Elf Archer

Athsirion {Kel} Keledilinthir's page

326 posts. Alias of Xabulba.


Full Name

Athsirion (Kel) Keledilinthir

Race

Elf

Classes/Levels

Ranger

Gender

Male

Size

M

Age

30

Special Abilities

Silvanus

Alignment

Unaligned

Deity

Avandra

Languages

Elf, Common

Strength 16
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 12
Charisma 10

About Athsirion {Kel} Keledilinthir

Athsirion (Kel) Keledilinthir, level 5
Elf, Ranger
Build: Archer Ranger
Fighting Style: Archer Fighting Style
Ranger: Running Attack
Background: Elf - Urban Elf

FINAL ABILITY SCORES
Str 16, Con 14, Dex 18, Int 10, Wis 12, Cha 10.

AC: 20 Fort: 17 Reflex: 18 Will: 14
HP: 46 Surges: 8 Surge Value: 11

INIT: +7

ATTACKS
Greatbow +10 attack, 1d12+6 damage
Longsword +8 attack, 1d8+3 damage
Shortsword +8 attack, 1d6+3 damage

TRAINED SKILLS
Nature +10
Dungeoneering +8
Acrobatics +10
Stealth +10
Perception +10

UNTRAINED SKILLS
Arcana +2
Bluff +2
Diplomacy +2
Endurance +3
Heal +3
History +2
Insight +3
Intimidate +2
Religion +2
Streetwise +2
Thievery +7
Athletics +4

FEATS
Class :

Defensive Mobility:
+2 to AC against opportunity attacks

Class :
Hunters Quarry:
Minor action, desgnate nearist enemy you see as quarry; deal extra damage once per round.

Class :
Prime Shoot:
+1 to attack rolls if no allies are closet to the target.

Level 1:
Weapon Proficiency (Greatbow):
Trained in Greatbow

Level 2:
Lethal Hunter:
The extra damage dice from your Hunter’s Quarry class feature increase from d6s to d8s.

Level 4:
Second Shot:
You can designate the second-nearest enemy as your quarry instead of the nearest enemy.

Feat User Choice:
Grasping Magpies:
You gain a +2 feat bonus to Thievery checks. Whenever an ally with this feat successfully aids you on your Thievery check, you gain a +4 bonus instead of the normal +2 bonus.

POWERS
Ranger at-will 1:

Fading Strike:
At-Will Martial, Weapon
Standard Action Melee or Ranged weapon

Target: One creature

Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier damage, and you shift 2 squares to a square that is not adjacent to the target.
Level 21: 2[W] + Dexterity modifier damage.

Hunter Fighting Style: When making an opportunity attack, you can use this power in place of a melee basic attack


Ranger at-will 1:
Twin Strike:
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 Dexterity vs. AC (ranged), two attacks

Hit: 1[W] damage per attack.
Increase damage to 2[W] at 21st level.


Ranger encounter 1:
Skirmish Shot:
Encounter Martial, Weapon
Standard Action Ranged weapon

Effect: Before the attack, you move your speed.

Target: One creature

Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage.


Ranger daily 1:
Skirmishing Stance:
Daily Martial, Stance
Minor Action Personal

Effect: Until the stance ends, whenever you move at least 4 squares away from where you started your turn, you gain a +2 power bonus to AC and Reflex until the start of your next turn, and your next attack before the end of your next turn deals 1d8 extra damage.


Ranger utility 2:
Archer's Stairway:
Encounter Martial, Weapon
Minor Action Personal

Requirement: You must be wielding a bow or a crossbow.

Effect: Choose 5 contiguous squares of a vertical surface within your weapon range that you can see. The DC for climbing these squares is reduced by twice your Dexterity modifier until the end of the encounter.


Ranger encounter 3:
Covering Volley:
Encounter Martial, Weapon
Standard Action Area burst 1 within 20

Requirement: You must be wielding a bow or a crossbow.

Target: Each creature in burst

Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier damage. A creature that moves into the area before the start of your next turn takes 5 damage.


Ranger daily 5:
Close-Combat Shot:
Daily Martial, Weapon
Immediate Reaction Ranged weapon

Trigger: An enemy enters a square adjacent to you

Target: The triggering enemy

Attack: Dexterity vs. AC

Hit: 3[W] + Dexterity modifier damage.

Miss: Half damage.

Special: Using this power doesn’t provoke an opportunity attack from the target.

ITEMS
Longsword
Short sword
Adventures Kit

MAGIC ITEMS

Cape of the Mountebank +1:
Level: 5
Price: 1,000 gp
Item Slot: Neck
Enhancement: +1 Fortitude, Reflex, and Will

Power (Daily • Teleportation): Immediate Reaction. Use this power when you are hit by an attack. Teleport 5 squares and gain combat advantage against the attacker until the end of your next turn.


Magic Greatbow +2:
+2 attack and damage rolls, +2d6 critical

Battle Harness Hide Armor +1:
Level: 4
Price: 840 gp
Armor: Cloth, Leather, Hide
Enhancement: +1 AC

Property: As a free action, you can draw a sheathed weapon or retrieve a stowed item.
Property: You gain a power bonus to initiative equal to the item’s enhancement bonus.

EXPENDABLE MAGIC ITEMS

Firestorm Arrow +1 (5):
Level: 3
Price: 30 gp
Ammunition
Enhancement: +1 attack rolls and damage rolls

Property: When you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 1d6 extra fire damage.


Lightning Arrow +1 (5):
Level: 3
Price: 30 gp
Ammunition
Enhancement: +1 attack rolls and damage rolls

Property: When you hit an enemy with an attack using this ammunition, that enemy takes 1d6 extra lightning damage per plus.


Alchemist's Spark (level 3):
Level: 3
Price: 30 gp
Alchemical Item

Power (Consumable • Lightning): Standard Action. Make an attack: Area burst 1 within 10; targets each creature in burst; +6 vs. Fortitude; 1d6 lightning damage, and the target takes a -1 penalty to attack rolls until the start of your next turn.
Modification: Ammunition (level +1). The item’s component cost corresponds to the table below.


Acidic Fire (level 5) (2):
Level: 5
Price: 50 gp
Alchemical Item

Power (Consumable • Acid, Fire): Standard Action. Make an attack: Area burst 1 within 10; +8 vs. Reflex; 1d6 fire damage, and ongoing 2 acid damage (save ends).


Blinding Bomb (level 3) (2):
Level: 3
Price: 30 gp
Alchemical Item

Power (Consumable): Standard Action. Make an attack: Area burst 1 within 10; +6 vs. Fortitude; on a hit, the target treats all nonadjacent creatures as having concealment until the end of your next turn. Creatures that do not rely on sight to detect other creatures are immune to this effect.

RITUALS/ALCHMEY/MARTIAL PRACTICES

Tracker's Eye:
Tracker's Eye
From a few discrete markings, you learn astonishing information about the creatures you pursue.

Component Cost: 1 healing surge
Market Price: 50 gp
Key Skill: Nature or PerceptionLevel: 1
Category: Martial Practice
Time: 10 minutes
Duration: Instantaneous and special

You examine tracks to learn crucial information about your prey. You must study the tracks and their vicinity while you perform the practice. At the end of that time, make a Nature check or a Perception check to determine what you learn. You gain information from your check result and all lower results.
In addition, you gain a +5 bonus to Perception checks to follow the tracks until you take an extended rest.

Nature or Perception Check Result Information Learned
9 or lower The tracks of any natural beasts, their numbers, and travel direction.
10−19 The tracks of any natural humanoids, their numbers, and travel direction.
20−29 The tracks of any natural creatures, their numbers, and travel direction.
30−39 The tracks of any creatures, their numbers, and travel direction. You also discern their pace, such as running, walking, sneaking, and so on.
40 or higher Whether or not the creature was encumbered, injured, and any other pertinent details related to the creature’s movement.


Travel Sense:
Level: 1
Category: Martial Practice
Time: 10 minutes
Duration: Instantaneous

By examining the sky and the atmospheric conditions, you accurately predict the weather for the next day within a 50-mile radius.


Survivor's Preparation:
Level: 2
Category: Martial Practice
Time: 10 minutes
Duration: 24 hours

Using survival techniques, you ready yourself and up to six allies present while you perform this practice. For the practice’s duration, you and your allies do not need to make Endurance checks for the heat and cold environmental dangers. A protected creature and its equipment can tolerate temperatures between -20 and 120 degrees Fahrenheit.
Additionally, for the practice’s duration, you and your allies gain a +2 bonus to Endurance checks against starvation, thirst, and any environmental dangers that require Endurance checks.


Hidden Pocket:
Level: 5
Category: Martial Practice
Time: 1 minute
Duration: Until object is retrieved

You hide a small object on your person so that it cannot be found. Make a Thievery check with a +10 bonus. Anyone searching you must make a Perception check with a DC equal to your check result to find the item. The DM can modify the DC based on the size of the object.


Precise Forgery:
Level: 5
Category: Martial Practice
Time: 10 minutes
Duration: Permanent

You fabricate papers or documents so that you can foist them off as being authentic. You can create forgeries of any kind, including written orders, treasure maps, paintings, manifests, and land grants. Forging a simple document takes 10 minutes. More complex works take as long as the DM decides.

At the end of the performance of the practice, make a Thievery check. Your check result determines the forgery’s quality. Anyone examining the document must succeed on a Perception check with a DC equal to your Thievery check result to discern the falsehood. If the forgery contradicts other documents or orders, you might have to make a skill check or engage in a skill challenge to convince another creature that the document is authentic.

History:
Kel's parents were adventurers, his father a cleric of Avandra and his mother a rouge. Their adventuring group had passed through Winterhaven many times so when his mother became pregnant with Kel they decided to settle there, Kel's uncle also happened to be the scout/gamekeeper for the Padraig family. For the next 13 years Kel and his family lived as typical townsfolk and mostly stayed out of trouble.
Kel was too hyper-active for his mother to teach him the more subtle arts of a rouge and he never developed his father’s devotion to the gods so he was apprenticed to his uncle to be trained as a ranger. Soon after his parents resumed the adventuring lifestyle and left Winterhaven.
After Kel's training was complete the lure of adventuring called to him and he joined a passing group of adventurers and has been a hero for hire ever since.

Wish list::
Regular magic item:
Vicious greatbow +2, 7th level
Summoned hide armor +2, 6th level
Boots of Free Movment, level 6
Sun Globe, level 1
Floating lantern, level 3
Cask of liquid gold, level 3
Bag of holding, level 5
Potion Bandolier, heroic tier
Bracers of Archery, heroic tier

Martial Practices:
Warded Campsite, level 3

Artifacts:
Amulet of Passage, heroic tier