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Player Name
Aelar
Character Name
3
Level
Ranger
Class Height Weight Paragon Path Epic Destiny Deity Adventuring Company Total XP
2.250 Unaligned
Alignment RPGA Number
Elf
Race
Medium
Size Age
Male
Gender
INITIATIVE
SCORE DEX 1/2 LVL MISC SCORE DEFENSE
DEFENSES
10 + ARMOR/ 1/2 LVL ABIL CLASS SCORE FEAT ENH MISC MISC
MOVEMENT
BASE ARMOR ITEM MISC
Initiative
19
CONDITIONAL MODIFIERS
AC
11
Speed
(Squares)
SPECIAL MOVEMENT
CONDITIONAL BONUSES
ABILITY SCORES
SCORE ABILITY ABIL MOD MOD + 1/2 LVL DEFENSE
SENSES
CLASS FEAT ENH MISC MISC SCORE PASSIVE SENSE BASE SKILL BONUS
13 13 20 8 16 11
STR Strength
Constitution
1 1 5 -1 3 0 HIT POINTS
2 2 6 0 4 1
13
FORT 11
14 23
10 + 10 +
4 13
CON
CONDITIONAL BONUSES
DEFENSE
Low-light Vision
17
REF
11
1
ABILITY: ATT BONUS CLASS FEAT ENH MISC MISC
ATTACK WORKSPACE
Ranged Basic Attack - Longbow
1/2 LVL ABIL CLASS PROF FEAT ENH MISC
CONDITIONAL BONUSES
DEFENSE
+ 10
ABILITY: ATT BONUS
5
CLASS
2
PROF
1
FEAT
1
ENH MISC
14
WILL 11
CONDITIONAL BONUSES
+ 6 ACTION POINTS
SURGES/DAY
MAX HP
BLOODIED
HEALING SURGES
SURGE VALUE
35
CURRENT HIT POINTS
17
1/2 HP
8
1/4 HP
7
CURRENT SURGE USES
Action Points
ACTION POINTS 1 2 3
DAMAGE WORKSPACE
ABILITY: DAMAGE
5
ABIL
1
FEAT
1
ENH MISC MISC
USED
Elven Weapon Proficiency - Proficiency with longbow and shortbow Fey Origin - You have the fey origin
1d6+2
1 BASIC ATTACKS
ATTACK
DEFENSE
WEAPON OR POWER
DAMAGE
Wild Step - Ignore difficult terrain when shifting Elven Accuracy - You have the elven accuracy power Group Awareness - Non-elf allies within 5 sq. gain +1 to Perception
10 6 3 7
vs vs vs vs
AC AC AC AC
SKILLS
BONUS SKILL NAME ABIL MOD + 1/2 LVL TRND (+5) ARMOR PENALTY MISC
FEATS
Defensive Mobility - +2 to AC against opportunity attacks Weapon Focus (Bow) - Gain +1 damage per tier with weapon attacks with Bows Bow Expertise - When using a bow: +1/2/3 (by tier) to attack, +1/2/3 (by tier) damage to one creature that isn't adjacent to other creatures
5 0 8 1 1 4 6 4 0 4 1 11 13 0 10 1 5
Aelar
Acrobatics Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery
DEX INT STR CHA CHA WIS CON WIS INT WIS CHA WIS WIS INT DEX CHA DEX
6 0 2 1 1
0 0 5 0 0
0 0 2 0 0
bonus feat. Hunter's Quarry - Minor action, designate nearest enemy you see as quarry; deal extra damage to quarry once per round. Prime Shot - If no allies are closer to target than you, get +1 on ranged attacks against that target.
LANGUAGES KNOWN
Primordial, Common, Elven
POWER INDEX
List your powers below. Check the box when the power is used. Clear the box when the power renews.
CHARACTER PORTRAIT
AT-WILL POWERS
Bull Rush Attack Grab Attack Opportunity Attack Hunter's Quarry Twin Strike Nimble Strike Body Equilibrium
WEAPON WEAPON WEAPON WEAPON ARMOR ARMS FEET HANDS
MAGIC ITEMS
ENCOUNTER POWERS
Second Wind Wind Fury Assault Two-Fanged Strike Disruptive Strike
HEAD NECK RING RING WAIST
PERSONALITY TRAITS
Nature's Fervor (level 3) Crimson Determination (heroic tier)
DAILY POWERS
Sure Shot
CHARACTER BACKGROUND
Silver Wind's Envoy I will free Silver Wind from her imprisonment. The storm is both herald and weapon of my mission.
OTHER EQUIPMENT
Hide Armor (E) Short sword Longbow (E) Waterskin (2) Torch (2) Survival Day (8) Sun balm Sack (2) Giant hair rope Flint and Steel Fire Kit Filter mask Desert Clothing
RITUALS / ALCHEMY
Aelar
Page 2
CHARACTER NAME
Aelar
PLAYER NAME
Skills 5 0 8 1 1 4 6 4 0 4 1 11 13 0 10 1 5 Acrobatics Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery DEX INT STR CHA CHA WIS CON WIS INT WIS CHA WIS WIS INT DEX CHA DEX
Action Point
ADDITIONAL EFFECTS
RACE
Elf
CLASS
Ranger
LEVEL
(Trained)
SCORE ABILITY
MOD
HP 35 Spd 7 Init +6
(Trained)
16 WIS +3 11 CHA +0
14
PLAY DATA
Passive Insight
23
ADDITIONAL EFFECTS
PLAY DATA
Second Wind
KEYWORDS USED
Grab Attack
KEYWORDS USED
Melee 1 RANGE
vs
Fort DEFENSE
vs
Reflex DEFENSE
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.
Attack: Strength vs. Fortitude Hit: You can push the target 1 square and then shift 1 square into the space it left. Unarmed: +3 attack
Requirement: You must have a hand free. Attack: Strength vs. Reflex Hit: You grab the target until the end of your next turn. You can end the grab as a free action. Sustain Minor: The grab persists until the end of your next turn. Unarmed: +3 attack
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
LEVEL
BOOK
PH
CLASS
LEVEL
BOOK
PH
CLASS
LEVEL
BOOK
PH
UTILITY POWER
AT-WILL POWER
AT-WILL POWER
Opportunity Attack
KEYWORDS USED
Hunter's Quarry
KEYWORDS USED
Twin Strike
KEYWORDS
Martial, Weapon
* *
USED
* Opportunity Action
Melee 1 RANGE
vs
AC DEFENSE
Trigger: An enemy that you can see either leaves a square adjacent to you or uses a ranged or an area power while adjacent to you. Effect: You make a melee basic attack against the target.
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 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 1st10th : +1d6 11th20th : +2d6 21st30th : +3d6
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. Longbow: +10 attack, 1d10+2 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS +1d6 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. +1 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise. +2 to damage rolls against bloodied targets - Crimson Determination (heroic tier). LEVEL
CLASS
LEVEL
BOOK
PH
CLASS
BOOK
PH
CLASS
Ranger
LEVEL
BOOK
PH
AT-WILL POWER
Aelar
AT-WILL POWER
Page 3
AT-WILL POWER
Nimble Strike
KEYWORDS
Body Equilibrium
USED KEYWORDS
Martial, Weapon
*
Elemental, Weapon
* *
USED
Move ACTION
Standard ACTION 10
AC DEFENSE
vs
AC DEFENSE
DEFENSE
TARGET
ATTACK
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 attack, 1d10+7 damage
Effect: You move your speed. During the move, you gain a +5 power bonus to Acrobatics checks to balance and do not sink when moving over soft or brittle terrain, such as dust, silt, mud, snow, or thin ice.
Effect: You can fly up to your speed. At any point during this movement, you can make the following attack. Attack: Primary ability vs. AC Hit: 1[W] + ability modifier damage, and you can slide the target 1 square. Level 11: 2[W] + ability modifier damage. Level 21: 3[W] + ability modifier damage. Longbow: +10 attack, 1d10+7 damage
ADDITIONAL EFFECTS +1d6 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. +1 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise. +2 to damage rolls against bloodied targets - Crimson Determination (heroic tier). CLASS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS +1d6 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. +1 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise. +2 to damage rolls against bloodied targets - Crimson Determination (heroic tier). LEVEL
Ranger
LEVEL
BOOK
PH
CLASS
BOOK
DSCS
CLASS
Windlord
LEVEL
BOOK
HOTEC
AT-WILL POWER
AT-WILL POWER
ENCOUNTER POWER
Two-Fanged Strike
KEYWORDS
Disruptive Strike
USED KEYWORDS
Sure Shot
USED KEYWORDS
Martial, Weapon
* *
Martial, Weapon
*
Martial, Weapon
*
USED
* Imm Interrupt
vs
AC DEFENSE
AC DEFENSE
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] + Strength modifier (+1) damage (melee) or 1[W] + Dexterity modifier (+5) damage (ranged) per attack. If both attacks hit, you deal extra damage equal to your Wisdom modifier (+3). Longbow: +10 attack, 1d10+7 damage
ADDITIONAL EFFECTS +1d6 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. +1 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise. +2 to damage rolls against bloodied targets - Crimson Determination (heroic tier). CLASS
Trigger: You or an ally is attacked by a creature Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged) Hit: 1[W] + Strength modifier (+1) damage (melee) or 1[W] + Dexterity modifier (+5) damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier (+3). Longbow: +10 attack, 1d10+7 damage
ADDITIONAL EFFECTS +1d6 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. +1 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise. +2 to damage rolls against bloodied targets - Crimson Determination (heroic tier). CLASS
Attack: Dexterity vs. AC. You can reroll the attack roll but must use the second result. Hit: 3[W] + Dexterity modifier (+5) damage. You can reroll each damage die once but must use the second result. Longbow: +10 attack, 3d10+7 damage
ADDITIONAL EFFECTS +1d6 to damage once per round (Hunter's Quarry) +1 to attack rolls if none of your allies are closer to the target - Prime Shot. +1 to damage rolls against a single creature that is not adjacent to any other creature - Bow Expertise. +2 to damage rolls against bloodied targets - Crimson Determination (heroic tier). CLASS
Ranger
LEVEL
BOOK
PH
Ranger
LEVEL
BOOK
PH
Ranger
LEVEL
BOOK
MP2
ENCOUNTER POWER
ENCOUNTER POWER
DAILY POWER
Second Wind
KEYWORDS USED
Elven Accuracy
KEYWORDS USED
Yield Ground
KEYWORDS
Martial
USED
Effect: Spend a healing surge and gain a +2 bonus to all defenses until the start of your next turn. Nature's Fervor (level 3): When you use your second wind, you can make a saving throw against one effect that a save can end.
Trigger: You make an attack roll and dislike the result. Effect: Reroll the attack roll. Use the second roll, even if it's lower.
Trigger: An enemy damages you with a melee attack Effect: You can shift a number of squares equal to your Wisdom modifier (+3). Gain a +2 power bonus to all defenses until the end of your next turn.
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
LEVEL
BOOK
PH
CLASS
Elf
LEVEL
BOOK
PH
CLASS
Ranger
LEVEL
BOOK
PH
UTILITY POWER
Aelar
UTILITY POWER
Page 4
UTILITY POWER
3
ENHANCEMENT
PROPERTIES
Divine Boon
TYPE
PROPERTIES
4
ENHANCEMENT LEVEL
Legendary Boon
TYPE
LEVEL
When you use your second wind, you can make a saving throw against one effect that a save can end.
AT-WILL
POWER
ENCOUNTER
DAILY
AT-WILL
POWER
ENCOUNTER
DAILY
Utility Power (Daily * Healing):: Free Action. Trigger: You drop an enemy to 0 hit points. Effect: You can spend a healing surge or regain the use of an expended encounter attack power. If the enemy was aberrant or undead, you can do both. Rarity: Uncommon
Rarity: Uncommon
ITEM SLOT
WEIGHT
PRICE
680
BOOK
Dragon 412
ITEM SLOT
WEIGHT
PRICE
840
BOOK
Dragon 393
MAGIC ITEM
MAGIC ITEM
Aelar
Page 5