexterity] + 1 [half level]-1 [armor]-2 [heavy shield]
Feats:

Master at Arms [HoFL] +1/+2/+3 to hit
Dwarf Stoneblood [MP]
At-Will:

Melee Basic Attack: By weapon, damage 1[W]+4 [strength bonus] [standard action]
Ranged Basic Attack: By weapon, damage 1[W] [standard action]
Bull Rush: +5 [base strength attack] vs fortitude [standard action]
Grab: +5 [base strength attack] vs reflex [standard action]
Move grabbed target: +5 [base strength attack] vs fortitude [standard action]
Escape: -2 [acrobatics] vs reflex / +7 [athletics] vs fortitude [move action]
Tide of Iron [Level 1]
Brash Strike [MP; Level 1]
Push Forward [Level 2 Utility]:
Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other Move Actions: Crawl; Run [speed 7]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Actions: Readied action
Other Opportunity Actions: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check

Encounter Powers:

Second Wind [minor action for dwarf]
Spend an Action Point [free action, not in surprise round]
Shield Bash [Level 1]:
Daily Powers:

Villain's Menace [Level 1]
Dwarf

+2 Constitution, +2 Strength or Wisdom (already included; you chose Strength.)
Cast-Iron Stomach (+5 saves vs poison)
Dwarven Resilience (second wind is minor rather than standard action)
Dwarven Weapon Proficiency (throwing hammer, warhammer)
Encumbered Speed
Stand your Ground (forced moves are 1 square less; immediate save vs. being knocked prone)
Fighter
Combat Challenge (mark enemy) [see online revision]
This fighter chose Combat Superiority class feature.
This fighter chose the battlerager style [remember the free temporary hit points and accompanying combat bonuses -- these have been modified since Martial Power was released].

Equipment:

72 lb
2 lb
5 lb

4 lb
2 lb
5 lb
1 lb
10 lb
10 lb
2 lb
4 lb
_____
117 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Flint and steel
Grappling hook
Hammer
Pitons x10
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1

Total

Magic items:
Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:

[5 blank lines suppressed]

Resistances:
Action Point Tally:

Daily Item Powers Per Day: Heroic Tier           Milestones:  /  /  /

Death Saving Throw Failures:

More about this character:

[6 blank lines suppressed]

Error reports to scalpel_blade@yahoo.com Thanks!
Sign In