Equipment: Studded leather armor, steel sheild, Long Sword +1, Dagger, Throwing knife (x3), Hatchet (x2), Long Bow, 20 Arrows, Adventurer's pack, Oil, Manacles (poor), Minor healing potion (x3)
Powers:
Tanglefoot Cantrip 1
Cast Two Actions somatic, verbal
Range 30 feet; Targets 1 creatureA vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack against the target.
Critical Success The target gains the immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition.
Success The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty.
Failure The target is unaffected.
Sudden Charge (2 actions)
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Experienced tracker:
Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.
rolls:
[dice=long sword+1] 1d20+12 [/dice]
[dice=S or P damage] 1d8+4 [/dice]