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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
Attacks:

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:

Skills:

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]
Feats:

Alertness Per Essentials, you cannot be surprised at all
At-Will:

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]
Wilden

+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)
Ranger
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.

Equipment:

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)
Backpack
Bedroll
Flint and steel
Grappling hook
Hammer
Pitons x10
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1

Total

Magic items:
Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:








Resistances:
Action Point Tally:

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

Death Saving Throw Failures:

More about this character:









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