L4W:PC:Mikara Li Mesadh (H.M.Gimlord)

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Summary

Mikara Li Mesadh Player H.M.Gimlord
Elf Ranger (alignment) Level 1 (XP 990) Battlefield Archer /Deadly Trickster
Initiative +4
Passive Insight 13 Passive Perception 20; Senses Low-Light Vision
HP 24 Bloodied 12 Surge Value 6; Surges Per-Day 7
AC 16 Fortitude 13 Reflex 15 Will 13
Speed 7, special movement Size M
Str 14 (+2) Dex 18 (+4) Wis 16 (+3)
Con 12 (+1) Int 12 (+1) Cha 10 (+0)
Racial Abilities Elven Weapon Proficiency, Fey Origin, Group Awareness, Wild Step, Elven Accuracy
Class Features Archer Fighting Style, Hunter's Quarry, Prime Shot
image:Battack.gif Basic Attack Dagger +5 vs AC 1d4 + 2
image:Branged.gif Ranged Basic Attack Longbow +7 vs AC 1d10 + 5
Feats Defensive Mobility, Lethal Hunter
Skills Acrobatics +9, Arcana +1, Athletics +7, Dungeoneering +8, Endurance +1, Heal +3, History +1, Insight +3, Nature +5, Perception +10, Religion +1, Stealth +9, Thievery +4
Languages Allarian, Elven
Powers
Nimble Strike (At Will Standard Ranged weapon ✦ Martial, Weapon) Ranger Attack 1
Target: One creature
Attack: +7 vs. AC
Hit: 1d10+5 damage
Special: Shift 1 Square before or after you attack
Hit and Run (At Will Standard Melee weapon ✦ Martial, Weapon) Ranger Attack 1
Target: One creature
Attack: +5 vs. AC
Hit: 1d4+2 damage
Effect: If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an opportunity attack from the target
Elven Accuracy (Encounter Free Personal ) Elf Racial Power
Effect: Reroll an attack roll. Use the second roll, even if it's lower.
Evasive Strike (Encounter Standard Melee or Ranged weapon ✦ Martial, Weapon) Ranger Attack 1
Target: One creature
Attack: +5 vs. AC Melee or +7 vs AC Ranged
Hit: 2d4+2 damage melee or 2d10 + 5 damage ranged
Special: You can shift a number of squares equal to 1 + your Wisdom modifier either before or after the attack
Hunter's Bear Trap (Daily Standard Melee or Ranged weapon ✦ Martial, Weapon) Ranger Attack 1
Target: One creature
Attack: +5 vs. AC Melee or +7 vs AC Ranged
Hit: 2d4+2 damage melee or 2d10 + 5 damage ranged, the target is slowed and the target takes ongoing 5 damage (save ends both)
Miss: Half damage, no ongoing damage, and the target is slowed until the end of your next turn

Fluff

Description:

Age: 53 Height: 5'4" Weight: 112 Eye Color: Emerald Hair Color: Brown, short

Though small in frame, Mikara is an avid hunter, a protector of the wild, and a fierce adversary in combat, choosing to weaken her enemies from a distance, moving from one hidden location to another, and only then deciding whether or not to reveal herself in melee. She is driven by a love of the natural world and sees nature as a proving ground for natural selection, detesting those that abuse nature in order to perpetuate the weak. It is not necessarily life, but the wildness of life that she seeks to protect.

Because of this, she has difficulty befriending humans and half-elves. To her, these races represent the antithesis of her calling. Their cities choke the skies, blight the forests, and poison the rivers.

Mikara has a natural yen for poetry, though she has the sense not to be overly dramatic. It most often manifests itself in her fighting style. Every now and then she will sing to her quarry just before moving in for the kill, frustrating and bating her enemies with verses and couplets. It even affects her conversation, on the rare occasion that she engages in it. Rhyme and meter tend to work their way into her phrases in the most natural way.


Background:

Mikara was born in Si-Falingalen of the northern forests of Avenroc. The continent is virtually unknown to most races. Dwarves kept knowledge of its existence a secret because it was a source of curiously strong steel for them, but word from the forges of Avenroc died off just under two hundred years ago. More recently humans have settled a colony on the western coast of Avenroc and have met with moderate success in exporting glass.

Before the arival of the dwarves, elves settled in the vale of Si-Falingalen, but they did not spread past the borders of their peninsula. Over the centuries, they became decadent from a lack of adversaries, and with the arival of the humans, they chose to hide rather than to defend the continent. They percieved no immediate threat, but humans began to multiply and spoil the land.

Disagreeing with the policies of her elders Mikara set out to slow the progress of human colonization. Moving southward to the forests east of the great gulf, she quickly became known as "The Ghost of the Eastern Forest." From here she would harass loggers and trappers with arrows and insults hurled from unseen positions, sending those she allowed to survive back to thier homes with threats of death and humiliation.

'Kicker:"

Thirteen years ago, in the Eastern Forests of Avenroc, Mikara discovered a portal of which she had heard no stories. This portal, however, was different than most. It did not reveal its destination until one stepped through, nor did it require a ritual to operate. When she stepped through the portal, she found herself on the island of Imperium, a shock from which she still has not recovered to this day. The portal, unfortunately did not allow her to return, and she has spent the time between then and now studying maps, trying to find a way back to the forests of her home continent. She remained on Imperium as long as she could stand it, but she couldn't help but come to the conclusion that the residents of the island as shallow and pretentious. Seeking those with more practical knowledge, she set off looking for companions that might have heard tell of Avenroc.

Math

Calculations Follow 4e PHB Rules

Ability scores

Ability Cost Initial Racial Level Other Final Mod
Str 5 14 14 +2
Con 2 12 12 +1
Dex 9 16 +2 18 +4
Int 2 12 12 +1
Wis 5 14 +2 16 +3
Cha 2 10 10 +0
Totals 25 +11

Defenses

Saving Throw Attrib Attrib Type Class Racial Feat Feat Name Equip Equip Name Level Other Total
Armor Class +4 Dex +2 Leather Armor 16
Fortitude +2 Str +1 13
Reflex +4 Dex +1 15
Will +3 Wis 13

Hitpoints

-- Base Class Con Lvl after 1st Racial Feat Feat Name Equip Equip Name Other Total Blooded Surge
Hit Points 12 12 24 12 6

Surges per day: 7 (6 class, +1 con)


Saving Throws

None

Attacks

Basic

Blue: Applies to Attack Roll

Red: Applies to Damage Roll

Purple: Applies to Both

Attack Type Abil Mod Abil Type Class Class Feature Feat Feat Name Prof Equip Name Other Level Total Att vs ? Total Dmg
Basic Melee +2 Str +3 Dagger +5 vs AC 1d4+2
Basic Ranged +4 Dex +2 Longbow +1 +7 vs AC 1d10+5

Powers

Blue: Applies to Attack Roll

Red: Applies to Damage Roll

Purple: Applies to Both

Attack Type Abil Mod Abil Type Class Class Feature Feat Feat Name Prof Equip Name Other Level Total Att vs ? Total Dmg
Hit and Run +2 Str +3 Dagger +5 vs AC 1d4+2
Nimble Strike +4 Dex +2 Longbow +1 +7 vs AC 1d10+5
Evasive Strike Melee +2 Str +3 Dagger +5 vs AC 2d4+2
Evasive Strike Ranged +4 Dex +2 Longbow +1 +7 vs AC 2d10+5
Hunter's Bear Trap Melee +2 Str +3 Dagger +5 vs AC 2d4+2 (5og)
Hunter's Bear Trap Ranged +4 Dex +2 Longbow +1 +7 vs AC 2d10+5 (5og)

With Hunter's Quarry and Lethal Hunter, add 1d8 to damage rolls

Class Features

  • 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 an extra 1d6 damage to your quarry. 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.
  • 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.

Racial Features

  • +2 Dexterity, +2 Wisdom
  • Speed: 7 Squares
  • Vision: Low-light
  • Languages: Common, Elven
  • Skill Bonuses: +2 Nature, +2 Perception
  • Elven Weapon Proficiency: You gain proficiency with the lognbow 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.

Skills

Skill Trained Attrib Attrib Type Racial Feat Feat Name Equip Level Other Total
Acrobatics +5 +4 Dex +9
Arcana +1 Int +1
Athletics +5 +2 Str +7
Bluff +0 Cha +0
Diplomacy +0 Cha +2 Regional +2
Dungeoneering +5 +3 Wis +8
Endurance +1 Con +1
Heal +3 Wis +3
History +1 Int +1
Insight +3 Wis +3
Intimidate +0 Cha +0
Nature +3 Wis +2 +5
Perception +5 +3 Wis +2 +10
Religion +1 Int +1
Stealth +5 +4 Dex +9
Streetwise +0 Cha +0
Thievery +4 Dex +4
Totals 5 trained

Feats

Archer Figthing Style allows for additional feat: "Defensive Mobility"


  • Defensive Mobility: You gain a +2 bonus to AC against opportunity attacks


  • Lethal Hunter: The extra damage dice from your Hunter's Quarry class feature increase from d6s to d8s

Blue: Applies to Attack Roll

Red: Applies to Damage Roll

Purple: Applies to Both

Attack Type Abil Mod Abil Type Class Class Feature Feat Feat Name Prof Equip Name Other Level Total Att vs ? Total Dmg
HQ Melee +2 Str See Feat Hunter's Quarry +1d8 Lethal Hunter +3 Dagger +5 vs AC 1d4+2+1d8
HQ Ranged +4 Dex See Feat Hunter's Quarry +1d8 Lethal Hunter +2 Longbow +1 +7 vs AC 1d8+1d10+4

Regional Benefits

Imperium Regional Benefit: +2 to Diplomacy checks and a quick witted tongue.

Equipment

Equipment Name Price (gp) Weight (lbs)
Leather 25 15
Longbow +1 30 3
4 Daggers 4 4
28 Arrows 1 3
10 Candles 0.1 0
50' Silk Rope 10 5
5 Torches .5 5
Climber's Kit 2 11
Thieve's Tools 20 1
Flint and Steel 1 0
Backpack 2 2
Trail Rations (10 Days) 5 10



Total Money Remaining: 172gp, 4sp



Total Encumberance: 59lbs



Wishlist

Item Level
Sylvan Armor +1 (Leather) 3
Shortsword +1 3
Boots of Stealth 3
Cloak of Distortion +1 4
Repulsion Armor +1 (Leather) 2



Judge Comments

Approval 1

Comments from Lord Sessadore:

Removed comments that no longer apply. Looks like you've addressed everything I brought up; the only other thing I saw is that you should have 4sp left in addition to your 4gp. That won't hold up my approval though, so here it is.

I approve Mikara for 1st level. One more and you're fully approved.

Approval 2

Approval from Dunamin

1. Math > Hitpoints. Corrected Healing Surge value from 7 to 6.

2. Equipment. The total weight of your gear seems to add up to 58 lb. rather than 79? No biggie since both are well within Mikara's ability and it won't let me hold off approval, but the large discrepancy puzzled me so it would be nice if you adress it.

I skimmed over Avenroc and it looks pretty intriguing; feel free to add it as a Far Land to the wiki for the L4W setting if you wish.

Status

Approved for 1st level with 0 xp by Lord Sessadore and Dunamin.