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This Character is played by dwightm
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Category: Character
Character Name: Aelonn Gender: Male, Race: Elf, Class: Ranger/Cleric hybrid Paragon Path: N/A, Epic Destiny: N/A Level: 2, XP 1200/2250 Height: 5’6”, Weight: 135 lbs, Size: M Alignment: Good, Deity: Sehanine Languages Known: Common, Elven
SENSES Initiative: +5 Speed: 7 Senses: Low-light vision Passive Insight: 14 (+1 kobolds) Passive Perception: 16
FINAL ABILITY SCORES - includes 1/2 level adjustment STR 14 (+3) CON 12 (+2) DEX 18 (+5) INT 9 (+0) WIS 16 (+4) CHA 10 (+1)
STARTING ABILITY SCORES STR 14 CON 12 DEX 16 [+2 racial] INT 9 WIS 14 [+2 racial] CHA 10
Hit Points: 29, Bloodied: 14, Surge Value: 7, Surges per day: 7
DEFENSES AC: 19 [10 +2 armor +5 DEX +2 (Battle Cleric)]
+2 vs opportunity attacks (Defensive Mobility) FORT: 13 [10 +3 STR +1 class] REF: 16 [10 +5 DEX +1 class] WILL: 15 [10 +4 WIS +1 class]
RACIAL FEATURES +2 DEX, +2 WIS (already added) +2 Nature, +2 Perception (already added) Elven Weapon Proficiency: Proficient with longbow and shortbow. Fey Origin: Your origin is fey, not natural. Group Awareness: Non-elf allies within 5 get +1 to Perception. Wild Step: Ignore difficult terrain when shifting (even when shifting multiple squares).
CLASS/PATH/DESTINY FEATURES
Archer Fighting Style: Gain Defensive Mobility as a bonus feat. Hunter’s Quarry (Hybrid): Minor action, designate nearest enemy you see as quarry; deal extra damage (1d8) to quarry once per round. Only works with ranger/ranger PP powers.
Prime Shot: If no allies are closer to the target than you, get +1 on ranged attacks against that target. Battle Cleric's Lore: +2 shield bonus to AC; proficiency with scale armor; cleric healing surge powers grant +2 attack bonus until end of my next turn Healing Word (Hybrid): Target can spend a healing surge and regain 1d6 additional hit points. Once per encounter.
SKILLS Acrobatics (DEX) +5 Arcana (INT) +0 Athletics (STR) +3 [+2 +5 trained] Bluff (CHA) +1 Craft (traps) +1 Diplomacy (CHA) +1 Dungeoneering (WIS) +4 Endurance (CON) +7 [+2 +5 trained] Heal (WIS) +9 [+4 +5 trained] History (INT) +0 Insight (WIS) +4 (+1 kobolds) Intimidate (CHA) +1 Nature (WIS) +11 [+4 +5 trained +2 racial] Perception (WIS) +6 [+4 +2 racial] Religion (INT) +0 Stealth (DEX) +10 [+5 +5 trained] Streetwise (CHA) +1 Thievery (DEX) +5
FEATS
BONUS: Defensive Mobility: +2 to AC against opportunity attacks L1: Lethal Hunter: Hunter’s Quarry dice increase to d8s. L2: Bow Expertise: +1 feat bonus to bow attacks; +1 to bow damage if target is not adjacent to any creature (both +2 at 11th, +3 21st level)
POWERS Conditional Effects: +1d8 to damage one per round (Hunter’s Quarry) - only applies to Ranger powers
+1 to ranged attack rolls if none of your allies are close to the target (Prime Shot)
Melee Basic Attack; STR vs AC, 1[W] + STR Ranged Basic Attack; DEX vs AC, 1[W] + DEX Hunter's Quarry (Minor Action) +1d8 dmg 1/rnd
Nimble Strike (Martial); DEX vs AC, 1[W] + DEX, shift 1 sq before or after attack Brand of the Moon (Divine); WIS vs AC, 1[W] + WIS cold and radiant, +2 power bonus to ST to all within 5 until start of next turn Twin Strike (Martial); STR or DEX vs AC two attacks, 1[W] per attack Elven Accuracy (Free Action); reroll an attack and use the 2nd result Evasive Strike (Martial); STR or DEX vs AC; 2[W] + STR or DEX, shift 4 sq before or after attack Healing Word (Minor Action); target in burst 5 can spend HS and gain 1d6 additional HP Bear Hunter’s Trap (Martial); STR or DEX vs AC; 2[W] + STR or DEX and 5 ongoing and slowed (save ends),Miss: Half damage and slowed until end of next turn Resurgent Strength (Divine); target in burst 3 can spend HS and gain +4 power bonus to damage for 1 turn
Melee Basic Attack (weapon) * At-Will (Standard Action) Range: Melee weapon, Target: One creature Attack: Strength vs. AC Hit: 1[W] + Str modifier damage. Longsword +6 vs AC, 1d8+2 damage, versatile Dagger +6 vs AC, 1d4+2 damage
Ranged Basic Attack (weapon) * At-Will (Standard Action) Range: Ranged weapon, Target: One creature Attack: Strength vs. AC Hit: 1[W] + Str modifier damage. Longbow: +8 attack vs AC, 1d10+4 damage, range 20/40 Dagger: +8 attack vs AC, 1d4+4 damage, range 5/10
Ranger Feature Hunter's Quarry * At-Will (Minor Action) - Hybrid Effect: 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. 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 attain 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. (Hybrid) This class feature functions as the ranger class feature, except that you can deal the extra damage only when you hit your quarry with a ranger power or a ranger paragon path power
Level Hunter’s Quarry Extra Damage 1-10 +1d8 11-20 +2d8 21-30 +3d8
Ranger Attack 1 Nimble Strike (Martial, Weapon) * At-Will (Standard Action) Range: Ranged weapon, Target: One creature Special: Shift 1 square before or after you attack. Attack: Dexterity vs. AC Hit: 1[W] + Dex modifier damage. Longbow: +6 vs AC, 1d10+4, range 20/40 Dagger: +7 vs AC, 1d4+4, range 5/10
Ranger Attack 1 Twin Strike (Martial, Weapon) * At-Will (Standard Action) Range: Melee or Ranged weapon, Target: One or two creatures Requirement: You must be wielding two melee weapons or a ranged weapon Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged), two attacks Hit: 1[W] damage. Longsword: +6 vs AC; 1d8 per attack, versatile Dagger (melee): +6 vs AC, 1d4 per attack Longbow: +8 vs AC, 1d10 per attack, range 20/40 Dagger (thrown): +8 vs AC, 1d4 per attack, range 5/10
Cleric Attack 1 Brand of the Moon(Cold, Divine, Radiant, Weapon) * At-Will (Standard Action) Range: Melee weapon, Target: One creature Attack: Wisdom vs. AC (melee) Hit: 1[W] + Wis modifier cold and radiant damage. Effct: Until the start of your next turn, you and each ally within 5 squares of you gain a +2 power bonus to saving throws. Longsword: +7 vs AC; 1d8+3 per attack, versatile Dagger: +7 vs AC, 1d4+3 per attack
Elf Racial Power Elven Accuracy * Encounter (Free Action) Range: Personal Trigger: You make an attack roll and dislike the result. Effect: Reroll the attack roll. Use the second roll even if it’s lower.
Ranger Attack 1 Evasive Strike (Martial, Weapon) * Encounter (Standard Action) Range: Melee or Ranged weapon, Target: One creature Special: You can shift a number of squares equal to 1 + your Wis modifier (+3) either before or after the attack. Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged) Hit: 2[W] + Str modifier damage (melee) or 2[W] + Dex modifier damage (ranged) Longsword: +6 vs AC, 2d8+2, versatile Dagger (melee): +6 vs AC, 2d4+2 Longbow: +8 vs AC, 2d10+4, range 20/40 Dagger (thrown): +8 vs AC, 2d4+4, range 5/10
Cleric Utility 1 Healing Word (Healing) * Encounter (Minor Action) Range: Close burst 5 (10 at 11th level, 15 at 21st level), Target: You or one ally in the burst Effect: The target can spend a healing surge and regain 1d6 additional hit points.
Ranger Attack 1 Hunter’s Bear Trap (Martial, Weapon) * Daily (Standard Action) Range: Melee or Ranged weapon, Target: One creature Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged) Hit: 2[W] + Str modifier damage (melee) or 2[W] + Dex modifier damage (ranged) and the target is slowed and takes ongoing 5 damage (save ends both). Miss: Half damage, no ongoing damage, and the target is slowed until end of your next turn. Longsword: +6 vs AC, 2d8+2, versatile Dagger: +6 vs AC, 2d4+2 Longbow: +8 vs AC, 2d10+4, range 20/40 Dagger (thrown): +8 vs AC, 2d4+4, range 5/10
Cleric Utility 2 Resurgent Strength (Divine, Healing) * Daily (Minor Action) Range: Close burst 3, Target: You or one ally in the burst Effect: The target can spend a healing surge. In addition, the target gains a +4 power bonus to damage rolls until the end of your next turn.
EQUIPMENT Leather armor Longbow Arrows (60) Longsword Daggers (5) Climber’s Kit - grappling hook, small hammer, 10 pitons Standard Adventurer’s Kit - backpack, bedroll, flint & steel, belt pouch, 2 sunrods, 10 days rations, 50' hempen rope, waterskin
21 GP
BACKGROUND An elf raised by humans, Aelonn has always been a bit of an outsider. Rather than working alongside his adopted cousins on the family farm, he preferred to vanish into the surrounding scrubland with a bow and a knife returning with whatever game happened across his path. After his adopted father passed away, he felt no remaining ties to the farming life, so he took his bow and knives, along with his father’s sword (from a previous life of armed service) and journeyed to the city of Cauldron, thinking he could perhaps gain some military training to complement his natural hunting abilities. He also hopes to discover more links to his people the elves, and possibly discover how he ended up so far from home. He is very unassuming, the type of person you wouldn’t give a second glance. He usually hides his ears beneath a hood to avoid being noticed and singled out. He doesn’t talk much, preferring to silently take in all that is going on around him. 1. Why you are in Cauldron – looking for a job, either as a soldier/archer or a hunter. Also hoping some traders there might have information about distant elf realms that he can use to start researching his past. 2. Contact and how you know them – probably knows a local merchant trader with whom his family did business. Since he was not the primary deal maker for the family, he does not know this person very well. 3. Nemesis and why you are at odds – none yet, although if he discovers some sinister reason he was raised by humans instead of his own kind, something may arise. 4. Why you chose your class – always been a skilled hunter and comfortable in the woods 5. Character’s 5 year plan – Travel and visit elven settlements, find out as much about his past as possible, including finding his birth family if they are still alive. 6. Equipment wish list items a. Darkleaf leather armor/Elven battle leather armor b. Magic bow (any) c. Handy haversack (saw a traveling merchant with one once and thought it was the coolest thing evar)
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