Dungeons & Dragons 4th Edition
Lair Assault Pre-Generated Character
DARMESH BATTLEHORN
Forge of the Dawn Titan
DM - Charles Plemons
Campus Cards & Games
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
Ability Score Mod +1/2 Lvl
STR 17 14 base +2 race +1 level +3 +5
DEX 12 12 base +0 race +0 level +1 +3
CON 16 14 base +2 race +0 level +3 +5
INT 12 11 base +0 race +1 level +1 +3
WIS 12 12 base +0 race +0 level +1 +3
CHA 14 14 base +0 race +0 level +2 +4
Hit Points Healing Surges
Max HP Bloodied Surge Value Surges/Day
4816 Con score plus 32 class levels 24 1212 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
Defenses
AC 21 12 10 + 1/2 level +1 Dex or Int +6 armor +0 shield +0 class +0 feat +2 enhancement
Conditions - Range attack beyond 5 squares suffer -5.
FORT 17 12 10 + 1/2 level +3 Str or Con +1 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 16 12 10 + 1/2 level +2 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
lifedrinker falchion +1 ♦ high crit ♦ STR vs. AC on critical +2d4 and +1d6 necrotic
+9 +2 +3 +0 +3 +0 +1 +0 2d4+5 2d4 +3 +1 +1 +0 +0
crossbow ♦ load minor ♦ DEX vs. AC range 15/30
+5 +2 +1 +0 +2 +0 +0 +0 1d8+1 1d8 +1 +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 1310 base +3 Insight score
  passive Perception 1510 base +5 Perception score
Actions Points
Additional Action Point Effects
 
Initiative +5+1 Dex +2 half-level +2 Combat Leader (*see combat leader below)
Speed 56 race -1 armor
Experience Points 5,500 of 5,500
Daily Magic Item Usage
Workspace
Conditions

Ongoing Effects


Resistances
None
 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)
 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)
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.
At-Will Powers
  • Commander's Strike – Martial, Weapon ♦ StdMelee 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 ♦ StdMelee 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.
Encounter Powers
  • Aid the Injured – Martial, Healing ♦ StdMelee touch ♦ Target you or one adjacent ally ♦ Effect The target can spend a healing surge.Reference Player's Handbook, pg. 146.
  • Goring ChargeStdMelee 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 ♦ StdMelee 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 ♦ StdMelee 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 ActionClose 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.
Daily Powers
  • Bastion of Defense – Martial, Weapon ♦ StdMelee 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 ♦ StdMelee 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.
Special Features
  • Tymanther Regional Benefit – You add Athletics to your class skill list, and you gain a +2 bonus to Athletics checks.
Equipment & Possessions
 Magic Items Equipped WEAPON—lifedrinker 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), ARMOR—magic chainmail +2 (lvl 6; +2 enhancement AC; +6 armor; -1 check; -1 speed) (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 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 (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), 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