Dungeons & Dragons 4th Edition
Lair Assault Pre-Generated Character
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DARMESH BATTLEHORN
Talon of Umberlee
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DMs - Jeff Carlisle & Charles Plemons
Campus Cards & Games
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Male Minotaur |
Unaligned Medium |
Warlord 8 |
Languages Common, Giant; Deity Tempus; Height 7 ft. 2 in.; Weight 335 lb.; Age 20; Hair Brown; Eyes Brown
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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 |
terror falchion +2 ♦ high crit ♦ STR vs. AC |
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on critical +2d4 and +2d8 |
+14 |
+4 |
+4 |
+0 |
+3 |
+1 |
+2 |
+0 |
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2d4+7 |
2d4 |
+4 |
+1 |
+2 |
+0 |
+0 |
wounding crossbow +1 ♦ load minor ♦ DEX vs. AC |
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range 15/30; on critical +1d6 |
+8 |
+4 |
+1 |
+0 |
+2 |
+0 |
+1 |
+0 |
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1d8+2 |
1d8 |
+1 |
+0 |
+1 |
+0 |
+0 |
unarmed strike ♦ STR vs. AC |
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+8 |
+4 |
+4 |
+0 |
+0 |
+0 |
+0 |
+0 |
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1d4+4 |
1d4 |
+4 |
+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 +5 (+1 Dex, +1 item acrobat boots, +4 half-lvl, -1 armor),
Arcana +5 (+1 Int, +4 half-lvl),
Athletics +14 (+16 swim checks) (+4 Str, +5 trained, +2 Tymanther region, +4 half-lvl, -1 armor),
Bluff +6 (+2 Cha, +4 half-lvl),
Diplomacy +6 (+2 Cha, +4 half-lvl),
Dungeoneering +5 (+1 Wis, +4 half-lvl),
Endurance +13 (+3 Con, +5 trained, +4 half-lvl, +2 dwarven chainmail, -1 armor),
Heal +10 (+1 Wis, +5 trained, +4 half-lvl),
History +5 (+1 Int, +4 half-lvl),
Insight +5 (+1 Wis, +4 half-lvl),
Intimidate +11 (+2 Cha, +5 trained, +4 half-lvl),
Nature +7 (+1 Wis, +2 racial, +4 half-lvl),
Perception +7 (+1 Wis, +2 racial, +4 half-lvl),
Religion +5 (+1 Int, +4 half-lvl),
Stealth +4 (+1 Dex, +4 half-lvl, -1 armor),
Streetwise +6 (+2 Cha, +4 half-lvl),
Thievery +4 (+1 Dex, +4 half-lvl, -1 armor)
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Feats
Armor Proficiency (chainmail, cloth, hide, leather),
Goring Shove,
Heavy Blade Expertise,
Powerful Charge (+2 damage and bull rush on charge),
Shield Proficiency (light),
Toughness,
Weapon Focus (heavy blades),
Weapon Proficiency (military melee, simple melee, simple ranged)
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Combat Features |
- Combat Leader – You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative. *Already included in your Initiative.
- Ferocity – When you drop to 0 hit points or fewer, you can make a melee basic attack as an immediate interrupt.
- Heavy Blade Expertise – When wielding a heavy blade, you gain a +2 bonus to all defenses against opportunity attacks.
- Heedless Charge – You have a +2 racial bonus to AC against opportunity attacks you provoke during a charge.
- Inspiring Presence – When an ally who can see you spends an action point to take an extra action, that ally also regains lost hit points equal to one-half your level + your Charisma modifier.
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At-Will Powers |
- Commander's Strike – Martial, Weapon ♦ Std ♦ Melee weapon ♦ Target one creature ♦ Effect One of your allies can take a free action to make a melee basic attack against the target. The ally gains a bonus to the damage roll equal to your Intelligence modifier. ♦ Reference Player's Handbook, pg. 145.
- Furious Smash – Martial, Weapon ♦ Std ♦ Melee weapon ♦ Target one creature ♦ Attack STR vs. Fortitude ♦ Hit Deal damage equal to your Strength modifier, and then choose one ally adjacent to either you or the target. This ally applies your Charisma modifier as a power bonus to the attack roll and the damage roll on his or her next attack against the target. If the ally does not attack the target by the end of his or her next turn, the bonus is lost. ♦ Reference Player's Handbook, pg. 145.
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Encounter Powers |
- Aid the Injured – Martial, Healing ♦ Std ♦ Melee touch ♦ Target you or one adjacent ally ♦ Effect The target can spend a healing surge. ♦ Reference Player's Handbook, pg. 146.
- Goring Charge – Std ♦ Melee 1 ♦ Effect You charge and make the following attack in place of a melee basic attack. ♦ Target one creature ♦ Attack Strength +4 vs. AC ♦ Hit 1d6 + Strength modifier damage, and you knock the target prone. Due to Goring Shove feat, also push target 1 square. ♦ Advances levels 11 & 21 ♦ Reference Player's Handbook 3, pg. 10.
- Guarding Attack – Martial, Weapon ♦ Std ♦ Melee weapon ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 2[W] + Strength modifier damage. Until the end of your next turn, one ally adjacent to either you or the target gains a +3 power bonus to AC against the target's attacks. ♦ Reference Player's Handbook, pg. 145.
- Inspiring War Cry – Martial, Weapon ♦ Std ♦ Melee weapon ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 2[W] + Strength modifier damage. ♦ Effect One ally who can hear you and is within 5 squares of you makes a saving throw. ♦ Reference Player's Handbook, pg. 146.
- □ Inspiring Word – Martial, 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 2d6 hit points. ♦ Special You can use this power twice per encounter, but only once per round. ♦ Advances levels 6, 11, 16, and 21 ♦ Reference Player's Handbook, pg. 145.
- Sunder Armor – Martial, Weapon ♦ Std ♦ Melee weapon ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 2[W] + Strength modifier damage. Until the end of your next turn, any attack roll against the target can score a critical hit on a roll of 18-20. ♦ Reference Player's Handbook, pg. 148.
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Daily Powers |
- Bastion of Defense – Martial, Weapon ♦ Std ♦ Melee weapon ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 3[W] + Strength modifier damage. Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter. ♦ Effect Allies within 5 squares of you gain temporary hit points equal to 5 + your Charisma modifier. ♦ Reference Player's Handbook, pg. 146.
- Stand the Fallen – Martial, Healing, Weapon ♦ Std ♦ Melee weapon ♦ Target one creature ♦ Attack STR vs. AC ♦ Hit 3[W] + Strength modifier damage. ♦ Effect Each ally within 10 squares can spend a healing surge and regains additional hit points equal to your Charisma modifier. ♦ Reference Player's Handbook, pg. 147.
- Stand Tough – Martial, Healing ♦ Minor Action ♦ Close burst 5 ♦ Target You and each ally in burst. ♦ Effect The targets regain hit points equal to 10 + your Charisma modifier. ♦ Reference Player's Handbook, pg. 147.
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Special Features |
- Tymanther Regional Benefit – You add Athletics to your class skill list, and you gain a +2 bonus to Athletics checks.
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Equipment & Possessions |
Magic Items Equipped
WEAPONterror falchion +2 (PowerDaily ♦ Fear ♦ Free Action ♦ Use this power when you hit with the weapon. The target takes a -2 penalty to all defenses (save ends).) (lvl 9; +2 enhancement attack and damage rolls; +2d8 on critical; +3 proficiency; 2d4 damage; heavy blade; high crit) (4,200 gp),
ARMORdwarven chainmail +2 (Gain an item bonus to Endurance checks equal to the armor's enhancement bonus.) (PowerDaily ♦ Healing ♦ Free Action ♦ Regain hit points as if you had spent a healing surge.) (lvl 7; +2 enhancement AC; +6 armor; -1 check; -1 speed) (2,600 gp),
FEETacrobat boots (PowerAt-Will ♦ Minor Action ♦ Stand up from prone.) (lvl 2; +1 item bonus to Acrobatics checks) (520 gp),
NECKcloak of distortion (A ranged attack against you from more than 5 squares away takes a -5 penalty to the attack roll.) (lvl 4; +1 enhancement Fortitude, Reflex, and Will) (840 gp),
WAISTswimtide harness (Gain a +2 item bonus to Athletics checks made to swim, and to Endurance checks made to hold your breath, swim, or tread water.) (lvl 8) (3,400 gp)
Magic Items Carried wounding crossbow +1 (When an attack with this weapon deals untyped ongoing damage, the target of the attack takes a penalty to the saving throw equal to this weapon's enhancement bonus.) (PowerDaily ♦ Free Action ♦ Use this power when you hit with the weapon. The target also takes ongoing 5 damage (save ends).) (lvl 4; +1 enhancement attack and damage; +1d6 on critical; +2 proficiency; 1d8 damage; 15/30 range; crossbow; load minor) (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),
chain (20 ft.) (60 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),
□□□□□ | □□□□□ 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 80,
sp 0,
cp 0
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