Dungeons & Dragons 4th Edition
Lair Assault Pre-Generated Character
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HILDGAR IRONBEARD
Talon of Umberlee
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DMs - Jeff Carlisile & Charles Plemons
Campus Cards & Games
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Male Dwarf |
Good Medium |
Cleric (Warlord Multiclass) 8 |
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 |
6316 Con score plus 47 class levels
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31
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1515 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 |
terror warhammer +2 ♦ versatile ♦ STR vs. AC |
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on critical +2d8 |
+11 |
+4 |
+2 |
+0 |
+2 |
+1 |
+2 |
+0 |
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1d10+6 |
1d10 |
+2 |
+2 |
+2 |
+0 |
+0 |
frost crossbow +1 ♦ load minor ♦ DEX vs. AC |
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range 15/30; on critical +1d6 cold |
+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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+6 |
+4 |
+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 +4 (+1 Dex, +4 half-lvl, -1 armor),
Arcana +8 (-1 Int, +5 trained, +4 half-lvl),
Athletics +10 (+2 Str, +4 half-lvl, +5 trained, -1 armor),
Bluff +6 (+2 Cha, +4 half-lvl),
Diplomacy +6 (+2 Cha, +4 half-lvl),
Dungeoneering +12 (+4 Wis, +2 racial, +2 East Rift region, +4 half-lvl),
Endurance +8 (+3 Con, +2 racial, +4 half-lvl, -1 armor),
Heal +15 (+4 Wis, +5 trained, +2 Combat Medic, +4 half-lvl),
History +3 (-1 Int, +4 half-lvl),
Insight +13 (+4 Wis, +5 trained, +4 half-lvl),
Intimidate +6 (+2 Cha, +4 half-lvl),
Nature +8 (+4 Wis, +4 half-lvl),
Perception +8 (+4 Wis, +4 half-lvl),
Religion +8 (-1 Int, +5 trained, +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),
Bludgeon Expertise,
Combat Medic (stabilize the dying as minor action instead of standard),
Dwarven Weapon Training,
Ritual Caster,
Shield Proficiency (light),
Student of Battle,
Weapon Proficiency (simple melee, simple ranged, throwing hammer, warhammer)
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Combat Features |
- Bludgeon Expertise – Gain a +1 feat bonus to the number of squares you push or slide creatures with weapon attacks you make with a hammer or a mace.
- 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 2d6 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.
- Searing Light – Divine, Implement, Radiant ♦ Std ♦ Ranged 10 ♦ Target One creature. ♦ Attack WIS vs. Reflex ♦ Hit 2d6 + Wisdom modifier radiant damage, and the target is blinded until the end of your next turn. ♦ Reference Player's Handbook, pg. 66.
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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.
- Divine Vigor – Divine, Healing ♦ Minor Action ♦ Close burst 5 ♦ Target You and each ally in burst. ♦ Effect Each target regains the use of his or her second wind. ♦ Reference Player's Handbook, pg. 66.
- 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. ♦ Advances levels 6, 11, 16, and 21 ♦ Reference Player's Handbook, pg. 145.
- 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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Rituals |
- Endure Elements – Level 2 ♦ Cost 20 gp ♦ Category Exploration ♦ Time 10 minutes ♦ Key Skill Arcana or Nature (no check) ♦ Duration 24 hours.
- Gentle Repose – Level 1 ♦ Cost 10 gp ♦ Category Restoration ♦ Time 1 hour ♦ Key Skill Heal (no check) ♦ Duration special.
- Make Whole – Level 1 ♦ Cost Special ♦ Category Exploration ♦ Time 10 minutes ♦ Key Skill Arcana (no check) ♦ Duration Permanent.
- Water Walk – Level 2 ♦ Cost 20 gp ♦ Category Exploration ♦ Time 10 minutes ♦ Key Skill Nature (no check) ♦ Duration 1 hour.
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Equipment & Possessions |
Magic Items Equipped
WEAPONterror warhammer +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; +2 proficiency; 1d10 damage; hammer; versatile) (4,200 gp),
ARMORcurseforged chainmail +2 (PowerDaily ♦ Immediate Reaction ♦ You can use this power when an enemy hits you with an attack. That enemy takes a -2 penalty to attack rolls (save ends). When the enemy saves against the penalty, the enemy takes a -1 penalty to attack rolls (save ends).) (lvl 8; +2 enhancement AC; +6 armor; -1 check; -1 speed) (3,400 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 life +2 (PowerDaily ♦ Healing ♦ Minor Action ♦ Until the end of your turn, any character healed by one of your encounter powers or daily powers regains an additional 1d6 hit points.) (lvl 7; implement (holy symbol); +2 enhancement attack and damage rolls for implement powers; +2d6 on critical) (2,600 gp)
Magic Items Carried
frost crossbow +1 (PowerAt-Will ♦ Cold ♦ Free Action ♦ All damage dealt by this weapon is cold damage. Another free action returns the damage to normal.) (PowerDaily ♦ Cold ♦ Free Action ♦ Use this power when you hit with the weapon. The target takes an extra 1d8 cold damage and is slowed until the end of your next turn.) (lvl 3; +1 enhancement attack and damage; +1d6 cold on critical; +2 proficiency; 1d8 damage; 15/30 range; crossbow; load minor) (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)
Nonmagical Items
backpack (2 gp),
bedroll (1 sp),
belt pouch (1 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 53,
sp 0,
cp 0
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