Dungeons & Dragons 4th Edition
Encounters Pre-Generated Character
VILMORATH RAGESCALE
DDE7: Beyond the Crystal Cave
DMs - Jeff Carlisle & Charles Plemons
Campus Cards & Games
Male Dragonborn Unaligned Medium Barbarian (Berserker) 5
Languages Common, Draconic; Deity Kord; Background Crystalbrooker; Height 6 ft. 7 in.; Weight 311 lb.; Age 22; Scales White; Eyes Blue
Ability Score Mod +1/2 Lvl
STR 17 16 base +0 race +1 level +3 +5
DEX 13 12 base +0 race +1 level +1 +3
CON 18 16 base +2 race +0 level +4 +6
INT 10 10 base +0 race +0 level +0 +2
WIS 10 10 base +0 race +0 level +0 +2
CHA 12 10 base +2 race +0 level +1 +3
Hit Points Healing Surges
Max HP Bloodied Surge Value Surges/Day
6218 Con score plus 39 class levels plus 5 Toughness 31 1915 one-quarter hit points +4 Con modifier □□□□□
□□□□□
□□
Current HP
+1 racial atk when bloodied
Second Wind 1/encounter Used
standard action ♦ +2 all Defenses til start turn ♦ spend healing surge
Death Saving Throw Failures
Saving Throw Mods
Defenses
AC 20 12 10 + 1/2 level +1 Dex or Int +6 armor +0 shield +0 class +0 feat +1 enhancement
Conditions - see Poised Defender
FORT 20 12 10 + 1/2 level +4 Str or Con +3 class +0 feat +1 enhancement
Conditions
REF 14 12 10 + 1/2 level +1 Dex or Int +0 shield +0 class +0 feat +1 enhancement
Conditions
WILL 15 12 10 + 1/2 level +1 Wis or Cha +1 class +0 feat +1 enhancement
Conditions
Attack   Damage
Total 1/2 Lvl Abil Class Prof Feat Enh Misc Total W Abil Feat Enh Misc Misc
magic heavy war pick +2 ♦ high crit ♦ STR vs. AC on critical +2d6 plus +1d12
+10 +2 +3 +0 +2 +1 +2 +0 1d12+5 1d12 +3 +0 +2 +0 +0
broadsword ♦ versatile ♦ STR vs. AC  
+7 +2 +3 +0 +2 +0 +0 +0 1d10+3 1d10 +3 +0 +0 +0 +0
unarmed strike ♦ STR vs. AC  
+5 +2 +3 +0 +0 +0 +0 +0 1d4+3 1d4 +3 +0 +0 +0 +0
Senses
  Vision normal
  passive Insight 1210 base +2 Insight score
  passive Perception 1710 base +7 Perception score
Actions Points
Additional Action Point Effects
 
Initiative +3+1 Dex +2 half-level
Speed 56 race -1 armor
Experience Points 5,500 of 7,500
Daily Magic Item Usage
Workspace
Conditions

Ongoing Effects


Resistances
cold 5
 Armor Check Penalty -1-1 armor -0 shield
 Skills Acrobatics +2 (+1 Dex, +2 half-lvl, -1 armor), Arcana +2 (+0 Int, +2 half-lvl), Athletics +10 (+3 Str, +2 half-lvl, +5 trained, +1 gauntlets of ogre power, -1 armor), Bluff +3 (+1 Cha, +2 half-lvl), Diplomacy +3 (+1 Cha, +2 half-lvl), Dungeoneering +2 (+0 Wis, +2 half-lvl), Endurance +12 (+4 Con, +2 half-lvl, +5 trained, +2 Crystalbrooker background, -1 armor), Heal +2 (+0 Wis, +2 half-lvl), History +4 (+0 Int, +2 half-lvl, +2 racial), Insight +2 (+0 Wis, +2 half-lvl), Intimidate +5 (+1 Cha, +2 half-lvl, +2 racial), Nature +2 (+0 Wis, +2 half-lvl), Perception +7 (+0 Wis, +5 trained, +2 half-lvl), Religion +2 (+0 Int, +2 half-lvl), Stealth +2 (+1 Dex, +2 half-lvl, -1 armor), Streetwise +3 (+1 Cha, +2 half-lvl), Thievery +2 (+1 Dex, +2 half-lvl, -1 armor)
 Feats Armor Proficiency (chainmail, cloth, hide, leather), Toughness, Two-Handed Weapon Expertise, Weapon Proficiency (military melee, simple melee)
Combat Features
  • Berserker Fury – When you use a barbarian primal attack power, you enter your Berserker Fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter the fury. The fury has the following effects: a) Your defender aura ends, if it was active, and you cannot use defender aura or vengeful guardian until the fury ends. b) Your melee basic attacks deal 1d8 extra damage.
  • Poised Defender – While your defender aura is active and you're not wearing heavy armor, you gain a +2 bonus to AC.
  • Two-Handed Weapon Expertise – You gain a + 1 bonus to the damage rolls of charge attacks you make with a two-handed melee weapon.
At-Will Powers
  • Defender Aura – Aura ♦ Minor ActionPersonalEffect You activate an aura 1 that lasts until you end it as a minor action or until you 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 Feywild, pg. 43.
  • Jarring Smash – Martial, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 1 [W] + Strength modifier damage, and the target grants combat advantage until the end of your next turn. ♦ Berserker Fury This attack gains the primal keyword and deals 1d8 extra damage.Advances levels 11 and 21 ♦ Reference Heroes of the Feywild, pg. 46.
  • Stalk and Strike – Martial, Weapon ♦ StdMelee weapon ♦ Effect You shift up to 2 squares before the attack. ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 1 [W] + Strength modifier damage. ♦ Berserker Fury This attack gains the primal keyword and deals 1d8 extra damage.Advances levels 11 and 21 ♦ Reference Heroes of the Feywild, pg. 46.
  • Vengeful Guardian – Martial ♦ Opportunity ActionPersonalTrigger An enemy subject to your defender aura either shifts or makes an attack that targets an ally of yours, without targeting you or an ally who has an active defender aura. ♦ Effect You make a melee basic attack against the triggering enemy and deal 1d8 extra damage to it.Advances levels 11 and 21 ♦ Reference Heroes of the Feywild, pg. 44.
Encounter Powers
  • Batter Down – Martial, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 2[W] + Strength modifier damage, and you knock the target prone.Reference Heroes of the Feywild, pg. 46.
  • Dragon Breath – Cold ♦ Minor ActionClose blast 3 ♦ Targets all creatures in area ♦ Attack CON +2 vs. Reflex ♦ Hit 1d6 + Constitution modifier cold damage. Advances levels 11 and 21 ♦ Reference Player's Handbook, pg. 34.
  • Thundering Smash – Primal, Thunder, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 2[W] + Strength modifier damage, and each enemy adjacent to the target takes 5 thunder damage. ♦ Special When charging, you can use this power in place of a melee basic attack. ♦ Special Triggers berserker fury.Reference Heroes of the Feywild, pg. 47.
Daily Powers
  • Dangerous Presence – Fear, Martial, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 3[W] + Strength modifier damage. ♦ Miss Half damage. ♦ Effect Until the end of the encounter, enemies grant combat advantage while subject to your defender aura.Reference Heroes of the Feywild, pg. 48.
  • Life-Ending Strike – Primal, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 4(W] + Strength modifier damage. ♦ Miss Half damage. ♦ Special When charging, you can use this power in place of a melee basic attack. ♦ Special Triggers berserker fury.Reference Heroes of the Feywild, pg. 47.
  • Nomad's Rush – Martial ♦ Move ActionPersonalEffect You move up to your speed + 4. During this move, you ignore difficult terrain.Reference Heroes of the Feywild, pg. 47.
Special Features
Equipment & Possessions
 Magic Items Equipped WEAPON—magic heavy war pick +2 (lvl 6; +2 enhancement attack and damage rolls; +2d6 on critical; +2 proficiency; 1d12 damage; pick; high crit) (1,800 gp), ARMOR—mithril chainmail +1 (Power—Daily ♦ Immediate Reaction ♦ Use this power when a melee or ranged attack hits you. Take half damage.) (lvl 4; +6 armor bonus; +1 enhancement AC; -1 check; -1 speed; weight 40 lbs.) (840 gp), HANDS—gauntlets of ogre power (Gain a +1 item bonus to Athletics checks and Strength ability checks (but not Strength attacks).) (Power—Daily ♦ Free Action ♦ Use this power when you hit with a melee attack. Add a +5 power bonus to the damage roll.) (lvl 5) (1,000 gp), NECK—safewing amulet +1 (When falling, reduce the distance by 10 feet for every plus (-10 feet for +1, -20 feet for +2, and so on) for the purpose of calculating damage. You always land on your feet after a fall.) (lvl 3; +1 enhancement Fortitude, Reflex, Will) (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), broadsword (+2 proficiency; 1d10 damage; heavy blade; versatile) (20 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 23, sp 0, cp 0