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This Character is played by psypher
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Category: Character
====== Created Using Wizards of the Coast D&D Character Builder ====== Aulych, level 4, Experience: 4600/5500 Elf, Ranger Build: Archer Ranger Fighting Style: Archer Fighting Style Ranger: Prime Shot Background: Scion of an Ancient Bloodline Initiative: +7
FINAL ABILITY SCORES Str 14, Con 11, Dex 21, Int 12, Wis 11, Cha 8.
STARTING ABILITY SCORES Str 14, Con 10, Dex 18, Int 10, Wis 11, Cha 8.
AC: 20 Fort: 15 Reflex: 18 Will: 12 HP: 38 Surges: 6 Surge Value: 9
TRAINED SKILLS History +8, Acrobatics +11, Stealth +11, Endurance +6, Perception +10
UNTRAINED SKILLS Arcana +3, Bluff +1, Diplomacy +1, Dungeoneering +2, Heal +2, Insight +2, Intimidate +1, Nature +4, Religion +3, Streetwise +1, Thievery +6, Athletics +3
FEATS Level 1: Agile Hunter - shift as a free action after scoring a crit Level 2: Lethal Hunter - hunters quarry damage increased to d8 Level 4: Alertness - cannot be surprised, +2 to perception
POWERS Ranger at-will 1: Nimble Strike Ranger at-will 1: Twin Strike Ranger encounter 1: Evasive Strike Ranger daily 1: Split the Tree Ranger utility 2: Far Sight
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 : +1d8 11th–20th : +2d8 21st–30th : +3d8
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. Longsword: +8(+3 proficentcy, +1/2 level, +2 strength, +1 enchantment) attack, 1d8+3 damage Longbow: +10(+2 proficentcy, +1/2 level, +5 Dexterity, +1 gogles of accuacy) attack, 1d10+0 damage ADDITIONAL EFFECTS +1d8 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.
Nimble Strike Martial, Weapon Ranged weapon RANGE 8 ATTACK One creature TARGET * vs AC DEFENSE Special: Shift 1 square before or after you attack. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+5) damage. Increase damage to 2[W] + Dexterity modifier (+5) at 21st level. Longbow: +10(+2 proficentcy, +1/2 level, +5 Dexterity, +1 gogles of accuacy) attack, 1d10+5 damage ADDITIONAL EFFECTS +1d8 to damage once per round (Hunter's Quarry) +1 to 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.
Evasive Strike KEYWORDS Martial, Weapon melee or Ranged weapon RANGE 8 ATTACK One creature TARGET * vs AC DEFENSE Special: You can shift a number of squares equal to 1 + your Wisdom modifier (+1) either before or after the attack. Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged) Hit: 2[W] + Strength modifier (+2) damage (melee) or 2[W] + Dexterity modifier (+5) + Perfect shot item bounus(+2) damage (ranged). Longbow: +10(+2 proficentcy, +1/2 level, +5 Dexterity, +1 gogles of accuacy) attack, 2d10+7 damage ADDITIONAL EFFECTS +1d8 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target - Prime Shot.
Far Sight Minor ACTION Personal RANGE AT-WILL ENCOUNTER DAILY Effect: Until the end of your next turn, your ranged weapon attack rolls take no penalty from long range, and they ignore cover and concealment, but not superior cover or total concealment.
Thundertusk Boar Strike
Standard ACTION Melee or Ranged weapon RANGE 8 ATTACK One or two creatures TARGET * vs AC DEFENSE Requirement: You must be wielding two melee weapons or a ranged weapon. Attack: Strength vs. AC (melee; main weapon and offhand weapon) or Dexterity vs. AC (ranged), two attacks Hit: 1[W] + Strength modifier (+2) damage (melee) or 1[W] + Dexterity modifier (+5) + Perfect shot item bounus(+2) damage (ranged) per attack. With each hit, you push the target 1 square. If both attacks hit the same target, you push the target a number of squares equal to 1 + your Wisdom modifier (+1). Longbow: +10(+2 proficentcy, +1/2 level, +5 Dexterity, +1 gogles of accuacy) attack, 1d10+7 damage ADDITIONAL EFFECTS +1d8 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target - Prime Shot.
DAILY POWER
Split the Tree
Martial, Weapon Standard Ranged weapon RANGE 8 ATTACK Two creatures within 3 squares of each other TARGET +10 vs AC DEFENSE Attack: Dexterity vs. AC. Make two attack rolls,take the higher result, and apply it to both targets. Hit: 2[W] + Dexterity modifier (+5) damage. Longbow: +10(+2 proficentcy, +1/2 level, +5 Dexterity, +1 gogles of accuacy) attack, 2d10+5 damage ADDITIONAL EFFECTS +1d8 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target - Prime Shot.
ITEMS Hide Armor, Longbow (10 vs AC 1d10+5), Longsword (2), Adventurers Kit, Arrows (30)
MAGIC ITEMS
Goggles of Accuracy Though these leather goggles have dark eye pieces, they sharpen your sight when making ranged attacks. Level: 2 Price: 520 gp Item Slot: Head Property: Gain a +1 item bonus to ranged attack rolls.
Enchanted red dragon Hide / leather armor level: 4 cost: 840gp Property: Resist 5 fire. Power (daily*fire): Immediate reaction. Use this power when you are struck by a melee attack. deal 1d6 fire damage per plus of the armor, and the attacker is pushed 2 squares.
Boots of Stealth level: 4 cost 680gp Property: Gain a +2 item bonus to Stealth Checks.
Bracers of the Perfect Shot (version 2) level: 3 cost: 680gp Item slot: arms Property: When you hit with a ranged encounter power, you gain a +2 item bonus to the damage roll.
Intensifying Longsword Level: 4 Cost: 840gp Critical: +1d6 damage per plus or +1d10 damage per plus on attacks that deal ongoing damage. Enhancement: +1 attack rolls and damage rolls Property: When you use this weapon to hit with an attack that deals ongoing damage, the ongoing damage increases by an amount equal to the weapon's bonus.
Background
Born to family in exile, Aulych knew only the forest in his youth. Despite his pleas, his family spoke little of their past, nudging him on his way out of the forest. He learned quickly to value his wild smarts and to keep a close ear to the road, letting it take him wherever it may.
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