Post by harknail on Mar 23, 2009 12:24:14 GMT -5
Sanem
Elf Ranger 1-
HP 24
Bloodied 12
Healing Surges per Day: 7
Healing Surge Amount: 6
Init: +4
Defenses
AC: 16
Ref: 15
Fort: 13
Will: 13
Melee Basic Attack: +5 1d8+2 Longsword
Ranged Basic Attack: +6 1d10+4 Longbow
Ability Scores
STR 14 +2 DEX 18 +4 CON 12 +1 INT 11 +0 WIS 16 +3 CHA 8
Feats:
Defensive Mobility — +2 to AC against opportunity attacks
Elven Precision — +2 to reroll with elven accuracy
Skills:
[/td][/tr]
[tr][td]Arcana[/td][td][/td][td]+0[/td][/td][/tr]
[tr][td]Athletics[/td][td]Trained[/td][td]+7[/td][/td][/tr]
[tr][td]Bluff[/td][td][/td][td]-1[/td][/td][/tr]
[tr][td]Diplomancy[/td][td][/td][td]-1[/td][/td][/tr]
[tr][td]Dungeoneering[/td][/td][td][/td][td]+3[/td][/td][/tr]
[tr][td]Endurance[/td][/td][td][/td][td]+1[/td][/td][/tr]
[tr][td]Heal[/td][td][/td][td]+3[/td][/td][/tr]
[tr][td]History[/td][td][/td][td]+0[/td][/td][/tr]
[tr][td]Insight[/td][td][/td][td]+3[/td][/td][/tr]
[tr][td]Intimidate[/td][td][/td][td]-1[/td][/td][/tr]
[tr][td]Nature[/td][td]Trained[/td][td]+10[/td][/td][/tr]
[tr][td]Perception [/td][td]Trained[/td][td]+10[/td][/td][/tr]
[tr][td]Religion[/td][td][/td][td]+0[/td][/td][/tr]
[tr][td]Stealth[/td][td]Trained[/td][td]+9[/td][/td][/tr]
[tr][td]Streetwise[/td][td][/td][td]-1[/td][/td][/tr]
[tr][td]Thievery[/td][td][/td][td]+4[/td][/td][/tr]
[/table]
Racial Features:
Size: Medium
Speed: 7 squares
Vision: Low-light
Languages: Common, Elven
Skill Bonuses: +2 Nature, +2 Perception
Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
Elven Accuracy: You can use elven accuracy as an encounter power.
Class Features:
Fighting Style:
Archer Fighting Style: Because of your focus on
ranged attacks, you gain Defensive Mobility as a bonus
feat.
Hunter’s Quarry
Once per turn as a minor action, you can designate the enemy nearest to you as your quarry.
Once per round, you deal extra damage to your quarry. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled.
The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.
You can designate one enemy as your quarry at a time.
Level Hunter’s Quarry
Prime Shot
If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.
Powers:
At Will:
Nimble Strike Ranger Attack 1
You slink past your enemy’s guard to make your attack, or you make your attack and then withdraw to a more advantageous position.
At-Will ✦ Martial,Weapon
Standard Action Ranged weapon
Target: One creature
Special: Shift 1 square before or after you attack
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Twin Strike Ranger Attack 1
If the first attack doesn’t kill it, the second one might.
At-Will ✦ Martial,Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Targets: One or two creatures
Attack: Strength vs. AC (melee; main weapon and off-hand
weapon) or Dexterity vs. AC (ranged), two attacks.
Hit: 1[W] damage per attack.
Increase damage to 2[W] at 21st level.
Per Encounter:
Evasive Strike Ranger Attack 1
You confound enemies by weaving through the battlefield unscathed
as you make your attacks.
Encounter ✦ Martial,Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Special: You can shift a number of squares equal to 1 + your Wisdom modifier either before or after the attack.
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged).
Elven Accuracy Elf Racial Power
With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves.
Encounter
Free Action Personal
Effect: Reroll an attack roll. Use the second roll, even if it’s lower.
Per Day:
Split the Tree Ranger Attack 1
You fire two arrows at once, which separate in mid-flight to strike
two different targets.
Daily ✦ Martial, Weapon
Standard Action Ranged weapon
Targets: Two creatures within 3 squares of each other
Attack: Dexterity vs. AC. Make two attack rolls, take the higher result, and apply it to both targets.
Hit: 2[W] + Dexterity modifier damage.
Gear:
Armor: Leather Armor
Weapons: Longsword, Shortsword, Longbow, 60 arrows
Other:a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin.
Money: 3gp
Elf Ranger 1-
HP 24
Bloodied 12
Healing Surges per Day: 7
Healing Surge Amount: 6
Init: +4
Defenses
AC: 16
Ref: 15
Fort: 13
Will: 13
Melee Basic Attack: +5 1d8+2 Longsword
Ranged Basic Attack: +6 1d10+4 Longbow
Ability Scores
STR 14 +2 DEX 18 +4 CON 12 +1 INT 11 +0 WIS 16 +3 CHA 8
Feats:
Defensive Mobility — +2 to AC against opportunity attacks
Elven Precision — +2 to reroll with elven accuracy
Skills:
Acrobatics | Trained | +9 |
[tr][td]Arcana[/td][td][/td][td]+0[/td][/td][/tr]
[tr][td]Athletics[/td][td]Trained[/td][td]+7[/td][/td][/tr]
[tr][td]Bluff[/td][td][/td][td]-1[/td][/td][/tr]
[tr][td]Diplomancy[/td][td][/td][td]-1[/td][/td][/tr]
[tr][td]Dungeoneering[/td][/td][td][/td][td]+3[/td][/td][/tr]
[tr][td]Endurance[/td][/td][td][/td][td]+1[/td][/td][/tr]
[tr][td]Heal[/td][td][/td][td]+3[/td][/td][/tr]
[tr][td]History[/td][td][/td][td]+0[/td][/td][/tr]
[tr][td]Insight[/td][td][/td][td]+3[/td][/td][/tr]
[tr][td]Intimidate[/td][td][/td][td]-1[/td][/td][/tr]
[tr][td]Nature[/td][td]Trained[/td][td]+10[/td][/td][/tr]
[tr][td]Perception [/td][td]Trained[/td][td]+10[/td][/td][/tr]
[tr][td]Religion[/td][td][/td][td]+0[/td][/td][/tr]
[tr][td]Stealth[/td][td]Trained[/td][td]+9[/td][/td][/tr]
[tr][td]Streetwise[/td][td][/td][td]-1[/td][/td][/tr]
[tr][td]Thievery[/td][td][/td][td]+4[/td][/td][/tr]
[/table]
Racial Features:
Size: Medium
Speed: 7 squares
Vision: Low-light
Languages: Common, Elven
Skill Bonuses: +2 Nature, +2 Perception
Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
Elven Accuracy: You can use elven accuracy as an encounter power.
Class Features:
Fighting Style:
Archer Fighting Style: Because of your focus on
ranged attacks, you gain Defensive Mobility as a bonus
feat.
Hunter’s Quarry
Once per turn as a minor action, you can designate the enemy nearest to you as your quarry.
Once per round, you deal extra damage to your quarry. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled.
The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.
You can designate one enemy as your quarry at a time.
Level Hunter’s Quarry
Tier | Bonus Damage |
Heroic | +1d6 |
Paragon | +2d6 |
Epic | +3d6 |
Prime Shot
If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.
Powers:
At Will:
Nimble Strike Ranger Attack 1
You slink past your enemy’s guard to make your attack, or you make your attack and then withdraw to a more advantageous position.
At-Will ✦ Martial,Weapon
Standard Action Ranged weapon
Target: One creature
Special: Shift 1 square before or after you attack
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Twin Strike Ranger Attack 1
If the first attack doesn’t kill it, the second one might.
At-Will ✦ Martial,Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Targets: One or two creatures
Attack: Strength vs. AC (melee; main weapon and off-hand
weapon) or Dexterity vs. AC (ranged), two attacks.
Hit: 1[W] damage per attack.
Increase damage to 2[W] at 21st level.
Per Encounter:
Evasive Strike Ranger Attack 1
You confound enemies by weaving through the battlefield unscathed
as you make your attacks.
Encounter ✦ Martial,Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Special: You can shift a number of squares equal to 1 + your Wisdom modifier either before or after the attack.
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged).
Elven Accuracy Elf Racial Power
With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves.
Encounter
Free Action Personal
Effect: Reroll an attack roll. Use the second roll, even if it’s lower.
Per Day:
Split the Tree Ranger Attack 1
You fire two arrows at once, which separate in mid-flight to strike
two different targets.
Daily ✦ Martial, Weapon
Standard Action Ranged weapon
Targets: Two creatures within 3 squares of each other
Attack: Dexterity vs. AC. Make two attack rolls, take the higher result, and apply it to both targets.
Hit: 2[W] + Dexterity modifier damage.
Gear:
Armor: Leather Armor
Weapons: Longsword, Shortsword, Longbow, 60 arrows
Other:a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin.
Money: 3gp