Dungeons & Dragons 4th Edition
Lair Assault Pre-Generated Character
HILDGAR IRONBEARD
Forge of the Dawn Titan
DM - Charles Plemons
Campus Cards & Games
Male Dwarf Good Medium Cleric 5
Languages Common, Deep Speech, Dwarven; Deity Moradin; Height 4 ft. 5 in.; Weight 189 lb.; Age 53; Hair Gray; Eyes Gray
Ability Score Mod +1/2 Lvl
STR 14 14 base +0 race +0 level +2 +4
DEX 12 12 base +0 race +0 level +1 +3
CON 17 14 base +2 race +1 level +3 +5
INT 8 8 base +0 race +0 level -1 +1
WIS 17 14 base +2 race +1 level +3 +5
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
minor action (Dwarven Resilience) ♦ +2 all Defenses til start turn ♦ spend healing surge
Death Saving Throw Failures
Saving Throw Mods +5 racial saves against poison
Defenses
AC 22 12 10 + 1/2 level +1 Dex or Int +6 armor +1 shield +0 class +0 feat +2 enhancement
Conditions
FORT 15 12 10 + 1/2 level +3 Str or Con +0 class +0 feat +0 enhancement
Conditions
REF 14 12 10 + 1/2 level +1 Dex or Int +1 shield +0 class +0 feat +0 enhancement
Conditions
WILL 17 12 10 + 1/2 level +3 Wis or Cha +2 class +0 feat +0 enhancement
Conditions
Attack   Damage
Total 1/2 Lvl Abil Class Prof Feat Enh Misc Total W Abil Feat Enh Misc Misc
lightning warhammer +1 ♦ versatile ♦ STR vs. AC on critical +1d6 lightning
+7 +2 +2 +0 +2 +0 +1 +0 1d10+5 1d10 +2 +2 +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  
+4 +2 +2 +0 +0 +0 +0 +0 1d4+2 1d4 +2 +0 +0 +0 +0
Senses
  Vision normal; low-light
  passive Insight 2010 base +10 Insight score
  passive Perception 1510 base +5 Perception score

  Implements – Holy symbols

Actions Points
Additional Action Point Effects
 
Initiative +3+1 Dex +2 half-level
Speed 55 race -0 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 +2 (+1 Dex, +2 half-lvl, -1 armor), Arcana +6 (-1 Int, +5 trained, +2 half-lvl), Athletics +3 (+2 Str, +2 half-lvl, -1 armor), Bluff +4 (+2 Cha, +2 half-lvl), Diplomacy +4 (+2 Cha, +2 half-lvl), Dungeoneering +9 (+3 Wis, +2 racial, +2 East Rift region, +2 half-lvl), Endurance +6 (+3 Con, +2 racial, +2 half-lvl, -1 armor), Heal +12 (+3 Wis, +5 trained, +2 Combat Medic, +2 half-lvl), History +1 (-1 Int, +2 half-lvl), Insight +10 (+3 Wis, +5 trained, +2 half-lvl), Intimidate +4 (+2 Cha, +2 half-lvl), Nature +5 (+3 Wis, +2 half-lvl), Perception +5 (+3 Wis, +2 half-lvl), Religion +6 (-1 Int, +5 trained, +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), Combat Medic (stabilize the dying as minor action instead of standard), Dwarven Weapon Training, Ritual Caster, Shield Proficiency (light), Weapon Proficiency (simple melee, simple ranged, throwing hammer, warhammer)
Combat Features
  • Stand Your Ground – When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
At-Will Powers
  • Priest's Shield – Divine, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 1[W] + Strength modifier damage, and you and one adjacent ally gain a +1 power bonus to AC until the end of your next turn.Advances level 21 ♦ Reference Player's Handbook, pg. 63.
  • Righteous Brand – Divine, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 1[W] + Strength modifier damage, and one ally within 5 squares of you gains a +3 power bonus to melee attack rolls against the target until the end of your next turn.Advances level 21 ♦ Reference Player's Handbook, pg. 63.
Encounter Powers
  • Channel Divinity: Divine Fortune – Divine ♦ Free ActionPersonalEffect You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.Reference Player's Handbook, pg. 62.
  • Channel Divinity: Turn Undead – Divine, Implement, Radiant ♦ StdClose burst 2 ♦ Target Each undead creature in burst ♦ Attack WIS vs. Will ♦ Hit 2d10 + Wisdom modifier radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier. The target is immobilized until the end of your next turn. ♦ Miss Half damage, and the target is not pushed or immobilized.Advances levels 11, 15, 21, & 25 ♦ Reference Player's Handbook, pg. 62.
  • Command – Charm, Divine, Implement ♦ StdRanged 10 ♦ Target one creature ♦ Attack WIS vs. Will ♦ Hit The target is dazed until the end of your next turn. In addition, you can choose to knock the target prone or slide the target a number of squares equal to 3 + your Charisma modifier.Reference Player's Handbook, pg. 65.
  • Healing Strike – Divine, Healing, Radiant, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 2[W] + Strength modifier radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.Reference Player's Handbook, pg. 63.
  • Healing Word – Divine, 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, 21, & 26 ♦ Reference Player's Handbook, pg. 62.
Daily Powers
  • Beacon of Hope – Divine, Healing, Implement ♦ StdClose burst 3 ♦ Target each enemy in burst ♦ Attack WIS vs. Will ♦ Hit The target is weakened until the end of its next turn. ♦ Effect You and all your allies in the burst regain 5 hit points, and your healing powers restore +5 hit points until the end of the encounter.Reference Player's Handbook, pg. 64.
  • Bless – Divine ♦ Minor ActionClose burst 20 ♦ Targets You and each ally in burst ♦ Effect Until the end of the encounter, all targets gain a +1 power bonus to attack rolls.Reference Player's Handbook, pg. 64.
  • Weapon of the Gods – Divine, Radiant, Weapon ♦ Minor ActionMelee touch ♦ Target one held weapon ♦ Effect Until the end of the encounter, all attacks made with the weapon deal an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a -2 penalty to AC until the end of the weapon wielder's next turn.Reference Player's Handbook, pg. 65.
Special Features
  • East Rift Regional Benefit – You gain Deep Speech as an additional language, you add Dungeoneering to your class skill list, and you gain a +2 bonus to Dungeoneering checks.
  • Encumbered Speed – You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
  • Healer's Lore – When you grant healing with one of your cleric powers that has the healing keyword, add your Wisdom modifier to the hit points the recipient regains.
Equipment & Possessions
 Magic Items Equipped WEAPON—lightning warhammer +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; +2 proficiency; 1d10 damage; hammer; versatile) (1,000 gp), ARMOR—+2 magic chainmail (lvl 6; +2 enhancement AC; +6 armor; -1 check; -1 speed) (1,800 gp), ARMS—bloodthirst bracers (Power—Daily ♦ Free Action ♦ Use this power when you hit an enemy with a melee attack. In addition to the normal damage from that attack, the target takes ongoing damage equal to 2 + your Charisma modifier (save ends).) (lvl 4) (840 gp), IMPLEMENT—holy symbol of hope +1 (Power—Daily ♦ Immediate Reaction ♦ You can use this power when you or an ally within 5 squares of you is hit by an effect that a save can end. You or the ally gains a +5 power bonus to saving throws against the effect.) (lvl 3; implement (holy symbol); +1 enhancement attack and damage rolls for implement powers; +1d6 on critical) (680 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), 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), light shield (+1 shield bonus) (5 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 12, sp 0, cp 0