Dungeons & Dragons 4th Edition
Lair Assault Pre-Generated Character
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KARLDRAK OF THE WHITE LIGHTNING
Talon of Umberlee
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DMs - Jeff Carlisle & Charles Plemons
Campus Cards & Games
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Male Dragonborn |
Good Medium |
Swordmage (Barbarian Multiclass) 8 |
Languages Common, Draconic, Elven; Deity Torm; Height 6 ft. 5 in.; Weight 266 lb.; Age 24; Scales Bronze; Eyes Yellow
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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 |
vicious longsword +2 ♦ versatile ♦ STR vs. AC |
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on critical +2d12 |
+14 |
+4 |
+4 |
+0 |
+3 |
+1 |
+2 |
+0 |
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1d8+7 |
1d8 |
+4 |
+1 |
+2 |
+0 |
+0 |
crossbow ♦ load minor ♦ DEX vs. AC |
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range 15/30 |
+9 |
+4 |
+2 |
+0 |
+2 |
+1 |
+0 |
+0 |
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1d8+2 |
1d8 |
+2 |
+0 |
+0 |
+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 |
Poison 4 |
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Armor Check Penalty
-0-0 armor -0 shield
Skills
Acrobatics +11 (+2 Dex, +5 trained, +4 half-lvl, -0 armor),
Arcana +11 (+2 Int, +5 trained, +4 half-lvl),
Athletics +13 (+4 Str, +5 trained, +4 half-lvl, -0 armor),
Bluff +4 (+0 Cha, +4 half-lvl),
Diplomacy +6 (+0 Cha, +2 Waterdeep region, +4 half-lvl),
Dungeoneering +5 (+1 Wis, +4 half-lvl),
Endurance +11 (+2 Con, +5 trained, +4 half-lvl, -0 armor),
Heal +5 (+1 Wis, +4 half-lvl),
History +6 (+2 Int, +2 racial, +4 half-lvl),
Insight +10 (+1 Wis, +5 trained, +4 half-lvl),
Intimidate +6 (+0 Cha, +2 racial, +4 half-lvl),
Nature +5 (+1 Wis, +4 half-lvl),
Perception +5 (+1 Wis, +4 half-lvl),
Religion +6 (+2 Int, +4 half-lvl),
Stealth +6 (+2 Dex, +4 half-lvl, -0 armor),
Streetwise +4 (+0 Cha, +4 half-lvl),
Thievery +6 (+2 Dex, +4 half-lvl, -0 armor)
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Feats
Armor Proficiency (cloth, leather),
Berserker's Fury,
Dragonborn Frenzy,
Enlarged Dragon Breath,
Master at Arms,
Weapon Focus (heavy blades),
Weapon Proficiency (military heavy blades, military light blades, simple melee, simple ranged)
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Combat Features |
- Berserker's Fury – Once per day, as a free action, you can gain a +2 bonus to damage rolls until the end of the encounter.
- Master at Arms – As a minor action, sheathe a weapon and then draw another weapon.
- Swordbond – As a standard action, you can call your bonded weapon to your hand from up to 10 squares away.
- Swordmage Warding – While you are conscious and wielding either a light blade or a heavy blade, you maintain a field of magical force around you. This field provides a +1 bonus to AC, or a +3 bonus if you are wielding a blade in one hand and have your other hand free (not carrying a shield, an off-hand weapon, a two-handed weapon, or anything else).
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At-Will Powers |
- Aegis of Shielding – Arcane ♦ Minor Action ♦ Close burst 2 ♦ Target one creature in burst ♦ Effect You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If your marked target makes an attack that doesn't include you as a target, it takes a -2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an immediate interrupt to reduce the damage dealt by that attack to any one creature by an amount equal to 5 + your Constitution modifier. ♦ Reference Forgotten Realms Player's Guide, pg. 26.
- Booming Blade – Arcane, Thunder, Weapon ♦ Std ♦ Melee weapon ♦ Target one creature ♦ Attack INT vs. AC ♦ Hit 1[W] + Intelligence modifier damage, and if the target is adjacent to you at the start of its turn and moves away, it takes 1d6 + Constitution modifier thunder damage. ♦ Advances level 21 ♦ Reference Forgotten Realms Player's Guide, pg. 27.
- Lightning Lure – Arcane, Implement, Lightning ♦ Std ♦ Ranged 3 ♦ Target one creature ♦ Attack INT vs. Fortitude ♦ Hit 1d6 + Intelligence modifier lightning damage, and you pull the target to the nearest unoccupied space adjacent to you. ♦ Special If you cannot pull the target to an adjacent square, this power fails and deals no damage. ♦ Advances level 21 ♦ Reference Forgotten Realms Player's Guide, pg. 27.
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Encounter Powers |
- Armathor's Step – Arcane, Teleportation ♦ Move Action ♦ Personal ♦ Effect Teleport 5 squares. If you end this move adjacent to an enemy, you gain a +2 power bonus to the next attack roll you make against that enemy during your turn. ♦ Reference Forgotten Realms Player's Guide, pg. 29.
- Chilling Blow – Arcane, Cold, Weapon ♦ Std ♦ Melee weapon ♦ Target one creature ♦ Attack INT vs. AC ♦ Hit 1[W] + Intelligence modifier cold damage, and the target takes cold damage equal to your Constitution modifier each time it attacks until the start of your next turn. ♦ Advances level 21 ♦ Reference Forgotten Realms Player's Guide, pg. 27.
- Corrosive Ruin – Acid, Arcane, Implement ♦ Std ♦ Close blast 3 ♦ Target each creature in blast ♦ Attack INT vs. Fortitude ♦ Hit 1[W] + Intelligence modifier acid damage. ♦ Reference Forgotten Realms Player's Guide, pg. 29.
- Dimensional Warp – Arcane, Teleportation ♦ Minor Action ♦ Close burst 3 ♦ Targets You and one ally in burst or two allies in burst ♦ Effect Each target teleports into the other's space. Both targets must occupy the same size space, or the power fails. ♦ Reference Forgotten Realms Player's Guide, pg. 28.
- Dragon Breath – Poison ♦ Minor Action ♦ Close blast 3 or 5 ♦ Targets all creatures in area ♦ Attack Strength +2 vs. Reflex ♦ Hit 1d6 + Strength modifier poison damage. ♦ Advances levels 11 and 21 ♦ Reference Player's Handbook, pg. 34.
- Flamewall Strike – Arcane, Conjuration, Fire, Implement ♦ Std ♦ Area wall 3 within 1 square ♦ Effect You conjure a wall of contiguous squares filled with leaping flames that lasts until the start of your next turn. The wall can be 3 squares long and no more than 1 square high. Only 1 square of the wall must be within 1 square of you. ♦ Any creature that enters the wall's space or starts its turn there takes 1d8 + Constitution modifier fire damage. ♦ Reference Forgotten Realms Player's Guide, pg. 30.
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Daily Powers |
- Frost Backlash – Arcane, Cold, Weapon ♦ Immediate Interrupt ♦ Melee weapon ♦ Trigger an adjacent creature hits you ♦ Target the creature that hit you ♦ Attack INT vs. Reflex ♦ Hit 3[W] + Intelligence modifier cold damage. ♦ Miss Half damage. ♦ Reference Forgotten Realms Player's Guide, pg. 28.
- Lingering Lightning – Arcane, Implement, Lightning ♦ Std ♦ Ranged 5 ♦ Target one, two, or three creatures ♦ Attack INT vs. Reflex, one attack per target ♦ Hit 1[W] + Intelligence modifier damage, and ongoing 5 lightning damage (save ends). ♦ Miss Half damage, and no ongoing damage. ♦ Reference Forgotten Realms Player's Guide, pg. 29.
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Special Features |
- Waterdeep Regional Benefit – You know one additional language of your choice, you add Diplomacy to your class skill list, and you gain a +2 bonus to Diplomacy checks.
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Equipment & Possessions |
Magic Items Equipped
WEAPONvicious longsword +2 (lvl 7; +2 enhancement attack and damage rolls; +2d12 on critical; +3 proficiency; 1d8 damage; heavy blade; versatile) (2,600 gp),
ARMORbloodcut leather armor +2 (PowerHealing Surge ♦ Minor Action ♦ While you are bloodied, use this armor to gain resist 10 to all damage until the end of your next turn.) (lvl 9; +2 armor bonus; +2 enhancement AC; weight 15 lbs.) (4,200 gp),
FEETboots of free movement (PowerEncounter ♦ Minor Action ♦ Make a saving throw against a slow, immobilize, or restrain effect that a save can end.) (Gain a +2 item bonus to saving throws against effects that apply the slowed, immobilized, or restrained condition.) (lvl 6) (1,800 gp),
NECKamulet of health +2 (Gain resist 4 poison.) (lvl 8; +2 enhancement Fortitude, Reflex, and Will) (3,400 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),
□□□□□ | □□□□□ 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 27,
sp 0,
cp 0
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