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Rated: E · Appendix · Other · #2237695
Wilden Ranger
Male Wilden Ranger
Level 1
Good (Chaotic)
Strength 12 (+1)
Constitution 11 (+0)
Dexterity 16 (+3)
Intelligence 16 (+3)
Wisdom 14 (+2)
Charisma 14 (+2)
Height: 5' 9"
Weight: 150 lb
Skin: Pale
Eyes: Red
Hair: White Straight; Beardless
Maximum Hit Points: 28 [includes toughness]

Bloodied: 14
Surge Value: 7
Surges / Day: 6

Size: Medium
Speed: 6 squares
Vision: Low-light

Initiative: 1d20 +3 = + 3 [dexterity]
Base Strength Attack: 1d20 +1 = + 1 [strength]
Base Dexterity Attack: 1d20 +3 = + 3 [dexterity]
Base Constitution Attack: 1d20 +0 = + 0 [constitution]
Base Intelligence Attack: 1d20 +3 = + 3 [intelligence]
Base Wisdom Attack: 1d20 +2 = + 2 [wisdom]
Base Charisma Attack: 1d20 +2 = + 2 [charisma]

Armor Class: 16 = 10 + 3 [intelligence] + 3 [Hide)]
Fortitude Defense: 13 = 10 + 1 [wilden choice] + 1 [ranger] + 1 [strength]
Reflex Defense: 14 = 10 + 1 [ranger] + 3 [dexterity]
Will Defense: 12 = 10 + 2 [wisdom]

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) (25 lb)

Shield: None

Unarmed Melee: +1 [base strength attack] vs AC; damage 1[W]=1d4+1 [strength bonus]
Greatsword: +4 vs AC [+1 strength attack] [+3 proficiency]; damage 1[W]=1d10+1 [strength bonus] 8 lb (Heavy blade)
Careful Attack [melee] [see online revision] +1w [base strength attack] vs AC
Careful Attack [ranged] [see online revision] +3w [base dexterity attack] vs AC
Hit and Run +1w [base strength attack] vs AC
You embed both of your weapons in your foe and use them as grips to swing that foe around to a new position.
Encounter ♦ Martial, Weapon Standard Action Melee weapon
Requirement: You must be wielding two melee weapons. Target: One creature
Attack: Strength vs. AC. Make the attack twice, once with your main weapon and once with your off-hand weapon.
Hit: 1 [W] + Strength modifier damage, and you slide the target 1 square to a square adjacent to you. If both attacks hit, the second slide increases to 3 square
Hunter's Beartrap (melee) +1w [base strength attack] vs dexterity
Hunter's Beartrap (ranged) +3w [base dexterity attack] vs AC
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
Base Saving throw: d20 vs 10
Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
120 lb.
240 lb.
600 lb.

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.

Languages: Common; Elven;

Rituals Known:


Acrobatics: +7 = 3 [dexterity] +5 [class training]-1 [armor]
Arcana: +3 = 3 [intelligence]
Athletics: +5 = 1 [strength] +5 [class training]-1 [armor]
Bluff: +2 = 2 [charisma]
Diplomacy: +2 = 2 [charisma]
Dungeoneering: +7 = 2 [wisdom] +5 [class training]
Endurance: +4 = 0 [constitution] +5 [class training]-1 [armor]
Heal: +7 = 2 [wisdom] +5 [class training]
History: +3 = 3 [intelligence]
Insight: +2 = 2 [wisdom]
Intimidate: +2 = 2 [charisma]
Nature: +4 = 2 [wisdom] + 2 [Wilden]
Perception: +4 = 2 [wisdom] + 2 [alertness]
Religion: +3 = 3 [intelligence]
Stealth: +4 = 3 [dexterity] + 2 [Wilden] -1 [armor]
Streetwise: +2 = 2 [charisma]
Thievery: +2 = 3 [dexterity] -1 [armor]

Alertness Per Essentials, you cannot be surprised at all

Melee Basic Attack: By weapon, damage 1[W]+1 [strength bonus] [standard action]
Ranged Basic Attack: By weapon, damage 1[W]+3 [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: +7 [acrobatics] vs reflex / +5 [athletics] vs fortitude [move action]
Hunter's Quarry [Ranger][minor action] [see online revision]
Careful Attack [Level 1] [see online revision]
Hit and Run [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 8]; 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]
Nature's Aspect [Wilden][choice of three options]
Dire Wolverine Strike [Level 1]
Daily Powers:

Hunter's Beartrap [Level 1]

+2 Wisdom, +2 Constitution or Dexterity (already included; you chose Dexterity.)
+2 Nature, +2 Stealth
Hardy form. You chose +1 on Fortitude.
Nature's Aspect (see PH3)
This ranger chose the Prime Shot class feature.
This ranger chose the two-blade style. This gives the equivalent of the toughness 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.


33 lb
2 lb
5 lb

4 lb
2 lb
5 lb
1 lb
10 lb
10 lb
2 lb
4 lb
78 lb Weapons / Armor / Shield (from above)
Flint and steel
Grappling hook
Pitons x10
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1


Magic items:

Action Point Tally:

Daily Item Powers Per Day: Heroic Tier Milestones: / / /

Death Saving Throw Failures:

More about this character:

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