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About Norrin Axebeard23 Page Emo Backstory:
Young Norrin was born into slavery, with nothing to look forward to but a life of herding rothe destined for the tables of noble Drow. That was until Clan Orecrusher liberated the drow city and freed Norrin. Recognising his talents, the dwarves of Clan Orecrusher adopted Norrin, bestowing an honourary dwarven name upon him.
Now as his clan's most talented scout, Norrin seeks to recover the ancestral McGuffin, taken by the dread lich Acererak when the Orecrushers' ancestral home was destroyed. __ Half-Orc Sharpshooter / Hunter Ranger 13
Feral Earthhide Armour +3 Claws:
Gain a claw attack while wearing this armour: a one handed military light blade melee weapon with +3 proficiency bonus to attack rolls and deals 1d8 damage. The wearer gains proficiency with this weapon. The claw attack has an enhancement bonus to attack rolls and damage rolls equal to the enhancement bonus of this armour. This attack counts as a melee basic attack. Hunter Fighting Style:
You gain Quick Draw as a bonus feat. In addition, you can sheathe a weapon as a free action and gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack. Prime Shot:
+1 to ranged attack rolls if no allies are closer to enemy. Staggering Strike:
Give up one die of Hunter's Quarry damage to push enemy 1 square. Manticore's Fury:
When you hit an enemy with a melee attack, you gain a +4 bonus to the damage roll of the next ranged attack you make against that enemy before the end of your next turn. When you hit an enemy with a ranged attack, you gain a +4 bonus to the damage roll of the next melee attack you make against that enemy before the end of your next turn.
Opportunity Fire / At-Will
Blood of the Fallen / Daily
Furious Assault / Encounter
Quick Draw
Boots of Quickness / Daily / Item
Fading Strike / Melee Weapon / At-Will
/ Melee Weapon / At-Will
/ Ranged Weapon / At-Will
Biting Volley / Ranged Weapon / Encounter
Claws +3 / Close Burst 1 / Encounter
Pinning Strike / Melee or Ranged Weapon / Encounter
Skirmish Shot / Ranged Weapon / Encounter
Stab and Shoot / Melee 1 / Encounter
Attacks on the Run / Melee or Ranged Weapon / Daily
Hunter's Confrontation / Ranged Weapon / Daily
Sure Shot / Ranged Weapon / Daily
Second Wind / Encounter
Total Defence / At-Will
Perfect Aim / Encounter
Serpentine Dodge / Encounter
Spoiler:
Acrobatics +12
Arcana +7 Bluff +5 Diplomacy +5 Heal +8 History +7 Insight +8 Intimidate +7 Nature +8 Religion +7 Stealth +10 Streetwise +5
Spoiler:
Level 1: Versatile Expertise
Level 2: Staggering Strike Level 4: Timely Respite Level 6: Toughness Level 8: Second Shot Level 10: Manticore's Fury Level 11: Improved Defenses Level 12: Iron Will
Spoiler:
Adventurer's Kit
Climber's Kit Magic Longbow +3 Feral Earthhide Armor +3 Amulet of Protection +3 Sunblade Longsword +2 Sunblade Longsword +3 Flying Hook Boom Hookshot!:
Power (At-Will): Minor Action. You command the flying hook to fly 10 squares (up to a maximum distance of 20 squares from you) and magically latch onto the surface of any unattended object in your line of sight. Once secured, the flying hook extends a thin rope back to your hands. The rope can be climbed with an Athletics check, or it can be used to pull the object toward you with a Strength check. The hook and rope can support up to 3,000 pounds before the hook detaches from the surface. The rope cannot be tied or knotted in any way, nor can it be used to attack or affect a creature.
Power (At-Will): Minor Action. On your command, the hook detaches from a surface and returns to your hand. This causes the rope to retract. Parry Gauntlets (heroic tier) Boots of Quickness (heroic tier) Bracers of Archery Thieves' Tools Lots and lots of arrows (300) Wishlist:
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