Dungeons & Dragons 4th Edition
Lair Assault — Ravenloft
DOMINIA FEYBLOOD
Female Half-Elf Unaligned Medium Level 11
Class Druid Paragon Path Blood Moon Stalker Sanity 20
Languages Darkonese (1), Sithican (1), Vaasi (2); Deity None; Background Misted Woods; Height 5 ft. 6 in.; Weight 133 lb.; Age 27; Hair Black; Eyes Green
Ability Score Mod +1/2 Lvl
STR 10 8 base +0 race +2 level +0 +5
DEX 16 14 base +0 race +2 level +3 +8
CON 17 14 base +2 race +1 level +3 +8
INT 14 12 base +0 race +2 level +2 +7
WIS 20 16 base +2 race +2 level +5 +10
CHA 12 11 base +0 race +1 level +1 +6
Hit Points Healing Surges
Max HP Bloodied Surge Value Surges/Day
8816 Con score plus 62 class levels plus 10 Toughness 44 2322 one-quarter hit points +1 belt of vigor □□□□□
□□□□□
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 +1 feat bonus on death saves
Defenses
AC 23 15 10 + 1/2 level +3 Dex or Int +3 armor +0 shield +0 class +0 feat +2 enhancement
Conditions
FORT 21 15 10 + 1/2 level +3 Str or Con +0 class +0 feat +3 enhancement
Conditions
REF 22 15 10 + 1/2 level +3 Dex or Int +0 shield +1 class +0 feat +3 enhancement
Conditions
WILL 24 15 10 + 1/2 level +5 Wis or Cha +1 class +0 feat +3 enhancement
Conditions
Attack   Damage
Total 1/2 Lvl Abil Class Prof Feat Enh Misc Total W Abil Feat Enh Misc Misc
mace ♦ versatile ♦ STR vs. AC  
+7 +5 +0 +0 +2 +0 +0 +0 1d8 1d8 +0 +0 +0 +0 +0
savage rend ♦ see Power ♦ WIS vs. Reflex on critical +3d6
+14 +5 +5 +0 +0 +1 +3 +0 1d8+8 1d8 +5 +0 +3 +0 +0
sling ♦ load free ♦ DEX vs. AC range 10/20
+10 +5 +3 +0 +2 +0 +0 +0 1d6+3 1d6 +3 +0 +0 +0 +0
unarmed strike ♦ STR vs. AC  
+5 +5 +0 +0 +0 +0 +0 +0 1d4 1d4 +0 +0 +0 +0 +0
Senses
  Vision normal; low-light
  passive Insight 2210 base +12 Insight score
  passive Perception 2510 base +15 Perception score

  Implements – Staffs & totems

Actions Points
Additional Action Point Effects
see Blood Moon; +3 atk rolls
Initiative +9+3 Dex +5 half-level +1 Misted Woods backgrounds (+4 beast form)
Speed 76 race -0 armor +1 Primal Predator
Experience Points 26,000 of 26,000
Daily Magic Item Usage □□
Workspace
Conditions

Ongoing Effects


Resistances
None
 Armor Check Penalty -1-1 armor -0 shield
 Skills Acrobatics +7 (+3 Dex, +5 half-lvl, -1 armor), Arcana +7 (+2 Int, +5 half-lvl), Athletics +9 (+0 Str, +5 trained, +5 half-lvl, -1 armor), Bluff +6 (+1 Cha, +5 half-lvl), Diplomacy +8 (+1 Cha, +2 racial, +5 half-lvl), Dungeoneering +10 (+5 Wis, +5 half-lvl), Endurance +12 (+3 Con, +5 trained, +5 half-lvl, -1 armor), Heal +10 (+5 Wis, +5 half-lvl), History +7 (+2 Int, +5 half-lvl), Insight +12 (+5 Wis, +2 racial, +5 half-lvl), Intimidate +6 (+1 Cha, +5 half-lvl), Nature +17 (+5 Wis, +5 trained, +2 Misted Woods background, +5 half-lvl), Perception +15 (+5 Wis, +5 trained, +5 half-lvl), Religion +7 (+2 Int, +5 half-lvl), Stealth +10 (+3 Dex, +3 elven cloak, +5 half-lvl, -1 armor) (+5 in beast form), Streetwise +6 (+1 Cha, +5 half-lvl), Thievery +7 (+3 Dex, +5 half-lvl, -1 armor)
 Feats Action Surge, Armor Proficiency (cloth, hide, leather), Group Insight, Implement Expertise (totems), Primal Fury (+1 atk with primal powers against bloodied foes), Ritual Caster, Stalking Panther Form, Tenacious Soul, Toughness, Weapon Proficiency (simple melee, simple ranged)
Combat Features
  • Blood Moon Action – When you spend an action point to take an extra action while you are in beast form, you can also make a melee basic attack as a free action.
  • Blood Moon Hunger – When you reduce an enemy to 0 hit points with a melee or a close attack, you can use your second wind as a free action.
  • Primal Predator – While you are not wearing heavy armor, you gain a +1 bonus to your speed (included above).
At-Will Powers
  • Chill Wind – Cold, Implement, Primal ♦ StdArea burst 1 within 10 squares ♦ Target each creature in burst ♦ Attack WIS vs. Fortitude ♦ Hit 1d6 cold damage, and you slide the target 1 square.Advances level 21 ♦ Reference Player's Handbook 2, pg. 84.
  • Pounce – Beast Form, Implement, Primal ♦ StdMelee touch ♦ Target one creature ♦ Attack WIS vs. Reflex ♦ Hit 1d8 + Wisdom modifier damage. The target grants combat advantage to the next creature that attacks it before the end of your next turn. ♦ Special When charging, you can use this power in place of a melee basic attack.Advances level 21 ♦ Reference Player's Handbook 2, pg. 85.
  • Savage Rend – Beast Form, Implement, Primal ♦ StdMelee touch ♦ Target one creature ♦ Attack WIS vs. Reflex ♦ Hit 1d8 + Wisdom modifier damage, and you slide the target 1 square. ♦ Special This power can be used as a melee basic attack.Advances level 21 ♦ Reference Player's Handbook 2, pg. 85.
  • Wild Shape – Polymorph, Primal ♦ Minor Action (special)PersonalEffect You change from your humanoid form to beast form or vice versa. When you change back to your humanoid form, you shift 1 square. While in beast form, you can't use attack, utility, or feat powers that lack the beast form keyword, although you can sustain such powers. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear. You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible. ♦ Special You can use this power once per round.Reference Player's Handbook 2, pg. 84.
Encounter Powers
  • Blood Moon Frenzy – Beast Form, Implement, Primal ♦ StdClose burst 1 ♦ Target each enemy in burst you can see ♦ Attack WIS vs. Reflex ♦ Hit 2d6 + Wisdom modifier damage. The attack deals 1d6 extra damage against a target that is already bloodied.Reference Player's Handbook 2, pg. 96.
  • Camouflage Cloak – Primal ♦ Minor ActionRanged 5 ♦ Target you or one ally ♦ Effect The target becomes invisible until he or she moves or until the end of your next turn.Reference Player's Handbook 2, pg. 88.
  • Cull the Herd – Beast Form, Charm, Implement, Primal, Psychic ♦ StdRanged 5 ♦ Target one creature ♦ Attack WIS vs. Will ♦ Hit 2d8 + Wisdom modifier psychic damage, and you pull the target 3 squares.Reference Player's Handbook 2, pg. 85.
  • Feast of Fury – Beast Form, Implement, Primal ♦ StdMelee touch ♦ Primary Target one creature ♦ Primary Attack WIS vs. Reflex ♦ Hit 2d8 + Wisdom modifier damage. ♦ Effect Make a secondary attack. ♦ Secondary Target one creature other than the primary target ♦ Secondary Attack WIS vs. Reflex ♦ Hit 1d10 + Wisdom modifier damage. The secondary attack deals 5 extra damage if the primary attack hit.Reference Player's Handbook 2, pg. 88.
  • Sacred Flame – Divine, Implement, Radiant ♦ StdRanged 5 ♦ Target one creature ♦ Attack WIS vs. Reflex ♦ Hit 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw.Advances level 21 ♦ Reference Player's Handbook, pg. 63.
  • Tundra Wind – Cold, Implement, Primal ♦ StdClose blast 3 ♦ Target each creature in blast ♦ Attack WIS vs. Fortitude ♦ Hit 2d6 + Wisdom modifier cold damage, and you knock the target prone.Reference Player's Handbook 2, pg. 87.
Daily Powers
  • Armor of the Wild – Beast Form, Primal ♦ Minor ActionPersonalEffect Until the end of the encounter, while you are in beast form, you gain resistance to all damage equal to your Constitution modifier.Reference Player's Handbook 2, pg. 89.
  • Feral Mauling – Beast Form, Implement, Primal ♦ StdMelee touch ♦ Target one or two creatures ♦ Attack WIS vs. Reflex ♦ Hit 2d10 + Wisdom modifier damage, and the target takes a -2 penalty to attack rolls (save ends). ♦ Miss Half damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.Reference Player's Handbook 2, pg. 89.
  • Fleet Pursuit – Beast Form, Primal ♦ Minor ActionPersonalEffect Until the end of the encounter, you gain a power bonus to your speed while you are in beast form equal to your Dexterity modifier.Reference Player's Handbook 2, pg. 86.
  • Hobbling Rend – Beast Form, Implement, Primal ♦ StdMelee touch ♦ Target one or two creatures ♦ Attack WIS vs. Reflex ♦ Hit 2d8 + Wisdom modifier damage, and the target is slowed (save ends). ♦ Miss Half damage, and the target is slowed until the end of your next turn.Reference Player's Handbook 2, pg. 87.
  • Savage Frenzy – Beast Form, Implement, Primal ♦ StdClose burst 1 ♦ Target each enemy in burst you can see ♦ Attack WIS vs. Reflex ♦ Hit 1d6 + Wisdom modifier damage, and the target is dazed and slowed (save ends both). ♦ Miss Half damage, and the target is slowed until the end of your next turn.Reference Player's Handbook 2, pg. 86.
Special Features
  • Dual Heritage – You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements.
  • Group Diplomacy – You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.
  • Group Insight – You grant allies within 10 squares of you a +1 racial bonus to Insight checks and initiative checks.
Equipment & Possessions
 Magic Items Equipped ARMOR—enduring beast hide armor +2 (Power—Daily ♦ Healing ♦ Minor Action ♦ You spend a healing surge.) (While you are in beast form, you regain 2 additional hit points whenever you spend a healing surge.) (lvl 10; +2 enhancement AC; +3 armor; -1 check) (5,000 gp), NECK—elven cloak +3 (Gain an item bonus to Stealth checks equal to the cloak's enhancement bonus.) (lvl 12; +3 enhancement Fortitude, Reflex, Will) (13,000 gp), WAIST—belt of vigor +1 (You gain a +1 item bonus to your healing surge value.) (lvl 2) (520 gp), IMPLEMENT—magic totem +3 (lvl 11; implement (totem); +3 enhancement attack and damage rolls for implement powers; +3d6 on critical) (9,000 gp)

 Potions potion of cure moderate wounds (lvl 10; minor action; You drink the potion. If you have a healing surge, you must spend one. Instead of the hit points you would normally regain, you regain 1d8+10 hit points. If you are bloodied and don't have any healing surges, you still regain the hit points. If neither of these things is true, there is no effect.) (200 gp), 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), mace (+2 proficiency; 1d8 damage; mace; versatile) (5 gp), □□□□□ | □□□□□ pitons (5 sp), sling (+2 proficiency; 1d6 damage; 10/20 range; sling; load free) (1 gp), □□□□□ | □□□□□ | □□□□□ | □□□□□ sling bullets (1 gp), □□ 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 46, sp 0, cp 0

Phoenix Gaming Club Created 09/29/2011 0 Games Played