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Ability Score Modifier Defense Value
Strength 18 +5 Fortitude 16
Constitution 10 +1 Reflex 15
Dexterity 16 +4 Will 14
Intelligence 10 +1 AC 16
Wisdom 16 +4 Insight 14
Charisma 10 +1 Perception 21
XP: 1005 Health: 32 (bloodied @ 16) Healing Surges: 6 heals 8 health
Elf Racial Traits
Move 7, Medium, Low-light Vision Abilities: +2 Dexterity, +2 Wisdom Languages: Common, Elven Skill Bonuses: +2 Nature, +2 Perception Elf Weapon Proficiency: Longbow and Shortbow Fey Origin: Considered a fey. Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks. Wild Step: You ignore difficult terrain when you shift.
Elven Accuracy: Encounter Elf Racial Power | |
Free Action Personal | |
Effect: Reroll an attack roll. Use the second roll, even
if it’s lower. |
Ranger Class Features
Armor: Cloth, leather, hide Weapon: Simple melee, military melee, simple ranged, military ranged. Defense: +1 Fortitude, +1 Reflex Starting Health: 12 + Constitution Health per Level: 5 Healing Surges: 6 + Constitution modifier Two-blade Ranger: Wield a one-handed weapon in your off hand, gain Toughness as a bonus feat. Hunter's Quarry: Once per turn as a minor action, you can designate the
enemy nearest to you as your quarry. Once per round, you deal extra damage to your quarry. +1d6 (per tier)
Prime Shot: If none of your allies are nearer to your target than
you are, you receive a +1 bonus to ranged attack rolls against that target.
Trained Skills
Athletics (Str) 9, Heal (Wis) 9, Nature (Wis) 11, Perception (Wis) 11, Stealth (Dex) 8
Feats
Power Attack: Take a -2 penalty to the attack roll, get +2/+3 bonus to the damage roll. (one-handed/two-handed) Powerful Charge: When you charge, you gain a +2 bonus to damage and a +2 bonus to bull rush attempts. Toughness (Class): gain 5 HP
Equipment Hide Armor (+3 AC, 30 g) Spear (+2 AB, 1d8, Versatile, 5 gp) Longsword (+3 AB, 1d8, Versatile, 15 gp) (off-hand) Longbow (+2 AB, 1d10, Load Free, 30 gp) Standard adventurer's kit 15 gp 33 lbs *lost rope Ten Flasks (empty) 3 sp Climber's Kit 2gp 11 lb. Arrows (60) 2gp 3lb.
Attack mods
Spear +2 AB, 1d8/1d10 Longsword +3 AB, 1d8/1d10 Longbow +2 AB, 1d10 Power Attack -2 AB, +2 Powerful Charge +2 to damage or bull rush
At-Will Powers
Melee Basic Attack: Weapon Basic Attack | |
Standard Action Melee weapon
Target: One creature Attack: Strength vs. AC | |
Hit: 1[W] + Strength modifier damage. | |
Increase damage to 2[W] + Strength modifier at 21st level. | |
Special: You can use an unarmed attack as a
weapon to make a melee basic attack. |
Ranged Basic Attack: Weapon Basic Attack | |
Standard Action Ranged weapon
Target: One creature Attack: Dexterity vs. AC | |
Hit: 1[W] + Dexterity modifier damage. | |
Increase damage to 2[W] + Dexterity modifier at 21st level. | |
Special: Weapons with the heavy thrown property
(see page 216) use Strength instead of Dexterity for attack rolls and damage rolls. |
Hit and Run: Martial, Weapon Ranger Attack 1 | |
Standard Action Melee weapon
Target: One creature Attack: Strength vs AC | |
Hit: 1[W] + Strength modifier damage | |
Increase damage to 2[W] + Strength modifier 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. |
Twin Strike: Martial, Weapon Ranger Attack 1 | |
Standard Action Melee or Ranged weapon
Target: One or two creatures 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. |
Encounter Powers
Dire Wolverine Strike: Martial, Weapon Ranger Attack 1 | |
Standard Action Close burst 1
Requirement: You must be wielding two melee weapons. Target: Each enemy in burst you can see Attack: Strength vs. AC | |
Hit: 1[W] + Strength modifier damage. |
Daily Powers
Hunter's Bear Trap: Martial, Weapon Ranger Attack 1 | |
Standard Action Melee or Ranged weapon
Target: One creature Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged) | |
Hit: 2[W] + Strength modifier damage (melee) or 2[W] +
Dexterity 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 the end of your next turn. |
Utility Powers
Crucial Advice: Martial Ranger Utility 2 | |
Immediate Reaction Ranged 5
Trigger: An ally within range that you can see or hear makes a skill check using a skill in which you’re trained. | |
Effect: Grant the ally the ability to reroll the skill check,
with a power bonus equal to your Wisdom modifier. |
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