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This Character is played by Noki
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Category: Character 28pt build
Although Eladrin, Swift knows nothing of the feywild. He spent all his life among elves. Some say his parents abandoned him, others say they died. Whatever the reason, he has been an orphan for as long as he can remember. The people arround him were very friendly, but they never accepted him completely. He grew up in the orphanage , where all the other children were elves, and as it goes in such an environment, they didn`t show any signs of friendship. This is how he became a ranger. He liked the wildernes and the solitude. There he found his peace. Although he didn`t actually love his community, he was thankfull for the fact that they spared his life and let him grow up, and they were the only family he knows. Birth mark of a starling bird rising into flight on the small of his back.
====== Created Using Wizards of the Coast D&D Character Builder ====== Swift, level 4 Eladrin, Ranger Build: Two-Blade Ranger Fighting Style: Two-Blade Fighting Style Background: Eladrin - Estranged Fey (+2 to Endurance) XP - 4800 FINAL ABILITY SCORES Str 19, Con 13, Dex 18, Int 10, Wis 14, Cha 10.
STARTING ABILITY SCORES Str 18, Con 13, Dex 15, Int 8, Wis 14, Cha 10.
Init: 8; Speed: 6; Passive Insight: 14; Passive Perception: 19 AC: 21 Fort: 18 Reflex: 19 Will: 16 HP: 45 Surges: 7 Surge Value: 11
Languages Known: Common, Elven.
TRAINED SKILLS Endurance +9, Nature +9, Acrobatics +10, Athletics +10, Perception +9, Stealth +10, Thievery +10
UNTRAINED SKILLS Arcana +4, Bluff +2, Diplomacy +2, Dungeoneering +4, Heal +4, History +4, Insight +4, Intimidate +2, Religion +2, Streetwise +2
FEATS Level 1: Quick Draw Level 2: Lethal Hunter retrained to Shadow Initiate Level 4: Twilight Phantom Step
POWERS
Assassin at-will: Assassins Shroud: Free Action; Effect: You subject the target to your shroud. If any of your shrouds are already on the target, you subject it to an additional shroud, up to a maximum of four. The shrouds last until you use this power against a different enemy or until the end of the encounter. Before you make an attack roll against the target, you choose to invoke either all your shrouds on it or none of them. If you invoke your shrouds, the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all your shrouds then vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack's damage, if any. Level 11: 1d6 + 3 damage per shroud. Level 21: 1d6 + 6 damage per shroud. Special: You can use this power only on your turn and only once per turn. You can use it no more than twice each encounter.
Ranger at-will: Hunter's Quarry: Minor Action; You can designate the nearest enemy to you that you can see as your quarry. Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. 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. If you have dealt Hunter's Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn. 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
Ranger at-will 1:
Shield of Blades - Retrained; Hit and Run Standard Action; Martial, Weapon; Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+4) damage. Increase damage to 2[W] + Strength modifier (+4) at 21st level. Effect: If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an opportunity attack from the target. Harmony Blade Longsword +1: +10 attack, 1d8+5 damage. Rhythm Blade Rapier: +10 attack, 1d8+5 damage. ADDITIONAL EFFECTS +1d6 to damage once per round (Hunter's Quarry)
Ranger at-will 1: Twin Strike: Standard Action; Martial, Weapon; Requirement: You must be wielding two melee weapons or a ranged weapon. Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks Hit: 1[W] damage per attack. Increase damage to 2[W] at 21st level. Harmony Blade Longsword +1: +10 attack, 1d8+1 damage Rhythm Blade Rapier: +10 attack, 1d8+1 damage Longbow: +8 attack, 1d10+0 damage ADDITIONAL EFFECTS +1d6 to damage once per round (Hunter's Quarry) +1 to ranged attack rolls if none of your allies are closer to the target - Prime Shot.
Encounter: Second Wind: Standard Action; Personal; Effect: You spend a healing surge and regain 8 hit points. You gain a +2 bonus to all defenses until the start of your next turn.
Eladrin encounter: Fey Step: Move Action; Personal; Effect: Teleport up to 5 squares. Special: Increase fey step distance by 5squares if you end adjacent to assassin's shroud target
Ranger encounter 1: Two-Fanged Strike: Standard Action; Martial, Weapon; Requirement: You must be wielding two melee weapons or a ranged weapon. Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks Hit: 1[W] + Strength modifier (+4) damage (melee) or 1[W] + Dexterity modifier (+3) damage (ranged) per attack. If both attacks hit, you deal extra damage equal to your Wisdom modifier (+2). Harmony Blade Longsword +1: +10 attack, 1d8+5 damage Rhythm Blade Rapier: +10 attack, 1d8+5 damage Longbow: +8 attack, 1d10+4 damage ADDITIONAL EFFECTS +1d6 to damage once per round (Hunter's Quarry) +1 to ranged attack rolls if none of your allies are closer to the target - Prime Shot.
Ranger daily 1: Jaws of the Wolf Standard Action; Martial, Weapon; Requirement: You must be wielding two melee weapons. Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks Hit: 2[W] + Strength modifier (+4) damage per attack. Miss: Half damage per attack. Harmony Blade Longsword +1: +10 attack, 2d8+5 damage Rhythm Blade Rapier: +10 attack, 2d8+5 damage ADDITIONAL EFFECTS +1d6 to damage once per round (Hunter's Quarry)
Ranger utility 2: Yield Ground Immediate Reaction; Encounter; Martial; Trigger: An enemy damages you with a melee attack Effect: You can shift a number of squares equal to your Wisdom modifier (+2). Gain a +2 power bonus to all defenses until the end of your next turn.
Ranger Encounter 3: Leonine Surge: Standard Action; Martial, Weapon; Requirement: You must be wielding two melee weapons. Attack: Strength vs. AC, two attacks Hit: 1[W] + Strength modifier (+4) damage per attack. If both attacks hit, the target is knocked prone and takes extra damage equal to your Wisdom modifier (+2). If both attacks miss, you grant combat advantage to all enemies until the start of your next turn. Harmony Blade Longsword +1: +10 attack, 1d8+5 damage Rhythm Blade Rapier: +10 attack, 1d8+5 damage ADDITIONAL EFFECTS +1d6 to damage once per round (Hunter's Quarry)
ITEMS Hide Armor, Longsword (2), Adventurer's Kit, Longbow, Arrows (30)
MAGIC ITEMS: Red Dragon Hide Level: 4 Armor: Hide Enhancement: +1 Property: Resist 5 fire. Power (daily*fire): Imidiate reaction. Use this power when you are struck by a melee attack. deal 1d6 fire damage per plus of the armoour, and the attacker is pushed one square and knocked prone.
Harmony Blade Longsword +1 Level: 4 Item Set: Blade Dancers Regalia Weapon heavey blade (long sword, dmg 1d8) Enchantment: Attack and Damage rolls Critical: +1d6 Damage, and you make a basic attack with your off hand weapon. Property: When you hit an enemy with both this weapon and your ofhand weapon during the same turn, that enemy takes a -2 penalty to attack rolls against you untill the end of your next turn.
Rhythm Blade Rapier Level: 3 Item Set: Blade Dancers Regalia Weapon: Light Blade Critical: +1d6 per plus Enhancement: +1 attack rolls and damage rolls Property: While you wield this weapon in your off-hand, your shield bonus to your AC and Reflex increases by 1
Bracers of Enforced Regret (heroic level) Level: 2 Item Set: Blade Dancers Regalia Item Slot: Arms Property: While you are marked, you gain a +2 bonus to attack rolls and damage rolls against the enemy that marked you.
Baffling Cape Level: 3 Item Set: Blade Dancers Regalia Price: 680 Item Slot: Neck Enhancement: +1 Fortitude, Reflex and Will Property (Daily * Teleportation): Immediate Reaction. Trigger: An enemy adjacent to you misses you with a melee attack. Effect: Swap positions with the triggering enemy
Blade Dancers Regalia 2 items or more: You gain a bonus to AC against opportunity attacks equal to the number of items you have from this set (Swift has 4) 5 items: You can use your hunter`s quarry class feature as a free action instead of a minor action.
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