Dungeons & Dragons 4th Edition
Lair Assault Pre-Generated Character
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HILDGAR IRONBEARD
Forge of the Dawn Titan
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DM - Charles Plemons
Campus Cards & Games
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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
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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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□□□□□
□□□□□
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Current HP
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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 |
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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 warhammer +1 ♦ versatile ♦ STR vs. AC |
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on critical +1d6 lightning |
+7 |
+2 |
+2 |
+0 |
+2 |
+0 |
+1 |
+0 |
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1d10+5 |
1d10 |
+2 |
+2 |
+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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+4 |
+2 |
+2 |
+0 |
+0 |
+0 |
+0 |
+0 |
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1d4+2 |
1d4 |
+2 |
+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 +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)
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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)
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Combat Features |
- Stand Your Ground – When an effect forces you to movethrough a pull, a push, or a slideyou 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.
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At-Will Powers |
- Priest's Shield – Divine, Weapon ♦ Std ♦ Melee 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 ♦ Std ♦ Melee 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.
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Encounter Powers |
- Channel Divinity: Divine Fortune – Divine ♦ Free Action ♦ Personal ♦ Effect 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 ♦ Std ♦ Close 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 ♦ Std ♦ Ranged 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 ♦ Std ♦ Melee 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 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, 21, & 26 ♦ Reference Player's Handbook, pg. 62.
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Daily Powers |
- Beacon of Hope – Divine, Healing, Implement ♦ Std ♦ Close 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 Action ♦ Close 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 Action ♦ Melee 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.
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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.
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Equipment & Possessions |
Magic Items Equipped
WEAPONlightning warhammer +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; +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),
ARMSbloodthirst bracers (PowerDaily ♦ 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),
IMPLEMENTholy symbol of hope +1 (PowerDaily ♦ 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 (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),
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
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