Dungeons & Dragons 4th Edition
Lair Assault Pre-Generated Character
KEISHA FOEBANE
Talon of Umberlee
DMs - Jeff Carlisle & Charles Plemons
Campus Cards & Games
Female Deva Good Medium Avenger 8
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 +5
DEX 15 14 base +0 race +1 level +2 +6
CON 11 11 base +0 race +0 level +0 +4
INT 16 13 base +2 race +1 level +3 +7
WIS 19 15 base +2 race +2 level +4 +8
CHA 12 12 base +0 race +0 level +1 +5
Hit Points Healing Surges
Max HP Bloodied Surge Value Surges/Day
6711 Con score plus 56 class levels 33 1616 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 21 14 10 + 1/2 level +3 Dex or Int +0 armor +0 shield +3 class +1 feat +0 enhancement
Conditions +1 vs. bloodied creature
FORT 19 14 10 + 1/2 level +1 Str or Con +1 class +1 feat +2 enhancement
Conditions +1 vs. bloodied creature
REF 21 14 10 + 1/2 level +3 Dex or Int +0 shield +1 class +1 feat +2 enhancement
Conditions +1 vs. bloodied creature
WILL 22 14 10 + 1/2 level +4 Wis or Cha +1 class +1 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
thundering longspear +2 ♦ reach ♦ WIS vs. AC on critical +2d6 thunder
+13 +4 +4 +0 +2 +1 +2 +0 1d10+5 1d10 +2 +1 +2 +0 +0
magic dagger +1 ♦ off-hand, light thrown ♦ WIS vs. AC  
+12 +4 +4 +0 +3 +0 +1 +0 1d4+3 1d4 +2 +0 +1 +0 +0
magic dagger +1 (thrown) ♦ off-hand, light thrown ♦ DEX vs. AC range 5/10
+10 +4 +2 +0 +3 +0 +1 +0 1d4+3 1d4 +2 +0 +1 +0 +0
unarmed strike ♦ WIS vs. AC  
+8 +4 +4 +0 +0 +0 +0 +0 1d4+2 1d4 +2 +0 +0 +0 +0
Senses
  Vision normal
  passive Insight 1810 base +8 Insight score
  passive Perception 1810 base +8 Perception score

  Implements – Holy symbols

Actions Points
Additional Action Point Effects
 
Initiative +7+2 Dex +4 half-level +1 Vilhon Wilds region
Speed 66 race -0 armor
Experience Points 13,000 of 16,500
Daily Magic Item Usage
Workspace
Conditions

Ongoing Effects


Resistances
cold 5; fire 5; necrotic 95 base + 1/2 level; radiant 95 base + 1/2 level
 Armor Check Penalty -0-0 armor -0 shield
 Skills Acrobatics +6 (+2 Dex, +4 half-lvl, -0 armor), Arcana +7 (+3 Int, +4 half-lvl), Athletics +10 (+1 Str, +5 trained, +4 half-lvl, -0 armor), Bluff +5 (+1 Cha, +4 half-lvl), Diplomacy +5 (+1 Cha, +4 half-lvl), Dungeoneering +8 (+4 Wis, +4 half-lvl), Endurance +11 (+0 Con, +5 trained, +4 half-lvl, +2 cloak of survival, -0 armor), Heal +8 (+4 Wis, +4 half-lvl), History +9 (+3 Int, +2 racial, +4 half-lvl), Insight +8 (+4 Wis, +4 half-lvl), Intimidate +5 (+1 Cha, +4 half-lvl), Nature +8 (+4 Wis, +4 half-lvl), Perception +8 (+4 Wis, +4 half-lvl), Religion +14 (+3 Int, +5 trained, +2 racial, +4 half-lvl), Stealth +11 (+2 Dex, +5 trained, +4 half-lvl, -0 armor), Streetwise +5 (+1 Cha, +4 half-lvl), Thievery +6 (+2 Dex, +4 half-lvl, -0 armor)
 Feats Armor Proficiency (cloth), Improved Armor of Faith, Improved Defenses, Melee Training (Wisdom), Spear Expertise, 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.
  • Spear Expertise – When charging, you also gain a +1 bonus to damage rolls of weapon attacks you make with a spear.
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
  • Aspect of Agility – Divine ♦ Move ActionPersonalEffect You shift 5 squares, and you gain a +2 bonus to AC and Reflex until the end of your next turn.Reference Player's Handbook 2, pg. 37.
  • 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.
  • Blade Step – Divine, Teleportation, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack WIS vs. AC ♦ Hit 2[W] + Wisdom modifier damage, and you teleport 10 squares to a space that must be adjacent to an enemy.Advances level 21 ♦ Reference Player's Handbook 2, pg. 38.
  • 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—thundering longspear +2 (Power—Daily ♦ Thunder ♦ Free Action ♦ Use this power when you hit with the weapon. Deal an extra 1d8 thunder damage and push the target 1 square.) (lvl 8; +2 enhancement attack and damage rolls; +2d6 thunder on critical; +2 proficiency; 1d10 damage; polearm, spear; reach) (3,400 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—cloak of survival +2 (Gain an item bonus to Endurance checks equal to the cloak's enhancement bonus. Gain resist 5 cold and resist 5 fire.) (lvl 9; +2 enhancement Fortitude, Reflex, and Will) (4,200 gp), WAIST—ironskin belt (Power—Daily ♦ Minor Action ♦ Gain resist 5 to all weapon damage until the end of your next turn.) (lvl 5) (1,000 gp), IMPLEMENT—holy symbol of power +2 (When you use this symbol to deliver an effect that a save can end, the target takes a -2 penalty to the first saving throw against the effect.) (lvl 7; +2 enhancement attack and damage rolls; +2d6 on critical) (2,600 gp)

 Magic Items Carried magic dagger +1 (+1 enhancement attack and damage; +1d6 on critical; +3 proficiency; 1d4 damage; 5/10 range; light blade; light thrown, off-hand; 1 lb.) (360 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), 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 123, sp 0, cp 0