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Summary[]

Rolf Deathaxe Player mogwaimon
Dwarf Fighter (Unaligned) Level 1 (XP 0)
Initiative +0
Passive Insight 10 Passive Perception 10; Senses Low-light Vision
HP 33 Bloodied 16 Surge Value 8; Surges Per-Day 13
AC 16 Fortitude 15 Reflex 10 Will 10
Saving Throws +5 Vs. poison
Speed 5 squares Size Medium
Str 20 (+5) Dex 10 (+0) Wis 10 (+0)
Con 18 (+4) Int 10 (+0) Cha 08 (-1)
Racial Abilities Cast-Iron Stomach, Dwarven Resilience, Dwarven Weapon Proficiency, Encumbered Speed, Stand Your Ground
Class Features Combat Challenge, Combat Superiority, Battlerager Vigor
Battack Basic Attack 1d12+5(+7 with temp HP) damage, +7 to hit. High Crit (G.Axe) - On crit roll max weapon damage + 1d12
Branged Ranged Basic Attack None
Feats Dwarf Stoneblood
Skills Dungeoneering +2, Endurance +12, Heal +5, Athletics +10, Monster Knowledge (Undead) +2/+4, Diplomacy (Undead) +1/+3
Languages Common, Dwarven
Powers
Brash Strike (At Will Standard Melee ✦ Martial, Weapon)
Target: One creature
Attack: +9 (STR 5 + Prof. 2 + power bonus 2) vs. AC
Weapon: If you’re wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier.
Hit: 1d12 + 9(+11 with temp HP) damage
Effect: You grant combat advantage to the target until the start of your next turn.
Crushing Surge (At Will Standard Melee ✦ Martial, Weapon, Invigorating)
Target: One creature
Attack: +7 vs. AC
Hit: 1d12+5(+7 with temp HP) damage
Bell Ringer (Encounter Standard Melee ✦ Martial, Weapon, Invigorating)
Target: One creature
Attack: +7 vs. Fortitude
Weapon: If you’re wielding an axe, a hammer, or a mace, the attack deals damage equal to your Constitution modifier.
Hit: The target is dazed until the end of your next turn, +4 damage
Dwarven Resilience (Encounter Minor )
Target: Personal
Effect: Rolf spends his second wind.
Lasting Threat (Daily Standard Melee ✦ Martial, Weapon, Reliable)
Target: One creature
Attack: +7 vs. AC
Hit: 3d12+5(+7 with temp HP) damage, and the target is marked until the end of the encounter or until you are knocked unconscious. No mark can supersede this one.



==Fluff==
Description: Rolf is a squat muscular dwarf with brown skin. He has short curly black hair, 
and wears his beard as a short goatee. He also has a large vicious scar over his left eye, the eye itself is
undamaged, however the area around it makes you cringe to look. His personality is grim and somewhat inappropriate
like the other dwarves from the Valley, but he has a negative vibe around him like his spirit's been crushed.

Background: Rolf once lived happily in one of the kingdoms scattered around the Valley of Bone with his wife
and only son when it happened. Sitting at home teaching his son how to clean an axe, he felt himself lift 
up off the ground, and then all went black as something struck him in the face.
When he came to, everything was in ruins around him. He had miraculously survived, but his family wasn't so lucky.
His son lay on the ground, the greataxe embedded where his stomach would be. His wife, crushed under a pile of rubble.
Rolf, in a daze, looked around to see other survivors mourning their loved ones, some of them aimlessly trudging through
the debris. One of the dwarves ran up to him and mouthed 'We've got to get out of here!' but Rolf heard nothing. He fell to his knees, and passed out from shock.

It's a year later. Rolf is now in Daunton. He had become a sword for hire, using his (new) greataxe to earn his keep.Rolf
remembers almost nothing about that day, other than that he had a family that was torn from him. He didn't even know who
he had to blame for it, but he heard rumors that the Brotherhood of the Bright Eon was behind what happened in the Valley.
Not knowing what to believe, he continues selling his sword in hopes of finding the true perpetrator of the disaster and exacting
revenge upon him.



Hooks: 1. As Rolf remembers more about what happened that day, he remembers about the axe that killed his
son. He wants to use the axe to get revenge on the person who caused the death of his family, so returns to the valley
to retrieve it. When he arrives at his former home he notices the axe is gone...but where?
     


Kicker:text goes here



==Math==
===Attributes===
STR 18 +2 racial = 20
DEX 10 
CON 16 +2 racial = 18
WIS 10 
INT 10
CHA 8
===Defenses===
AC = 10 + 6 (Armor Bonus) = 16
Fort = 10 + 5 = 15, Reflex = 10, Will = 10
====Hitpoints====
HP = 15 + (CON = 18) = 33
Healing Surges/day = 9 + 4 = 13
====Saving Throws====
+5 vs poison (Racial)
===Attacks===

====Basic====
Melee: 1d12+5(STR)+2(If I have temp. HP) damage, 1d20 + 5 (STR) + 2 (Proficiency bonus) = 1d20 + 7 to attack
Ranged = None
====Powers====

Brash Strike Fighter Attack 1
With a battle cry, you throw your whole body behind your
attack.
At-Will  Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength + 2 vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.
Weapon: If you’re wielding an axe, a hammer, or a mace,
the attack deals extra damage equal to your Constitution
modifier.
Effect: You grant combat advantage to the target until the
start of your next turn.

Crushing Surge Fighter Attack 1
The feel of your weapon crunching against the enemy puts your
heart back in the fight.
At-Will  Invigorating, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.


Bell Ringer Fighter Attack 1
You smash your weapon into your enemy, jarring his vitals.
Encounter  Invigorating, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Hit: The target is dazed until the end of your next turn.
Weapon: If you’re wielding an axe, a hammer, or a mace, the
attack deals damage equal to your Constitution modifier.

Lasting Threat Fighter Attack 1
Following up your challenge with a solid attack, you force your
enemy to engage you.
Daily  Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is
marked until the end of the encounter or until you are
knocked unconscious. No mark can supersede this one.

Utility

=== Class Features ===
Combat Challenge - In combat, it’s dangerous to ignore a fighter. Every
time you attack an enemy, whether the attack hits or
misses, you can choose to mark that target. The mark
lasts until the end of your next turn. While a target
is marked, it takes a –2 penalty to attack rolls for any
attack that doesn’t include you as a target. A creature
can be subject to only one mark at a time. A new mark
supersedes a mark that was already in place.
In addition, whenever a marked enemy that is
adjacent to you shifts or makes an attack that does not
include you, you can make a melee basic attack against
that enemy as an immediate interrupt.

Combat Superiority - You gain a bonus to opportunity attacks equal to your
Wisdom modifier. An enemy struck by your opportunity
attack stops moving, if a move provoked the
attack. If it still has actions remaining, it can use them
to resume moving.

Battlerager Vigor
 Whenever you hit an enemy with a melee 
or a close attack, you gain temporary hit points equal to your 
Constitution modifier, plus any temporary hit points normally granted by
 the power. You gain the hit points only after the attack is resolved.
    If
 you use an invigorating fighter attack power and miss every target with
 it, you gain temporary hit points equal to your Constitution modifier.
    When
 wearing light armor or chainmail, you gain a +1 bonus to damage rolls 
with melee and close weapon attacks whenever you have temporary hit 
points. This bonus increases to +2 if you’re wielding an axe, a hammer, a
 mace, or a pick.
=== Racial Features ===
Cast-Iron Stomach +5 to poison saving throws
Dwarven Resilience - Use Second Wind as a minor action rather than standard
Dwarven Weapon Proficiency - Proficient with throwing hammer and warhammer
Encumbered Speed - Move normally even when it would normally be reduced by armor or a heavy load. Any other effects such as terrain or magic affect you normally
Stand Your Ground - You are knocked back one square less by attacks that would knock you back. You also gain an immediate saving throw to avoid falling prone on an attack that would knock you prone
=== Skills ===
Dungeoneering = 2 (Racial) = 2
Athletics = 5 (Trained) + 5 (STR mod) = 10
Endurance = 5 (Trained) + 2 (Racial) + 1 (Regional) + 4 (CON mod) = 12  
Heal = 5 (Trained) = 5
Monster Knowledge (Undead) = 2 (4 if undead from Valley of Bone)
Diplomacy (Undead) = 2 (4 if undead from Valley of Bone) - 1 (CHA mod) = +1/+3

=== Feats ===

Dwarf Stoneblood
Prerequisites: Dwarf, fighter, Battlerager Vigor
class feature
Benefit: 
 You gain a +2 feat bonus to the number of temporary hit points you gain
 from using an invigorating power. The bonus increases to 4 at 11th 
level and 6 at 21st level.
=== Regional Benefits=== 
Valley of Bone - +1 to Endurance checks, +2 to monster knowledge and diplomacy checks regarding undead
These bonuses rise to +4 if the undead originate from the Valley of Bone.
==Equipment==
Equipment Name Price Weight
Chain Mail

40gp

40lbs
Greataxe 30gp 12lbs
etc Cost
Standard Adventurer's Kit 15gp 33lbs
etc Cost
etc Cost

Current GP = 15 (100-40 = 60-30 = 30-15 = 15)

Judge Comments[]

Level 1[]

Approval 1[]

Approval from TwoHeadsBarking:

  • Removed comments that no longer apply.
  • Equipment: You should state how much gold you have left.

Approved.

Approval 2[]

Status[]

Not approved for level 1.

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