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Insight's "The Isle of Dread" - Character Archive
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<blockquote data-quote="Shayuri" data-source="post: 5515574" data-attributes="member: 4936"><p>Astra Startide</p><p>level 6</p><p>Elf, Ranger</p><p>Fighting Style: Hunter Fighting Style</p><p>Ranger: Prime Shot</p><p>Background: Elf - Wild Elf (+2 to Athletics)</p><p>FINAL ABILITY SCORES</p><p>Str 10, Con 13, Dex 21, Int 8, Wis 16, Cha 10.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 10, Con 13, Dex 18, Int 8, Wis 13, Cha 10.</p><p></p><p>AC: 22 Fort: 16 Reflex: 20 Will: 17</p><p>HP: 50 Surges: 7 Surge Value: 12</p><p>Initiative: +8</p><p></p><p>TRAINED SKILLS</p><p>Nature +13, Athletics +10, Acrobatics +12, Stealth +13, Perception +13</p><p></p><p>UNTRAINED SKILLS</p><p>Arcana +2, Bluff +3, Diplomacy +3, Dungeoneering +6, Endurance +3, Heal +6, History +2, Insight +6, Intimidate +3, Religion +2, Streetwise +3, Thievery +7</p><p></p><p>FEATS</p><p>Level 1: Cunning Stalker (Combat Advantage vs a Foe not adjacent to another Foe)</p><p>Level 2: Weapon Proficiency (Greatbow)</p><p>Level 4: Bow Expertise (+1 to hit per tier with bows, also +1 dmg per tier vs foes not adjacent to other foes)</p><p>Level 6: Weapon Focus (Bow)</p><p></p><p>RACIAL</p><p>Low Light Vision</p><p>Elven Accuracy (Enc, reroll attack roll)</p><p>Fey Origin</p><p>Ignore Diff. Terrain during shift</p><p>Grant +1 Perception to allies within 5sq</p><p></p><p>CLASS</p><p>Prime Shot - +1 to hit if no allies are closer to target than you.</p><p>Hunter's Quarry - Minor action to make foe closest to you your 'Quarry.' Do +1d6 once per round to Quarry.</p><p></p><p>POWERS</p><p>Ranger at-will 1: Nimble Strike (Shift 1 before or after attack), +13, 1d12+10</p><p>Ranger at-will 1: Twin Strike, +13, 1d12+5 x2</p><p>Ranger encounter 1: Two-Fanged Strike, +13, 1d12+10 x2</p><p>Ranger daily 1: Sure Shot, +13 (may reroll), 3d12+10 (may reroll each dmg dice)</p><p>Ranger utility 2: Invigorating Stride (Shift Wis mod and use surge)</p><p>Ranger encounter 3: Disruptive Strike (ImmInt, +13, 1d12+10, target takes -6 to its attack roll)</p><p>Ranger daily 5: Spitting-Cobra Stance (rngd basic as ImmReac attack vs any foe within 5sq that moves closer)</p><p>Ranger utility 6: Weave Through the Fray (ImmInt, Shift Wis mod sq)</p><p></p><p>ITEMS</p><p>Duelist's Bow Greatbow +2 (Inflict -2 to hit on ranged and area attacks from target on hit)</p><p>Amulet of Life +1 (Enc, when you spend a surge, you may spend an additional one as well.)</p><p>Bracers of Archery (heroic tier) (+2 dmg with bows)</p><p>Sylvan Hide Armor +1 (+Enh bonus to Stealth and Athletics checks)</p><p>Rapier</p><p>Backpack (empty)</p><p>Flint and Steel</p><p>Journeybreads (10)</p><p>Silk Rope (50 ft.)</p><p>Sunrod (2)</p><p>Waterskin</p></blockquote><p></p>
[QUOTE="Shayuri, post: 5515574, member: 4936"] Astra Startide level 6 Elf, Ranger Fighting Style: Hunter Fighting Style Ranger: Prime Shot Background: Elf - Wild Elf (+2 to Athletics) FINAL ABILITY SCORES Str 10, Con 13, Dex 21, Int 8, Wis 16, Cha 10. STARTING ABILITY SCORES Str 10, Con 13, Dex 18, Int 8, Wis 13, Cha 10. AC: 22 Fort: 16 Reflex: 20 Will: 17 HP: 50 Surges: 7 Surge Value: 12 Initiative: +8 TRAINED SKILLS Nature +13, Athletics +10, Acrobatics +12, Stealth +13, Perception +13 UNTRAINED SKILLS Arcana +2, Bluff +3, Diplomacy +3, Dungeoneering +6, Endurance +3, Heal +6, History +2, Insight +6, Intimidate +3, Religion +2, Streetwise +3, Thievery +7 FEATS Level 1: Cunning Stalker (Combat Advantage vs a Foe not adjacent to another Foe) Level 2: Weapon Proficiency (Greatbow) Level 4: Bow Expertise (+1 to hit per tier with bows, also +1 dmg per tier vs foes not adjacent to other foes) Level 6: Weapon Focus (Bow) RACIAL Low Light Vision Elven Accuracy (Enc, reroll attack roll) Fey Origin Ignore Diff. Terrain during shift Grant +1 Perception to allies within 5sq CLASS Prime Shot - +1 to hit if no allies are closer to target than you. Hunter's Quarry - Minor action to make foe closest to you your 'Quarry.' Do +1d6 once per round to Quarry. POWERS Ranger at-will 1: Nimble Strike (Shift 1 before or after attack), +13, 1d12+10 Ranger at-will 1: Twin Strike, +13, 1d12+5 x2 Ranger encounter 1: Two-Fanged Strike, +13, 1d12+10 x2 Ranger daily 1: Sure Shot, +13 (may reroll), 3d12+10 (may reroll each dmg dice) Ranger utility 2: Invigorating Stride (Shift Wis mod and use surge) Ranger encounter 3: Disruptive Strike (ImmInt, +13, 1d12+10, target takes -6 to its attack roll) Ranger daily 5: Spitting-Cobra Stance (rngd basic as ImmReac attack vs any foe within 5sq that moves closer) Ranger utility 6: Weave Through the Fray (ImmInt, Shift Wis mod sq) ITEMS Duelist's Bow Greatbow +2 (Inflict -2 to hit on ranged and area attacks from target on hit) Amulet of Life +1 (Enc, when you spend a surge, you may spend an additional one as well.) Bracers of Archery (heroic tier) (+2 dmg with bows) Sylvan Hide Armor +1 (+Enh bonus to Stealth and Athletics checks) Rapier Backpack (empty) Flint and Steel Journeybreads (10) Silk Rope (50 ft.) Sunrod (2) Waterskin [/QUOTE]
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