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A paid Trip to Spellhold [RG, D&D4e]
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<blockquote data-quote="On Puget Sound" data-source="post: 5073425" data-attributes="member: 68988"><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Chizz, level 5</p><p>Half-Orc, Ranger|Rogue</p><p>Hybrid Ranger: Hybrid Ranger Fortitude</p><p>Hybrid Talent: Rogue Tactics (Hybrid)</p><p>Rogue Tactics (Hybrid): Brutal Scoundrel (Hybrid)</p><p>Background: Nelanther Isles (Nelanther Isles Benefit)</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 19, Con 12, Dex 19, Int 8, Wis 12, Cha 10.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 16, Con 12, Dex 16, Int 8, Wis 12, Cha 10.</p><p></p><p></p><p>AC: 19 Fort: 18 Reflex: 18 Will: 14</p><p>HP: 44 Surges: 7 Surge Value: 11</p><p></p><p>FEATURES TO REMEMBER:</p><p>+5 THP when first bloodied</p><p>+2 speed when charging</p><p>+1 attack with combat advantage</p><p>sneak damage 2d6+4 once per TURN, quarry damage 1d6 once per ROUND.</p><p>Resist 5 vs swarm damage, no OA from swarms, move through swarm squares (but not end there).</p><p>When you hit with longbow, target gets -2 to ranged and area attacks til end of your next turn.</p><p></p><p>TRAINED SKILLS</p><p>Athletics +14, Stealth +13, Thievery +11, Acrobatics +14, Endurance +10, Perception +8</p><p></p><p>UNTRAINED SKILLS</p><p>Arcana +1, Bluff +2, Diplomacy +2, Dungeoneering +3, Heal +3, History +1, Insight +3, Intimidate +4, Nature +3, Religion +1, Streetwise +2</p><p></p><p>FEATS</p><p>Level 1: Hybrid Talent</p><p>Level 2: Weapon Proficiency (Katar)</p><p>Level 4: Nimble Blade</p><p></p><p>POWERS</p><p>STANDARD ACTIONS:</p><p><span style="color: Lime">Hybrid at-will 1: Duelist's Flurry. standard, melee. +10 vs AC, 4 damage and slide 1 and shift 1. Sneak damage even if no CA.</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime">Hybrid at-will 1: Twin Strike. standard melee (+10, 1d6+1) or ranged (+9, 1d10+1 and target is -2 to hit with ranged or area attacks) vs AC, 2 attacks, same or different targets. Quarry possible.</span></p><p></p><p><span style="color: Silver">Hybrid daily 5: Wounded Beast. Standard or immediate reaction, melee. +10 vs AC, 3d6+5. Miss: half damage. Effect: You can spend a healing surge. Trigger: When an adjacent enemy bloodies you or critically hits you, you can use this power as an immediate reaction. Quarry possible.</span></p><p></p><p><span style="color: Lime">Melee basic: +10 vs AC, 1d6+5. No quarry or sneak damage.</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime">Ranged basic: +9 vs AC, 1d10+5 and target is -2 to hit with ranged or area attacks. No quarry or sneak damage.</span></p><p></p><p>MINOR ACTIONS:</p><p><span style="color: Lime">Hunter's Quarry: declare closest visible enemy your quarry.</span></p><p></p><p><span style="color: Lime">Paired Katar: split the blade into two identical blades, or recombine them into one.</span></p><p></p><p><span style="color: DarkRed">Hybrid encounter 1: Off-Hand Strike. minor melee. +10 vs AC, 1d6+5, quarry possible.</span></p><p><span style="color: DarkRed"></span></p><p><span style="color: Silver">Hybrid daily 1: Duelist's Prowess. minor, personal, stance. </span></p><p></p><p>TRIGGERED ACTIONS (on others' turns):</p><p><span style="color: Lime">While in stance: Once per round when an enemy hits or misses you, use Duelist's Prowess Attack (immediate interrupt, +10 vs Reflex, 1d6+5, sneak possible).</span></p><p><span style="color: Lime"></span></p><p></p><p><span style="color: Silver">Hybrid daily 5: Wounded Beast. Standard or immediate reaction, melee. +10 vs AC, 3d6+5. Miss: half damage. Effect: You can spend a healing surge. Trigger: When an adjacent enemy bloodies you or critically hits you, you can use this power as an immediate reaction. Quarry possible.</span></p><p></p><p>FREE ACTIONS:</p><p><span style="color: Lime">Hybrid utility 2: Fast Hands: at will, free, personal. Once per round, draw, stow, sheathe or pick up a weapon or item.</span></p><p></p><p><span style="color: DarkRed">Hybrid encounter 3: Nasty Backswing. Free, melee. Trigger: you miss with a melee attack. +10 (+13 with CA) vs AC. 1d6+9, sneak <s>possible</s> certain - total damage 3d6+13, and shift 1. You have CA for this attack.</span></p><p><span style="color: DarkRed"></span></p><p></p><p><span style="color: Silver">Lucky Charm: No action. Trigger: You miss with an attack, skill check or saving throw. Roll 1d6 and ad it to the roll.</span></p><p><span style="color: Silver"></span></p><p><span style="color: Silver">Breach Bracers: Free action. Trigger: you hit with a melee attack. Target gains vulnerable 5 to the next attack that hits it before the end of your next turn.</span></p><p></p><p>ITEMS</p><p>Adventurer's Kit, Paired Katar +1 (2), Duelist's Bow Longbow +1, Arrows (60), Potion of Healing (heroic tier), Rat Killer's Coat Leather Armor +1, Lucky Charm +1, Breach Bracers (heroic tier), Sandals of Precise Stepping (heroic tier)</p><p>====== Copy to Clipboard and Press the Import Button on the Summary Tab ======</p></blockquote><p></p>
[QUOTE="On Puget Sound, post: 5073425, member: 68988"] ====== Created Using Wizards of the Coast D&D Character Builder ====== Chizz, level 5 Half-Orc, Ranger|Rogue Hybrid Ranger: Hybrid Ranger Fortitude Hybrid Talent: Rogue Tactics (Hybrid) Rogue Tactics (Hybrid): Brutal Scoundrel (Hybrid) Background: Nelanther Isles (Nelanther Isles Benefit) FINAL ABILITY SCORES Str 19, Con 12, Dex 19, Int 8, Wis 12, Cha 10. STARTING ABILITY SCORES Str 16, Con 12, Dex 16, Int 8, Wis 12, Cha 10. AC: 19 Fort: 18 Reflex: 18 Will: 14 HP: 44 Surges: 7 Surge Value: 11 FEATURES TO REMEMBER: +5 THP when first bloodied +2 speed when charging +1 attack with combat advantage sneak damage 2d6+4 once per TURN, quarry damage 1d6 once per ROUND. Resist 5 vs swarm damage, no OA from swarms, move through swarm squares (but not end there). When you hit with longbow, target gets -2 to ranged and area attacks til end of your next turn. TRAINED SKILLS Athletics +14, Stealth +13, Thievery +11, Acrobatics +14, Endurance +10, Perception +8 UNTRAINED SKILLS Arcana +1, Bluff +2, Diplomacy +2, Dungeoneering +3, Heal +3, History +1, Insight +3, Intimidate +4, Nature +3, Religion +1, Streetwise +2 FEATS Level 1: Hybrid Talent Level 2: Weapon Proficiency (Katar) Level 4: Nimble Blade POWERS STANDARD ACTIONS: [COLOR="Lime"]Hybrid at-will 1: Duelist's Flurry. standard, melee. +10 vs AC, 4 damage and slide 1 and shift 1. Sneak damage even if no CA. [/COLOR] [COLOR="Lime"]Hybrid at-will 1: Twin Strike. standard melee (+10, 1d6+1) or ranged (+9, 1d10+1 and target is -2 to hit with ranged or area attacks) vs AC, 2 attacks, same or different targets. Quarry possible.[/COLOR] [COLOR="Silver"]Hybrid daily 5: Wounded Beast. Standard or immediate reaction, melee. +10 vs AC, 3d6+5. Miss: half damage. Effect: You can spend a healing surge. Trigger: When an adjacent enemy bloodies you or critically hits you, you can use this power as an immediate reaction. Quarry possible.[/COLOR] [COLOR="Lime"]Melee basic: +10 vs AC, 1d6+5. No quarry or sneak damage. Ranged basic: +9 vs AC, 1d10+5 and target is -2 to hit with ranged or area attacks. No quarry or sneak damage.[/COLOR] MINOR ACTIONS: [COLOR="Lime"]Hunter's Quarry: declare closest visible enemy your quarry.[/COLOR] [COLOR="Lime"]Paired Katar: split the blade into two identical blades, or recombine them into one.[/COLOR] [COLOR="DarkRed"]Hybrid encounter 1: Off-Hand Strike. minor melee. +10 vs AC, 1d6+5, quarry possible. [/COLOR] [COLOR="Silver"]Hybrid daily 1: Duelist's Prowess. minor, personal, stance. [/COLOR] TRIGGERED ACTIONS (on others' turns): [COLOR="Lime"]While in stance: Once per round when an enemy hits or misses you, use Duelist's Prowess Attack (immediate interrupt, +10 vs Reflex, 1d6+5, sneak possible). [/COLOR] [COLOR="Silver"]Hybrid daily 5: Wounded Beast. Standard or immediate reaction, melee. +10 vs AC, 3d6+5. Miss: half damage. Effect: You can spend a healing surge. Trigger: When an adjacent enemy bloodies you or critically hits you, you can use this power as an immediate reaction. Quarry possible.[/COLOR] FREE ACTIONS: [COLOR="Lime"]Hybrid utility 2: Fast Hands: at will, free, personal. Once per round, draw, stow, sheathe or pick up a weapon or item.[/COLOR] [COLOR="DarkRed"]Hybrid encounter 3: Nasty Backswing. Free, melee. Trigger: you miss with a melee attack. +10 (+13 with CA) vs AC. 1d6+9, sneak [s]possible[/s] certain - total damage 3d6+13, and shift 1. You have CA for this attack. [/COLOR] [COLOR="Silver"]Lucky Charm: No action. Trigger: You miss with an attack, skill check or saving throw. Roll 1d6 and ad it to the roll.[/COLOR] [COLOR="Silver"] Breach Bracers: Free action. Trigger: you hit with a melee attack. Target gains vulnerable 5 to the next attack that hits it before the end of your next turn.[/COLOR] ITEMS Adventurer's Kit, Paired Katar +1 (2), Duelist's Bow Longbow +1, Arrows (60), Potion of Healing (heroic tier), Rat Killer's Coat Leather Armor +1, Lucky Charm +1, Breach Bracers (heroic tier), Sandals of Precise Stepping (heroic tier) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== [/QUOTE]
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