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Elven Hunter Ranger / Level 6 STRENGTH Athletics 1 +4 +9 CONSTITUTION Endurance 0+3 +8 DEXTERITY Acrobatics 5+8 +13 Stealth+13 Thievery+10 INTELLIGENCE.

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Presentation on theme: "Elven Hunter Ranger / Level 6 STRENGTH Athletics 1 +4 +9 CONSTITUTION Endurance 0+3 +8 DEXTERITY Acrobatics 5+8 +13 Stealth+13 Thievery+10 INTELLIGENCE."— Presentation transcript:

1 Elven Hunter Ranger / Level 6 STRENGTH Athletics 1 +4 +9 CONSTITUTION Endurance 0+3 +8 DEXTERITY Acrobatics 5+8 +13 Stealth+13 Thievery+10 INTELLIGENCE Arcana 0+3 History+3 Religion+3 WISDOM Dungeoneering 2+5 +10 Heal+5 Insight+5 Nature+7 Perception+7 CHARISMA Bluff 0+3 Diplomacy+3 Intimidate+3 Streetwise+3 TRAITS & FEATS Fey Origin Elven Weapon Proficiency (longbow and short bow) Group Awareness Non-elf allies within 5 squares get +1 to Perception Lethal Hunter Hunter’s Quarry damage dice increase to d8s Speaks common & elven Low-light vision INITIATIVE HIT POINTS 48 SURGES 12 TEMPORARY HIT POINTS 12 12 11 20 11 14 10 Bloodied at 24 AC 20 FORT 15 REF 19 WILL 15 +10 7 SPEED Helm Neck Arms Hands Ring, Main Ring, Off ArmorLeather Waist Main Hand Kalarel’s Bane Off Hand Feet Tatoo SECOND WIND SAVE VS. DEATH 123 GEAR & NOTES Adventurer’s Kit UTILITY & TRIGGERS NAMETARGETKEYWORDS MINHunter’s Quarry1 creature- Effect: You can designate the nearest enemy to you that you can see as your quarry. You can designate one enemy as your quarry at a time. You deal +1d8 damage (Lethal Hunter) to your quarry 1 per round. FREEElven AccuracyPersonal-  Trigger: You make an attack roll and dislike the result. Effect: Reroll the attack roll with a +2 (Elven Precision) +1d4 (Wild Elf Luck). Use the second roll, even if it is lower. If the rerolled attack hits your quarry, the attack deals extra damage 1d6 + 2 (Brutal Accuracy). MOVSerpentine DodgePersonalMartial  Requirement: You must be within 2 squares of at least two enemies Effect: You can shift 3 squares. Until the end of your next turn you gain a power bonus to all defenses equal to the number of enemies you were adjacent to at any time during the shift. NONEBegin the HuntPersonal & 1 creatureMartial  Trigger: You roll initiative Effect: Gain +2 to initiative. Designate one creature you see as your quarry. Gain +2 power bonus to attack against that creature while it is your quarry. CHECK MOD

2 TRAITS & FEATS Quick DrawYou can draw a weapon with your attack action, +2 to initiative Prime ShotIf no allies are closer to the target than you, get a +1 on ranged attacks against that target Wild StepIgnore difficult terrain when shifting one or more squares NAMEATTACKTARGETKEYWORDS STDMelee Basic+11 vs. AC1 creatureWeapon Hit: (+1 long sword) 1d8 + 3 or (dagger) 1d4 + 2 STDShield of Blades+4 vs. AC1 creatureMartial, Weapon Requirement: You must be wielding two melee weapons. Hit: 1d8 + 1 damage, and you gain a +2 power bonus to AC Until the end of your next turn MELEE ONLY ATTACKS NAMEATTACKTARGETKEYWORDS FREEKalarel’s Bane-PersonalLightning Effect: All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal. FREEKalarel’s Bane-Burst 2Lightning  Effect: Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage. MAGIC ITEMS RANGED & ADAPTABLE ATTACKS NAMEATTACKTARGETKEYWORDS STDRanged Basic+11 vs. AC (+1 if prime shot)1 creatureWeapon Hit: (+1 longbow) 1d10 + 6 or (dagger) 1d4 + 5 STDTwin Strike +11 vs. AC; +11 vs. AC (+1 prime shot)+7 vs. AC; +6 vs. AC (two weapons) 1 or 2 creaturesMartial, Weapon Hit:(+1 longbow) 1d10 + 1 per attackHit: (+1 long sword) 1d8 + 1 and (dagger) 1d4 STDTwo-Fanged Strike+11 vs. AC; +11 vs. AC (+1 prime shot)+7 vs. AC; +6 vs. AC (two weapons)1Martial, Weapon  Hit:(+1 longbow) 1d10 + 6 per attackHit:(+1 long sword) 1d8 + 2 and (dagger) 1d4 + 1 Special: If both attacks hit, you deal extra 2 damage STDCut and Run+11 vs. AC; +11 vs. AC (+1 prime shot)+7 vs. AC; +6 vs. AC (two weapons)1 or 2 creaturesMartial, Weapon  Hit:(+1 longbow) 1d10 + 6 per attackHit:(+1 long sword) 1d8 + 2 and (dagger) 1d4 + 1 Special: After either attack, you can shift 2 squares STDHunt’s End+11 vs. AC (+1 if prime shot)+8 vs. AC1 bloodied creatureMartial, Weapon  Hit:(+1 longbow) 3d10 + 6Hit:(+1 long sword) 3d8 + 2 or (dagger) 3d4 + 1 Miss: Half damage Special: If the target is your quarry, the attack can score a critical hit on a roll of 19-20 STDAdaptive Assault+11 vs. AC; +11 vs. AC (+1 prime shot)+7 vs. AC; +6 vs. AC (two weapons)1 or 2 creaturesMartial, Weapon  Hit:(+1 longbow) 1d10 + 6 per attackHit:(+1 long sword) 1d8 + 2 and (dagger) 1d4 + 1 Miss: Half damage per attack Effect: If both attacks hit the same target, the target either takes ongoing 5 damage or is dazed (save ends either) RANGED MELEE


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