Dungeons & Dragons 4th Edition
Encounters Pre-Generated Character
SIR MALCULMUS OF SYBAR
DDE7: Beyond the Crystal Cave
DMs - Jeff Carlisle & Charles Plemons
Campus Cards & Games
Male Human Lawful Good Medium Fighter (Knight) 5
Languages Common, Elven; Deity Pelor; Background Sybaran; Height 6 ft. 2 in.; Weight 192 lb.; Age 23; Hair Blonde; Eyes Blue
Ability Score Mod +1/2 Lvl
STR 18 16 base +2 race +0 level +4 +6
DEX 13 12 base +0 race +1 level +1 +3
CON 16 16 base +0 race +0 level +3 +5
INT 10 10 base +0 race +0 level +0 +2
WIS 11 10 base +0 race +1 level +0 +2
CHA 10 10 base +0 race +0 level +0 +2
Hit Points Healing Surges
Max HP Bloodied Surge Value Surges/Day
5516 Con score plus 39 class levels 27 1313 one-quarter hit points □□□□□
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Current HP
 
Second Wind 1/encounter Used
standard action ♦ +2 all Defenses til start turn ♦ spend healing surge ♦ see battleforged plate +1
Death Saving Throw Failures
Saving Throw Mods
Defenses
AC 24 12 10 + 1/2 level +1 Dex or Int +8 armor +2 shield +0 class +0 feat +1 enhancement
Conditions see Heavy Blade Expertise
FORT 19 12 10 + 1/2 level +4 Str or Con +2 class +0 feat +0 enhancement +1 race
Conditions
REF 16 12 10 + 1/2 level +1 Dex or Int +2 shield +0 class +0 feat +0 enhancement +1 race
Conditions
WILL 13 12 10 + 1/2 level +0 Wis or Cha +0 class +0 feat +0 enhancement +1 race
Conditions
Attack   Damage
Total 1/2 Lvl Abil Class Prof Feat Enh Misc Total W Abil Feat Enh Misc Misc
longsword of defense +1 ♦ versatile ♦ STR vs. AC on critical +1d6
+12 +2 +4 +1 +3 +1 +1 +0 1d8+7 1d8 +4 +1 +1 +1 +0
dagger ♦ off-hand, light thrown ♦ STR vs. AC  
+10 +2 +4 +1 +3 +0 +0 +0 1d4+5 1d4 +4 +0 +0 +1 +0
dagger (thrown) ♦ light thrown ♦ DEX vs. AC range 5/10
+7 +2 +1 +1 +3 +0 +0 +0 1d4+2 1d4 +1 +0 +0 +1 +0
crossbow ♦ load minor ♦ DEX vs. AC range 15/30
+6 +2 +1 +1 +2 +0 +0 +0 1d8+2 1d8 +1 +0 +0 +1 +0
unarmed strike ♦ STR vs. AC  
+6 +2 +4 +0 +0 +0 +0 +0 1d4+4 1d4 +4 +0 +0 +0 +0
Senses
  Vision normal
  passive Insight 1210 base +2 Insight score
  passive Perception 1210 base +2 Perception score
Actions Points
Additional Action Point Effects
 
Initiative +5+1 Dex +2 half-level +2 class Combat Readiness
Speed 66 race -0 armor
Experience Points 5,500 of 7,500
Daily Magic Item Usage
Workspace
Conditions

Ongoing Effects


Resistances
all damage 1 (when holding longsword of defense +1)
 Armor Check Penalty -0-0 armor -0 shield
 Skills Acrobatics +3 (+1 Dex, +2 half-lvl, -0 armor), Arcana +2 (+0 Int, +2 half-lvl), Athletics +11 (+4 Str, +2 half-lvl, +5 trained, -0 armor), Bluff +2 (+0 Cha, +2 half-lvl), Diplomacy +7 (+0 Cha, +2 half-lvl, +5 trained), Dungeoneering +2 (+0 Wis, +2 half-lvl), Endurance +10 (+3 Con, +2 half-lvl, +5 trained, -0 armor), Heal +7 (+0 Wis, +2 half-lvl, +5 trained), History +2 (+0 Int, +2 half-lvl), Insight +2 (+0 Wis, +2 half-lvl), Intimidate +2 (+0 Cha, +2 half-lvl), Nature +2 (+0 Wis, +2 half-lvl), Perception +2 (+0 Wis, +2 half-lvl), Religion +2 (+0 Int, +2 half-lvl), Stealth +3 (+1 Dex, +2 half-lvl, -0 armor), Streetwise +4 (+0 Cha, +2 half-lvl, +2 Sybaran background), Thievery +3 (+1 Dex, +2 half-lvl, -0 armor)
 Feats Armor Finesse, Armor Proficiency (chainmail, cloth, hide, leather, plate, scale; heavy shield, light shield), Heavy Armor Agility, Heavy Blade Expertise, Shield Finesse, Weapon Focus (heavy blades), Weapon Proficiency (military melee, military ranged, simple melee, simple ranged)
Combat Features
  • Heavy Blade Expertise – While wielding a heavy blade, you gain a +2 bonus to all defenses against opportunity attacks.
  • Weapon Mastery – You gain a +1 bonus to the damage rolls of weapon attacks.
  • Weapon Talent – You gain a +1 bonus to the attack rolls of weapon attacks.
At-Will Powers
  • Battle Guardian – Martial ♦ Opportunity ActionPersonalTrigger An enemy subject to your defender aura either shifts or makes an attack that targets an ally of yours but not you or an ally who has an active defender aura. ♦ Effect You make a melee basic attack against the triggering enemy. If the attack misses, the enemy still takes damage equal to your Strength modifier.Reference Heroes of the Fallen Lands, pg. 129.
  • Battle Wrath – Martial, Stance ♦ Minor ActionPersonalEffect You assume the battle wrath stance. Until the stance ends, you gain a +2 power bonus to the damage rolls of basic attacks using a weapon.Reference Heroes of the Fallen Lands, pg. 130.
  • Defender AuraMinor ActionPersonalEffect You activate an aura 1 that lasts until you end it as a minor action or until your fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.Reference Heroes of the Fallen Lands, pg. 129.
  • Defend the Line – Martial, Stance ♦ Minor ActionPersonalEffect You assume the defend the line stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, that enemy is slowed until the end of your next turn.Reference Heroes of the Fallen Lands, pg. 131.
Encounter Powers
  • Heroic EffortNo ActionPersonalTrigger You miss with an attack or fail a saving throw. ♦ Effect You gain a +4 racial bonus to the attack roll or the saving throw.Reference Heroes of the Fallen Lands, pg. 272.
  • Minor Resurgence – Martial ♦ Minor ActionPersonalPrerequisite You must have training in Endurance. ♦ Requirement You must be bloodied. ♦ Effect You gain 5 temporary hit points.Advances levels 11 and 21 ♦ Reference Heroes of the Fallen Lands, pg. 133.
  • Power Strike – Martial, Weapon ♦ Free ActionPersonalTrigger You hit an enemy with a melee basic attack using a weapon. ♦ Target The enemy you hit. ♦ Effect The target takes 1[W] extra damage from the triggering attack.Advances levels 17 and 27 ♦ Reference Heroes of the Fallen Lands, pg. 132.
Equipment & Possessions
 Magic Items Equipped WEAPON—longsword of defense +1 (You gain resist 1 to all damage while you are holding the weapon.) (Utility Power—Daily ♦ Immediate Interrupt ♦ Trigger You take damage from a melee attack that hits you. ♦ Effect You take only half of the damage.) (lvl 4; +1 enhancement attack and damage rolls; +1d6 on critical; +3 proficiency; 1d8 damage; heavy blade; versatile) (840 gp), ARMOR—battleforged plate +1 (If you use your second wind when you are bloodied, regain an extra 1d10 hit points.) (lvl 5; +1 enhancement AC; +8 armor; -2 check; -1 speed) (1,000 gp), ARMS—heavy shield of protection (Power—Daily ♦ Std ♦ You and an adjacent ally gain resist 10 to all damage until the end of your next turn.) (lvl 3; +2 shield bonus; -2 check) (680 gp), HEAD—horned helm (Your charge attacks deal an extra 1d6 damage.) (lvl 6) (1,800 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 (+2 proficiency; 1d8 damage; 15/30 range; crossbow; load minor) (25 gp), □□□□□ | □□□□□ | □□□□□ | □□□□□ crossbow bolts (1 gp), 2 daggers (+3 proficiency; 1d4 damage; range 5/10; light blade; off-hand, light thrown) (1 gp), flint and steel (1 gp), grappling hook (1 gp), hammer (5 sp), hempen rope (50 ft.) (1 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 65, sp 0, cp 0