About BalgronStr 18(+4) = 16(base)+2(Minotaur)
1/2 Level: +1
Initiative: +2 = +1(Dex)+1(1/2Level)
Passive Insight: 15 = 10(base)+4(Wis)+1(1/2Level)
Basic Attacks:
Melee Basic Attack: +8 / +9(Long Sword) vs. AC = +4(Str)+3(Weapon Prof.)+1(1/2Level) / (Running Attack +1)
Damage: 1d8+4 = +4(Str) / (HQ +1d6) / (Crit. +?d?) Ranged Basic Attack: +?(?) vs. AC = +?(?)+?(Weapon Prof.)+0(1/2Level)
Defenses:
AC: 16 = 10(Base)+1(Dex)+1(Feat)+3(Hide Armor)+1(1/2Level) Fortitude: 16 = 10(Base)+4(Str)+1(Ranger)+1(1/2Level) Reflex: 14 = 10(Base)+1(Dex)+1(Ranger)+1(Feat)+1(1/2Level) Will: 15 = 10(Base)+4(Wis)+1(1/2Level) Opportunity Attack Defenses provoked while charging
Second Wind Defenses
Skills:
Acrobatics(Dex): +6 = +1(Dex)+5(Trained)-1(Armor)+1(1/2Level)
Arcana(Int): +0 = -1(Int)+1(1/2Level) Athletics(Str): +9 = +4(Str)+5(Trained)-1(Armor)+1(1/2Level) Bluff(Cha): +1 = +0(Cha)+1(1/2Level) Diplomacy(Cha): +1 = +0(Cha)+1(1/2Level) Dungeoneering(Wis): +10 = +4(Wis)+5(Trained)+1(1/2Level) Endurance(Con): +5 = +0(Con)+5(Trained)-1(Armor)+1(1/2Level) Heal(Wis): +5 = +4(Wis)+1(1/2Level) History(Int): +0 = -1(Int)+1(1/2Level) Insight(Wis): +5 = +4(Wis)+1(1/2Level) Intimidate(Cha): +1 = +0(Cha)+1(1/2Level) Nature(Wis): +7 = +4(Wis)+2(Minotaur)+1(1/2Level) Perception(Wis): +12 = +4(Wis)+5(Trained)+2(Minotaur)+1(1/2Level) Religion(Int): +0 = -1(Int)+1(1/2Level) Stealth(Dex): +1 = +1(Dex)-1(Armor)+1(1/2Level) Streetwise(Cha): +1 = +0(Cha)+1(1/2Level) Thievery(Dex): +1 = +1(Dex)-1(Armor)+1(1/2Level) Minotaur Racial Features:
Ferocity: When you drop to 0 hit points or fewer, you can make a melee basic attack as an immediate interrupt.
Goring Charge: You have the goring charge encounter power. Heedless Charge: You have a +2 racial bonus to AC against opportunity attacks you provoke during a charge. Vitality: You have one additional healing surge. Ranger Class Features:
Armor Proficiencies: Cloth, leather, hide.
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged. Trained Skills: Dungeoneering or Nature (your choice). From the class skills list below, choose 4 more trained skills at 1st level.
MARAUDER FIGHTING STYLE
HUNTER'S QUARRY
RUNNING ATTACK
At-Will Powers:
Hunter's Quarry Ranger Class Feature, PHB1
At-Will Minor Action 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 extra damage based on your level. 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. Level / Hunter’s Quarry Extra Damage 1st–10th / +1d6 11th–20th / +2d6 21st–30th / +3d6 ------------------------------ Marauder's Rush Ranger Attack 1, MP2
Careful Attack Ranger Attack 1, PHB1
Encounter Powers:
[ ]Goring Charge Minotaur Racial Power, PHB3
You charge the enemy and gore it with your horns. Encounter Standard Action Melee 1 Effect: You charge and make the following attack in place of a melee basic attack. Target: One creature Attack: +9 / +10 (Str) vs. AC = +4(Str)+4(Power)+1(1/2 Level) / (Running Attack +1) --- Strength + 4 (6 at 11th level and 8 at 21st level) vs. AC ------------------------------ Hit: 1d6+4 damage = +4(Str) / (HQ +1d6) / (Crit. +1d?) --- 1d6 + Strength modifier and you knock the target prone. ------------------------------ Level 11: 2d6 + Strength modifier, Constitution modifier, or Dexterity modifier damage. Level 21: 3d6 + Strength modifier, Constitution modifier, or Dexterity modifier damage. [ ]Dire Wolverine Strike Ranger Attack 1, PHB1
Daily Powers:
[ ]Jaws of the Wolf Ranger Attack, PHB1
You use your weapons to hedge in your foe and trick him into exposing a weak spot, at which point you strike. Daily <> Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding two melee weapons. Target: One creature Attack(Main-Hand, Long Sword): +8 (Str) vs. AC = +4(Str)+3(Weapon Prof.)+1(1/2 Level) Attack(Off-Hand, Short Sword): +8 (Str) vs. AC = +4(Str)+3(Weapon Prof.)+1(1/2 Level) (main weapon and off-hand weapon), two attacks ------------------------------ Hit(Main-Hand, Long Sword): 2d8+4 damage = +4(Str) / (HQ +1d6) / (Crit. +1d?) --- 2[W] + Strength modifier damage per attack. Hit(Off-Hand, Short Sword): 2d6+4 damage = +4(Str) / (HQ +1d6) / (Crit. +1d?) --- 2[W] + Strength modifier damage per attack. ------------------------------ Miss(Main-Hand, Long Sword): Half damage per attack. Miss(Off-Hand, Long Sword): Half damage per attack. Feats:
Two-Weapon Defense PHB1
Benefit: Toughness PHB1
Equipment:
Learning Weapon This weapon learns as you fight a specific foe, helping you to hit and strike vital spots repeatedly. Level: 5 Price: 1,000 gp Weapon: Any Enhancement: +1 attack rolls and damage rolls Critical: +1d6 damage Property: Each time you miss a target with this weapon, you gain a cumulative +1 power bonus (up to the weapon’s enhancement bonus) to your next attack roll with this weapon against the same target before the end of the encounter. This bonus ends when you attack a different target or when you hit. Property: Each time you hit a target with this weapon, you gain a +2 power bonus to the first damage roll on your next attack with this weapon against the same target before the end of your next turn. Published in Dragon Magazine 387, page(s) 59.
Personal Treasure:
Experience Points:
Party Treasure:
Wishlist:
|