Dungeons & Dragons 4th Edition
Lair Assault Pre-Generated Character
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SCRAG ICEVEIN
Talons of Umberlee
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DMs - Jeff Carlisle & Charles Plemons
Campus Cards & Games
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Male Half-Orc |
Unaligned Medium |
Fighter (Rogue Multiclass) 8 |
Languages Common, Draconic, Giant; Deity Kelemvor; Height 6 ft. 0 in.; Weight 192 lb.; Age 19; Hair Black; Eyes Brown
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Hit Points |
Healing Surges |
Max HP |
Bloodied |
Surge Value |
Surges/Day |
6912 Con score plus 57 class levels
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34
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1717 one-quarter hit points
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□□□□□
□□□□□
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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 +2 feat bonus to all saves |
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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 |
adamantine rapier +2 ♦ STR vs. AC |
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on critical +2d10 |
+14 |
+4 |
+4 |
+1 |
+3 |
+0 |
+2 |
+0 |
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1d8+7 |
1d8 |
+4 |
+1 |
+2 |
+0 |
+0 |
wounding crossbow +1 ♦ load minor ♦ DEX vs. AC |
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range 15/30; on critical +1d6 |
+11 |
+4 |
+4 |
+0 |
+2 |
+0 |
+1 |
+0 |
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1d8+5 |
1d8 |
+4 |
+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 +7 (+4 Dex, +4 half-lvl, -1 armor),
Arcana +4 (+0 Int, +4 half-lvl),
Athletics +12 (+4 Str, +5 trained, +4 half-lvl, -1 armor),
Bluff +4 (+0 Cha, +4 half-lvl),
Diplomacy +4 (+0 Cha, +4 half-lvl),
Dungeoneering +5 (+1 Wis, +4 half-lvl),
Endurance +13 (+1 Con, +5 trained, +2 racial, +4 half-lvl, +2 dwarven chainmail, -1 armor),
Heal +5 (+1 Wis, +4 half-lvl),
History +4 (+0 Int, +4 half-lvl),
Insight +5 (+1 Wis, +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 +4 (+0 Int, +4 half-lvl),
Stealth +7 (+4 Dex, +4 half-lvl, -1 armor),
Streetwise +9 (+0 Cha, +5 trained, +4 half-lvl),
Thievery +12 (+4 Dex, +5 trained, +4 half-lvl, -1 armor)
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Feats
Armor Proficiency (chainmail, cloth, hide, leather, scale; heavy shield, light shield),
Improved Defenses,
Quick Draw,
Resilient Focus,
Sneak of Shadows,
Weapon Focus (light blades),
Weapon Proficiency (military melee, military ranged, simple melee, simple ranged)
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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 +1+1 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.
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At-Will Powers |
- Reaping Strike – Martial, Weapon ♦ Std ♦ Melee 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. ♦ Std ♦ Melee 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.
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Encounter Powers |
- Furious Assault – Free Action ♦ Personal ♦ Trigger 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 Action ♦ Melee 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 ♦ Std ♦ Melee weapon ♦ Target one creature ♦ Attack STR +4 vs. AC ♦ Hit 1[W] + Strength modifier damage. ♦ Reference Player's Handbook, pg. 79.
- Reckless Strike – Martial, Weapon ♦ Std ♦ Melee weapon ♦ Target One creature. ♦ Attack STR -2 vs. AC ♦ Hit 3[W] + Strength modifier damage. ♦ Reference Player's Handbook, pg. 80.
- 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 ♦ Std ♦ Melee 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.
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Daily Powers |
- Comeback Strike – Healing, Martial, Reliable, Weapon ♦ Std ♦ Melee 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.
- Defensive Training – Martial, Stance ♦ Minor Action ♦ Personal ♦ Effect You assume the defensive training stance. Until the stance ends, you gain a +2 power bonus to Fortitude, Reflex, and Will. ♦ Reference Player's Handbook, pg. 80.
- Dizzying Blow – Martial, Reliable, Weapon ♦ Std ♦ Melee 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.
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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.
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Equipment & Possessions |
Magic Items Equipped
WEAPONadamantine rapier +2 (Untyped damage done with this weapon ignores a number of points of resistance equal to twice the weapon's enhancement bonus.) (lvl 8; +2 enhancement attack and damage rolls; +2d10 on critical; +3 proficiency; 1d8 damage; light blade) (3,400 gp),
ARMORdwarven chainmail +2 (PowerDaily ♦ Healing ♦ Free Action ♦ Regain hit points as if you had spent a healing surge.) (Gain an item bonus to Endurance checks equal to the armor's enhancement bonus.) (lvl 7; +2 enhancement AC; +6 armor; -1 check; -1 speed) (2,600 gp),
ARMSlight shield of protection (PowerDaily ♦ 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),
FEETwildrunners (PowerDaily ♦ 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.) (lvl 4) (840 gp),
NECKcloak of the walking wounded +2 (If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both).) (lvl 9; +2 enhancement Fortitude, Reflex, Will) (4,200 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),
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 77,
sp 0,
cp 0
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