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Swords of Runa Thei - Characters
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<blockquote data-quote="Insight" data-source="post: 5094085" data-attributes="member: 11437"><p><span style="font-size: 12px"><strong><span style="color: Gold">BRODER LONGSHANKS</span></strong></span></p><p>Human Ranger - Good</p><p>Background: Occupation - Mariner (+2 to Perception)</p><p></p><p><strong><u>ABILITY SCORES</u></strong></p><p><strong>STR</strong>: 14</p><p><strong>CON</strong>: 12</p><p><strong>DEX</strong>: 18</p><p><strong>INT</strong>: 10</p><p><strong>WIS</strong>: 15</p><p><strong>CHA</strong>: 8</p><p></p><p><strong><u>DEFENSES & HP</u></strong></p><p><strong>AC</strong>: 16</p><p><strong>FORT</strong>: 14</p><p><strong>REF</strong>: 16</p><p><strong>WILL</strong>: 13</p><p><strong>HP</strong>: 24</p><p><strong>BLOODIED</strong>: 12</p><p><strong>SURGES/DAY</strong>: 7</p><p><strong>SURGE VALUE</strong>: 6</p><p></p><p><strong><u>COMBAT & ATTACKS</u></strong>:</p><p><strong>INIT</strong>: +6</p><p><strong>MOVEMENT</strong>: 6</p><p><strong>MELEE BASIC ATTACK - (Battle Axe)</strong>: +4 vs AC, 1d10+3</p><p><strong>RANGED BASIC ATTACK - (Longbow)</strong>: +6 vs AC, 1d10+4</p><p></p><p><strong><u>RACIAL ABILITIES</u></strong></p><p>Human - all included</p><p></p><p><strong><u>CLASS FEATURES</u></strong></p><p><strong>FIGHTING STYLE - HUNTER</strong>: You gain Quick Draw as a bonus feat. You can sheathe a weapon as a free action and gain a +4 bonus to AC against opportunity attacks provoked by making a ranged attack. </p><p><strong>HUNTER'S QUARRY</strong>: You gain the Hunter's Quarry at-will power. </p><p><strong>RUNNING ATTACK</strong>: If you use a standard action that lets you move and you end that movement at least 2 squares away from where you began the movement, you gain a +1 bonus to attack rolls made as part of that standard action. </p><p></p><p><strong><u>SKILLS</u></strong></p><p><strong>Trained</strong>: Acrobatics +9, Athletics +7, Endurance +6, Nature +7, Perception +9, Stealth +9.</p><p><strong>Languages</strong>: Common, Elven</p><p></p><p><strong><u>FEATS</u></strong></p><p><strong>GHOSTWALKER STYLE</strong>: When using Nimble Strike, you can move 2 squares before or after the attack instead of shifting 1 square. </p><p><strong>LETHAL HUNTER</strong>: The extra dice from your Hunter's Quarry power become d8s.</p><p><strong>QUICK DRAW</strong>: You gain a +2 bonus to initiative checks. In addition, you can draw a weapon or object as part of the same action to attack with the weapon or use the object. </p><p></p><p><strong><u>POWERS</u></strong></p><p><strong><span style="color: Lime">HUNTER'S QUARRY</span></strong> Minor: You designate the nearest to you that you can see as your quarry. Once per round, when you hit your quarry with an attack, it deals 1d8 extra dmg. </p><p><strong><span style="color: Lime">HUNTER'S TEAMWORK</span></strong> Martial, Weapon; Standard; Ranged weapon; One creature: +6 vs AC, 1d10+4. If two or more of your allies are adjacent to the target, you have Combat Advantage for this attack. </p><p><strong><span style="color: Lime">NIMBLE STRIKE</span></strong> Martial, Weapon; Standard; Ranged weapon; One creature: Shift 1 square or move 2 squares before or after the attack. +6 vs AC, 1d10+4 dmg. </p><p><strong><span style="color: Lime">TWIN STRIKE</span></strong>: Martial, Weapon; Standard; Melee or Ranged weapon; Requirement: You must be wielding two melee weapons or a ranged weapon; One or two creatures: (Battle Axe) +4 vs AC, 1d10+2 & (Short Sword) +4 vs AC, 1d6+2 OR (Longbow) +6 vs AC, 1d10+4, two attacks.</p><p><strong><span style="color: red">FOX'S CUNNING</span></strong> Martial, Weapon; Immediate Reaction; Melee or Ranged weapon; Trigger: An enemy makes a melee attack against you: Shift 1 square and make a basic attack against the triggering enemy. Special: Gain a power bonus to the attack roll equal to your Wis mod (+2). </p><p><strong><span style="color: gray">HUNT'S END</span></strong> Martial, Weapon; Standard; Melee or Ranged Weapon; One bloodied creature: (Battle Axe) +4 vs AC, 3d10+3 dmg OR (Longbow) +6 vs AC, 3d10+4 dmg. If the target is your quarry, the attack can crit on 19-20. Miss: half dmg. </p><p><strong><span style="color: Gold">ACROBAT BOOTS</span></strong>: At-Will; Minor: Stand up from prone.</p><p></p><p><strong><u>EQUIPMENT</u></strong></p><p>Acrobat Boots, Adventurer's Kit, Leather Armor, Battle Axe, Short Sword, Longbow, Arrow (40).</p></blockquote><p></p>
[QUOTE="Insight, post: 5094085, member: 11437"] [SIZE="3"][b][color="Gold"]BRODER LONGSHANKS[/color][/b][/SIZE] Human Ranger - Good Background: Occupation - Mariner (+2 to Perception) [b][u]ABILITY SCORES[/u][/b] [b]STR[/b]: 14 [b]CON[/b]: 12 [b]DEX[/b]: 18 [b]INT[/b]: 10 [b]WIS[/b]: 15 [b]CHA[/b]: 8 [b][u]DEFENSES & HP[/u][/b] [b]AC[/b]: 16 [b]FORT[/b]: 14 [b]REF[/b]: 16 [b]WILL[/b]: 13 [b]HP[/b]: 24 [b]BLOODIED[/b]: 12 [b]SURGES/DAY[/b]: 7 [b]SURGE VALUE[/b]: 6 [b][u]COMBAT & ATTACKS[/u][/b]: [b]INIT[/b]: +6 [b]MOVEMENT[/b]: 6 [b]MELEE BASIC ATTACK - (Battle Axe)[/b]: +4 vs AC, 1d10+3 [b]RANGED BASIC ATTACK - (Longbow)[/b]: +6 vs AC, 1d10+4 [b][u]RACIAL ABILITIES[/u][/b] Human - all included [b][u]CLASS FEATURES[/u][/b] [b]FIGHTING STYLE - HUNTER[/b]: You gain Quick Draw as a bonus feat. You can sheathe a weapon as a free action and gain a +4 bonus to AC against opportunity attacks provoked by making a ranged attack. [b]HUNTER'S QUARRY[/b]: You gain the Hunter's Quarry at-will power. [b]RUNNING ATTACK[/b]: If you use a standard action that lets you move and you end that movement at least 2 squares away from where you began the movement, you gain a +1 bonus to attack rolls made as part of that standard action. [b][u]SKILLS[/u][/b] [b]Trained[/b]: Acrobatics +9, Athletics +7, Endurance +6, Nature +7, Perception +9, Stealth +9. [b]Languages[/b]: Common, Elven [b][u]FEATS[/u][/b] [b]GHOSTWALKER STYLE[/b]: When using Nimble Strike, you can move 2 squares before or after the attack instead of shifting 1 square. [b]LETHAL HUNTER[/b]: The extra dice from your Hunter's Quarry power become d8s. [b]QUICK DRAW[/b]: You gain a +2 bonus to initiative checks. In addition, you can draw a weapon or object as part of the same action to attack with the weapon or use the object. [b][u]POWERS[/u][/b] [b][color="Lime"]HUNTER'S QUARRY[/color][/b] Minor: You designate the nearest to you that you can see as your quarry. Once per round, when you hit your quarry with an attack, it deals 1d8 extra dmg. [b][color="Lime"]HUNTER'S TEAMWORK[/color][/b] Martial, Weapon; Standard; Ranged weapon; One creature: +6 vs AC, 1d10+4. If two or more of your allies are adjacent to the target, you have Combat Advantage for this attack. [b][color="Lime"]NIMBLE STRIKE[/color][/b] Martial, Weapon; Standard; Ranged weapon; One creature: Shift 1 square or move 2 squares before or after the attack. +6 vs AC, 1d10+4 dmg. [b][color="Lime"]TWIN STRIKE[/color][/b]: Martial, Weapon; Standard; Melee or Ranged weapon; Requirement: You must be wielding two melee weapons or a ranged weapon; One or two creatures: (Battle Axe) +4 vs AC, 1d10+2 & (Short Sword) +4 vs AC, 1d6+2 OR (Longbow) +6 vs AC, 1d10+4, two attacks. [b][color="red"]FOX'S CUNNING[/color][/b] Martial, Weapon; Immediate Reaction; Melee or Ranged weapon; Trigger: An enemy makes a melee attack against you: Shift 1 square and make a basic attack against the triggering enemy. Special: Gain a power bonus to the attack roll equal to your Wis mod (+2). [b][color="gray"]HUNT'S END[/color][/b] Martial, Weapon; Standard; Melee or Ranged Weapon; One bloodied creature: (Battle Axe) +4 vs AC, 3d10+3 dmg OR (Longbow) +6 vs AC, 3d10+4 dmg. If the target is your quarry, the attack can crit on 19-20. Miss: half dmg. [b][color="Gold"]ACROBAT BOOTS[/color][/b]: At-Will; Minor: Stand up from prone. [b][u]EQUIPMENT[/u][/b] Acrobat Boots, Adventurer's Kit, Leather Armor, Battle Axe, Short Sword, Longbow, Arrow (40). [/QUOTE]
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