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[sblock=Erdric]Name: Erdric
Elf Ranger 13 (Battlefield Archer)
Alignment: Good
Humanoid, tall, lbs, yrs old
hair, eyes, skin
Languages: Common, Elven
Vision: Low-Light
Ability Scores
Str: 16 (14+1 level)
Con: 13
Dex: 20 (16+2 racial+1 level)
Int: 12
Wis: 18 (13+2 racial+2 level)
Cha: 11
Basic Combat Stats
Hit Points: 85
Bloodied: 42
Healing Surges: 7/day
Healing Value: 21
Initiative: +11
Speed: 8 squares (7 Base+1 item)
Action Points: 1
Defenses
AC: 26 (+5 dex+5 armor+6 level)
Fort: 22 (+3 str+6 level+1 class+2 item)
Ref: 24 (+5 dex+6 level+1 class+2 item)
Will: 22 (+4 wis+6 level+2 item)
Basic Attacks
Melee: +1 Scimitar Hit: +12 (3 str+1 enhancement+2 proficiecy+6 level) damage: 1d8+4 (3 str+1 enhancement)
Melee: Dagger Hit +12 (3 str+3 proficiency+6 level) damage: 1d4+3 (3 str)
Ranged: +3 Dragonslayer Longbow Hit: +16 (5 dex+3 enhancement+2 proficiency+6 level) Damage: 1d10+12 (5 dex+3 enhancement+2 WF+2 item) Range: 25/45
Ranged: Hit: Damage: Range
Weapon & Implement Attack Bonuses for use with Powers
Melee: +1 Scimitar Hit: +2 (+1 enhancement+2 proficiency)
Melee: Dagger Hit: +3 (+3 proficiency)
Ranged: +3 Dragonslayer Longbow Hit: +5 (+3 enhancement+2 proficiency)
Passive Skills
Perception 30
Insight 20
Skills
Acrobatics +20 (+5 dex+6 level+5 trained+2 Feat+2 item)
Arcana +7 (+1 int+6 level)
Athletics +11 (+3 str+6 level+2 item)
Bluff +6 (+0 cha+6 level)
Diplomacy +6 (+0 cha+6 level)
Dungeoneering +10 (+4 wis+6 level)
Endurance +12 (+1 con+6 level+5 trained)
Heal +10 (+4 wis+6 level)
History +7 (+1 int+6 level)
Insight +10 (+4 wis+6 level)
Intimidate +6 (+0 cha+6 level)
Nature +17 (+4 cha+2 racial+6 level+5 trained)
Perception +20 (+4 wis+2 racial+6 level+5 trained+3 item)
Religion +7 (+1 int+6 level)
Stealth +18 (+5 dex+6 level+5 trained+2 item)
Streetwise +6 (+0 cha, +6 level)
Thievery +11 (+5 dex+6 level)
Feats
Elven Precision (1)--+2 to reroll attack with Elven Accuracy
Defensive Mobility (Ranger bonus)--+2 AC vs. Opportunity Attacks
Far Shot(2)—Increase projectile weapon range by 5 squares
Escape Artist (4)—Escape grab as a minor action, +2 to acrobatics
Lethal Hunter (6)—Hunter’s Quarry dice increase to d8s
Weapon Focus (Bows) (8)--+2 damage with bow attacks
Evasion (retrained 10)—No damage from missed area or close attack that targets AC or Ref
Point Blank Shot (11)—Ignore Cover, Superior Cover or Concealment within 5 squares
Sly Hunter (12)--+3 damage with bow vs isolated targets (no creature within 3 squares)
Racial Traits and Powers
Elven Weapon Proficiency
Fey Origin
Group Awareness: non-elf allies within 5 squares of you gain a +1 racial bonus to perception
Wild Step: Ignore difficult terrain when you shift
Elven Accuracy
Class Features
Archer Fighting Style
Hunter’s Quarry--+2d8 damage
Prime Shot--+1 bonus to ranged attacks rolls if no allies are nearer to target
Archer’s Action—Spend Action Point to reroll ranged attack or damage roll
Battlefield Experience—You can designate 4 creatures as your Hunter’s Quarry, +1 to attacks against them
At Will Powers
Nimble Strike--Martial, Weapon
Standard Action—Ranged Weapon
Special: Shift 1 square before or after you attack.
Target: One Creature---- +16 vs. AC
Hit: 1d10+10
Twin Strike—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---- +16 vs. AC, two attacks
Hit: 1d10+10 damage per attack
Encounter Powers
Evasive Strike—Martial, Weapon
Standard Action—Melee or Ranged Weapon
Special: You can shift 5 squares either before or after the attack.
Target: One Creature---- +16 vs. AC
Hit: 2d10+10 damage
Knockdown Shot—Martial, Weapon
Standard Action—Ranged Weapon
Target: One Creature of your size or smaller---- +16 vs. Ref
Hit: 2d10+10 damage, and the target is knocked prone
Hawk’s Talon—Martial, Weapon
Standard Action—Melee or Ranged Weapon
Target: One Creature---- +20 vs. AC, ignore any penalties from cover or concealment (but not superior cover or total concealment).
Hit: 2d10+10 damage
Combined Fire—Martial, Weapon
Immediate Reaction—Ranged Weapon
Trigger: An ally makes a ranged attack or an area attack
Target: One creature attacked by your ally---- +16 vs. AC
Hit: 3d10+10 damage.
Daily Powers
Split the Tree—Martial, Weapon
Standard Action—Ranged Weapon
Targets: Two creatures within 3 squares of each other---- +16 vs. AC (roll twice, take the higher result and apply it to both targets)
Hit: 2d10+10 damage
Excruciating Shot—Martial, Weapon
Standard Action—Ranged Weapon
Target: One Creature---- +16 vs. AC
Hit: 3d10+10 damage, and the target is weakened (save ends).
Spray of Arrows—Martial, Weapon
Standard Action--Close Blast 3
Requirement: You must be wielding a ranged weapon
Target: Each enemy in blast that you can see---- +16 vs. AC
Hit: 2d10+10 damage
Miss: Half damage
Utility Powers
Elven Accuracy—Racial
Free Action—Personal
Effect: Reroll an attack roll. Use the second roll, even if it is lower.
Archer’s Glory—Martial
Free Action—Personal
Trigger: One of your ranged attacks drops an enemy to 0 hit points or fewer.
Effect: You gain an action point that you must spend before the end of your next turn.
Expeditious Stride—Martial
Minor Action—Personal
Effect: Until the end of your next turn, your speed increases by 4, and when you shift, you can shift 1 additional square.
Evade Ambush—martial
No Acti0n—Ranged sight
Effect: At the start of a surprise round in which any allies are surprised, use this power to allow up to 4 allies to avoid being surprised.
Yield Ground—Martial
Immediate Reaction—Personal
Trigger—An enemy damages you with a melee attack
Effect: You can shift 4 squares. Gain a +2 power bonus to all defenses until the end of your next turn.
Rituals
Equipment
+3 Dragonslayer Longbow: Resist 10 vs. dragon breath attacks. Daily: Your next attack against a dragon, if made before the end of this turn, gains a +5 power bonus to the attack roll and automatically ignores any resistance the dragon has (minor action). Crit: +3d8, +3d12 vs. dragons.
+3 Elven Battle Leather Armor: +5 item bonus to saving throws against being slowed or immobilized. Encounter: +2 power bonus to speed until the ned of your next turn (minor action).
Helm of the Eagle: +3 item bonus to Perception checks. Daily: Gain a +2 power bonus to your next ranged attack roll this turn (minor action).
+2 Elven Cloak: +2 item bonus to Fort, Ref and Will defenses. Gain a +2 item bonus to stealth checks.
Dynamic Belt (Heroic Tier): +2 item bonus to Acrobatics and Athletics checks. Daily: Reroll an Acrobatics check or Athletics check you just made. Keep the new result (free action).
Gloves of Piercing: Daily: Until the end of the encounter, your attacks ignore any resistance of 10 or lower.
Boots of Striding: Gain a +1 item bonus to speed when wearing light or no armor.
Bracers of the Perfect Shot (Heroic Tier): When you hit with a ranged basic attack, you gain a +2 item bonus to the damage roll.
+1 Scimitar: Crit: +1d6
Coins- 280gp, 0sp, 0cp
[/sblock]
[sblock=Erdric]Name: Erdric
Elf Ranger 13 (Battlefield Archer)
Alignment: Good
Humanoid, tall, lbs, yrs old
hair, eyes, skin
Languages: Common, Elven
Vision: Low-Light
Ability Scores
Str: 16 (14+1 level)
Con: 13
Dex: 20 (16+2 racial+1 level)
Int: 12
Wis: 18 (13+2 racial+2 level)
Cha: 11
Basic Combat Stats
Hit Points: 85
Bloodied: 42
Healing Surges: 7/day
Healing Value: 21
Initiative: +11
Speed: 8 squares (7 Base+1 item)
Action Points: 1
Defenses
AC: 26 (+5 dex+5 armor+6 level)
Fort: 22 (+3 str+6 level+1 class+2 item)
Ref: 24 (+5 dex+6 level+1 class+2 item)
Will: 22 (+4 wis+6 level+2 item)
Basic Attacks
Melee: +1 Scimitar Hit: +12 (3 str+1 enhancement+2 proficiecy+6 level) damage: 1d8+4 (3 str+1 enhancement)
Melee: Dagger Hit +12 (3 str+3 proficiency+6 level) damage: 1d4+3 (3 str)
Ranged: +3 Dragonslayer Longbow Hit: +16 (5 dex+3 enhancement+2 proficiency+6 level) Damage: 1d10+12 (5 dex+3 enhancement+2 WF+2 item) Range: 25/45
Ranged: Hit: Damage: Range
Weapon & Implement Attack Bonuses for use with Powers
Melee: +1 Scimitar Hit: +2 (+1 enhancement+2 proficiency)
Melee: Dagger Hit: +3 (+3 proficiency)
Ranged: +3 Dragonslayer Longbow Hit: +5 (+3 enhancement+2 proficiency)
Passive Skills
Perception 30
Insight 20
Skills
Acrobatics +20 (+5 dex+6 level+5 trained+2 Feat+2 item)
Arcana +7 (+1 int+6 level)
Athletics +11 (+3 str+6 level+2 item)
Bluff +6 (+0 cha+6 level)
Diplomacy +6 (+0 cha+6 level)
Dungeoneering +10 (+4 wis+6 level)
Endurance +12 (+1 con+6 level+5 trained)
Heal +10 (+4 wis+6 level)
History +7 (+1 int+6 level)
Insight +10 (+4 wis+6 level)
Intimidate +6 (+0 cha+6 level)
Nature +17 (+4 cha+2 racial+6 level+5 trained)
Perception +20 (+4 wis+2 racial+6 level+5 trained+3 item)
Religion +7 (+1 int+6 level)
Stealth +18 (+5 dex+6 level+5 trained+2 item)
Streetwise +6 (+0 cha, +6 level)
Thievery +11 (+5 dex+6 level)
Feats
Elven Precision (1)--+2 to reroll attack with Elven Accuracy
Defensive Mobility (Ranger bonus)--+2 AC vs. Opportunity Attacks
Far Shot(2)—Increase projectile weapon range by 5 squares
Escape Artist (4)—Escape grab as a minor action, +2 to acrobatics
Lethal Hunter (6)—Hunter’s Quarry dice increase to d8s
Weapon Focus (Bows) (8)--+2 damage with bow attacks
Evasion (retrained 10)—No damage from missed area or close attack that targets AC or Ref
Point Blank Shot (11)—Ignore Cover, Superior Cover or Concealment within 5 squares
Sly Hunter (12)--+3 damage with bow vs isolated targets (no creature within 3 squares)
Racial Traits and Powers
Elven Weapon Proficiency
Fey Origin
Group Awareness: non-elf allies within 5 squares of you gain a +1 racial bonus to perception
Wild Step: Ignore difficult terrain when you shift
Elven Accuracy
Class Features
Archer Fighting Style
Hunter’s Quarry--+2d8 damage
Prime Shot--+1 bonus to ranged attacks rolls if no allies are nearer to target
Archer’s Action—Spend Action Point to reroll ranged attack or damage roll
Battlefield Experience—You can designate 4 creatures as your Hunter’s Quarry, +1 to attacks against them
At Will Powers
Nimble Strike--Martial, Weapon
Standard Action—Ranged Weapon
Special: Shift 1 square before or after you attack.
Target: One Creature---- +16 vs. AC
Hit: 1d10+10
Twin Strike—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---- +16 vs. AC, two attacks
Hit: 1d10+10 damage per attack
Encounter Powers
Evasive Strike—Martial, Weapon
Standard Action—Melee or Ranged Weapon
Special: You can shift 5 squares either before or after the attack.
Target: One Creature---- +16 vs. AC
Hit: 2d10+10 damage
Knockdown Shot—Martial, Weapon
Standard Action—Ranged Weapon
Target: One Creature of your size or smaller---- +16 vs. Ref
Hit: 2d10+10 damage, and the target is knocked prone
Hawk’s Talon—Martial, Weapon
Standard Action—Melee or Ranged Weapon
Target: One Creature---- +20 vs. AC, ignore any penalties from cover or concealment (but not superior cover or total concealment).
Hit: 2d10+10 damage
Combined Fire—Martial, Weapon
Immediate Reaction—Ranged Weapon
Trigger: An ally makes a ranged attack or an area attack
Target: One creature attacked by your ally---- +16 vs. AC
Hit: 3d10+10 damage.
Daily Powers
Split the Tree—Martial, Weapon
Standard Action—Ranged Weapon
Targets: Two creatures within 3 squares of each other---- +16 vs. AC (roll twice, take the higher result and apply it to both targets)
Hit: 2d10+10 damage
Excruciating Shot—Martial, Weapon
Standard Action—Ranged Weapon
Target: One Creature---- +16 vs. AC
Hit: 3d10+10 damage, and the target is weakened (save ends).
Spray of Arrows—Martial, Weapon
Standard Action--Close Blast 3
Requirement: You must be wielding a ranged weapon
Target: Each enemy in blast that you can see---- +16 vs. AC
Hit: 2d10+10 damage
Miss: Half damage
Utility Powers
Elven Accuracy—Racial
Free Action—Personal
Effect: Reroll an attack roll. Use the second roll, even if it is lower.
Archer’s Glory—Martial
Free Action—Personal
Trigger: One of your ranged attacks drops an enemy to 0 hit points or fewer.
Effect: You gain an action point that you must spend before the end of your next turn.
Expeditious Stride—Martial
Minor Action—Personal
Effect: Until the end of your next turn, your speed increases by 4, and when you shift, you can shift 1 additional square.
Evade Ambush—martial
No Acti0n—Ranged sight
Effect: At the start of a surprise round in which any allies are surprised, use this power to allow up to 4 allies to avoid being surprised.
Yield Ground—Martial
Immediate Reaction—Personal
Trigger—An enemy damages you with a melee attack
Effect: You can shift 4 squares. Gain a +2 power bonus to all defenses until the end of your next turn.
Rituals
Equipment
+3 Dragonslayer Longbow: Resist 10 vs. dragon breath attacks. Daily: Your next attack against a dragon, if made before the end of this turn, gains a +5 power bonus to the attack roll and automatically ignores any resistance the dragon has (minor action). Crit: +3d8, +3d12 vs. dragons.
+3 Elven Battle Leather Armor: +5 item bonus to saving throws against being slowed or immobilized. Encounter: +2 power bonus to speed until the ned of your next turn (minor action).
Helm of the Eagle: +3 item bonus to Perception checks. Daily: Gain a +2 power bonus to your next ranged attack roll this turn (minor action).
+2 Elven Cloak: +2 item bonus to Fort, Ref and Will defenses. Gain a +2 item bonus to stealth checks.
Dynamic Belt (Heroic Tier): +2 item bonus to Acrobatics and Athletics checks. Daily: Reroll an Acrobatics check or Athletics check you just made. Keep the new result (free action).
Gloves of Piercing: Daily: Until the end of the encounter, your attacks ignore any resistance of 10 or lower.
Boots of Striding: Gain a +1 item bonus to speed when wearing light or no armor.
Bracers of the Perfect Shot (Heroic Tier): When you hit with a ranged basic attack, you gain a +2 item bonus to the damage roll.
+1 Scimitar: Crit: +1d6
Coins- 280gp, 0sp, 0cp
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