Dungeons & Dragons 4th Edition
Lair Assault Pre-Generated Character
ELOWYN GREENLEAF
Forge of the Dawn Titan
DM - Charles Plemons
Campus Cards & Games
Male Half-Elf Good Medium Warlock 5
Languages Common, Draconic, Elven, Goblin; Deity Selune; Height 5 ft. 9 in.; Weight 145 lb.; Age 29; Hair Brown; Eyes Green
Ability Score Mod +1/2 Lvl
STR 11 11 base +0 race +0 level +0 +2
DEX 12 12 base +0 race +0 level +1 +3
CON 17 14 base +2 race +1 level +3 +5
INT 13 13 base +0 race +0 level +1 +3
WIS 12 12 base +0 race +0 level +1 +3
CHA 18 15 base +2 race +1 level +4 +6
Hit Points Healing Surges
Max HP Bloodied Surge Value Surges/Day
5316 Con score plus 32 class levels plus 5 Toughness feat 26 1313 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 16 12 10 + 1/2 level +1 Dex or Int +2 armor +0 shield +0 class +0 feat +1 enhancement
Conditions
FORT 16 12 10 + 1/2 level +3 Str or Con +0 class +0 feat +1 enhancement
Conditions
REF 15 12 10 + 1/2 level +1 Dex or Int +0 shield +1 class +0 feat +1 enhancement
Conditions
WILL 18 12 10 + 1/2 level +4 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
spear ♦ versatile ♦ STR vs. AC  
+4 +2 +0 +0 +2 +0 +0 +0 1d8 1d8 +0 +0 +0 +0 +0
eldritch blast ♦ basic ranged attack ♦ CHA vs. Reflex range 10 ♦ on critical +2d6
+9 +2 +4 +0 +0 +1 +2 +0 1d10+6 1d10 +4 +0 +2 +0 +0
unarmed strike ♦ STR vs. AC  
+2 +2 +0 +0 +0 +0 +0 +0 1d4 1d4 +0 +0 +0 +0 +0
Senses
  Vision normal; low-light
  passive Insight 1510 base +5 Insight score
  passive Perception 1310 base +3 Perception score

  Implements – Rods & wands

Actions Points
Additional Action Point Effects
 
Initiative +7+1 Dex +2 half-level +4 Improved Initiative
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 +5 (+1 Dex, +2 half-lvl, +2 item surefoot boots, -0 armor), Arcana +8 (+1 Int, +5 trained, +2 half-lvl), Athletics +2 (+0 Str, +2 half-lvl, -0 armor), Bluff +11 (+4 Cha, +5 trained, +2 half-lvl), Diplomacy +8 (+4 Cha, +2 racial, +2 half-lvl), Dungeoneering +3 (+1 Wis, +2 half-lvl), Endurance +5 (+3 Con, +2 half-lvl, -0 armor), Heal +4 (+1 Wis, +2 half-lvl, +1 item cloak of chirugeon), History +8 (+1 Int, +5 trained, +2 half-lvl), Insight +5 (+1 Wis, +2 racial, +2 half-lvl), Intimidate +6 (+4 Cha, +2 half-lvl), Nature +3 (+1 Wis, +2 half-lvl), Perception +3 (+1 Wis, +2 half-lvl), Religion +3 (+1 Int, +2 half-lvl), Stealth +3 (+1 Dex, +2 half-lvl, -0 armor), Streetwise +8 (+4 Cha, +2 Baldur's Gate region, +2 half-lvl), Thievery +8 (+1 Dex, +5 trained, +2 half-lvl, -0 armor)
 Feats Armor Proficiency (cloth, leather), Implement Expertise (wands) (+1 feat bonus to attack rolls with implement powers), Improved Initiative, Toughness, Weapon Proficiency (simple melee, simple ranged)
Combat Features
  • Fate of the Void – When an enemy under your Warlock's Curse is reduced to 0 hit points or fewer, you gain a +1 bonus to any single d20 roll you make during your next turn (attack roll, saving throw, skill check, or ability check). If you don't use this bonus by the end of your turn, it is lost. This bonus is cumulative; if three cursed enemies drop to 0 hit points or fewer before your next turn, you gain a +3 bonus to a d20 roll during your turn.
  • Prime Shot – If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.
  • Shadow Walk – On your turn, if you move at least 3 squares away from where you started your turn, you gain concealment until the end of your next turn.
  • Warlock's Curse – Once per turn as a minor action, you can place a Warlock's Curse on the enemy nearest to you that you can see. A cursed enemy is more vulnerable to your attacks. If you damage a cursed enemy, you deal +1d6 extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage once per round. A Warlock's Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer. You can place a Warlock's Curse on multiple targets over the course of an encounter; each curse requires the use of a minor action. You can't place a Warlock's Curse on a creature that is already affected by your or another character's Warlock's Curse.
At-Will Powers
  • Dire Radiance – Arcane, Fear, Implement, Radiant ♦ StdRanged 10 ♦ Target one creature ♦ Attack Constitution vs. Fortitude ♦ Hit 1d6 + Constitution modifier radiant damage. If the target moves nearer to you on its next turn, it takes an extra 1d6 + Constitution modifier damage.Advances level 21 ♦ Reference Player's Handbook, pg. 131.
  • Eldritch Blast – Arcane, Implement ♦ StdRanged 10 ♦ Target one creature ♦ Attack Charisma vs. Reflex ♦ Hit 1d10 + Charisma modifier damage. ♦ Special Can be used as ranged basic attack.Advances level 21 ♦ Reference Player's Handbook, pg. 132.
Encounter 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.
  • Dreadful Word – Arcane, Fear, Implement, Psychic ♦ StdRanged 5 ♦ Target one creature ♦ Attack Charisma vs. Will ♦ Hit 2d8 + Charisma modifier psychic damage, and the target takes a -2 penalty to Will defense until the end of your next turn.Reference Player's Handbook, pg. 132.
  • Frigid Darkness – Arcane, Cold, Fear, Implement ♦ StdRanged 10 ♦ Target one creature ♦ Attack Constitution vs. Fortitude ♦ Hit 2d8 + Constitution modifier cold damage, and the target grants combat advantage and -1 penalty to AC to you and your allies until the end of your next turn.Reference Player's Handbook, pg. 133.
  • Shadow Veil – Arcane, Illusion ♦ Minor ActionPersonalEffects You gain a +5 power bonus to Stealth checks until the end of your turn.Reference Player's Handbook, pg. 133.
Daily Powers
  • Curse of the Bloody Fangs – Arcane, Implement ♦ StdRanged 10 ♦ Target one creature ♦ Attack Charisma vs. AC ♦ Hit 2d10 + Charisma modifier damage. ♦ Miss Half damage. ♦ Sustain Minor The target and any of your enemies adjacent to it take 1d10 damage (save ends).Reference Player's Handbook, pg. 134.
  • Dread Star – Arcane, Fear, Implement, Radiant ♦ StdRanged 10 ♦ Target one creature ♦ Attack Charisma vs. Will ♦ Hit 3d6 + Charisma modifier radiant damage, and the target is immobilized until the end of your next turn. ♦ Effect The target takes a -2 penalty to Will defense (save ends).Reference Player's Handbook, pg. 133.
Special Features
  • Baldur's Gate Regional Benefit – You know one additional language of your choice, you add the Streetwise skill to your class skill list, and you gain a +2 bonus to Streetwise checks.
  • Dual Heritage – You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements.
  • Group Diplomacy – You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.
Equipment & Possessions
 Magic Items Equipped ARMOR—bloodcut leather armor +1 (Power—Healing Surge ♦ Minor Action ♦ While you are bloodied, use this armor to gain resist 10 to all damage until the end of your next turn.) (lvl 4; +2 armor bonus; +1 enhancement AC; weight 15 lbs.) (840 gp), FEET—surefoot boots (Power—Daily ♦ Free Action ♦ Use this power when you are knocked prone. You stand up.) (lvl 5; +2 item bonus to Acrobatics checks) (1,000 gp), NECK—cloak of the chirugeon +1 (Power—Daily ♦ Minor Action ♦ An adjacent ally regains 1 healing surge already spent today.) (lvl 3; +1 enhancement Fortitude, Reflex, and Will; +1 item bonus to Heal checks) (680 gp), IMPLEMENT—magic wand +2 (lvl 6; implement (wand); +2 enhancement attack and damage rolls for implement powers; +2d6 on critical) (1,800 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), flint and steel (1 gp), grappling hook (1 gp), hammer (5 sp), hempen rope (50 ft.) (1 gp), □□□□□ | □□□□□ pitons (5 sp), spear (+2 proficiency; 1d8 damage; — range; spear; versatile; 6 lb.) (5 gp), □□ sunrods (bright light 20 squares; 4 hour duration; 1 lb.) (2 gp), □□□□□ | □□□□□ trail rations (5 gp), thieves' tools (+2 item bonus open lock or disarm trap) (20 gp), waterskin (4 lb.) (1 gp)

 ad 0, pp 0, gp 18, sp 0, cp 0