Dungeons & Dragons 4th Edition
Lair Assault Pre-Generated Character
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KEISHA FOEBANE
Forge of the Dawn Titan
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DM - Charles Plemons
Campus Cards & Games
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Female Deva |
Good Medium |
Avenger 5 |
Languages Common, Draconic, Elven; Deity Torm; Height 6 ft. 3 in.; Weight 234 lb.; Age thousands; Hair Purple; Eyes Blue
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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 |
deathstalker longspear +1 ♦ reach ♦ WIS vs. AC |
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on critical +1d6 necrotic |
+9 |
+2 |
+4 |
+0 |
+2 |
+0 |
+1 |
+0 |
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1d10+4 |
1d10 |
+2 |
+1 |
+1 |
+0 |
+0 |
dagger ♦ off-hand, light thrown ♦ WIS vs. AC |
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+9 |
+2 |
+4 |
+0 |
+3 |
+0 |
+0 |
+0 |
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1d4+2 |
1d4 |
+2 |
+0 |
+0 |
+0 |
+0 |
dagger (thrown) ♦ off-hand, light thrown ♦ DEX vs. AC |
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range 5/10 |
+7 |
+2 |
+2 |
+0 |
+3 |
+0 |
+0 |
+0 |
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1d4+2 |
1d4 |
+2 |
+0 |
+0 |
+0 |
+0 |
unarmed strike ♦ WIS vs. AC |
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+6 |
+2 |
+4 |
+0 |
+0 |
+0 |
+0 |
+0 |
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1d4+2 |
1d4 |
+2 |
+0 |
+0 |
+0 |
+0 |
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Armor Check Penalty
-0-0 armor -0 shield
Skills
Acrobatics +4 (+2 Dex, +2 half-lvl, -0 armor),
Arcana +5 (+3 Int, +2 half-lvl),
Athletics +8 (+1 Str, +5 trained, +2 half-lvl, -0 armor),
Bluff +3 (+1 Cha, +2 half-lvl),
Diplomacy +3 (+1 Cha, +2 half-lvl),
Dungeoneering +6 (+4 Wis, +2 half-lvl),
Endurance +7 (+0 Con, +5 trained, +2 half-lvl, -0 armor),
Heal +6 (+4 Wis, +2 half-lvl),
History +7 (+3 Int, +2 racial, +2 half-lvl),
Insight +6 (+4 Wis, +2 half-lvl),
Intimidate +3 (+1 Cha, +2 half-lvl),
Nature +6 (+4 Wis, +2 half-lvl),
Perception +6 (+4 Wis, +2 half-lvl),
Religion +12 (+3 Int, +5 trained, +2 racial, +2 half-lvl),
Stealth +9 (+2 Dex, +5 trained, +2 half-lvl, -0 armor),
Streetwise +3 (+1 Cha, +2 half-lvl),
Thievery +4 (+2 Dex, +2 half-lvl, -0 armor)
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Feats
Armor Proficiency (cloth),
Improved Armor of Faith,
Melee Training (Wisdom),
Weapon Focus (spears),
Weapon Proficiency (military melee, simple melee, simple ranged)
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Combat Features |
- Armor of Faith – While you are neither wearing heavy armor nor using a shield, you gain a +3 bonus to AC.
- Censure of Retribution – When any enemy other than your oath of enmity target hits you, you gain a bonus to damage rolls against your oath of enmity target equal to your Intelligence modifier until the end of your next turn. This bonus is cumulative.
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At-Will Powers |
- Bond of Retribution – Divine, Radiant, Weapon ♦ Std ♦ Melee weapon ♦ Target one creature ♦ Attack WIS vs. AC ♦ Hit 1[W] + Wisdom modifier damage. The first time an enemy other than the target hits or misses you before the end of your next turn, the target takes radiant damage equal to your Intelligence modifier. ♦ Advances level 21 ♦ Reference Player's Handbook 2, pg. 35.
- Overwhelming Strike – Divine, Weapon ♦ Std ♦ Melee weapon ♦ Target one creature ♦ Attack WIS vs. AC ♦ Hit 1[W] + Wisdom modifier damage. You shift 1 square and slide the target 1 square into the space you occupied. ♦ Advances level 21 ♦ Reference Player's Handbook 2, pg. 35.
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Encounter Powers |
- Avenging Echo – Divine, Radiant, Weapon ♦ Std ♦ Melee weapon ♦ Target one creature ♦ Attack WIS vs. AC ♦ Hit 1[W] + Wisdom modifier damage. Until the end of your next turn, any enemy that ends its turn adjacent to you or that hits or misses you takes 5 radiant damage. Censure of Retribution: The radiant damage equals 5 + your Intelligence modifier. ♦ Advances level 21 ♦ Reference Player's Handbook 2, pg. 35.
- Bond of Foresight – Divine, Weapon ♦ Std ♦ Melee weapon ♦ Target one creature ♦ Attack WIS vs. AC ♦ Hit 2[W] + Wisdom modifier damage. ♦ Miss Half damage. ♦ Effect When the target hits or misses you or shifts, the target provokes an opportunity attack from you (save ends). ♦ Reference Player's Handbook 2, pg. 37.
- Channel Divinity: Abjure Undead – Divine, Implement, Radiant ♦ Std ♦ Close burst 5 ♦ Target one undead creature in burst ♦ Attack WIS vs. Will ♦ Hit 3d10 + Wisdom modifier radiant damage, and you pull the target a number of squares equal to 1 + your Wisdom modifier. The target is also immobilized until the end of your next turn. ♦ Miss Half damage, and you pull the target 1 square.♦ Advances levels 5, 11, 15, 21, & 25 ♦ Reference Player's Handbook 2, pg. 34.
- Channel Divinity: Divine Guidance – Divine ♦ Immediate Interrupt ♦ Close burst 10 ♦ Trigger An ally within 10 squares of you makes an attack roll against your oath of enmity target. ♦ Target The triggering ally. ♦ Effect The target makes a second attack roll and uses either result. ♦ Reference Player's Handbook 2, pg. 34.
- Distracting Flare – Divine ♦ Move Action ♦ Personal ♦ Effect You become invisible and move your speed. You are invisible until the end of the movement. ♦ Reference Player's Handbook 2, pg. 36.
- Enmity's Reach – Divine, Implement, Thunder ♦ Std ♦ Close burst 5 ♦ Target one creature in burst ♦ Attack WIS vs. Fortitude ♦ Hit 1d10 + Wisdom modifier thunder damage, and you pull the target 2 squares. The target is slowed until the end of your next turn. ♦ Reference Player's Handbook 2, pg. 36.
- Memory of a Thousand Lifetimes – No Action ♦ Personal ♦ Trigger You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result. ♦ Effect You add 1d6 to the triggering roll. ♦ Reference Player's Handbook 2, pg. 8.
- Oath of Enmity – Divine ♦ Minor Action ♦ Close burst 10 ♦ Target One enemy you can see in burst. ♦ Effect When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point you regain the use of this power. If another effect lets you roll twice and use the higher result when making an attack roll, this power has no effect on that attack. If an effect forces you to roll twice and use the lower result when making an attack roll, this power has no effect on that attack either. If an effect lets you reroll an attack roll and you rolled twice because of this power, you reroll both dice. ♦ Reference Player's Handbook 2, pg. 34.
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Daily Powers |
- Aspect of Might – Divine, Weapon ♦ Std ♦ Melee weapon ♦ Target one creature ♦ Attack WIS vs. AC ♦ Hit 3[W] + Wisdom modifier damage. ♦ Miss Half damage. ♦ Effect Until the end of the encounter, you gain a +5 power bonus to Athletics checks, a +2 power bonus to speed, and a +2 power bonus to the damage rolls of melee attacks. ♦ Reference Player's Handbook 2, pg. 36.
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Special Features |
- Immortal Origin – Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.
- Vilhon Wilds Regional Benefit – You can reroll any Dungeoneering check, but you must keep the second result, even if it is worse. You also gain a +1 bonus to initiative checks.
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Equipment & Possessions |
Magic Items Equipped
WEAPONdeathstalker longspear +1 (PowerDaily ♦ Necrotic ♦ Free Action ♦ Use this power when you hit with the weapon. The target takes ongoing 5 necrotic damage (save ends). Saves made to end this effect take a -2 penalty.) (lvl 4; +1 enhancement attack and damage rolls; +1d6 necrotic on critical; +2 proficiency; 1d10 damage; polearm, spear; reach) (840 gp),
HANDSparry gauntlets (When you take the total defense or second wind actions, gain a +2 item bonus to all defenses until the beginning of your next turn.) (lvl 5) (1,000 gp),
NECKamulet of protection +2 (lvl 6; +2 enhancement Fortitude, Reflex, and Will) (1,800 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; +1 enhancement attack and damage rolls; +1d6 on critical) (680 gp)
Consumables
□ alchemist's frost (PowerConsumable ♦ Cold ♦ Standard Action ♦ Make an attack: Ranged 5/10; +4 vs. Reflex; on a hit, the target takes 1d10 cold damage and is slowed until the end of your next turn; on miss, the target takes half damage and is not slowed.) (lvl 1) (20 gp),
□ 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),
2 daggers (+3 proficiency; 1d4 damage; 5/10 range; light blade; light thrown, off-hand; 1 lb.) (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 71,
sp 0,
cp 0
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