Dungeons & Dragons 4th Edition
Lair Assault Pre-Generated Character
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DARMESH BATTLEHORN
Forge of the Dawn Titan
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DM - Charles Plemons
Campus Cards & Games
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Male Minotaur |
Unaligned Medium |
Warlord 5 |
Languages Common, Giant; Deity Tempus; Height 7 ft. 2 in.; Weight 335 lb.; Age 20; Hair Brown; Eyes Brown
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Hit Points |
Healing Surges |
Max HP |
Bloodied |
Surge Value |
Surges/Day |
4816 Con score plus 32 class levels
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24
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1212 one-quarter hit points
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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 |
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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 |
lifedrinker falchion +1 ♦ high crit ♦ STR vs. AC |
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on critical +2d4 and +1d6 necrotic |
+9 |
+2 |
+3 |
+0 |
+3 |
+0 |
+1 |
+0 |
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2d4+5 |
2d4 |
+3 |
+1 |
+1 |
+0 |
+0 |
crossbow ♦ load minor ♦ DEX vs. AC |
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range 15/30 |
+5 |
+2 |
+1 |
+0 |
+2 |
+0 |
+0 |
+0 |
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1d8+1 |
1d8 |
+1 |
+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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Workspace |
Conditions
Ongoing Effects
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Resistances |
None |
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Armor Check Penalty
-1-1 armor -0 shield
Skills
Acrobatics +3 (+1 Dex, +1 item acrobat boots, +2 half-lvl, -1 armor),
Arcana +3 (+1 Int, +2 half-lvl),
Athletics +11 (+3 Str, +5 trained, +2 Tymanther region, +2 half-lvl, -1 armor),
Bluff +4 (+2 Cha, +2 half-lvl),
Diplomacy +4 (+2 Cha, +2 half-lvl),
Dungeoneering +3 (+1 Wis, +2 half-lvl),
Endurance +9 (+3 Con, +5 trained, +2 half-lvl, -1 armor),
Heal +8 (+1 Wis, +5 trained, +2 half-lvl),
History +3 (+1 Int, +2 half-lvl),
Insight +3 (+1 Wis, +2 half-lvl),
Intimidate +9 (+2 Cha, +5 trained, +2 half-lvl),
Nature +5 (+1 Wis, +2 racial, +2 half-lvl),
Perception +5 (+1 Wis, +2 racial, +2 half-lvl),
Religion +3 (+1 Int, +2 half-lvl),
Stealth +2 (+1 Dex, +2 half-lvl, -1 armor),
Streetwise +4 (+2 Cha, +2 half-lvl),
Thievery +2 (+1 Dex, +2 half-lvl, -1 armor)
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Feats
Armor Proficiency (chainmail, cloth, hide, leather),
Goring Shove,
Powerful Charge (+2 damage and bull rush on charge),
Shield Proficiency (light),
Weapon Focus (heavy blades),
Weapon Proficiency (military melee, simple melee, simple ranged)
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Combat Features |
- Combat Leader – You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative. *Already included in your Initiative.
- Ferocity – When you drop to 0 hit points or fewer, you can make a melee basic attack as an immediate interrupt.
- Heedless Charge – You have a +2 racial bonus to AC against opportunity attacks you provoke during a charge.
- Inspiring Presence – When an ally who can see you spends an action point to take an extra action, that ally also regains lost hit points equal to one-half your level + your Charisma modifier.
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At-Will Powers |
- Commander's Strike – Martial, Weapon ♦ Std ♦ Melee weapon ♦ Target one creature ♦ Effect One of your allies can take a free action to make a melee basic attack against the target. The ally gains a bonus to the damage roll equal to your Intelligence modifier. ♦ Reference Player's Handbook, pg. 145.
- Furious Smash – Martial, Weapon ♦ Std ♦ Melee weapon ♦ Target one creature ♦ Attack STR vs. Fortitude ♦ Hit Deal damage equal to your Strength modifier, and then choose one ally adjacent to either you or the target. This ally applies your Charisma modifier as a power bonus to the attack roll and the damage roll on his or her next attack against the target. If the ally does not attack the target by the end of his or her next turn, the bonus is lost. ♦ Reference Player's Handbook, pg. 145.
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Encounter Powers |
- Aid the Injured – Martial, Healing ♦ Std ♦ Melee touch ♦ Target you or one adjacent ally ♦ Effect The target can spend a healing surge. ♦ Reference Player's Handbook, pg. 146.
- Goring Charge – Std ♦ Melee 1 ♦ Effect You charge and make the following attack in place of a melee basic attack. ♦ Target one creature ♦ Attack Strength +4 vs. AC ♦ Hit 1d6 + Strength modifier damage, and you knock the target prone. Due to Goring Shove feat, also push target 1 square. ♦ Advances levels 11 & 21 ♦ Reference Player's Handbook 3, pg. 10.
- Guarding Attack – Martial, Weapon ♦ Std ♦ Melee weapon ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 2[W] + Strength modifier damage. Until the end of your next turn, one ally adjacent to either you or the target gains a +3 power bonus to AC against the target's attacks. ♦ Reference Player's Handbook, pg. 145.
- Inspiring War Cry – Martial, Weapon ♦ Std ♦ Melee weapon ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 2[W] + Strength modifier damage. ♦ Effect One ally who can hear you and is within 5 squares of you makes a saving throw. ♦ Reference Player's Handbook, pg. 146.
- □ Inspiring Word – Martial, 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. ♦ Special You can use this power twice per encounter, but only once per round. ♦ Advances levels 6, 11, 16, and 21 ♦ Reference Player's Handbook, pg. 145.
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Daily Powers |
- Bastion of Defense – Martial, Weapon ♦ Std ♦ Melee weapon ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 3[W] + Strength modifier damage. Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter. ♦ Effect Allies within 5 squares of you gain temporary hit points equal to 5 + your Charisma modifier. ♦ Reference Player's Handbook, pg. 146.
- Stand the Fallen – Martial, Healing, Weapon ♦ Std ♦ Melee weapon ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 3[W] + Strength modifier damage. ♦ Effect Each ally within 10 squares can spend a healing surge and regains additional hit points equal to your Charisma modifier. ♦ Reference Player's Handbook, pg. 147.
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Special Features |
- Tymanther Regional Benefit – You add Athletics to your class skill list, and you gain a +2 bonus to Athletics checks.
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Equipment & Possessions |
Magic Items Equipped
WEAPONlifedrinker falchion +1 (When you drop an enemy to 0 hit points or fewer with a melee attack made with this weapon, gain 5 temporary hit points.) (lvl 5; +1 enhancement attack and damage rolls; +1d6 necrotic on critical; +3 proficiency; 2d4 damage; heavy blade; high crit) (1,000 gp),
ARMORmagic chainmail +2 (lvl 6; +2 enhancement AC; +6 armor; -1 check; -1 speed) (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 distortion (A ranged attack against you from more than 5 squares away takes a -5 penalty to the attack roll.) (lvl 4; +1 enhancement Fortitude, Reflex, and Will) (840 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),
chain (20 ft.) (60 gp),
crossbow (+2 proficiency; 1d8 damage; 15/30 range; crossbow; load minor) (25 gp),
□□□□□ | □□□□□ | □□□□□ | □□□□□ crossbow bolts (1 gp),
flint and steel (1 gp),
grappling hook (1 gp),
hammer (5 sp),
hempen rope (50 ft.) (1 gp),
□□□□□ | □□□□□ pitons (5 sp),
□□□□□ | □□□□□ 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 117 ,
sp 0,
cp 0
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