Halfling

Ruscer's page

106 posts. Alias of Bwen.


Full Name

Ruscer

Race

Halfling

Classes/Levels

Ranger 2

Gender

Male

Occupation

1338xp

Strength 10
Dexterity 20
Constitution 13
Intelligence 10
Wisdom 13
Charisma 10

About Ruscer

Theme: Explorer
Background: Forest Ridge - Spirit Guided (+2 Nature)


  • AC: 18
  • Fort: 13
  • Ref: 17
  • Will: 12
  • Init: +11
  • Speed: 6

  • Passive Perception: 19
  • Passive Insight: 12

  • HP: 26/30
  • Bloodied value: 15
  • Surges p/day: 7
  • Surges remaining: 4
  • Per surge: 7
  • Death Saves: 0
  • Temp hp: 0
  • Action points: 1
  • XP: 1288
  • Weight: 57
  • Capacity: 100
  • Money: 39gp

Attacks:

Basic melee attack: Short Sword / Attack +5 v AC / 1d6+1 damage
Basic ranged attack: Short Bow / Attack +9 v AC / 1d8+6 damage / 15/30

Racial Features:

Bold (+5 save vs Fear)
Nimble Reaction (+2 AC vs opportunity attacks)

Class Features:

Explorer lvl 1: you can tell which way is north, and you gain a +5 bonus to any skill check to avoid becoming lost, find your way to a specific location, or spot a distant landmark.
Prime Shot: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.

Feats:

Alertness (+2 Perception, you cannot be surprised)
Improved Initiative (+4 Initiative)

Skills:
Trained: Acrobatics, Athletics, Nature, Perception, Stealth

  • Acrobatics +13
  • Arcana +1
  • Athletics +6
  • Bluff +1
  • Diplomacy +1
  • Dungeoneering +2
  • Endurance +2
  • Heal +2
  • History +1
  • Insight +2
  • Intimidate +1
  • Nature +9
  • Perception +9
  • Religion +1
  • Stealth +11
  • Streetwise +1
  • Thievery +8


Powers:

At Will:
Psionic Image: Your force of will teleports an object a short distance away. (Minor, Psionic, Illusion) Close Burst 5. Target: One or more creatures in the burst. Effect: Each target sees the image of a Small or smaller object in your hand or in a square in the burst. The image lasts until the end of your next turn.

Hunter's Quarry: (Minor) 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 1d6 extra damage. 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.

Careful Attack: You study the enemy, looking for a gap in his defenses. Only when you find it do you strike. (Standard, Martial, Weapon, Melee or Ranged) Requirement: You must be wielding two melee weapons or a ranged weapon. Target: One creature. Attack: Strength +7 vs. AC (melee) or Dexterity +11 vs. AC (ranged). Hit: 1d6+1 damage (melee) or 1d8+6 damage (ranged).

Twin Strike: If the first attack doesn't kill it, the second one might. (Standard, Martial, Weapon, Melee or Ranged) Requirement: You must be wielding two melee weapons or a ranged weapon. Targets: One or two creatures. Attack: Strength +5 vs. AC (melee) or Dexterity +9 vs. AC (ranged), two attacks. Hit: 1d6 (melee) or 1d8 + 1 (ranged) damage per attack.


Encounter:

[ ]Second Wind: (Standard)
[ ]Second Chance: Luck and small size combine to work in your favor as you dodge your enemy’s attack. Immediate Interrupt, Personal. Trigger: You are hit by an attack. Effect: The attacker must reroll the attack and use the second roll, even if it is lower.
[ ]Surefooted Stride: Your expert woodcraft allows you to move easily through difficult terrain and use it to your advantage in battle. (Move, Primal, Personal) Effect: You move up to your speed, ignoring difficult terrain. Until the end of your next turn, you gain a +2 bonus to AC and Reflex if you are in difficult terrain, and you gain combat advantage against enemies that are in difficult terrain.
[ ]Skirmish Shot: You rush across the battlefield and then let off a devastating shot. (Standard, Martial, Weapon, Ranged) Effect: Before the attack, you move your speed. Target: One creature. Attack: +9 vs. AC. Hit: 2d8+6 damage.
[ ]Shortbow of Speed: (Minor) Effect: You make a ranged basic attack with this weapon.

Daily:

[X]Sure Shot: You line up your shot with meticulous care to strike at your foe’s vital organs. (standard, Martial, Weapon, Ranged) Target: One creature. Attack: +9 vs. AC. You can reroll the attack roll but must use the second result. Hit: 3d8+8 damage. You can reroll each damage die once but must use the second result.
[ ]Hunter's Privilege: Your keen senses and uncanny instincts give you an edge over your quarry. (No action, Martial, Stance, Personal) Trigger: You make an initiative check at the beginning of an encounter and your check result is higher than any other combatant’s Effect: Until the stance ends, you add 3 to the extra damage you deal with Hunter’s Quarry.

Magic Items:

+1 Shortbow od Speed (crit: +1d8; Shortbow of Speed encounter power; while holding this item you gain a +1 enhancement bonus to Initiative)
Potion of Healing

Equipment:
  • Leather Armour
  • Shortswords x2
  • Arrows x24
  • Desert Clothing
  • Fire Kit
  • Filter mask
  • Backpack
  • Bedroll
  • Torch x2


Mount:

Erdlu Lvl 1 Skirmisher

  • Medium natural beast
  • Reptile

  • STR 16 (+3)
  • CON 12 (+1)
  • DEX 16 (+3)
  • INT 2 (-4)
  • WIS 13 (+1)
  • CHA 8 (-1)

  • HP 28
  • Bloodied 14
  • Initiative +5
  • AC 15
  • Fortitude 14
  • Reflex 14
  • Will 12
  • Perception +1
  • Speed 8

Escape Sprint: When an erdlu runs, it gains +4 to speed, instead of +2. The erdlu and its rider don’t grant combat advantage when running.

Beak: At-Will, Standard Action.
Attack: Melee 1 (one creature); +6 vs. AC, Hit: 1d6 + 3 damage.


  • Str 16 (+3)
  • Dex 16 (+3)
  • Wis 13 (+1)
  • Con 12 (+1)
  • Int 2 (-4)
  • Cha 8 (-1)

Alignment: Unaligned