Dungeons & Dragons 4th Edition
Encounters Pre-Generated Character
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DELMOR FLAMEWALKER
DDE7: Beyond the Crystal Cave
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DMs - Jeff Carlisle & Charles Plemons
Campus Cards & Games
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Male Tiefling |
Good Medium |
Cleric (Warpriest) 5 |
Languages Common, Supernal; Deity Kord; Background Sybaran; Height 6 ft. 2 in.; Weight 219 lb.; Age 25; Hair Purple; Eyes Red
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Attack |
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Damage |
Total |
1/2 Lvl |
Abil |
Class |
Prof |
Feat |
Enh |
Misc |
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Total |
W |
Abil |
Feat |
Enh |
Misc |
Misc |
terror warhammer +1 ♦ versatile ♦ STR vs. AC |
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on critical +1d8 |
+8 |
+2 |
+2 |
+0 |
+2 |
+1 |
+1 |
+0 |
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1d10+4 |
1d10 |
+2 |
+1 |
+1 |
+0 |
+0 |
hand crossbow ♦ load free ♦ DEX vs. AC |
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range 10/20 |
+4 |
+2 |
+0 |
+0 |
+2 |
+0 |
+0 |
+0 |
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1d6 |
1d6 |
+0 |
+0 |
+0 |
+0 |
+0 |
unarmed strike ♦ STR vs. AC |
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+4 |
+2 |
+2 |
+0 |
+0 |
+0 |
+0 |
+0 |
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1d4+2 |
1d4 |
+2 |
+0 |
+0 |
+0 |
+0 |
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Workspace |
Conditions
Ongoing Effects
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Resistances |
fire 75 base + 1/2 level; lightning 5; thunder 5 |
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Armor Check Penalty
-3-1 armor -2 shield
Skills
Acrobatics -1 (+0 Dex, +2 half-lvl, -3 armor),
Arcana +8 (+1 Int, +2 half-lvl, +5 trained),
Athletics +1 (+2 Str, +2 half-lvl, -3 armor),
Bluff +4 (+0 Cha, +2 half-lvl, +2 racial),
Diplomacy +7 (+0 Cha, +2 half-lvl, +5 trained),
Dungeoneering +5 (+3 Wis, +2 half-lvl),
Endurance +2 (+3 Con, +2 half-lvl, -3 armor),
Heal +11 (+3 Wis, +2 half-lvl, +5 trained, +1 cloak of the chirugeon),
History +3 (+1 Int, +2 half-lvl),
Insight +5 (+3 Wis, +2 half-lvl),
Intimidate +2 (+0 Cha, +2 half-lvl),
Nature +5 (+3 Wis, +2 half-lvl),
Perception +5 (+3 Wis, +2 half-lvl),
Religion +8 (+1 Int, +2 half-lvl, +5 trained),
Stealth +1 (+0 Dex, +2 half-lvl, +2 racial, -3 armor),
Streetwise +4 (+0 Cha, +2 half-lvl, +2 Sybaran background),
Thievery -1 (+0 Dex, +2 half-lvl, -3 armor)
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Feats
Armor Proficiency (chainmail, cloth, hide, leather; heavy shield, light shield),
Bludgeon Expertise,
Weapon Focus (hammers),
Weapon Proficiency (simple melee, simple ranged, warhammer)
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Combat Features |
- Bloodhunt – You gain a +1 racial bonus to attack rolls against bloodied foes.
- Bludgeon Expertise – You gain a +1 feat bonus to the number of squares you push or slide creatures with weapon attacks you make with a hammer or mace.
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At-Will Powers |
- Blessing of Wrath – Divine, Weapon ♦ Std ♦ Melee weapon ♦ Target One creature. ♦ Attack WIS vs. AC ♦ Hit 1[W] + Wisdom modifier damage. ♦ Effect You or one ally within 5 squares of you gains a power bonus equal to your Constitution modifier to his next damage roll against the target before the end of your next turn. ♦ Advances level 21 ♦ Reference Heroes of the Fallen Lands, pg. 109.
- Storm Hammer – Divine, Lightning, Thunder, Weapon ♦ Std ♦ Melee weapon ♦ Target One creature. ♦ Attack WIS vs. Fortitude ♦ Hit 1[W] + Wisdom modifier lightning and thunder damage. ♦ Special When charging, you can use this power in place of a melee basic attack. ♦ Advances level 21 ♦ Reference Heroes of the Fallen Lands, pg. 110.
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Encounter Powers |
- Channel Divinity: Smite Undead – Divine, Radiant, Weapon ♦ Std ♦ Melee weapon ♦ Target one undead creature ♦ Attack WIS vs. Will ♦ Hit 2[W] + Wisdom modifier radiant damage, and you push the target a number of squares up to 3 + your Constitution modifier. The target is immobilized until the end of your next turn. ♦ Miss Half damage. ♦ Special You can use only one channel divinity power per encounter. ♦ Advances levels 11 & 21 ♦ Reference Heroes of the Fallen Lands, pg. 88.
- Channel Divinity: Storm Surge – Divine ♦ Minor Action ♦ Close burst 2 ♦ Target You or one ally in the burst. ♦ Effect The next time the target makes a damage roll for a melee weapon attack before the end of your next turn, the target deals 4 extra lightning damage. ♦ Miss Half damage. ♦ Special You can use only one channel divinity power per encounter. ♦ Advances levels 11 & 21 ♦ Reference Heroes of the Fallen Lands, pg. 111.
- Create Water – Divine ♦ Minor Action ♦ Melee 1 ♦ Target One empty cup, flask, or similar container that can hold up to 1 gallon of liquid. ♦ Effect You causes the container to fill with fresh, potable water. ♦ Reference Heroes of the Fallen Lands, pg. 110.
- Hammering Wind – Divine, Thunder, Weapon ♦ Std ♦ Melee weapon ♦ Target One enemy. ♦ Attack WIS vs. AC ♦ Hit 1[W] + Wisdom modifier thunder damage, and you can push the target 1 square and knock it prone. ♦ Effect You slide each ally within 3 squares of you up to 2 squares. ♦ Advances level 21 ♦ Reference Heroes of the Fallen Lands, pg. 111.
- □ Healing Word - Storm Domain Version – Divine, Healing ♦ Minor Action ♦ Close burst 5 ♦ Target you or one ally in burst ♦ Effect The target can spend a healing surge and regain an additional 1d6 hit points. The target also gains a +2 power bonus to the next damage roll he makes before the end of his next turn. One enemy of your choice adjacent to the target of the power takes thunder damage equal to your Constitution modifier. ♦ Special You can use this power twice per encounter, but only once per round. ♦ Advances levels 6, 11, 16, 21, & 26 ♦ Reference Player's Handbook, pg. 62.
- Infernal Wrath – Fire ♦ Free Action ♦ Close burst 10 ♦ Trigger An enemy within 10 squares of you hits you. ♦ Target The triggering enemy in burst. ♦ Effect The target takes 1d6 + Intelligence or Charisma modifier fire damage. ♦ Advances levels 11 and 21 ♦ Reference Player's Handbook, pg. Rules Update.
- Thundering Steel – Divine, Thunder, Weapon ♦ Std ♦ Melee weapon ♦ Target One creature. ♦ Attack WIS vs. AC ♦ Hit 2[W] + Wisdom modifier thunder damage. ♦ Effect The next time you or an ally hits the target before the start of your next turn, the target takes 3 extra thunder damage. ♦ Advances level 21 ♦ Reference Heroes of the Fallen Lands, pg. 110.
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Daily Powers |
- Bless – Divine ♦ Minor Action ♦ Close burst 20 ♦ Target You and each ally in the burst. ♦ Effect Each target gains a +1 power bonus to attack rolls until the end of the encounter. ♦ Reference Heroes of the Fallen Lands, pg. 90.
- Holy Cleansing – Divine ♦ Minor Action ♦ Close burst 5 ♦ Target You or one ally in the burst. ♦ Effect The target makes a saving throw with a +5 power bonus against each effect on him that a save can end. In addition, if the target suffers from a disease, he can spend a healing surge to improve the disease by 2 stages. The target regains no hit points for spending the healing surge. If the target is subject to a petrifying effect, that effect ends but the target loses any remaining healing surges. ♦ Reference Heroes of the Fallen Lands, pg. 92.
- Levy of Judgment – Divine, Radiant, Weapon ♦ Std ♦ Melee weapon ♦ Target One creature. ♦ Attack WIS vs. AC ♦ Hit 2[W] + Wisdom modifier radiant damage. ♦ Miss Half damage. ♦ Effect Once before the end of the encounter, when an ally misses the target with an attack roll, you can use a free action to let that ally reroll the attack roll. ♦ Reference Heroes of the Fallen Lands, pg. 90.
- Weapon of the Gods – Divine ♦ Minor Action ♦ Melee touch ♦ Target One held weapon. ♦ Effect Until the end of the encounter, the target deals 1d6 extra radiant damage when used with a weapon attack. In addition, whenever an enemy is hit by a weapon attack using the target, that enemy takes a -2 penalty to AC until the end of the next turn of the target's wielder. ♦ Reference Heroes of the Fallen Lands, pg. 93.
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Special Features |
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Equipment & Possessions |
Magic Items Equipped
WEAPONterror warhammer +1 (PowerDaily ♦ Fear ♦ Free Action ♦ Use this power when you hit with the weapon. The target takes a -2 penalty to all defenses (save ends).) (lvl 4; +1 enhancement attack and damage rolls; +1d8 on critical; +2 proficiency; 1d10 damage; hammer; versatile) (840 gp),
ARMORmagic chainmail +2 (lvl 6; +6 armor bonus; +2 enhancement AC; -1 check; -1 speed; weight 40 lbs.) (1,800 gp),
ARMSheavy bashing shield (PowerDaily ♦ Free Action ♦ Use this power when you hit an enemy with a melee attack. Push the enemy 1d4 squares after applying the attack's effects.) (lvl 5; +2 shield bonus; -2 check; weight 15 lbs.) (1,000 gp),
NECKcloak of the chirugeon +1 (PowerDaily ♦ Minor Action ♦ An adjacent ally regains 1 healing surge already spent today.) (lvl 3; +1 enhancement Fortitude, Reflex, and Will; +1 item bonus to Heal checks) (680 gp)
Potions
□ potion of healing (lvl 5; minor action; Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.) (50 gp)
Nonmagical Items
backpack (2 gp),
bedroll (1 sp),
belt pouch (1 gp),
□□□□□ | □□□□□ | □□□□□ | □□□□□ crossbow bolts (1 gp),
flint and steel (1 gp),
grappling hook (1 gp),
hammer (5 sp),
hand crossbow (+2 proficiency; 1d6 damage; range 10/20; crossbow; load free) (25 gp),
hempen rope (50 ft.) (1 gp),
holy symbol (10 gp),
□□□□□ | □□□□□ pitons (5 sp),
□□ sunrods (bright light 20 squares; 4 hour duration; 1 lb.) (2 gp),
□□□□□ | □□□□□ trail rations (5 gp),
waterskin (4 lb.) (1 gp)
ad 0,
pp 0,
gp 57,
sp 0,
cp 0
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