Zellara

Geleri Fairwind's page

317 posts. Alias of FabesMinis.


Full Name

Geleri Fairwind

Race

Half-elf

Classes/Levels

Ranger 4 (multiclass - Rogue)

Gender

F

Size

M

Age

31

Alignment

Good

Deity

Mielikki

Location

Loudwater

Languages

Common, Elven, Goblin, Giant

Occupation

Guide

Strength 16
Dexterity 15
Constitution 13
Intelligence 12
Wisdom 14
Charisma 12

About Geleri Fairwind

XP: 5539

Init:+4 = +2 (Dex) +2 (half-level)
AC 17 (Sylvan Leather +3, Dex +2, level +2)
Fort 17
Ref 16
Will 15

Passive Insight: 16
Passive Perception:19

HP: 50
Current HP: 16
Temp HP: 0
Bloodied: 25
Healing surges: 7 per day
Amount per surge: 12
Surges Used: 6

Action Points: 0

Basic Ranged attack: Dagger Attack +7, damage 1d4+2
Basic Melee attack: Magic Longsword Attack +10, damage 1d8+5 (crit+2d6)
or Magic Shortsword Attack +10, damage 1d6+5 or normal longsword +8 damage 1d8+3
Move: 5 squares (run 7 squares)

Special abilities
Group Diplomacy - +1 racial bonus to allies within 10sq to Dip checks
Dilletante - choose at-will power from another class as encounter power
Dual Heritage - take feats from human or elf
+2 Diplomacy, +2 Insight

Background: Grey Vale - +2 to Nature checks, one additional language

Equipment
Spoiler:

Sylvan Leather +1
Amulet of Prot +1
Longsword
Shortsword
Dagger (6)
Rations
rope
2 sunrods
Waterskin
'kerchief
Thieves' tools
Tent

Powers
Spoiler:

AT-WILL:
Twin Strike
At-Will Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: +10/+8 vs AC (melee; main and off hand) or +7 vs AC (ranged; 2 attacks)
Hit: 1d8+2 AND 1d6 or 1d4 AND 1d4.

Hit and Run
At-Will Martial, Weapon
Action Melee weapon
Target: One creature
Effect: If you move in the same turn after this attack, leaving the first square adjacent to an enemy does not provoke attack of opportunity.
Attack: +10 vs. AC
Hit: 1d8+5.

ENCOUNTER:
Evasive Strike
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Special: You can shift 2 squares (1 + Wis mod) either before or after attack
Attack: +10 vs. AC Melee or +7 vs AC ranged
Hit: 1d8 + 5 damage or 1d4+2 damage

Cut and Run
Encounter Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One or two creatures
Special: You can shift 2 squares (1 + Wis mod) either before or after attack
Attack: +10/+8 vs. AC Melee (main weapon and off-hand weapon) or +7 vs AC ranged - two attacks
Special: After the first or the second attack, you can shift 2 squares.
Hit: 1d8 + 5 damage and 1d6+3 damage or 1d4+2 damage per attack

Scorching Burst
Encounter Arcane Implement Fire
Standard Action Area burst 1 within 10 squares
Target: each creature in burst
Attack: +3 vs Reflex
Hit: 1d6+1 fire damage

DAILY:
Sudden Strike Daily
Martial, Weapon
Standard Action Melee weapon
Requirement: Wielding 2 melee weapons
Target: One creature
Attack: +8 vs. AC (off hand weapon)
Hit: 1d6 damage.
Effect: You shift 1 square and make a secondary attack against the target.
Secondary attack: +10 vs AC (main weapon)
Hit: 2d8+5 and target is weakened until the end of your next turn.

Utility
Unbalancing Parry
Encounter*Martial, Weapon
Immediate Reaction Melee 1
Trigger: An enemy misses you with a melee attack
Slide the enemy into a square adjacent to you and gain combat advantage against it until the end of your next turn.

Two-Wolf Pounce

Class powers:

Spoiler:
Two-blade Fighting Style - use one handed weapon in off hand as though it were an offhand weapon
HUNTER'S QUARRY
Once per round as minor action designate nearest target as quarry. Add 1d8 to damage. Only one quarry at a time.

PRIME SHOT
If none of your allies are nearer than you to your target, receive +1 bonus to ranged attacks.

Magic items:
Longsword: (level 6 magic weapon) Enhancement: +2 attack rolls and damage rolls
Critical: +2d6 damage

Power (Encounter • Polymorph): Minor Action. Change the weapon into a different weapon from any melee category (simple, military, or superior). This effect lasts until the end of the encounter, or until you end it as a minor action.

Feats - Backstabber, Sneak of Shadows, Toughness (bonus). Lethal Hunter (d8 Quarry)

Skills
Spoiler:

Acrobatics +9
Arcana +3
Athletics +10
Bluff +3
Diplomacy +5
Dungeoneering +4
Endurance +3
Heal +4
History +3
Insight +6
Intimidate +3
Nature +11
Perception +9
Religion +3
Stealth +9
Streetwise +3
Thievery +9

Background and personality
Spoiler: