Dungeons & Dragons 4th Edition
Lair Assault — Ravenloft
ALEKSEI THE SKALD
Male Human Good Medium Level 11
Class Hybrid Barbarian/Bard Paragon Path Winter Fury Sanity 18
Languages Balok (1), Darkonese (1), Falkovnian (2); Deity None; Background Frozen Reaches; Height 6 ft. 1 in.; Weight 204 lb.; Age 32; Hair Brown; Eyes Green
Ability Score Mod +1/2 Lvl
STR 20 16 base +2 race +2 level +5 +10
DEX 12 11 base +0 race +1 level +1 +6
CON 13 12 base +0 race +1 level +1 +6
INT 12 11 base +0 race +1 level +1 +6
WIS 12 10 base +0 race +2 level +1 +6
CHA 18 15 base +0 race +3 level +4 +9
Hit Points Healing Surges
Max HP Bloodied Surge Value Surges/Day
8512 Con score plus 63 class levels plus 10 Toughness 42 2521 one-quarter hit points +4 Swift Recovery feat □□□□□
□□□
Current HP
 
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 24 15 10 + 1/2 level +1 Dex or Int +3 armor +0 shield +2 class +0 feat +3 enhancement
Conditions
FORT 22 15 10 + 1/2 level +5 Str or Con +1 class +0 feat +0 enhancement +1 race
Conditions
REF 20 15 10 + 1/2 level +1 Dex or Int +0 shield +3 class +0 feat +0 enhancement +1 race
Conditions
WILL 20 15 10 + 1/2 level +4 Wis or Cha +0 class +0 feat +0 enhancement +1 race
Conditions
Attack   Damage
Total 1/2 Lvl Abil Class Prof Feat Enh Misc Total W Abil Feat Enh Misc Misc
berserker broadsword +2 ♦ versatile ♦ STR vs. AC on critical +2d10
+16 +5 +5 +0 +2 +2 +2 +0 1d10+9 1d10 +5 +2 +2 +0 +0
handaxe ♦ heavy thrown, off-hand ♦ STR vs. AC  
+12 +5 +5 +0 +2 +0 +0 +0 1d6+5 1d6 +5 +0 +0 +0 +0
handaxe (thrown) ♦ heavy thrown ♦ STR vs. AC  
+12 +5 +5 +0 +2 +0 +0 +0 1d6+5 1d6 +5 +0 +0 +0 +0
flameburst crossbow +1 ♦ load minor ♦ DEX vs. AC range 15/30; on critical +1d6 fire
+9 +5 +1 +0 +2 +0 +1 +0 1d8+2 1d8 +1 +0 +1 +0 +0
unarmed strike ♦ STR vs. AC  
+10 +5 +5 +0 +0 +0 +0 +0 1d4+5 1d4 +5 +0 +0 +0 +0
Senses
  Vision normal
  passive Insight 1710 base +7 Insight score
  passive Perception 1710 base +7 Perception score

  Implements – Wands

Actions Points
Additional Action Point Effects
 
Initiative +6+1 Dex +5 half-level
Speed 66 race -0 armor
Experience Points 26,000 of 26,000
Daily Magic Item Usage □□
Workspace
Conditions

Ongoing Effects


Resistances
Cold 77 from Frozen Reaches background, Radiant 5
 Armor Check Penalty -1-1 armor -0 shield
 Skills Acrobatics +10 (+1 Dex, +5 trained, +5 half-lvl, -1 armor), Arcana +11 (+1 Int, +5 trained, +5 half-lvl), Athletics +10 (+5 Str, +1 Skill Versatility, +5 half-lvl, -1 armor), Bluff +10 (+4 Cha, +1 Skill Versatility, +5 half-lvl), Diplomacy +10 (+4 Cha, +1 Skill Versatility, +5 half-lvl), Dungeoneering +7 (+1 Wis, +1 Skill Versatility, +5 half-lvl), Endurance +10 (+1 Con, +5 trained, +5 half-lvl, -1 armor) (+5 against hunger), Heal +11 (+1 Wis, +5 trained, +5 half-lvl), History +11 (+1 Int, +5 trained, +5 half-lvl), Insight +7 (+1 Wis, +1 Skill Versatility, +5 half-lvl), Intimidate +10 (+4 Cha, +1 Skill Versatility, +5 half-lvl), Nature +7 (+1 Wis, +1 Skill Versatility, +5 half-lvl), Perception +7 (+1 Wis, +1 Skill Versatility, +5 half-lvl), Religion +7 (+1 Int, +1 Skill Versatility, +5 half-lvl), Stealth +6 (+1 Dex, +1 Skill Versatility, +5 half-lvl, -1 armor), Streetwise +10 (+4 Cha, +1 Skill Versatility, +5 half-lvl), Thievery +6 (+1 Dex, +1 Skill Versatility, +5 half-lvl, -1 armor)
 Feats Armor Proficiency (cloth, hide, leather), Heavy Blade Expertise (+2 feat bonus to all defenses against opportunity attacks), Hybrid Talent (Barbarian Agility), Hybrid Talent (Feral Might), Reckless Rage, Swift Recovery, Toughness, Wand Expertise (+2 feat bonus to all wand implement attacks; ignore partial and superior cover with wand implement attacks), Weapon Focus (heavy blades), Weapon Proficiency (military melee, military ranged, simple melee, simple ranged)
Combat Features
  • Ice Heart Ripper – You gain a +1 bonus to attack rolls and a +2 bonus to damage rolls against immobilized targets.
  • Rampage – ( □ ) 1/round – When you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you scored a critical hit against.
  • Reckless Rage – When you attack an enemy with a rage power, you can take a -2 penalty to the attack roll against that enemy to deal 1[W] extra damage to it.
  • Surging Ice – When you spend an action point to make an attack, the first target hit by the attack and each enemy adjacent to it are immobilized until the end of your next turn.
  • Thaneborn Triumph – Whenever you bloody an enemy, the next attack by you or an ally against that enemy gains a bonus to the attack roll equal to your Charisma modifier.
At-Will Powers
  • Guiding Strike – Arcane, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack CHA vs. AC ♦ Hit 1[W] + Charisma modifier damage, and the target takes a -2 penalty to the defense of your choice until the end of your next turn.Advances level 21 ♦ Reference Player's Handbook 2, pg. 68.
  • Misdirected Mark – Arcane, Implement ♦ StdRanged 10 ♦ Target one creature ♦ Attack CHA vs. Reflex ♦ Hit 1d8 + Charisma modifier damage, and the target is marked by an ally within 5 squares of you until the end of your next turn.Advances level 21 ♦ Reference Player's Handbook 2, pg. 68.
  • Pressing Strike – barbarian attack ♦ Primal, Weapon ♦ StdMelee weapon ♦ Effect Before the attack, you shift 2 squares. You can move through an enemy's space during the shift, but you can't end there. ♦ Target one creature ♦ Attack Strength vs. AC ♦ Hit 1[W] + Strength modifier damage, and you push the target 1 square. If you are raging, the attack deals 1d6 extra damage.Advances level 21 ♦ Reference Player's Handbook 2, pg. 51.
Encounter Powers
  • Clutch of Winter – Cold, Primal, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack Strength vs. AC ♦ Hit 1[W] + Strength modifier cold damage, and the target is immobilized until the end of your next turn.Reference Primal Power, pg. 31.
  • Hammer Fall – barbarian attack ♦ Primal, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack Strength vs. Fortitude ♦ Hit 2[W] + Strength modifier damage, and you knock the target prone.Reference Player's Handbook 2, pg. 53.
  • Inspiring Competence – Arcane ♦ Minor ActionClose burst 5 ♦ Target you and each ally in burst ♦ Effect Choose a skill. Until the end of the encounter, each target gains a +2 power bonus to his or her next check using that skill.Reference Player's Handbook 2, pg. 70.
  • Inspiring Refrain – Arcane, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack CHA vs. AC ♦ Hit 2[W] + Charisma modifier damage, and each ally within 5 squares of you gains a +1 power bonus to attack rolls until the end of your next turn.Reference Player's Handbook 2, pg. 69.
  • Majestic Word – Arcane, Healing ♦ Minor ActionClose burst 10 ♦ Target you or one ally in burst ♦ Effect The target can spend a healing surge and regain an additional 2d6 + your Charisma modifier hit points.Advances levels 6, 11, 16, 21, & 26 ♦ Reference Player's Handbook 2, pg. 68.
  • Roar of Triumph – Fear, Primal ♦ Free ActionClose burst 5 ♦ Trigger Your attack reduces an enemy to 0 hit points. ♦ Target each enemy in burst ♦ Effect Each target takes a -2 penalty to all defenses until the end of your next turn.Reference Player's Handbook 2, pg. 50.
  • Scorpion's Claw Strike – Arcane, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack CHA vs. AC ♦ Hit 2[W] + Charisma modifier damage, and you slide an ally who is adjacent to the target to another space adjacent to it.Reference Player's Handbook 2, pg. 72.
Daily Powers
  • Black Dragon Rage – barbarian attack ♦ Acid, Primal, Rage, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack Strength vs. AC ♦ Hit 2[W] + Strength modifier acid damage, and ongoing 5 acid damage (save ends). ♦ Miss Half damage. ♦ Effect You enter the rage of the black dragon. Until the rage ends, at the start of each of your turns, each enemy adjacent to you is blinded until the end of your turn.Reference Player's Handbook 2, pg. 54.
  • Combat Surge – Primal ♦ Free ActionPersonalTrigger You miss with an attack. ♦ Requirement You must be raging. ♦ Effect You reroll the attack.Reference Player's Handbook 2, pg. 54.
  • Swift Panther Rage – barbarian attack ♦ Primal, Rage, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack Strength vs. AC ♦ Hit 3[W] + Strength modifier damage. ♦ Miss Half damage. ♦ Effect You enter the rage of the swift panther. Until the rage ends, you gain a +2 bonus to speed and can shift 2 squares as a move action.Reference Player's Handbook 2, pg. 52.
  • Word of Life – Arcane, Healing ♦ Immediate ReactionClose burst 20 ♦ Trigger An enemy attack reduces an ally within 20 squares of you to 0 hit points or fewer. ♦ Target the triggering ally in burst ♦ Effect The target can spend a healing surge. In addition, the attacking enemy takes a -5 penalty to all defenses until the end of your next turn.Reference Player's Handbook 2, pg. 73.
  • Word of Mystic Warding – Arcane, Psychic, Weapon ♦ StdMelee weapon ♦ Target one creature ♦ Attack CHA vs. AC ♦ Hit 3[W] + Charisma modifier psychic damage. Choose an ally within 5 squares of you. If the target moves closer to that ally during the target's turn, the target takes psychic damage equal to your Charisma modifier (save ends). ♦ Miss Half damage.Reference Player's Handbook 2, pg. 71.
Special Features
  • Barbarian Agility – While you are not wearing heavy armor, you gain a +2 bonus to AC and Reflex.
Equipment & Possessions
 Magic Items Equipped WEAPON—berserker broadsword +2 (Power—Daily ♦ Minor Action ♦ Gain a +2 power bonus to attack rolls and damage rolls with this weapon and take a -5 penalty to all defenses. You also gain resist 5 to all damage. The effects last until the end of the encounter or until you fall unconscious.) (lvl 10; +2 enhancement attack and damage rolls; +2d10 on critical; +2 proficiency; 1d10 damage; heavy blade; versatile) (5,000 gp), ARMOR—sunleaf hide armor +3 (Power—Daily ♦ Radiant ♦ Free Action ♦ You can use this power when an enemy hits you with an opportunity attack. Deal 2d10 + Dexterity modifier radiant damage to that enemy.) (Resist 5 radiant.) (lvl 12; +3 enhancement; +3 armor; -1 check) (13,000 gp), IMPLEMENT—magic wand +3 (lvl 11; +3 enhancement attack and damage; +3d6 damage on critical) (9,000 gp)

 Magic Items Carried flameburst crossbow +1 (Power—Daily ♦ Fire ♦ Minor Action ♦ The next ranged basic attack you make with this weapon before the end of your turn becomes a burst 1 centered on the target. Use your normal attack bonus for the basic attack, but against Reflex. Instead of normal damage, each target hit takes ongoing 5 fire damage (save ends).) (lvl 3; +1 enhancement attack and damage rolls; +1d6 fire on critical; +2 proficiency; 1d8 damage; range 15/30; 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), handaxe (+2 proficiency; 1d6 damage; 5/10 range; axe; heavy thrown, off-hand; 3 lb.) (5 gp), hempen rope (50 ft.) (1 gp), □□□□□ | □□□□□ pitons (5 sp), □□ sunrods (bright light 20 squares; 4 hour duration; 1 lb.) (2 gp), □□□□□ | □□□□□ trail rations (5 gp), waterskin (4 lb.) (1 gp)

 ad 0, pp 0, gp 37, sp 0, cp 0

Phoenix Gaming Club Created 09/27/2011 0 Games Played