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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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U L T I Z E N G A M E S
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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B E N W O O T T E N
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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J I M P A V E L E C
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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D A N P A N O S I A N
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
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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.