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Swift (Topic #30502)

Loudwater (#30420) > Characters (#30560) > Swift

Loudwater

Loudwater has problems who has the gumption to help. In a land of adventure war will soon come to this small town. Hero's will be needed.


MAPS

North-East Realms
Map to Many-Arrows
Mud map



COMBAT MAP



Important Quest Information

Map From Telescope
Wanted Poster


NPC's Of Note

Lady Moonfire and Captain Harrowleaf
Regent Kumar
Dantar Half brother of Kumar
Vladia
Captain Vlodair
Netherese Trader


PLAYER CHARACTERS

Jack Bright
Merc
Ma'ilee
Kavaki Grund
Aulych
Swift
Klunk Halflingson


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This Character is played by Noki
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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Noki
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Courageous Warrior
2/6/2010 8:53:30 AM
PostID: 335277
Testing.
Swift`s Theme Music

  This post last edited on 11/12/2010 9:50:21 AM   Like this post
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