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Summary Edit

Voda VosaMuzdum Firebelly
XP 13746Male Dwarf Adventurer Brawler Fighter 8
Medium natural humanoid (Humaniod)
Initiative 7; Senses Passive Insight 14, Passive Perception 14
HP 71, Bloodied 32, Surge Value 16, Surges 11
AC 26; Fortitude 25, Reflex 29, Will 17
Saving Throws +5 racial vs Poison
Speed 6
BasicMeleeInescapable Waraxe +2 (Standard; at-will)
+14 vs AC; 1d12+11. Versatile.
BasicMeleeDefensive Spiked gauntlet +1 (Standard; at-will)
+14 vs AC; 1d6+8
BasicRangedHand Crossbow (Standard; at-will)
+10 vs. AC; 1d6+3 damage
Second Wind (Minor once per encounter, Standard thereafter.; Encounter) ✦ Personal
You spend a healing surge and regain 16 hit points. You gain a +2 bonus to all defenses until the start of your next turn.
MeleeCombat agility (Oportunity attack; at-will) ✦ Martial, Weapon
Trigger: An enemy adjacent to you takes an action that provokes an opportunity attack Effect: After the triggering enemy completes the action, you shift 3 squares. You must end the shift closer to the target than you were when you began the shift. Then make the following attack: +14 vs AC, (HIT) 1d12+11+2, and you knock the target prone.
MeleeCombat challenge (Imm. Interrupt; at-will) ✦ Martial, Weapon
Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy: +13 vs AC, (HIT) 1d12+11+2
MeleeSlash and Pummel (Standard; at-will) ✦ Martial, Weapon
+14 vs AC, (HIT) 1d12+7, make a secondary attack vs the target; +14 vs Ref, hit deals 8 dmg
MeleeGrappling Strike (Standard; at-will) ✦ Martial, Weapon
+14 vs AC; (HIT) 1d12+11 and you grab the target. The grab ends automatically at the end of your next turn.Special: Can use as a basic attack whem making AoO
MeleeTakedown Attack (Standard; encounter) ✦ Martial, Weapon
+14 vs Fort, (HIT) 1d12+11 and you knock the target prone. Special: When charging, this power is useable as a melle basic attack.
MeleeHarrier's Ploy (Standard; Daily) ✦ Martial, Weapon
+14 vs AC, (HIT) 3d12+11 dmg Effect: Until the end of the encounter, if the target moves, you can shift (+3) squares as an immediate reaction.
Pass Forward (Move; At-will) ✦ Martial
Effect:You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.
MeleeBare-Knuckled Rebuke (Minor; Daily) ✦ Martial, Weapon, Stance
Effect:Until the stance ends, you can use the Bare-Knuckled Rebuke Attack power.
MeleeBare-Knuckled Rebuke Attack (Imm. Reaction; at-will) ✦ Martial, Weapon
Trigger: An enemy adjacent to you misses you with a melee attack; Attack: +14 vs AC (unarmed), (HIT) 1d6+8 damage, and the target grants combat advantage to you until the end of your next turn.
MeleeSlamming Rush (Standard; encounter) ✦ Martial, Weapon
You must have a creature grabbed. Effect:You move your speed. For each square you move, you slide the target 1 square to a square adjacent to you. The creature remains grabbed, and you do not provoke an opportunity attack from the target during this movement. Then make the following attack: +16 vs Fort, (HIT) 1d8+8 dmg, and you knock the target prone. If the target is adjacent to blocking terrain, add your Dexterity modifier (+3) to the damage.
Mighty Sprint (Move; Encounter) ✦ Personal
Effect:You move your speed + 4. During this movement, you ignore difficult terrain and gain a +5 power bonus to Athletics checks you make as part of the move.
AreaCome and Get it (Standard; Encounter) ✦ Martial, Weapon
Close Burst 3, +13 vs Will (HIT) You pull the targets 3 squares to an adjjacent square of you. If the targets is adjacent to you after the pull, it takes 1d12+11.
Inescapable Waraxe +2
Main hand; , Property: Each time you miss a target with this weapon, you gain a cumulative +1 bonus (up to the weapon's enhancement bonus) to your next attack roll with this weapon against the same target. The bonus ends if you attack a different target or when you hit. Versatile.
Dwarven Scale Armor +2
Attached component (body); , Enhancement: +2 AC, +2 Endurance Power: Daily: Free Action. Regain HP as if spent a HS.
Defensive Spiked gauntlet +1
Off Hand; , Property: When you take the total defense or second wind action, add the enhancement bonus of this weapon as an item bonus to all of your defenses until the start of your next turn.
Iron Armbands of Power
Attached component (arm); , Property: Gain a +2 item bonus to melee damage rolls.
Steadfast Amulet +2
Attached component (neck); , Enhancement:' +2 Fortitude, Reflex and Will. Property: Power: Immediate interrupt. Effect: You are subject to a daze or stunned condition: you can make a saving throw against it. On failure it doesn't consume the use of this power.
Restfull bedroll
Property:add 1d8 temporal hp after extended rest.
Rushing Cleats
Property:+2 to bullrush attacks. +1 to slides or pushes as part of close or melee attacks.


Gauntlets of Ogre power
Property:+1 to Atheltics and STR based checks. Power: Once per Day, +2 to damage until end of encounter
Helm of Exemplary Defence
Property:+2 to opportunity attacks damage of you and allies within 3 squares.


Alignment Good; Languages Common
Str 21 (+5)Dex 16 (+3)Wis 12 (+1)
Con 14 (+2)Int 10 (+0)Cha 08 (-1)
Skills Endurance, Athletics, Heal
Feats Dwarven Weapon Training, Brawler Guard, Quick steps, Solid Footing, Wrenching grasp.
Equipment Chainmail, Spiked gauntlet, Broadsword, Hand Crossbow, Crossbow Bolts (60), Inescapable Waraxe +2, Dwarven Scale Armor +2, Defensive Spiked gauntlet +1, Iron Armbands of Power (heroic tier), Frostwolf Pelt +1, adventurer's kit, 365 gp; Steadfast amulet +2; Rushing Cleats.



Character Information Edit

Background Edit

Muzdum's clan is famous, or infamous for their drinking habits and their inclination to violence, although good natured, cheerfully and enjoyable, even in a tavern brawl. Muzdum is a wandering drunk dwarf, always searching for a good beer and a good brawl. He enjoys fighting as much as he enjoys drinking. His bluntness and force of personality have made him walk safe from the strangest of situations.

Firebelly clan had many enemies, either outsiders or other dwarven clans, Firebelly clan members were always at war with other clans, orcs, you name the creature, they surely had picked up a fight with them. It was the only thing that kept them united. But eventually, wars end, rivals are defeated, or defeat you, and so happened with Firebelly clan. Most of the remnants of this clans are lone old soldiers, that spent their days in shady taverns, or as hired swords.

One of these old soldiers is now at Shard's Tavern, battering his fist in the table, laughing at his own jokes, as he orders another tankard of ale, to toss for his fallen comrades.

Appearance Edit

With his horned helmet sinked in his head, and his fond red beard and hair comming out of everywhere, this dwarven brick wall has a big belly, stout arms and powerful legs, that carry his massive frame. He has small red eyes behind very populated eyebrows.

Age: 68
Gender: Male
Height: 1.2 meters
Weight: 150 kilograms

Personality Edit

Alignment: Good

Happy,cheerful. Always has a joke to say. Almost always drunk. Likes a good brawl once a day.

Hooks Edit

  • Muzdum hopes to find some of his clan members.
    * Muzdum wont hesitate to give a good punch at those who bad intentionated, or to any one that offers a good challenge

Kicker Edit

Muzdum wants to reunite the Firebelly and assemble the clan again.

Other Sections Edit

Adventuring Career Edit

Draws XP From Retired Character Hasifar.

Companions Past and Present Edit

Stat block:


[sblock=Muzdum Firebelly]

  • Dwarf Brawler fighter, level 8


  • Initiative 6; Senses: Passive Insight 13,
  • Passive Perception 14, HP 65, Bloodied 32, Surge Value 16, Surges 11
  • AC 25; Fortitude 24, Reflex 19, Will 15Saving Throws +5 racial vs PoisonSpeed 6
  • Inescapable Waraxe +2 (Standard; at-will)+13 vs AC; 1d12+11+1. Versatile.
  • [sblock=Opportunity actions on Marked or not Marked targets]
  • Combat agility (no need of a mark)
  • Trigger: An enemy adjacent to you takes an action that provokes an opportunity attack
  • Effect: After the triggering enemy completes the action, you shift 3 squares. You must end the shift closer to the target than you were when you began the shift. Then make the following attack: +13 vs AC, (HIT) 1d12+11+1+2, and you knock the target prone.
  • Combat challenge (needs to be marked)
  • Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy: +13 vs AC, (HIT) 1d12+11+1+2
  • Bare-Knuckled Rebuke Attack (In case Bare Knuckled Rebuke is in effect)
  • Trigger: An enemy adjacent to you misses you with a melee attack; Attack: +13 vs AC (unarmed), (HIT) 1d6+8 damage, and the target grants combat advantage to you until the end of your next turn.[/sblock][/sblock]

Equipment Edit

Coins: 45 gps Encumbrance: 82lbs

Items

  • Steadfast amulet +2
  • Restfull bedroll
  • Frostwolf Pelt +1
  • Iron Armbands of Power
  • Defensive Spiked gauntlet +1
  • Impostor's Drake Scale Armor +2
  • Inescapable Waraxe +2
  • Adventurer's Kit
  • Rushing Cleats
  • Gauntlet of Ogre Power
  • Helm of Exemplary defence

Normal Load: 200lbsHeavy Load: 400lbsMaximum Drag Load: 1000lbs

Math Edit

The math section describes the math behind your character sheet. It is here so that judges and character approvers can quickly verify your character's accuracy.

AttributesEdit

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 12 17 2 2 21 5
Con 2 12 2 0 14 2
Dex 7 15 0 1 16 3
Int 0 10 0 0 10 0
Wis 1 11 0 1 12 1
Cha 0 8 0 0 8 -1
Totals 22   10


AttackEdit

See the Attack template for assistance.



Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee

5

str 001free LEB expertise4Inescapable WarAxe +20414AC
Basic Ranged

5

str001LEB expertise (free)3Hand crossbow0413AC


Defenses Edit

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class 3/0 dex/int 0 0 1 Brawler's guard 11 +2 Impostor's Drake Scale Armor 0 0 4 26
Fortitude+5/+2str/con20002+2 steadfast amulet2Brawler's style4 25
Reflex3/0dex/int001 Brawler's guard2+2 steadfast amulet004 20
Will1/-1wis/cha000 02+2 steadfast amulet004 17


Senses and Reactions Edit

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 0 0 0 0 0 0 0 0 4 0 4
Passive Insight 1 0 0 0 0 0 0 0 4 0 15
Passive Perception 1 0 0 0 0 0 0 0 4 0 15

Senses: Low Light Vision

Health Edit

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherTotalBloodedSurge
Hit Points 15 14 6 0 0 0 0 0 0 71 35 17


Surges per day: 11 (9 class, +2 Con)

Speed and Movement Edit

Speed: 5

Racial Features Edit

Dwarf

  • +2 Wis, +2 Con
  • Languages: Common and Dwarven
  • Size: Medium
  • Visson: Low Light
  • Dwarven Weapon Proficiency - Proficient with hammers.
  • Cast-Iron Stomach - +5 bonus to saving throws against poison.
  • Encumbered Speed - Armor or heavy load doesn't reduce your speed. (Other effects still can.)
  • Dwarven Resilience - Second wind is minor action.
  • Stand Your Ground - Can move 1 less when forced to move

Class Features Edit

Fighter (PH)

  • Combat challenge: can mark targets hit or missed with fighter attack powers.
  • Armor proficiency: Proficient with cloth, leather, hide, chain, scale, and shields (light and heavy).
  • Weapon proficiency: Proficient with simple melee, simple ranged, military melee, military ranged.

Feats Edit

  • 1st: Dwarven Weapon Training
  • 2nd: Brawler Guard
  • 4th: Quick steps
  • 6th: Solid footing
  • 8th: Wrenching grasp

Background Edit

Skills and Languages Edit

Languages: Common, Dwarven

See the Skills template for assistance.


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics03dex00047
Arcana 0 0 int 0 0 0 0 0 4 4
Athletics55str000414
Bluff0-1cha0000043
Diplomacy0-1cha0000043
Dungeoneering01wis2000047
Endurance52con200413
Heal51wis00000410
History00int0000044
Insight01wis0000045
Intimidate0-1cha0000043
Nature01wis0000045
Perception01wis0000045
Religion00int0000044
Stealth03dex00047
Streetwise0-1cha0000043
Thievery03dex00047


Powers Edit

  • At-will 1: Slash and Pummel
  • At-will 1: Grappling Strike
  • Encounter 1: Takedown Attack
  • Daily 1: Harrier's Ploy
  • Utility 2: Pass Forward
  • Encounter 3: Slamming Rush
  • Daily 5: Bare-Knuckled Rebuke
  • Utility 6: Mighty Sprint
  • Encounter 7: Come and get it
  • At-will(item): Impostor's Drake Scale Armor +2
  • Daily (item): Steadfast amulet +2
  • Daily (item): Rushing Cleats +1



See the Power to Hit Summary and the Power to Hit templates for assistance.

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Slash and Pummel +5 Str 1 Free expertise 4 Inescapable waraxe +2 0 0 4 14 AC
Grappling Strike +5 Str 1 Free expertise 4 Inescapable waraxe +2 0 0 4 14 AC
Takedown Attack +5 Str 1 Free expertise 4 Inescapable waraxe +2 0 0 4 14 AC
Harrier's Ploy +5 Str 1 Free expertise 4 Inescapable waraxe +2 0 0 4 14 AC
Slamming Rush +5 Str 2 Free expertise 3 Defensive spiked guantlets +2 0 0 4 14 AC
Come and get it +5 Str 1 Free expertise 4 Inescapable waraxe +2 0 0 4 14 Will


Tracking Edit

Starting:

Money Edit

+580 gp base gold
-15 gp Adventure's Kit
-520 gp Defensive spiked guantlet
--------
45 gp

Treasure Edit

Starting treasure:

Lvl; Parcel; Item level
1 ; n ; 1
2 ; +4 ; 6
3 ; +1 ; 4
4 ; +2 ; 6
5 ; +3 ; 8

6; n; 6-> Helm of Exemplary Defence.


Gained 360 GP in Paper's Chace

Gained Steadfast amulet +2 in Paper's Chace

Total GP: 405


Gained 680 GP in Hysterias Ascendency

Gained Rushing Cleats in Hysterias Ascendency

Total GP: 1085 GP


Purchased Guantelets of Ogre power (5) for 1000GP.

Gained 480 GP in Curious and Curiouser

Current GP: 565

Edit

XP Edit

7500 XP (Initial creation at level 6 to replace retired character) Gained 1452XP in Paper's Chace to a total XP of 8952XP Gained 1804XP in Hysterias Ascendency to a total XP of 10756XP. Gained 1990 XP and 4RPin Curious and Curiouser Spend 4RP for 1000 XP.

Total XP: 13746 XP


Changes Edit

Adventuring in Paper's Chace Gained 1452XP in Paper's Chace to a total XP of 8952XP

Gained 360 GP in Paper's Chace

Gained Steadfast amulet +2 in Paper's Chace


Adventuring in Hysterias Ascendency

Gained 1804XP in Hysterias Ascendency to a total XP of 10756XP

Gained 680 GP in Hysterias Ascendency

Gained Rushing Cleats in Hysterias Ascendency


Level ups

Level 7: Gained Come and get it level 7 encounter power. Retrained Wrenching grast feat for Quick steps feat, Gained Helm of Exemplary defense (6) for treasure parcel.

Judge Comments Edit

Judge comments (and your rebuttal) will go here.

Level 6 (initial creation to replace Retired character) Edit

Approval 1 Edit

Approval from TwoHeadsBarking:

  • Removed comments that no longer apply.

Approved.

Approval 2Edit

Level 7 Edit

Approval 1 Edit

Comments from TwoHeadsBarking:

  • Summary: You can shift three squares with Combat Agility.
  • Summary: Technically, Dwarven Resilience is now a power that lets you use your second wind as a minor once per encounter. So if you have something that lets you use your second wind twice in a fight, only one of those will be used as a minor action.
  • Summary: Your Brawler class feature increases the accuracy of your spiked fist, since the weapon is part of the unarmed group. So your gauntlet attacks should be at +13, just like your axe.
  • Summary: Slash and Pummel's secondary attack is too accurate.
  • Summary: Under Harrier's Ploy and Slamming Rush, remove the "Dexterity modifier" wording and just leave the number.
  • Summary: Bare-Knuckle Rebuke's attack is too accurate. Also, you ought to put the two Bare-Knuckle Rebuke entries next to each other in the summary.
  • Summary: Come and Get It is missing the enhancement bonus to damage.
  • Attributes: It only takes 12 points to get your Strength to 17. So you can put that extra point into Wisdom, and then fix your table to only have two points from level 4.
  • Attacks: Your RBA shouldn't be using Strength, and hand crossbows aren't that accurate.
  • Skills: You're missing your racial bonuses.
  • Tracking: You didn't include your parcel from going from level 6 to level 7

Approval 2 Edit

You could add a background (I don't see one), otherwise nothing other than TwoHeadsBarking mentioned was found. Approved

-Luinnar

Status Edit

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