Dungeons & Dragons 4th Edition
Lair Assault Pre-Generated Character
ARLANA FEYBLOOD
Forge of the Dawn Titan
DM - Charles Plemons
Campus Cards & Games
Female Eladrin Unaligned Medium Rogue 5
Languages Common, Elven; Deity Sune; Height 5 ft. 7 in.; Weight 138 lb.; Age 38; Hair Blonde; Eyes Green
Ability Score Mod +1/2 Lvl
STR 16 15 base +0 race +1 level +3 +5
DEX 18 15 base +2 race +1 level +4 +6
CON 13 13 base +0 race +0 level +1 +3
INT 12 10 base +2 race +0 level +1 +3
WIS 11 11 base +0 race +0 level +0 +0
CHA 12 12 base +0 race +0 level +1 +3
Hit Points Healing Surges
Max HP Bloodied Surge Value Surges/Day
4513 Con score plus 32 class levels 22 1111 one-quarter hit points □□□□□
□□
Current HP
 
Second Wind 1/encounter Used
standard action ♦ +2 all Defenses til start turn ♦ spend healing surge
Death Saving Throw Failures
Saving Throw Mods +5 racial saves against charm effects
Defenses
AC 20 12 10 + 1/2 level +4 Dex or Int +2 armor +0 shield +0 class +0 feat +2 enhancement
Conditions
FORT 16 12 10 + 1/2 level +3 Str or Con +0 class +0 feat +1 enhancement
Conditions
REF 19 12 10 + 1/2 level +4 Dex or Int +0 shield +2 class +0 feat +1 enhancement
Conditions
WILL 15 12 10 + 1/2 level +1 Wis or Cha +0 class +1 racial +0 feat +1 enhancement
Conditions
Attack   Damage
Total 1/2 Lvl Abil Class Prof Feat Enh Misc Total W Abil Feat Enh Misc Misc
lightning short sword +1 ♦ off-hand ♦ STR vs. AC on critical +1d6 lightning
+9 +2 +3 +0 +3 +0 +1 +0 1d6+5 1d6 +3 +1 +1 +0 +0
sling ♦ load free ♦ DEX vs. AC range 10/20
+8 +2 +4 +0 +2 +0 +0 +0 1d6+4 1d6 +4 +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; low-light vision
  passive Insight 1210 base +2 Insight score
  passive Perception 1710 base +7 Perception score
Actions Points
Additional Action Point Effects
Shift up to 2 squares before extra action.
Initiative +6+4 Dex +2 half-level
Speed 66 race -0 armor
Experience Points 5,500 of 5,500
Daily Magic Item Usage
Workspace
Conditions

Ongoing Effects


Resistances
None
 Armor Check Penalty -0-0 armor -0 shield
 Skills Acrobatics +12 (+4 Dex, +5 trained, +1 acrobat boots, +2 half-lvl, -0 armor), Arcana +5 (+1 Int, +2 racial, +2 half-lvl), Athletics +11 (+3 Str, +5 trained, +1 Elfharrow region, +2 half-lvl, -0 armor), Bluff +8 (+1 Cha, +5 trained, +2 half-lvl), Diplomacy +3 (+1 Cha, +2 half-lvl), Dungeoneering +2 (+0 Wis, +2 half-lvl), Endurance +3 (+1 Con, +2 half-lvl, -0 armor), Heal +2 (+0 Wis, +2 half-lvl), History +5 (+1 Int, +2 racial, +2 half-lvl), Insight +2 (+0 Wis, +2 half-lvl), Intimidate +3 (+1 Cha, +2 half-lvl), Nature +3 (+0 Wis, +1 Elfharrow region, +2 half-lvl), Perception +7 (+0 Wis, +5 trained, +2 half-lvl), Religion +3 (+1 Int, +2 half-lvl), Stealth +11 (+4 Dex, +5 trained, +2 half-lvl, -0 armor), Streetwise +3 (+1 Cha, +2 half-lvl), Thievery +11 (+4 Dex, +5 trained, +2 half-lvl, -0 armor)
 Feats Action Rush, Armor Proficiency (cloth, leather), Backstabber, Weapon Focus (light blades), Weapon Proficiency (dagger, hand crossbow, longsword, shuriken, sling, short sword)
Combat Features
  • Artful Dodger – You gain a bonus to AC equal to your Charisma modifier against opportunity attacks.
  • First Strike – At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.
  • Rogue Weapon Talent – When you wield a shuriken, your weapon damage die increases by one size. When you wield a dagger, you gain a +1 bonus to attack rolls.
  • Sneak Attack – ( □ ) 1/round – When you have combat advantage against an enemy and are using a weapon from the light blade, the crossbow, or the sling weapon group, an attack you make against that enemy deals 2d82d6 Rogue levels converted to 2d8 for Backstabber feat extra damage if the attack hits. You decide whether to apply the extra damage after making the damage roll.
At-Will Powers
  • Deft Strike – Martial, Weapon ♦ StdMelee or Ranged weapon ♦ Requirement You must be wielding a crossbow, a light blade, or a sling. ♦ Target one creature ♦ Special You can move 2 squares before the attack. ♦ Attack DEX vs. AC ♦ Hit 1[W] + Dexterity modifier damage.Advances level 21 ♦ Reference Player's Handbook, pg. 118.
  • Riposte Strike – Martial, Weapon ♦ StdMelee weapon ♦ Requirement You must be wielding a light blade. ♦ Target one creature ♦ Attack DEX vs. AC ♦ Hit 1[W] + Dexterity modifier damage. If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt: a Strength vs. AC attack that deals 1[W] + Strength modifier damage.Advances level 21 ♦ Reference Player's Handbook, pg. 118.
Encounter Powers
  • Blade Vault – Martial, Weapon ♦ StdMelee weapon ♦ Requirement You must be wielding a light blade. ♦ Target one creature ♦ Effect Before the attack, you can shift 2 squares. If you are trained in Athletics, ignore difficult terrain during the shift. ♦ Attack DEX vs. AC ♦ Hit 1[W] + Dexterity modifier damage. For every square you shifted as part of this power, the attack deals extra damage equal to your Strength modifier.Reference Martial Power, pg. 75.
  • Fey Step – Teleportation ♦ Move ActionPersonalEffect Teleport up to 5 squares.Reference Player's Handbook, pg. 38.
  • Fox's Gambit – Martial, Weapon ♦ StdMelee weapon ♦ Requirement You must be wielding a light blade. ♦ Target one creature ♦ Attack DEX vs. Reflex ♦ Hit 1[W] + Dexterity modifier damage, and you negate any marks the target has applied. The target cannot mark any targets until the end of your next turn. ♦ Effect You can shift 1 square. If you have the Artful Dodger tactic, you instead can shift a number of squares equal to your Dexterity modifier.Reference Martial Power, pg. 73.
  • Marked Escape – Martial ♦ Minor ActionPersonalRequirement You must be marked. ♦ Effect The marked condition ends on you.Reference Martial Power, pg. 75.
Daily Powers
  • Deep Cut – Martial, Weapon ♦ StdMelee weapon ♦ Requirement You must be wielding a light blade. ♦ Target one creature ♦ Attack DEX vs. Fortitude ♦ Hit 2[W] + Dexterity modifier damage, and ongoing damage equal to 5 + your Strength modifier (save ends). ♦ Miss Half damage, and no ongoing damage.Reference Player's Handbook, pg. 120.
  • Handspring Assault – Martial, Reliable, Weapon ♦ StdMelee weapon ♦ Requirement You must be wielding a light blade. ♦ Target one creature ♦ Attack DEX vs. AC ♦ Hit 3[W] + Dexterity modifier damage, and you can shift 2 squares. ♦ Special When charging, you can use this power in place of a melee basic attack.Reference Martial Power, pg. 74.
Special Features
  • Elfharrow Regional Benefit – You add Athletics and Nature to your class skill list, and you gain a +1 bonus to Athletics checks and Nature checks.
  • Fey Origin – Considered a fey creature for the purpose of effects that relate to creature origin.
  • Trance – You need to spend 4 hours in trance instead of 6 hours sleeping for an extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Equipment & Possessions
 Magic Items Equipped WEAPON—lightning short sword +1 (Power—At-Will ♦ Lightning ♦ Free Action ♦ All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal.) (Power—Daily ♦ Lightning ♦ Free Action ♦ Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage.) (lvl 5; +1 enhancement attack and damage rolls; +1d6 lightning on critical; +3 proficiency; 1d6 damage; light blade; off-hand) (1,000 gp), ARMOR—magic leather armor +2 (lvl 6; +2 armor bonus; +2 enhancement AC; weight 15 lbs.) (1,800 gp), FEET—acrobat boots (Power—At-Will ♦ Minor Action ♦ Stand up from prone.) (lvl 2; +1 item bonus to Acrobatics checks) (520 gp), NECK—cloak of the walking wounded +1 (If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both).) (lvl 4; +1 enhancement Fortitude, Reflex, and Will) (840 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)

 Alchemical Items thunderstone (Power—Consumable ♦ Thunder ♦ Standard Action ♦ Make an attack: Area burst 1 within 10; +8 vs. Fortitude; on a hit, the target takes 1d4 thunder damage, is pushed 1 square from the center of the burst, and deafened (save ends).) (lvl 5) (50 gp)

 Nonmagical Items backpack (2 gp), bedroll (1 sp), belt pouch (1 gp), flint and steel (1 gp), grappling hook (1 gp), hammer (5 sp), hempen rope (50 ft.) (1 gp), □□□□□ | □□□□□ pitons (5 sp), sling (+2 proficiency; 1d6 damage; 10/20 range; sling; load free) (1 gp), □□□□□ | □□□□□ | □□□□□ | □□□□□ sling bullets (1 gp), thieves' tools (+2 item bonus open lock or disarm trap) (20 gp), □□□□□ | □□□□□ trail rations (5 gp), □□ sunrods (bright light 20 squares; 4 hour duration; 1 lb.) (2 gp), waterskin (4 lb.) (1 gp)

 ad 0, pp 0, gp 181, sp 0, cp 0