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Languages: | Common; Elven |
- Bloodied: 13
Surge Value: 6
Surges / Day: 8 [includes constitution modifier]
Size: Medium
Speed: 7 squares
Vision: Low-light
Initiative: | 1d20 +6 | = + 4 [dexterity] + 2 [quick draw] |
Base Strength Attack: | 1d20 +1 | = + 1 [strength] |
Base Dexterity Attack: | 1d20 +4 | = + 4 [dexterity] |
Base Constitution Attack: | 1d20 +2 | = + 2 [constitution] |
Base Intelligence Attack: | 1d20 +1 | = + 1 [intelligence] |
Base Wisdom Attack: | 1d20 +2 | = + 2 [wisdom] |
Base Charisma Attack: | 1d20 +1 | = + 1 [charisma] |
Armor Class: | 18 | = 10 + 4 [dexterity] + 4 [Hide +1] |
Fortitude Defense: | 13 | = 10 + 1 [ranger] + 2 [constitution] |
Reflex Defense: | 15 | = 10 + 1 [ranger] + 4 [dexterity] |
Will Defense: | 12 | = 10 + 2 [wisdom] |
*Please note:
If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 1 characters get +0 on attack/damage (0d6 extra damage on a critical hit) and +0 on all defenses. These bonuses do not stack with magic items.
Armor: Hide +1 (25 lb)
Shield: None
Encumberance 4e
Skills: | Encumberance 3.5
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Acrobatics: | +8 | = 4 [dexterity] +5 [class training]-1 [armor] |
Arcana: | +1 | = 1 [intelligence] |
Athletics: | +0 | = 1 [strength] -1 [armor] |
Bluff: | +1 | = 1 [charisma] |
Diplomacy: | +1 | = 1 [charisma] |
Dungeoneering: | +7 | = 2 [wisdom] +5 [class training] |
Endurance: | +1 | = 2 [constitution] -1 [armor] |
Heal: | +2 | = 2 [wisdom] |
History: | +1 | = 1 [intelligence] |
Insight: | +2 | = 2 [wisdom] |
Intimidate: | +1 | = 1 [charisma] |
Nature: | +9 | = 2 [wisdom] + 2 [Elf] +5 [class training] |
Perception: | +9 | = 2 [wisdom] + 2 [Elf] +5 [class training] |
Religion: | +1 | = 1 [intelligence] |
Stealth: | +8 | = 4 [dexterity] +5 [class training]-1 [armor] |
Streetwise: | +1 | = 1 [charisma] |
Thievery: | +3 | = 4 [dexterity] -1 [armor] |
- Unarmed Melee: +1 [base strength attack] vs AC; damage 1[W]=1d4+1 [strength bonus]
Quarterstaff: +3 vs AC [+1 strength attack] [+2 proficiency]; damage 1[W]=1d8+1 [strength bonus] 4 lb (Staff)
Short sword: +4 vs AC [+1 strength attack] [+3 proficiency]; damage 1[W]=1d6+1 [strength bonus] 2 lb (Light blade) Usable Off-hand
Longbow: +6 vs AC [+4 dexterity attack] [+2 proficiency]; damage 1[W]=1d10+4 [dexterity bonus] range 20/40 3 lb (Bow) Load free
Hit and Run +1w [base strength attack] vs AC
Twin Strike +1w [base strength attack] vs AC
Twin Strike +4w [base dexterity attack] vs AC
Evasive Strike (melee) +1w [base strength attack] vs AC
Evasive Strike (ranged) +4w [base dexterity attack] vs AC
Sudden Strike +1w [base strength attack] vs AC
Base Saving throw: d20 vs 10
Feats:
Ranged Basic Attack: By weapon, damage 1[W]+4 [dexterity bonus] [standard action] Bull Rush: +1 [base strength attack] vs fortitude [standard action] Grab: +1 [base strength attack] vs reflex [standard action] Move grabbed target: +1 [base strength attack] vs fortitude [standard action] Escape: +8 [acrobatics] vs reflex / +0 [athletics] vs fortitude [move action] Hunter's Quarry [Ranger][minor action] [see online revision] Hit and Run [Level 1] Twin Strike [Level 1]
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Encounter Powers:
- +2 Dexterity, +2 Intelligence or Wisdom (already included; you chose Wisdom.)
- +2 Nature, +2 Perception
- Elven Weapon Proficiency (longbow, shortbow)
- Fey Origin
- Group Awareness (allies within 5 squares get +1 on perception)
- Wild Step (ignore difficult terrain when shifting)
- Elven Accuracy (once/encounter, may reroll attack roll)
- This ranger chose the Prime Shot class feature.
- This ranger chose the archer style. This gives the equivalent of the defensive mobility feat [not listed above].
- Hunter's Quarry [see online revision] -- bonus damage 1d6 [minor action]
- Player's Handbook I rangers get base 6 healing surges but Heroes of the Forgotten Kingdoms rangers get 7. Perhaps your ranger should get an extra daily surge.
- Second Wind
Spend an Action Point [free action, not in surprise round]
Elven Accuracy [Elf][free action]
Evasive Strike [Level 1]
- Sudden Strike [Level 1]
34 lb 9 lb 2 lb 5 lb 1 lb 10 lb 10 lb 2 lb 4 lb _____ 77 lb |
Weapons / Armor / Shield (from above) Arrows (quiver of 30) x3 Backpack Bedroll Flint and steel Pouch (belt) x1 Rations (1 day) x10 Rope (50', hempen) Sunrods x2 Waterskins x1 Total |
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