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08:29, 27th April 2024 (GMT+0)

Angel

Angel, Level 12 Human Sharpshooter Ranger / Rogue
Age: 23, Height: 5' 5", Weight: 130 lb.


Restful Bedroll: At the start of each day, Angel gets 1d8 temporary hit points that last until her next rest.

ACTION POINT:
Action Surge: +3 to Angel's attack that is granted by AP.
Rapid-Fire Action (11th level): When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.


Opportunity Fire (11th level): You can use a bow or a loaded crossbow to make opportunity attacks. These attacks don’t provoke opportunity attacks.

Quarry Damage: +2d6

Crit: +3d6 dmg, +2 dmg, +2 dmg against target of critical for the rest of the encounter.

Initiative +14*, Perception 24, Insight 24, Normal Vision
 *See "Begin the Hunt" Utility
HP 90 (+6); Bloodied 45; Surges 6; value: 22
AC 26; Fortitude 19, Reflex 27; Will 22
Resist 5 Fire
Resist 10 Force
Speed 6*
 *Running only gives -2 penalty for Angel due to Fleetrunner Boots
[M] Superior Crossbow (Standard; At-Will) * Basic Ranged
Weapon
+21 vs. AC; 1d10+10 dmg (Range: 25/45)
Notes:
 The attack is +21 because of the Eagle Eye Goggles.
 The damage is +11 because Bracers of the Perfect Shot.

[R] Careful Attack (Standard; at will) * Ranged Weapon
Martial, Weapon
RANGER
+22 vs. AC; 1d10+9 dmg.
True Arrow Style: If the attack misses, you may grant CA to all enemies until the start of your next turn to make a ranged basic against the same target as a free action.
Level 21: 2d10+9 dmg.
[R] Twin Strike (Standard; at will) * Ranged Weapon
Martial, Weapon
RANGER
Targets: One or two creatures.
+20 vs. AC; Two attacks; 1d10+3 dmg per attack.
[M/R] Probing Strike (Standard; at will) * Melee or Ranged Weapon
Martial, Weapon
ROGUE
+20 vs. AC; 1d10+9 dmg.
Level 21: 2[W] + Dexterity modifier damage.
Effect: +1 to your next attack roll against the target before the end of your next turn.
[R] Mage Hand (Minor; At-Will) * Ranged 5
Arcane, Conjuration
Effect: Conjure a spectral, floating hand in a square in range. It can carry, move or manipulate objects weighing up to 20 pounds and can carry them 5 squares. Moving the hand requires move action and it moves at a speed of 5.
Sustain Minor: Sustain indefinitely.
Special: Only one hand at a time.
[R] Prestidigitation (Standard; At-Will) * Ranged 2
Arcane
Effect: Choose one - (Move 1 pound of material), (Create harmless sensory effect, such as a shower of sparks, puff of wind, faint music, strong oder), (Color, clean or soil 1 cubic foot for up to 1 hour), (Instantly light or snuff out a candle, torch, camp fire), (Chill, warm, flavor 1 pound of nonliving material for 1 hour), (Make a small mark or symbol appear on a surface for 1 hour), (Produce a small item or image that exists from nowhere until end of next turn), (Make small, handheld item invisible until end of next turn). Nothing created with this can deal damage, serve as a weapon or tool, or hinder another creature's actions. This can not duplicate the effect of any other power.
Special: You can have 3 prestidigitation effects active at one time.
[M/R] Fox's Cunning (Immediate Reaction; Encounter) * Melee or Ranged Weapon
Martial, Weapon
RANGER
Trigger: An enemy makes a melee attack against you.
Effect: Shift 1 then make a basic attack against the enemy
+22 vs. AC; 1d10+9 dmg
[M/R] Fleeting Spirit Strike (Standard; Encounter) * Melee or Ranged
Martial, Weapon
ROGUE
Effect: Before the attack, shift 3 squares.
+20 vs. AC; 2d10+9 dmg. Shift 3 squares.
[P] Ferret Out Frailty (Minor; Encounter) * Personal
Martial
ROGUE
Effect: Until the beginning of your next turn, you gain CA against one target within line of sight. If the target is taking an attack penalty from one of your rattling attacks, you instead gain CA until the end of your next turn.
[P] Perfect Aim (Minor; Encounter) * Personal
Martial, Weapon
SHARPSHOOTER
Effect: Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your wisdom modifier (+3). If you move or take damage before the attack, the bonus is lost.
[R] Biting Volley (Standard; Encounter) * Ranged Weapon
Martial, Weapon
RANGER
Target: One or two creatures.
+20 vs. Ref, two attacks. Each attack can crit on 18-20; 1d10+9 dmg per attack.
[M-R] Stab and Shoot (Standard; Encounter) * Melee 1 then Ranged Weapon
Martial, Weapon
SHARPSHOOTER (Ranger)
Primary Target: One creature
+20 vs. AC; 1d10+9 dmg and target is dazed until the end of your next turn. Make a secondary attack.
Secondary Target: One creature other than the primary target in weapon range.
+20 vs. AC; 2d10+9 dmg.
[P] Begin the Hunt (No Action; Daily) * Personal
Martial
Trigger: You roll initiative
Effect: You gain a +2 bonus to the initiative check, and using your Hunter's Quarry, you designate one creature you can see as your quarry. You gain a +2 power bonus to attack rolls against that creature until it is no longer your quarry.
[P] Point Blank Crossbow (Free; Encounter) * Personal
No Keyword
Effect: You must use this when you make a ranged attack. The attack does not provoke opportunity attacks.
[P] Gap in the Armor (Minor; Daily) * Personal
Martial
ROGUE
Effect: Choose an enemy within 5 squares of you. You gain a +2 power bonus to attack rolls against that enemy until the end of the encounter.
[R] Guardian Arrow (Standard; Daily) * Ranged Weapon
Martial, Weapon
RANGER
+20 vs. AC; 2d10+9 dmg
Miss: Half damage
Effect: Choose an ally adjacent to the target. Until the end of the encounter, if the target attacks that ally, you can make a ranged basic attack with a weapon against the target as an immediate interrupt. You cannot make this attack if the target is marked by that ally.
[C] Blinding Barrage (Standard; Daily) * Close Blast 3
Martial, Weapon
ROGUE
Target: Each enemy in blast you can see.
+20 vs. AC; 2d10+9 dmg. Target is blinded until end of your next turn.
Miss: Half damage. Target is not blinded.
[M/R] Marked for Death (Standard; Daily) * Melee or Ranged Weapon
Martial, Reliable, Weapon
RANGER
Target: One creature designated as your quarry.
+20 vs. AC; 3d10+9 dmg and you mark the target until the end of your next turn. Until the end of the encounter, your quarry damage deals 2 extra dice of quarry damage against the target.
[P] Brooch of Shielding (Interrupt; Daily) * Personal
No Keyword
Trigger: Angel is hit by an area, close, or ranged attack.
Effect: Angel gains resist all 10 to the triggering attack.
Alignment: Unaligned; Languages: Common, Elven
(* = Trained in that skill)
17 Acrobatics*, 8 Arcana, 10 Athletics*, 6 Bluff, 6 Diplomacy,
9 Dungeoneering, 11 Endurance*, 9 Heal, 8 Hist, 14 Insight*, 6 Intimidate,
14 Nature*, 14 Perception*, 8 Religion, 17 Stealth*, 6 Streetwise, 12 Thievery
Str 09(-) Dex 23(6) Wis 16(3)
Con 11(0) Int 14(2) Cha 11(0)
Equipment: S.A.K. (15), Restful Bedroll (360), Riding Horse, Climber's Kit, Eagle Eye Goggles (520), Hedge Wizard's Gloves (840), Brooch of Shielding +1 (680), Fleetrunner Boots (1,000), Leather Armor of Resistance +1 (520), [WEAPONS: Superior Crossbow of Long Distance +2 (2,600), Swiftshot Superior Crossbow +1 (680), Point Blank Crossbow +1 (680), Inescapable Superior Crossbow +1 (680)], MONEY: 345


Deity: All of them, but is wary of Evil and Chaotic Evil gods.


Attack Math: 6 (half lvl) + 6 (Dex) + 3 (prof) + 3 (enh) + 1 (Sharpshooter Talent; Crossbow) + 1 (Weapon Expertise; Crossbow) = 20
For Basic Ranged: 20 (Normal attack) + 1 (Eagle Eye Goggles) = 21
Damage Math: 6 (Dex) + 3 (enh) = 9

Defense Math:
   AC: 16 + 6 (Dex) + 2 (Leather) + 2 (enh) = 26 AC
 Fort: 16 + 0 (Con) + 1 (Race) + 2 (enh) = 19
 Refl: 16 + 6 (Dex) + 1 (Race) + 2 (enh) + 2 (Class) = 27
 Will: 16 + 3 (Wis) + 1 (Race) + 2 (enh) = 22


Rituals: None.

Feats:
01) Weapon Expertise: Crossbow (GM Bonus Feat)
01) Far Shot (Class Bonus Feat) (+5 normal and long range of bow/crossbows)
01) Hybrid Talent (Human Bonus Feat) (Sharpshooter Talent; Crossbows)
01) Weapon Proficiency: Superior Crossbow
02) Speed Loader (Free action to reload a "load minor" crossbow)
04) Quick Draw (Draw weapon as part of attack. +2 feat bonus to initiative)
06) Action Surge (+3 attack when you spend AP)
08) True Arrow Style (If Careful Attack misses, grant CA to try again)
10) Distant Advantage (CA for distant flanked enemies)
11) Critical Targeting (+2 dmg on crit. Then +2 dmg v that creature for encounter)
12) Point Blank Shot (Ignore cover, concealment and complete concealment when within 5 squares of target)

Speed Loader
Benefit: As a free action, you can reload a crossbow
you’re wielding that has the load minor property.
Quick Draw
Prerequisite: Dex 13
Benefit: You can draw a weapon (or an object
stored in a belt pouch, bandolier, or similar container,
such as a potion) as part of the same action used to
attack with the weapon or use the object.
You also gain a +2 feat bonus to initiative checks.
Crossbow Expertise
+1 attk with crossbow. Ignore partial cover and superior cover with weapon attacks you make with crossbow.

Future Feats:
??) Danger Sense (Roll twice for initiative and take better result)

* = RP/plot reasons (fits with what's happened so far)
@ = IC reasons (fits the character)
$ = Minmax reasons
Possible feats:
Battle Caster Defense (+4 AC v Opportunity provoked from ranged or area)
Monastic Disciple?
Alertness (Don't grant CA when surprised. +2 feat to perc)@
Ambush Tactics (+1d6 dmg to one enemy who hasn't acted)
Armored Swiftness (ignore armor penalty for dex skills)@
Fey Senses (+2 feat bonus to perc. +2 save vs charm)*
Fey-Minded (Use Nature instead of Arcana. Learn Giant or Goblin)*
Hobbling Strike (Forgo a die of quarry dmg to slow target)@$
Hunters Aim (no penalty on covered/concealed quarried enemy)@
Impending Victory (+1 attacks for At-Wills v bloodied enemies)@
Jack of All Trades (+2 to all untrained skills)@
Lethal Hunter (quarry is d8 instead of d6)$
Linguist?
Novice Power (MC. Switch Evasive with Open Gate)
Precision Ambush Style (+5 dmg to ranged Twin Strike during surprise round)$
Predatory Action (Action Point allows quarry AGAIN)$
Second Shot (2nd-nearest can be quarried instead of nearest)@
Silent Shot Student (+Int dmg on Careful attack when hidden. +2 stealth)
Spring Step (shift 1 as free action when you stand up)$
Staggering Strike (push 1 instead of doing quarry dmg)@$
Swift Footwork (shift 2 extra on shift powers)$
Terrain Advantage (CA v enemy in difficult terrain)@
Toughness? (+5 HP/ +10 at 11th lvl / +15 at 21st lvl)$
Turathi Assault Style (Arena. If first attk of Twin hits, second gets +1)@
Twilight Training (gain low-light vision)$
Underdark Climber? (Use acro instead of athl to climb walls. +2 feat to acro)
Weapon Focus - Crossbow (+1 dmg per tier)

Wild Talent Master feat!
 Far Hearing
 Know Direction
 Sensing Eye

Sunshine Villa Benefit:
You may choose an extra Background Benefit instead
of a Regional Benefit, thus allowing you to have
2 Background Benefits. You may not stack the same
benefit on itself, however.

Background Benefit: Auspicious Birth
You substitute your highest ability
score for Constitution to determine
your initial hit points.

Background Benefit: Seducer
Add Bluff and Insight to your class skill list.
+1 to Bluff and Insight.

Theme: Ghost of the Past

quote:
Lv 1:  history training.  if already trained in history, learn language of "your lost empire"  Also get Free Enc "Roll two d20's for an attack roll, skill check, or ability check".  Fine print of "if both numbers are the same, you dazed after you complete the action."

Lv 5: If used for a history check, does not expend power.

Lv 10: Can use lv 1 double roll power for an Action Point, even if you already used it.

Useful Lv 6 Utility: Daily, Free action.  Trigger, an attack, skill, or ability roll you do not like.  Roll THREE d20, use any result.  But you still get dazed if two are the same result.

Interesting Lv 10 Utility: Day, Standard.  "Time Jaunt".  Effect: You are removed from play for the next two turns, and reapear at start of third.  When you return, you can spend a healing surge, you gain an action point.  You return to an unoccupied space within 5 of your last location.



Character description/personality:
Angel is a relatively uncommon sight due to racism as she is a mix of dark and light skinned humans. She has black hair and a light-brownish tone of skin. Having an aura of confidence, Angel is an opportunist who loves taking advantage of everything for her own gain. Circumstances or people, whether good or bad, Angel makes lemonade when life serves lemons. It's an interesting poker face to have, but due to always seeming to be in a good mood due to believing herself always in control, nobody can guess what her true feelings are underneath. Granted, she's still working on her bluffing skills, but she usually uses the truth to get her places. In her mind, she never loses and it's only a matter of time before she is in control of everyone.

Combat tactics:
As mentioned, Angel is an opportunist. All her attacks are revolved around seizing the opportunity and using it to her advantage. She knows better than to betray comrades, however, and will do what she can to protect them.

Character background:
Angel was raised by a pair of villains who taught her to believe not only in herself, but her destiny to become greater than everyone else. She realizes she is just starting out, but plans to eventually do as her parents taught her: Take over the world. But between her upbringing and her personal plans, Angel became not so much a villain, but someone who believes both good and evil are useful.

XP earned: 0
Money: 443 gold.
Bolts: 200

Possible future purchases:
Distance Weapon (360)
Defensive Weapon (520) <- Any! Greatbow?
Rebounding Crossbow (520)
Quick Weapon (680) daily: extra attack
Targeting Crossbow (680)

Predator's Hide (680) <-- +1 all defenses vs hit quarry
Battle Harness (840) <-- +1 init and draw weapon as free action

Bracers of the Perfect Shot (680) +2 item bonus to rng dmg

Cynic's Goggles (1000)

Amulet of Health (680) Resist 5 poison

Belt of the Brawler (680) improvised atk treated as if armed with club

Eternal Chalk (360)
Bridle of Conjuration (840) summon a horse
Warhorse (680)
Dire Wolf? (1000) <-- only usable at lvl 5




Possible character musing when I actually sat and asked myself how to make the most accurate ranged character. Wasn't going straight Avenger because I wanted to see how high the attack number could get. Anyway... listing what I take at each level and how large the attack is and how large it CAN be from using powers and such:

Level 1:
Human Hybrid Ranger/Rogue. Chose Ranger Reflex.
Stats: Str 08, Con 10, Dex 20, Int 13, Wis 13, Cha 10
Trained Skills: Acro (11), Ath (5), Bluff (6), Ins (7), Int (6), Perc (7), Stealth (11)
At-Will Powers: Preparitory Strike (Rogue), Probing Strike (Rogue), Twin Strike (Ranger)
Encounter Power: Fox's Cunning (Ranger)
Daily Power: Guardian Arrow (Ranger)
Feats: Hybrid Talent (Chose Rogue Weapon Talent: Crossbow Sharpshooter), Weapon Proficiency - Superior Crossbow

Attack: Dex mod (5) + Proficiency (3) + Sharpshooter (1) = 9
Potential Attack: Attack (9) + Combat Advantage (2) + Power Bonus (1) = 12

Level 2:
Utility: Begin the Hunt
Feat: Crossbow Expertise

Attack: See Level 1 (9) + Enhancement (1) + Half level (1) + Feat (1) = 12
Potential Attack: Attack (12) + Combat Advantage (2) + Power Bonus (2) = 16

Level 3:
Encounter Power: Fleeting Spirit Strike
Nothing special here. Just picking the most ideal encounter power, nothing for attack at this level.

Level 4:
Bonus to Stats: +1 Dex, +1 Wis
Feat: Action Surge (+3 attack when you use action point)
Half Level brings up base attack from 12 to 13

Attack: 15
Potential Attack: Attack (15) + C.A. (2) + Power Bonus (2) + Surge (3) = 22

As you can see, by level 4, the attack value is already nuts, needing only a roll of 7 to hit AC 20. And that's if I target AC and with my base attack. I can potentially hit AC 22 with a roll of 2 (since a roll of 1 is auto-miss, I didn't bother mentioning hitting AC 21 with a roll of 1)

But right now it's late, so I'll just leave it at that and continue this madness later. Enjoy the build for what it is. Pure accuracy.

Later possible feat
Feat: Against All Odds (if 3 enemies adjacent to you at start of turn: +1 attack)