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- Name Chae
- Level 1
- Class Ranger
- Paragon N/A
- Race Kenku
- Size Medium
- Age 25
- Gender Female
- Height 5'1''
- Weight 100lbs
- Alignment Unaligned
- Deity Raven Queen
- Total XP 0
- Initiative =========================================================
- +6 (+4 Dex, +0 half level, +2 feat)
- Ability Scores =====================================================
- Strength......14 (+2) (+2 bonus + half level)
- Constitution..10 (+0) (+0 bonus + half level)
- Dexterity.....18 (+4) (+4 bonus + half level)
- Intelligence..11 (+0) (+0 bonus + half level)
- Wisdom........15 (+2) (+2 bonus + half level)
- Charisma......14 (+2) (+2 bonus + half level)
- Defenses ===========================================================
- AC 13 (10 base, +0 half level, +3 armor, +0 class, +0 misc, +0 feat)
- Fort 14 (10 base, +0 half level, +2 Str, +1 class, +1 misc, +0 feat)
- Ref 16 (10 base, +0 half level, +4 Dex, +1 class, +1 misc, +0 feat)
- Will 13 (10 base, +0 half level, +2 Wis, +0 class, +1 misc, +0 feat)
- Hit Points =========================================================
- Max HP 22
- Bloodied 11 (half HP)
- Surge value 5 (quarter HP)
- Surges/day 6
- Resistances, Weaknesses, Current Effects
- Movement ===========================================================
- Speed 6 squares (base 0, armor -0)
- Senses =============================================================
- Passive Insight 00 (10 base, Skill +0)
- Passive Perception 00 (10 base, Skill +0)
- Race Features ======================================================
- Low-light vision
- Flock Effect: You gain a +3 bonus to attack rolls
- against a creature you are flanking instead of the
- normal +2 bonus, and you grant a +3 bonus to
- attack rolls or skill checks when aiding another
- instead of the normal +2 bonus.
- Mimicry: You can mimic sounds and voices. A successful
- Insight check opposed by your Bluff check
- allows a listener to determine that the effect is
- faked.
- Class/Path/Destiny Features ========================================
- Hunter Fighting Style: You gain Quick Draw (Player's Handbook , page 200) as a bonus feat, even if you don't meet the prerequisites. In addition, you can sheathe a weapon as a free action and gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack.
- 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 extra damage to your
- quarry. The extra damage is based on your level. 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.
- Level Hunter’s Quarry Extra Damage
- 1st–10th +1d6
- 11th–20th +2d6
- 21st–30th +3d6
- Skills =============================================================
- Acrobatics +9 (+4 Dex +0 half-level +5 trained)
- Arcana +0 (+0 Int +0 half-level)
- Athletics +7 (+2 Str +0 half-level +5 trained)
- Bluff +4 (+2 Cha +0 half-level +2 Racial)
- Diplomacy +0 (+2 Cha +0 half-level)
- Dungeoneering +2 (+2 Wis +0 half-level)
- Endurance +0 (+0 Con +0 half-level)
- Heal +2 (+2 Wis +0 half-level)
- History +0 (+0 Int +0 half-level)
- Insight +2 (+2 Wis +0 half-level)
- Intimidate +2 (+2 Cha +0 half-level)
- Nature +7 (+2 Wis +0 half-level +5 trained)
- Perception +7 (+2 Wis +0 half-level +5 trained)
- Religion +0 (+0 Int +0 half-level)
- Stealth +11 (+4 Dex +0 half-level +2 Racial +5 trained)
- Streetwise +2 (+2 Cha +0 half-level)
- Thievery +4 (+4 Dex +0 half-level)
- Feats ==============================================================
- Agile Hunter [Ranger]
- Prerequisites: Dex 15, ranger, Hunter’s Quarry
- class feature
- Benefit: When you score a critical hit with a melee
- attack against the target of your Hunter’s Quarry, you
- can shift as a free action, and the enemy takes a –2
- penalty on attack rolls against you until the end of
- your next turn.
- Quick Draw
- Prerequisite: Dex 13
- Benefit: You can draw a weapon (or an object
- stored in a belt pouch, bandolier, or similar container,
- such as a potion) as part of the same action used to
- attack with the weapon or use the object.
- You also gain a +2 feat bonus to initiative checks.
- Power Index ========================================================
- Check the box when the power is used.
- Clear the box when the power renews.
- At-Will Powers
- Fading Strike Ranger Attack 1
- You launch an attack against your foe and then back away for safety.
- At-Will + Martial, Weapon
- Standard Action Melee or Ranged weapon
- Target: One creature
- Attack: Dexterity vs. AC
- Hit: l[W] + Dexterity modifier damage, and you shift 2
- squares to a square that is not adjacent to the target.
- Level 21: 2[W] + Dexterity modifier damage.
- Hunter Fighting Style: When making an opportunity attack, you can use this power in place of a melee basic attack.
- Nimble Strike Ranger Attack 1
- You slink past your enemy’s guard to make your attack, or you
- make your attack and then withdraw to a more advantageous
- position.
- At-Will ✦ Martial,Weapon
- Standard Action Ranged weapon
- Target: One creature
- Special: Shift 1 square before or after you attack
- Attack: Dexterity vs. AC
- Hit: 1[W] + Dexterity modifier damage.
- Increase damage to 2[W] + Dexterity modifier at 21st level.
- Encounter Powers
- Skirmish Shot Ranger Attack 1
- You rush across the battlefield and then let off a devastating shot.
- Encounter. Martial, Weapon
- Standard Action Ranged weapon Effect: Before the attack, you move your speed.
- Target: One creature
- Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage.
- Daily powers
- Skirmishing Stance Ranger Attack 1
- You adopt a defensive. highly mobile combat stance. Your speed helps you catch opponents unprepared and inflict greater damage.
- Daily. Martial, Stance
- Minor Action
- Personal Effect: Until the stance ends, whenever you move at least
- 4 squares away from where you started your turn, you gain a +1 power bonus to AC and Reflex until the start of your next turn, and your next attack before the end of your next turn deals 1d8 extra damage.
- Utility powers
- [name] [ ]
- [effect]
- Equipment ==========================================================
- Adventurer's Kit
- Journeybread
- Crossbow (+2)
- 1d8 + 4
- Shortsword (+3)
- 1d6 + 2
- Amethyst Grape Amulet (Lucky Charm enchantment) (Level 4)
- +1 Magical Item
- Item Slot: Neck
- Enhancement: Fort, Ref, Will
- Power (Daily; No Action)
- Trigger: You miss with an attack or fail a
- skill check, ability check, or saving throw.
- Effect: Roll a d6 and add the result to the
- attack roll, skill check, skill check, ability check,
- or saving throw
- Coins and Other Wealth =============================================
- 1465 gold pieces
- Languages Known ====================================================
- Common, Draconic
- Rituals ============================================================
- [name]:
- [effect]
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