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Anmuspi's page

84 posts. Alias of Meursault.


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.