| Full Name |
Anmuspi |
| Race |
Human |
| Classes/Levels |
Ranger 2 |
| Gender |
Male |
| Size |
5'6" |
| Age |
24 |
| Special Abilities |
Plenty |
| Alignment |
Good |
| Deity |
Relevant hunting god |
| Languages |
Common, Elven |
| Strength |
12 |
| Dexterity |
18 |
| Constitution |
14 |
| Intelligence |
11 |
| Wisdom |
13 |
| Charisma |
10 |
About Anmuspi
Anmuspi
Ranger - Archer
Role: Striker
Power Source: Martial
Str 12 Mod = +1
Dex 16 +2 = 18 Mod = +4
Con 14 Mod = +2
Int 11 Mod = +0
Wis 13 Mod = +1
Cha 10 Mod = +0
Fort (Con): +5 Abil = +2, Ranger = +1, Human +1, Level +1
Ref (Dex): +7 Abil = +4, Ranger = +1, Human +1, Level +1
Will (Wis): +3 Abil = +1, Human +1, Level +1
HP: 31 -- (12hp damage currently)
Bloodied: 15
AC: 17 (+1 from level)
Surges: 10 per day @ 7hp each -- 1 used.
Initiative: +5 (+1 from level)
Align: Good
Height: 5' 6"
Weight: 136 lbs.
Ranged +7* Longbow (+4 Dex, +2 Prof., +1 level), Range of 20/4 1d10+9** damage
+8* Dagger (+4 Dex, +3 Prof., +1 level), Range 5/10 1d4+6** damage
Melee +5 Longsword (+1 Str, +3 Prof., +1 level) 1d8+1 (+2 2-H)
+5 Dagger (+1 Str, +3 Prof., +1 level) 1d4+1
* Note Prime Shot Feature for +1 more.
** Note bonus damage from Hunter's Quarry
Size: Medium
Speed : 6 squares
Vision: Normal
Languages: Common, Elven
Armor Prof: Cloth. Leather, Hide
Weapons: Simple & military, melee & ranged
Bonus to Defense: +1 Fort, +1 Ref, +1 from 1/2 level
Hit Points at 1st = 12+14 = 26
HP/Level = 5
Surges/day = 6+2 = 8
Trained Skills = Acrobatics, Athletics, Dungeoneering, Nature, Perception, Stealth
Build: Archer
Class Features: Fighting Style, Hunter's Quarry, Prime Shot
1. Fighting Style Archery: Defensive Mobility gained as a feat grants +2 AC against Attacks of Opportunity.
2. Hunter's Quarry: 1/turn as minor action, designate nearest enemy as quarry. 1/round you deal extra damage to designated quarry based on level, and only on one attack. Only 1 quarry at a time. Level 1-10 = +1d8, 11-20 = +2d8, 21-30 = +3d8.
3. Prime Shot: If no allies are nearer a target than you, gain +1 on the ranged attack roll against that target.
At-Will Powers:
1. Careful Attack Ranger Attack 1
You study the enemy, looking for a gap in his defenses. Only when you find it do you strike.
At-Will: Martial,Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Target: One creature
Attack: [+7] Strength +2 vs. AC (meleesword) or [+9] Dexterity +2 vs. AC (rangedbow).
Hit: 1x[1d8] damage (melee) or 1x[1d10] +3 damage (ranged).
Increase damage to 2x[1d8] (melee) or 2x[1d10+3] (ranged) at 21st level.
2. Nimble Strike Ranger Attack 1
You slink past your enemy’s guard to make your attack, or you make your attack and then withdraw to a more advantageous position.
At-Will: Martial,Weapon
Standard Action Ranged weapon
Target: One creature
Special: Shift 1 square before or after you attack
Attack: [+7] Dexterity vs. AC
Hit: 1x[1d10] +9 Dexterity modifier damage.
Increase damage to 2[1d10] +9 Dexterity modifier at 21st level.
3. Twin Strike Ranger Attack 1
If the first attack doesn’t kill it, the second one might.
At-Will: Martial,Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Targets: One or two creatures
Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or [+7/+7] Dexterity vs. AC (ranged), two attacks
Hit: 1x[1d10+3/1d10+3] damage per attack.
Increase damage to 2[W] at 21st level.
Encounter Powers:
1. Evasive Strike Ranger Attack 1
You confound enemies by weaving through the battlefield unscathed as you make your attacks.
Encounter: Martial,Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Special: You can shift a number of squares equal to 1 + your Wisdom modifier [2] either before or after the attack.
Attack: [+5] Strength vs. AC (melee) or [+7] Dexterity vs. AC (ranged)
Hit: 2x[1d8] +2 Strength modifier damage (melee) or 2x[1d10] +9 Dexterity modifier damage (ranged).
2. Yield Ground
Encounter: Martial
Immediate Reaction Personal
Trigger: An enemy damages you with a melee attack
Effect: You can shift a number of squares equal to your Wisdom modifier. Gain a +2 power bonus to all defenses until the end of your next turn.
Daily Powers:
1. Split the Tree Ranger Attack 1
You fire two arrows at once, which separate in mid-flight to strike two different targets.
Daily: Martial, Weapon
Standard Action Ranged weapon
Targets: Two creatures within 3 squares of each other
Attack: [+7] Dexterity vs. AC. Make two attack rolls, take the higher result, and apply it to both targets.
Hit: 2x[1d10] +9 Dexterity modifier damage.
Feats:
1. Lethal Hunter [Ranger]
Prerequisites: Ranger, Hunter’s Quarry class feature
Benefit: The extra damage dice from your Hunter’s Quarry class feature increase from d6s to d8s.
2. Weapon Focus: Bows
Benefit: Choose a specific weapon group, such as spears or heavy blades. You gain a +1 feat bonus to damage rolls with your chosen weapon group. At 11th level, this bonus increases to +2. At 21st level, it increases to +3.
Special: You can take this feat more than once. Each time you select this feat, choose another weapon group.
3. Defensive Mobility
Benefit: You gain a +2 bonus to AC against opportunity attacks.
4. Durable
Benefit: You gain 2 more surges per day.
Skills:
1T. Acrobatics (Dex): +10 Trained +5, Abil +4, Level+1
2T. Athletics (Str): +7 Trained +5, Abil +1, Level +1
3T. Dungeoneering (Wis): +7 Trained +5, Abil +1, Level +1
4. Endurance (Con): +3 Abil +2, Level +1
5. Heal (Wis): +2 Abil +1, Level +1
6T. Nature (Wis): +7 Trained +5, Abil +1, Level +1
7T. Perception (Wis): +7 Trained +5, Abil +1, Level +1
8T. Stealth (Dex): +10 Trained +5, Abil +4, Level +1
Possessions:
Leather Armor, Longbow, Longsword, Dagger,
Adventurer's Kit (Backpack, bedroll, flint and steel, belt pouch, rations x10, 50 ft. hemp rope, sunrod x2, waterskin), Arrows x137, 198 gp
Arrows used = 6
Magic items:
Bracers of Archery Level 6
These leather armbands enhance your potency with bows and crossbows.
Item Slot: Arms
Property: Gain a +2 item bonus to damage rolls when attacking with a bow or crossbow.
Power (Daily): Minor Action. Ignore cover on your next attack this turn when using a bow or crossbow.