Khyber's Harvest Pregenerated Characters

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  • 8/18/2019 Khyber's Harvest Pregenerated Characters

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        R    O    N    S    P    E    N    C    E    R

    Name: _________________________ Gender: ______ 

     A proud heir of House Kundarak and champion of the Sover-

    eign Host, you use your dragonmark to protect the weak and

    innocent from the depredations of evil , not just to ward the

    riches of the wealthy. This puts you at odds with some mem-bers of your house, but you were meant to ward, and called

    by the gods to a higher purpose.

    Level 2

    Hit Points 41 __________________________________ 

    Bloodied 20 Healing Surge 10 Surges Per Day 12

    Initiative +1 ________ Action Points _______ 

    Defenses  AC Fortitude Reflex Will

      22 15 15 16

    AttacksMelee Basic Attack: +5 (+1 frost warhammer ) vs. AC

    Damage: 1d10 + 2

    At-Will Attack Powers

    Bolstering StrikeBolstering Strike Paladin Attack 1You attack your foe without mercy or reprieve, and your accuracyis rewarded with a divine gift of vigor.

     At-Will✦ Divine, WeaponStandard Action  Melee weapon

     Target: One creature

     Attack: +7 vs. ACHit: 1d10 + 4 damage, and you gain 3 temporary hit points.

    Enfeebling StrikeEnfeebling Strike Paladin Attack 1Your brutal weapon attack leaves your foe weakened.

     At-Will✦ Divine, WeaponStandard Action  Melee weapon

     Target: One creature Attack: +7 vs. ACHit: 1d10 + 4 damage. If you marked the target, it takes a –2

    penalty to attack rolls until the end of your next turn.

    Encounter Attack Power

    Shielding SmiteShielding Smite Paladin Attack 1 A translucent golden shield forms in front of a nearby ally as youattack with your weapon.

    Encounter ✦ Divine, WeaponStandard Action  Melee weapon

     Target: One creature Attack: +7 vs. ACHit: 2d10 + 4 damage.Effect: Until the end of your next turn, one ally within 5

    squares of you gains a +4 power bonus to AC.

    Daily Attack Power

    Radiant DeliriumRadiant Delirium Paladin Attack 1You engulf your enemy in searing ribbons of radiance.

    Daily  ✦ Divine, Implement, Radiant Standard Action Ranged 5

     Target: One creature Attack: +7 vs. ReflexHit: 3d8 + 3 radiant damage, and the target is dazed until

    the end of your next turn. In addition, the target takes a –2penalty to AC (save ends).

    Miss: Half damage, and the target is dazed until the end ofyour next turn.

    Utility Powers

    Divine ChallengeDivine Challenge Paladin FeatureYou boldly confront a nearby enemy, searing it with divine light ifit ignores your challenge.

     At-Will✦ Divine, RadiantMinor Action  Close burst 5

     Target: One creature in burstEffect: You mark the target. The target remains marked untilyou use this power against another target, or if you fail toengage the target (see below). A creature can be subject toonly one mark at a time. A new mark supersedes a markthat was already in place.

    While a target is marked, it takes a –3 penalty to attack rolls forany attack that doesn’t include you as a target. Also, it takes 6radiant damage the first time it makes an attack that doesn’tinclude you as a target before the start of your next turn.

    See Player’s Handbook, page 91, for more information.

    DWARF PALADINDWARF PALADIN

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    Divine MettleDivine Mettle Paladin FeatureYour unswerving faith in your deity empowers a nearby creature toresist a debilitating affliction.

    Encounter  ✦ Divine Minor Action Close burst 10Channel Divinity: You can use only one channel divinity

    power per encounter Target: One creature in burstEffect: The target makes a saving throw with a +3 bonus.

    Divine StrengthDivine Strength Paladin FeatureYou petition your deity for the divine strength to lay low yourenemies.

    Encounter  ✦ DivineMinor Action PersonalChannel Divinity : You can use only one channel divinity

    power per encounterEffect: You gain a +1 bonus to your damage with your next

    attack this turn.

    Lay On HandsLay On Hands Paladin FeatureYour divine touch instantly heals wounds.

     At-Will✦ Divine, HealingMinor Action Melee touchSpecial: You can use this power 3 times per day, but only once

    per round. Target: One creatureEffect: You spend a healing surge but regain no hit points.

    Instead, the target regains hit points as if it had spent ahealing surge. You must have at least one healing surgeremaining to use this power.

    Sacred CircleSacred Circle Paladin Utility 2You trace a circle around you with your hand, and it quicklyexpands into a wide circle of faintly glowing runes that glows

    brightly and protects you and your close allies.Daily ✦ Divine, Implement, ZoneStandard Action  Close burst 3Effect: The burst creates a zone that, until the end of the

    encounter, gives you and allies within it a +2 power bonusto AC.

    Racial Traits

    Speed: 5 squares Vision: Low-light vision

    Languages: Common, Dwarven  Alignment: Good

    Cast-Iron Stomach: +5 racial bonus to saving throwsagainst poison

    Dwarven Resilience: You can use your second wind as aminor action.

    Stand Your Ground: When an effect forces you to move—

    through a push, a pull, or a slide—you move 1 square

    less than the effect specifies.

      In addition, when an attack would knock you prone,

     you can make an immediate saving throw to avoid

    falling prone.

     Ability Check Ability Check 

    Scores Modifier Scores Modifier 

    Str 12 +2 Int 10 +1

    Con 15 +3 Wis 16 +4

    Dex 11 +1 Cha 16 +4

    Feats

    Mark of Warding: When you use a power that grants a

    bonus to one or more defenses, increase the bonus by 1(already included).

     When you mark a creature and that creature makes

    an attack that doesn’t include you, it takes a –3 penaltyto that attack instead of the normal –2 penalty (already

    included).

      You can master and perform rituals in the warding

    category and the Fluid Funds, Knock, and Leomund’s

    Secret Chest rituals as if you had the Ritual Caster feat.

    Toughness: Gain 5 additional hit points (already included).

    Key Skills Modifier Passive

    Insight +9 19Perception +4 14

     Trained Skills Modifier Trained Skills Modifier 

    Endurance +7 Insight +9

    History +6 Religion +6

    Gear

     Armor: +1 dwarven plate armor, heavy shield

    Weapon: +1 frost warhammer

    Neck Slot: +1 amulet of protection

     Adventurer’s Kit: This kit includes: a backpack, a bedroll,flint and steel, a belt pouch, two sunrods, ten days worthof trail rations, 50 feet of hempen rope, and a waterskin.

    Holy Symbol of the Sovereign Host

    Dwarven ArmorDwarven Armor Level 2Crafted by the finest dwarf armorsmiths, this armor was once onlyavailable to dwarves, though now some armors-miths will create aset for whoever can pay the price.

    Enhancement: +1 ACProperty : Gain a +1 item bonus to Endurance checks.Power (Daily ✦ Healing): Free Action. Regain hit points as if

    you had spent a healing surge.

    Frost WeaponFrost Weapon Level 3 A thin layer of frost coats the business end of this weapon.

    Enhancement: +1 attack rolls and damage rollsCritical: +1d6 cold damagePower (At-Will✦ Cold): Free Action. All damage dealt by

    this weapon is cold damage. Another free action returns thedamage to normal.

    Power (Daily ✦ Cold): Free Action. Use this power when youhit with the weapon. The target takes 1d8 cold damage andis slowed until the end of your next turn.

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    Name: ________________________ Gender: ________ 

    Trained in the forgeholds of House Cannith, you have spent your

    life putting your Mark of Making to good use. You always have

    the best interests of House Cannith at heart.

    Level 2

    Hit Points 31 ____________________________________ 

    Bloodied 15 Healing Surge 7 Surges Per Day 9

    Initiative +2 ___________ Action Points _______ 

    Defenses  AC Fortitude Reflex Will

      18 16 17 15

    AttacksMelee Basic Attack: +4 (mace) vs. AC

    Damage: 1d8 + 1

    Ranged Basic Attack: +5 (+1 flameburst crossbow ) vs. AC

    Damage: 1d8 + 2

    At-Will Attack Powers

    Aggravating Force Aggravating Force  Artificer Attack 1 When your infused weapon strikes an enemy, the weapon

     unleashes a force that rattles the foe.

     At-Will ✦ Arcane, Force, WeaponStandard Action Melee or ranged weapon

     Target: One creature

     Attack: +8 vs. ACHit: 1d8 + 5 force damage, and the next ally to attack thetarget before the end of your next turn gains a +2 powerbonus to the attack roll.

    If you use this power with your mace, your attack bonus is +7and your damage is 1d8 + 4.

    Magic WeaponMagic Weapon  Artificer Attack 1Your attack issues a burst of magical energy that enhances the

     weapons of allies close to you.

     At-Will ✦ Arcane, WeaponStandard Action Melee or ranged weapon

     Target: One creature Attack: +9 vs. AC

    Hit: 1d8 + 5 damage, and each ally adjacent to you gains a+1 power bonus to attack rolls and a +2 bonus to damagerolls until the end of your next turn.

    If you use this power with your mace, your attack bonus is +8and your damage is 1d8 + 4.

    Thundering Armor Thundering Armor  Artificer Attack 1Thunder ripples outward from your implement, coalescing around

     you or an ally before focusing its might on a nearby enemy.

     At-Will ✦ Arcane, Implement, Thunder  

    Standard Action Close burst 10Primary Target: You or one ally in burstEffect: The primary target gains a +1 power bonus to AC un-

    til the end of your next turn. Make an attack.Secondary Target: One creature adjacent to the primarytarget in burst

      Attack : +6 vs. FortitudeHit: 1d8 + 5 thunder damage, and you push the secondarytarget 1 square away from the primary target.

    Encounter Attack Power

    Burning WeaponsBurning Weapons  Artificer Attack 1

     Flames dance across the weapons that you and your comrades wield.

    Encounter✦ Arcane, Fire, WeaponStandard Action Melee or Ranged weapon

     Target: One creature Attack: +8 vs. ACHit: 1d8 + 5 fire damage. Until the end of your next turn, you

    and any ally within 2 squares of you deals 2 extra fire dam-age with weapon or fire attacks.

    If you use this power with your mace, your attack bonus is +7and your damage is 1d8 + 4.

    HUMAN ARTIFICERHUMAN ARTIFICER

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    Daily Attack Power

    Life Tapping DartsLife-Tapping Darts  Artificer Attack 1You launch a magical dart at an ally and a foe. The dart thatstrikes the foe transfers vitality to your comrade in a golden flash.

    Daily✦ Arcane, ImplementStandard Action Ranged 10

     Target: One creature

     Attack: +6 vs. ReflexHit: 2d10 + 4 damage, and one ally within 10 squares of yougains 10 temporary hit points.

    Miss: Half damage, and one ally within 10 squares of you gains5 temporary hit points.

    Utility Powers

    Curative AdmixtureCurative Admixture  Artificer FeatureYou use the magic of your infusion to heal the wounds of yourtarget.

    Encounter (Special) ✦ Arcane, HealingMinor Action Close burst 5

     Target: You or one ally in burstEffect: The target regains hit points equal to its healing surge value + 3, and you expend an infusion crafted with yourHealing Infusion class feature.

    Healing Infusion: You can use two Healing Infusion powersper encounter, but only once per round.

    Resistive FormulaResistive Formula  Artificer FeatureYou channel the energy of your infusion into your target’s armor,

     providing lasting protection.

    Encounter (Special) ✦ ArcaneMinor Action Close burst 5

     Target: You or one ally in burstEffect: The target gains a +1 power bonus to AC until the end

    of the encounter, and you expend an infusion crafted withyour Healing Infusion class feature. The target can end thebonus as a free action to gain temporary hit points equal toits healing surge value + 2.

    Healing Infusion: You can use two Healing Infusion powersper encounter, but only once per round.

    Restorative infusionRestorative infusion  Artificer Utility 2You infuse a comrade with a restorative compound. That ally canthen redirect excess vitality to your other allies.

    Daily✦ ArcaneMinor Action Ranged 5

     Target: You or one ally

    Effect: The target gains 20 temporary hit points. As aminor action, the target can transfer any number of thesetemporary hit points to an ally within 5 squares of him orher.

    Racial Traits

    Speed: 6 squares Vision: Normal

    Languages: Common,  Alignment: Unaligned

      Dwarven

     Ability Check Ability Check 

    Scores Modifier Scores Modifier 

    Str 12 +2 Int 18 +5

    Con 14 +3 Wis 12 +2

    Dex 12 +2 Cha 10 +1

    Feats

    Mark of Making: You can create magic items and

    alchemical items of your level + 2 and lower, insteadof your level and lower as normal. The component costremains equal to the price of the magic item or alchem-

    ical item you create.

    Ritual Caster: Master and perform rituals.

     Alchemist: Master alchemical formulas.

    Potent Restorables: When you use a power with thehealing keyword, the target regains 2 extra hit points

    (already included).

    Key Skills Modifier Passive

    Insight +2 12

    Perception +7 17

     Trained Skills Modifier Trained Skills Modifier 

     Arcana +10 History +10

    Dungeoneering +7 Perception +7

    Heal +7 Thievery +7

    Gear

     Armor: +1 magic leather armor

    Weapon: +1 flameburst crossbow

    Implement: +1 rod of repair

    Neck Slot: +1 cloak of resistance

     Adventurer’s Kit: This kit includes: a backpack, a bedroll,

    flint and steel, a belt pouch, two sunrods, ten days worthof trail rations, 50 feet of hempen rope, and a waterskin.

    Flameburst WeaponFlameburst Weapon Level 3This ranged weapon packs a fiery surprise.

    Enhancement: +1 attack rolls and damage rollsCritical: +1d6 fire damagePower (Daily ✦ Fire): Minor Action. The next ranged basic

    attack you make with this weapon before the end of yourturn becomes a burst 1 centered on the target. Use yournormal attack bonus for the basic attack, but against Reflex.Instead of normal damage, each target hit takes ongoing 5

     fire damage (save ends).

    Rod of RepairRod of Repair Level 2The elemental runes on this thick baton mark it as an artificer’simplement. It augments spells that protect against energy.

    Enhancement: +1 attack rolls and damage rollsCritical: +1d6 damageProperty : Whenever you use an artificer power that has the

    healing keyword, you regain 1 hit point.

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    Name: _______________________ Gender: ________ 

    Though the Mark of Storm is on your skin, House Lyrandar

    does not own your soul. You are as free as the storm that

     f lows through your veins—as wild and as dangerous.

    Level 2

    Hit Points 31 ___________________________________ 

    Bloodied 15 Healing Surge 7 Surges Per Day 8

    Initiative +2 __________ Action Points _______ 

    Defenses  AC Fortitude Reflex Will

      14 14 13 18

    AttacksMelee Basic Attack: +6 (+1 staff) vs. AC

    Damage: 1d8 + 3

    At-Will Attack Powers

    Burning SprayBurning Spray Sorcerer Attack 1 You fling your arm in a wide arc, casting liquid fire at your foes.

     At-Will ✦ Arcane, Fire, Implement Standard Action Close blast 3

     Target: Each creature in blast Attack: +6 vs. ReflexHit: 1d8 + 7 fire damage, and the next enemy that hits you

    with a melee attack before the end of your next turn takes

    2 fire damage.

    Storm WalkStorm Walk Sorcerer Attack 1 The thunder of your steps batters your foe.

     At-Will ✦ Arcane, Implement, ThunderStandard Action Ranged 10

     Target: One creature Attack: +6 vs. FortitudeHit: 1d8 + 8 thunder damage, and you slide the target 1

    square.Effect: Before or after the attack, you shift 1 square.

    Encounter Attack Powers

    Thunder Slam Thunder Slam Sorcerer Attack 1  A shock wave of sound slams into the enemy.

    Encounter✦ Arcane, Implement, ThunderStandard Action Ranged 10

     Target: One creature Attack: +6 vs. FortitudeHit: 2d10 + 8 thunder damage, you push the target 3

    squares, and you slide the target 1 square.

    Thunderwave Thunderwave  Wizard Attack 1You create a whip-crack of sonic power that lashes up from the

     ground. At-Will ✦ Arcane, Implement, Thunder  Standard Action Close blast 3

     Target: Each creature in blast Attack : +2 vs. FortitudeHit: 1d6 + 4 thunder damage, you push the target a number

    of squares equal to your Wisdom modifier, and you slidethe target 1 square.

    HALF ELF SORCERERHALF-ELF SORCERER

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    Daily Attack Power

    Lightning BreathLightning Breath Sorcerer Attack 1You exhale a blast of lightning at your foes. The lightning then

     forms a ring around you, repelling nearby attackers.

    Daily✦ Arcane, Implement, LightningStandard Action Close blast 3

     Target: Each creature in blast

     Attack: +6 vs. ReflexHit: 3d8 + 8 lightning damage and you slide the target 1square.

    Miss: Half damage.Effect: Until the end of your next turn, whenever an enemy

    hits you with a melee attack, you push that enemy 1 squareand it takes 5 lightning damage.

    Sustain Minor: The effect persists.

    Utility Powers

    Unseen AidUnseen Aid Sorcerer Utility 2  Invisible forces aid you in mysterious ways.

    Encounter✦ ArcaneMinor Action PersonalEffect: You gain a +2 bonus to a skill check you make this

    turn.

    Class Features

    Dragon Soul: You gain resist 5 to l ightning. Your arcane

    powers ignore any target’s resistance to lightning up to5.

    Scales of the Dragon: The first time you become blood-ied in an encounter, you gain a +2 bonus to AC until the

    end of the encounter.

    Racial Traits

    Speed: 6 squares Vision: Normal

    Languages: Common, Elven, Primordial  Alignment:

    Unaligned

    Group Diplomacy: All ies within 10 squares get a +1

    bonus to Diplomacy checks.

     Ability Check Ability Check 

    Scores Modifier Scores Modifier 

    Str 14 +3 Int 11 +1

    Con 14 +3 Wis 10 +1

    Dex 13 +2 Cha 18 +5

    Feats

    Mark of Storm: When you hit a creature with a powerthat has the thunder or lightning keyword, you can

    slide the target 1 square. When you grant yourself a fly

    speed, gain a +1 bonus to that speed.

     You can master and perform the Endure Elements,

    Enhance Vessel, Summon Winds, and the Water Walk

    rituals as if you had the Ritual Caster feat.

    Raging Storm: +1 damage with lightning or thunder

    power.

    Key Skills Modifier Passive

    Insight +3 13

    Perception +1 11

     Trained Skills Modifier Trained Skills Modifier 

     Arcana +6 Intimidate +10

     Athletics +8 Nature +6

    Gear

     Armor: +1 repulsion cloth armor

    Weapon/Implement: +1 magic staff

    Neck Slot: +1 safewing amulet 

     Adventurer’s Kit: This kit includes: a backpack, a bed-

    roll, flint and steel, a belt pouch, two sunrods, ten days

     worth of trail rations, 50 feet of hempen rope, and a waterskin.

    Repulsion ArmorRepulsion Armor Level 2 Inlaid with esoteric runes, this armor can repel even the most per-sistent foes.

    Enhancement: +1 ACPower (Daily): Minor Action. Whenever an enemy moves

    into an adjacent square, you can push that enemy 1 squareas an immediate reaction. This power lasts until the end ofthe encounter.

    Safewing AmuletSafewing Amulet Level 3This orange amulet reduces the damage you suffer when falling.

    Item Slot: NeckEnhancement: +1 Fortitude, Reflex, and WillProperty : When falling, reduce the distance by 10 feet for the

    purpose of calculating damage. You always land on your feetafter a fall.

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    Name: ________________________ Gender: ________ 

     Many kalashtar look forward to a new age, when il-Yannah, the

    Great Light, will rise dominant once again. Through your divine

    magic, you invoke the first age of light, before the Dreaming

     Dark had come into being.

    Level 2

    Hit Points 27 _________________________________ 

    Bloodied 13 Healing Surge 6 Surges Per Day 7

    Initiative +0 __________ Action Points _______ 

    Defenses  AC Fortitude Reflex Will

      17 13 14 16

    Resist 6 psychic, 5 necrotic

    At-Will Attack Powers

    Sun StrikeSun Strike Invoker Attack 1 A beam of radiant energy extends from your hands to bathe a foein searing light and force it to move.

     At-Will ✦ Divine, Implement, RadiantStandard Action  Ranged 10

     Target: One creature Attack : +6 vs. ReflexHit: 1d8 + 5 radiant damage, and you slide the target 1

    square.Special: You can use this power as a ranged basic attack.

    Vanguard’s Lightning Vanguard’s Lightning Invoker Attack 1 Bolts of divine lightning arc from your hands to scorch the areabefore you. The bolts linger, ready to avenge any attacks made by

     your foes.

     At-Will ✦ Divine, Implement, Lightning Standard Action  Area burst 1 within 10

     Target: Each creature in burst Attack : +6 vs. ReflexHit: 1d6 + 5 lightning damage. Whenever the target makes

    an opportunity attack before the end of your next turn, thetarget takes 2 lightning damage.

    Encounter Attack Powers

    Blades of Astral FireBlades of Astral Fire Invoker Attack 1Gleaming blades of radiant energy appear and strike your foes.The blades then transform into spectral shields that protect yourallies.

    Encounter✦ Divine, Implement, RadiantStandard Action  Area burst 1 within 10

     Target: Each enemy in burst Attack : +6 vs. ReflexHit: 1d6 + 5 radiant damage.Effect: Each ally in the burst gains a +3 power bonus to AC

    until the end of your next turn.

    Rebuke UndeadRebuke Undead Invoker Feature

    Undead flee and then cower in your presence, their bodies searedby divine light.

    Encounter (Special) ✦ Divine, Implement, RadiantStandard Action  Close burst 5Channel Divinity : You can use only one channel divinity

    power per encounter. Target: Each undead creature in blast Attack : +6 vs. WillHit: 1d10 + 5 radiant damage. You push the target 2 squares,

    and it is dazed until the end of your next turn.Miss: Half damage.

    Daily Attack Power

    Purging FlamePurging Flame Invoker Attack 1 Divine fire washes over your foe, burning not only its physical form but the very stuff of its soul.

    Daily✦ Divine, Fire, Implement Standard Action Ranged 10

     Target: One creature Attack : +6 vs. ReflexHit: 1d10 + 5 fire damage, and ongoing 10 fire damage (save

    ends).Miss: Half damage, and ongoing 5 fire damage (save ends).

    KALASHTAR INVOKERKALASHTAR INVOKER

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    Utility Powers

    Bastion of Mental ClarityBastion of Mental Clarity Kalashtar Racial Power You erect a psychic shield to protect your mind from assault, and

     you ward your allies as well.

    Encounter Immediate Interrupt Close burst 5

     Trigger: An enemy hits or misses you with an attack against

    your Will. Target: You and each ally in burstEffect: Each target gains a +4 power bonus to Will until the

    end of your next turn.

    Preserver’s RebukePreserver’s Rebuke Invoker FeatureYou call upon the gods to punish the enemy that dares harm thoseentrusted to your care.

    Encounter (Special) ✦ DivineImmediate Reaction  Personal Channel Divinity : You can use only one channel divinity

    power per encounter. Trigger : An enemy within 10 squares of you hits your allyEffect: Before the end of your next turn, you gain a +2 bonus

    to your next attack roll against the triggering enemy.

    Light WithinLight Within Feat Power  An arc of light shoots from your chest and falls to the ground.

    Encounter✦ Divine, Implement, Healing, ZoneMinor Action Ranged 5Channel Divinity : You can use only one channel divinity

    power per encounter.Effect: You spend a healing surge, and a zone of healing light

    appears in an unoccupied square within range. Until theend of your next turn, any ally that ends its turn within the

     zone regains hit points equal to your healing surge value.  In addition, all squares within 10 squares of the zone are

    illuminated by bright light until the end of your next turn.

    Wall of Light Wall of Light Invoker Utility 2You transform divine energy into the form of a long, glowing wall.

    Daily✦ Conjuration, Divine Minor Action Area wall 5 within 10Effect: You conjure a wall of divine energy. The wall is 1

    square high, and it lasts until the end of your next turn.While within the wall, any ally gains a +1 power bonus toAC, and each ally who starts his or her turn in the wall gains5 temporary hit points.

    Sustain Minor : The wall persists.

    Class FeaturesCovenant of Preservation: When you use a divine

    encounter or daily attack power on your turn, you can

    slide an ally within 10 squares of you 1 square.

    Racial Traits

    Speed: 6 squares Vision: Normal

    Languages: Common  Alignment: Lawful Good

    Telepathy: You can communicate telepathically with any

    creature within 5 squares that has a language.

    Dual Soul: At the start of your turn, you can make a

    saving throw against each effect currently rendering

     you dazed or dominated. If you fail the saving throw, you do not make a saving throw against the effect at the

    end of your turn.

     Ability Check Ability Check 

    Scores Modifier Scores Modifier 

    Str 10 +1 Int 14 +3

    Con 13 +2 Wis 18 +5

    Dex 11 +1 Cha 14 +3

    Feats

    Light Within: You can use the light within channel divin-

    ity power.Quori Shield: You gain resist 6 to psychic damage.

    Key Skills Modifier Passive

    Insight +10 20

    Perception +5 15

     Trained Skills Modifier Trained Skills Modifier 

     Arcana +8 Insight +10

    History +8 Religion +8

    Gear

     Armor: +1 chainmail of resistance (resist 5 necrotic)

    Implement: +1 rod of hope triumphant 

    Neck Slot: +1 amulet of protection

     Adventurer’s Kit: This kit includes: a backpack, a bed-roll, flint and steel, a belt pouch, two sunrods, ten days

     worth of trail rations, 50 feet of hempen rope, and a

     waterskin.

    Rod of Hope TriumphantRod of Hope Triumphant Level 2 As your foe falls , the divine power of this rod invigorates you, for justice has been served.

    Enhancement: +1 to attack rolls and damage rollsCritical: +1d6 damageProperty: When you reduce any enemy to 0 hit points with a

    divine attack power using this rod, you gain 1 temporary hitpoint.

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    Name: ________________________________________ 

     Fighting for Aundair in the Last War, you learned how to

    knock people down and make sure they stay down. Since the

     war ended, you’ve discovered that people pay pretty well forsheer brute strength. You’re capable of more, of course, but war is

     what you were made for. Isn’t it?

    Level 2

    Hit Points 37 ________________________________ 

    Bloodied 18 Healing Surge 9 Surges Per Day 12

    Initiative +2 ____________ Action Points _______ 

    Defenses  AC Fortitude Reflex Will

      19 18 13 14

    AttacksMelee Basic Attack: +10 vs. AC

    (+1 inescapable greatsword)

    Damage: 1d10 + 5

    At-Will Attack Powers

    Crushing SurgeCrushing Surge Fighter Attack 1The feel of your weapon crunching against the enemy puts yourheart back in the fight.

     At-Will ✦ Invigorating*, Martial, WeaponStandard Action  Melee weapon

     Target: One creature Attack : +10 vs. ACHit: 1d10 + 5 damage.* If you hit, you also gain 3 temporary hp.

    Reaping StrikeReaping Strike Fighter Attack 1You punctuate your scything attacks with wicked jabs and smallcutting blows that slip through your enemy’s defenses.

     At-Will ✦ Martial, WeaponStandard Action  Melee weapon

     Target: One creature Attack : +10 vs. ACHit: 1d10 + 5 damage.

    Miss: The target takes 6 damage.

    Encounter Attack Power

    Spinning SweepSpinning Sweep Fighter Attack 1You spin beneath your enemy’s guard with a long, powerful cut.

    Encounter✦ Martial, Weapon Standard Action Melee weapon

     Target: One creature Attack : +10 vs. ACHit: 1d10 + 5 damage, and you knock the target prone.

    Daily Attack Power

    Brute StrikeBrute Strike Fighter Attack 1You shatter armor and bone with a ringing blow.

    Daily✦

     Martial, Reliable, Weapon Standard Action Melee weapon Target: One creature Attack : +10 vs. ACHit: 3d10 + 5 damage.

    Utility Powers

    Warforged Resolve Warforged Resolve  Warforged Racial Power  It’s difficul t to take you down, even when you’re faltering.

    Encounter✦ Healing Minor Action PersonalEffect: You gain 4 temporary hit points and can make a sav-

    ing throw against one effect on you that deals ongoingdamage. If you are bloodied, you also regain 4 hit points.

    UnstoppableUnstoppable Fighter Utility 2You let your adrenaline surge carry you through the battle.

    Daily✦ Healing , Martial Minor Action PersonalEffect: You gain 2d6 + 3 temporary hit points.

    WARFORGED FIGHTERWARFORGED FIGHTER

  • 8/18/2019 Khyber's Harvest Pregenerated Characters

    10/100

    Class Features

    Combat Challenge: Every time you attack an enemy, whether the attack hits or misses, you can choose to

    mark that target. The mark lasts until the end of your

    next turn. While a target is marked, it takes a –2 pen-

    alty to attack rolls if its attack doesn’t include you as atarget. A creature can be subject to only one mark at a

    time. A new mark supersedes a mark that was already

    in place.

      In addition, whenever an enemy marked by you is adja-

    cent to you and shifts or makes an attack that does not

    include you, you can make a melee basic attack againstthat enemy as an immediate interrupt.

    Combat Superiority: You gain a +1 bonus to opportu-nity attack rolls. 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.

    Racial Traits

    Speed: 6 squares Vision: Normal

    Languages: Common  Alignment: Unaligned

    Living Construct: You have the living construct keyword.

     You do not need to eat, drink, breathe, or sleep. You

    never make Endurance checks to resist the effects ofstarvation, thirst, or suffocation. All other conditions

    and effects affect you normally.

    Unsleeping Watcher: You do not sleep and instead enter

    a state of inactivity for 4 hours to gain the benefits of an

    extended rest. While in this state, you are fully awareof your surroundings and notice approaching enemies

    and other events as normal.Warforged Resilience: You have a +2 racial bonus to

    saving throws against ongoing damage. Also, when

    reduced to 0 hit points or fewer, you are less likely to

    die than others. When you make a death saving throw, you can take the better of your die roll or 10.

     Ability Check Ability Check 

    Scores Modifier Scores Modifier 

    Str 18 +5 Int 11 +1

    Con 16 +4 Wis 12 +2

    Dex 13 +2 Cha 10 +1

    Feats

    Warforged Tactics: +1 to melee attack rolls against a foeadjacent to your ally.

    Warborn Fury Style: Augment your reaping strike power(already included).

    Key Skills Modifier Passive

    Insight +2 12Perception +2 12

     Trained Skills Modifier Trained Skills Modifier 

     Athletics +10 Intimidate +8

    Endurance +11

    Gear

     Armor: +1 veteran’s scale armor

    Weapon: +1 inescapable greatsword

    Neck Slot: +1 amulet of protection

     Adventurer’s Kit: This kit includes: a backpack, a bed-

    roll, flint and steel, a belt pouch, two sunrods, ten days

     worth of trail rations, 50 feet of hempen rope, and a

     waterskin.

    Veteran’s Armor Veteran’s Armor Level 2 Battered and worn , this unassuming armor helps you get the mostout of your experiences.

    Enhancement: +1 ACProperty : When you spend an action point, you gain a +1 item

    bonus to all attack rolls and defenses until the end of yournext turn.

    Inescapable WeaponInescapable Weapon Level 3This weapon grows increasingly eager to strike those you havetrouble hitting.

    Enhancement: +1 attack rolls and damage rollsCritical: +1d6 damageProperty : Each time you miss a target with this weapon,

    you gain a cumulative +1 bonus (up to the weapon’senhancement bonus) to your next attack roll with thisweapon against the same target. The bonus ends if youattack a different target or when you hit.