Umbragen

Roderick Strongbow's page

85 posts. Alias of Richard J.


Full Name

Roderick Strongbow

Race

Human

Classes/Levels

Ranger / 1

Gender

Male

Size

Medium

Age

20

Alignment

Good

Languages

Common, Elven

Occupation

Surveyor

Strength 10
Dexterity 20
Constitution 11
Intelligence 10
Wisdom 14
Charisma 8

About Roderick Strongbow

AC: 10 + 8 armor = 18
Fort: 10 + 1 human + 1 class = 12
Reflex: 10 + 1 human + 5 ability + 1 class = 17
Will: 10 + 1 human + 2 ability = 13
HP: 31/32 Surges: 4/6 Surge Value: 8

status:
Initiative: +7
AP: 0
Speed: 6
Passive Insight: 12
Passive Perception: 17
TRAINED SKILLS
Acrobatics +9, Athletics +4, Dungoneering +7, Nature +7, Perception +
7, Stealth +9
UNTRAINED SKILLS
Arcana 0, Bluff -1, Diplomacy -1, Endurance -1, Heal +2, History 0, Insight +2, Intimidate -1, Religion 0, Streetwise -1, Thievery 4
CLASS FEATURES
Hunter Fighting Style
Hunters Quarry - Minor Action, designates nearest enemy you see as quarry: deal extra damage to quarry once per round.
Prime Shot = if no allies are closer to target than you, get +1 on ranged attacks against that target
FEATS
Guild:
Human:
Weapon Proficiency - Greatbow
Level 1:
Lethal Hunter - Hunters Quarry damage dice increase to d8's
Quick Draw - Draw a weapon with attack action, +2 initative

POWERS
AT WILL

Warning Shot:
Primary Attack +7 vs AC 1d12+5 damage, and choose 1 square in or adjacent to the primary targets space. If a creature moves into that square before the start of your next turn, you can make a secondary attack against the new target as an immediate action. SECONDARY TARGET: +7 vs AC 1d12 damage.

Hunters Quarry:
+1d8 Minor Action. 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 atack to apply the extra damage to after all the attacks are rolled. if you have dealt Hunters Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn.

Basic Attack:
+3 vs AC 1d8 longsword

Basic Ranged Attack:
+7 vs AC 1d12 +5 Greatbow

Bonus At-Will Power:Fading Strike:
+7 vs AC 1d12+5 damage, and you shift 2 squares to a square that is not adjacent to the target.**When making an opportunity attack, you can use this power in place of a meee basic attack.

Twin Strike:
You must be wielding two melee weapons or a ranged weapon. +7 vs AC 1d12 damage. TWO ATTACKS

ENCOUNTER

Second Wind:
standard, you spend a healing surge and regain hit points. You gain a +2 bonus to all defenses until the start of your next turn

Rapid Volley:
One or Two creatures. +7 vs AC 1d12+5 damage. If you attack one creature, you gain +2 bonus to the damage roll. If you attack two creatures, you take a -2 penalty to both attack rolls.

DAILY

Hunters Bear Trap:
+7 vs AC 2d12+5 damage, and the target is slowed and takes ongoing 5 damage (save ends both). MISS: Half damage, no ongoing damage, and the target is slowed until the end of your next turn.

ITEMS
Hide Armor (E)
Greatbow (E)
Longsword
Adventurers kit
Battleaxe.

WISH LIST: Escape tatoo / Magic Hide armor / magic greatbow /