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Rated: E · Article · Activity · #2252191
Wilden Ranger
Male Wilden Ranger
Level 4
Good (Chaotic)
Strength 17 (+3)
Constitution 15 (+2)
Dexterity 12 (+1)
Intelligence 7 (-2)
Wisdom 19 (+4)
Charisma 10 (+0)
Height: 5' 9"
Weight: 160 lb
Skin: Blue
Eyes: Green
Hair: Blond Wavy; Thick Beard / Hirsute
Maximum Hit Points: 47 [includes toughness]

Bloodied: 23
Surge Value: 11
Surges / Day: 10 [includes constitution modifier] [includes durable]


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

Initiative: 1d20 +3 = 2 [half level] + 1 [dexterity]
Base Strength Attack: 1d20 +5 = + 2 [half level] + 3 [strength]
Base Dexterity Attack: 1d20 +3 = + 2 [half level] + 1 [dexterity]
Base Constitution Attack: 1d20 +4 = + 2 [half level] + 2 [constitution]
Base Intelligence Attack: 1d20 +0 = + 2 [half level]-2 [intelligence]
Base Wisdom Attack: 1d20 +6 = + 2 [half level] + 4 [wisdom]
Base Charisma Attack: 1d20 +2 = + 2 [half level] + 0 [charisma]

Armor Class: 13 = 10 + 2 [half level] + 1 [dexterity]
Fortitude Defense: 17 = 10 + 2 [half level] + 1 [wilden choice] + 1 [ranger] + 3 [strength]
Reflex Defense: 14 = 10 + 2 [half level] + 1 [ranger] + 1 [dexterity]
Will Defense: 16 = 10 + 2 [half level] + 4 [wisdom]

If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 4 characters get +1 on attack/damage (1d6 extra damage on a critical hit) and +1 on all defenses. These bonuses do not stack with magic items.

Armor: None ("cloth")
Shield: None
Attacks:

Unarmed Melee: +5 [base strength attack] vs AC; damage 1[W]=1d4+3 [strength bonus]
Handaxes (x2): +7 vs AC [+5 strength attack] [+2 proficiency]; damage 1[W]=1d6+3 [strength bonus] 3 lb (Axe); usable off-hand; heavy throwable
Thrown (range 5/10): Same as melee.
Careful Attack [melee] [see online revision] +5w [base strength attack] vs AC
Careful Attack [ranged] [see online revision] +3w [base dexterity attack] vs AC
Hit and Run +5w [base strength attack] vs AC
Dire Wolverine Strike +5w [base strength attack] vs AC
Hunter's Beartrap (melee) +5w [base strength attack] vs dexterity
Hunter's Beartrap (ranged) +3w [base dexterity attack] vs AC
Cut and Run (melee) +5w [base strength attack] vs AC
Cut and Run (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
170 lb.
340 lb.
850 lb.

Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
86 lb. or less
87-173 lb.
174-260 lb.
260 lb.
520 lb.
1300 lb.


Languages: Common; Elven;

Rituals Known:

Skills:

Acrobatics: +8 = 1 [dexterity] + 2 [half level] +5 [class training]
Arcana: +0 = -2 [intelligence] + 2 [half level]
Athletics: +10 = 3 [strength] + 2 [half level] +5 [class training]
Bluff: +2 = 0 [charisma] + 2 [half level]
Diplomacy: +2 = 0 [charisma] + 2 [half level]
Dungeoneering: +11 = 4 [wisdom] + 2 [half level] +5 [class training]
Endurance: +9 = 2 [constitution] + 2 [half level] +5 [class training]
Heal: +11 = 4 [wisdom] + 2 [half level] +5 [class training]
History: +0 = -2 [intelligence] + 2 [half level]
Insight: +6 = 4 [wisdom] + 2 [half level]
Intimidate: +2 = 0 [charisma] + 2 [half level]
Nature: +8 = 4 [wisdom] + 2 [half level] + 2 [Wilden]
Perception: +8 = 4 [wisdom] + 2 [half level] + 2 [alertness]
Religion: +0 = -2 [intelligence] + 2 [half level]
Stealth: +5 = 1 [dexterity] + 2 [half level] + 2 [Wilden]
Streetwise: +2 = 0 [charisma] + 2 [half level]
Thievery: +3 = 1 [dexterity] + 2 [half level]
Feats:

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

Melee Basic Attack: By weapon, damage 1[W]+3 [strength bonus] [standard action]
Ranged Basic Attack: By weapon, damage 1[W]+1 [dexterity bonus] [standard action]
Bull Rush: +5 [base strength attack] vs fortitude [standard action]
Grab: +5 [base strength attack] vs reflex [standard action]
Move grabbed target: +5 [base strength attack] vs fortitude [standard action]
Escape: +8 [acrobatics] vs reflex / +10 [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]
Crucial Advice [Level 2 Utility][immediate reaction]
Cut and Run [Level 3]
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:

6 lb
2 lb
5 lb

4 lb
2 lb
5 lb
1 lb
10 lb
10 lb
2 lb
4 lb
_____
51 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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