Elf

Verys Stargyl's page

35 posts. Alias of Cale Noor.


Full Name

Verys Stargyl

Race

Elf

Classes/Levels

Ranger 2

Gender

M

Size

M (5' 9" 150lb)

Age

25

Alignment

Good

Languages

Elven, Common

Occupation

Scout, Hunter, and Bounty Hunter

About Verys Stargyl

AC: 17 Init: +5 Fort: 13 Reflex: 16 Will: 14
HP: 29 Bloodied: 14 Surges: 6/7 Surge Value: 7
PassPerception: 23 PassInsight: 14, 1 Action Points

Current HP: 26

Str 12 +1 (+1)
Con 12 +1 (+1)
Dex 18 +4 (+4)
Int 12 +1 (+1)
Wis 16 +3 (+3)
Cha 11 +0 (+0)

Racial Abilities

Spoiler:
Elven Weapon Proficiency: proficient with longbow and shortbow
Vision: Low-Light
Group Awareness: non-elven allies w/in 5 sq get +1 to Perception checks
Elven Accuracy: use elven accuracy as an encounter power
Fey Origin: my origin is fey, not natural
Wild Step: ignore difficult terrain when shifting (even when shifting multiple squares)
Speed: 7 squares

Class Features

Spoiler:
Archery Fighting Style- gain defensive mobility as a bonus feat
Hunter's Quarry- minor action, designate nearest enemy as quarry, deal extra damage once per round. current bonus: +1d8
Prime Shot- if no allies are closer to target, gain +1 to attack
Background: Caravan Scout (+2 to Perception)
[spoiler]

Base Attack
[spoiler]
melee- longsword (+5 vs AC, 1d8+1)
ranged- longbow (+7 vs AC, 1d10+4)

Skills-

Spoiler:

Acrobatics +10
Athletics +7
Nature +11
Perception +13
Stealth +10
Thievery +10

Feats-

Spoiler:
1: Lethal Hunter (quarry damage becomes d8s instead of d6s)
1:Defensive Mobility (+2 AC vs opportunity attacks)
2:Skill Training (thievery)

Powers-
Spoiler:
AT-WILL: Careful Attack (ranged or melee, weapon, standard, +9 vs. AC, 1d10 damage-ranged or +6 vs AC, 1d8 damage-melee)
Nimble Strike (ranged, weapon, standard, +7 vs AC, 1d10+4 damage. Special: can shift 1 sq before or after this attack)

ENCOUNTER: Elven Accuracy (personal, free, reroll attack roll. use second roll, even if lower)
Evasive Strike (ranged or melee, standard, weapon, +7 vs AC, 2d10+4 damage or +5 vs AC, 2d8+1 damage Special: can shift 4 sq before or after attack)

DAILY: Split the Tree (ranged, standard, weapon, 2 targets w/in 3 sq, +7 vs AC, 2d10+4, Special: Make two attack rolls and use the best one against both targets)

UTILITY: Yield Ground (immediate reaction, if an enemy damages me with a melee attack, can shift Wis mod (+3) squares and get a +2 to all defenses until EOMNT)

Equipment-

Spoiler:

leather armor, longbow, quiver w/60 arrows, longsword (strapped to belt), backpack (flint and steel, 10 days rations, 50' rope, 2 sunrods, waterskin, 3 torches) bedroll (strapped to backpack), beltpouch (w/10gp, 5 sp, travel papers, bloodstone signet ring)

Backstory-

Spoiler:
ex-military scout and ex-caravan scout, he now works for the Audairan government. He was assigned to keep watch as a group of Thrane mercenaries delved into the Test of Fate a complex used as a convenient death trap for intruders. However, he received orders that one of the group was a Darguun agent who might know how to secure a suspected artifact inside the complex one that could have alarming ramifications for all of Aundaire. So he was ordered to secure the artifact and kill the agent once he had bypassed the defences, however the group set off something inside and unable to enter, Verys was forced to ally with a Thrane shifter and an invoker who he knows little about to find a way in atop the tor only to fall down an air shaft opened by the invoker whilst trying to settle the matter of who was in charge with the shifter. Now stuck inside and no sign of the Darguun agent Verys is wondering what else can go wrong...

Intense and alert, Verys doesn't waste words or actions. He is terse with strangers and really only opens up with his small group of friends. His insight is often as keen as his aim and he tends to get right to the heart of the matter.