Dungeons & Dragons 4th Edition
Lair Assault Pre-Generated Character
KEISHA FOEBANE
Forge of the Dawn Titan
DM - Charles Plemons
Campus Cards & Games
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
Ability Score Mod +1/2 Lvl
STR 12 12 base +0 race +0 level +1 +3
DEX 14 14 base +0 race +0 level +2 +4
CON 11 11 base +0 race +0 level +0 +2
INT 16 13 base +2 race +1 level +3 +5
WIS 18 15 base +2 race +1 level +4 +6
CHA 12 12 base +0 race +0 level +1 +3
Hit Points Healing Surges
Max HP Bloodied Surge Value Surges/Day
4911 Con score plus 38 class levels 24 1212 one-quarter hit points □□□□□
□□
Current HP
 
Second Wind 1/encounter Used
standard action ♦ +4+2 Second Wind +2 item bonus from parry gauntlets all Defenses til start turn ♦ spend healing surge
Death Saving Throw Failures
Saving Throw Mods
Defenses
AC 19 12 10 + 1/2 level +3 Dex or Int +0 armor +0 shield +3 class +1 feat +0 enhancement
Conditions +1 vs. bloodied creature
FORT 16 12 10 + 1/2 level +1 Str or Con +1 class +0 feat +2 enhancement
Conditions +1 vs. bloodied creature
REF 18 12 10 + 1/2 level +3 Dex or Int +0 shield +1 class +0 feat +2 enhancement
Conditions +1 vs. bloodied creature
WILL 19 12 10 + 1/2 level +4 Wis or Cha +1 class +0 feat +2 enhancement
Conditions +1 vs. bloodied creature
Attack   Damage
Total 1/2 Lvl Abil Class Prof Feat Enh Misc Total W Abil Feat Enh Misc Misc
deathstalker longspear +1 ♦ reach ♦ WIS vs. AC on critical +1d6 necrotic
+9 +2 +4 +0 +2 +0 +1 +0 1d10+4 1d10 +2 +1 +1 +0 +0
dagger ♦ off-hand, light thrown ♦ WIS vs. AC  
+9 +2 +4 +0 +3 +0 +0 +0 1d4+2 1d4 +2 +0 +0 +0 +0
dagger (thrown) ♦ off-hand, light thrown ♦ DEX vs. AC range 5/10
+7 +2 +2 +0 +3 +0 +0 +0 1d4+2 1d4 +2 +0 +0 +0 +0
unarmed strike ♦ WIS vs. AC  
+6 +2 +4 +0 +0 +0 +0 +0 1d4+2 1d4 +2 +0 +0 +0 +0
Senses
  Vision normal
  passive Insight 1610 base +6 Insight score
  passive Perception 1610 base +6 Perception score

  Implements – Holy symbols

Actions Points
Additional Action Point Effects
 
Initiative +5+2 Dex +2 half-level +1 Vilhon Wilds region
Speed 66 race -0 armor
Experience Points 5,500 of 5,500
Daily Magic Item Usage
Workspace
Conditions

Ongoing Effects


Resistances
necrotic 75 base + 1/2 level; radiant 75 base + 1/2 level
 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)
 Feats Armor Proficiency (cloth), Improved Armor of Faith, Melee Training (Wisdom), Weapon Focus (spears), Weapon Proficiency (military melee, simple melee, simple ranged)
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.
At-Will Powers
  • Bond of Retribution – Divine, Radiant, Weapon ♦ StdMelee 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 ♦ StdMelee 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.
Encounter Powers
  • Avenging Echo – Divine, Radiant, Weapon ♦ StdMelee 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 ♦ StdMelee 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 ♦ StdClose 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 InterruptClose 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 ActionPersonalEffect 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 ♦ StdClose 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 LifetimesNo ActionPersonalTrigger 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 ActionClose 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.
Daily Powers
  • Aspect of Might – Divine, Weapon ♦ StdMelee 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.
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.
Equipment & Possessions
 Magic Items Equipped WEAPON—deathstalker longspear +1 (Power—Daily ♦ 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), HANDS—parry 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), NECK—amulet of protection +2 (lvl 6; +2 enhancement Fortitude, Reflex, and Will) (1,800 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; +1 enhancement attack and damage rolls; +1d6 on critical) (680 gp)

 Consumables alchemist's frost (Power—Consumable ♦ 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