Dungeons & Dragons 4th Edition
Lair Assault Pre-Generated Character
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ARLANA FEYBLOOD
Forge of the Dawn Titan
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DM - Charles Plemons
Campus Cards & Games
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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
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Hit Points |
Healing Surges |
Max HP |
Bloodied |
Surge Value |
Surges/Day |
4513 Con score plus 32 class levels
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22
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1111 one-quarter hit points
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□□□□□
□□
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Current HP
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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 |
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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 |
lightning short sword +1 ♦ off-hand ♦ STR vs. AC |
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on critical +1d6 lightning |
+9 |
+2 |
+3 |
+0 |
+3 |
+0 |
+1 |
+0 |
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1d6+5 |
1d6 |
+3 |
+1 |
+1 |
+0 |
+0 |
sling ♦ load free ♦ DEX vs. AC |
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range 10/20 |
+8 |
+2 |
+4 |
+0 |
+2 |
+0 |
+0 |
+0 |
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1d6+4 |
1d6 |
+4 |
+0 |
+0 |
+0 |
+0 |
unarmed strike ♦ STR vs. AC |
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+5 |
+2 |
+3 |
+0 |
+0 |
+0 |
+0 |
+0 |
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1d4+3 |
1d4 |
+3 |
+0 |
+0 |
+0 |
+0 |
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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 □ |
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Workspace |
Conditions
Ongoing Effects
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Resistances |
None |
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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)
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Feats
Action Rush,
Armor Proficiency (cloth, leather),
Backstabber,
Weapon Focus (light blades),
Weapon Proficiency (dagger, hand crossbow, longsword, shuriken, sling, short sword)
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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.
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At-Will Powers |
- Deft Strike – Martial, Weapon ♦ Std ♦ Melee 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 ♦ Std ♦ Melee 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.
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Encounter Powers |
- Blade Vault – Martial, Weapon ♦ Std ♦ Melee 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 Action ♦ Personal ♦ Effect Teleport up to 5 squares. ♦ Reference Player's Handbook, pg. 38.
- Fox's Gambit – Martial, Weapon ♦ Std ♦ Melee 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 Action ♦ Personal ♦ Requirement You must be marked. ♦ Effect The marked condition ends on you. ♦ Reference Martial Power, pg. 75.
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Daily Powers |
- Deep Cut – Martial, Weapon ♦ Std ♦ Melee 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 ♦ Std ♦ Melee 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.
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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.
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Equipment & Possessions |
Magic Items Equipped
WEAPONlightning short sword +1 (PowerAt-Will ♦ Lightning ♦ Free Action ♦ All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal.) (PowerDaily ♦ 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),
ARMORmagic leather armor +2 (lvl 6; +2 armor bonus; +2 enhancement AC; weight 15 lbs.) (1,800 gp),
FEETacrobat boots (PowerAt-Will ♦ Minor Action ♦ Stand up from prone.) (lvl 2; +1 item bonus to Acrobatics checks) (520 gp),
NECKcloak 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 (PowerConsumable ♦ 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
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