Halfling

Hamathin's page

102 posts. Alias of pat512.


Full Name

Hamathin

Race

Elf (Aeranal)

Classes/Levels

Cleric 2

Gender

M

Size

M (4'11", 109#)

Age

110

Special Abilities

Aura of Good, Lowlight, Sleep Immunity, +2 vs. Enchantment, Automatic Search, Turn Undead, Spontaneous Casting

Alignment

NG

Deity

The Undying Court

Location

Sharn

Strength 12
Dexterity 12
Constitution 10
Intelligence 14
Wisdom 16
Charisma 14

About Hamathin

Kargzant
Human Hybrid / Paragon Hybrid [Martial Defender]
Level 11,
XP: 26000
Languages: Common, Primordial

Str 18 ( +4) +15(Starting)+1(Level 4)+1(Level 8)+1(Level 11)
Con 14 ( +2) +13(Starting)+1(Level 11)
Dex 20 ( +5) +15(Starting)+2(Human)+1(Level 4)+1(Level 8)+1(Level 11)
Int 9 ( -1) +8(Starting)+1(Level 11)
Wis 15 ( +2) +14(Starting)+1(Level 11)
Cha 11 ( +0) +10(Starting)+1(Level 11)

Hit Points
Max HP: 77 +14(Con)+13(Hybrid 1)+50(Hybrid 11)
Bloodied: 38
Surge: 19
Surges/Day: 9 +3(Hybrid Ranger)+4(Hybrid Fighter)+2(Con mod)

Defenses and Senses
AC: 26 +10(Constant)+5(1/2 Level)+3(Earthhide Armor)+3(Summoned Armor +3)
+4 against opportunity attacks you provoke by making a ranged attack - Hunter Fighting Style (Hybrid)
+5 without armor: heavy - Dexterity modifier
Fort: 25 +10(Constant)+5(1/2 Level)+1(Fortitude Defense Class Bonus)+1(Human Defense Bonuses)+1(Paragon Defenses)+1(Earthhide Armor)+2(Periapt of Cascading Health +2)+4(Str mod)
Ref: 25 +10(Constant)+5(1/2 Level)+1(Reflex Defense Class Bonus)+1(Human Defense Bonuses)+1(Paragon Defenses)+2(Periapt of Cascading Health +2)+5(Dex mod)
Will: 21 +10(Constant)+5(1/2 Level)+0(Will Defense Class Bonus)+1(Human Defense Bonuses)+1(Paragon Defenses)+2(Periapt of Cascading Health +2)+2(Wis mod)

Passive Perception: 22 +12(Perception)+10(Constant)
Passive Insight: 17 +7(Insight)+10(Constant)

Initiative: 12 +5(1/2 Level)+2(Initiative Misc)+5(Dex mod)
Speed: 6 +6(Human)
Vision: Low-light

Powers
At-Will
Melee Basic Attack [Standard Action]
Unbroken Lance Longspear +3
Attack: 15 vs. AC +4(Strength modifier)+5(1/2 Level)+2(proficiency bonus)+3(enhancement bonus)+1(bonus - Two-handed Weapon Talent (Hybrid))
Damage: 1d10+7 +4(Strength modifier)+3(enhancement bonus)
Ranged Basic Attack [Standard Action]
Homing Longbow +2
Attack: 15 vs. AC +5(Dexterity modifier)+5(1/2 Level)+2(proficiency bonus)+2(enhancement bonus)+1(bonus - Two-handed Weapon Talent (Hybrid))
Damage: 1d10+7 +5(Dexterity modifier)+2(enhancement bonus)
Reaping Strike [Standard Action]
Unbroken Lance Longspear +3
Attack: 15 vs. AC +4(Strength modifier)+5(1/2 Level)+2(proficiency bonus)+3(enhancement bonus)+1(bonus - Two-handed Weapon Talent (Hybrid))
Damage: 1d10+7 +4(Strength modifier)+3(enhancement bonus)
Miss: 7 damage.
[color=b]Hunter's Quarry[/b] [Minor Action]
Effect: 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
11th–20th +2d8
[color=b]Twin Strike[/b] [Standard Action]
Homing Longbow +2
Attack: 15 vs. AC, twice +5(Dexterity modifier)+5(1/2 Level)+2(proficiency bonus)+2(enhancement bonus)+1(bonus - Two-handed Weapon Talent (Hybrid))
Damage: 1d10+2 +2(enhancement bonus)
Combat Challenge [Immediate Interrupt]
Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy. Sunspray Dance [Standard Action]
Unbroken Lance Longspear +3
Attack: 16 vs. AC +5(Dexterity modifier)+5(1/2 Level)+2(proficiency bonus)+3(enhancement bonus)+1(bonus - Two-handed Weapon Talent (Hybrid))
Damage: 1d10+8 radiant +5(Dexterity modifier)+3(enhancement bonus)
the target takes a -2 penalty to attack rolls until the start of your next turn. Practiced Rider [Minor Action]
Effect: You mount or dismount a willing, adjacent creature that has the mount keyword.

Encounter
Bathed in the Light [Immediate Interrupt]
Trigger: An enemy would deal fire or radiant damage to you
Effect: Reduce the triggering damage to 0. You regain a number of hit points equal to the fire or radiant damage you would have taken before reducing the damage. Punishing Charge [Standard Action]
Unbroken Lance Longspear +3
Attack: 15 vs. AC +4(Strength modifier)+5(1/2 Level)+2(proficiency bonus)+3(enhancement bonus)+1(bonus - Two-handed Weapon Talent (Hybrid))
Damage: 1d10+9 +4(Strength modifier)+2(Constitution modifier)+3(enhancement bonus)
Requirement: You must charge and use this power in place of the melee basic attack.
Effect: Any enemy that attacks you with an opportunity attack triggered by your charge takes 5 damage.
Mounted Coordination [Minor Action]
Effect: You gain a +2 bonus to the damage roll of your next attack before the start of your next turn.
Thundertusk Boar Strike [Standard Action]
Homing Longbow +2
Attack: 15 vs. AC +5(Dexterity modifier)+5(1/2 Level)+2(proficiency bonus)+2(enhancement bonus)+1(bonus - Two-handed Weapon Talent (Hybrid))
Damage: 1d10+7 +5(Dexterity modifier)+2(enhancement bonus)
[color="Red"]Biting Volley[/color] [Standard Action]
Homing Longbow +2
Attack: 15 vs. Reflex, twice +5(Dexterity modifier)+5(1/2 Level)+2(proficiency bonus)+2(enhancement bonus)+1(bonus - Two-handed Weapon Talent (Hybrid))
Damage: 1d10+7 +5(Dexterity modifier)+2(enhancement bonus)
With each hit, you push the target 1 square. If both attacks hit the same target, you push the target 3 squares.
Focused Sight [Minor Action]
Effect: When you attack the target, you take no penalties to attack rolls because of cover, superior cover, concealment, or total concealment. This benefit lasts until the end of your next turn.
Hydra Charge [Standard Action]
Unbroken Lance Longspear +3
Attack: 15 vs. AC +4(Strength modifier)+5(1/2 Level)+2(proficiency bonus)+3(enhancement bonus)+1(bonus - Two-handed Weapon Talent (Hybrid))
Damage: 1d10+7 +4(Strength modifier)+3(enhancement bonus)
Homing Longbow +2
Attack: 14 vs. AC +4(Strength modifier)+5(1/2 Level)+2(proficiency bonus)+2(enhancement bonus)+1(bonus - Two-handed Weapon Talent (Hybrid))
Damage: 1d10+6 +4(Strength modifier)+2(enhancement bonus)
Target: Each enemy in burst you can see
Hit: the target takes a –2 penalty to attack rolls until the end of your next turn.
Special: When charging, you can use this power in place of a melee basic attack. [color="Red"]Second Wind[/color] [Standard Action]
[color="Red"]Action Point[/color] [Free Action]

Daily
Sure Shot [Standard Action]
Homing Longbow +2
Attack: 15 vs. AC can reroll +5(Dexterity modifier)+5(1/2 Level)+2(proficiency bonus)+2(enhancement bonus)+1(bonus - Two-handed Weapon Talent (Hybrid))
Damage: 3d10+7 can reroll each die +5(Dexterity modifier)+2(enhancement bonus)
Cometfall Charge [Standard Action]
Unbroken Lance Longspear +3
Attack: 15 vs. AC +4(Strength modifier)+5(1/2 Level)+2(proficiency bonus)+3(enhancement bonus)+1(bonus - Two-handed Weapon Talent (Hybrid))
Damage: 3d10+9 +4(Strength modifier)+2(Constitution modifier)+3(enhancement bonus)
Requirement: You must charge and use this power in place of a melee basic attack.
Miss: Half
Close Quarters Shot [Standard Action]
Homing Longbow +2
Attack: 15 vs. AC +5(Dexterity modifier)+5(1/2 Level)+2(proficiency bonus)+2(enhancement bonus)+1(bonus - Two-handed Weapon Talent (Hybrid))
Damage: 4d10+7 +5(Dexterity modifier)+2(enhancement bonus)
Ranged 1
Does not provoke OA
Miss: Half

Race and Class Features
Bonus Feat [Human]
Choose an extra feat at 1st level.
Bonus Skill [Human]
Trained in one additional class skill.
Bonus At-Will Power [Human]
Know one extra 1st-level attack power from your class.
Human Defense Bonuses [Human]
+1 to Fortitude, Reflex, and Will.
Hunter's Quarry (Hybrid) [Hybrid]
When using ranger powers, deal bonus damage to your quarry.
Hybrid Ranger Reflex [Hybrid]
[/i]
Combat Challenge (Hybrid) [Hybrid]
[i]Mark targets you attack with fighter powers and gain Combat Challenge

Ranger Fighting Style [Paragon Hybrid]
[/i]
Hunter Fighting Style (Hybrid) [Paragon Hybrid]
[i]Gain Quick Draw; sheathe weapon as free action, gain +4 to AC against opportunity attacks from ranged attacks

Feats
Sunspray Heritage
Gain bathed in the light power; +2 to Endurance
Sunspray Warrior
Gain +1 to melee and ranged attack rolls while mounted; swap 1st level at-will power for sunspray dance power
Hybrid Talent
Gain a hybrid talent option for one of your hybrid class entries
Twilight Training
Gain low-light vision
Surprising Charge
+1[W] damage when charging with light blade or spear
Lethal Hunter
Hunter's Quarry damage dice increase to d8s
Paragon Defenses
+1 to Fortitude, Reflex, and Will
Paragon Hybrid Talent
Gain a hybrid talent option from one of your hybrid classes
Quick Draw
Draw a weapon with attack action, +2 to initiative
Seize the Moment
Gain combat advantage over foe with lower initiative

Skills
Acrobatics: 14 +5(1/2 Level)+5(Trained)+0(Acrobatics Misc)-1(Armor Penalty)+5(Dex mod)
Arcana: 4 +5(1/2 Level)+0(Arcana Misc)-1(Int mod)
Athletics: 13 +5(1/2 Level)+5(Trained)+0(Athletics Misc)-1(Armor Penalty)+4(Str mod)
Bluff: 5 +5(1/2 Level)+0(Bluff Misc)+0(Cha mod)
Diplomacy: 5 +5(1/2 Level)+0(Diplomacy Misc)+0(Cha mod)
Dungeoneering: 7 +5(1/2 Level)+0(Dungeoneering Misc)+2(Wis mod)
Endurance: 13 +5(1/2 Level)+5(Trained)+2(Endurance Misc)-1(Armor Penalty)+2(Con mod)
Heal: 7 +5(1/2 Level)+0(Heal Misc)+2(Wis mod)
History: 4 +5(1/2 Level)+0(History Misc)-1(Int mod)
Insight: 7 +5(1/2 Level)+0(Insight Misc)+2(Wis mod)
Intimidate: 5 +5(1/2 Level)+0(Intimidate Misc)+0(Cha mod)
Nature: 14 +5(1/2 Level)+5(Trained)+2(Nature Misc)+2(Wis mod)
Perception: 12 +5(1/2 Level)+5(Trained)+0(Perception Misc)+2(Wis mod)
Religion: 4 +5(1/2 Level)+0(Religion Misc)-1(Int mod)
Stealth: 9 +5(1/2 Level)+0(Stealth Misc)-1(Armor Penalty)+5(Dex mod)
Streetwise: 5 +5(1/2 Level)+0(Streetwise Misc)+0(Cha mod)
Thievery: 9 +5(1/2 Level)+0(Thievery Misc)-1(Armor Penalty)+5(Dex mod)

Inventory
Weapons
Longspear, Unbroken Lance +3 (1 of 1 equipped)
Property: When you hit an enemy with a charge attack while you’re mounted, that enemy is knocked prone.
Power (Daily): Standard Action. Your mount shifts 3 squares and you make a charge attack. Longbow, Homing Weapon +2 (0 of 1 equipped)
Property: Your attacks ignore penalties from concealment, though not from total concealment.
Power (Daily): Free Action. Use this power before making the attack. Your attack ignores concealment and cover, but not total concealment or total cover.

Armor
Earthhide Armor, Summoned Armor +3 (1 of 1 equipped)

Magic Items
Horseshoes of Speed (heroic tier) (1 of 1 equipped)
Periapt of Cascading Health +2 (1 of 1 equipped)
Power (Encounter): Minor Action. You end one condition that a save can end.

Other
Warhorse (0 of 1 equipped)

Coin
Carried:
Stored:

Proficiencies
Weapons
Simple Melee [Hybrid]
Military Melee [Hybrid]
Simple Ranged [Hybrid]
Military Ranged [Hybrid]
Simple Melee [Hybrid]
Military Melee [Hybrid]
Simple Ranged [Hybrid]
Military Ranged [Hybrid]

Armor
Cloth [Hybrid Ranger]
Leather [Hybrid Ranger]
Hide [Hybrid Ranger]
Chainmail [Hybrid Fighter]
Scale [Hybrid Fighter]
Heavy Shield [Hybrid Fighter]
Light Shield [Hybrid Fighter]