Dungeons & Dragons 4th Edition
Lair Assault Pre-Generated Character
TYRIS DRAKEHEART
Attack of the Tyrantclaw
DMs - Jeff Carlisle & Charles Plemons
Campus Cards & Games
Male Dragonborn Good Medium Paladin (Cavalier) 6
Languages Common, Draconic; Deity Bahamut; Height 6 ft. 3 in.; Weight 302 lb.; Age 29; Scales Scarlet; Eyes Gold
Ability Score Mod +1/2 Lvl
STR 18 16 base +2 race +0 level +4 +7
DEX 10 10 base +0 race +0 level +0 +3
CON 12 12 base +0 race +0 level +1 +4
INT 11 11 base +0 race +0 level +0 +3
WIS 12 11 base +0 race +1 level +1 +4
CHA 18 15 base +2 race +1 level +4 +7
Hit Points Healing Surges
Max HP Bloodied Surge Value Surges/Day
5712 Con score plus 45 class levels 27 1714 one-quarter hit points +1 Con modifier from Draconic Heritage +2 Spirit of Valor □□□□□
□□□□□
Current HP
+1 racial atk when bloodied
Second Wind 1/encounter Used
standard action ♦ +2 all Defenses til start turn ♦ spend healing surge
Death Saving Throw Failures
Saving Throw Mods
Defenses
AC 25 13 10 + 1/2 level +0 Dex or Int +8 armor +2 shield +0 class +0 feat +2 enhancement
Conditions
FORT 18 13 10 + 1/2 level +4 Str or Con +1 class +0 feat +0 enhancement
Conditions
REF 16 13 10 + 1/2 level +0 Dex or Int +2 shield +1 class +0 feat +0 enhancement
Conditions
WILL 18 13 10 + 1/2 level +4 Wis or Cha +1 class +0 feat +0 enhancement
Conditions
Attack   Damage
Total 1/2 Lvl Abil Class Prof Feat Enh Misc Total W Abil Feat Enh Misc Misc
vicious broadsword +2 ♦ versatile ♦ STR vs. AC on critical +2d12
+12 +3 +4 +0 +2 +1 +2 +0 1d10+7 1d10 +4 +1 +2 +0 +0
frost crossbow +1 ♦ load minor ♦ DEX vs. AC range 15/30; on critical +1d6 cold
+6 +3 +0 +0 +2 +0 +1 +0 1d8+1 1d8 +0 +0 +1 +0 +0
unarmed strike ♦ STR vs. AC  
+7 +3 +4 +0 +0 +0 +0 +0 1d4+4 1d4 +4 +0 +0 +0 +0
Senses
  Vision normal
  passive Insight 1410 base +4 Insight score
  passive Perception 1410 base +4 Perception score

  Implements – Holy symbols

Actions Points
Additional Action Point Effects
 
Initiative +7+0 Dex +3 half-level +4 Spirit of Valor
Speed 56 race -1 armor | 9 on first round from Eager Advance
Experience Points 7,500 of 10,000
Daily Magic Item Usage
Workspace
Conditions

Ongoing Effects


Resistances
None
 Armor Check Penalty -4-2 armor -2 shield
 Skills Acrobatics -1 (+0 Dex, +3 half-lvl, -4 armor), Arcana +3 (+0 Int, +3 half-lvl), Athletics +8 (+4 Str, +3 half-lvl, +5 trained, -4 armor), Bluff +7 (+4 Cha, +3 half-lvl), Diplomacy +7 (+4 Cha, +3 half-lvl), Dungeoneering +4 (+1 Wis, +3 half-lvl), Endurance +5 (+1 Con, +3 half-lvl, +5 trained, -4 armor), Heal +9 (+1 Wis, +3 half-lvl, +5 trained), History +5 (+0 Int, +3 half-lvl, +2 racial), Insight +4 (+1 Wis, +3 half-lvl), Intimidate +9 (+4 Cha, +3 half-lvl, +2 racial), Nature +4 (+1 Wis, +3 half-lvl), Perception +4 (+1 Wis, +3 half-lvl), Religion +8 (+0 Int, +3 half-lvl, +5 trained), Stealth -1 (+0 Dex, +3 half-lvl, -4 armor), Streetwise +7 (+4 Cha, +3 half-lvl), Thievery -1 (+0 Dex, +3 half-lvl, -4 armor)
 Feats Armor Proficiency (chainmail, cloth, hide, leather, plate, scale), Disciple of Justice, Eager Advance, Heavy Blade Expertise, Shield Proficiency (heavy, light), Weapon Focus (heavy blades), Weapon Proficiency (military melee, military ranged, simple melee, simple ranged)
Combat Features
  • Disciple of Justice – When you use your second wind, you can choose one ally adjacent to you to regain the hit points granted by it. If you do so, you don't regain the hit points.
  • Heavy Blade Expertise – While wielding a heavy blade, you gain a +2 bonus to all defenses against opportunity attacks.
  • Pace of the Virtuous Charger – While you are riding a mount, that creature and each allied mount within 20 squares of you gain a +2 power bonus to speed. This bonus applies only outside combat.
At-Will Powers
  • Defender Aura – Aura ♦ Minor ActionPersonalEffect You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura. Reference Heroes of the Forgotten Kingdoms, pg. 124.
  • Righteous Radiance – Divine, Radiant ♦ Opportunity ActionMelee 1 ♦ Trigger An enemy subject to your defender aura either shifts or makes an attack that targets an ally of yours but not you or an ally who has an active defender aura. ♦ Target The triggering enemy. ♦ Effect The target takes radiant damage equal to 3 + your Charisma modifier. Advances levels 11 & 21 ♦ Reference Heroes of the Forgotten Kingdoms, pg. 125.
  • Valiant Strike – Divine, Weapon ♦ StdMelee weapon ♦ Target One creature. ♦ Attack Strength vs. AC. You gain a bonus to the attack roll equal to the number of enemies adjacent to you. ♦ Hit 1[W] + Strength modifier damage. Advances 21 ♦ Reference Heroes of the Forgotten Kingdoms, pg. 126.
  • Vengeful Strike – Divine, Radiant, Weapon ♦ StdMelee weapon ♦ Target One creature. ♦ Attack Strength vs. AC. ♦ Hit 1[W] + Strength modifier radiant damage. If at least one bloodied ally is within 5 squares of you, the target takes extra radiant damage equal to your Charisma modifier. ♦ Miss You gain a +2 power bonus to your next damage roll against the target.Advances 21 ♦ Reference Heroes of the Forgotten Kingdoms, pg. 145.
Encounter Powers
  • Dragon Breath – Acid ♦ Minor ActionClose blast 3 ♦ Targets all creatures in area ♦ Attack Strength +2 vs. Reflex ♦ Hit 1d6 + Constitution modifier acid damage. Advances levels 11 and 21 ♦ Reference Player's Handbook, pg. 34.
  • Holy Smite – Divine, Radiant ♦ Free ActionPersonalTrigger You target an enemy with an at-will weapon attack power. ♦ Effect The target takes radiant damage equal to 2 + your Charisma modifier. If the triggering attack hits, the target is also dazed until the end of your next turn. Advances levels 7, 17, & 27 ♦ Reference Heroes of the Forgotten Kingdoms, pg. 124.
  • Righteous Shield – Divine ♦ Immediate InterruptClose burst 3 ♦ Trigger An ally within 3 squares of you is damaged by an attack. ♦ Target The triggering ally in the burst. ♦ Effect You take the damage of the triggering attack instead of the target. This damage ignores your immunities and resistances. In addition, you gain a +2 power bonus to attack rolls until the end of your next turn. Reference Heroes of the Forgotten Kingdoms, pg. 125.
Daily Powers
  • Fiery Smite – Divine, Fire, Weapon ♦ StdMelee weapon ♦ Target One creature. ♦ Attack Strength vs. AC. ♦ Hit 3[W] + Strength modifier fire damage. ♦ Miss Half damage. ♦ Effect Each enemy adjacent to the target takes 5 fire damage.Reference Heroes of the Forgotten Kingdoms, pg. 128.
  • Restore Vitality – Divine, Healing ♦ Minor ActionMelee 1 ♦ Target One creature. ♦ Effect The target regains hit points equal to your healing surge value and can make a saving throw.Reference Heroes of the Forgotten Kingdoms, pg. 126.
  • Wrath of the Gods – Divine ♦ Minor ActionClose burst 1 ♦ Target You and each ally in the burst. ♦ Effect Until the end of the encounter, each target gains a power bonus to damage rolls equal to your Charisma modifier.Reference Heroes of the Forgotten Kingdoms, pg. 128.
Equipment & Possessions
 Magic Items Equipped WEAPON—vicious broadsword +2 (lvl 7; +2 enhancement attack and damage rolls; +2d12 on critical; +2 proficiency; 1d10 damage; heavy blade; versatile) (2,600 gp), ARMOR—magic plate +2 (lvl 6; +8 armor bonus; +2 enhancement AC; -2 check; -1 speed; weight 50 lbs.) (1,800 gp), ARMS—bashing shield (Power—Daily ♦ Free Action ♦ Use this power when you hit an enemy with a melee attack. Push the enemy 1d4 squares after applying the attack's effects.) (lvl 5; +2 shield bonus; -2 check; 15 lbs.) (1,000 gp), FEET—None, HANDS—None, HEAD—None, NECK—None, RING (left)—None, RING (right)—None, WAIST—None, IMPLEMENT—None

 Magic Items Carried frost crossbow +1 (Power—At-Will ♦ Cold ♦ Free Action ♦ All damage dealt by this weapon is cold damage. Another free action returns the damage to normal.) (Power—Daily ♦ 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), crowbar (+2 bonus Strength checks to break open locked doors or container) (2 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 201, sp 9, cp 0