Dungeons & Dragons 4th Edition
Skald Konietzko
Mercenary NPC
Played by All
3 Games Played, Created 03/24/2009
Male Dwarf Good Medium Level 3
Class Warlord Paragon Path None Epic Destiny None
Ability Score Mod +1/2 Lvl
STR 15 15 base +0 race +0 level +2 +3
DEX 10 10 base +0 race +0 level +0 +1
CON 14 12 base +2 race +0 level +2 +3
INT 13 13 base +0 race +0 level +1 +2
WIS 13 11 base +2 race +0 level +1 +2
CHA 15 15 base +0 race +0 level +2 +3
Hit Points Healing Surges
Max HP Bloodied Surge Value Surges/Day
3614 Con score plus 22 class levels 18 99 one-quarter hit points □□□□□
□□
Current HP
 
Second Wind 1/encounter Used
minor action ♦ +2 all Defenses til start turn ♦ spend healing surge
Death Saving Throw Failures
Saving Throw Mods +5 racial against poison
Defenses
AC 19 10 11 + 1/2 level +0 Dex or Int +6 armor +1 shield +0 class +0 feat +1 enhancement
Conditions
FORT 14 11 10 + 1/2 level +2 Str or Con +1 Warlord class +0 feat +0 enhancement
Conditions
REF 13 11 10 + 1/2 level +1 Dex or Int +1 shield +0 class +0 feat +0 enhancement
Conditions
WILL 14 11 10 + 1/2 level +2 Wis or Cha +1 Warlord class +0 feat +0 enhancement
Conditions
Attack   Damage
Total 1/2 Lvl Abil Class Prof Feat Enh Misc Total W Abil Feat Enh Misc Misc
warhammer ♦ versatile ♦ STR vs. AC  
+5 +1 +2 +0 +2 +0 +0 +0 1d10+4 1d10 +2 +2 +0 +0 +0
throwing hammer ♦ off-hand, heavy thrown ♦ STR vs. AC ranged 5/10
+5 +1 +2 +0 +2 +0 +0 +0 1d6+4 1d6 +2 +2 +0 +0 +0
unarmed strike ♦ STR vs. AC  
+3 +1 +2 +0 +0 +0 +0 +0 1d4+2 1d4 +2 +0 +0 +0 +0
Workarea Workarea
                             
Senses
  Vision normal, low-light
  passive Insight 1210 base +2 Insight score
  passive Perception 1210 base +2 Perception score
Action Points
Actions Points
Additional Action Point Effects
 
Initiative +3+0 Dex +1 half-level +2 Combat Leader power bonus
Speed 55 race -0 armor
Experience Points 2,767 of 3,750
Workspace
Conditions

Ongoing Effects


Resistances
None
 Armor Check Penalty -1-1 armor -0 shield
 Skills Acrobatics +0 (+0 Dex, +1 half-lvl, -1 armor), Arcana +2 (+1 Int, +1 half-lvl), Athletics +7 (+2 Str, +1 half-lvl, +5 trained, -1 armor), Bluff +3 (+2 Cha, +1 half-lvl), Diplomacy +3 (+2 Cha, +1 half-lvl), Dungeoneering +4 (+1 Wis, +1 half-lvl, +2 racial), Endurance +10 (+2 Con, +1 half-lvl, +2 racial, +5 trained, -1 armor, +1 item bonus dwarven chainmail), Heal +7 (+1 Wis, +1 half-lvl, +5 trained), History +7 (+1 Int, +1 half-lvl, +5 trained), Insight +2 (+1 Wis, +1 half-lvl), Intimidate +3 (+2 Cha, +1 half-lvl), Nature +2 (+1 Wis, +1 half-lvl), Perception +2 (+1 Wis, +1 half-lvl), Religion +2 (+1 Int, +1 half-lvl), Stealth +0 (+0 Dex, +1 half-lvl, -1 armor), Streetwise +3 (+2 Cha, +1 half-lvl), Thievery +0 (+0 Dex, +1 half-lvl, -1 armor)
 Feats Armor Proficiency (cloth, leather, hide, chainmail; light shield), Dwarven Weapon Training, Power Attack, Weapon Proficiency (simple melee, military melee, simple ranged)
Combat Features
  • Combat Leader – You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
  • Inspiring Presence – When an ally who can see you spends an action point to take an extra action, that ally also regains 3one-half your level + your Charisma modifier lost hit points.
  • Power Attack – With melee attack, -2 penalty attack roll, +2 bonus damage (+3 two-handed).
  • Stand Your Ground – When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to.
    In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
At-Will Powers
  • Commander's Strike – Martial, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack An ally An ally of your choice makes a melee basic attack against the target. ♦ Hit Ally's basic attack damage + your Intelligence modifier.
  • Furious Smash – Martial, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack STR vs. Fortitude ♦ Hit Deal damage equal to your Strength modifier, and then choose one ally adjacent to either you or the target. This ally applies your Charisma modifier as a power bonus to the attack roll and the damage roll on his or her next attack against the target. If the ally does not attack the target by the end of his or her next turn, the bonus is lost.
Encounter Powers
  • Aid the Injured – Healing, Martial ♦ StdMelee touch ♦ Target you or one adjacent ally ♦ Effect The target can spend a healing surge.
  • Guarding Attack – Martial, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 2[W] + Strength modifier damage. Until the end of your next turn, one ally adjacent to either you or the target gains a power bonus to AC against the target's attacks equal to 1 + your Charisma modifier.
  • Inspiring War Cry – Martial, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 2[W] + Strength modifier damage ♦ Effect One ally who can hear you and is within 5 squares of you makes a saving throw.
  • Inspiring Word – Martial, Healing ♦ MinorClose burst 5 ♦ Target you and one ally in burst ♦ Effect The target can spend a healing surge and regain an additional 1d6 hit points. ♦ Special You can use this power twice per encounter, but only once per round.
Daily Powers
  • Bastion of Defense – Martial, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 3[W] + Strength modifier damage. Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter. ♦ Effect Allies within 5 squares of you gain temporary hit points equal to 5 + your Charisma modifier.
Special Features
  • Dwarven Resilience – You can use your second wind as a minor action instead of a standard action.
  • Encumbered Speed – You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
Miscellaneous Information
 History
Why did you become an adventurer? Skald set out at an early age to hone his combat skills and learn of the world. He hopes to one day return to his dwarven clan a tough, world-wise individual.
Where did you learn your class skills? Dwarven instructors.
How did you acquire your equipment, and does any of it have special meaning? Purchased by saving earnings working for the clan.
What's the worst event in your life? Skald was part of a tunnel guard in his younger days, and several of his close friends were slain by kobolds due to confusion in orders from superiors. Since that time, Skald is determined to keep the battlefield controlled to the extent possible.
What's the best event in your life? The day his daughter, Lucia, was born.
Do you have survivng family? Mother? Father? Siblings? Spouse? Do you stay in touch? Yes, parents, girlfriend, and daughter are alive and well in the clan. He goes home to visit every six months and brings them his earnings.
What is your biggest fear? That his decisions will lead to the death of others because he chose poorly.
What makes you laugh out loud? Anything that makes fun of or embarasses an elf.
What makes you angry? Any threat that disrupts the livelihood and well-being of good, honest folk.
Do you have a secret? No
What talent would you most like to have? Skald would love to be prescient in battle.
What would be your theme music? TNT by AC/DC
 AdventuresNone; Last Played 05/21/2009

 Languages Common, Dwarven
 Deity Moradin
 Height 4 ft. 7 in.; Weight 198 lb.; Age 29; Hair Bald with Black Beard; Eyes Gray

 Personality Traits Social—Talkative, Self-Assured, Skeptical; Decision Points—Commanding, Honest, Stern; Dire Straits—Brave, Driven, Calm.
 Mannerisms Catchphrase of "Spreken zie hammer?".
 Appearance Tall for a dwarf, bald with a long braided black beard. Skald is very neat and tidy.

 Defeated Enemy Record Decrepit Skeletons (2), Gnome Skulk, Guard Drake, Zombie, Zombie Rotter
Equipment & Possessions
  Daily Item Powers Per Day

 Magic Items Equipped WEAPON—None, ARMOR—+1 dwarven chainmail armor (+6 armor; +1 enhancement to armor; +1 item bonus to Endurance checks; heavy armor; -1 check; -1 speed; 40 lb.) (Power—Daily ♦ Healing ♦ Free Action ♦ Regain hit points as if you had spent a healing surge.) (520 gp), ARMS—None, FEET—None, HANDS—None, HEAD—None, NECK—None, RING (left)—None, RING (right)—None, WAIST—None

 Magic Items Carried None

 Potions None

 Nonmagical Items backpack (2 lb.) (2 gp), bedroll (5 lb.) (1 sp), belt pouch (0.5 lb.) (1 gp), flint and steel (1 gp), hempen rope (50 ft.; 10 lb.) (1 gp), light shield (+1 shield; 6 lb.) (5 gp), sunrods (bright light 20 squares; 4 hour duration; 1 lb.) (2 gp), throwing hammers (+2 proficiency; 1d6 damage; 5/10 range; hammer; off-hand, heavy thrown; 2 lb.) (5 gp), trail rations (1 lb.) (5 sp), warhammer (+2 proficiency; 1d10 damage; hammer; versatile; 5 lb.) (15 gp), waterskin (4 lb.) (1 gp)

 ad 0, pp 0, gp 31, sp 5, cp 8
 Other Wealth None