<<RACIAL ABILITIES>>
Danger Sense: +2 to initiative
Defended Mind: +2 saves against daze, dominate, and stun
Iron Mind: See below
Shifting Fortunes: Shift 3 squares when you second wind
<<CLASS ABILITIES>>
Bloodbond: Shift as a minor action and gain the Encaging Spirits power
Inevitable Shot: Make an attack when you miss (once per encounter)
Seeker's Bond: Choose a Bond to gain bonuses for certain powers
<<POWERS>>
At Will
Elemental Spirits:
Primal, Varies, Ranged Weapon,
Standard Action
Target: One creature
Special: Choose cold, fire, lightning, or thunder when you use this
power. Your choice determines the power's damage type.
Attack: Wisdom vs AC (with Duelist's Longbow, +10 vs AC, 1d10+6 damage)
Hit: 1[W] + Wis modifier (+5) damage of the chosen type. Until the
end of your next turn, any creature that starts its turn adjacent to
the target takes damage of the chosen type equal to your Dex modifier
(+3)
At Will
Grappling Spirits:
Primal, Ranged Weapon, Standard Action
Target: One creature
Attack: Wisdom vs AC (with Duelist's Longbow, +10 vs AC, 1d10+6 damage)
Hit: 1[W] + Wis modifier (+5) damage, and the target is slowed and
can't shift until the end of its next turn
Special: You can use this power as a ranged basic attack
Encounter
Flickering Arrow:
Primal, Ranged Weapon, Standard Action
Target: One creature
Attack: Wisdom vs AC (with Duelist's Longbow, +10 vs AC, 1d10+6 damage)
Hit: 1[W] + Wis modifier (+5) damage. Until the end of your next
turn, the target can't benefit from cover, concealment, or total
concealment, and enemies within 2 squares of the target take a -2
penalty to attack rolls
Bloodbond: Enemies take the penalty while within a number squares of
the target equal to 2 + your Dex modifier (+3)
Encounter
Encaging Spirits:
Primal, Minor Action
Target: Each enemy in the burst
Close burst 1
Effect: You push each target 1 square, and each target is slowed until
the end of your next turn
Encounter
Inevitable Shot:
Primal, Free Action
Trigger: You miss a creature with a ranged attack
Effect: You make a ranged basic attack against an enemy within 5
squares of the creature you missed, using that creature's space as the
attack's origin square
Special: You regain the use of this power when you spend an action
point
Encounter
Words of Friendship:
Arcane, Charm, Minor Action
Effect: +5 bonus to the next Diplomacy check before the end of your
next turn
Encounter
Healer's Gift:
Healing, Touch, Standard Action
Target: One dying creature
Effect: Target can spend a healing surge.
Encounter
Telekinetic Leap:
Move Action
Target: You or one ally in range 10
Effect: The target can fly up to 5 squares. If this power is used on
an ally, that ally must remain in your line of sight at all times
during the effect
Encounter
Warding Arrow:
Primal, Immediate Interrupt
Requirement: You must be wielding a bow
Trigger: You would be hit by a melee attack
Effect: You gain a +2 bonus to all defenses until the start of your
next turn. If the triggering attack still hit you, the triggering
attacker grants combat advantage to you until the start of your next
turn.
Daily
Swarming Bats:
Primal, Ranged Weapon, Zone, Standard Action
Target: One creature
Attack: Wisdom vs Reflex (with Duelist's Longbow, +10 vs Reflex, 1d10+6 damage)
Hit: 1[W] + Wis modifier (+5) damage
Effect: You slide each target 1 square. The burst creates a zone of
difficult terrain that lasts until the end of your next turn. The
zone is also difficult terrain for flying creatures. While within the
zone, enemies grant combat advantage. As a move action, you can move
the zone 4 squares.
Sustain Minor: The zone persists
Melee Basic:
(unarmed) +1 vs AC, 1d4 damage*
Ranged Basic:
Duelist's Longbow: +8 vs AC, 1d10+4 damage, Range ?
<<FEATS>>
Bow Expertise: +1 to attack, +1 to damage to one creature not
adjacent to other creatures
Courageous Example ????
<<EQUIPMENT AND MONEY>>
Duelist's Longbow +1 to hit and damage
Crit: +1d6 damage.
Constant Property: When you hit an enemy with this weapon, that enemy takes a –2 penalty to ranged and area attack rolls until the end of your next turn.
Leather Armor
60 arrows
Someday?:
Elusive Leather Armor +1
Amulet of Protection +1
Adventurer's Kit