Angel
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)