Tuesday, July 30, 2013

Anadoire of Niah - Female Elf Ranger, Level 1, Alignment: Nuetral Good






Strength


















12


















(+1)
Constitution 14 (+2)
Dexterity 18 (+4)
Intelligence 13 (+1)
Wisdom 15 (+2)
Charisma 12 (+1)


















           Height:


















5' 9"
          Weight: 155 lb
           Skin: Tan
           Eyes: Hazel
           Hair: Green Wavy

Languages: Common; Elven
 Maximum Hit Points: 26
    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
Normal Load:
Heavy Load:
Maximum Drag Load
120 lb.
240 lb.
600 lb.



Skills:
Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
43 lb. or less
44-86 lb.
87-130 lb.
130 lb.
260 lb.
650 lb.
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]
  Attacks:
    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:
      Quickdraw
    At-Will:
      Melee Basic Attack: By weapon, damage 1[W]+1 [strength bonus] [standard action]
      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]
      Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
      Other Move Actions: Crawl; Run [speed 9]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action)
      Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight)
      Other Immediate Actions: Readied action
      Other Opportunity Actions: Opportunity attack
      Other Free Actions: Drop held items; End a grab; Talk
      Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
      Short rest: Healing surges as available
      Five minutes: Normal escape from restraints (Acrobatics)
      One hour: Forage; Streetwise check


    Encounter Powers:
      Second Wind
      Spend an Action Point [free action, not in surprise round]
      Elven Accuracy [Elf][free action]
      Evasive Strike [Level 1]
    Daily Powers:
      Sudden Strike [Level 1]
    Elf
    • +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)
    Ranger
    • 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.
    Anadoir of Niah's Equipment:
      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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