Dungeons & Dragons 4th Edition
Lair Assault Pre-Generated Character
SCRAG ICEVEIN
Forge of the Dawn Titan
DM - Charles Plemons
Campus Cards & Games
Male Half-Orc Unaligned Medium Fighter (Rogue Multiclass) 5
Languages Common, Draconic, Giant; Deity Kelemvor; Height 6 ft. 0 in.; Weight 192 lb.; Age 19; Hair Black; Eyes Brown
Ability Score Mod +1/2 Lvl
STR 18 16 base +2 race +0 level +4 +6
DEX 18 16 base +2 race +0 level +4 +6
CON 13 12 base +0 race +1 level +1 +3
INT 10 10 base +0 race +0 level +0 +2
WIS 11 10 base +0 race +1 level +0 +2
CHA 10 10 base +0 race +0 level +0 +2
Hit Points Healing Surges
Max HP Bloodied Surge Value Surges/Day
5112 Con score plus 39 class levels 25 1212 one-quarter hit points □□□□□
□□□□□
Current HP
+5 temp hp when first bloodied
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 24 12 10 + 1/2 level +4 Dex or Int +6 armor +1 shield +0 class +0 feat +1 enhancement
Conditions - While not bloodied, +1 AC.
FORT 18 12 10 + 1/2 level +4 Str or Con +2 class +0 feat +0 enhancement
Conditions
REF 17 12 10 + 1/2 level +4 Dex or Int +1 shield +0 class +0 feat +0 enhancement
Conditions
WILL 12 12 10 + 1/2 level +0 Wis or Cha +0 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
magic rapier +2 ♦ STR vs. AC on critical +2d6
+12 +2 +4 +1 +3 +0 +2 +0 1d8+7 1d8 +4 +1 +2 +0 +0
crossbow ♦ load minor ♦ DEX vs. AC range 15/30
+8 +2 +4 +0 +2 +0 +0 +0 1d8+4 1d8 +4 +0 +0 +0 +0
unarmed strike ♦ STR vs. AC  
+6 +2 +4 +0 +0 +0 +0 +0 1d4+4 1d4 +4 +0 +0 +0 +0
Senses
  Vision normal; low-light
  passive Insight 1210 base +2 Insight score
  passive Perception 1210 base +2 Perception score
Actions Points
Additional Action Point Effects
 
Initiative +8+4 Dex +2 half-level +2 Quick Draw feat
Speed 56 race -1 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 +5 (+4 Dex, +2 half-lvl, -1 armor), Arcana +2 (+0 Int, +2 half-lvl), Athletics +10 (+4 Str, +5 trained, +2 half-lvl, -1 armor), Bluff +2 (+0 Cha, +2 half-lvl), Diplomacy +2 (+0 Cha, +2 half-lvl), Dungeoneering +2 (+0 Wis, +2 half-lvl), Endurance +9 (+1 Con, +5 trained, +2 racial, +2 half-lvl, -1 armor), Heal +2 (+0 Wis, +2 half-lvl), History +2 (+0 Int, +2 half-lvl), Insight +2 (+0 Wis, +2 half-lvl), Intimidate +4 (+0 Cha, +2 racial, +2 half-lvl), Nature +2 (+0 Wis, +2 half-lvl), Perception +2 (+0 Wis, +2 half-lvl), Religion +2 (+0 Int, +2 half-lvl), Stealth +5 (+4 Dex, +2 half-lvl, -1 armor), Streetwise +7 (+0 Cha, +5 trained, +2 half-lvl), Thievery +10 (+4 Dex, +5 trained, +2 half-lvl, -1 armor)
 Feats Armor Proficiency (chainmail, cloth, hide, leather, scale; heavy shield, light shield), Quick Draw, Sneak of Shadows, Weapon Focus (light blades), Weapon Proficiency (military melee, military ranged, simple melee, simple ranged)
Combat Features
  • Combat Challenge – Every attack, hit or miss, you can choose to mark target until end of your next turn. Marked target suffers -2 penalty to attack for any attack not including you as a target. A creature can only be marked by one creature at a time, with the latest being in effect. Marked target that shifts or makes attack not including you provokes basic melee opportunity attack as an immediate interrupt.
  • Combat Superiority – Gain +0+0 Wisdom modifier bonus against opportunity attacks. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.
  • Fighter Weapon Talent – Gain a +1 bonus to weapon attack rolls using one-handed weapons.
  • Swift Charge – You gain a +2 bonus to speed when charging.
At-Will Powers
  • Reaping Strike – Martial, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 1[W] + Strength modifier damage ♦ Miss Half Strength modifier damage. If you're wielding a two-handed weapon, you deal damage equal to your Strength modifier. Advances level 21 ♦ Reference Player's Handbook, pg. 77.
  • Tide of Iron – Martial, Weapon ♦ Requirement You must be using a shield. ♦ StdMelee weapon ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 1[W] + Strength modifier damage, and you push the target 1 square if it is your size, smaller than you, or one size category larger. You can shift into the space that the target occupied.Advances level 21 ♦ Reference Player's Handbook, pg. 77.
Encounter Powers
  • Furious AssaultFree ActionPersonalTrigger you hit an enemy ♦ Effect The attack deals 1[W] extra damage if it's a weapon attack or 1d8 extra damage if it isn't.Reference Player's Handbook 2, pg. 14.
  • Get Over Here – Martial ♦ Move ActionMelee 1 ♦ Target one willing adjacent ally ♦ Effect You slide the target 2 squares to a square that is adjacent to you.Reference Player's Handbook, pg. 78.
  • Precise Strike – Martial, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack STR +4 vs. AC ♦ Hit 1[W] + Strength modifier damage.Reference Player's Handbook, pg. 79.
  • Sneak Attack – When you have combat advantage against an enemy and are using a weapon from the light blade, the crossbow, or the sling weapon group, an attack you make against that enemy deals 2d62d6 Rogue levels extra damage if the attack hits. You decide whether to apply the extra damage after making the damage roll.
  • Steel Serpent Strike – Martial, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 2[W] + Strength modifier damage, and the target is slowed and cannot shift until end of your next turn.Reference Player's Handbook, pg. 78.
Daily Powers
  • Comeback Strike – Healing, Martial, Reliable, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 2[W] + Strength modifier damage, and you can spend a healing surge.Reference Player's Handbook, pg. 78.
  • Dizzying Blow – Martial, Reliable, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 3[W] + Strength modifier damage, and the target is immobilized (save ends).Reference Player's Handbook, pg. 79.
Special Features
  • Dragon Coast Regional Benefit – You can reroll any Insight check, but you must keep the second result, even if it is worse. You also gain one additional language of your choice.
Equipment & Possessions
 Magic Items Equipped WEAPON—magic rapier +2 (lvl 6; +2 enhancement attack and damage rolls; +2d6 on critical; +3 proficiency; 1d8 damage; light blade) (1,800 gp), ARMOR—agile chainmail +1 (While you are not bloodied, you gain an item bonus to AC equal to your Dexterity modifier up to a maximum of +1.) (lvl 5; +1 enhancement AC; +6 armor; -1 check; -1 speed) (1,000 gp), ARMS—light shield of protection (Power—Daily ♦ Standard Action ♦ You and an adjacent ally gain resist 10 to all damage until the end of your next turn.) (lvl 3; +1 shield bonus) (680 gp), FEET—wildrunners (Power—Daily ♦ Free Action ♦ Use this power when you run. Enemies do not gain combat advantage against you.) (When you run, move your speed + 4 instead of speed + 2.) (840 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), 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), □□□□□ | □□□□□ pitons (5 sp), thieves' tools (+2 item bonus open lock or disarm trap) (20 gp), □□□□□ | □□□□□ 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 47, sp 0, cp 0